Battlefield: Europe MOD v2.4

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

Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design

flakfernrohr
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Re: Battlefield: Europe MOD v1.5

Post by flakfernrohr »

@ VonArens............You are NOT the only NOOB around here. I've been a NOOB since 2011. And the cheat codes come in handy sometimes too.
Old Timer Panzer General fan. Maybe a Volksturm soldier now. Did they let Volksturm drive Panzers?
McGuba
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Re: Battlefield: Europe MOD v1.5

Post by McGuba »

VonArens wrote:Not having read the entire thread, is there a teaser list of what 1.6 contains/changes/fixes?
There will be quite a few, but probably most notably naval mines will remain visible once discovered as it was requested by many players. Also there will be some map changes, new or modified units, icons, more in-game messages, AI scripts, etc, as usual.

Btw can the bombers attack subs when they are submerged ?
Yeah, but only tactical bombers like the Ju-87 or the Italian SM.79.
ps, I noticed some ppl asking for an option to go beyond 1945/turn 99, which actually allready is possible if you use the turns cheat, it'll make the counter look odd since it only supports 2 digits but it works. Just in case some ppl didnt know, hopefully Im not the only total noob around here
Yes, I know it would be possible, but for me it is just not professional enough to see 02 as turn 102. :D And also I made a decision early in the development that the European war should end in July 1945 the latest, just before the atomic bomb is ready for use. August 6, 1945 changed everything and marked the end of the age of conventional warfare and I would like to stick to the historical events.
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Re: Battlefield: Europe MOD v1.5

Post by hugh2711 »

what/how is the turn cheat? thanks for info
VonArens
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Re: Battlefield: Europe MOD v1.5

Post by VonArens »

hugh2711 wrote:what/how is the turn cheat? thanks for info
ctrl+alt+shift+c activates the menu and then you type "turns #" without the " and # represents the number of turns
RobertCL
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Re: Battlefield: Europe MOD v1.5

Post by RobertCL »

Hello,

I just finished the game after 60 turns (Barbarossa at Sergent/easiest difficulty settings).

A few comments:

1. A lot of fun. I loved this game. First thing to do was to conquer Malta in order to advance in North Africa, the Cyprus for my Middle East plans. After I finished the Soviets (Caucasus included), I managed to finish the conquest of the Middle East. While attempting to win the battle of the Atlantic I invaded UK (I loved the music at the end of the game ;-)). But before finishing UK Torch became soon a problem with all my units in Bagdad... I decided to move German troops from the Caucasus to the Middle East and then to North Africa but finally I did it for nothing (troops never came further than the Suez Channel), I won before the real use of those units. Next time I shall try to conquer Gibraltar.

Note: I never purchased any new unit, I just upgraded those I could (including thos of the minor countries). I finished the game with 50.000 prestige points.

Yes: the Azul Division of Franco was well removed of the game when I placed it by plane above an airfield in UK --> the game works as intended.

I also love the fact that small ships have the recon capability and can conquer harbours (useful for Sea Lion or North Africa).

2. Wrong spelling when the Short Sterling image appears in February 1942 message, type well the word like this: "objective"

3. Wrong city name in Russia, type: "Diepropetrovsk" fro Frenchies or "Dnepropetrovsk" for Tommies (but not as it stands in the game "Dnipropetrovsk", this name does not exist).

4. There is no movement sound for the side car.

5. As said by other players it would be a good idea to add a few more destroyers (once lost they can't be replaced) and to stop the "attacking" capability of sea mines (furthermore they dissapear even when they were already spotted before, quite annoying for Sea Lion, but this aspect is a minor issue).

6. Just a proposal: Add a few SS/"elite" reinforcements units as they appear historically (e.g. Gross Deutchland) with specific icon. Chris10 was supposed to create a Barbarrossa mod on this forum (with only the map of Russia) but he never finished his work. He had specific units with specific markings showing the Division the unit belonged to. Same idea for Soviets: use specific icons for Guard units.

7. Post-WW2 proposal: I would love to see a scenario -using your excellent map of course- where Stalin attacks the West in August 1945 (attack of Western Europe + Iran). The human player would be Patton (using the remnants of thre Wehrmacht)...

Anyway congrats for the work already done, excellent!
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Re: Battlefield: Europe MOD v1.5

Post by JimmyC »

RobertCL wrote: ...I also love the fact that small ships have the recon capability and can conquer harbours (useful for Sea Lion or North Africa).
I didnt know that they could do this! Thanks for the tip. When next patch is released and i play the mod again, i will be sure to make use of this fact!

And yes, its an awesome mod, isn't it!
Anduril
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Re: Battlefield: Europe MOD v1.5

Post by Anduril »

tomjones99 wrote on DMP:
(He has no account at Stitherine)
I have easily spent 50 hours playing this mod.
try to play as allies - you could make that easily an scenario of its own


Bugs:
a) 'Fallschirmjäger 43' have no paratrooper functions. I recognised this with the German Paratroopers.

b) even after having defeated the Soviets, and not even Partisans where active anymore, a single T34 appears at the beginning of 1945 in the far east.

.....


Suggestion:
a)During period X , Sea- and Air-transports should be added. Of course we loose some but they are still produced at the same time.

b) The new Markers work not always well. Especially the Air-Units, own units in white, are sometimes hard to find. This is the only way to find your own units in the end-phase. To click through would take too long, especially when half of the units are no longer used.
Sorry for my bad scoolenglish
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McGuba
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Re: Battlefield: Europe MOD v1.5

Post by McGuba »

RobertCL wrote: I finished the game with 50.000 prestige points.
Yeah, if you play the mod on Sergeant it is possible to accumulate high amounts of prestige, but it was designed with General or higher difficulties in mind where prestige is much much more tight. Then the gameplay is also closer to historical. But still, if people just want to have fun and conquer Europe fairly easily, with no stress or frustration whatsoever, why not? :wink:

2. Wrong spelling when the Short Sterling image appears in February 1942 message, type well the word like this: "objective"
Thanks, fixed it.
3. Wrong city name in Russia, type: "Diepropetrovsk" fro Frenchies or "Dnepropetrovsk" for Tommies (but not as it stands in the game "Dnipropetrovsk", this name does not exist).
Actually it very much exists, it is the name of the third larges city of present day Ukraine with one million people:

https://en.wikipedia.org/wiki/Dnipropetrovsk

However, you are right, in WW2 it was part of Russian led Soviet Union, so it would be better to use the Russian version "Dnepropetrovsk" instead. Even though I think both were used those days simultaneously.

4. There is no movement sound for the side car.
I suppose you mean the German Kradschützen unit. Which is strange and no one else has reported it before. :roll: What I know is that the Kradschützen was added as a new unit by one of the later patches of Panzer Corps. Maybe you do not have the latest patch, or at least 2.0 of PzC? Weird...

5. As said by other players it would be a good idea to add a few more destroyers (once lost they can't be replaced) and to stop the "attacking" capability of sea mines (furthermore they dissapear even when they were already spotted before, quite annoying for Sea Lion, but this aspect is a minor issue).
Yeah, these will be changed in the next version.

6. Just a proposal: Add a few SS/"elite" reinforcements units as they appear historically (e.g. Gross Deutchland) with specific icon. Chris10 was supposed to create a Barbarrossa mod on this forum (with only the map of Russia) but he never finished his work. He had specific units with specific markings showing the Division the unit belonged to. Same idea for Soviets: use specific icons for Guard units.
I do not want to wander to the territory of SS units or swastikas and such. These are banned in many countries for a good reason and that's why they were left out from the vanilla game, too. Anyway, the player is supposed to take full control after the Führer is removed (killed?) and then there might not even be SS units at all. This is a basic concept of the mod, by the way: many historians believe that the Germans could have won the war if it was not for the Führer intervening in strategic and even tactical decisions all the time against the opinion of his more capable generals.

7. Post-WW2 proposal: I would love to see a scenario -using your excellent map of course- where Stalin attacks the West in August 1945 (attack of Western Europe + Iran). The human player would be Patton (using the remnants of thre Wehrmacht)...
Yeah I was thinking about it as well, and I might make it later. The only thing that bothers me is that fact that in that case the US would have probably used the bomb against the Soviets. Many believe that Hiroshima was as much a demonstration for Stalin as for the Japanese. Stalin had more tanks and soldiers in Europe, but had no atoms, at least for a while. They had a stronger conventional army, but had no nuclear weapons initially which was probably a major forcing factor for him to stay back. So I just do not know if it makes any sense to make a scenario like this from a historical point of view.
JimmyC wrote:
RobertCL wrote: ...I also love the fact that small ships have the recon capability and can conquer harbours (useful for Sea Lion or North Africa).
I didnt know that they could do this! Thanks for the tip. When next patch is released and i play the mod again, i will be sure to make use of this fact!

And yes, its an awesome mod, isn't it!
Haha, I did not know either... :D But, come on, it is cheating... :wink:
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McGuba
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Re: Battlefield: Europe MOD v1.5

Post by McGuba »

Anduril wrote:tomjones99 wrote on DMP:
(He has no account at Stitherine)
I have easily spent 50 hours playing this mod.
try to play as allies - you could make that easily an scenario of its own
It is not that easy as it looks like. It can be played from the Allies side, but it is rather unbalanced in favour of them. Just as historically, as they produced several times more tanks, aircraft and other weapons than the Axis. They also had a lot more soldiers, especially the Soviets. Also, the AI would not be very effective to wage an offensive war at this scale. So it would be either fairly easy for the Allied player, or it should be made unhistorical by topping up the Axis.

Bugs:
a) 'Fallschirmjäger 43' have no paratrooper functions. I recognised this with the German Paratroopers.
It is not a bug, it is intentional, the late war German paratrooper units were only paratroopers in their name. They were used as conventional infantry and there was no major German paradrop operation in the war after the invasion of Crete in 1941.
b) even after having defeated the Soviets, and not even Partisans where active anymore, a single T34 appears at the beginning of 1945 in the far east.
It is strange and obviously should not happen, I will have a look.

Suggestion:
a)During period X , Sea- and Air-transports should be added. Of course we loose some but they are still produced at the same time.
Sure, but the game engine (the editor) does not allow to add more generic transports during a scenario. Their number is determined at the beginning of the scenario and it cannot be changed (increased), if I am right.

b) The new Markers work not always well. Especially the Air-Units, own units in white, are sometimes hard to find. This is the only way to find your own units in the end-phase. To click through would take too long, especially when half of the units are no longer used.
It had been improved a bit in a previous version, but I agree it is still not perfect. It is hard to find a colour which stands out well from both the winter and the summer colours and the sea hexes, and which also has to do something with the German symbolism of the era.
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hugh2711
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Re: Battlefield: Europe MOD v1.5

Post by hugh2711 »

On the subject of corrections there still seems to be a problem with the 30cm nebwerfer 43. I mentioned it in an earler version - alot of posts ago - but then i assumed it was my disk/installation however i have found that using different versions of the mod, different installations and origional disks it is still not working properly. you can buy it but it just sits there and does nothing, will not fire or return fire. I tried to use it in iceland to defend against the counter-attacks.

I tried the cheat to extend the play after 99 turns but it did not work.
For (us slower) people who have draws but want to keep going it would be nice to have a splash screen saying humourusly along the lines of: "are you a meglomaniac fixated on domination of the known world, do you really want to continue an ahistoric version with no nukes or would you like to get a life" and give us the choice to carry on (ignoring the turn counter). Thanks
Anduril
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Re: Battlefield: Europe MOD v1.5

Post by Anduril »

Thanks for your fast answer, McGuba.
Sorry for my bad scoolenglish
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McGuba
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Re: Battlefield: Europe MOD v1.5

Post by McGuba »

hugh2711 wrote:On the subject of corrections there still seems to be a problem with the 30cm nebwerfer 43. I mentioned it in an earler version - alot of posts ago - but then i assumed it was my disk/installation however i have found that using different versions of the mod, different installations and origional disks it is still not working properly. you can buy it but it just sits there and does nothing, will not fire or return fire. I tried to use it in iceland to defend against the counter-attacks.
Ok, I will check it out once again.
hugh2711 wrote:I tried the cheat to extend the play after 99 turns but it did not work.
For (us slower) people who have draws but want to keep going it would be nice to have a splash screen saying humourusly along the lines of: "are you a meglomaniac fixated on domination of the known world, do you really want to continue an ahistoric version with no nukes or would you like to get a life" and give us the choice to carry on (ignoring the turn counter). Thanks
It is not possible to make the end of the scenario optional. It either ends at some point or not. :( If you want to have more turns I recommend using the scenario editor and edit the mod:

AFTER istalling the mod
1. run the editor
2. locate and load the scenario file of the mod: it should be in your ...\Panzer Corps\Data folder under the name "Kursk.pzscn". It is important to edit it AFTER the mod is installed otherwise you will edit the vanilla Kursk scenario.
3. then go to Edit -> Scenario Params -> and increase the number of turns as high as you wish
4. press ok and save the scenario
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after restarting the big scenario you should have more turns then. However, note that there will be no more allied reinforcements after like turn 93-95 so in the end they will be out of new unis and if you add more and more extra turns the game will become easier and easier when you pass turn 99 with the Allies running out of reinforcements.
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McGuba
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Re: Battlefield: Europe MOD v1.5

Post by McGuba »

hugh2711 wrote:On the subject of corrections there still seems to be a problem with the 30cm nebwerfer 43. I mentioned it in an earler version - alot of posts ago - but then i assumed it was my disk/installation however i have found that using different versions of the mod, different installations and origional disks it is still not working properly. you can buy it but it just sits there and does nothing, will not fire or return fire. I tried to use it in iceland to defend against the counter-attacks.
It seems to be all right for me:
sample3.jpg
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Maybe because in v1.5 and maybe also in v1.4 I mistakenly reduced its range to 1? Anyway, in v1.6 it will have range = 2 again (maximum firing range: 4,550 metres). However, the Wurfrahmen 40 will have only range = 1 as its early 28/32 cm rockets had a much shorter range (maximum firing range: 1,925 metres (28 cm) or 2,200 metres (32 cm)), seriously limiting the usefulness of this unit. The 30 cm Nebelwerfer was basically an upgraded version of the earlier 28/32 cm rockets with longer range.
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Re: Battlefield: Europe MOD v1.5

Post by hugh2711 »

Many thanks for the reply/info, this is still the most awesome mod!
In that picture is that the earlier 30cm nebelwerfer?, it is the 43 (later) version i have the problem with. thanks for the heads up about the early wulfrahmen, i definately rely on them far too much for quick lossless infantry clearances :-)
looking forward to more excellent stuff in version 1.6
RobertCL
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Re: Battlefield: Europe MOD v1.5

Post by RobertCL »

Thx for your answers

I played at Sergeant level to discover the game and to win it easily. The fact I won with 50.000 prestige was not any complaint (on the contrary!).

I own all scenarios & campaigns from Slitherine and the game was properly patched to the latest version (1.22) before I installed the mod. The Kradshütze movement sound is not working. Please check again.

For the 1946 scenario (Western Allies attacked by USSR), it does not have to be historically plausible, what does really matter is fun. It would really be great to have such a battle on your map.

Greetings
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Re: Battlefield: Europe MOD v1.5

Post by McGuba »

hugh2711 wrote:Many thanks for the reply/info, this is still the most awesome mod!
In that picture is that the earlier 30cm nebelwerfer?, it is the 43 (later) version i have the problem with. thanks for the heads up about the early wulfrahmen, i definately rely on them far too much for quick lossless infantry clearances :-)
looking forward to more excellent stuff in version 1.6
There is only one version of the 30 cm Nebelwerher in the mod. The problem could have been that I reduced its range to 1 in v1.5. But in v1.6 it will have range 2 again as in the base game.

There will be only one verison of the Wurfrahmen 40 as well in v1.6, but this will have only range 1, but a higher attack. However, it will be in the same upgrade family with the Nebelwerfers and the Panzerwerfer 42, which will have range 2, so that it can be upgraded into it when it becomes available.

RobertCL wrote:I played at Sergeant level to discover the game and to win it easily. The fact I won with 50.000 prestige was not any complaint (on the contrary!).
OK, and there is no problem with it. Luckily, PzC difficulty is highly customizable, so everyone can play as he wants, which is great. General difficulty level is only recommended as I set up the scenario with this one in mind, but players proved that it can be beaten even in the highest Rommel difficulty as well, even though I do not think I could do that. :oops:
RobertCL wrote:I own all scenarios & campaigns from Slitherine and the game was properly patched to the latest version (1.22) before I installed the mod. The Kradshütze movement sound is not working. Please check again.
I did check and it does work on mine. :roll: Actually I did not change the Kradschütze movement sound in this mod, it should be the same as in the base game without the mod installed. So I would be interested to know if it works in your base game without the mod installed or not.

Also, no one else has reported this problem so far. So I would also be interested if it works or not in other player's version. :?:
RobertCL wrote:For the 1946 scenario (Western Allies attacked by USSR), it does not have to be historically plausible, what does really matter is fun. It would really be great to have such a battle on your map.
OK, I agree. It is indeed a nice and geographically correct map which gets more and more precise with each version. So why not use it more?

So yes, I might try to make it later, but it will definitely take some time. And before that I would like to update my previous Hungarian campaign as currently its latest version is not compatible with the steam version of PzC. :( Also a lot has happened since its release and I would add a few more things to it.

Anyway, it would be indeed fun to play around a bit more with those late war gadgets, jet engined fighters and stuff. Also, it would be nice to add a few more late war/after war units like the IS-3 or the P-80 shooting star. And people made some nice unit icons for these already. So yes, the possibility is given.

Additionally, as it is all imaginary, I would be not be tied to historical events, landings and stuff like that, making the whole scenario much more unexpected and providing more creative freedom during the making.
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Re: Battlefield: Europe MOD v1.5

Post by RobertCL »

Hello,

I checked: false alarm!

In the standard game the sound works. In your mod, this is also the case.
The krad movement sound is indeed working but is very low compared with the sound of standard infantry walking (without speaking about tanks).

Players do need a bionic ear to hear such sound or I'm getting old... Maybe I played during an evening with a lower sound level than usual.

Good to know that the fallschirmjäger unit cannot be paradropped from its 1943 version. What does happen if I keep my paratrooper units from 1940 ?
Could they be paradropped in 1943 ? In other words the impossibility to use air dropping function is linked to the unit or to the year ?
Based on what you said this is linked to the unit type (1943 paratrooper). I think the player should be able to keep its old paratrooper units and to use them with their full specs. In my game experience, the 1940 paratrooper unit could be used as I wished even in 1945, please keep this that way.
In all cases it is a good idea to capture Cyprus very soon (thx to the Fallschirmjägers from Creta).

Yes a 1946 scenario (after the update of your Hungarian campaign) would give you more freedom, call it "Red Alert" ;-)
Foresee a few German units under the leadership of Patton as he historically wished them to join his 3rd Army... ;-)
Your map is excellent for such an hypothetical campaign (human player should be by default on the Western Allied side according to me, however playing on the Russian side could be interresting too, will you attack UK ("Red Lion" ?))
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Re: Battlefield: Europe MOD v1.5

Post by hugh2711 »

the two paratroopers that start of in crete function properly. i like to use one to kick off my caucasus oil field grab (rather than going overland), i like to use the other one to go behind russian lines and cause problems/distractions.
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Re: Battlefield: Europe MOD v1.5

Post by McGuba »

RobertCL wrote: Good to know that the fallschirmjäger unit cannot be paradropped from its 1943 version. What does happen if I keep my paratrooper units from 1940 ?
Could they be paradropped in 1943 ? In other words the impossibility to use air dropping function is linked to the unit or to the year ?
Yeah, in v1.6 I will make it more explicit in a message box which appears when those M1944 units become available. Obviously you can keep your early paratrooper units if you want to and you can use them as normal. However, they will be less effective, especially against tanks, as they are not upgraded to the 1944 standard. It is another player's decision, depending on the actual strategic situation: whether you keep obsolete early war paratroopers from 1944 or upgrade them to up-to date infantry instead, which is only paratrooper in its name. Historically, the Germans chose the latter as the strategic situation in 1944 (complete allied air superiority) made paradropping operations absolute nonsense. But they did have a well trained and experienced paratrooper cadre which could be used to form new units:
After mid-1944, Fallschirmjäger were no longer trained as paratroops due to the strategic situation, and fought as infantrymen. Near the end of the war, the series of new Fallschirmjäger divisions extended to more than 12, with a reduction in quality in the later units, which, however still inflicted moderate losses on the advancing Allied troops. The last parachute division to be raised by Germany during World War II was destroyed during the Battle of Berlin in April 1945.
https://en.wikipedia.org/wiki/Fallschirmj%C3%A4ger

RobertCL wrote:Yes a 1946 scenario (after the update of your Hungarian campaign) would give you more freedom, call it "Red Alert" ;-)
Foresee a few German units under the leadership of Patton as he historically wished them to join his 3rd Army... ;-)
Your map is excellent for such an hypothetical campaign (human player should be by default on the Western Allied side according to me, however playing on the Russian side could be interresting too, will you attack UK ("Red Lion" ?))
Haha, yeah, these are some great ideas, indeed. :) It is really interesting to think it over, who could have won such a conventional war: the Soveits had superior army, but the western allies had superior air forces... Well, in Korea it led to a stalemate in the end...
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Re: Battlefield: Europe MOD v1.5

Post by JimmyC »

First please focus on getting 1.6 out. Then you can move onto something else!
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