Battlefield: Europe MOD v2.4
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
Re: Battlefield: Europe MOD v2.0
CIAO UHU GRAZIE ANCHE A TE

Re: Battlefield: Europe MOD v2.0
I dont know if its doable but maybe you could let ships lose the fuel once they return to port.McGuba wrote: ↑Fri Dec 20, 2019 1:24 pmThere are several messages before it happens to prepare the player for the historical fuel crisis and to make him keep the naval units close to friendly ports. Historically Axis warships did not venture far away from their ports from 1942 due to the lack of fuel oil. The severe lack of oil was the main drive to attack the Caucasus in 1942 and the lack of fuel affected the air and land forces as well, but the navy as affected the most.
They have to anyway since they got such scarce ammo. But in that way they would not strand in the middle of nowhere.
So it would at least be an option for the player to go raiding. The Germans tried an the Allies feared that.
Oh - and on your point with sinking merchantships right the turn they spotted the Uboat - thats not working. The next thing that happens, after a merchant spotted you is several destroyers swarming you.
Have you thought about a bounty system? Like getting prestige for sinking merchants?
Maybe in addition or as replacement for the current system.
As of now there is no incentive to destroy them apart from the very first turn where it indeed helps if u manage sink it.
Giant Europe Mod 2.0 - Sea Lion 44 with no fuel:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=95886
Youtube English & German
https://www.youtube.com/channel/UCeFP6sUZtRykYNbcVTVMxcg/featured
http://www.slitherine.com/forum/viewtopic.php?f=145&t=95886
Youtube English & German
https://www.youtube.com/channel/UCeFP6sUZtRykYNbcVTVMxcg/featured
Re: Battlefield: Europe MOD v2.0
Well, I upgraded my house rules, cancelling a few of them - it is too complicated to take attention on so much.
1., Fallschirmjägers can be flown in bad weather too, but they can jump only in clear or cloudy weather.
2., Air transport have a 24 hex radius, if it has to be fly back and 48 hex if it can land.
3., Players are not allowed to fully encircle enemy aircraft.
4., Players are not allowed intentional to block the route of hostile aircrafts.
5., Because the fuel use of airplanes which has no sand-filters are not calculated correctly (it shows, it can reach a given airfield, but actually it cannot), than with the fuel cheat, we can add one fuel cell plus in such extreme situation.
1., Fallschirmjägers can be flown in bad weather too, but they can jump only in clear or cloudy weather.
2., Air transport have a 24 hex radius, if it has to be fly back and 48 hex if it can land.
3., Players are not allowed to fully encircle enemy aircraft.
4., Players are not allowed intentional to block the route of hostile aircrafts.
5., Because the fuel use of airplanes which has no sand-filters are not calculated correctly (it shows, it can reach a given airfield, but actually it cannot), than with the fuel cheat, we can add one fuel cell plus in such extreme situation.
Uhu wrote: ↑Fri Dec 20, 2019 11:34 pmHello Alex, hello Duedman,
welcome both to the club!
I made and use the following house rules also in multiplayer:
1., Fallschirmjägers can be flown in bad weather too, but they can jump only in clear or cloudy weather.
2., Air transport have a 24 hex radius, if it has to be fly back and 48 hex if it can land.
3., Players are not allowed to fully encircle enemy aircraft.
4., Players are not allowed intentional to block the route of hostile aircrafts.
5., Hostile airports cannot be used as landing place for normal units, only for Fallschirmjägers or Brandenburgers (therefore Malta can be captured from the sky only with these two units).
6., Hostile ports cannot be entered by ships.
7., Hostile settlements can be entered with train only after captured (no more advancing "combat-transport-trains).
8., Because the fuel use of airplanes which has no sand-filters are not calculated correctly (it shows, it can reach a given airfield, but actually it cannot), than with the fuel cheat, we can add one fuel cell plus in such extreme situation.
UPDATE: blocking hex from the air is allowed, because one point it makes the Axis troops to hard, second, it is problematic to pay attention always for that.
Last edited by Uhu on Sun Dec 29, 2019 3:24 pm, edited 1 time in total.
Re: Battlefield: Europe MOD v2.0
These rules perhaps weaken the position of the Axis?Uhu wrote: ↑Fri Dec 20, 2019 11:34 pmHello Alex, hello Duedman,
welcome both to the club!
I made and use the following house rules also in multiplayer:
1., Fallschirmjägers can be flown in bad weather too, but they can jump only in clear or cloudy weather.
2., Air transport have a 24 hex radius, if it has to be fly back and 48 hex if it can land.
3., Players are not allowed to fully encircle enemy aircraft.
4., Players are not allowed intentional to block the route of hostile aircrafts.
5., Hostile airports cannot be used as landing place for normal units, only for Fallschirmjägers or Brandenburgers (therefore Malta can be captured from the sky only with these two units).
6., Hostile ports cannot be entered by ships.
7., Hostile settlements can be entered with train only after captured (no more advancing "combat-transport-trains).
8., Because the fuel use of airplanes which has no sand-filters are not calculated correctly (it shows, it can reach a given airfield, but actually it cannot), than with the fuel cheat, we can add one fuel cell plus in such extreme situation.
UPDATE: blocking hex from the air is allowed, because one point it makes the Axis troops to hard, second, it is problematic to pay attention always for that.
Although the Axis side has so far failed to win, in multiplayer ...
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
Re: Battlefield: Europe MOD v2.0
That's true, but with the air transport + Fallschirmjäger points it is not big difference. The last transport points are truly hindering, therefore I avoided them in the meantime. See upgraded post/rule list.
For me immersion is important, so unreal things will be avoided as far as possible in my games.
For me immersion is important, so unreal things will be avoided as far as possible in my games.
Intenso82 wrote: ↑Sun Dec 29, 2019 3:18 pmThese rules perhaps weaken the position of the Axis?Uhu wrote: ↑Fri Dec 20, 2019 11:34 pmHello Alex, hello Duedman,
welcome both to the club!
I made and use the following house rules also in multiplayer:
1., Fallschirmjägers can be flown in bad weather too, but they can jump only in clear or cloudy weather.
2., Air transport have a 24 hex radius, if it has to be fly back and 48 hex if it can land.
3., Players are not allowed to fully encircle enemy aircraft.
4., Players are not allowed intentional to block the route of hostile aircrafts.
5., Hostile airports cannot be used as landing place for normal units, only for Fallschirmjägers or Brandenburgers (therefore Malta can be captured from the sky only with these two units).
6., Hostile ports cannot be entered by ships.
7., Hostile settlements can be entered with train only after captured (no more advancing "combat-transport-trains).
8., Because the fuel use of airplanes which has no sand-filters are not calculated correctly (it shows, it can reach a given airfield, but actually it cannot), than with the fuel cheat, we can add one fuel cell plus in such extreme situation.
UPDATE: blocking hex from the air is allowed, because one point it makes the Axis troops to hard, second, it is problematic to pay attention always for that.
Although the Axis side has so far failed to win, in multiplayer ...
Re: Battlefield: Europe MOD v2.0
"it makes the Axis troops to hard" I dont get your pointUhu wrote: ↑Mon Dec 30, 2019 1:06 pm That's true, but with the air transport + Fallschirmjäger points it is not big difference. The last transport points are truly hindering, therefore I avoided them in the meantime. See upgraded post/rule list.
For me immersion is important, so unreal things will be avoided as far as possible in my games.
UPDATE: blocking hex from the air is allowed, because one point it makes the Axis troops to hard, second, it is problematic to pay attention always for that.
I thought it a bit cheesy when in one MP game Tunis airfield was intentionally blocked with a Recon Plane so no infantry could get evacuated.
Of course in the middle of an air battle that rule would not have to apply.
A suggestion on another rule:
I did not know that there is a "Fuel Cheat"
I would allow to apply that to the German Big ships in the Atlantic to ensure their capability to return to port from a raiding mission (one single time)
The raiding would be very risky for the germans anyway with the strong british fleet and range of aircraft.
And probably the result in terms of prestige would be a net loss with damaged ships.
Still the player could at least decide whether he wants to conduct such an operation.
As of now, the player knows that he will magically loose all but 20 of his fuel which is not even enough to return to port.
Giant Europe Mod 2.0 - Sea Lion 44 with no fuel:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=95886
Youtube English & German
https://www.youtube.com/channel/UCeFP6sUZtRykYNbcVTVMxcg/featured
http://www.slitherine.com/forum/viewtopic.php?f=145&t=95886
Youtube English & German
https://www.youtube.com/channel/UCeFP6sUZtRykYNbcVTVMxcg/featured
Re: Battlefield: Europe MOD v2.0
have downloaded it an played it up to late 43 in single player.
Looks great but looking for an added kick - would anybody be interested in an MP match? regardless of the side (axis/allies)
Looks great but looking for an added kick - would anybody be interested in an MP match? regardless of the side (axis/allies)
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PeteMitchell
- Major-General - Tiger I

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Re: Battlefield: Europe MOD v2.0
Welcome to the forum! Great, I am available...
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
Re: Battlefield: Europe MOD v2.0
...and where is my turn?
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PeteMitchell
- Major-General - Tiger I

- Posts: 2463
- Joined: Tue Jul 10, 2018 1:18 pm
Re: Battlefield: Europe MOD v2.0
Sorry, I just got back from our trip last night. Will resume our match/game very shortly!
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
Re: Battlefield: Europe MOD v2.0
Great... how do we do it?
shall you create a game in multiplayer and pm me the password?
Re: Battlefield: Europe MOD v2.0
We can also start a game. I send you the details in pm.
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PeteMitchell
- Major-General - Tiger I

- Posts: 2463
- Joined: Tue Jul 10, 2018 1:18 pm
Re: Battlefield: Europe MOD v2.0
Happy new year to all! 
One more update from the game between Uhu and me!
(@McGuba: the British troops to invade Norway appeared in two batches, like almost two years apart from each other, is this fully random or somehow intended?)
One more update from the game between Uhu and me!
(@McGuba: the British troops to invade Norway appeared in two batches, like almost two years apart from each other, is this fully random or somehow intended?)
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
Re: Battlefield: Europe MOD v2.0
If the Tirpitz is not in Trondheim then there is a very small chance in each turn that a British invasion force appears. And there can be two seperate waves, same as with the US invasion force for Iceland. If the Tirpitz is not in Trondheim for a long time then the chance to get an invasion force is getting higher and higher.PeteMitchell_2 wrote: ↑Sat Jan 18, 2020 8:35 pm (@McGuba: the British troops to invade Norway appeared in two batches, like almost two years apart from each other, is this fully random or somehow intended?)


slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
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PeteMitchell
- Major-General - Tiger I

- Posts: 2463
- Joined: Tue Jul 10, 2018 1:18 pm
Re: Battlefield: Europe MOD v2.0
Thanks McGuba, kind of interesting (or maybe even a little strange?) that there can be two seperate invasion waves?
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
Re: Battlefield: Europe MOD v2.0
Hm, yes, but if there was only one wave, and the Axis player can defeat it with let's say destroyers and S-boats after that he could neglect the area knowing that the danger is over. With two potential waves the Axis has to continue to guard the area even after defeating the first one. Also, from the Allied perspective two waves mean more possibilites (e.g. merging the two, or use one or both of them elsewhere) and generally a bigger chance for success. In the end it makes the Trondheim side quest more interesting and important, I think.


slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
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PeteMitchell
- Major-General - Tiger I

- Posts: 2463
- Joined: Tue Jul 10, 2018 1:18 pm
Re: Battlefield: Europe MOD v2.0
I like it, just wanted to mention it and I was also curious about the rationale/reasoning, thanks!McGuba wrote: ↑Mon Jan 20, 2020 3:04 pm Hm, yes, but if there was only one wave, and the Axis player can defeat it with let's say destroyers and S-boats after that he could neglect the area knowing that the danger is over. With two potential waves the Axis has to continue to guard the area even after defeating the first one. Also, from the Allied perspective two waves mean more possibilites (e.g. merging the two, or use one or both of them elsewhere) and generally a bigger chance for success. In the end it makes the Trondheim side quest more interesting and important, I think.
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
Re: Battlefield: Europe MOD v2.0
Hi McGuba - i just started playing a game against Pete (off-topic funny: you you missplace your right hand slightly left on the laptop keyboard and try to type 'playing', you get 'okaying' instead ^^) and I am a bit confused about the rule for Soviet aviation in turns 1-4: do the 2 fighters and one bombers merely need to be placed in the border area, or also perform ground attack?... And 'within' x# of hexes does not include the hexes with the borders, does it?
Re: Battlefield: Europe MOD v2.0
Hi, sorry, what do you mean, I do not really get it...
They just have to be within 3 hexes from the neares border pole. There is no need to actually attack with them.I am a bit confused about the rule for Soviet aviation in turns 1-4: do the 2 fighters and one bombers merely need to be placed in the border area, or also perform ground attack?...
After being moved the air unis should be able to reach the nearest border pole with 3 movement points.And 'within' x# of hexes does not include the hexes with the borders, does it?
And by the way, here is the latest beta version of the mod, which mainly comes with various fixes for the multiplayer version, mainly balancing, things that we have found during the testing, but also some minor bug fixes. You might want to restart your current game and play with this latest version, unless you are too far ahead:
Battlefield: Europe v2.1 beta 4
https://www.dropbox.com/s/m23hxn0mekk1x ... 4.zip?dl=0
Changes (mostly multiplayer):
- T-26 light tanks can be upgraded to T-60 recon tank, but only by moving them to the nearest Soviet upgrade city from turn 15. After turn 33 any surviving T-26 will upgraded to T-70 light tank in the same way. But there will be a message about this.
- Some Soviet units in 1941 appear further to the east but earlier so that the Axis player cannot overtake them
- there are much less "frozen" Soviet units in the beginning, and half of them activate in turn 13 so that they can possibly start a historical winter counter attack. The other half activates by mid/late 42, or any time earlier if the Axis player manages to capture most of Moscow. The rest (e.g. Katyushas) will appear later in the Ural as reinforcement units. It gives more freedom to the Allied side.
- the British will get some Motor Torpedo Boats (similar to German S-boats) with recon move. However:
- there are fewer British destroyers in the beginning in the North Atlantic, but if they suffer losses they get replacements immediately (up to a cetain amount, like 3-4)
- the British get more fighter planes in Egypt - but less capable ones (mostly Hurricanes and Tomahawk/Kittyhawk). British fighter planes who appear in Egypt can only be upgraded to tropical versions of these, "tropicalised" Spitfire Vb appears later than "continental" Spit V. It all simulates the fact that the British mostly used second line fighter planes in Egypt in 1941-42 and retained the majority of Spitfire Vs for home defense.
- some other changes and fixes that I already forgot
EDIT: ah, and also:
- Allied merchant ships, now called "Convoy" can generate a small prestige income (10 per turn for each) if they are on the convoy routes (marked with the dollar symbol) for the Allied side.
EDIT2:
- oh, and yes, Malta now has a non-movable defensive fighter unit right above the airfield...


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