Campaign: The Desert Rats (17 Scenarios)

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WookieeDavidson
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Re: Campaign: The Desert Rats (17 Scenarios)

Post by WookieeDavidson »

terminator wrote: Thu Jan 28, 2021 7:05 am It seems that it is not possible to individually change the Camouflage of a unit with the Editor :(


Capture d’écran (674).jpg
Its Unit Skin, not Camouflage
kverdon wrote: Thu Jan 28, 2021 4:34 am I’d be interested In thoughts about getting past the 2nd scenario, Operation Compass. I am struggling because the Purple faction have totally rendered themselves ineffective as they become the Purple Pillbox Eaters. It ended in defeat. This seems totally impossible with the forces at hand. I have the base core with an added 25lber but with 26 points of deployable units, and the number of objective to achieve in 15 turns and an abysmal AI Allied faction, it seems unwinnable.

Ok, now I'm totally confused. Adding in a few extra turns I captured Sidi Berrani. Big deal. Just another objective. I still had to capture hill 90 to achieve the stated objectives. Next turn I captured the last Italian Supply Depot and I got a message that Sidi Berrani had surrendered and the scenario ended in Victory?? Huh???? I'd already captured it the turn before. It would appear that the objective of taking the Italian objective is rather Bogus and you just need to complete the other objective of capturing the supply depots and you get a victory.
The Scenario is considered a victory if you

A) Destroy the Supply dumps
OR
B) Capture all the Victory points

The actual battle for Sidi Barrani, the Allies never captured the town, instead the Italians retreated after they realised they were about to be encircled.
terminator
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Re: Campaign: The Desert Rats (17 Scenarios)

Post by terminator »

WookieeDavidson wrote: Thu Jan 28, 2021 10:59 am
terminator wrote: Thu Jan 28, 2021 7:05 am It seems that it is not possible to individually change the Camouflage of a unit with the Editor :(


Capture d’écran (674).jpg
Its Unit Skin, not Camouflage
What is the difference ?
Patrick Ward
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Re: Campaign: The Desert Rats (17 Scenarios)

Post by Patrick Ward »

There's a lot of information about camo dotted around the forum but I've just updated the info in the camo list. It might explain its usage a little better.

viewtopic.php?f=464&t=97517&p=836439#p836439

And as for applying camo to individual units in the editor .. thats exactly how de Gaule came to be coloured white, and the various SCW units got unique patterns etc. But I'd suggest you PM Kerensky as he's the scenario editor wizzard.

Pat
............................

Pat a Pixel Pusher

............................
kverdon
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Re: Campaign: The Desert Rats (17 Scenarios)

Post by kverdon »

Thanks! I missed the “OR” part of the objectives. That should be doable with a restart. My only other issue would be that, as usual with AI controlled allies in a scenario, it’s a bit painful to watch them play Their turn.
kverdon
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Re: Campaign: The Desert Rats (17 Scenarios)

Post by kverdon »

Gave it another go or 2. Still can’t get a win in under 20 turns. :|
jeannot le lapin
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Re: Campaign: The Desert Rats (17 Scenarios)

Post by jeannot le lapin »

Patrick Ward wrote: Thu Jan 28, 2021 1:08 pm There's a lot of information about camo dotted around the forum but I've just updated the info in the camo list. It might explain its usage a little better.

viewtopic.php?f=464&t=97517&p=836439#p836439

And as for applying camo to individual units in the editor .. thats exactly how de Gaule came to be coloured white, and the various SCW units got unique patterns etc. But I'd suggest you PM Kerensky as he's the scenario editor wizzard.

Pat
Charles de Gaulle


Charles de Gaulle.jpg
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Charles de Gaulle(2).jpg
Charles de Gaulle(2).jpg (209.64 KiB) Viewed 3401 times
GUNDOBALDO08
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Re: Campaign: The Desert Rats (17 Scenarios)

Post by GUNDOBALDO08 »

Thanks again to WookieeDavidson for the excellent work done on TBRO and TDR. I would like to underline how much the historical enjoyment of the game is favored by the indication of the correct divisional names of the enemy units (and allied if present) as WookieeDavidson did. In fact, I always invest a lot of time to name my units with historical names, but I can't do anything for the enemies and in any case it would lose the gameplay sense if I had to worry about also renaming the enemy units that appear from time to time on the screen ..
I would very much like the developers to name the enemy units in the game and the official dlc with the correct divisional names. I believe that many share my thoughts.
MagicAndre1981
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Re: Campaign: The Desert Rats (17 Scenarios)

Post by MagicAndre1981 »

I can't finish "Battle of Beda Fomm". I killed the enemies and hold the road but I got a loss.

I play PC2 1.15 with German language
rafdobrowolski
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Re: Campaign: The Desert Rats (17 Scenarios)

Post by rafdobrowolski »

This is a very tough campaign. I have found myself needing extra turns on at least three of the scenarios now (And I am just at El Alamein!). I also got the error on Beda Fomm the user above reported. Enjoying the content otherwise!
WookieeDavidson
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Re: Campaign: The Desert Rats (17 Scenarios)

Post by WookieeDavidson »

rafdobrowolski wrote: Wed Feb 03, 2021 3:12 am This is a very tough campaign. I have found myself needing extra turns on at least three of the scenarios now (And I am just at El Alamein!). I also got the error on Beda Fomm the user above reported. Enjoying the content otherwise!
Which are the 3 scenarios you needed extra turns for?
rafdobrowolski
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Re: Campaign: The Desert Rats (17 Scenarios)

Post by rafdobrowolski »

WookieeDavidson wrote: Wed Feb 03, 2021 10:33 am
rafdobrowolski wrote: Wed Feb 03, 2021 3:12 am This is a very tough campaign. I have found myself needing extra turns on at least three of the scenarios now (And I am just at El Alamein!). I also got the error on Beda Fomm the user above reported. Enjoying the content otherwise!
Which are the 3 scenarios you needed extra turns for?
Man, I wish I had written it down. To the best of my recollection, they all had like 15 or 16 turns and are as follows: The one where you defend the Sidi Rezegh airport, the one where you had a split screen, one side defending and the other attacking, and then the other one was where you were supposed to surround the Italians by going through an escarpment on the bottom left of the map.
rafdobrowolski
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Re: Campaign: The Desert Rats (17 Scenarios)

Post by rafdobrowolski »

I just finished El Alamein. I needed to add turns in that one as well. I see that these scenarios are a bit like the tactical puzzles from the stock game....
rafdobrowolski
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Re: Campaign: The Desert Rats (17 Scenarios)

Post by rafdobrowolski »

There seems to be an issue in the Medenine scenario. There is a "Player 3" as indicated in the upper right hand corner by the second British bulls-eye symbol, but there are no Player 3 forces on the map. Also, in the scenario objectives, it says hold three victory locations, which you start out by holding all three, but the counter in the scenario objectives starts at 2/3, instead of 3/3. Also, even though all victory hexes are held by British flags, one is controlled by a purple British hex (the one furthest to the right on the map). It also has a supply dump on it that you can attack.
WookieeDavidson
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Re: Campaign: The Desert Rats (17 Scenarios)

Post by WookieeDavidson »

rafdobrowolski wrote: Thu Feb 04, 2021 9:16 am There seems to be an issue in the Medenine scenario. There is a "Player 3" as indicated in the upper right hand corner by the second British bulls-eye symbol, but there are no Player 3 forces on the map. Also, in the scenario objectives, it says hold three victory locations, which you start out by holding all three, but the counter in the scenario objectives starts at 2/3, instead of 3/3. Also, even though all victory hexes are held by British flags, one is controlled by a purple British hex (the one furthest to the right on the map). It also has a supply dump on it that you can attack.
thats an error on my part, i was going to have the mission start with Purple AI defenders but instead changed it at the last minute, forgot to remove Player 3... i'll fix that one along with the 4 Scenarios that require more turns
MagicAndre1981
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Re: Campaign: The Desert Rats (17 Scenarios)

Post by MagicAndre1981 »

This purple player sucks. I also fails to finish Medenine and in Avalanche I also hang at round 17/17 at purple AIs turn and nothing happens. Best is to get aux units that I can control my own.
rafdobrowolski
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Re: Campaign: The Desert Rats (17 Scenarios)

Post by rafdobrowolski »

Operation Supercharge is also very low on turns. I am trying to figure out how to beat it at the moment, but it is super challenging. On top of that I noticed that the NZ forces move first, before I do, but the player indicators in the upper right indicate I am to go first. They also get utterly destroyed, especially the infantry on the far right flank. And, their AA does not move at all, while my AA and air units give them absolutely no support (probably since they are a different faction not under my control), where as the DAK and IT units support each other.
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Re: Campaign: The Desert Rats (17 Scenarios)

Post by rafdobrowolski »

Ok, so now I am playing Salerno, and I honestly have no idea how to beat this scenario without more turns and more units, and control over the allied faction (but I am going to keep trying!!!). I think this has been the general theme for me throughout this campaign, however. I am playing on the second level of difficulty, in an effort to play test through for bugs and all that. Even at this level, I have needed to double the amount of turns, at least in several scenarios, and in Supercharge the player is allotted only 15 turns, I needed 35 turns to win (through cheating). With the limited number of slots, I tend to focus on eliminating enemy units one by one, slowly, with combined arms tactics, so as to preserve my forces (artillery softens up, then infantry and armor attack, while using AT and AA to defend units) which makes it nearly impossible to beat many scenarios in the allotted time, due to the slow-going nature of the process. The allied factions tend to do suicidal attacks, and are pretty much useless as support for the player in the campaign (kind of like in the SCW DLC; there I only enjoyed the DLC with the mod created to control most of the allied Spanish Nationalist units). Even though I am having fun, and can figure out the scenarios with a few plays and extra turns (I haven't had to add more core slots yet... but I am getting there), I can see this being a bit of a frustrating campaign to play for others who maybe are less experienced. Perhaps I am just playing in a style that does not suit this campaign, but this is the first campaign, out of all the main campaigns, DLC's, and user-generated content that I have had this level of difficulty. I don't mean to be harsh, and I hope this critique is taken as constructive and useful. I really enjoy the thought and effort put into the work, and enjoy the final product, and realize this is a work of passion. But it is a very hard campaign.

*Edit - I added 10 turns and was able to beat Salerno, but on the last turn (17), the scenario freezes after my ally makes their moves.
WookieeDavidson
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Re: Campaign: The Desert Rats (17 Scenarios)

Post by WookieeDavidson »

rafdobrowolski wrote: Fri Feb 05, 2021 4:38 am Ok, so now I am playing Salerno, and I honestly have no idea how to beat this scenario without more turns and more units, and control over the allied faction (but I am going to keep trying!!!). I think this has been the general theme for me throughout this campaign, however. I am playing on the second level of difficulty, in an effort to play test through for bugs and all that. Even at this level, I have needed to double the amount of turns, at least in several scenarios, and in Supercharge the player is allotted only 15 turns, I needed 35 turns to win (through cheating). With the limited number of slots, I tend to focus on eliminating enemy units one by one, slowly, with combined arms tactics, so as to preserve my forces (artillery softens up, then infantry and armor attack, while using AT and AA to defend units) which makes it nearly impossible to beat many scenarios in the allotted time, due to the slow-going nature of the process. The allied factions tend to do suicidal attacks, and are pretty much useless as support for the player in the campaign (kind of like in the SCW DLC; there I only enjoyed the DLC with the mod created to control most of the allied Spanish Nationalist units). Even though I am having fun, and can figure out the scenarios with a few plays and extra turns (I haven't had to add more core slots yet... but I am getting there), I can see this being a bit of a frustrating campaign to play for others who maybe are less experienced. Perhaps I am just playing in a style that does not suit this campaign, but this is the first campaign, out of all the main campaigns, DLC's, and user-generated content that I have had this level of difficulty. I don't mean to be harsh, and I hope this critique is taken as constructive and useful. I really enjoy the thought and effort put into the work, and enjoy the final product, and realize this is a work of passion. But it is a very hard campaign.

*Edit - I added 10 turns and was able to beat Salerno, but on the last turn (17), the scenario freezes after my ally makes their moves.
Ok, exective desicion time... the campaign was intended for AI supporting units, and 75% of the campaign DOES include an AI Support, so instead im just going to make them auxillery units and give control to the Player, as for turns i will add more to all the scenarios
Attachments
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rafdobrowolski
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Re: Campaign: The Desert Rats (17 Scenarios)

Post by rafdobrowolski »

Thanks for that! Also, Volturno... What a doosie! Took me almost 45 turns to finish it.
MagicAndre1981
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Re: Campaign: The Desert Rats (17 Scenarios)

Post by MagicAndre1981 »

Thanks for version 2.0. I started it again and in "Operation Crusader" there is still the indicator for the purple player. But the new way with AUX is better 👍
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