Blitzkrieg 41-42

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Erik2
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Re: Blitzkrieg 41-42

Post by Erik2 »

Leningrad and fixed

Vyazma: Increased supply, reduced Soviet resource income, added 6 more air command points. Removed the left-over German core units used in testing.

Campaign updated (soon).
Andy2012
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Re: Blitzkrieg 41-42

Post by Andy2012 »

Erik wrote:Leningrad and fixed

Vyazma: Increased supply, reduced Soviet resource income, added 6 more air command points. Removed the left-over German core units used in testing.

Campaign updated (soon).
Okay, managed to pull Vyazma off anyway - but it was literally soo close, last turn entering outskirts of Moscow. Thought that the second line of defense would be as tough as the Vyazma pocket, but it wasnt. But reaaally close call.
Still, my opinion on supply and air control stays. Too tight.
Thanks for your efforts, as usual. :D
Andy2012
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Re: Blitzkrieg 41-42

Post by Andy2012 »

@Erik - played a few more, this is getting easier.

Streets of Moscow - nice. Difficult, but ten turns is realistic. Taking the capital was never an option.
Demyansk pocket - you really need to work on this one. I flew in the supplies, my units went from orange to normal. There was one transport too many for the airfields, could never land it anywhere; it crashed. Taking Firovo was never an option, I sent a recon plane out and thought "nope, no chance". But the AI never attacked. My units loitered in the pocket for 20 turns. I mean, the AI didnt even refuel its planes. Some minor attacks in the East and South, but mostly digging in and waiting for the mission to end.
Vitebsk - nice supply dynamic. But I had all trains in the south by turn 5-7 and took both 100 supply cities on east and west, got the T34 (photo is a blank). Now on turn 11 and watch the Red Army dither around on red supply. Also, I lost an airfield once and took it back, but the trigger never reset.

Suggestion - make the AI more aggressive in Demyansk, but with less units. This way, I may have a chance of taking Firovo. Right now, this is more of a nice holiday after Moscow.
Suggestion 2 - make Vitebsk end after all trains are safe and both supply cities are taken. This is just 10 turns of popshots with unsupplied russian tanks.

As usual, thanks for your work, Erik.
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Re: Blitzkrieg 41-42

Post by bru888 »

And thank you, Andy, and the rest of you guys helping Erik design these campaigns. I wish I had the time to do so as well but when I tried, I found that I could not keep up with his pace of production! So, I am relegated to cheerleader on the sidelines. :cry:

Plus, I am working on another scenario of my own. :wink:
- Bru
Andy2012
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Re: Blitzkrieg 41-42

Post by Andy2012 »

bru888 wrote:And thank you, Andy, and the rest of you guys helping Erik design these campaigns. I wish I had the time to do so as well but when I tried, I found that I could not keep up with his pace of production! So, I am relegated to cheerleader on the sidelines. :cry:

Plus, I am working on another scenario of my own. :wink:
Dont feel bad. Right now, I just have to stay next to the screen to shepherd my inbox. Can play a few turns, work, play a few turns. (Thats what I love about turn-based games. Ding, inbox.) Next few weeks or months, I may only think about the Kriegsmarine. Impending workload of doom. (And Summer.)
And those missions are rather short, around 20 turns.
The trick is to not start over from the first mission when Erik releases a new version. Just save between campaign missions.

@Erik: Kharkov 41 was a lot of fun.
Just the regular stuff - getting 4 Waffen SS tanks with zero experience while I have only 6 Waffen SS command points feels like a bad joke. BTW, that happened in Streets of Moscow, too. I get 10 Waffen SS command points extra, but there is no supply to actually deploy them.
Also, please make those victory triggers tighter. In Vitebsk and Moscow, I hold everything after turn 12-14, but then wait for another few turns and watch undersupplied or unsupplied Russian tanks dither around. Ironically, it is safer to just leave them there instead of attacking, so they keep on drawing supply.
Also, what is your credit system between missions? Do I get more for major victories?
Andy2012
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Re: Blitzkrieg 41-42

Post by Andy2012 »

@ Erik:

This is a bit of a meta-post about general feelings when porting from Panzercorps to OoB and what I experienced with your campaign (thanks, as usual. This has more playing hours than Blitzkrieg and is totally free. Slitherine and the Artistocrats should really mail you a cheque by now. Regularly.)

1. Experience is important in air-to-air combat, but less important in OoB than in Panzercorps, I feel. Hoardes of Russian fighters and bombers do make a substantial dent in my five-star fighters and bombers. Elite reinforcements are necessary to stand any chance and very expensive here. Reduce their airforce number. Mostly, I have 3 elite FW190s and three or four Stukas and two recon planes. I know, this is a bit one-sided, but the most efficient combo to cut it against the Red Army and Airforce. Mostly, it takes my elite fighters several turns and resupply to clear the skies, the I can use my Stukas (really need them).
2. Elite reinforcements are necessary generally to stand any chance and very expensive - increase credits between missions. After Kharkov, I had to use #warbonds several times already. I mean, this does not have to be bad gameplay or feeling inaccurate - the Wehrmacht was at this point, compared to the Red Army, a smaller elite force. But to get anywhere, increase credits between missions. Stugs, Panzer IV Fs are expensive and necessary. My bank went from over 3000 to zero really fast.
3. Sieges and artillery - in Sevastopol and Leningrad, Russian arty is too powerful and there are too many of them. This costs a lot of reinforcements and now requires cheating with #warbonds.
4. Aux units (mortars, tanks) should be five stars. Otherwise, they are useless, mostly. Does not apply to Italian and Romanian cannon fodder.
5. Switch the Karl and Gustav mortars from mortar arty arty to long-range artillery. This is more realistic and useful in both Crimean missions. And give them five star experience. Maybe do this for Leningrad, too.

Oh yeah, Simferopol works, but is a close call. Took it in the last turn. Maybe add one or two turns more.
Sevastopol siege - reduce the amout of arty in the city or switch to lighter ones. Keep the fortresses for historical accuracy. Reduce their airforce. Good call on the undermanned BB, maybe an option for Leningrad? Maybe add a supply dynamic, cutting off the city from the eastern railroad should put it in undersupply. Maybe add five turns?
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Re: Blitzkrieg 41-42

Post by Andy2012 »

@Erik: I am tapping out for Sevastopol Siege. This is Crete and Leningrad all over again. I mean, I have burned through around a 1000 credits now in 11 turns and I have not taken any part of the city. Including fortresses, there are more than 15 heavy arty in the city. I cannot even get close - they outrange my useless mortars and basically make mincemeat out of anything close to the city.
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Re: Blitzkrieg 41-42

Post by Andy2012 »

@Erik: Voroneshk (?) is fun, but too close for comfort. 13 Turns is too tight. Took the last city in the last turn, still minor victory.

Generally, this has been fun and almost as good as the Blitzkrieg DLC. Cut down the Soviet Airforce and heavy arty in sieges and you have a winner.
Erik2
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Re: Blitzkrieg 41-42

Post by Erik2 »

Moscow: Added 5 turns

Demyansk: Removed 1 Ju52 supply carrier, moved Soviet activations forward, raiding Firovo will reduce Soviet supply significantly

Vitebsk: added T34 graphic, ordered one AI team to block the railroad, moved other Soviet activations forward
Since all primary objectives are defensive, I need and end-of-scenario condition. Otherwise the scenario will end on turn 1.

Kharkov: added a bit more supply

Sevastopol Siege: you're not supposed to actually enter the city, please read Guderian's briefing/orders :D, added a few more air command points

Sevastopol Assault: replaced the Karl/Gustav 21cm mortars with 10-experience K17s, added more air command points, removed some Soviet units, increased German resource income.

campaign updated
Andy2012
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Re: Blitzkrieg 41-42

Post by Andy2012 »

Erik wrote:Moscow: Added 5 turns

Demyansk: Removed 1 Ju52 supply carrier, moved Soviet activations forward, raiding Firovo will reduce Soviet supply significantly

Vitebsk: added T34 graphic, ordered one AI team to block the railroad, moved other Soviet activations forward
Since all primary objectives are defensive, I need and end-of-scenario condition. Otherwise the scenario will end on turn 1.

Kharkov: added a bit more supply

Sevastopol Siege: you're not supposed to actually enter the city, please read Guderian's briefing/orders :D, added a few more air command points

Sevastopol Assault: replaced the Karl/Gustav 21cm mortars with 10-experience K17s, added more air command points, removed some Soviet units, increased German resource income.

campaign updated
Okay, can take a while to catch up with that. I guess I will start again at the beginning, but in a few days earliest. Maybe 1-2 weeks or longer. Anybody else?

Sevastopol Siege / Assault: I think in Panzercorps, you can choose one. Did you have a branching option here? Didnt see one. I was told to knock out the fortresses and seize the city, which seemed impossible. All VP points are in there.

BTW, dont just add experience to the Karl - Gustav mortars, add exp to aux units generally. Early units until Crete none, in Russia until Moscow 2-3 stars, after that 4-5. Otherwise, they are useless.
Keep up the good work, Erik. :D
Erik2
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Re: Blitzkrieg 41-42

Post by Erik2 »

Andy

I have not gotten branching to work, the player selecting which scenario to play.
There are a couple of instances where minor/major victories will take you to different branches of 2-3 scenarios. But I'd rather have a player option.

BTW, I'm working with smaller Norwegian scenarios as replacements for the current Norway scenario in the 39-40 campaign.
I've done Narvik and Oslo so far, but there are some difficulties running them in the Kriegsmarine beta version. But they are prone to AI hang-ups and the occasional crash. Maybe due to the maps being large even though the unit count is low.

To give you an idea, check the strategic map and the German destroyers in the middle.
Then compare this to the regular map where the DDs encounter a couple of Norwegian gun batteries west of Narvik.
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Andy2012
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Re: Blitzkrieg 41-42

Post by Andy2012 »

@Erik: Havent played 39-40 yet. Will try in the future, looks great. Right now, I am more of a Russian front dude. It can take a while before I get to Voronezhk again, possibly weeks. I will post my thoughts here, promise.
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Re: Blitzkrieg 41-42

Post by Horst »

Branching could work like this: in a scenario where a minor or major victory doesn’t matter, you can create a special location hex to complete a secondary objective if a player unit is present there, like having a signpost where to roll next to. Failing that secondary objective leads to the other path.
Or you use a dialog popup effect at the end of a scenario that could lead to a trigger completing such secondary objective for a major victory.
It’s a pity you can’t better use these campaign variables for different paths.

I think designing a campaign branch only by major or minor/draw victory is fine enough, like it was mainly done with the PC Afrika Korps campaign. I still understand that some people like a bit variety when replaying the same campaigns.
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Re: Blitzkrieg 41-42

Post by Andy2012 »

@Erik: Okay, plowed through a few missions again.
My observations:
1. Belgrade and Metaxas Line are fine. Good job. (Exploding bridges are annoying, generally.)
2. Crete is still annoying. I know this mission like the back of my hand now, but I still had to whiteknuckle it. First, everything depends on you dropping the paras just right. If they dont land perfectly inside those villages, you are doomed. Quickload, quicksave, again during turn 2-3. The same goes for airforce deployment - if you dont know exactly what will happen, you will screw it up and have to restart. For somebody who has not done this 10 times like me, this is frustrating. The Royal Navy is waaayyy too strong. Sinking some DDs or enough to force a withdrawal never succeeds. Rather, they close in on my airfields and lock them down as refueling options. Support units pop up - if you dont know exactly from failing 4-5 times before what you will get, this is useless as well. Taking out all the RAF is also hard, you basically have to sacrifice some fighters to get to that aircraft carrier. Refueling is not really an option. I got the commander and finished after 16-18 turns, but I was just glad this was over. Really a major downer in terms of fun in this campaign.
4. Minsk - fun, but you should modify the airforce side mission. Right now, I hunt 6 fighters until turn 9, then lose air superiority to the Soviets despite succeeding. There is just no way to get them all and on Turn 10, they are all over me. Suggestion: After I shoot down 6 fighters before turn 9, the rest crash, done. Supply issues are gone now, thanks.
Thanks for your efforts, Erik, as usual. :D Hopefully, you get the game to work again. (Saw your singleplayer problems in the tech forum. Sounds like a pain in the ***. :shock: )
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Re: Blitzkrieg 41-42

Post by Andy2012 »

@Erik:
Smolensk - working nicely. You should however put the T34 into my core forces, not aux. I mean, what is the sense of going all the way to that depot when you cant keep it?
Same for the Waffen SS mountaineers.
Andy2012
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Re: Blitzkrieg 41-42

Post by Andy2012 »

@Erik: Ostrov is working nicely as well. Finished in 17 turns easily.
Starting supply issues were gone there, but returned in Novgorod. But I have only done deployment here, might take a few days.
Generally, a cherry on the cake would be if you could add some photo events to the missions or to specific triggers, e.g. armoured counterattacks or secondary targets fulfilled and commander rewards.
Still great free content.
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Re: Blitzkrieg 41-42

Post by cwapp1967 »

@Erik
The campaign was great until I got to Crete, then it just stalls on the loading screen. Any ideas to make it move along.
Charles Wappler
Andy2012
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Re: Blitzkrieg 41-42

Post by Andy2012 »

cwapp1967 wrote:@Erik
The campaign was great until I got to Crete, then it just stalls on the loading screen. Any ideas to make it move along.
Charles Wappler
Hm, the bar does not fill up? Then you should maybe restart the game. Maybe even your PC altogether. Clears the memory.
If the error persists, post your system specs and describe it with more detail. Or reinstall / re-download Eriks campaign.
Or cheat to the next mission. Crete can be hell.
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Re: Blitzkrieg 41-42

Post by Andy2012 »

@Erik: Finished Novgorod, easy. Now on Zhitomir. Deployment is done, still some command points left, but not enough supply, the usual.
With all the commanders this time, it is substantially easier.
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Re: Blitzkrieg 41-42

Post by Andy2012 »

@Erik: Oh yeah, is it possible that you edit the commander's respective bonuses? To be honest, I'd prefer some with a hefty AT bonus. Right now, there is just one. The others have soft target attack and defense bonus, so they are useful for my PzIV's, but not against armour, eg Pz III or Stugs later on. Yes, there is one AT commander, but the others are against soft targets. Guderian has that stun effect, too.
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