Afrika Korps (BE+A) ~~ FM, Rommel and equipment limitations ~~ DONE

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JanD
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Afrika Korps (BE+A) ~~ FM, Rommel and equipment limitations ~~ DONE

Post by JanD »

Greetings everyone :)


Here is my AAR thread for "Afrika Korps", modified by Locarnus for "Battlefield Europe + Addon".
I'm bad at writing actual AARs, so that I will simply write up changes of the core and attach the replay. Maybe with additional notes, but no promises.

Every now and then I like taking a game and playing it with some crazy rules. For this run they are:
- Field Marshall difficulty
- Rommel difficulty
- equipment limitations



Originally the equipment limitations were much simpler, but I remembered that AK has sometimes a need for a mobile task force, thus it got a little more complicated.
I didn't note availability dates, might be that some of my upgrade plans won't work as early as I think.
The following is the "baseline", so to say, since BE and Addon have many additional unit switches.

Germany:
- captured British/Commonwealth and US equipment is forbidden
- infantry: 2x FallschirmJg (no organic transport, 1x upgrade to GebirgsJg at Kasserine) and 1x cavalry (upgrade to GebirgsJg in May 42)
- tanks: 1x Pz III, 1x Pz III chassis (Pz III, StuG III, StuH 42, StuIG 33) and 2x Pz IV (1x upgrade to Pz VI at Alamein)
- recon: 1x Pz II
- artillery: 2x leFH 18 (1x halftrack, 1x horses), 2x Nebelwerfer (with horses), 1x Bison I and 1x 10.5cm leG (no organic transport, until Kasserine)
- AT: 1x any towed version (with trucks) and 2x any towed version (with horses or Renault UE). All 3 may be AA versions (if organic transports are met)
- AA: 1x 8.8cm (with SdKfz 7), 1x 3.7cm (with horses, upgrade to SdKfz 7/2 at Alamein) and 1x SdKfz 10 SPAA (upgrade to SdKfz 7/1 in May 42)
- fighter: 2x Bf 109 (1x upgrade to Fw 190 at Malta)
- bomber: 2x Ju 87 and 1x fighter-bomber

Italy:
- no restrictions on aircraft
- infantry: only Italian Inf and Bersaglieri (both with trucks)
- recon: 1x Autoblinda
- other ground units: as long as the base movement is lower than 5, any unit and unit+transport combination is allowed

Reward units:
SE units are not used in the campaign, however Locarnus added other rewards. I don't know how these work exactly, but while setting up the rules I found that in scenraio 1 "Recon in force" players receive the first reward (105mm cannone with trucks).
I don't know how I am going to treat these exactly. Example for the 105mm cannone, it is not available for purchase which means I cannot change its organic transport (unless disbanding the whole unit) to follow my rules. But I don't want to disband it :lol:
I'll keep track of the rewards, probably emphasized as "spoilers", and what I did with them.



Replays:
Keep in mind you will need BE 2.3 (link to thread) and Addon 2.4 (link to thread) to watch the replays.
Last edited by JanD on Fri May 06, 2022 6:49 pm, edited 2 times in total.
PeteMitchell
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Re: Afrika Korps (BE+A) ~~ FM, Rommel and equipment limitations

Post by PeteMitchell »

This is cool! Do you have some screenshots as well?
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
Locarnus
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Re: Afrika Korps (BE+A) ~~ FM, Rommel and equipment limitations

Post by Locarnus »

Exciting idea!

Some remarks about the units:
a) Fallschirmjäger are mainly balanced for Battlefield Europe scenario. They are very expensive (and have limited ammo)! I recommend eg a Jäger instead and one slower unit Grenadiere/Pioniere based on scenario (Pioniere vs Bunkers).
b) Some weaker chassis (eg Panzer I, 2, 38(t)) have interesting versions like Sturmpanzer I & II (Bison I & II). Those also have a direct fire mode and were historically used in Africa (Sturmpanzer II). Might be interesting to just try them out as a cheap upgrade (and if you do not like them, you can "upgrade" again to another type based on that chassis).
c) I did not test any horse drawn unit in Africa, no idea how they work. The 10.5cm leG is also mainly balanced for Battlefield Europe, might be too slow without transport outside the parachute role.

You get many units from the scenarios, without having to buy them. Either as simple additions to your core at the start of a scenario or as rewards of axis units or as rewards of "captured" units.
If you want to plan out your core purchases with those additions and rewards in mind, I can make a list of either or both. Imho it is not much of a spoiler and it helps reducing "double purchases" a lot. Eg you buy a unit and get the same unit as a reward in the same scenario.

Purely based on the number of core slots, if you do not lose units, you theoretically do not have to buy new ones in the first few scenarios anyway.

Well, looking forward to the next replays and your thoughts on upgrades and general feedback!
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JanD
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Re: Afrika Korps (BE+A) ~~ FM, Rommel and equipment limitations

Post by JanD »

Thanks comrades :)
PeteMitchell wrote: Thu Apr 14, 2022 7:08 pm Do you have some screenshots as well?
Not yet, but I can check some other AAR threads to get an idea what would be interesting. Like I said: I really am no AAR writer :?


Locarnus wrote: Thu Apr 14, 2022 9:48 pm a) Fallschirmjäger are mainly balanced for Battlefield Europe scenario. They are very expensive (and have limited ammo)! I recommend eg a Jäger instead and one slower unit Grenadiere/Pioniere based on scenario (Pioniere vs Bunkers).
b) Some weaker chassis (eg Panzer I, 2, 38(t)) have interesting versions like Sturmpanzer I & II (Bison I & II). Those also have a direct fire mode and were historically used in Africa (Sturmpanzer II). Might be interesting to just try them out as a cheap upgrade (and if you do not like them, you can "upgrade" again to another type based on that chassis).
c) I did not test any horse drawn unit in Africa, no idea how they work. The 10.5cm leG is also mainly balanced for Battlefield Europe, might be too slow without transport outside the parachute role.
a) Regarding paratroopers and airborne artillery, lets see how far I get without crying and swearing :twisted:
I decided against Pioniere, because they are the usual suspects. In case I need some cheap city assaulters, that's what Italians are for.
b) thanks Locarnus! I had overlooked and forgotten the Bison I was based on the Pz I. Maybe I allow myself one of those, they would fit to the idea.
c) Move Method Horse works similar to vanilla, as far as I could see, thus all good :)

Locarnus wrote: Thu Apr 14, 2022 9:48 pm If you want to plan out your core purchases with those additions and rewards in mind, I can make a list of either or both. Imho it is not much of a spoiler and it helps reducing "double purchases" a lot.
Yes please, a list of reward units would be great :)
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Re: Afrika Korps (BE+A) ~~ FM, Rommel and equipment limitations

Post by Locarnus »

JanD wrote: Thu Apr 14, 2022 10:47 pm Yes please, a list of reward units would be great :)
Additional units list until and including Alam Halfa:

1. Recon in Force
2. Ras el Mdauuar
3. Brevity: Kradschützen(S)
4. Battleaxe: Matilda(C)
5. Dash to the Wire: StuG III (R), Panzer IV (R), Bf 109 (R), Crusader(C)
6. Second Offensive: Semovente(R), Lancia da 90/53(R), Breda Ba.65(R)
7. Gazala Line: Marder III(S), Grant(C)
8. Malta: Spitfire(C)
9. Alam Halfa

S: Starting core addition (turn 1)
R: Reward unit from Germany/Italy
C: Captured unit from the Allies

Might not be 100% correct, since I can't check in game at the moment.

Oh and about Pioniere: Those are in the same upgrade group with Grenadiere, so you are able to "cheaply upgrade" between those based on scenario. Pioniere are now a bit weaker in the open, while Grenadiere are pretty decent in open ground (but still slow).
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JanD
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Re: Afrika Korps (BE+A) ~~ FM, Rommel and equipment limitations

Post by JanD »

JanD wrote: Thu Apr 14, 2022 10:47 pm
Locarnus wrote: Thu Apr 14, 2022 9:48 pm c) I did not test any horse drawn unit in Africa, no idea how they work.
c) Move Method Horse works similar to vanilla, as far as I could see, thus all good :)
I have to rectify that: Move Method Horse "on roads" works similar to vanilla.
Don't remember what went wrong during my test. It was late in the day, so probably was tired and didn't properly check.
Guess I need to change the rule for Italian aty to motorized, but for the moment "lets see how far I get without crying and swearing" :D


RE: screenshots
Decided against it:
- I'm really lazy
- I recently have watched goose play the BE mod, so I mostly looked at BE threads to see how others choose screenshot themes, and I have to say that I didn't get much info out of it (other than strategy/battleplan), despite having seen actual video footage
- I remember the couple of times I did write AARs: writing took about as long as playing the scenario
- did I mention my superlazyness? :lol:

Locarnus wrote: Fri Apr 15, 2022 9:03 am S: Starting core addition (turn 1)
R: Reward unit from Germany/Italy
C: Captured unit from the Allies
Thanks alot Locarnus, this is helpful :)
JanD
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Re: Afrika Korps (BE+A) ~~ FM, Rommel and equipment limitations

Post by JanD »

.

Scenario 1) Reconnaissance in Force ~~ DV

https://www.dropbox.com/s/e42iilw7y4lg9 ... n.zip?dl=0

With only 2 artillery pieces breaking Mechili and Bir Hacheim is tough (or maybe I didn't plan correctly, but if in doubt: lack of aty is to be blamed ;)).



Scenario 2) Ras el Mdauuar ~~ DV

Replacements
- elite: SdKfz 10/4
- regular: remaining units

Disband
- 2x German infantry
- L6/40
- SdKfz 222

Purchase
- 2x FallschirmJg
- 10.5cm leFH with horses
- 15cm NblWf with horses
- M14/40

Upgrade
- Pz III G to H
- Pz II C+ to F
- PzJg I to Bison I
- 3.7cm Pak to 5cm Pak

Overstrength
+1 for veteran artillery




Core

- FallschirmJg
- FallschirmJg
- Italian Inf
- Bersaglieri (Fiat)

- M13/40 (tropical)
- M13/40 (tropical)
- Pz III H (tropical)

- Pz II F (tropical)
- Autoblinda 40

- 5cm Pak (Opel)

- (1 star) Cannone 105/28 (Fiat) [+1 Overstrength]
- (1 star) 10.5cm leFH (SdKfz 11, tropical) [+1 Overstrength]
- 10.5cm leFH (horses)
- 15cm NblWf (horses)
- Bison I (tropical)

- 8.8cm Flak (SdKfz 7, tropical)


Reserve

- Italian inf
- (1 star) SdKfz 10/4 (tropical)
- MC.200 (tropical)
- Bf 110 D (tropical)
- Ju 87 R (tropical)


Random thoughts
Finally a good amount of artillery at hand - "Recon in force" was kind of tedious with just 2 aty pieces.
Don't know if I am going to keep the "Overstrength" (OS) note, respectively the OS purchases note. Can become excessive over the course of a campaign, and differentiating between "new" and "old" OS points can become confusing. Probably will only leave the [+# Overstrength] info when listing core+reserve.


https://www.dropbox.com/s/bvyib8ypl1mpw ... s.zip?dl=0

Started out good, but then my planning went down while recklessness went up. The "mini mission" for the bunkers is brutal.
JanD
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Re: Afrika Korps (BE+A) ~~ FM, Rommel and equipment limitations

Post by JanD »

.

3) Brevity ~~ DV

Replacements
- none: Pz II F
- elite: 1x FallschirmJg and 5cm Pak
- regular: remaining units

Purchase
- MC.200
- Bf 109 F2
- 2cm Flak (horses) as AT placeholder

Upgrade
- Bf 110 D to E



Deployment

- 0* FallschirmJg
- 1* Bersaglieri

- 1* M13/40
- 0* M13/40
- 1* Pz III H

- 0* AB 40

- 1* 5cm Pak (truck) [1 Overstrength]
- 0* 2cm Flak (horses)

- 1* 10.5cm leFH (horses) [1 Overstrength]
- 1* 15cm NblWf (horses) [1 Overstrength]
- 1* Cannone 105 (truck)
- 1* 10.5cm leFH (tractor) [1 Overstrength]
- 1* Bison I

- 1* 8.8cm Flak (halftrack)
- 1* SdKfz 10/4 [1 Overstrength]

- 0* MC.200
- 0* MC.200
- 0* Bf 109 F2

- 0* Ju 87 R
- 0* Bf 110 E


Reserve
- 1* FallschirmJg
- 0* Italian Inf
- 0* Italian Inf
- 1* Pz II F [3/10 Strength]


Replay at end of post.

Random thoughts
Couldn't decide whether i want to preserve the XP on the Pz II recon.
The Bison I was taken over into allowed core units. Initially I thought "too powerful", but seeing its fuel, speed and RoF stats I took it.
Super happy with the AA hero :D



4) Battleaxe ~~ DV


Replacements
- elite: 2cm Flak, 5cm Pak, AB 40 and Pz II
- regular: remaining units

Purchase
- 3,7cm Flak (horses)
- Pz IV F

Upgrade
- Pz III H to J
- Bf 109 F2 to F4



Deployment

- 1* FallschirmJg [1 Overstrength]
- 1* Bersaglieri [1 Overstrength]

- 1* [Att+1] Pz III J [1 Overstrength]
- 0* Pz IV F
- 1* M13/40 [1 Overstrength]
- 1* M13/40 [1 Overstrength]

- 1* AB 40 [1 Overstrength]

- 1* 5cm Pak (truck) [1 Overstrength]
- 0* 2cm Flak (horses)

- 1* 10.5cm leFH (horses) [1 Overstrength]
- 1* 15cm NblWf (horses) [1 Overstrength]
- 2* 10.5cm leFH (tractor) [2 Overstrength]
- 1* Bison I

- 1* [Mov+1] 8.8cm Flak (halftrack)
- 0* 3.7cm Flak (horses)
- 1* SdKfz 10/4 [1 Overstrength]

- 0* Bf 109 F4
- 1* MC.200 [1 Overstrength]
- 0* MC.200

- 1* Ju 87 R
- 1* Bf 110 E


Reserve
- 1* FallschirmJg
- 0* Italian Inf
- 0* Italian Inf
- 1* Pz II F
- 2* Cannone 105/28


Random thoughts
I'm neglecting my infantry, this will probably bite my back sooner or later.
Getting the feeling that overstrength is much more expensive than in the vanilla game (respectively Italy Corps, which I played before AK).
That fighter hero is pretty close to awesome, some others are also good :)



Brevity and Battleaxe replays:
https://www.dropbox.com/s/dmjb22herie2g ... e.zip?dl=0
Locarnus
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Re: Afrika Korps (BE+A) ~~ FM, Rommel and equipment limitations

Post by Locarnus »

Thank you, this is a fascinating playthrough!
Especially with all those self-imposed core restrictions!

I'll try to release a hotfix tomorrow, based on your feedback and bug reports in the Addon thread!

May I ask about your reasons for adopting the towed 2cm Flak?
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Re: Afrika Korps (BE+A) ~~ FM, Rommel and equipment limitations

Post by JanD »

Thanks Locarnus :)



I think it's easier if we look at the Vierling instead.
The 2cm Flakvierling has a 17% higher RoF over the 2cm and 27% higher RoF over 3.7cm Flak. The Vierling has less movement range than the 2cm Flak and less attack range than the 3.7cm Flak. Finally, it is about 75% more expensive than the 2cm Flak.
It is somewhat like the "classic" discussion about AT units. They are useful defensively yet players are generally on the offensive. I can see where the Vierling would help on the defense, but it is either too slow (oh, the irony :lol: ) or too short-ranged for offensive operations.
Because of this I decided to use the 2cm Flak as AT with the option of adding to the AA umbrella, and the 3.7cm Flak as AA with the option to help dealing with ground targets.
I don't think rebalancing the Vierling would be beneficial, because you would need to change the SdKfz 7/1 as well. However, I think the 7/1 is fine as it is now: contrary to the towed Vierling, the 7/1 is highly mobile, solving the "either or" issue explained above.
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Re: Afrika Korps (BE+A) ~~ FM, Rommel and equipment limitations

Post by JanD »

.


5) Dash to the Wire ~~ DV


Mini Spoiler
--------------

The captured Matilda II from Battleaxe was green-refitted and disbanded for prestige. Close call. On a second playthrough I would keep and try to use it as sort of self-propelled AT, since its stats are actually not that bad for Africa until late '42, maybe even till end of the historical campaign path. And with a speed of 3 it would have fitted to my "slow" approach in this playthrough.




Replacements
- none: 1x M13/40, SdKfz 10/4, Ju 87
- elite: damaged AAs and recon
- regular: remaining units

Upgrade
- Bf 110 E to F
- 5cm Pak to 10.5cm leG (airborne artillery)
- AB 40 to 41
- 1x Italian Inf to Bersaglieri

Purchase
- M13/40
- 5cm Pak (Opel)
- MC.200
- Ju 87 D


Deployment

- 1* [Att+3] Bersaglieri (truck)
- 0* Bersaglieri

- 0* Pz IV F
- 1* [Att+3] M13/40
- 0* M13/40

- 1* AB 41
- 1* Pz II F [11/10 Strength]

- 0* 5cm Pak (truck)
- 1* 2cm AA (horse) [11/10 Strength]
- 1* [Def+2] 10.5cm leG [11/10 Strength]

- 2* 10.5cm leFH (horse) [11/10 Strength]
- 2* 15cm Nblwf (horse) [12/10 Strength]
- 2* Cannone 105 (truck) [11/10 Strength]
- 2* 10.5cm leFH (tractor) [12/10 Strength]
- 1* Bison I

- 1* 3.7cm AA (horse) [11/10 Strength]
- 1* [Mov+1] 8.8cm AA (tractor)

- 1* Bf 109 F4 [11/10 Strength]
- 1* MC.200 [11/10 Strength]
- 0* MC.200

- 0* Ju 87 D
- 1* Bf 110 F [11/10 Strength]


Reserve
- 1* FallschirmJg [11/10 Strength]
- 1* FallschirmJg
- 0* Italian Inf
- 1* [Att+1] Pz III J [11/10 Strength]
- 1* [Att+1] M13/40 [7/10 Strength]
- 1* SdKfz 10/4
- 1* [Def+2] MC.200 [11/10 Strength]
- 1* Ju 87 R [5/10 Strength]



Hindsight
When replaying the campaign I wouldn't buy a 3rd M13/40 "tank-tank". It is too late trying to train it now, considering that self-propelled ITA artillery or "tank-aty" will arrive soon and that those are out-of-family upgrades. Especially since this took away from XP and kills of the already available 2nd tank.
Also, on the last turn I would and should have refitted that auxiliary ITA inf on El Duda (northern-most victory hex). We knew already about enemy aty and the willingness to send out krakens at us. Thus leaving our inf damaged posed a serious risk of losing the location.



Tactical thoughts
First I have to confess that
- I checked where those "mini mission" targets are. When turn message popped up I had a faint memory "ya, there was something" but not where/what exactly, and I [insert some resonable- and scientific-sounding apology of 'why checking this data would be acceptabtle', but which is ultimately just completely made-up] :lol:
- I reloaded for better deployment right at the start of the first turn. From the briefing I had the impression that the AI had the first turn, thus my deployment was off

Anyway, in both setups I ignored the deployment area around Bir el Gubi: with just 4 hexes the zone looked too weak to withstand a concentrated attack of "enemy tanks who are trying to encircle us" (more or less literal from the briefing).

In retrospective, there was a deployment hex on the far-eastern airfield (a little northwest of Bardia). Planting a tank there and rushing it to help out in the "Hellfire" pass area is something I should have tried. Especially considering that I went aggressive with an 88 and a fighter to support the area right from the start.

I was really slow in sending some troops back towards Tobruk, especially once the first krakens moved out of there.
Sending aircraft was a bandaid fix of low strategical value: aircraft are limited there due to enemy AA - of which you should be sure there is at least 1.

...did I write "especially once the first krakens moved out of there"?
I meant "especially considering that our ONLY victory hexes are up there". I was just greedy for all the prestige flags and potential XP in the southeast.

Losing overstrength on artillery hurts alot: OS in this modified campaign is really expensive, in particular on Rommel, even considering that I am using cheaper units (Nblwf + horses is 220, leFH18 + horses 269 and the airborne gun 258) and others (like the paratroopers - most expensive infantry so far) didn't really suffer until now.
On the other hand, going without OS on aty is not smart either, since they provide suppression. And suppression in the desert is quite effective, maybe even more than in the "traditional" campaigns like GC or SC with their loads of city and hill and forest terrain, and the resulting high entrenchment.

I have too many units I belive.

I enjoyed the scenario alot. It sure cost quite a bit in prestige (just watch out for our 1) auxiliaries 2) forced surrender actions and 3) prestige counter), but I think that the BE+Addon rebalancing of units really improves the campaign :)


https://www.dropbox.com/s/demwadgi4a8rz ... h.zip?dl=0
JanD
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Re: Afrika Korps (BE+A) ~~ FM, Rommel and equipment limitations

Post by JanD »

.


6) Second Offensive ~~ DV


Mini Spoiler
--------------

The captured Crusader from Dash was green-refitted and disbanded for prestige. German reward units were integrated into the core.




Replacements
- elite: remaining units
- regular: 2x Pz IV, NebelWerfer, StuG III, 1x Bf 109 and the "to be disbanded" units

Disband
1x Italian Inf
1x M13/40
1x MC.200

Upgrade
Ju 87 R to D
2x MC.200 to 202
2x M13 to M14/41



Deployment
1* Bersaglieri [11/10 Strength]

1* [Att+3] Pz III J [11/10 Strength]
1* [Def+1] Pz IV F [11/10 Strength]
0* Pz IV F
1* [Att+3] M14/41 [11/10 Strength]
1* [Att+1] M14/41 [11/10 Strength]

1* AB 41 [11/10 Strength]
1* [Mov+1] Pz II F [11/10 Strength]

0* 5cm Pak (truck)

2* 10.5cm leFH (horses) [12/10 Strength]
2* [Def+2] 10.5cm leG [12/10 Strength]
2* 10.5cm leFH (tractor) [12/10 Strength]
0* StuG III E

2* [Mov+1] 8.8cm Flak (tractor) [11/10 Strength]
1* 3.7cm Flak (horses) [11/10 Strength]

1* Bf 109 F4 [11/10 Strength]
0* Bf 109 F4
1* MC.202 [11/10 Strength]

2* [Att+1] Bf 110 F [11/10 Strength]



Reserve
1* FallschirmJg
1* FallschirmJg [11/10 Strength]
1* [Att+3] Bersaglieri [11/10 Strength]
2* 15cm NblWf [horses]
2* Cannone 105/28 (truck) [11/10 Strength]
1* Bison I
1* 2cm Flak (horses) [11/10 Strength]
1* SdKfz 10/4
1* [Def+2] MC.202 [11/10 Strength]
1* Ju 87 D
1* Ju 87 D



Hindsight
While watching goose play "Dash to the Wire" we talked a little about core sizes and composition. He mentioned that he usually goes with fewer fighters than I had (*) and together with my own thoughts of having too many units I lightened my core a bit.

(*) Realized I didn't mention it: for me it is almost a blind run, because the last time that I played AK was 2 years ago. The historical path of the campaign was actually 4 years ago

Should have kept that M13 tank to preserve XP and kills. Afterall, the upgrade to a self-propelled gun wouldn't have been that expensive (or lets say "it is an out-of-family upgrade that I'd be willing to invest in") and I want another one of those anyway.
Well, lack of playing practice.



Tactical thoughts
The baseline of my thinking was: 19 deploy hexes, this means "bring an elite force".
In the south I was relatively sure what do deploy: some artillery for fire support, some tanks/AT to deal with enemy armour, and since "Dash" showed increasing enemy air power also a large caliber AA.
In one setup there was also an infantry for city attack/defense duties, don't remember why I switched that out.
Finally, 3 fighters and a (fighter-)bomber.

In the small northern area I changed the deployment several times over. "2nd Offensive" looks, and its briefing sounds, a little like it would be a replay of the 1st scenario "Recon in Force". So, what to deploy in the north? Some armour? Some infantry? A mix?
First time 'round we experienced little resistance, also the terrain is ugly with a narrow passage, hills and mountains. Alrighty, a tank as backup, infantry for hills, aty support and an AA just in case.

Some units (recon car, StuG, 1x each Pz IV and M14 tanks) were designated to rush down to El Agheila.
Ya, sure, our orders are to fall back "en masse", but I wanted to make a stand. The area around Msus looked good with some space to maneuver, hills in the north and desert in the south cutting off the operational area.


https://www.dropbox.com/s/b1n09km3cgwtj ... e.zip?dl=0
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Re: Afrika Korps (BE+A) ~~ FM, Rommel and equipment limitations

Post by goose_2 »

Jan? Did you see my start to this scenario? I also tried to hold the North, but ended up not guarding the south so they were able to pincer move me. It meant I took the South quickly but lost my Bersaglieri. Did you lose any units? If so what?
goose_2
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https://www.youtube.com/channel/UCRHQShaOv5PWoer6cP1syLQ
JanD
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Re: Afrika Korps (BE+A) ~~ FM, Rommel and equipment limitations

Post by JanD »

Hi goose :)

Sorry I wasn't there: I only reaziled 3 hours ago that the broadcast was yesterday. I confused the dates, thought it was today :(

So far, I didn't lose core units.
I have to confess though that I was prepared to replay the scenario: the briefing said to "fall back en masse to El Agheila", which I disregarded. If that would have been a mistake, e.g. too many enemies in the south for the task force, it might have been restart time.
And in a sense the task force was indeed too small, because I needed most aircraft as support in the south. On the other hand: this meant the AAs had some more work to do.
Don't know how my setup would look in a second playthrough. Maybe draw the line a bit farther south instead of at Msus and also give up the northern hills. Eh, we'll see :)



JanD wrote: Thu Apr 21, 2022 8:09 pm Should have kept that M13 tank to preserve XP and kills. Afterall, the upgrade to a self-propelled gun wouldn't have been that expensive (or lets say "it is an out-of-family upgrade that I'd be willing to invest in")
I need to rectify that: the Semovente 75 is an in-family upgrade. Don't remember how this mistake happened.






7) Gazala Line ~~ DV


Mini spoiler
--------------

Italian reward units were integrated into the core.




Replacements
none: Pz III, 1x M14, 5cm Pak
elite: 2x recon
regular: StuG III, 2x Pz IV, 1x Bf 109

Disband
2cm Flak

Purchase
15cm sFH (tractor)

Upgrade
2x Pz IV F to G
StuG III B to E
15cm NblWf to 21cm NblWf
Ba.65 to SM.79
3.7 cm Flak to SdKfz 7/2



Deployment

1* [Def+1] Bersaglieri [11/10 Strength]
1* [Att+3] Bersaglieri (truck) [11/10 Strength]

1* Stug III E [11/10 Strength]
1* Pz IV G [11/10 Strength]
1* [Def+1] Pz IV G [11/10 Strength]
1* [Att+1] M14/41 [11/10 Strength]

1* AB 41 [11/10 Strength]
1* [Mov+1] Pz II F [11/10 Strength]

2* 10.5cm leFH (horses) [12/10 Strength]
3* 10.5cm leFH (tractor) [12/10 Strength]
0* 15cm sFH (tractor)
2* 21cm NblWf (horses) [12/10 Strength]
2* Cannone 105 (truck) [12/10 Strength]
1* [Att+5] Sem.75/18 [11/10 Strength]

1* SdKfz 10/4 [11/10 Strength]
1* SdKfz 7/2 [11/10 Strength]
2* [Mov+1] 8.8cm Flak (tractor) [11/10 Strength]
1* [Mov+1] Lancia 90/53

1* Bf 109 F4 [11/10 Strength]
2* [Att+2] Bf 109 F4 [11/10 Strength]
2* [Att+2] MC.202 [11/10 Strength]
1* [Def+2] MC.202 [11/10 Strength]

1* Ju 87 D [11/10 Strength]
2* [Att+1] Bf 110 F [11/10 Strength]
1* [Att+3] SM.79 [11/10 Strength]


Reserve
1* FallschirmJg
1* FallschirmJg [11/10 Strength]
2* [Att+3] Pz III J [9/10 Strength]
2* [Att+3] M14/41 [4/10 Strength]
1* 5cm Pak (truck) [9/10 Strength]
2* [Def+2] 10.5cm leG [12/10 Strength]
1* Bison I
1* Ju 87 D



JanD wrote: Thu Apr 14, 2022 10:47 pmlets see how far I get without crying and swearing :twisted:
Till "Gazala Line" :lol:
I thought Italian range 3 artillery would be available by now, but nope. Going by Gazala's layout with the fortress terrain, it has a need for long range aty. Or at least "I wanted some more of those".
Also went against the schedule of AA upgrades and upgraded the 3.7cm AA to self-propelled, instead of the SdKfz 10/4 to 7/1.
Thought about upgrading the Pz III to a StuG, which would have violated my rule of "1x Pz III tank, 1x Pz III chassis". In the end spent the prestige on the second damaged Pz IV, but it was a close call.
Finally, mid-scenario the horse-drawn 21cm Nebelwerfer became motorized.

Maybe none of the above was necessary with 32 turns of time at hand, but it felt better ;)



Random thoughts

Turn X: every time the auxiliary Ba.65 needed refit it dropped below 1 star. Attacking mines is a way to get back up to 100 XP. I'm still arguing with myself if this was a smart move or just a scaredy-cat timesink, considering the Ba's low firepower.

Turn 1: usually I save and load, to do the deployment in one smooth go and hide the "mad clicking" during deployment phase. Sorry about that.

Turn 7: played until turn 7 last friday, then decided to rework the core (as explained above) and restart. Restarting took until today, though: slight lack of motivation to play such a big scenario before the weekend, and with nice weather outside I took a break from computers :oops:

Turn 15: that turn message about a counter attack was freaky. Luckyly I had resupplied units in the area, so that they were still nearby. The reason I didn't bring all units: some were soft targets, the others slow (mov=4). And I didn't know how many heavy hitters the counter attack would have, so that I didn't want to risk infantry or Italian tanks.

AI turn X, but definitively 25: the British (Matilda II) takes over an Australian flag, generating prestige for the AI :shock:

AI turn 28: for such a long time in a big, brutal, chaotic, intense, mad, sadistic scenario no core aircraft suffered any noteworthy damage. Can you imagine the sudden burst of noise that slipped out of my mouth when the enemy AA fired at the Bf 109 in turn 28? :lol:



Tactical thoughts
The flanking maneuver suggested in the briefing is a sound idea.

In the northwest, I didn't feel like it would be worth to
- attack with the limited forces
- land the 2x naval transported engineers behind enemy lines
Instead the motorized units joined the other forces in the center for a major push.

Otherwise, bring lots of: AA, long-range artillery, Flak, tanks, AT, something to deal with enemy airforce and entrenchment, maybe engineers and backup artillery, and... uhm... did I already mention AA and artillery?

Towards the end of the scenario my concentration went down, e.g. we had seen that one enemy unit from the far south was rushing north, yet you can see the group of recon + tank + SPAT + SPAA in the northeast going into idle mode, before I suddenly send the recon to a potentially undefended victory hex in the area.
Also reloaded an autosave: the victory hexes of Tobruk are not part of victory conditions ("hold all" condition), and I wanted a go at the airbase (remaining map prestige) in the northwest.


https://www.dropbox.com/s/5c5cudp8qrrnr ... e.zip?dl=0
JanD
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Re: Afrika Korps (BE+A) ~~ FM, Rommel and equipment limitations

Post by JanD »

.

8. Malta ~~ MV


Mini spoiler
--------------

Don't know what to do with the Marder: it's kind of squishy. Also didn't refit it for the moment. The captured Grant was green refitted and disbanded.





Replacements
elite: all units

Upgrade
Bf 109 [Att+1] to Fw 190 A2
1x FallschirmJg to FallschirmJg 42
1x FallschirmJg to Jg 42 (another out of schedule upgrade)
Pz III J to L
- for the fun of it, all units that had "normal" or "jungle" camo were changed to that



Deployment

1* FallschirmJg [1 OS]
1* Jäger [1 OS]
2* Bersaglieri [2 OS] [Def+1 , Spt +1]
1* Bersaglieri (truck) [1 OS] [Att+6]

1* StuG III E [1 OS]
2* Pz III L [1 OS] [Att+3]
1* Pz IV G [1 OS] [Ini+1]
1* Pz IV G [1 OS] [Def+1]
2* M14/41 [1 OS] [Att+1]

2* AB 41 [1 OS] [Spt+1]

1* 5cm Pak (truck) [1 OS]

2* 10.5cm leG [2 OS] [Def+2]
2* 10.5cm leFH (horses) [2 OS]
2* 21cm NblWf (truck) [2 OS]
1* Bison I
2* Can. 105/28 (truck) [2 OS]
2* Semovente 75/18 [2 OS] [Att+5]

2* SdKfz 7/2 [1 OS]
1* Lancia 90/53

2* Bf 109 F4 [1 OS] [Att+2] ~~ more fuel than the G model
2* Fw 190 A2 [1 OS] [Att+1]
2* MC.202 [1 OS] [Att+2]
2* MC.202 [1 OS] [Def+2]
2* Bf 110 F [2 OS] [Att+2] ~~ going to switch back to bomber mid-scenario *fingers crossed*

1* Ju 87 D [1 OS]
2* Ju 87 D [2 OS] [Ini+1]
2* SM 79 [2 OS] [Att+3]


Reserve
2* M14/41 [Att+3]
2* Pz II F [Mov+1]
3* 10.5cm leFH (tractor) [2 OS] [Mov+1]
1* 15cm sFH (tractor)
2* 8.8cm Flak (tractor) [Def+1 , Mov+1]
2* SdKfz 10/4 [Att+1]



Random thoughts

During landing operations it can be tricky to remember which unit is where, so that I quickly established a naming system (for auxiliary and core ground units only):
- Abn = paratrooper
- Rfl = "Jäger-style" infantry
- Tnk = tank
- Rcn = recon
- AT = Anti-tank
- Aty = artillery ; plus "(A)" for airmobile, respectively "(S)" for self-propelled
- AA = Anti-air

Turn 1:
- destroyer spy-cheating: with the enemy submarine in our lines I thought there must be some more ships, but nope. Left the DD up there anyway so that the cheating wouldn't be as cheesy as it already was :oops:
- and with the sub up west, wouldn't there be something down east? Worst case that we lose a destroyer, but that was better than losing core units while they're in their landing craft
- coastal battery on the small central island was driving me nuts for a while, until I decided to ignore it

Turn 5: on the eastern peninsula (sort of), I was confused that our infantry was shelled by artillery. Unless there was another bunker, it meant that there is an AT on the spotted fortress hex - together with the knowledge from Gazala, empty fort hexes kept me suspicious throughout the scenario.
Anyway, that was the moment when I pondered if landing on the "peninsula" was a good idea

Turn 6: suddenly remembered that ships require resupply... in a port. And realized that the turn clock reads 15 turns total, not 25. The moment the panic level raised a little

Turn 8: switched the Bf 110 back to bomber mode. It's not bad as a fighter, but enemy fighters are increasingly better in the initiative and air attack/defense stats compared to earlier, so that I rather have the option to let the 110 be escorted by our fighters. We lose the 5th escort, but keep air attack, and gain air support

Turn 15: last infantry charge of the Jäger reminded me: we were kind of lucky with the Rugged Defense. Or rather the lack thereof :shock:

I think all core (and even 1-2 auxiliary) replacements mid-scenario were elite. Wanted to preserve XP and fighting power, with the limited turns we have.


https://www.dropbox.com/s/zp7of5qpopnpu ... a.zip?dl=0



I would appreciate ideas how to DV Malta. Any time I played it I never got a decisive, its either Cirkewwa in the north or Zejtun in the south of the main island that remains in AI hands.
Locarnus
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Re: Afrika Korps (BE+A) ~~ FM, Rommel and equipment limitations

Post by Locarnus »

JanD wrote: Wed Apr 20, 2022 6:48 pm
5) Dash to the Wire ~~ DV

The captured Matilda II from Battleaxe was green-refitted and disbanded for prestige. Close call. On a second playthrough I would keep and try to use it as sort of self-propelled AT, since its stats are actually not that bad for Africa until late '42, maybe even till end of the historical campaign path. And with a speed of 3 it would have fitted to my "slow" approach in this playthrough.
Interesting thought!
Yeah, the Matilda is pretty tanky for that prestige. Allied units in general are rather "cheap" compared to their capabilities (due to BE main scenario focus, where Allies do not buy units, there is limited reason to rebalance their prestige costs so far). With the unintended consequence that keeping them around in AK might be worth more than selling them (especially for the shorter "losing path".
JanD wrote: Wed Apr 20, 2022 6:48 pm Tactical thoughts
First I have to confess that
- I checked where those "mini mission" targets are. When turn message popped up I had a faint memory "ya, there was something" but not where/what exactly, and I [insert some resonable- and scientific-sounding apology of 'why checking this data would be acceptabtle', but which is ultimately just completely made-up] :lol:
Those potentially 3 reward units (for hangar destruction) can be a game changer at this point. Imho there is too much randomness involved, which in turn is impossible to balance for.
I'll change that in the next patch and give some visual indication regarding the potential hangar locations.
JanD wrote: Wed Apr 20, 2022 6:48 pm I was really slow in sending some troops back towards Tobruk, especially once the first krakens moved out of there.
Sending aircraft was a bandaid fix of low strategical value: aircraft are limited there due to enemy AA - of which you should be sure there is at least 1.
That Matilda in the North-West was wrecking everything. I remember struggling there as well. While Matilda tanks have become common obstacles for the players main force at this point, encountering one with an unprepared detachment is really something else.
JanD wrote: Wed Apr 20, 2022 6:48 pm I have too many units I belive.

I enjoyed the scenario alot. It sure cost quite a bit in prestige (just watch out for our 1) auxiliaries 2) forced surrender actions and 3) prestige counter), but I think that the BE+Addon rebalancing of units really improves the campaign :)
Some of those extra units might come in handy during the later "losing path" scenarios. Where the core count rises, while expensive upgrades become available (eg Tiger) at the same time.

Thank you, I'll try to improve it further. McGuba already provided a great variety of units and rebalances, which made this all possible.
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
Locarnus
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Re: Afrika Korps (BE+A) ~~ FM, Rommel and equipment limitations

Post by Locarnus »

JanD wrote: Thu Apr 21, 2022 8:09 pm 6) Second Offensive ~~ DV

Tactical thoughts
The baseline of my thinking was: 19 deploy hexes, this means "bring an elite force".
In the south I was relatively sure what do deploy: some artillery for fire support, some tanks/AT to deal with enemy armour, and since "Dash" showed increasing enemy air power also a large caliber AA.
In one setup there was also an infantry for city attack/defense duties, don't remember why I switched that out.
Finally, 3 fighters and a (fighter-)bomber.

In the small northern area I changed the deployment several times over. "2nd Offensive" looks, and its briefing sounds, a little like it would be a replay of the 1st scenario "Recon in Force". So, what to deploy in the north? Some armour? Some infantry? A mix?
First time 'round we experienced little resistance, also the terrain is ugly with a narrow passage, hills and mountains. Alrighty, a tank as backup, infantry for hills, aty support and an AA just in case.

Some units (recon car, StuG, 1x each Pz IV and M14 tanks) were designated to rush down to El Agheila.
Ya, sure, our orders are to fall back "en masse", but I wanted to make a stand. The area around Msus looked good with some space to maneuver, hills in the north and desert in the south cutting off the operational area.
goose_2 wrote: Tue Apr 26, 2022 5:25 pm Jan? Did you see my start to this scenario? I also tried to hold the North, but ended up not guarding the south so they were able to pincer move me. It meant I took the South quickly but lost my Bersaglieri. Did you lose any units? If so what?
From my perspective it seemed as if the differences between the two campaigns start to mount up in this scenario.

1. Normal dice vs limited dice can make a major difference while on the defensive. On the offensive, it is easier to compensate for a bad dice roll by "overtaking" the damaged friendly unit and "healing" it in the next turn. But in a defensive situation the damaged unit often has to fall back first (so that no enemy units are adjacent) and can only reinforce in the next turn. Which also gives the enemy another turn to finish that unit.

2. The 1200 prestige unit difference from last scenario (reward units) results in a weaker mobile/air force for goose_2. The overall prestige difference (also resulting from 1.) makes overstrength more viable for JanD.

3. And even relatively minor things have an impact, eg BE inspired lesser aircraft range diminishes friendly air power. Which is ok when everything goes well, but can become a problem in case it is needed for emergency support of isolated formations.

edit:
JanD wrote: Tue Apr 26, 2022 8:05 pm
JanD wrote: Thu Apr 21, 2022 8:09 pm Should have kept that M13 tank to preserve XP and kills. Afterall, the upgrade to a self-propelled gun wouldn't have been that expensive (or lets say "it is an out-of-family upgrade that I'd be willing to invest in")
I need to rectify that: the Semovente 75 is an in-family upgrade. Don't remember how this mistake happened.
Chassis based upgrade paths for Italian units were a recent addition in the big April patch. I think you first looked at the equipment file before that (ie March patch, where that was not yet implemented). And it got somewhat lost in the huge patchnotes for 2022-04.

I'm also working on another small patch due to be released in the next few days. Found some more errors (Brummbär switch!) and I'm also trying to mitigate some of the balancing issues.
Especially regarding those 3 reward units from Dash. I'll probably give the player an earlier Bf 109 (eg for Brevity), while removing the Bf 109 as a Dash reward unit.
And some additional tweaks here and there based on your playthroughs!
Finally being able to catch up with those after a busy week!
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
Locarnus
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Re: Afrika Korps (BE+A) ~~ FM, Rommel and equipment limitations

Post by Locarnus »

JanD wrote: Tue Apr 26, 2022 8:05 pm 7) Gazala Line ~~ DV
I thought Italian range 3 artillery would be available by now, but nope. Going by Gazala's layout with the fortress terrain, it has a need for long range aty. Or at least "I wanted some more of those".
That was a great battle!
Imho it would make sense to provide earlier access to the Italian heavy artillery. While those were deployed really late in reality, a compromise regarding gameplay considerations would probably benefit the campaign. Especially since there is no way to restrict German equipment.

Perhaps giving the player some additional weak core arty for Ras el Mdauuar would be a way to promote Italian arty (eg Obice 75/18). And then making the Obice 149/19 arty available for purchase at Gazala. So that the possibility of "training" since Ras might make it worthwhile to pay for the full price upgrade towards 149/19 at Gazala.
JanD wrote: Tue Apr 26, 2022 8:05 pm Also went against the schedule of AA upgrades and upgraded the 3.7cm AA to self-propelled, instead of the SdKfz 10/4 to 7/1.
Thought about upgrading the Pz III to a StuG, which would have violated my rule of "1x Pz III tank, 1x Pz III chassis". In the end spent the prestige on the second damaged Pz IV, but it was a close call.
Finally, mid-scenario the horse-drawn 21cm Nebelwerfer became motorized.

Maybe none of the above was necessary with 32 turns of time at hand, but it felt better ;)
Those thoughts behind upgrade decisions are an absolute highlight to read. Also the detailed explanation about Flak consideratins in one of the earlier posts! Thank you very much, this is really helpful for balancing decisions!
JanD wrote: Tue Apr 26, 2022 8:05 pm AI turn X, but definitively 25: the British (Matilda II) takes over an Australian flag, generating prestige for the AI :shock:
Oh, oh. I'll have to fix that. Probably some issue due to one of the many workarounds I had to use to make Africa Corps compatible with BE/Addon.
JanD wrote: Tue Apr 26, 2022 8:05 pm AI turn 28: for such a long time in a big, brutal, chaotic, intense, mad, sadistic scenario no core aircraft suffered any noteworthy damage. Can you imagine the sudden burst of noise that slipped out of my mouth when the enemy AA fired at the Bf 109 in turn 28? :lol:

[...]

Towards the end of the scenario my concentration went down, e.g. we had seen that one enemy unit from the far south was rushing north, yet you can see the group of recon + tank + SPAT + SPAA in the northeast going into idle mode, before I suddenly send the recon to a potentially undefended victory hex in the area.
Hehe, yeah, it is imho pretty easy in PzC to get a false sense of security and then get whacked at the end of a scenario. :wink:

The Marder III is pretty cheap for the offensive capabilities, so imho it works ok when accompanied by a mobile arty.
But probably more useful when really prestige restricted and as an upgrade for existing Panzer 38(t) in BE scenario.
I like the Grille self-propelled arty, which will be available in early 43. So if you do not need the prestige right now, it might even be worth it to just use it occasionally and then wait for the Grille upgrade.
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
JanD
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Re: Afrika Korps (BE+A) ~~ FM, Rommel and equipment limitations

Post by JanD »

.


9) Alam Halfa ~~ Ls


Mini spoiler
--------------

The Marder (Gazala reward) and captured Spitfire were green refitted and disbanded to follow my limitations.





Replacements
elite: all units

Upgrade
Lancia 90 to Cannone 90 (truck)
Fw 190 A2 to A4
- "tropicalized" all units again



Deployment

1* FallschirmJg [1 OS]
1* Jäger [1 OS]
1* Bersaglieri (truck) [1 OS] [Att+6]

2* StuG III E [2 OS]
2* Pz III L [1 OS] [Att+3]
2* Pz IV G [1 OS] [Ini+1]
1* Pz IV G [1 OS] [Def+1]
2* M14/41 [2 OS] [Att+1]
2* M14/41 [2 OS] [Att+3]

2* AB 41 [1 OS] [Spt+1]

1* 5cm Pak (truck) [1 OS]

2* 10.5cm leG [2 OS] [Def+2]
3* 10.5cm leFH (horses) [2 OS]
1* 15cm sFH (tractor)
1* Bison I
2* Can. 105/28 (truck) [2 OS]
2* Semovente 75/18 [2 OS] [Att+5]

2* 8.8cm Flak (tractor) [1 OS] [Def+1 , Mov+1]
2* SdKfz 10/4 [2 OS] [Att+1]
2* SdKfz 7/2 [2 OS] [Att+3]
1* Can. 90/53 (truck) [1 OS] [Mov+1]

2* Bf 109 F4 [1 OS] [Att+2]
2* Fw 190 A4 [1 OS] [Att+1]
2* MC.202 [2 OS] [Att+2]
2* MC.202 [2 OS] [Def+2]

1* Ju 87 D [1 OS] [Ini+1]
2* Ju 87 D [2 OS] [Ini+1]
3* Bf 110 F [2 OS] [Att+2]
2* SM 79 [2 OS] [Att+3]


Reserve
2* Bersaglieri [2 OS] [Def+1 , Spt+1]
2* Pz II F [1 OS] [Mov+1]
2* 21cm NblWf (truck) [2 OS] [Mov+1]
3* 10.5cm leFH (tractor) [2 OS] [Mov+1]



Italian "8.8cm AA"
Remembered that guns of the same caliber are in-family upgrades. Another oversight on my behalf, though I think it was good at Gazala to have another mobile AA, and it didn't matter much at Malta.

Bf 109 F4 vs Bf 109 G2
The G2 is cheaper and has Air Attack+1, however it has less fuel and Initiative-1. I think the F4's initiative advantage has kept it in good shape so far, AA+1 is not much and the F4 shares the same initiative with the Fw 190 A4 - less thinking on my side required.

Stug III early vs Stug III late
I love the utility of the StuG III B and E. When you need a tank, you have a Pz IV F/1, so to say. When you need artillery, you have a short-ranged 75mm gun - not very strong, but will add suppression and reduce entrenchment without suffering return fire. Also acts as aty support/escort.
Upgrading to a late StuG III was a tough decision, but Gazala with its Grants and Matildas was also tough. And we should be approaching the Churchills around now.
So, thinking for a while, I decided to do the upgrade finally. However, since there was a need for artillery at Malta in the final turns, I first had to switch to tank mode mid-scenario here at Alam Halfa and then do the upgrade mid-scenario too. I'll put more planning into this in future playthroughs *fingers crossed*


Random thoughts

For the the historical path, we don't need to go for the DV, so that I didn't plan for extended operations. Just hold the line and do some raiding. That means the second half of the scenario is not exciting to watch, but it's over quick :oops:

Italian tanks and fighters are becoming outclassed: enemy units attack them and the units they escort without much worry.

Turn 1-2: StuG moving to upgrade hex and then receiving the mentioned upgrade to F/8 version.

Turn 8: you gotto be a lucky punk to find an AA with all of your aerial scouts :D
Anyway, with the early raids successful, decided to go back to defense in order to preserve prestige and XP.


https://www.dropbox.com/s/gs4valp5sqeen ... a.zip?dl=0





Thanks Locarnus :)


RE: Dash to the Wire
Locarnus wrote: Thu Apr 28, 2022 9:32 pm Those potentially 3 reward units (for hangar destruction) can be a game changer at this point. Imho there is too much randomness involved, which in turn is impossible to balance for.
I'll change that in the next patch and give some visual indication regarding the potential hangar locations.
Locarnus wrote: Thu Apr 28, 2022 9:56 pm I'll probably give the player an earlier Bf 109 (eg for Brevity), while removing the Bf 109 as a Dash reward unit.
Ya, that would be good.
Locarnus wrote: Thu Apr 28, 2022 9:32 pm That Matilda in the North-West was wrecking everything. I remember struggling there as well. While Matilda tanks have become common obstacles for the players main force at this point, encountering one with an unprepared detachment is really something else.
Part of the fun though :D



RE: Second Offensive
Locarnus wrote: Thu Apr 28, 2022 9:56 pm From my perspective it seemed as if the differences between the two campaigns start to mount up in this scenario.

1. Normal dice vs limited dice can make a major difference
Good point indeed - and big kudos to everyone who plays on "normal". While I think that "limited" could have been set to 30-40% instead of 20%, I do prefer playing with limited dice to keep the blood pressure down. Although this does make playing and keeping units alive easier, while at the same time making comparisons between 2 playthroughs more difficult. Example, if a unit in my playthrough survives with 3 Strength, in goose's playthrough this could have been a dead (core) unit.

Locarnus wrote: Thu Apr 28, 2022 9:56 pm
JanD wrote: Tue Apr 26, 2022 8:05 pm
JanD wrote: Thu Apr 21, 2022 8:09 pm Should have kept that M13 tank to preserve XP and kills. Afterall, the upgrade to a self-propelled gun wouldn't have been that expensive (or lets say "it is an out-of-family upgrade that I'd be willing to invest in")
I need to rectify that: the Semovente 75 is an in-family upgrade. Don't remember how this mistake happened.
Chassis based upgrade paths for Italian units were a recent addition in the big April patch. I think you first looked at the equipment file before that (ie March patch, where that was not yet implemented). And it got somewhat lost in the huge patchnotes for 2022-04.
Thanks for clearing that up :)

Locarnus wrote: Fri Apr 29, 2022 4:15 pm
JanD wrote: Tue Apr 26, 2022 8:05 pm 7) Gazala Line ~~ DV
I thought Italian range 3 artillery would be available by now, but nope. Going by Gazala's layout with the fortress terrain, it has a need for long range aty. Or at least "I wanted some more of those".
That was a great battle!
Imho it would make sense to provide earlier access to the Italian heavy artillery. While those were deployed really late in reality, a compromise regarding gameplay considerations would probably benefit the campaign. Especially since there is no way to restrict German equipment.

Perhaps giving the player some additional weak core arty for Ras el Mdauuar would be a way to promote Italian arty (eg Obice 75/18). And then making the Obice 149/19 arty available for purchase at Gazala. So that the possibility of "training" since Ras might make it worthwhile to pay for the full price upgrade towards 149/19 at Gazala.
Yes please, that's a great idea :)

Locarnus wrote: Fri Apr 29, 2022 4:15 pm The Marder III is pretty cheap for the offensive capabilities, so imho it works ok when accompanied by a mobile arty.
But probably more useful when really prestige restricted and as an upgrade for existing Panzer 38(t) in BE scenario.
I like the Grille self-propelled arty, which will be available in early 43. So if you do not need the prestige right now, it might even be worth it to just use it occasionally and then wait for the Grille upgrade.
All the game features and balancing don't help, if the player is stupid: I'm still not used to the changes in upgrade-families. Because of that, and to again try and stay with my chosen limitations, I sold the Marder.
Will keep it in mind for future playthroughs.
JanD
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 33
Joined: Sat Apr 09, 2022 4:10 pm

Re: Afrika Korps (BE+A) ~~ FM, Rommel and equipment limitations

Post by JanD »

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10) El Alamein ~~ DV



Replacements
elite: all units

Upgrade
Pz III L to M
2x M14/41 to Semovente 75
5cm Pak to 7.5cm Pak (truck)



Deployment

1* Jäger [1 OS]
1* FallschirmJg [1 OS]

2* Pz III M [2 OS] [Att+3]
2* StuG III F/8 [2 OS]
2* Pz IV G [1 OS] [Ini+1 , Mov+1]
2* Pz IV G [1 OS] [Att+1 , Def+1]

2* Pz II F [2 OS] [Mov+1]
2* AB 41 [2 OS] [Spt+1]

1* 7.5cm Pak (truck) [1 OS]

2* 10.5cm leG [2 OS] [Def+2]
3* 10.5cm leFH (horses) [3 OS]
3* 10.5cm leFH (tractor) [2 OS] [Mov+1]
2* 21cm NblWfr (truck) [2 OS] [Mov+1]
1* 15cm sFH (tractor)
2* Bison I
2* Can. 105/28 (truck) [2 OS]
2* Semovente 75/18 [2 OS] [Att+1]
2* Semovente 75/18 [2 OS] [Att+3]
2* Semovente 75/18 [2 OS] [Att+5]

2* SdKfz 10/4 [2 OS] [Att+1]
2* SdKfz 7/2 [2 OS] [Att+3]
2* 8.8cm Flak (tractor) [1 OS] [Def+1 , Mov+1]
1* Can. 90/53 (truck) [1 OS] [Mov+1]

2* Bf 109 F4 [2 OS] [Att+2]
2* Fw 190 A4 [2 OS] [Att+1]
2* MC.202 [2 OS] [Att+2]
2* MC.202 [2 OS] [Def+2]

2* Ju 87 D [1 OS] [Ini+1]
2* Ju 87 D [1 OS] [Ini+1]
3* Bf 110 F [2 OS] [Att+2]
2* SM.79 [2 OS] [Att+3]



Reserve
2* Bersaglieri [2 OS] [Def+1 , Spt+1]
2* Bersaglieri (truck) [Att+6]



M14/41 vs Semovente 75
The Semovente self-propelled artillery had been available since Gazala, but its low ammo was a little scary due to supply problems in the desert. Also, the M14 had been quite good as "light" tank, weaking suppressed targets and taking out weakened targets.
But Alam Halfa, when our [12/10 strength] [Attack+3] M14 got mauled by a lonesome Crusader, showed that an upgrade was in order.
My other gripe with the Semovente is its low Soft Attack.
On the upside, the Semovente can switch to artillery mode, and then has range=2, at basically the same price as the M14.

Pz III L vs Pz III N
The other tank upgrade question. Lets ignore fuel and Close Defense. Fuel is comparable between the two units and CD shouldn't be the deciding factor - at least not the main factor.
The III L has Initiative+1, while the III N has Soft Attack+2 and Hard Attack+1. And that's the tricky part. I know that for aircraft, Initiative can be very important, but don't know about ground units.
The III N is also cheaper, but so far price hadn't been the issue.
Finally, the III N has Ammo-1 compared to the III L/M, however I don't remember having seen the Pz III run out of ammo prio to Alamein.
Anyway, the III L was tried and tested since Malta and had showed some feats, probably helped by its Attack heroes.
The III M is basically the same as the L, just a little more fuel and cheaper.


Random thoughts

Turn 8: once the damaged Pz IV was evacuated, I took the opportunity to deploy a Bersaglieri. Probably not the smartest choice, but I had no other unit.

Turn 10: with the constant stream of enemy tanks along the northern road from El Imayid to El Alamein, I decided to go on the defensive in that area with slower units and to send mobile forces down south to deal with the enemy units over there. There was also potentially more map prestige in the south


https://www.dropbox.com/s/w40ngbv0wl9pj ... n.zip?dl=0
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