Operation Diadem (Multiplayer): scenario and mod

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ChristianC
Senior Corporal - Destroyer
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Operation Diadem (Multiplayer): scenario and mod

Post by ChristianC »

Starting this thread for my project, a scenario and mod. I am looking for someone to help me test it, if you'd like to send me a PM. Please comment your thoughts I am open to suggestions. I will update this thread from time to time and after my test.

Scenario

Description: Operation Diadem - Both Axis and Allies command several multinational army corps across an extra large map and extended scenario (30+ turns I imagine if an early victory is not achieved). The Allies launch an offensive to relieve the encircled troops at Anzio and seize Rome. However, the Germans have established a series of defensive lines on the road to Rome and the Allies are forced to confront the defenses at Monte Cassino.

Victory conditions: I would like the game to terminate immediately when either the Germans have managed to hold certain victory hexes for an exact number of turns (ex. if the Allies do not break the Gustav line and seize Monte Cassino and Formia by turn 15, the scenario results in an Axis victory; if they do, the scenario proceeds), or if the Allies seize Rome. Regarding the first victory condition, I don't know if this is possible to code in. This would act like a "check point" system, if anyone knows if this can be done please let me know.

Prestige: This will certainly change but where it stands the Allies start with 25,000 prestige and the Axis 15,000. However the only way to obtain prestige per turn is through possession of victory hexes, some of which supply 100 prestige and others along the central Gustav line which supply 200 per turn. So, while the Allies have more initial prestige, the Axis begin collecting more prestige than the Allies, 1000 and 400 respectively (this incentivizes the Axis to hold historical positions instead of falling into a long retreat so long as a check point system is not in place).

The map: 65 X 75 (1x1 scale) - Below are a few of the sites.

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Modifications

Terrian changes:

The initiative cap on bocage is removed to make tanks a bit more effective in it (making it more of a mix between close and open terrain).

Hills are no longer high ground. Only mountains are high ground along with the benefits. I did this because there are a lot of hills in this map and I don't want all of them offering the high ground benefits. (Besides, are mountain infantry much better than regular infantry in hilly terrain? For mountain infantry I wonder if it's possible to give them +2 benefits as opposed to +4 benefits in the hills).

Unit Changes:

Global

Each unit represents approximately a battalion sized unit.

Recon units (both air and ground) are given normal 2 vision. Recon aircraft now have phased movement.

Paramilitary units possess the camouflage trait given their smaller size and also get an extra movement point. (To account for their knowledge of the region/light footprint. I may remove their forced march ability, as 5 movement every other turn may be pushing the bounds of realism.)

Individual artillery models are given their realistic ranges relative to the map. This makes adequate recon (air recon in most cases) necessary to provide counter-battery fire. Also, the attack ratings of heavy artillery are not too high to balance for their immense range.

All artilleries' close and ground defense ratings are buffed two points. (this is to make them a bit less vulnerable to counter-battery of which there will be a lot of providing recon is sufficient).

All HW infantry 43' (including Grenadiers) - Hard attack is buffed from 13 to 15 and they are given Forced March ability (making them generally more useful).

Both Axis and Allies have limited heavy artillery and mountain infantry replacements. (to make these units more valuable, and so if a particular player is performing well he should still not use these assets haphazardly)

Regular infantry are no longer Mine Killers. (I do not understand why in PC2 all infantry became mine killers (the ability to take out almost an entire minefield in one go), shouldn't only special units be able to clear mines so quickly?)

All AA range is increased by 1.

All historical units will come with 2 and in some cases 3 stars (so you decide whether to elite replace or not). Replacements will come with 1.5 star.

Patrol boats now have reconnaissance traits.

Military police units will be used to patrol the rear which should not be neglected given the presence of camouflaged paramilitary units. Military police units are low strength garrison units in case of trouble behind the lines, they are wheeled units with 3 movement points (the movement is particularly low so there is little incentive to take them out of their cities).

Aircraft are given significantly more range to account for the size of the map.

Axis

Black brigade - they lack firepower but are highly foot mobile with 4 movement and Camouflage trait.

Italian SS - infantry with elite stats.

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Jager infantry - lightly equipped and slightly less powerful than regular 43' infantry. But with an extra movement point which will prove useful given the terrain.

Observation posts - observation posts high in the surrounding mountains with vision of 8. Their health is relatively low (5). (This will help balance for lack of Axis dominance in the skies).

The Italians are outfitted with rail artillery "Canon de 19modèle 1870/93 TAZ" (in the game it is represented as an Italian 149mm gun with rail movement).

Sdkfz all terrain movement decreased to 7 (8 movement for these sdkfz's with great attack and defense ratings seemed OP as they are excellent at splitting and overwhelming an enemy force rapidly).

The Germans posses Todt Battaries on the coast (deadly naval attack stats, and can be used secondarily against land forces, albeit less effectively).

Allies

Italian Liberation Corps - IT 43' infantry fighting under the banner of the Kingdom of Italy.

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M3 Halftrack now has 6 movement points to make it equitable with the Sdkfz 251. (equal prestige cost, and no Axis units start with the Sdkfz 250)

The British 2 and 6 pdr Portees are now hard targets (as they are vehicles).

Partisans - they lack firepower but are highly foot mobile with 4 movement and camouflage trait.

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The Allies possess Iowa, Northampton, Admiral, and New York class battle ships with long range artillery capabilities. (I have not come across too much information on the make-up of the Allied fleet at Anzio and if aircraft carriers were used during Operation Diadem, if someone knows and can elucidate that would be helpful)

Questions/other thoughts
Victory hex for a side to capture by an exact turn, "Check points," in order that the scenario proceed - is it possible to code this? It would be great to be able to do that because this will incentivize a side to defend historical battle sites to achieve an early victory (I have some other methods to do this described above as well; however, the "check points" would be useful to craft the scenario).

Idea for a "hero" to create cohesive divisions - units assigned with the hero have better initiative when adjacent to units with the same hero. This will give the player a bonus for using his subgroup as a single fighting force. This could lead to gameplay that more accurately reflects historical circumstances by providing incentivize for players to keep battle groups together which they designate at the start of a scenario.
VirgilInTheSKY
Major - Jagdpanther
Major - Jagdpanther
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Re: Operation Diadem (Multiplayer): scenario and mod

Post by VirgilInTheSKY »

Mine Killer just make the unit deals more damage to mines, it's on all arty and infantry units, Mine Sweeper is the one allowing you to instantly kill a minefield and is only pocessed by sapper and mine sweeping vehicles.
Sirgr3x90
Private First Class - Wehrmacht Inf
Private First Class - Wehrmacht Inf
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Re: Operation Diadem (Multiplayer): scenario and mod

Post by Sirgr3x90 »

Nice work, check your pms
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