Battlefield: Europe MOD v2.4

A forum to discuss custom scenarios, campaigns and modding in general.

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Uhu
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Re: Battlefield: Europe MOD v1.1

Post by Uhu »

You can guess - it was not an easy job...actually it was the third try: the first two campaigns were ended earlier because I saw my mistakes I have been made and I wanted to avoid them. Imagine it ,that I made several pages full of tipps and plans on paper! :) (Yet in Hungarian I must to translate them to publish.) Complete operation plans on the several fronts with the exact number and types of the units of the given task force...

No, I had no time for London: after repelling the Normandy landing there were not enough time to conquer Enland - only a few units were landed on the southwestern shores of the island.
LandMarine47 wrote:You actually won?! On Rommel?! You MUST make an AAR! How does one even survive the Soviet steamroller!

Did you get to London on your Sealion?
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Wildthing
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Re: Battlefield: Europe MOD v1.1

Post by Wildthing »

Congratulations, dear Uhu!

I was frightend to start such u huge campaign in the past, because i saw my rare leisure time vanishing. I hope i can have a look until the summer comes. :)
Nice to hear that one did it. :wink:

Greets, Wild
McGuba
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Re: Battlefield: Europe MOD v1.1

Post by McGuba »

Ah, sure, I have already congratulated Uhu to his success in PM, but I do it here as well, so

Congratualtions! :)

I really did not expect that someone can achieve so much at Rommel difficulty level, as it must have been really hard. I still recommend others to play at General or lower for a more pleasant and "stress free" gameplay, though. Even on that level is it quite hard, IMO.

This success makes me think that even a total victory might be possible. (But, not on Rommel. :mrgreen:)

LandMarine47 wrote:
You actually won?! On Rommel?! You MUST make an AAR! How does one even survive the Soviet steamroller!
Actually, just surviving the Soviet offensives is not that hard (historically the Germans managed to recover after several of those) - but defeating them is another story...

...

There are still a few minor things I would change, so I will release yet another update soon...
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BiteNibbleChomp
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Re: Battlefield: Europe MOD v1.1

Post by BiteNibbleChomp »

McGuba wrote:Congratualtions! :)
Not a big enough happy face - needs to be more like :D

- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
Kalostaphor
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Re: Battlefield: Europe MOD v1.1

Post by Kalostaphor »

I want to add in that the panzer 2 flamm might be just a bit OP early game, it has a close defense of 6(3x higher then most infantry!) probably the highest any unit can have in 1941, and it absolutely kicks the butt of garrisoned conscripts in cities,

by the way I find it if you can abuse the fact that in december planes can not just only not be used in russia but also in afrika you have a good chance against the RAF since they are basically rendered useless everywhere and most of the time the AI puts the plane in some very silly locations where you can just surround it with your aircraft and prevent it from returning to a airfield and dying in mid air thanks to loss of fuel, still this is the funnest time I ever had in any scenario for panzer corps, hope you keep improving this mod 8)
McGuba
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Re: Battlefield: Europe MOD v1.1

Post by McGuba »

Gaurav251 wrote:
I want to add in that the panzer 2 flamm might be just a bit OP early game, it has a close defense of 6(3x higher then most infantry!) probably the highest any unit can have in 1941, and it absolutely kicks the butt of garrisoned conscripts in cities,
You are absolutely right with the Pz.II Flamm, the thing is that I have never purchased this unit, so I did not even realize. However, I did not change its stats - in vanilla PzC it has the same high close defense value. Anyway, I reduced its close defense to 2 to make it match that of the other tanks with similar armour.
by the way I find it if you can abuse the fact that in december planes can not just only not be used in russia but also in afrika you have a good chance against the RAF since they are basically rendered useless
Sure, but it goes both ways: winter weather renders useless not only the RAF, but also the Luftwaffe... And sometimes it would be just great to use tactical bombers to stop those allied tanks in winter... but, flying largely depends on weather even today, so I think it is OK

and most of the time the AI puts the plane in some very silly locations where you can just surround it with your aircraft and prevent it from returning to a airfield and dying in mid air thanks to loss of fuel
Yeah, it is a valid tactic, but this mod makes it a bit tricky as from v1.1 the player cannot see how much fuel the enemy has, so you just do not know how long you have to wait for those planes to fall down from the sky... and in the meantime, you could probably find a better job for your aircraft: usually I can only upgrade them during bad weather as otherwise they are just too busy...

still this is the funnest time I ever had in any scenario for panzer corps, hope you keep improving this mod 8)
Thanks, as for further improvement it largely depends on the feedback I get here as I am basically satisfied with the mod as it is. Still there might be issues to fix, like the one you reported with the Flammpanzer.
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Uhu
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Re: Battlefield: Europe MOD v1.1

Post by Uhu »

OK, I will write an AAR of my first finished campaign.

WARNING! SPOILERS CAN BE IN THE STORY!

Difficulty: Rommel

Part 1.

Background: after the quick and decisive victories in Poland, France and in the Balkan where my army took major part in it a new, an even greater challenge awaits us - defeating the Sovietunion! But before the major offensive began, many events happened which surprised me really!
1., Adolf Hitler, the leader of our Third Reich was removed from power.
2., I was promoted to General Feldmarschall and to the major leader of all military forces of the Axis powers.

- Of course, this will be a complicated task because I have to take attention to the sensibility of our allies and make decisions according their interest but still it is a very good result that all of our allied sees the importance of a main strategical center which makes coordinated activities possible.
- We don't wanted to be in war with the Brits and we still don't sees them as our real enemies but since they don't want to make peace with the Axis powers they have to defeated too. Or, at least neuralised to avoid all possible threats from their direction.
- Although we are already in the 3rd year of war the Axis industry is still working as it would be peace time! It cannot be continued in that way because war needs soldiers and weapons so I already contacted my friend Albert Speer which has brilliant abilities in organising that he should tune up the industry. He prmoised me that he will do everything, what is possible, but of course this takes time. So, for now, we have to fight with what we have right now. We cannot wait because our enemies are strenghtening their forces in fast speed and I don't know how long the USA can be hold out of the war too...
- But we have some benefits too: although our air transport capabilities are really small and the naval transport is also limited but the Deutsche Reichsbahn working together with rail organisations of our allies enables fast and precise transport of our troops on land. And secondly, we have an effective spy ring in England and a smaller one in Moscow (what remained after the Purges...) so maybe we can not completely rely on their informations, still we can anticipate many moves of our enemies. For example, it is good to know, that after the defeats in 1940, the Brits are not capable to mount any landings on the European mainland now. Their air power is another theme...

- Still, first, big decisons has to be made: on which fronts, in which theaters, against which enemy should we move first? The major offensive against the Sovietunion cannot be stopped, but the strenght of it can be modified and it's current destinations too - if needed. All war material needs oil. The resources for it are very unbalanced: while the Axis powers have a few of them (mainly the oil fields in Ploiesti, Romania), the Allies have many in the Middle East and in the Caucasus. So if we want to make or chances bigger to win this war, the oil fields of the enemy has to be captured!

-----

Part 2. continues in the AAR section of this forum: viewtopic.php?f=145&t=49129&p=462729#p462729
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iceFlame
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Re: Battlefield: Europe MOD v1.1

Post by iceFlame »

Uhu wrote:1., Adolf Hitler, the leader of our Third Reich was removed from power.
2., I was promoted to General Feldmarschall and to the major leader of all military forces of the Axis powers.

- Although we are already in the 3rd year of war the Axis industry is still working as it would be peace time! It cannot be continued in that way because war needs soldiers and weapons so I already contacted my friend Albert Speer which has brilliant abilities in organising that he should tune up the industry.
I was thinking the same thing... Historically, Germany did not declare 'total war' until shortly after the Stalingrad disaster in February of 1943. Therefore, given the premise of the mod, (Hitler removed from power in June of '41), it would certainly seem to open the door for the new leader to fully mobilize the German economy much sooner.

As a result, I think it fair to suggest German 'production/(e.g. prestige)' levels could have been closer to 125 percent rather than their historic levels.
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BiteNibbleChomp
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Re: Battlefield: Europe MOD v1.1

Post by BiteNibbleChomp »

Maybe increase prestige for 1.2??

- BNC
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Uhu
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Re: Battlefield: Europe MOD v1.1

Post by Uhu »

No way! that would be too easy. :wink: :twisted:
BiteNibbleChomp wrote:Maybe increase prestige for 1.2??

- BNC
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iceFlame
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Re: Battlefield: Europe MOD v1.1

Post by iceFlame »

Uhu wrote:No way! that would be too easy. :wink: :twisted:
Says the man who wins on Rommel. :wink:
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LandMarine47
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Re: Battlefield: Europe MOD v1.1

Post by LandMarine47 »

McGuba, if I may place another suggestion their should Be a number of Polish troops that spawn around Warsaw when the red army reaches the Vistula River, to simulate the Warsaw Uprising. I'd be really cool to see that!
iceFlame
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Re: Battlefield: Europe MOD v1.1

Post by iceFlame »

BiteNibbleChomp wrote:Maybe increase prestige for 1.2??

- BNC
While we're on the subject of v1.2, I gotta say my U-boats are feeling awfully lonely in the Atlantic. Which brings us to this big beast:

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In real life, the Focke-Wulf 200 played an important role in the battle of the Atlantic, sinking nearly 400,000 tons of Allied shipping and leading Churchill to call her "the scourge of the Atlantic."

While her real world involvement lessened (due to lack of numbers) following mid '41, it seems to me it'd be a lot of fun to allow the 'new leader' to make her a construction priority and thereby continue her involvement throughout the war.

If anyone is interested, phcas made an excellent Condor which can be found here:

viewtopic.php?f=147&t=36536&p=450512#p450494

I'm currently modding her into my game right now and am looking forward to seeing her wreck some havoc on merchant shipping. :twisted:
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McGuba
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Re: Battlefield: Europe MOD v1.1

Post by McGuba »

Uhu:
Many thanks for that AAR, it is really fun to read it, and it also provides clues on how to possibly improve the mod in the future! Hope to read more later! :D

I would only add one thing: the average armchair general has the unfair knowledge of the exact date and place of the main Allied invasions, which must be the biggest "intelligence" information one can imagine. Obviously, historically, the Germans did not know e.g. where and when the Allies would land in France, which makes this mod considerably easier as it should be.
Maybe increase prestige for 1.2??

- BNC
Uhu wrote:
No way! that would be too easy. :wink: :twisted:
Yeah, Uhu is right. There is no point in making such changes now. The mod has been tested with the current prestige system, so it would be silly to mess it up now. If a player wants to have more prestige, all he has to do is to start the mod at a lower difficulty setting, e.g. Lieutenant gives 50% extra prestige, Sergeant give double, or he can simply add a prestige cheat. Or one can play with the slider and set any prestige between 100-200%. (Still, the mod was calculated to be played at 100%).

But, in the end, this mod is not so much about prestige, but the strategy the player follows. The player starts the big scenario with some 260 units, a core composition calculated by historical OOBs, so there is not need to purchase new units, only to upgrade them as they get obsolete. Also the fact that Uhu managed to achieve (more than just) a Marginal Victory at Rommel difficulty shows that there should be enough prestige.

LandMarine47 wrote:
McGuba, if I may place another suggestion their should Be a number of Polish troops that spawn around Warsaw when the red army reaches the Vistula River, to simulate the Warsaw Uprising. I'd be really cool to see that!
This event is already in the mod since v1.0. But, the Polish only start an uprising at or after its historical date, IF the Soviets hold the area east of Warsaw. By the way, I am a great admirer of the courage of the Polish people in this Uprising and I also have many great Polish friends, so I was thinking about it for a while, wheter it is right or not to add it at all. However, holding Warsaw is not a condition to achieve a victory or even a draw, so the player can even ignore it if it happens. I read a very interesting topic about the official DLC scenario depicting this uprising (http://slitherine.com/forum/viewtopic.php?f=125&t=33021), and found that many other guys had the same feeling who were reluctant to win that scenario by crushing it. I think it is amazing that people just simply refused to crush this bold uprising, even virtually, as part of a historical wargame. Which makes me think that there might still be hope for mankind. :)

iceFlame wrote:
While we're on the subject of v1.2, I gotta say my U-boats are feeling awfully lonely in the Atlantic. Which brings us to this big beast:
Sure, I know about this plane and its role, and I saw that icon, too. But (and I must apoligize to its creator now), I was not entirely satisfied with that icon, so in the end I decided not to add it. To do so, it would need some retouch. It was seemingly made by using existing unit icons, such as the Ju-88, which, form one hand is good as it adds a vanilla look to it, but from the other hand not so good as it is not original enough:

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I see a problem with its wings mainly, as they look kinda weird. I guess they would have to be narrower and less similar to that of the Ju-88. It also seems as if its right wing was longer than its left. I also see some problem with its lenght - it should be longer, just about as long as the Italian Piaggio P.108. Finally, the horizontal stabilizer of the tail section is missing from the shadow. OK, I know, I might be a bit too rigorous when it comes to unit icons... :|

Other than that, it would indeed be a nice toy to play with (even though the P.108 has a very similar role and similar in-game stats if I am right), at least until the Allies swarm the skies with those pesky Beaufighters and Mosquitoes... :twisted:
Last edited by McGuba on Sun Mar 30, 2014 4:02 pm, edited 2 times in total.
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LandMarine47
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Re: Battlefield: Europe MOD v1.1

Post by LandMarine47 »

I did not know! Hopefully, some of the brave Polish fighters survive to enter German soil...
iceFlame
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Re: Battlefield: Europe MOD v1.1

Post by iceFlame »

McGuba wrote:I would only add one thing: the average armchair general has the unfair knowledge of the exact date and place of the main Allied invasions, which must be the biggest "intelligence" information one can imagine.
Obviously hindsight is 20/20, so it's a relatively simple task to sit back and say okay this didn't work so I would have done that instead. So far so good, save for the fact the new choice may not have fared any better in the actual event. :mrgreen:

Be that as it may, in the case of the Fw 200, it actually was working, (and likely would have continued to do so in one form or other), if not for the political interference of Georing who hated sharing resources with the Kriegsmarine. IIRC, the Condors were ordered to avoid combat from mid '41 on as the KM simply lacked the political clout to get more built. As a result, their impressive tonnage totals were almost entirely achieved in the span of about a year beginning in June of 1940.

So in this scenario, the entire Nazi cabinet has been swept from power thus ending the era of petty politics, favoritism and corruption that pitted the branches of the military against one another. Now with the path clear, resources can be committed to weapon systems that are actually producing results rather than just those that are political favorites.
I think it is amazing that people just simply refused to crush this bold uprising, even virtually, as part of a historical wargame. Which makes me think that there might still be hope for mankind. :)
If only Stalin had felt the same way... I don't mean to get all political, but a number of historians have suggested the sudden 'pause' in the Soviet advance (which allowed the Germans ample opportunity to crush the uprising) wasn't entirely a coincidence. But yeah, sorry to rain on the good will parade.
OK, I know, I might be a bit too rigorous when it comes to unit icons... :|
Well, you said it, not me. :wink:
Other than that, it would indeed be a nice toy to play with...
Absolutely, and more toys makes more happy faces! :D
...(even though the P.108 has a very similar role and similar in-game stats if I am right)...
Please don't ask me to sic the Italians on trans-Atlantic convoys. :( Surely we can find a better icon that would fit the role?
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LandMarine47
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Re: Battlefield: Europe MOD v1.1

Post by LandMarine47 »

One last request McGuba

There should be increased Partisan Resistance when a major offensive is to come play play, in particular, French resistance should be very active around the time D-Day nears, with partisans harassing German defenses on the coast and sabotaging rail way lines
guille1434
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Re: Battlefield: Europe MOD v1.1

Post by guille1434 »

I started to work on a Fw-200 icon, expect it to be uploaded in two days, more or less. I will try to do my best! :-)
iceFlame
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Re: Battlefield: Europe MOD v1.1

Post by iceFlame »

guille1434 wrote:I started to work on a Fw-200 icon, expect it to be uploaded in two days, more or less. I will try to do my best! :-)
Wonderful! And thank you in advance! :D

Not sure if this will help, but I found a couple other Condors to look at as examples. I'm mostly looking at the wing configuration and the machine gun emplacements. Not sure if anyone's got this right yet, but here's all three pics to compare:

First the one by phcas (Condor in the middle) that Mac posted:

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Then the DMP version:

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And then this one, which I'm sorry to say is by an unknown (to me) author:

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McGuba wrote:I see a problem with its wings mainly, as they look kinda weird. I guess they would have to be narrower and less similar to that of the Ju-88. It also seems as if its right wing was longer than its left. I also see some problem with its lenght - it should be longer, just about as long as the Italian Piaggio P.108. Finally, the horizontal stabilizer of the tail section is missing from the shadow. OK, I know, I might be a bit too rigorous when it comes to unit icons... :|
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guille1434
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Re: Battlefield: Europe MOD v1.1

Post by guille1434 »

In my opinion, the best looking of those three is the icon made by DMP... which is the one I am using as a base (plus some internet images and a profile drawing) for making the new base icon for a "skinnable" Fw-200...
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