Uhu wrote:
And if you are lucky you got also really fast a ticket to the famous Gulag Archipegalo.
Hm... It sounds like a very interesting and exotic holiday destination! I will ask my agent about it, maybe he can suggest a cheap last minute trip.
True there are some nasty evilness like with the Tiger-transport (will not say more because that would be spoiler), but that moment I was very angry...
Sorry, but I think a precious cargo deserves a special escort... However, it is not really a pre-set event: I think you were just at the wrong place in the wrong time. Just think it over once more, how should I know where the player wants to take that Tiger on that huge map? And on which route? There are plenty options after all, depending on which theater you want to make a difference with it.
I just hope that you were not SO evil that the enemy launches a counter offensive to take back the Middle East oil fields. At least not from the South-East direction. Please whisper this info in my ears because I don't want to loose the game only because of that...
Well, it was a long time ago when I made that part of the map and I do not remember clearly. Even if I remembered it would be classified for at least 50 years... What, wait a second, Windows shows it is 2014, which means WWII ended like 70 years ago!!! So I think that file is no longer classified! Let me see... ah, yeah... you are lucky... no counter-attack from the South East... the Brits are busy holding the line against the Japanese...
The units of the Hungarian Mobile Corps also survived so no cause to worry.
Oh, well done, that's a great relief! It means grandpa finally made it, so I can live to fight another day and to release v1.1!!!
I didn't made enough preparations to defend Tunisia. So it was captured (again historical timely - congratulation again for the great design!), than the garrison in Malta wiped out (although the island was not recaptured) and in no time I already encountered Allied units landing in Sicily AND in Italy!
Even if you do not prepare the defenses of Tunisia prior to the Allied landing, you should have enough time to take some units there by air and sea (both needs escort, of course) because of their slow advance. However, if the Italian fleet is busy besieging the Middle East at that time, than it is a different story, of course...
I agree, though, that it would be better to separate those two invasions as it happened historically. Problem is that I do not have enough AI zones to make it like that, but I will have another look - I might find one more AI zone that I could use for it, but no promises.
As a side note, one just cannot imagine how hard it is to simulate the whole war by being restricted to use only 32 AI zones...
For the same reason:
I don't know when Italy quits - hopefully the North African captured territory counts in to avoid armistice...
Italy would not quit in this mod

- it would be very difficult to make it as historically Italy was torn into two parts: some supported the Allies, while others remained loyal to the Axis. I just do not have enough AI zones to make it right and thus for simplicity Italy remains pro-Axis throughout for the time being.
but the Allies were already at the gate of Rome and there were only a few inf defenders...
Somehow I felt that it might not be good, so I will try to improve it a bit...
I didn't take enough in account that on Rommel level there is really not much prestige and I behave like the silly customer: when I had 'money' I spent it on many not useful things (strenghten inf units which were no priority, or giving overstrenght) - and when I really needed it I haven't have enough.
Basically that's why I advised you early on to play it on General (even though I know that your preferred level is Rommel). I set up the whole thing with General in my mind (for experienced players) and it might well be an impossible mission to win it on any higher.
I paid no attention to my allies and just used them without avoiding heavy losses - and when the winter came, I had not the power or the perishable units to by time, just my worthy units to halt the Soviet offensive.

Sure, this mod might be a good lesson for everyone to learn to value your allies - do not waste them, even if they are inferior!
I didn't care to upgrade the Pak 37's which were maybe useful to halt the hordes of Soviet tanks.
Sure, in the vanilla campaigns towed AT guns are hardly needed at all, but in this mod, just like historically, they can be very useful and cost-effective! By the way, I wonder why most players give so low priority to towed AT guns - they are cheap, good for defense and to hold victory objectives, and later can be upgraded to self propelled AT guns or assault guns when needed. I think AT guns are the real underdogs of PG/PzC.
If somebody is interested, I can make a strategy guide.
Please, do so! I find it very interesting to read what other strategies people come up with. As I wrote in the first post of this topic, there can be many ways to play this mod and I am eager to read more. And I am quite sure that it would help others as well not to fall into the same traps.
Many thanks for your feedback, it really helped a lot to make the next release even better!
