Battlefield: Europe MOD v2.4

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Locarnus
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Re: Battlefield: Europe MOD v2.3

Post by Locarnus »

criscarlucci wrote: Tue Aug 10, 2021 10:00 am I'm embarrassed to write it but I'm using the editor and notepad++ and I'm looking for files about event, AI and the scenario but nothing! I only found what I think are of the basic game :oops:
There are really only two files per scenario as far as I know, eg Kursk3.pzloc and Kursk3.pzscn in the data folder. You start the ScenarioEditor.exe and in that you open the Kursk3.pzscn file. Then you go to Edit>Scenario Params... in the newly opened window you go to the "Scripts" tab. And thats it. As I wrote earlier, no sorting option that I know of. Good luck...

Honestly, if you want "that" level of detail and are more interested in a "simulation", then PzC modding is not able to fulfill your aspirations. PzC modding, even at the current level, is workaround and compromises at nearly every step. If you want to get to simulation level depth, you just end up getting disappointed and wasting effort on something which is inherently limited. HoI has much, much more options to simulate events and resources and such. And the more anyone delves into PzC modding, the more anyone appreciates what McGuba and the other giant mod creators were able to achieve. PzC itself simply was not designed for such large and detailed scenarios.

Eg, as McGuba wrote, there is no "neutral" status, there are only two sides. Everything else is a workaround.


@McGuba: I have some basic understanding of scenario and file editing and even did some minimal campaign path editing back in the day, though I struggle a lot with the following two points:

1. I wanted to have the real + scenario (Kursk3) start from the bottom right image in the campaign screen (1941-45 Barbarossa), since that is the only one I changed the map for. It starts the normal version of Barbarossa in BE 2.3. I tried editing the campaign file, but it bugged? out and did not even show a description text when just selecting the bottom right image.

2. I also wanted to add another "test" scenario to the scenario selection screen. And perhaps even a tutorial, not only for my changes but for BE or giant map scenarios. But for some reason I can not figure out how to do that. I looked through the guides and every file of BE 2.3, but nothing seems to work. I'm probably missing something very obvious here.

That part of the UI/menu modding simply frustrates and eludes me. Thank you for any help or pointers.
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
P210
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Re: Battlefield: Europe MOD v2.3

Post by P210 »

Hello McGuba,

Some feedback regarding v2.2,

Finally managed to achieve Total Victory. On fifth try - This is challenging :P :D
Start from Realistic+, General, Combat random: Normal and No replays. It does hurt, when you lose three star JG2 over England when AI, for once, mass attacks with Spitfires :(
First Moscow, then Leningrad, Malta as early as possible and Sea Lion on winter '42/'43 with limited forces. Then slow steady advance in England, while keeping Battle of the Atlantic ongoing.
Meanwhile fighting towards Cairo and to Caucasus oilfields. Lot to manage and move around. Logistics really win the wars :lol:

Also Minor Victory achieved with Field Marshal difficulty level by defeating SU and additionally managing to push Western Allied forces of the beaches.
Start from Realistic+, FM, Combat random: Normal and no replays.


Then about multiplayer experience,

One game completed playing Allied side. Total Victory on turn 86.
Combat random: Dice Chess. Did not actually like that. It too much reduces the unpredictability of the war (in this case simulation) and therefore makes game too mechanical feeling to play.
We had/have couple of gentlemen rules in place. Like not completely surrounding enemy airplanes etc.

Second game is ongoing. This time playing Axis side. I will likely lose, but there is a slight change of a draw. Normandy invasion is about to start and I have to put my hopes on wonder weapons. Where's my Tiger II, Me 262, V1, etc. :D :D
More seriously, the manpower is badly lacking and finances are not that great. On a bright side, Leningrad is still mine. :)


Again, this is a fantastic mod!! Multiplayer is twice the fun!!


Now I have to try v2.3 single player. FM difficulty. Should I aim for Minor or Total Victory :D


Question, just for interest, can Finnish Blenheim somehow be upgraded to JU88?
Uhu
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Re: Battlefield: Europe MOD v2.3

Post by Uhu »

Good work and congratulation!
With who did you play multi?

P210 wrote: Thu Aug 26, 2021 10:50 am Hello McGuba,

Some feedback regarding v2.2,

Finally managed to achieve Total Victory. On fifth try - This is challenging :P :D
Start from Realistic+, General, Combat random: Normal and No replays. It does hurt, when you lose three star JG2 over England when AI, for once, mass attacks with Spitfires :(
First Moscow, then Leningrad, Malta as early as possible and Sea Lion on winter '42/'43 with limited forces. Then slow steady advance in England, while keeping Battle of the Atlantic ongoing.
Meanwhile fighting towards Cairo and to Caucasus oilfields. Lot to manage and move around. Logistics really win the wars :lol:

Also Minor Victory achieved with Field Marshal difficulty level by defeating SU and additionally managing to push Western Allied forces of the beaches.
Start from Realistic+, FM, Combat random: Normal and no replays.


Then about multiplayer experience,

One game completed playing Allied side. Total Victory on turn 86.
Combat random: Dice Chess. Did not actually like that. It too much reduces the unpredictability of the war (in this case simulation) and therefore makes game too mechanical feeling to play.
We had/have couple of gentlemen rules in place. Like not completely surrounding enemy airplanes etc.

Second game is ongoing. This time playing Axis side. I will likely lose, but there is a slight change of a draw. Normandy invasion is about to start and I have to put my hopes on wonder weapons. Where's my Tiger II, Me 262, V1, etc. :D :D
More seriously, the manpower is badly lacking and finances are not that great. On a bright side, Leningrad is still mine. :)


Again, this is a fantastic mod!! Multiplayer is twice the fun!!


Now I have to try v2.3 single player. FM difficulty. Should I aim for Minor or Total Victory :D


Question, just for interest, can Finnish Blenheim somehow be upgraded to JU88?
Image
Image
Locarnus
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Re: Battlefield: Europe MOD v2.3

Post by Locarnus »

P210 wrote: Thu Aug 26, 2021 10:50 am [...]
Now I have to try v2.3 single player. FM difficulty. Should I aim for Minor or Total Victory :D


Question, just for interest, can Finnish Blenheim somehow be upgraded to JU88?
Yep, most of the minor nations have more condensed upgrade paths than eg Germany. Otherwise players would most likey be hesitant to spend so much prestige on those upgrades, instead favoring German troops.

Perhaps you are interested in a somewhat different take on McGuba's great mod? I made an addon to BE 2.3 to try out different things and I'm hoping for some feedback.

I also just attempted to start a succession AAR, but got distracted by further modding and have less time in the coming weeks. Perhaps faos333 can start again with the new update (which is based on observations and considerations from the first attempt). And then another player can take over, succession style?

This is the link to the addon thread: https://www.slitherine.com/forum/viewto ... 7&t=106547
And the link to the first, now abandoned and soon to be restarted attempt of the succession AAR: https://www.slitherine.com/forum/viewto ... 46#p939546

What changes make sense to add to BE and what goes in the wrong direction?
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
McGuba
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Re: Battlefield: Europe MOD v2.3

Post by McGuba »

criscarlucci wrote: Tue Aug 10, 2021 7:29 am May you let me understand how to switch (and use) between the 256 AI zone and the 32 one?
The latest (unofficial?) version of PzC (v1.32) uses 256 AI zones. The earlier versions of the game use 32 AI zones.

criscarlucci wrote: Tue Aug 10, 2021 7:29 am So I have to look for this "patch" if I want to go over 1GB limit, right?
I guess so, but I do not use it and do not know how it works and I might be wrong. You'd better ask the PAK guys about this.


criscarlucci wrote: Tue Aug 10, 2021 7:29 am Understood. I still can - in game and by event - turn a Country from neutral to belligerent status?
There is such a script but I have not used it. In some of the earlier versions I tried to do so but it was broken, however, as far as I remember it was supposedly fixed by v1.30. Again, I might be wrong.


Locarnus wrote: Thu Aug 12, 2021 8:58 am . I wanted to have the real + scenario (Kursk3) start from the bottom right image in the campaign screen (1941-45 Barbarossa), since that is the only one I changed the map for. It starts the normal version of Barbarossa in BE 2.3. I tried editing the campaign file, but it bugged? out and did not even show a description text when just selecting the bottom right image.
Yes I remember I had similar problems at some point, hence I am using the original Kursk, poland, Barbarossa, etc. names for the campaign starting points in my mods. Even though there is a workaround, but I forgot it by now. So perhaps the easiest is to save your modified file as "Kursk.pzscn" and then it will just replace the "real" version.

I also wanted to add another "test" scenario to the scenario selection screen. And perhaps even a tutorial, not only for my changes but for BE or giant map scenarios. But for some reason I can not figure out how to do that. I looked through the guides and every file of BE 2.3, but nothing seems to work. I'm probably missing something very obvious here.
Again, the easiest would be to save your "test" version as "poland" or "Barbarossa" and overwrite that one for that.


P210 wrote: Thu Aug 26, 2021 10:50 am Hello McGuba,

Some feedback regarding v2.2,

Finally managed to achieve Total Victory. On fifth try - This is challenging :P :D
...
Hi, thanks it is always nice to read some more feedback. And congrats for the TV. :)

Then about multiplayer experience,

One game completed playing Allied side. Total Victory on turn 86.
That sounds a bit early, but why not...

Combat random: Dice Chess. Did not actually like that. It too much reduces the unpredictability of the war (in this case simulation) and therefore makes game too mechanical feeling to play.
I agree.


P210 wrote: Thu Aug 26, 2021 10:50 am Second game is ongoing. This time playing Axis side. I will likely lose, but there is a slight change of a draw. Normandy invasion is about to start and I have to put my hopes on wonder weapons. Where's my Tiger II, Me 262, V1, etc.
So I guess you are doing better with the Axis than your opponent did in the other match.



P210 wrote: Thu Aug 26, 2021 10:50 am Again, this is a fantastic mod!! Multiplayer is twice the fun!!
Yes, I agree that multiplayer can be a lot of fun, but problem is to find a suitable opponent and to have enough time. And perhaps the biggest difficulty is to remain patient while waiting for your opponent's turn. :)

Would you mind sharing or sending me the last savegame of any or both of of these multi matches? It can be really interesting to check them out and to help with further balancing of the multiplayer version of the mod.


P210 wrote: Thu Aug 26, 2021 10:50 am Now I have to try v2.3 single player. FM difficulty. Should I aim for Minor or Total Victory

Achieving a Total Victory on FM can be really, really difficult and potentially way too frustrating, especially if you play with normal dice rolls and without game reloads. It may require several attempts and a good amount of luck. Minor Victory is achievable under the same circumstances, but also very challenging, however much less frustrating in my opinion.


Question, just for interest, can Finnish Blenheim somehow be upgraded to JU88?
No, but it is a good idea, I will try to add it with a script in the next version.
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
Locarnus
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Re: Battlefield: Europe MOD v2.3

Post by Locarnus »

McGuba wrote: Mon Aug 30, 2021 8:48 pm
Question, just for interest, can Finnish Blenheim somehow be upgraded to JU88?
No, but it is a good idea, I will try to add it with a script in the next version.
Whoops, I remembered that they both have the "Ju" series tag, but forgot that one is in the tac and the other in the strategic bomber category.
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
faos333
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Re: Battlefield: Europe MOD v2.3

Post by faos333 »

Mediterranean Tipps video

Combined operations on a single large map. April 1941.
Operation 25 invasion of Yugoslavia, Marita invasion of Greece, Mercury Battle of Crete, Skorpion in N. Afrika - Libya.
The final step to prepare for the main European scenario - Barbarossa, train 5 core units, gather prestige. Historical set up and realistic battle results.

SEE THE VIDEO:

https://youtu.be/IY6jC3yF9zk

Learn the new Mod mechanics, accumulate prestige, earn experience, have more fun with the historical set up and realistic battle results.

The latest tips video is to premiere this Thursday.
Subscribe and set your reminder not to miss it.
premiers.PNG
premiers.PNG (775.55 KiB) Viewed 3353 times
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
masp_3
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Re: Battlefield: Europe MOD v2.3

Post by masp_3 »

Hello all,

iam currently playing my first campaign with this mod and it´s a fantastic experience. Thanks to all who created this masterpiece.

One question: it´s now March 1942 and i have conquered Tobruk in North Africa. But when i place units in the city, i can not upgrade them and the button is greyed out.(for example i wanted to upgrade Rommels 21. Panzer Division to better tanks...)In my understanding even in realistic setting, i should be able to upgrade units in Tobruk right or am i missing something ? Has it an influence, when enemy ships/mines are near the city ?

Thanks in advance for helping
Maths
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Re: Battlefield: Europe MOD v2.3

Post by Maths »

masp_3 wrote: Sun Sep 12, 2021 2:16 pm Hello all,

iam currently playing my first campaign with this mod and it´s a fantastic experience. Thanks to all who created this masterpiece.

One question: it´s now March 1942 and i have conquered Tobruk in North Africa. But when i place units in the city, i can not upgrade them and the button is greyed out.(for example i wanted to upgrade Rommels 21. Panzer Division to better tanks...)In my understanding even in realistic setting, i should be able to upgrade units in Tobruk right or am i missing something ? Has it an influence, when enemy ships/mines are near the city ?

Thanks in advance for helping
Hello,

I may be wrong but in my experience, removing the mines allowed me to use Tobruk as an upgrade city.
As a player, where I must be doing something bad is that it takes forever to destroy the mines with destroyers and aircraft ; as well as it puts them into danger (especially the destroyers).

Hope that helps,
Greetings,
Maths
faos333
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Re: Battlefield: Europe MOD v2.3

Post by faos333 »

You are not wrong mines are of the most difficult thing to destroy in the mod, it takes time and costs.

And yes you can not upgrade if there are mines or ships next to the hex
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 v2.3

Post by uzbek2012 »

faos333 wrote: Mon Sep 13, 2021 12:41 am You are not wrong mines are of the most difficult thing to destroy in the mod, it takes time and costs.

And yes you can not upgrade if there are mines or ships next to the hex

Cleaners min. Soviet mine trawls 1932-1945 (part of 2)
https://en.topwar.ru/81447-uborschiki-m ... ast-2.html
https://fishki.net/3057599-15-minnyh-tr ... ennoj.html
https://masterok.livejournal.com/1238416.html

Image
+ units engineers
https://en.topwar.ru/95466-kak-v-gody-v ... eniya.html


Image
sea minesweepers
https://wwii.space/%D1%82%D1%80%D0%B0%D ... %BA%D0%B8/
faos333
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Re: Battlefield: Europe MOD v2.3

Post by faos333 »

interesting 🤨 photos
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
Intenso82
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Re: Battlefield: Europe MOD v2.3

Post by Intenso82 »

Does anyone have a Sea Lion video AAR in the winter of 41-42?
I tried it, but it's not easy on a realistic + :evil:

From my point of view, a successful Sea Lion is a key point. It completely removes the D-Day threat as well as the Operation Torch threat.
After Spain will not hesitate to join the Axis, which means that the Mediterranean Sea will be secured.
Also, without the support of England, the Allied troops in the Suez Canal area will not be able to win.
After that, without pressure from England, Turkey can move towards Germany. This means that the Allies' lend-lease supplies through Iran will be under threat.
In addition, deliveries via the northern route without England cease. Including Britain itself will not be able to supply anything else to the USSR.
There will be only a way across the Pacific Ocean, but it is for non-military cargo.
In addition, Germany will no longer need to divert aviation to the Western Front.

Even despite the fact that then a surprise attack and blitzkrieg in the east will not work.
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
Uhu
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Re: Battlefield: Europe MOD v2.3

Post by Uhu »

Yeah it's hard, but as you wrote, it is essential for a total victory (even without the what-if dimplomatic and geo-military changes).
If I have some free time, I will try to search for my replay of v2.2 and record it to video so I can upload it.
Intenso82 wrote: Wed Sep 22, 2021 6:53 pm Does anyone have a Sea Lion video AAR in the winter of 41-42?
I tried it, but it's not easy on a realistic + :evil:

From my point of view, a successful Sea Lion is a key point. It completely removes the D-Day threat as well as the Operation Torch threat.
After Spain will not hesitate to join the Axis, which means that the Mediterranean Sea will be secured.
Also, without the support of England, the Allied troops in the Suez Canal area will not be able to win.
After that, without pressure from England, Turkey can move towards Germany. This means that the Allies' lend-lease supplies through Iran will be under threat.
In addition, deliveries via the northern route without England cease. Including Britain itself will not be able to supply anything else to the USSR.
There will be only a way across the Pacific Ocean, but it is for non-military cargo.
In addition, Germany will no longer need to divert aviation to the Western Front.

Even despite the fact that then a surprise attack and blitzkrieg in the east will not work.
Image
Image
Marginaldefeat
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Re: Battlefield: Europe MOD v2.3

Post by Marginaldefeat »

I will definitely not do another full playthrough right now, but I wanted to test 2.3 :) Settings are the same ( Realistic + Field Marshall Dice chess)
I was able to reach Moscow in turn 8 with a scout and capture one hexes from 4, and one more just before the storm. :) So I managed to prevent the serious russian counterattack ( they did it everywhere else but now around Moscow ) Finally, in turn 15 the end of January in 1942 Moscow has fallen :)

So Mc Guba was right again, it s possible even in 2.3 with the hardest difficulty settings :) The secret is to use all the scouts at centre and bypass everything :)
Well, few weeks later I might continue until around turn 35, to test what happens if i turn South totally in 42 and reach Baku, and not even trying capture Leningrad and move further around Moscow, instead, after capturing El Alamein go back and defend Tunis, and use the extra units and reserve to try Sealion in late 42 :)
Marginaldefeat
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Re: Battlefield: Europe MOD v2.3

Post by Marginaldefeat »

Uhu wrote: Thu Sep 23, 2021 5:48 am Yeah it's hard, but as you wrote, it is essential for a total victory (even without the what-if dimplomatic and geo-military changes).
If I have some free time, I will try to search for my replay of v2.2 and record it to video so I can upload it.
Intenso82 wrote: Wed Sep 22, 2021 6:53 pm Does anyone have a Sea Lion video AAR in the winter of 41-42?
I tried it, but it's not easy on a realistic + :evil:

From my point of view, a successful Sea Lion is a key point. It completely removes the D-Day threat as well as the Operation Torch threat.
After Spain will not hesitate to join the Axis, which means that the Mediterranean Sea will be secured.
Also, without the support of England, the Allied troops in the Suez Canal area will not be able to win.
After that, without pressure from England, Turkey can move towards Germany. This means that the Allies' lend-lease supplies through Iran will be under threat.
In addition, deliveries via the northern route without England cease. Including Britain itself will not be able to supply anything else to the USSR.
There will be only a way across the Pacific Ocean, but it is for non-military cargo.
In addition, Germany will no longer need to divert aviation to the Western Front.

Even despite the fact that then a surprise attack and blitzkrieg in the east will not work.
As far as I know, Operation Torch happens anyway, it was mainly an American effort, not a British one. In my opinion, it s better to do a knockout blow in Russia in 1941 and 42, and not to do Sealion before late 1942. I mean, in my first successful Total Victory playthrough I did Sealion in late 44 :D But obviously, the sooner the better :) Still, I don t see a chance for a succesful Sealion in 41 AND capturing Moscow too and reach Baku in 42. We have to choose....
Uhu
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Re: Battlefield: Europe MOD v2.3

Post by Uhu »

- Yes Torch is a US operation, so it will be happen anyway (also, it is almost impossible to conquer England before that).
- It is surely worth to make Sealion in 1941-42, because the English are more weak, the Luftwaffe has the superior FW 190A (plus the hero-Bf 109's are also good enough) and there is no US airforce until mid (?) 1943.
- ... You forgot about Malta and Africa. :lol: But everything can be done at the same time, it needs only some experiencing and patience.
Marginaldefeat wrote: Thu Sep 23, 2021 10:47 am
As far as I know, Operation Torch happens anyway, it was mainly an American effort, not a British one. In my opinion, it s better to do a knockout blow in Russia in 1941 and 42, and not to do Sealion before late 1942. I mean, in my first successful Total Victory playthrough I did Sealion in late 44 :D But obviously, the sooner the better :) Still, I don t see a chance for a succesful Sealion in 41 AND capturing Moscow too and reach Baku in 42. We have to choose....
Image
Image
Marginaldefeat
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Re: Battlefield: Europe MOD v2.3

Post by Marginaldefeat »

Uhu wrote: Thu Sep 23, 2021 11:10 am - Yes Torch is a US operation, so it will be happen anyway (also, it is almost impossible to conquer England before that).
- It is surely worth to make Sealion in 1941-42, because the English are more weak, the Luftwaffe has the superior FW 190A (plus the hero-Bf 109's are also good enough) and there is no US airforce until mid (?) 1943.
- ... You forgot about Malta and Africa. :lol: But everything can be done at the same time, it needs only some experiencing and patience.
Marginaldefeat wrote: Thu Sep 23, 2021 10:47 am
As far as I know, Operation Torch happens anyway, it was mainly an American effort, not a British one. In my opinion, it s better to do a knockout blow in Russia in 1941 and 42, and not to do Sealion before late 1942. I mean, in my first successful Total Victory playthrough I did Sealion in late 44 :D But obviously, the sooner the better :) Still, I don t see a chance for a succesful Sealion in 41 AND capturing Moscow too and reach Baku in 42. We have to choose....
Well I didn t count Malta, because it require only 2 bombers and a fighter which is not a big difference, and in Africa, I am fine with the original force too, the only reinforcement I send usually is 1infantry and one 88m air defense/anti tank gun. And yes, but in late 42 you have the Tiger and the Stugs and Marder. What kind of force you need to do an invasion in 41? So do you think it is possible to capture Moscow ( and encircle Kiev in turn 8 etc) AND do successful Sealion too in 1941 ( or very early 1942) in a same time ?
Obviously I mean with realistic + and FM diff settings :)
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Re: Battlefield: Europe MOD v2.3

Post by uzbek2012 »

While there are radars in England, it is better not to go there, but this is not taken into account in the game )
Image
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Intenso82
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Re: Battlefield: Europe MOD v2.3

Post by Intenso82 »

Marginaldefeat wrote: Thu Sep 23, 2021 10:47 am
Uhu wrote: Thu Sep 23, 2021 5:48 am Yeah it's hard, but as you wrote, it is essential for a total victory (even without the what-if dimplomatic and geo-military changes).
If I have some free time, I will try to search for my replay of v2.2 and record it to video so I can upload it.
Intenso82 wrote: Wed Sep 22, 2021 6:53 pm Does anyone have a Sea Lion video AAR in the winter of 41-42?
I tried it, but it's not easy on a realistic + :evil:

From my point of view, a successful Sea Lion is a key point. It completely removes the D-Day threat as well as the Operation Torch threat.
After Spain will not hesitate to join the Axis, which means that the Mediterranean Sea will be secured.
Also, without the support of England, the Allied troops in the Suez Canal area will not be able to win.
After that, without pressure from England, Turkey can move towards Germany. This means that the Allies' lend-lease supplies through Iran will be under threat.
In addition, deliveries via the northern route without England cease. Including Britain itself will not be able to supply anything else to the USSR.
There will be only a way across the Pacific Ocean, but it is for non-military cargo.
In addition, Germany will no longer need to divert aviation to the Western Front.

Even despite the fact that then a surprise attack and blitzkrieg in the east will not work.
As far as I know, Operation Torch happens anyway, it was mainly an American effort, not a British one. In my opinion, it s better to do a knockout blow in Russia in 1941 and 42, and not to do Sealion before late 1942. I mean, in my first successful Total Victory playthrough I did Sealion in late 44 :D But obviously, the sooner the better :) Still, I don t see a chance for a succesful Sealion in 41 AND capturing Moscow too and reach Baku in 42. We have to choose....
Of course, the operation was US, but the starting point and possibly all supplies came from the coast of England.
The landing operation directly from the US was apparently very difficult if not possible.
It is about 6000 km ..
Image
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
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