Grand Campaign 1939-1945 (Custom Campaign)

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

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Grondel
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by Grondel »

88Flak wrote: Sun Jan 08, 2023 4:15 am I see your point on increasing deployment points - don’t want to unbalance the scenarios. How about a couple extra yellow deployment hexes and we decide if we want them or not?

Is there a way to bring on additional naval units as reinforcements?

Thanks.
Supply hex on harbour should do the trick. I'll think about it.

sers,
Thomas
NautiLaus
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by NautiLaus »

Scenario Southern France:
If u bring your troops per train and unload at their destination, the message garrison installed appears, but the train is still visible (and movable - if u come per LKW, the bunker appears)

Scenario Normandy:
one of the heroes of the PzGrenLehr 901/2 has no Picture (I think Schulze), furthermore, I ask for examination if it is not possible to transfer the flamethrower SdKFz to one of the two?

Scenario Normandy2:
Nice Idea, but I would rather see the paratroopers not only land directly behind the coastline, but jump further into the hinterland, that would make the whole thing even more unpredictable (and a little bit more fun :twisted: )

The Blitzsturm-Division is waiting for further orders. Schrader out.

(Edited)
Last edited by NautiLaus on Sun Jan 08, 2023 2:06 pm, edited 1 time in total.
Mors certa, Hora incerta.
Grondel
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by Grondel »

NautiLaus wrote: Sun Jan 08, 2023 1:47 pm Scenario Southern France:
If u bring your troops per train and unload at their destination, the message garrison installed appears, but the train is still visible (and movable - if u come per LKW, the bunker appears)
who put trains in there?^^i'll remove them.
NautiLaus wrote: Sun Jan 08, 2023 1:47 pm Scenario Normandy:
one of the heroes of the PzGrenLehr 901/2 has no Picture (I think Schulze)
Still looking for a decent one.
NautiLaus wrote: Sun Jan 08, 2023 1:47 pm Scenario Normandy2:
Nice Idea, but I would rather see the paratroopers not only land directly behind the coastline, but jump further into the hinterland, that would make the whole thing even more unpredictable (and a little bit more fun :twisted: )
i am currently unhappy with both scenarios and rethinking them. i took a bit time off redoing 1939 maps to get a clearer mind.
NautiLaus wrote: Sun Jan 08, 2023 1:47 pm The Blitzsturm-Division is waiting for further orders. Schrader out.
Will take some time till this continues. ;)

sers,
Thomas
DragoKnight
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by DragoKnight »

Hi Grondel,

I have been playing this mod with the game in Gamepass for some time and really enjoying it. I usually play with the cheat "setany round X" so that there is no time pressure. However, recently i am unable to use the cheat and the game flags it as offensive. I have checked multiple times that the value X is correct and the error crops up even with the official campaign. My question is whether there are any ways to extend the mission time limit for each of the campaigns?

Thanks
Grondel
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by Grondel »

DragoKnight wrote: Mon Jan 09, 2023 3:50 am Hi Grondel,
I have been playing this mod with the game in Gamepass for some time and really enjoying it. I usually play with the cheat "setany round X" so that there is no time pressure. However, recently i am unable to use the cheat and the game flags it as offensive. I have checked multiple times that the value X is correct and the error crops up even with the official campaign. My question is whether there are any ways to extend the mission time limit for each of the campaigns?
Thanks
This sounds like a swearword filter unique to gamepass. i can use setany round x without any trouble. seems to be unique to gamepass. maybe it can be turned off somewhere.

u can use the editor to manualy enhance the number of turns for each scenario. lowest difficulty setting has some more turns.

sers,
Thomas
roy64
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by roy64 »

Hello all,
I'm having problems winning the 1941 scenario Zolotonosha, I'm getting hammered every time. Are the Italian & Romanians meant to help me? So far they only attack with their air force & all ground units just sit there.
Grondel
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by Grondel »

roy64 wrote: Tue Jan 10, 2023 2:41 pm Hello all,
I'm having problems winning the 1941 scenario Zolotonosha, I'm getting hammered every time. Are the Italian & Romanians meant to help me? So far they only attack with their air force & all ground units just sit there.
In Zolotonosha the Italiens and Romanies will hold the line at the Dneiper. ur job is to kill the tanks roving the area east of Kiew and seal that side of the pocket around Kiev.
To win here be sure to have decend tank killing ability(Ju87 is rumored to be good at that) as well as AntiTank ability to protect ur units from "getting hammered".

Don't advance to fast, the AI will come from the east with one formation and with a 2nd one from Kiew to prevent being encircled.

hope this helps,

sers,
Thomas
roy64
Lance Corporal - Panzer IA
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Posts: 13
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by roy64 »

I got 4 Ju87's & by the time I stop the counter attack it's turn 8 & have no more time to take the 6 targets to win. Oh well I'll just keep on trying.🤣🤣

Great mod by the way.👍
Grondel
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by Grondel »

roy64 wrote: Tue Jan 10, 2023 3:00 pm I got 4 Ju87's & by the time I stop the counter attack it's turn 8 & have no more time to take the 6 targets to win. Oh well I'll just keep on trying.🤣🤣

Great mod by the way.👍
Push SSE while guarding ur west flank should work best if i remember correctly.

sers,
Thomas
robman
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by robman »

The Zolotonosha scenario is wicked hard! I have never finished it in time—this is the only scenario, ever, where I had to cheat to move on—so you are in good (or at least some) company. I am currently playing the revised PC1 campaign; I look forward to giving it another try!
robman
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by robman »

Grondel wrote: Tue Jan 10, 2023 3:19 pm
roy64 wrote: Tue Jan 10, 2023 3:00 pm I got 4 Ju87's & by the time I stop the counter attack it's turn 8 & have no more time to take the 6 targets to win. Oh well I'll just keep on trying.🤣🤣

Great mod by the way.👍
Push SSE while guarding ur west flank should work best if i remember correctly.

sers,
Thomas
After several failed attempts, I finally managed a last-turn victory at Zolotonosha on FM difficulty. Here's what I learned:

(1) It helps to be lucky with the weather. On my penultimate attempt, it rained for three turns. I didn't come close.

(2) A fairly light defensive force in the west will do the trick. I deployed two 3-slot tanks, 2 infantry units, 2 camouflaged SPATs, and one 2 cm AA gun, supported by a fighter and a Stuka. My defensive line ran from the forest west of Zhurivka to Lekhnivka. I deployed a Gebirgsjäger on the hill SE of Zhurivka to prevent the AI from sweeping to the south to get into my rear. Once I destroyed most of the counterattackers (around turn six), that unit headed SE to help take Shramkivka.

(3) In the east, I deployed fewer infantry (3, including 2 Pionieres) and artillery units (2) than I usually do, and maximized tanks and SPATs. Otherwise, I found it took two long to defeat the counterattacking force.

(4) Stay out of the range of those big guns in the south until you are ready to rush them. They are not well defended, so you can destroy each one with two or three ground units.

This is a very clever and very challenging scenario. Perhaps the mission objectives could be changed so that the two southernmost victory hexes are the bonus objective, rather than destruction of the eastern counterattacking force. After all, it would be hard to seize the southernmost hexes without destroying the counterattacking force, but it is easy to fail to capture the southernmost hexes in the few turns remaining after destruction of the counterattackers. This change would allow most players to get past the scenario without repeated replays, but it would not reduce the challenge of attaining the bonus.
Grondel
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by Grondel »

robman wrote: Mon Jan 16, 2023 6:17 pm
Grondel wrote: Tue Jan 10, 2023 3:19 pm
roy64 wrote: Tue Jan 10, 2023 3:00 pm I got 4 Ju87's & by the time I stop the counter attack it's turn 8 & have no more time to take the 6 targets to win. Oh well I'll just keep on trying.🤣🤣

Great mod by the way.👍
Push SSE while guarding ur west flank should work best if i remember correctly.

sers,
Thomas
After several failed attempts, I finally managed a last-turn victory at Zolotonosha on FM difficulty. Here's what I learned:

(1) It helps to be lucky with the weather. On my penultimate attempt, it rained for three turns. I didn't come close.

(2) A fairly light defensive force in the west will do the trick. I deployed two 3-slot tanks, 2 infantry units, 2 camouflaged SPATs, and one 2 cm AA gun, supported by a fighter and a Stuka. My defensive line ran from the forest west of Zhurivka to Lekhnivka. I deployed a Gebirgsjäger on the hill SE of Zhurivka to prevent the AI from sweeping to the south to get into my rear. Once I destroyed most of the counterattackers (around turn six), that unit headed SE to help take Shramkivka.

(3) In the east, I deployed fewer infantry (3, including 2 Pionieres) and artillery units (2) than I usually do, and maximized tanks and SPATs. Otherwise, I found it took two long to defeat the counterattacking force.

(4) Stay out of the range of those big guns in the south until you are ready to rush them. They are not well defended, so you can destroy each one with two or three ground units.

This is a very clever and very challenging scenario. Perhaps the mission objectives could be changed so that the two southernmost victory hexes are the bonus objective, rather than destruction of the eastern counterattacking force. After all, it would be hard to seize the southernmost hexes without destroying the counterattacking force, but it is easy to fail to capture the southernmost hexes in the few turns remaining after destruction of the counterattackers. This change would allow most players to get past the scenario without repeated replays, but it would not reduce the challenge of attaining the bonus.
thx for ur input, i'll keep it in mind when i reach the scenario with the upgrade.

sers,
Thomas
Grondel
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by Grondel »

Mod has been updated. please use this link till first post is updated:
https://www.mediafire.com/file/fcqbdr8k ... 3.zip/file

Changes:
unit changes:
-all 75mm towed arty pieces recieved forced march

-all 37mm towed AT pieces recieved forced march and camouflage

-StuGIIIB recieved an AT mode

-all heavy Weapon/Grenadier units recieved MachineGun and Arty Support, core slots equal to engineers

-all jet planes have low altitude trait removed

-some planes have enhanced move range(this is due to reworked maps in 39, the maps are 4x bigger than before. I will do this for all campaigns 1 at a time)

-BF110 planes received fighter mode and hit and run. (BF110 have init 2 and all startegics have init 1 while fighters all have way higher initiative. Thus HitandRun will only work against strategics, representing the "schräge Musik"(a special way of fitting the gun to the plane) used by the nightfighters.)

-8.8 recieved a artillerie mode, unit will switch from AA to AT to Arty and back to AA, known issue: in arty mode the 8.8 will not be able to use its attached transport(it will be shown as possible move but won't work. fixing this is beyond what can be modded. If u want to move the 8.8 after firing in artillerie mode more than 1 hex u need to manually switch to transport(left side of the screen), deplyoment into artillerie mode is not possible.)

-Fighterplanes received highaltitude mode. In this mode they cannot attack ground targets and have low altitude trait removed.

AC
general
scenario scipping in fictional path no longer possible

cypress
Littorio airmode removed

Arabia
Cromwell MKIV replaced by crusader MKIII

East africa
Cromwell MKIV replaced by crusader MKIII

BritishIndia
typo in swordfish script corrected

1941
Belgrad
Photo of klingenberg has been reduced in size to fit

Crete naval
prestige added to flagged hexes

1943NH
Voronezh
typo in Me262 script fixed

Rome airdefense
lua error message removed

Next update will have a redo of 1939 with maps redone and limited stock/ammo as well as random enemy placement implemented.

sers,
Thomas
robman
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by robman »

Good heavens, what a treat! What wonderful new toys to play with! Thank you!
88Flak
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by 88Flak »

Thanks Grondel. Always appreciate your hard work and continual improvements. Redone maps are always something to look forward to.

I recently tried the prologue training scenarios to test the limited stock/ammo/elite replacements. I must say that I wasn’t a fan. It seemed to add extra effort to a system designed to focus on the battle and not the logistics.

Is this being added as an option or are you changing the entire system? I definitely appreciate playing with different options and conditions - makes the game more replay-able. If you’re making it the default setting, I would ask you to reconsider and find a way to make it optional.

Thanks.
tpoo
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by tpoo »

Grondel wrote: Wed Jan 18, 2023 5:13 pm Mod has been updated. please use this link till first post is updated:
https://www.mediafire.com/file/fcqbdr8k ... 3.zip/file

Changes:
unit changes:
-all 75mm towed arty pieces recieved forced march

-all 37mm towed AT pieces recieved forced march and camouflage

-StuGIIIB recieved an AT mode

-all heavy Weapon/Grenadier units recieved MachineGun and Arty Support, core slots equal to engineers

-all jet planes have low altitude trait removed

-some planes have enhanced move range(this is due to reworked maps in 39, the maps are 4x bigger than before. I will do this for all campaigns 1 at a time)

-BF110 planes received fighter mode and hit and run. (BF110 have init 2 and all startegics have init 1 while fighters all have way higher initiative. Thus HitandRun will only work against strategics, representing the "schräge Musik"(a special way of fitting the gun to the plane) used by the nightfighters.)

-8.8 recieved a artillerie mode, unit will switch from AA to AT to Arty and back to AA, known issue: in arty mode the 8.8 will not be able to use its attached transport(it will be shown as possible move but won't work. fixing this is beyond what can be modded. If u want to move the 8.8 after firing in artillerie mode more than 1 hex u need to manually switch to transport(left side of the screen), deplyoment into artillerie mode is not possible.)

-Fighterplanes received highaltitude mode. In this mode they cannot attack ground targets and have low altitude trait removed.

AC
general
scenario scipping in fictional path no longer possible

cypress
Littorio airmode removed

Arabia
Cromwell MKIV replaced by crusader MKIII

East africa
Cromwell MKIV replaced by crusader MKIII

BritishIndia
typo in swordfish script corrected

1941
Belgrad
Photo of klingenberg has been reduced in size to fit

Crete naval
prestige added to flagged hexes

1943NH
Voronezh
typo in Me262 script fixed

Rome airdefense
lua error message removed

Next update will have a redo of 1939 with maps redone and limited stock/ammo as well as random enemy placement implemented.

sers,
Thomas
The first post has been updated with the new link.
AKMAK74
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by AKMAK74 »

just finish GC1942, it was really interesting and challenging, although there is still some need to fix

Vitebsk
all friendly cities got no prestige reward


Kharkov42
most cities got no prestige reward, and I didn't get cache when receiving cache message


Simferopol
some cities got no prestige reward


Sevastopol Assault
some cities got no prestige reward


Voronezh
two friendly airfields got no prestige reward, the location is Hex(4,3) and (2,26)


Novoanninsky
four airfields in the south-east got no prestige reward


Ilovlya
Soviet special unit "2. Panzerkorps" should be "Tank Corps",you know the soviet don't use words like "panzer" :lol:


Buzinovka
two airfields and a fortification got no prestige reward, the location is Hex(14,10) (15,13) and (22,26). There are two more cities got no prestige reward, but they all inside dangerzone, so...... :P


Storming Stalingrad
six cities got no prestige reward, the location is Hex(28,20) (31,20) (36,19) (43,21) (43,23) and (43,25), I know it's only 25 per city, but still...... :oops:
And Soviet Armor formation "4. Panzerarmee" should be "Tank Army"


Stalingrad docks
friendly supply hex got no prestige reward


Tatsinskaya
four airfields VP at map central should give 100, not 50 prestige


One more thing
Dunkirk
The french inf who defending Grand Fort Phillipe was Wehr Infanterie :shock: and the location is Hex(10,3)
Grondel
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by Grondel »

AKMAK74 wrote: Tue Jan 24, 2023 9:52 pm just finish GC1942, it was really interesting and challenging, although there is still some need to fix

Vitebsk
all friendly cities got no prestige reward


Kharkov42
most cities got no prestige reward, and I didn't get cache when receiving cache message


Simferopol
some cities got no prestige reward


Sevastopol Assault
some cities got no prestige reward


Voronezh
two friendly airfields got no prestige reward, the location is Hex(4,3) and (2,26)


Novoanninsky
four airfields in the south-east got no prestige reward


Ilovlya
Soviet special unit "2. Panzerkorps" should be "Tank Corps",you know the soviet don't use words like "panzer" :lol:


Buzinovka
two airfields and a fortification got no prestige reward, the location is Hex(14,10) (15,13) and (22,26). There are two more cities got no prestige reward, but they all inside dangerzone, so...... :P


Storming Stalingrad
six cities got no prestige reward, the location is Hex(28,20) (31,20) (36,19) (43,21) (43,23) and (43,25), I know it's only 25 per city, but still...... :oops:
And Soviet Armor formation "4. Panzerarmee" should be "Tank Army"


Stalingrad docks
friendly supply hex got no prestige reward


Tatsinskaya
four airfields VP at map central should give 100, not 50 prestige


One more thing
Dunkirk
The french inf who defending Grand Fort Phillipe was Wehr Infanterie :shock: and the location is Hex(10,3)
thx for the input. i'll take a look before next update.

sers,
Thomas
AKMAK74
Lance Corporal - SdKfz 222
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Posts: 29
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Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by AKMAK74 »

Here are some playthrough experiences and advice on GC1942

The first map I was surprised about was Novoanninsky.In the previous mission, VVS was weak and Vulnerable, then suddenly those La-5 showed up and shot my 109G into pieces. Combine with the hero, those La-5 become a real threat to my Jagdgeschwader
I suggest placing more heavy art and aa on the other side of the river, just like Stalingrad


The second map was Stalingrad docks, the soviet "Special Force" 8) and legendary Sniper was really a good idea, and they hit my aux inf hard and fast, but I was surprised Pavlov didn't receive a hero, and I barely take the last VP at last turn for the bonus objective


The third map was Escape from Stalingrad. Complete the main objective was easy but muddy made counter-offense almost impossible, especially when you decide to meet the soviet armored assault head on, and break through it, also this was the only bonus objective I didn't complete :cry:


The last map was Tatsinskaya. It was a classic Scenario in PC1 because if you put AI's experience to 200%, they will become 5 stars elite, considering our force was just 3.5 stars
In the briefing, it mentions recapturing Morozovsk but does not recommend it, this description reminds me of the elite objective in AO44, I was starting to think there are some really powerful enemies in that area but instead, only some inf and art

I suggest you can set this city as an elite objective, then place some 5 stars OS T-34/43 and other OS units to defend the area, just like what Kerensky did in AO44, the reward could be some(maybe 20 or 25?) Panther(P), powerful but not broken. The reason for this reward is our force encountered some of the most advanced enemy tanks and OKH want the new tanks to be field tested and see if they are worth it before mass production began.
And also because of this event, Manstein choose our force in GC1943NH :lol:


I also like the training part in Buzinovka, and it will be nice to add a barrage balloon for air training :P
robman
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Posts: 635
Joined: Mon Jan 30, 2012 10:05 pm

Re: Grand Campaign 1939-1945 (Custom Campaign)

Post by robman »

AKMAK74 wrote: Tue Jan 24, 2023 11:58 pm The first map I was surprised about was Novoanninsky.In the previous mission, VVS was weak and Vulnerable, then suddenly those La-5 showed up and shot my 109G into pieces. Combine with the hero, those La-5 become a real threat to my Jagdgeschwader
I just (re)played this one today. I confess that I restarted more than once after losing experienced fighters to the first and second attack waves. Finally, I simply pulled all my planes to the rear and left AA to absorb the first wave. It worked. Brilliant scenario!
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