Ultimate Challenge mod
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
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- Sergeant Major - SdKfz 234/2 8Rad
- Posts: 617
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Re: Ultimate Challenge mod
Greetings, Take a look at my post to see if you like the new units
- GerMOD
- VolksMOD
- XXIX Le PzKorps
- VolksMOD
- XXIX Le PzKorps
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- Sergeant Major - SdKfz 234/2 8Rad
- Posts: 617
- Joined: Sun Jul 20, 2014 9:54 pm
- Location: Republica Dominicana
Re: Ultimate Challenge mod
Remember that building a bridge takes time, so it would be good if you try to lose at least 1 turn in the process.
- GerMOD
- VolksMOD
- XXIX Le PzKorps
- VolksMOD
- XXIX Le PzKorps
Re: Ultimate Challenge mod
Re: Ultimate Challenge mod
Added deployed bridge icon and switch mode for bridge engineers; also changed and added several attack sounds, for example - 20mm autogun of Panzer-II series now shoots quickly!
Is there any alternate Moscow-43 map available? I meant that stock positions of Soviet army is really bad designed (simply a heap of conscripts and SP-arty)...
Is there any alternate Moscow-43 map available? I meant that stock positions of Soviet army is really bad designed (simply a heap of conscripts and SP-arty)...
Re: Ultimate Challenge mod
Now strength of main infantry types changed to 15 (except USSR - for compensation 15 is given to soviet light and medium tanks); from 1943 everything returns back to 10 for all countries.
Also start core at Poland map has been edited, so currently there are 5 inf (4 German + 1 Slovak), 1 jager, 1 fallschrim, 1 arty 105mm with truck, 4 panzers (I,II,III,35), 1 BF-109 and 1 Ju-87
But I think about including pre-scenario to let any player build its own line-up (saw this trick released somewhere before).
Also start core at Poland map has been edited, so currently there are 5 inf (4 German + 1 Slovak), 1 jager, 1 fallschrim, 1 arty 105mm with truck, 4 panzers (I,II,III,35), 1 BF-109 and 1 Ju-87
But I think about including pre-scenario to let any player build its own line-up (saw this trick released somewhere before).
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- Sergeant Major - SdKfz 234/2 8Rad
- Posts: 617
- Joined: Sun Jul 20, 2014 9:54 pm
- Location: Republica Dominicana
Re: Ultimate Challenge mod
I left you a message in my post about artillery.
but I did not understand you well.
I don't know English and I use a translator for this.
You can write the message again but explain it in words that you can understand when translating.
Thank you.
but I did not understand you well.
I don't know English and I use a translator for this.
You can write the message again but explain it in words that you can understand when translating.
Thank you.
- GerMOD
- VolksMOD
- XXIX Le PzKorps
- VolksMOD
- XXIX Le PzKorps
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- Brigadier-General - 15 cm Nblwf 41
- Posts: 1912
- Joined: Thu Sep 13, 2012 7:42 am
Re: Ultimate Challenge mod
Nikkivdd added purchase scenarios for Afrikakorps and for 39dlc. It's a good feature as I like trying out different force structures.
With your starting Polish force, it's good to see the 35t getting some attention, though maybe you are being generous with a panzer 3 as well and maybe a panzer 2 would be better.
With your starting Polish force, it's good to see the 35t getting some attention, though maybe you are being generous with a panzer 3 as well and maybe a panzer 2 would be better.
Re: Ultimate Challenge mod
Well, here Pz-III is D-model with thick armor and not very high piercing gun - 35(t) has the same fire stats, better armor but is a bit slower (4-5), and could be upgraded to 38(t) right at the deployment phase in Norwaycaptainjack wrote: ↑Sun Apr 26, 2020 10:39 pm Nikkivdd added purchase scenarios for Afrikakorps and for 39dlc. It's a good feature as I like trying out different force structures.
With your starting Polish force, it's good to see the 35t getting some attention, though maybe you are being generous with a panzer 3 as well and maybe a panzer 2 would be better.

I also made a typo about infantry: one of their units is still gebirgsjager of course

Anybody prefer BF-110 to Ju-87


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- Brigadier-General - 15 cm Nblwf 41
- Posts: 1912
- Joined: Thu Sep 13, 2012 7:42 am
Re: Ultimate Challenge mod
The 110 is better if you want a small airforce, as it doesn't need a fighter escort (the main benefit) and it helps reduce enemy initiative and finish things off (almost as important).
But the stuka is much better at blowing things up, so it's not so easy to choose between them which is a good thing.
But the stuka is much better at blowing things up, so it's not so easy to choose between them which is a good thing.
Re: Ultimate Challenge mod
Added "new" alternative scenario - Washington: its USA Eastern Coast but in 1942/43/44 - you can get there after decisive victory in Moscow 41/43 (and if GBR had been already occupied in 1940) or Sea Lion 42, so no need to sit and wait for 1945 to come! And decisive victory in Washington immediately gives total victory of WWII...
Also planning winter Stalingrad as a fork way to Washington (if Rush to Moscow will be marginal victory).
+ some German gun's stats fixed and financial rules become more strict: now campaign is really tough to play!
Also planning winter Stalingrad as a fork way to Washington (if Rush to Moscow will be marginal victory).
+ some German gun's stats fixed and financial rules become more strict: now campaign is really tough to play!
Re: Ultimate Challenge mod
About start set in Poland: there are no planes anymore but added equal amount of prestige so you can buy what you want; Polish forces additionally have R-35 tank, Wz.34 recon and armored train comparing to native map.
+ 17cm K18 now changed to range = 5, also added 10.5cm K18 with range = 4; added Soviet 122mm A-19
+ custom icons for Brest (red fort) and Sevastopol coastal turret (Mk-2-12)
It would be nice to have Kremlin model too and make it similar to Brest fortress as their wall thickness / defensive abilities are supposedly comparable...
+ 17cm K18 now changed to range = 5, also added 10.5cm K18 with range = 4; added Soviet 122mm A-19
+ custom icons for Brest (red fort) and Sevastopol coastal turret (Mk-2-12)
It would be nice to have Kremlin model too and make it similar to Brest fortress as their wall thickness / defensive abilities are supposedly comparable...
Re: Ultimate Challenge mod
Hello guys!
Im following the discussions about PC-2 at Russian forum and there are some interesting ideas suggested by people, for example: to increase usability of small guns like 37-45mm ATs they could be given movement by 2-3 hexes (relating to their mass below 1000 / 500 kg) like they have "inner" transport and dont need to switch to a special mode loosing their attacking and defensive stats, simulating ability to become ready to battle quickly even being "on march" - what do you think about this?
Im following the discussions about PC-2 at Russian forum and there are some interesting ideas suggested by people, for example: to increase usability of small guns like 37-45mm ATs they could be given movement by 2-3 hexes (relating to their mass below 1000 / 500 kg) like they have "inner" transport and dont need to switch to a special mode loosing their attacking and defensive stats, simulating ability to become ready to battle quickly even being "on march" - what do you think about this?
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- Sergeant Major - SdKfz 234/2 8Rad
- Posts: 617
- Joined: Sun Jul 20, 2014 9:54 pm
- Location: Republica Dominicana
Re: Ultimate Challenge mod
Write me privately.Vintage wrote: ↑Sun May 03, 2020 7:58 pm Hello guys!
Im following the discussions about PC-2 at Russian forum and there are some interesting ideas suggested by people, for example: to increase usability of small guns like 37-45mm ATs they could be given movement by 2-3 hexes (relating to their mass below 1000 / 500 kg) like they have "inner" transport and dont need to switch to a special mode loosing their attacking and defensive stats, simulating ability to become ready to battle quickly even being "on march" - what do you think about this?
I want to tell you something.
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- XXIX Le PzKorps
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- Major-General - Jagdtiger
- Posts: 2856
- Joined: Sun Jul 01, 2012 5:32 pm
Re: Ultimate Challenge mod
I agree... those light AT towed guns could easily manhandled by their crewmen, so I think those kind of units should be given 2 hexes move, the same as a "Heavy Weapons" infantry unit in the vanilla game. May be make them switchable, giving them the classification of "Anti-tank" unit with normal movement = 1 hex (AT units always shoot first when attacked by tanks) and better defensive values (meaning they are waiting in prepared positions), and in the second switch (movement = 2) put them in the tank class, and give them lower initiative, to avoid light AT guns go happily hunting tanks over the battlefield (specially in 1939-1940, when most tanks have low defense stats, and those "super-mobile" guns can wipe them out easily). This way, you can give those guns more mobility, making them more valuable units, and giving them more "usability" for players, but preserving their historical tactical employment which was to be positioned in ambush and wait for the tanks to come to them before firing and not the guns advancing to engage tanks in the battlefield.
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- Brigadier-General - 15 cm Nblwf 41
- Posts: 1912
- Joined: Thu Sep 13, 2012 7:42 am
Re: Ultimate Challenge mod
I've done a few things to make AT a bit more useful.
- Increased initiative +2 because even experienced AT were firing second with the standard figures when they should really be getting in first.
Increased move to 2 for selected guns (25mm and 37mm PaK). Video footage of lighter AT guns being moved by hand isn't too hard to find, but these two were noted for being very easy move around.
Enabled a switch to overwatch role. Most AT guns that don't already have a switch function can now switch to Artillery mode. They retain the same stats but have range 1, move 1 and RoF 8 (they are supposed to be watching for armour while their friends are busy). As an artillery unit you lose the +2/experience attack bonus, but then indirect fire from a marder or better still a Nashorn will usually suppress most of a T34 attack and destroy a few. Finally the Nashorn and Marder become useful. The artillery switch also replicates long range sniping since you can shoot without return fire, and direct fire on bunkers etc to support infantry attacks.
portee guns now switch to the towed version for better defensive stats and are in-series with the towed guns, because portees were originally intended to allow transport and rapid unloading. But people quickly realised that being able to fire from the portee was useful - according the NZ archives, you dismounted and dug in where possible but fired from the truck for hit and run or where you didn't have time.
Re: Ultimate Challenge mod
Thanks for the ideas and explanations!
And if I will set the following for example: put AT-guns to artillery class with range = 0 for support fire only and give them +3 initiative -> could this +3 initiative compensate class change?
And if I will set the following for example: put AT-guns to artillery class with range = 0 for support fire only and give them +3 initiative -> could this +3 initiative compensate class change?
Re: Ultimate Challenge mod
Also it could interesting to have immediate ranged fire counter-reply for artillery duels like battleships and cruisers do, but seems this may lead to moving all guns to capital ships class with unpredictable consequences...
Re: Ultimate Challenge mod
Rebalanced infantry and capital ship stats, added ME262-a2 "SturmVogel" and Soviet 82-mm mortar crew; slightly re-drawn A-19 and M-10 guns.
Re: Ultimate Challenge mod
Major update in newest version: there's no artificial separation into HW and regular infantry anymore! Instead, there's a switch from regular "attack/march" mode to HW which simulates "defensive" mode because stats are higher except movement = 0. This function is available for big nations only that already had HW + added to Soviet units. Also SS units aren't present in core army anymore but work as auxiliary at the particular maps. Enjoy!
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- Brigadier-General - 15 cm Nblwf 41
- Posts: 1912
- Joined: Thu Sep 13, 2012 7:42 am
Re: Ultimate Challenge mod
If you make AT guns class 4 (artillery)you change the experience bonuses. Most notably you lose +2/" on HA. You can also try keeping them as AT class 3 but give Range1. Then the can attack without response but don't give support fire. For me this is a bit too powerful, but worth testing to see if it does what you need.
The benefit of artillery class over AT class is the possibility of getting a range hero. Thing of the benefits of sitting your Elefant behind the front line, almost immune to artillery suppression, providing powerful defence AND able to fire over the front line to weaken the enemy armour. Well worth 600 prestige plus as much overstrength as you can afford, but do remember to check your ammo to avoid embarrassment.
The benefit of artillery class over AT class is the possibility of getting a range hero. Thing of the benefits of sitting your Elefant behind the front line, almost immune to artillery suppression, providing powerful defence AND able to fire over the front line to weaken the enemy armour. Well worth 600 prestige plus as much overstrength as you can afford, but do remember to check your ammo to avoid embarrassment.