Thanks for the comments and questions

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Thanks for the comments and questions
Oh wow, so will it take even longer now until you can access/move these troops then?
If I remember correctly in the original version, these troops are unfrozen by the time of the Battle of Stalingrad of a 30+ turn, but as a result of shift the triggers, this will happen at about a 50-60 turns.PeteMitchell_2 wrote: ↑Tue Jan 15, 2019 2:49 pm Oh wow, so will it take even longer now until you can access/move these troops then?
On the map you can see a Soviet unit aircraft with a bottom bomb.
He can only fly over sea hex.
Apparently, the Kerch Strait was blocked by a German plane and my mine air unit was blocked in the Sea of Azov.
I think that it is possible to give such units the opportunity to fly over any hexes.
Also another problem, in my opinion, is that this unit can be seen from the shore or from ships and block the installation of mines with the help of a naval unit.
Perhaps it is worth adding camo trait for these units.
And even recon trait. And maybe also reduce their spot to 0.
And increase air defense. Since mining operations were carried out mainly at night.
It seems that this is all))
This is so very interesting as your forces look unstoppable in Moscow, yet in your playthrough on the Axis side you did take over Moscow...Did you destroy these massive BA looking units of your opponent, or did he not get them deployed based on the speed of your breakthrough?
I did not get several units since he managed to reach Moscow earlier. I counted in the editor and it affects like 7 infantry units, and like 2-4 artillery and tanks each. So it is indeed a sizable force, even though not all of these are in the immediate Moscow area. Originally it is to simulate the mass disruption and chaos caused by the early capture of the Russian capital. (We will never know for sure what could have happened in that case...) But I think it is overdone, especially in the multiplayer game, when each enemy unit counts twice when compared to a match against the silly AI. So I have already decided to reduce it to reduce the importance of the early capture of Moscow a bit because as it is it is pretty much like a win-or-lose situation. Then if the Axis can reach and capture a part of Moscow by the onset of winter, the Allied player will still get some more units to set up a new defense line or to try to recapture it. Other than that it is just too few and basically the outcome of the whole war can be decided in the first 5-10 turns which leaves less fun for the rest and the players may as well decide to end the match in the light of the situation in turn 12. And anyway, since now we are playing with half the prestige, the Axis will also have more resources to tackle a stronger Soviet resistance after winter 1941 wheter or not he is able to reach Moscow.goose_2 wrote: ↑Fri Jan 18, 2019 7:47 pm This is so very interesting as your forces look unstoppable in Moscow, yet in your playthrough on the Axis side you did take over Moscow...Did you destroy these massive BA looking units of your opponent, or did he not get them deployed based on the speed of your breakthrough?
Love, love, love itMcGuba wrote: ↑Fri Jan 18, 2019 8:55 pmI did not get several units since he managed to reach Moscow earlier. I counted in the editor and it affects like 7 infantry units, and like 2-4 artillery and tanks each. So it is indeed a sizable force, even though not all of these are in the immediate Moscow area. Originally it is to simulate the mass disruption and chaos caused by the early capture of the Russian capital. (We will never know for sure what could have happened in that case...) But I think it is overdone, especially in the multiplayer game, when each enemy unit counts twice when compared to a match against the silly AI. So I have already decided to reduce it to reduce the importance of the early capture of Moscow a bit because as it is it is pretty much like a win-or-lose situation. Then if the Axis can reach and capture a part of Moscow by the onset of winter, the Allied player will still get some more units to set up a new defense line or to try to recapture it. Other than that it is just too few and basically the outcome of the whole war can be decided in the first 5-10 turns which leaves less fun for the rest and the players may as well decide to end the match in the light of the situation in turn 12. And anyway, since now we are playing with half the prestige, the Axis will also have more resources to tackle a stronger Soviet resistance after winter 1941 wheter or not he is able to reach Moscow.goose_2 wrote: ↑Fri Jan 18, 2019 7:47 pm This is so very interesting as your forces look unstoppable in Moscow, yet in your playthrough on the Axis side you did take over Moscow...Did you destroy these massive BA looking units of your opponent, or did he not get them deployed based on the speed of your breakthrough?
Also, we agreed that if Moscow falls, the "frozen" Soviet units (those which are out of fuel and thus inactive until much later) would get activated to help the Allied player to form a new defense line with them. And a similar thing will happen to the "frozen" British units at El Alamein if certain conditions are met. But I got ahead of myself, I do not want to spoiler the later developments.![]()
Just as with the single player game, I would like to make it possible to achieve a victory in several ways, and not just leave one good solution. For the same reason, I have already reduced the defense of Britain as we agreed that it is a bit too strongly defended in this version. Nevertheless, I was indeed contemplating to invade it for a short time after I had some early successes in my Axis game against the Royal Navy, e.g. I managed to sink a heavy cruiser unit in the very first turns, which recklessly came to the Lion's cave - the Bay of Biscay - to attack the German battlecruisers and got caught in the naval minefields and met its early demise (I think it was not mentioned in this AAR). But I quickly dumped the idea due to the strong defenses and the large number of enemy ground units in England. Basically, the Allied player can now see the surrounding seas all the time, even during snowing, and even if an invading fleet can sneak through the naval minefields the Allied player has enough time to fill all the beach hexes with units preventing the Axis player from landing a single unit. So in the next version the minefields around England will be weaker and there will be fewer British ground units, at least in 41-42. This may make it at least theoretically possible to invade Britain as well.
Absolutely agree!
Thanks for reading and activity in the topic. Glad you like it
My recons noticed German units for some time in the ports of France. But there was no certainty that a real invasion was being prepared.
@both of you: by the way, what I still wanted to ask: you seem to be doing OK on prestige so far, don't you?
Great, I might be available as well if time allows but I think McGuba and Intenso82 are still testing the latest MP version (which is a good thing to do given the length and complexity of this scenario) and a new BE version hasn’t been released yet…Hassanka wrote: ↑Sun Jan 20, 2019 8:17 am Hello, i would like to try this scenario. Iam a above average player. Played this scenario more then once agaist AI.
If anyone wanna play, contact me via pritave message, and we can discus settings.
If we can agree on something, i will give my skype so we can communicate quicker.
At this early stage I had enough prestige. Moreso that if I remember well in one of my games the problems with not seeing the opponent ‘s moves (and thus getting only half of the intended prestige) only started at turn 14. But in the later stages I really struggle compared to the same stage in single player.PeteMitchell_2 wrote: ↑Sat Jan 19, 2019 6:50 pm@both of you: by the way, what I still wanted to ask: you seem to be doing OK on prestige so far, don't you?