Battlefield: Europe MOD v2.4

A forum to discuss custom scenarios, campaigns and modding in general.

Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design

PeteMitchell
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Re: Battlefield: Europe MOD v2.2

Post by PeteMitchell »

goose_2 wrote: Thu Feb 25, 2021 6:34 pm
McGuba wrote: Thu Feb 25, 2021 6:25 pm No doubt, however the first four scenarios are much easier. :mrgreen:

But I still do not know anyone who managed to win the big Barbarossa scenario on either Field Marshal or Manstein without reloads and stuff. And I am not talking only about Total Victory, even a Minor Victory would be enough. Maybe here's a new challenge for experienced players? :)

Don't think that Manstein is possible though, but Field Marshal... maybe... :?:
Man I love these subte hints being dropped, I have had a quite a few people hinting by dropping gauntlets like this for this map, and for Afrika Korps. I am awfully tempted to try...we shall see what the future holds, but need to finish the blindthrough first. next broadcast should be going up Saturday
Well... first you still have Operation Torch and D-Day coming... :) Or maybe Operation Sealion instead? :D And even the SU is still alive and kicking... :mrgreen:
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
McGuba
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Re: Battlefield: Europe MOD v2.2

Post by McGuba »

goose_2 wrote: Thu Feb 25, 2021 10:19 pm But I am one man, with a full time job, and 9 kids. So....
Ah, ok, I didn't know you have an army of partisans on the homefront as well. :D It explains a lot, sorry for pushing you, just take you time. I don't think I could play at all if I had the same.

goose_2 wrote: Thu Feb 25, 2021 10:19 pm Just so I understand, which would you rather see me play through Manstein, or Field Marshall? I think Manstein would be way way too painful that would make me cry. But Field Marshal would be frustrating but perhaps possible.
No, I don't think Manstein would be possible and more importantly I don't think it would be enjoyable. So I would not recommend it to anyone. Field Marshal, yes maybe, perhaps possible, I don't know... but it would be a pain as well for sure. Or maybe only aiming for a draw, even that would be better than the historical outcome.

Or perhaps you can also try to load up one of the historical game saves and then you could start from Kursk - Husky in 1943 or maybe from Normandy - Bagration in 1944 and see what you are able to achieve starting from a disadvantaged postition. I mean if it is possible to turn the tide if you take the helm at such a late date. These are not so time consuming to finish as you would start at turn 51 or 73, respectively. Also these are all set at General difficulty and it cannot be changed mid game. But I think they are quite challenging despite that because of the late start. At my first attempt I lost the game when starting from Normandy/Bagration.

July 1943 save game in BE v2.2, with a huge army build up in the Kursk salient and the Allies invading Sicily at the same time:

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Can the Soviet forces be crushed, while holding the west?



June 1944, with the Axis being pushed back on three fronts:

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Can the Allies be stopped?
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faos333
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Re: Battlefield: Europe MOD v2.2

Post by faos333 »

goose_2 wrote: Thu Feb 25, 2021 6:34 pm ......... next broadcast should be going up Saturday ......
Sat 27/2 new you tube broadcast here:
https://www.youtube.com/watch?v=KROU90XvigQ
Battlefield Europe get the most from Panzer Corps 8)
Download the new 2.4 Mod here http://www.slitherine.com/forum/viewtopic.php?f=147&t=47985
PeteMitchell
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Re: Battlefield: Europe MOD v2.2

Post by PeteMitchell »

McGuba wrote: Fri Feb 26, 2021 8:15 am No, I don't think Manstein would be possible and more importantly I don't think it would be enjoyable. So I would not recommend it to anyone.
I may try it one day as I tried the earlier scenarios on Manstein already, i.e. just to see how far I can get/how long I can last...

I think getting/surviving until the end of 1942 would already be a huge success for me :shock: :mrgreen:

If anyone is interested, here is the link to the first one, Poland at Manstein level: viewtopic.php?f=145&t=89511

This could also be something for Uhu!! :D
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
Uhu
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Re: Battlefield: Europe MOD v2.2

Post by Uhu »

I would suggest the Rommel diff. - it makes so much fun to care more of our units and the intense prestige management brings and additional feature in the game. Also probably it simulates more the scarcity of resources of the Axis. Oil crisis more simulated.
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PeteMitchell
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Re: Battlefield: Europe MOD v2.2

Post by PeteMitchell »

Uhu wrote: Fri Feb 26, 2021 7:36 pm I would suggest the Rommel diff. - it makes so much fun to care more of our units and the intense prestige management brings and additional feature in the game. Also probably it simulates more the scarcity of resources of the Axis. Oil crisis more simulated.
Yes, I agree. You will try to avoid any damage/loss and need to be more cautious while having to make progress much quicker...

While I expect the effect of Manstein to be very similar... it's harder to move forward and you will get overwelmed very quickly... and if you then give the AI even more prestige... :shock:
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
George_Parr
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Re: Battlefield: Europe MOD v2.0

Post by George_Parr »

McGuba wrote: Sat Feb 20, 2021 6:25 am
George_Parr wrote: Fri Feb 19, 2021 4:49 pm That picture reminds me of something from a book I have lying around here. The BV-138 could, thanks to its Diesel-engine and a special device, pick up fuel from U-Boats in the middle of the sea. I guess that isn't really something that could be implemented here, could it?

I guess even it it was possible, it would be quite the hassle to get it done, especially for such a minute detail.
It could only be implemented by using AI zones. Which means it would only be possible at certain hexes/areas. A u-boat unit would need to move to this area and then if a seaplane is there as well it could receive some fuel. But it is not exactly ideal as it raises the question of why it can only happen in a restricted area and not anywhere in the seas? Then of course in multiplayer the Allied opponent would also know this area and would be able to easily block it, making it pointless.

The other problem is that in theory it would make it possible for the Axis side to have a continuous presence over the convoy routes with its seaplanes in single player. Which would be unrealistic as aircraft had to return to their bases regularly for maintenance and repairs, even if they did not suffer combat damage. This maintenance work cannot be done at high seas and it is unlikely that u-boats would also carry spare parts and mechanics for the seaplanes.

I think in reality it might have happened a few times, but I do not think that it was a regular practice. For instance these seaplanes could only land on calm seas and the North Atlantic is not the calmest area which already reduces the number of occasions. Then of course u-boats would need to surface and spend quite some time like that at full stop and refueling a seaplane would hardly worth the risk of being attacked when being so vulnerable.

Using (switchable) carriers is also not good as it would indeed allow any Axis fighters and tac bombers to benefit from this refueling.
Yeah, I thought it might not be worth it. Could have been an interesting gimmick, but the negatives would far outweight the positives.


Just started a new game with the new version. The last one I had played was 1.9 with some minor changes of my own for personal use. Only got to turn 11 or so, but I do like the changes so far.

I actually managed to do quite well around Tobruk so far. Even got to take out the AT-gun, which caused the AI to move its AA-gun in that spot. With the bunker next to it being heavily damaged, this might actually get done surprisingly quickly as far as my games so far are concerned. Usually I stood around for a few rounds, then pulled back to El Agheila, fend of all the Allied waves, before the landings in the west. Then I would head back to Tunisia and the Mareth line, wait for the enemy from both sides, destroy them, and then split my units to head in both directions. Usually taking everything in the west, while in the east it would either stop at the British fortifcations or see me break through and take the Middle East over the last few rounds of the game. That means I usually don't take out a unit from the actual Tobruk defenses around late 1943 or 1944 at the earliest.

The change to Crimea also came as a surprise to me. I usually didn't bother taking it until close to the end, which could be a nuisance in terms of allowing Soviet airpower to act further to the west than otherwise possible. As long as there are Soviet ships around, you can't really bring any of your heavy artillery in close, as they are far to fragile (and usually needed elsewhere anyway). And once you destroyed the ships, the only artillery that could do something is the 5-strength range-4 one. You couldn't really send units in without the risk of them getting devastated by the fortress, long-range artillery and the bunch of ground units around, at least not when you are one of the "play careful, don't risk losing any units" type of players, like I am ;)
Generally, I put the Romanian tank and a Romanian infantry, plus one of their artilleries an their AA-gun at the bottleneck and let the Soviets lose units by trying to break out. Then, when I was mostly done with the Soviets, I sent in stronger units to take out what was left of the defenses. With the changes that have been made, that tactic has to change now.

I always get the big encirclements done, but I never can get to Moscow in time. I think once I managed to reach a field right next to it, but most of the time I get bogged down around Mozhaysk. I guess you could consider that to be rather historical :mrgreen:

I have to ask though, does anyone really bother with besieging Leningrad?
I thought that was already a waste of resources in 1.9, and with the addition of Kronstadt fortress it is even more costly now. There's just way too much Soviet firepower around to keep units in those spots. You'd first need to focus your stronger units on removing at least some of the long-range weapons, and if you give that much effort, you might as well try and take the city entirely. I think in my most aggressive playthrough I pushed a bit past Novgorod, and that was about it. In most games I took down the fortress in Oranienbaum through a mix of air attacks and shore bombadement from the heavy cruiser and battleships, followed by a land attack once it was weakened a bit. That wouldn't work now, due to the range of the ships being reduced. The attack on Leningrad itself would always wait until almost everything else was taken, similarly to Crimea.

In the end, whenever I read someone explaining their moves to succeed quickly against a specific target, I try it myself, make some gains I hadn't made in the past, before eventuall slipping back into my old behaviour of not taking the risk of going all in :lol:
McGuba
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Re: Battlefield: Europe MOD v2.2

Post by McGuba »

George_Parr wrote: Sun Feb 28, 2021 10:07 am Just started a new game with the new version. The last one I had played was 1.9 with some minor changes of my own for personal use. Only got to turn 11 or so, but I do like the changes so far.
This is all very exciting! I am curious how it will play out for you this time. I hope you will share some of your observations and experiencies later. :)

As long as there are Soviet ships around, you can't really bring any of your heavy artillery in close, as they are far to fragile
Sometimes I move the Karl siege artillery to Sevastopol. It has a good ground defense to protect it from the naval bombardment, the AI usually do not attack it with its ships. It only needs some air defense as the AI occasionally attacks it with bombers if unprotected. Then it can slowly reduce the strength of the fortress.

I have to ask though, does anyone really bother with besieging Leningrad?
Since v1.9 the Soviet units lose more of their strength points if the city is under blockade so it is more cost effective than before. I usually blockade it from late 1941 and then attack sometime during 1942 with lots of artillery support. Like 4-5 arty at least. By then they lose strength points two or three times which helps the assault. I usually sink the battleship as soon as possible, that's the easiest to take out. Once the city is captured a lot of Axis units can be moved to other theatres, plus the prestige reward, plus the reduced number of Soviet reinforcement units from that time... so I think it does worth taking it earlier.

In his youtube playthrough goose_2 used a slightly different method, he only had 1-2 artillery but somehow slowly destroyed the defenders one by one by mid 1942, while holding the blockade. He used more strat bombers to suppress the defenders and accepted higher losses. He was quite effective in it, I did not expect he can capture the city with such weak forces.

Another option is to largely ignore it in the beginning and only storm it later when better units like Pz.IVG or Panthers are available.

In the end, whenever I read someone explaining their moves to succeed quickly against a specific target, I try it myself, make some gains I hadn't made in the past, before eventuall slipping back into my old behaviour of not taking the risk of going all in :lol:
Well, no pain, no gain. :D
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guille1434
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Re: Battlefield: Europe MOD v2.2

Post by guille1434 »

...My opinion about the refuelling of seaplanes/flying boats and submarines in high seas...
I agree that to make many "special" refuelling zones by means of using several specific AI zones is not practical/realistic. But... I think one or two "special" refuel/re-ammo zones can be implemented. Canary islands come to my mind (Are they present in the BE map?) which was a place where historically the Kriegsmarine settled up support facilities to provide german u-boats with fuel and food (not sure if they could also replace the spent torpedoes). Just an idea...
faos333
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Re: Battlefield: Europe MOD v2.2

Post by faos333 »

guille1434 wrote: Sun Feb 28, 2021 2:45 pm ...My opinion about the refuelling of seaplanes/flying boats and submarines in high seas...
I agree that to make many "special" refuelling zones by means of using several specific AI zones is not practical/realistic. But... I think one or two "special" refuel/re-ammo zones can be implemented. Canary islands come to my mind (Are they present in the BE map?) which was a place where historically the Kriegsmarine settled up support facilities to provide german u-boats with fuel and food (not sure if they could also replace the spent torpedoes). Just an idea...
good idea :D
Battlefield Europe get the most from Panzer Corps 8)
Download the new 2.4 Mod here http://www.slitherine.com/forum/viewtopic.php?f=147&t=47985
uzbek2012
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Re: Battlefield: Europe MOD v2.2

Post by uzbek2012 »

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With the latest version, the mod has become richer and more interesting ) than earlier versions :wink:
Last edited by uzbek2012 on Fri Mar 05, 2021 10:42 am, edited 2 times in total.
faos333
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Re: Battlefield: Europe MOD v2.2

Post by faos333 »

uzbek2012 wrote: Sun Feb 28, 2021 3:53 pm With the latest version, the mod has become richer and more interesting ) than earlier versions :wink:
That is also very interesting :D :D :D
Battlefield Europe get the most from Panzer Corps 8)
Download the new 2.4 Mod here http://www.slitherine.com/forum/viewtopic.php?f=147&t=47985
uzbek2012
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Re: Battlefield: Europe MOD v2.2

Post by uzbek2012 »

faos333 wrote: Tue Mar 02, 2021 12:20 am
uzbek2012 wrote: Sun Feb 28, 2021 3:53 pm With the latest version, the mod has become richer and more interesting ) than earlier versions :wink:
That is also very interesting :D :D :D
By the 31st move, I took Leningrad , Odessa, Torbuk and Sevastopol ) There are no forces, and the allies only become more ;)
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Life has become better - life has become more fun )
https://life.ru/p/1356268
lennis29
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Re: Battlefield: Europe MOD v2.2

Post by lennis29 »

Greetings McGuba. Thanks for your advice, I'll be publishing VolksMod soon, we could say a modified version of BE for DLC GC.
- GerMOD
- VolksMOD
- XXIX Le PzKorps
Komiss
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Re: Battlefield: Europe MOD v2.2

Post by Komiss »

uzbek2012 wrote: Tue Mar 02, 2021 2:59 pm
faos333 wrote: Tue Mar 02, 2021 12:20 am
uzbek2012 wrote: Sun Feb 28, 2021 3:53 pm With the latest version, the mod has become richer and more interesting ) than earlier versions :wink:
That is also very interesting :D :D :D
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With the latest version, the mod has become richer and more interesting ) than earlier versions :wink:
By the 31st move, I took Leningrad , Odessa, Torbuk and Sevastopol ) There are no forces, and the allies only become more ;)
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Life has become better - life has become more fun )
https://life.ru/p/1356268
Show more !
PeteMitchell
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Re: Battlefield: Europe MOD v1.9

Post by PeteMitchell »

Rudankort wrote: Wed Aug 01, 2018 4:00 pm Hello All!

Here is an experimental version of the game which should be able to handle 256 zones. It should be backwards compatible with any existing content, but the opposite is not true: older versions of the game will not load stuff created with this version. Also, in the editor you will see hex count in each zone, added in [] after zone number.

http://flashback.games/files/ScenarioEditor_132.zip
http://flashback.games/files/PanzerCorps_132.zip
http://flashback.games/files/PanzerCorps_132_Steam.zip

Make sure you have necessary backups before editing anything with this version. Let me know if you experience any issues.
Edit:

ajs81 was looking for the latest version...
viewtopic.php?f=147&t=99356&p=913211#p913211

I think I found it:

viewtopic.php?f=147&t=47985&p=744481#p744468

http://flashback.games/files/PanzerCorps132.zip
Last edited by PeteMitchell on Tue Mar 09, 2021 10:31 pm, edited 1 time in total.
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
PeteMitchell
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Re: Battlefield: Europe MOD v2.2

Post by PeteMitchell »

Komiss wrote: Tue Mar 09, 2021 3:14 pm
uzbek2012 wrote: Tue Mar 02, 2021 2:59 pm
faos333 wrote: Tue Mar 02, 2021 12:20 am

That is also very interesting :D :D :D
Show more !
Maybe do a separate AAR?
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
Enry1977
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Re: Battlefield: Europe MOD v2.2

Post by Enry1977 »

just to say great work! I'm fully engaged with 2.2 and it's so much fun!
uzbek2012
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Re: Battlefield: Europe MOD v2.2

Post by uzbek2012 »

Russian translation here Battlefield: Europe MOD v2.2 )

Lord_Draconis сказал:

Обновил свой русификатор для Battlefield Europe v2.2

https://disk.yandex.ru/d/lWatBvrLyIIjjQ - ссылка на русификатор мода Battlefield Europe v2.2.



Особенности русификатора:

Переведено:

+ Адаптировал перевод из v2.0

+ Перевёл новый текст и поправил старый с учётом изменений

+ Местами поправил и улучшил свой старый перевод



Не переведено:

- Географические названия

- Библиотека



Установка:

Папку Localization нужно скопировать в папку с модом и подключить сам мод через JSGME. В игре выбрать русский.

Другой вариант, это папку Localization скопировать в JSGME и подключить Localization, конечно, если уже подключен сам мод.
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Uhu
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Re: Battlefield: Europe MOD v2.2

Post by Uhu »

Nice to see that even from slavic direction there is an interest for the mod! :)

uzbek2012 wrote: Sat Mar 13, 2021 2:08 pm Russian translation here Battlefield: Europe MOD v2.2 )
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