















Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
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.
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.
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.
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 ...
"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.
Welcome to the forum! Great, I am available...
Sorry, I just got back from our trip last night. Will resume our match/game very shortly!
Great... how do we do it?
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?)
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.
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?