D2R - Das 2. Reich - The Second Empire

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Sonja89_1
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Re: D2R - Das 2. Reich - The Second Empire

Post by Sonja89_1 »

Again some new screens for the continuation of D2R. This time they come from the large scenario East-15/16. The operations from January 1915 to spring 1916 serve as the basis. The player starts from the position of the Central Powers at the beginning of 1915 and should primarily reach the Riga-Pinsk-Chernivtsi line (as in the original course of the war). Optionally, Petrograd, Smolensk, Kiev and Odessa can also be conquered to achieve a DV.

Thanks also for the kind words that keep being found here by various people.


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In the initial position, the player receives extensive ship units to gain dominance over the Baltic Sea. Here is a picture north of East Prussia. However, one should not be too careless with one's naval power; ship losses cannot be compensated for. Further south lies the Austrian fortress of Przemysl (I'm surprised no one has found a "decent" name for this place), which is under Russian siege. On the outskirts you can still see k.u.k. troops can still be seen at the edge, who will probably not arrive in time to save the fortress.


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A few turns later, a view of the southern area of the front. Here the Austro-Hungarian troops are lying in the Carpathians facing the Russian units. Overcoming their positions is not quite such an easy task. However, as soon as you achieve breakthroughs and can expand a little, the flanks can be attacked better. On the strategic map, you can see the full extent of the scenario, which encompasses large parts of what was then the Western Tsarist Empire. The northern part of Romania, which is still neutral in 1915, shortens the front considerably at the beginning.


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In turn 15, we are already in spring and there are finally decent weather conditions for an offensive. Kaunas could be taken and German units are advancing towards Vilnius. On the strategic map you can also see progress of the navy, which is advancing towards Riga Bay. In the south, the Austro-Hungarian troops have completely liberated Galicia and are now rolling up the Russian position system from the flank.


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Round 30 - Gradually, the own forces are deploying. There is now a lively war of movement in most places. From East Prussia, German units enter the rear of Warsaw and link up with Austrian troops joining them from the south. Warsaw is isolated and will not be able to hold out much longer. Thus an important Tsarist bastion will fall.


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The last picture shows our navy in the Gulf of Finland in the Estonian-Russian border region in the 51st turn. Narva is conquered and the Tsarist metropolis of Petrograd is in sight. Zeppelins are already circling over the city but can have no effect as it is December 1915 and snowing at the moment. In the sea area, a strong Russian battleship got in the way of our units and caused losses. On the whole, the advance continues satisfactorily despite unfavourable weather. There is still a chance of gaining a DV. In the south, Odessa is liberated and the Austrians advance towards Kiev. The Russian forces are being beaten back further and further despite counter-offensives.
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Re: D2R - Das 2. Reich - The Second Empire

Post by rubyjuno »

Great pictures and descriptions :) it looks like you're hard at work!
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Re: D2R - Das 2. Reich - The Second Empire

Post by HHT1 »

Great, Sonja.
Can't wait (almost) for the mod to be published.
Greetings
Hans
(I'll write in english with deepl) :mrgreen:
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Re: D2R - Das 2. Reich - The Second Empire

Post by HHT1 »

Moin Sonja.
Spiele gerade "zwischendurch" D2R zum Ausgleich.
Mission LANGENSALZA. Das ist ja gerade mal 40 km von mir entfernt. :P :P :P
Und so geschichtsträchtig :wink:
Grüße aus Sömmerda,
Hans
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Re: D2R - Das 2. Reich - The Second Empire

Post by Sonja89_1 »

HHT1 wrote: Sat Mar 19, 2022 12:36 pm Moin Sonja.
Spiele gerade "zwischendurch" D2R zum Ausgleich.
Mission LANGENSALZA. Das ist ja gerade mal 40 km von mir entfernt. :P :P :P
Und so geschichtsträchtig :wink:
Grüße aus Sömmerda,
Hans
Richtig, Hans, du bist ja ein alter Thüringer. Die waren 1866 ja eher durchmischt aufgestellt. Ich hoffe du hast es den Hannoveranern ordentlich gegeben. Weiterhin viel Erfolg gegen Österreicher, Sachsen, Süddeutsche und Franzosen.

Yes, Rubyjuno, when you mess around with Russian units, it always turns into hard work. :wink:

But such a large project really does keep you busy. But as much as it takes up your time, you still don't feel it's hard work. The fun factor clearly dominates. I think that's how all the modders here in this forum feel, otherwise we wouldn't be doing it, with all the time that goes into a project.
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Re: D2R - Das 2. Reich - The Second Empire

Post by Sonja89_1 »

And again some new screens for the continuation of D2R. This time they come from the Italy trail from June 1915-June 1916.

The front against Italy was special for the Central Powers in several respects. Italy was a state with which the German Reich and Austria-Hungary had been allies in the Triple Alliance only a year before. Italy still demanded some territories from Austria-Hungary and finally joined the Entente because they could promise the country more booty and they looked more like the victors in April 1915. Since Italy initially declared war only on Austria-Hungary, but not on the German Empire, the player of this campaign path must also rely primarily on troops from Austria-Hungary. This is an additional challenge. Incidentally, Italy's declaration of war on the German Reich did not come until 15 months later in August 1916, although this delay was also quite useful for the German side because it meant that trade goods could still reach the Central Powers via Italy. It was a somewhat odd situation that makes one think of today's situation with Russia and Ukraine, where raw materials are still being supplied despite sanctions.


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The first picture shows the first round of the First Battle of the Isonzo in June 1915. The Italians have crossed the border and are preparing to cross the Isonzo to capture the important city of Gorizia (Görz) and then move on to the strategic objective of Trieste. However, the port city of Trieste was not captured by the Italians throughout the war. Almost all of the Italian fighting in the first half of the war took place in this narrow area.


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Further north, still on the Isonzo, the Italians crossed the river in turn 5 and surround the Austrian forces at Krn (unfortunately, this place was not given a vowel) (1). The defence is on shaky ground and could well be overcome. After all, the sniper, who is not easily spotted by the Italians in camouflage, is an important support (2).


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Third picture, 12th turn. Here you can see the southern section of the front, where the enemy attack has difficulty crossing the wider river. At Polazzo, an Italian riverboat also helps with artillery fire on the garrison (1). The riverboat could easily be attacked with a zeppelin, but the AI has placed an anti-aircraft gun behind it. At the southern crossing, the Italian infantry can cross the river, but cannot deploy on the east side and their artillery cannot provide any support (2). There are also a few German troops in action here.


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Pictures 4-6 show the scenario of the Austrian offensive in South Tyrol in May and June 1916. It is one of the few offensives that the Austrians carried out on the Italian front. In English it is called the Battle of Asiago. In the first round, you can still see most of the units in their initial positions. In this section of the front, there were a lot of fortifications on both the Austrian and Italian sides. This means that as an player of the Austrians, you have to overcome the Italian fortifications in order to complete the mission successfully.


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In the 4th turn, the first own units have drilled into the Italian positions (1). It does not go off without casualties, as the enemy artillery gives a lot of counterfire. The Austrians advance only very slowly and with difficulty. Further to the north-east, an opportunity presents itself for our Fokker to fall upon Italian air forces (2). The Fokker is strong and clearly superior to the enemy for a long time, but it has only a very limited range.


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The last picture shows the 7th turn of this mission. The Austrians are attacking southwards along the Adige River (Etsch) (1). In the centre, the Italian front is slowly crumbling (2). On the eastern edge, friendly units are able to throw a strong Italian force out of position (3). They are almost wiped out. At the top of the picture there is something strange (4). What is it? Did the Easter bunny lose one of its Easter eggs from its basket when it hobbled over the Alps, or what might it be?
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Re: D2R - Das 2. Reich - The Second Empire

Post by raider45 »

Hi Sonja,
I'm always completely amazed at how you implement your projects.

merci
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Re: D2R - Das 2. Reich - The Second Empire

Post by Sonja89_1 »

raider45 wrote: Wed Apr 13, 2022 3:04 pm Hi Sonja,
I'm always completely amazed at how you implement your projects.

merci
It's always nice to meet old faces from the DMP forum here. Thank you for your comment.
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Re: D2R - Das 2. Reich - The Second Empire

Post by Sonja89_1 »

Another set of new screens for the sequel to D2R. This time the Gallipoli campaign is the theme. Below are pictures of 3 scenarios on this path. The Gallipoli campaign was a disaster for the British military, that much is still known to most. This part of World War 1 is portrayed very controversially in historiography. For some, it was a bad idea from the start, for which Churchill is to blame as the originator; for others, the leading military officers in the navy and army screwed up on the ground, while the strategic idea was completely correct. I myself subscribe to the second opinion and think that Churchill was fundamentally right. One could now begin a very extensive presentation and discussion, but that would go beyond the scope here. There is only one point I would like to make. It is interesting to note that during the two world wars Churchill was always inclined to speak out in favour of flanking in strategic matters. First at Gallipoli in 1915, then in the case of Norway in 1940, finally in the case of a landing in southern Europe (Sicily in 1943). He rather tried to avoid the attacks on hard front lines (Western Front/ French Channel coast) and rather took on the "soft" spots. Basically exactly the right approach. Even if the overall success was rather moderate.


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In March 1915, the British and French navies attempted a direct breakthrough through the well-shielded Dardanelles with mostly older capital ships. This is depicted in the first of these missions here. The Entente fleet penetrates the straits (1). In the process, the Turkish mine barriers claim considerable casualties as can be seen here on the British destroyer Usk (2). The mines and the coastal artillery are taking their toll on the enemy. In addition, a few core troops like this zeppelin (unhistorical) can be deployed and further damage the ships (3). However, there are also British planes that can be dangerous for the airship (4).


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3 turns further on, the enemy fleet has already advanced very far. Flanked by the destroyers Colne and Chelmer, the battlecruiser Inflexible has fought its way up to the last mine belt (1). However, the ships were not without damage and the coastal artillery is massive at this point in the strait. However, it is not only the capital ships that are important, but also the other types. Light cruisers like the Chatham (2) act as reconnaissance ships and have a wide range of vision, which can be very dangerous for friendly units. An aircraft mother ship (3) is also present in the fleet, which allows some enemy planes to be involved. Finally, there are the inconspicuous-looking minesweepers, which, however, are very useful against mine barriers (4). A battleship and a battlecruiser of the own core troops are waiting to be deployed (5).


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The next picture shows the beginning to the mission "Cape Helles", which thematises the landing at the southern tip of the peninsula in April 1915. There are different landing zones, which are visible here with S - X (1). However, the British attackers will not have it easy, as the Turks had prepared for a landing and laid out extensive obstacles (2). The Turkish defence forces in this section, on the other hand, are not very numerous (3). The player will have to manage them well.


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A jump in turn 4 and quite a bit northwards to the ANZAC Cove. Here, as the name suggests, Australian and New Zealand units land and try to fight their way inland (1). They are supported by British ships that can fire far inland. Therefore, direct coastal defence is out of the question. One of their own airships inflicts losses on the enemy fleet (2). The Turkish units are not very numerous (3) and are supported by some German core troops (4). In the small secondary map you can see how far this landing zone is from the southern tip with the main landing (5).


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In turn 8, the British landing forces have partially worked their way through the obstacles. From X-Beach, a contingent has fought its way into the rear of the Turkish defences (1). Things are starting to get difficult. A little relief comes from an advance by an old Ottoman liner and destroyer (2). However, the two ships have to act cautiously as the Entente fleet is clearly stronger. A German submarine attacks transporters lying off the coast (3).


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The third mission takes place in August 1915 at Suvla Bay. This was the last attempt by the Entente to lead this campaign to success with an offensive. From their small bridgehead, the ANZAC troops advance on the Turkish lines (1). A group of Gurkhas attack artillery past the Ottoman infantry and damage it heavily (2). At the bottom you can see a special unit with the Ottoman commander Mustafa Kemal (3). This unit will still have a special mission to fulfil.


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Round 4 at Suvla Bay. A significant number of British IX Corps units have already landed (1). On the Ottoman side, only a small number of defensive forces are ready (2). But the British commander prefers to let his troops play "English seaside resort" instead of attacking immediately and occupying the high ground. The British soldiers remain largely inactive, which is also traced in this scenario. A whole number of British air units, on the other hand, attack (3). However, they are countered by a Fokker E3 (4), which shows them what a plague can mean. Liman von Sanders, the German commander-in-chief of the Ottoman 5th Army, reacts immediately and orders reserves from the north into the new landing zone (5) (not yet visible here). The delayed British attack allows a successful defence.
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Re: D2R - Das 2. Reich - The Second Empire

Post by Turtler »

Beautiful work as usual Sonja; this looks ready to thoroughly dethrone Kaisershlacht as the definitive WWI mod for Panzer Corps.

And the derpy side of my mind- the one that forgets it has almost zero modding experience- is almost tempted to mangle around with the assets to create-say- a Second French Empire campaign for D2R (maybe covering the 1859 war against Austria and the 1870 one with the German Confederation?) or perhaps an Italian one. Who knows? In any case, looking forward to whatever you come up with.
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Re: D2R - Das 2. Reich - The Second Empire

Post by Sonja89_1 »

Go for it and don't let the size of the task scare you, Turtler. First think about which idea motivates you the most. Then define the basic points. Then try to approach the overall goal with very small steps. No matter how long it takes and even if you only use it for yourself, keep at it.

With perseverance, anything can be achieved if necessary. It is then simply a question of time. In this context, I have a personal formula for success that I came up with a long, long time ago. It is - intelligence² x knowledge + perseverance / resistance = success. As soon as you get above 1, you have succeeded.
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Re: D2R - Das 2. Reich - The Second Empire

Post by Sonja89_1 »

Here are some new screens for the sequel to D2R. This time we are going to the Balkans. Two missions are shown - the operation against Serbia in autumn 1915 and the Austrian operation against Montenegro in January 1916. Austria-Hungary had already tried to overpower Serbia at the beginning of the war in summer 1914, but failed. Nevertheless, Serbia and Montenegro were largely isolated. In 1915, the German high command decided to take joint action against Serbia. After the successes against Russia in the summer of 1915, it succeeded in drawing Bulgaria onto the side of the Central Powers in October. This put Serbia in an extremely difficult situation. In fact, Serbia's resistance collapsed within a few weeks. The remnants of the Serbian army retreated as far as Greece. Austria-Hungary then continued the attack even further on Montenegro instead of making peace with the small mountain state. The German High Command disapproved of this additional attack, but could not stop the Austrians.


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Serbia - Turn 1. Here you can see the first movements from the bridgehead south of the Danube (1). The bridgehead was formed in the previous scenario (Belgrade). The capital is still partially visible at the top of the picture. To the west of our core troops, the k.u.k. 3rd Army is still south of the Sava River (2). As there is rainy weather in the first round, the planes remain in their places (3). The bad weather also means that you can hardly see any enemy units. Therefore, one has to proceed cautiously.


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Serbia - Turn 4. A little further to the south-east, the Bulgarian 1st Army advances across the Timok River (1). However, this meets fierce Serbian resistance. A Bulgarian unit is smashed and heavy Serbian infantry counterattacks, inflicting considerable losses on the covering artillery (2). A few enemy planes also appear. But their attack takes place close to the centrally positioned Bulgarian AA (3). This results in counterfire in the next turn. The problematic river crossing, however, receives decisive support from the German advance from the north (4).


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Serbia - Turn 12. In the very south of the scenario, the Bulgarian 2nd Army advances westwards. Although the mountainous terrain is a hindrance, at least one does not have to deal with too many Serbian units in this area. The attack on the Macedonian capital Skopje should succeed.


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Montenegro - Round 3. The campaign against Montenegro took place in January 1916 in wintry conditions in a mountainous region. Not really a happy time for an offensive. The Montenegrin defence on the high ground of Lovcen (1) was particularly tricky. The artillery positioned there could fire as far as the port of Kotor. This artillery had to be eliminated as quickly as possible before the friendly losses became too high. The few ships of the k.u.k. Navy provide valuable support (2). The superior air forces are also very helpful (3). However, the weather is not always favourable.


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Montenegro - Round 19 After the mountain state has been overcome, the Italians who have landed in Albania must be driven out. For this purpose, the two Austrian ships should also be led south (1). Since the Italians are also represented with some ships, airships can be used effectively (2). Once the Italian ships have received some damage (3), they can be fought relatively easily by the smaller k.u.k. Navy.
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Re: D2R - Das 2. Reich - The Second Empire

Post by HHT1 »

Moin Sonja.
Schön zu sehen, dass Du noch nicht aufgegeben hast ;-). Sieht alles sehr schick aus. Wie immer bei Dir.
Ist gegenwärtig in (fast) allen Foren sehr ruhig, um nicht zu sagen tot. Ukraine "strahlt" bis hierhin.... Schade eigentlich.....

Bleib dran bitte.
Grüße Hans

Hello Sonja.
Nice to see that you have not yet given up ;-). Everything looks very chic. As always with you.
Is currently in (almost) all forums very quiet, not to say dead. Ukraine "radiates" to here.... Too bad actually.....

Stay tuned please.
Greetings Hans
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Re: D2R - Das 2. Reich - The Second Empire

Post by Sonja89_1 »

Hello Hans,

yes it is quiet. However, it is usually more silent during the summer months. They say there are actually still people who don't hang around their computers all day and prefer to lie in the sun. Do they do that?
You know, giving up is not my thing. I will definitely bring this project to a "proper" end. You can also be relied on, the way I rate you.

LG Sonja
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Re: D2R - Das 2. Reich - The Second Empire

Post by HHT1 »

Sonja89_1 wrote: Wed Jun 22, 2022 11:34 am Hello Hans,

yes it is quiet. However, it is usually more silent during the summer months. They say there are actually still people who don't hang around their computers all day and prefer to lie in the sun. Do they do that?
You know, giving up is not my thing. I will definitely bring this project to a "proper" end. You can also be relied on, the way I rate you.

LG Sonja
Hi Sonja.
Right you are, in the summer it is always a little quieter.
And of course you can rely on me. in the past and also now always :-D
LG back from the blistering hot Sömmerda ;-)
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Re: D2R - Das 2. Reich - The Second Empire

Post by Sonja89_1 »

A series of new screens for the continuation of D2R. Here 2 scenarios from the Middle East path are presented.
At the beginning of the war, the focus was initially on the Suez Canal and the oil areas in Mesopotamia. The Ottoman Empire tried to conquer parts of the Suez Canal controlled by the British from Palestine in order to severely obstruct the important shipping traffic from Australia and India to Europe. The British, for their part, went on the offensive from Kuwait on the Tigris. Ultimately, both offensives in 1915 + 1916 failed, as did most offensive operations during World War 1.


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Suez - Turn 4 - The first picture shows the approach of the Ottoman 4th Army (1). The northern canal region near Port Said is recognisable. The player has the (ahistorical) possibility to deploy a capital ship (2). The use of airships is also worthwhile in this mission, as the Entente used some older warships for the defence of the canal (3).


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Suez - Turn 7 - Further south, the advance to the canal is also completed (1). The aim is to form a bridgehead at Ismailia and repel counterattacks (2). In January 1915, the defence of the canal was almost exclusively carried out by Indian troop contingents (3). At least some French ships were also involved. That these ships in particular could cause nasty losses can be seen from their own heavy artillery, which suffered badly and was taken out of the fight (4). A reinforcement in the current mission would be too cost-intensive.


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Kut - Turn 2 - In late 1915, the Ottomans achieved an encirclement of British troops in Mesopotamia. Thereafter, there were several British relief attempts, but they were unsuccessful. Mission "Kut" is about the last intensive relief attack in March 1916 to free the Indian 6th Division trapped at Kut-el-Amara in the Tigris arc. In this picture we see the Ottoman position at Umm-el-Hannah, a narrow pass between an extensive marshy area and the Tigris. The enemy attack here is led by the 7th Division of the Tigris Corps (1). They are supported by several river gunboats (2). In defence is the 13th Corps of the Ottoman 6th Army (3). On the small map you can see the entire area (4) with the small section at the top left. The scenario takes place on a relatively large map (5). The player has a great deal of freedom in how he positions his units to intercept the British advance.


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Kut - Turn 12 - A strong enemy block has fought its way through our positions south of the Tigris near Beit Aiessa (1). In addition, enemy units have advanced across the Tigris, taken Sannaiyat and battered an awkwardly positioned artillery in a quick attack (2). In order not to suffer too heavy losses, a piecemeal withdrawal begins (3). Care must be taken not to be bypassed laterally and cut off. The retreat is covered by a last Turkish field fortification, which bravely holds out for another turn (4). A little relief comes from our own air raids (5). However, one must be careful not to overstretch the range, because the Ottoman airfield at Beit Aiessa will soon fail. British gunboats are also making their presence felt here (6), but they are countered by one of our own river boats.


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Kut - Turn 41 - At the end of the mission, the relief attack is defeated and the final assault on the British in Kut-el-Amara can finally begin with sufficient forces (1). The river bend made by the Tigris here presents a particular challenge. The only really good approach is from the north. The air forces can easily decimate the British artillery (2). Heavy siege artillery is also used, which slowly shoots down the fort of the village (3). Our riverboat also goes into action again. However, it has already suffered somewhat from all the operations (4). Nevertheless, the fall of Kut-el-Amara can no longer be stopped.
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Re: D2R - Das 2. Reich - The Second Empire

Post by faos333 »

Great work in these posts, very detailed and interesting
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
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Re: D2R - Das 2. Reich - The Second Empire

Post by Sonja89_1 »

For the sequel to D2R, there are no screens of individual missions this time, but a compilation of some units. In the upcoming follow-up version, a total of 438 units will be available for the entire 1st World War up to 1918. Together with the 140 units already available in the current version for the 3 German wars of unification, this makes a total of 578. So the player will have a variety of options at his disposal, even though I certainly cannot claim to have considered all variants. Ultimately, the inclusion of units is also influenced by what figures are already available, or not available.

In the following pictures I have limited myself to the units that can be used until mid-1916 and thus appear in the missions of the coming campaign.


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First, a selection of units relating to the German Empire.


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Here follows a selection of units from Austria-Hungary, which can also provide core troops. There are also figures of the Ottoman Empire and Bulgaria, which can provide auxiliaries. On the right, without the flag symbol, there are a number of units that can be used by each nation.


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The third picture shows a selection of the 3 main opponents of the German Empire - the French, the British and the Russians.


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Finally, I would like to take this opportunity to point out two special features. In the heavy infantry, the 5 main powers have the option of switching from infantry mode to artillery mode. The troop then exchanges its heavy machine gun for a mortar. This enables this unit to provide covering fire like artillery. This is a very useful feature, especially during a light advance. However, the AI also has this advantage and knows how to use it well, which I clearly felt in my test games.
From 1916 onwards, there is another, third mode for the German side. You can switch to a trench version and increase your defensive capability, but this limits your mobility.

The second item is three special units that can be placed on a special field at the beginning of each scenario (except for the naval paths). The player must decide on a variant in each case.
In the existing campaign for the 3 German Wars of Unification, I had already included a Red Cross unit in some scenarios. With the help of this unit, the player can bring battered troops back to the standard strength of 10 without prestige costs and without loss of experience on 'healing fields'. By the way, this also applies to air forces and is especially useful for them.
As a second variant, the player can choose the 'KRA'. This unit symbolises the war economy. If you choose this, you receive 600 additional prestige points (1800 in the XXL scenarios).
The third variant stands for research (experimental and testing station). With this unit you can get models ahead of time that are not yet available for purchase. You can get one prototype per mission with this special unit (3 in the XXL scenarios). This can be very useful in individual cases, for example, if you already receive a Fokker E3 as an aviation unit at the end of 1914 instead of not until mid-1915. A Burstyn motor gun is also only available via this route, as it was never historically built and is not purchasable in the campaign. However, as a player you don't know what kind of unit you will get this way. It works like a surprise egg, matching the look of the figure.

So you should weigh up carefully in the deployment phase which bonus figure can be particularly useful to you. In a short mission of only 12 turns, the Red Cross variant will not have a serious effect, in contrast to a longer mission.
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Re: D2R - Das 2. Reich - The Second Empire

Post by rubyjuno »

Sonja89_1 wrote: Wed Aug 17, 2022 3:21 pm For the sequel to D2R, there are no screens of individual missions this time, but a compilation of some units. In the upcoming follow-up version, a total of 438 units will be available for the entire 1st World War up to 1918. Together with the 140 units already available in the current version for the 3 German wars of unification, this makes a total of 578. So the player will have a variety of options at his disposal, even though I certainly cannot claim to have considered all variants. Ultimately, the inclusion of units is also influenced by what figures are already available, or not available.

Finally, I would like to take this opportunity to point out two special features. In the heavy infantry, the 5 main powers have the option of switching from infantry mode to artillery mode. The troop then exchanges its heavy machine gun for a mortar. This enables this unit to provide covering fire like artillery. This is a very useful feature, especially during a light advance. However, the AI also has this advantage and knows how to use it well, which I clearly felt in my test games.
From 1916 onwards, there is another, third mode for the German side. You can switch to a trench version and increase your defensive capability, but this limits your mobility.

The second item is three special units that can be placed on a special field at the beginning of each scenario (except for the naval paths). The player must decide on a variant in each case.
In the existing campaign for the 3 German Wars of Unification, I had already included a Red Cross unit in some scenarios. With the help of this unit, the player can bring battered troops back to the standard strength of 10 without prestige costs and without loss of experience on 'healing fields'. By the way, this also applies to air forces and is especially useful for them.
As a second variant, the player can choose the 'KRA'. This unit symbolises the war economy. If you choose this, you receive 600 additional prestige points (1800 in the XXL scenarios).
The third variant stands for research (experimental and testing station). With this unit you can get models ahead of time that are not yet available for purchase. You can get one prototype per mission with this special unit (3 in the XXL scenarios). This can be very useful in individual cases, for example, if you already receive a Fokker E3 as an aviation unit at the end of 1914 instead of not until mid-1915. A Burstyn motor gun is also only available via this route, as it was never historically built and is not purchasable in the campaign. However, as a player you don't know what kind of unit you will get this way. It works like a surprise egg, matching the look of the figure.

So you should weigh up carefully in the deployment phase which bonus figure can be particularly useful to you. In a short mission of only 12 turns, the Red Cross variant will not have a serious effect, in contrast to a longer mission.
Hi Sonja89, I've been following the images and descriptions of scenarios of your mod and the level of detail is fascinating. And 578 units! That's incredible. It's great that you showed us some unit images, they are beautiful... And the special features you describe, these sound like excellent additions to your mod. They all sound interesting, but especially the Red Cross unit. You've obviously put a massive amount of skill and work into DR2, and I would like to thank you for breathing new life into this amazing game :D
Sonja89_1
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Re: D2R - Das 2. Reich - The Second Empire

Post by Sonja89_1 »

rubyjuno wrote: Thu Aug 18, 2022 8:10 am Hi Sonja89, I've been following the images and descriptions of scenarios of your mod and the level of detail is fascinating. And 578 units! That's incredible. It's great that you showed us some unit images, they are beautiful... And the special features you describe, these sound like excellent additions to your mod. They all sound interesting, but especially the Red Cross unit. You've obviously put a massive amount of skill and work into DR2, and I would like to thank you for breathing new life into this amazing game :D
It is very motivating for me to read such a positive comment - great. I hope that the follow-up version of D2R will meet your expectations.
Interested players won't have to wait much longer...
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