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Re: Germany Grand Campaign
Posted: Fri Jan 12, 2018 2:26 pm
by Erik2
WarHomer wrote:Thank you both for the quick replies.
Re. proper Italian units, is there no way to rename/use german auxiliary units until the real units comes out?
Yes, I've used that work-around earlier. But it is extra work replacing these units and linking them to the correct AI-teams later.
I have the same problem with my first German West Front 42/43 conversion.
Re: Germany Grand Campaign
Posted: Fri Jan 12, 2018 2:31 pm
by Assaulted_Peanut
Erik2 wrote:
Lastly, I'm collecting all feedback on the Germany Grand.
After Danzig North, I got 238 additional Specialszation Points.

Re: Germany Grand Campaign
Posted: Fri Jan 12, 2018 2:43 pm
by GabeKnight
Assaulted_Peanut wrote:After Danzig North, I got 238 additional Specialszation Points.

Right! Me too, forgot about that
Re: Germany Grand Campaign
Posted: Fri Jan 12, 2018 2:50 pm
by Erik2
GabeKnight wrote:Assaulted_Peanut wrote:After Danzig North, I got 238 additional Specialszation Points.

Right! Me too, forgot about that
I can't fix this until the Campaign Editor is fixed first. Currently you can't edit the spec points added in each scenario. I have reported this.
Re: Germany Grand Campaign
Posted: Fri Jan 12, 2018 3:02 pm
by Mascarenhas
Still Narvik
Hi Erik,
I´m having a slightest different problem with Narvik´s GGC scenario: after finishing the (improved) Danish operation, the game loads Narvik strategic map and freezes. Right-clicking on it does not bring up operational map, and it is not possible to nuke it past. So I´m stuck to it too, since I can´t even start the setup phase. Could you please take another look on it?
Many thanks.
Re: Germany Grand Campaign
Posted: Fri Jan 12, 2018 3:53 pm
by GabeKnight
@Mascarenhas
Don't know about the Narvik scenario itself, but if you're just interested in playing the campaign further, as a workaround you could load the previous "Auto Save (Campaign)" and chose another landing location, e.g. Oslo worked fine with me.
Re: Germany Grand Campaign
Posted: Fri Jan 12, 2018 6:24 pm
by GabeKnight
"23Dunkerque"
- the naval transports are counted as "naval vessels", so the first sec. obj. can only be achieved by destroying the trains and the second

sec. obj. count always includes the transport and war ships (this may be intended, don't know)
- someone mentioned this, I think, but the 5 "Schnellboote" and the 3-4 strat. bombers you provide (the northwestern corner) are somewhat completely useless against the enemy fleet. Of course, the bombers are useful as such ("aux. arty") and this made the scenario one of the easiest, so far.
- After annihilating my boats (turn 2-3), the enemy destroyers lingered around Nieuport. And then the cruiser (core force!) I got for capturing Dunkirk spawned right in the middle of them

I had my StuKa's nearby, so the ship survived, but still...
- Either way I think that the cruiser is a wasted reward as it is now, because by the time I'm able to capture Dunkirk, the scenario ist mostly done and the enemy's cut off supply. But maybe that's only due to my style of play and approach on the map
- Maybe add a port hex or some kind of depoyment hex near "Grand Fort Philippe". I took this objective early (as intended) and was yearning to deploy some effective ships against the enemy destroyers. Again, this was only possible after taking Dunkirk (+3 turns) and at that point not needed anymore
"24Reims"
In the briefing you say to "be prepared to encounter [...] counter-attacks from the direction of Vouziers". But where the heck is it???
EDIT:
- Oh, man, this is really important, 'cause I concentrated my forces on the western side and the counter-attack was massive on the eastern front. Had to cheat a few extra turns.
- I've got 17 spec. points for that mission!
As general suggestion (and reading this forums, I know I'm not alone with this

):
In time, I've come to terms with the huge enemy's income and adjusted my tactics accordingly. But still, it's often really tiresome to have to divert forces to chase and destroy some stray units, that eventually WILL recover to full strength and WILL come back to outflank and capture your supply hexes in the back. My suggestion would be to cut back on the many supply points on the map's borders. That's usually where the AI retreats the units to recover. Plus, this locations make them easy to miss if you forget to scout every corner of the map. This also makes my supply frontline quite "porous" (I mean, full of holes

) on the edges and makes it quite vulnerable to being "cut" by fast enemy units.
Don't know if this would work or cause follow-up problems, can't test it and maybe someone already suggested it and this turned out to be a bad idea.
Sorry if I'm kind of repeating myself, but this is really quite the only real criticism and point of frustration (in terms of gameplay) I have on the hole GG campaign (played BK39-40, BK41-42, SL already once)
Re: Germany Grand Campaign
Posted: Fri Jan 12, 2018 6:36 pm
by Erik2
I've added all scenario specific comments in my feedback list.
I have already removed the 3 supply points on towns to make it easier to surround and kill un-supplied enemy units.
About the 5 -10 supply locations on map edge roads and rails.
Do you guys think I should just scrap these supply sources (and add the supply to objectives instead)?
Re: Germany Grand Campaign
Posted: Fri Jan 12, 2018 7:03 pm
by GabeKnight
Erik2 wrote:I have already removed the 3 supply points on towns to make it easier to surround and kill un-supplied enemy units.
And I'm inclined to say, adding more supply inlands and eliminating the border supply completely (if not needed for some specific reason) could even be the soulution to this.
Now that I started this, I should also finish it. So how about this: I've got plenty of time this weekend, and I'll try to edit an especially annoying scenario in different ways of supply to test this theory. I'll give you feedback afterwards.
Re: Germany Grand Campaign
Posted: Sat Jan 13, 2018 3:49 pm
by GabeKnight
"10Brest"
I keep getting land-CP-rewards for taking the secondary towns. I don't know if it's because I keep losing and then retaking them or if the trigger just adds CPs every turn. They just keep piling up and after a few turns I could deploy my entire core force and have over 50 CP left ...
"25Dijon"
I think I'll take this one to test my theory about the supply modifications.
Played it yesterday, couldn't finish within the 18 Turns, had to add 6 more. The map is streched and because of the new train and arty mechanic, I could not advance fast enough and had to recuperate often. Granted, I made some poor decisions along the way not knowing the scenario very well. I'll try again and see how that goes. Then I'll try to modify.
The problem I see with removing the supply from town hexes (like you did), happend near Nancy and some other (map) border towns, where the infantry unit, supposedly guarding it, left the well-covered (city) hex to a nearby open terrain border-supply-hex! And mind you: by it's own, not by retreat!
On the one hand, this made the assault on that unit easy and therefore ruining the fun a bit, where you expect (mostly all of) the towns to be guarded by at least infantry at all times somehow.
On the other hand, especially in the case of Nancy being an objective, I could then chose to either hunt those stray units (inf. & cavalry, the tank was static defending, I guess) down and kill them or leave a garrison (with AT support in another scenario maybe) stationed there at all times defending. To kill them, I'd have to use at least 2-3 units, because even on 0 eff. with enough supply they're always repairing and are hard to kill. My units lose eff. as well and so on. And these units are going to be missed during the main assault south.
And if that border-supply-hex happens to be a hex with a high cover value, I may even miss an infatry unit there. And this unit will definitely cause trouble later on.
I'm not saying, that this scenario cannot be done the way it is. Major victory would be just too hard for regular players even on middle difficulty IMO.
This is not a real problem per se, but given the tight turn limits within the whole campaign, with some exceptions of course, this makes achieving a major victory (on many other scenarios as well) very hard or even impossible. And I'm a bit torn, to be honest. The tight turn limit would really be a good thing under the same conditions as official campaigns: with less RP income, this whole supply-hex-discussion would be unnecessary. But in time I came to really appreciate the "augmented" challenge that goes with the enemy's ability to recover and attack/defend more efficiently.
So I'll try the modifications and see how that goes.
Re: Germany Grand Campaign
Posted: Sat Jan 13, 2018 4:06 pm
by GabeKnight
@Erik
Is there a possibility to adjust the amount of RP income to the enemy respective to the number of units left? I think you mentioned something about calculating with a starting amount of 1RP/turn/unit. Would it be possible to adjust a trigger to do exactly that, but on every turn start?
Re: Germany Grand Campaign
Posted: Sat Jan 13, 2018 5:56 pm
by Erik2
GabeKnight wrote:@Erik
Is there a possibility to adjust the amount of RP income to the enemy respective to the number of units left? I think you mentioned something about calculating with a starting amount of 1RP/turn/unit. Would it be possible to adjust a trigger to do exactly that, but on every turn start?
Actually I have been thinking along those lines as well.
I usually set up resource income 1 RP pr unit pr turn.
It would be nice to reduce this income by 1 RP for each (enemy and friendly?) unit killed.
I have to ask a grown-up if this is feasible.
Bru/Uran/bebro (anyone else), help.....
Re: Germany Grand Campaign
Posted: Sun Jan 14, 2018 11:12 pm
by GabeKnight
@Erik
I've been playing the Sea Lion route / Gibraltar branch, and like last time, I think the italian units should have been an additional core force, but they don't get carried over to the next mission, i.e. I had practically no (italian) ships in "45Lyme". I could only buy like 15 speedboats / subs, it was achievable, but really hard. I imagine, this was not indended like this. No italian ships in "46Minehead" and no Kriegsmarine-CP either. I stopped playing, because this seemed like an error. Is there a way I could correct this myself fast?
I'll comment other missions and the supply-theory tomorrow.
Re: Germany Grand Campaign
Posted: Mon Jan 15, 2018 6:51 am
by wgferd
Getting the same AI hanging on Narvik scenario as Steevodeevo described earlier.
Tried several times to work around short of disabling AI with no luck. Furthest I got was turn 10.
Question about the coastal guns secondary objective:
I see the locations necessary to occupy but the objective is red-x'ed around turn 8 or 9. Since there are no ground units until Narvik is surrounded and that takes about 6 or 7 turns, it does not seem possible to shuttle 2 of the 3 Gebirgsjagers down the coastal gun locations in time to occupy them. Is there perhaps some other additional requirement such as keeping the Brit destroyers back a certain distance to gain more time?
Thanks much for this campaign mod, it is most entertaining and challenging!
Re: Germany Grand Campaign
Posted: Mon Jan 15, 2018 10:43 am
by Erik2
GabeKnight wrote:@Erik
I've been playing the Sea Lion route / Gibraltar branch, and like last time, I think the italian units should have been an additional core force, but they don't get carried over to the next mission, i.e. I had practically no (italian) ships in "45Lyme". I could only buy like 15 speedboats / subs, it was achievable, but really hard. I imagine, this was not indended like this. No italian ships in "46Minehead" and no Kriegsmarine-CP either. I stopped playing, because this seemed like an error. Is there a way I could correct this myself fast?
I'll comment other missions and the supply-theory tomorrow.
if I remember correctly the units are already set up as core units in these scenarios, but that is obviously not enough.
I think the Italian and Kriegsmarine needs to be set up as core factions in the campaign file.
I'll check if this is possible in the current Campaign Editor.
Edit:
I noticed that Kriegsmarine is already set up as a core faction in the campaign.
So, provided the Kriegsmarine units are core, they should be available together with the Wehrmacht and Waffen SS units.
I have added the Italians to the core factions. But of course, this means a restart of the campaign (I guess)...
Re: Germany Grand Campaign
Posted: Mon Jan 15, 2018 1:28 pm
by GabeKnight
Erik2 wrote:So, provided the Kriegsmarine units are core, they should be available together with the Wehrmacht and Waffen SS units.
Yes, the Kriegsmarine is set up correctly and available throughout the campaign. I just couldn't deploy them very often this far (Eagle Attack was great!)
Erik2 wrote:I have added the Italians to the core factions. But of course, this means a restart of the campaign (I guess)...
Thanks. I'll download the new file and check, if a restart from the Gibraltar mission might work out.
Re: Germany Grand Campaign
Posted: Mon Jan 15, 2018 7:24 pm
by GabeKnight
"25Dijon"
- maybe you could edit the sec. obj. "capture the Char heavy tank" so that it would be more clear that you have to destroy that unit. The marker pointed at the nearby town and I thought that taking this town would trigger this reward at first. Something like this:
"objective2_2_2 = Capture a French Char B1 heavy tank"
"objective2_2_2_award = Destroy the French Char B1 heavy tank near Dijon and use it against their former owners."
But this is just minor...
"26Maginot"
- I think you should adjust the fortress spawn mechanic to the one you used in "30Channel": to turn up as soon as the unit leaves the hex
- don'w know if this is intended or not, but the spawn fortresses' HPs are somewhat erratic: 1HP Longyon, 5 HP Falquemont, 10HP Metz, 5 HP Sarrebourg (even took them in this order, I think)
- the sec. obj. "connect west/east edges" didn't check. No major victory for me

Re: Germany Grand Campaign
Posted: Mon Jan 15, 2018 7:35 pm
by WarHomer
Are there second chances to get commanders?
I missed Hermann Balck in mission 1 (On field Marshall it´s very hard to get the required kills).
Re: Germany Grand Campaign
Posted: Mon Jan 15, 2018 7:43 pm
by GabeKnight
After "26Maginot": The campaign message box informing me that the campaign is going to split up and to save was great.
My further sugguestion would be to use this mechanic in each branching event (you could easily use the same picture each time) and, if applicable, place the silver coloured markers further away from each other. Maybe this was fixed already - as I started with the GGC v1.1, and applied the updates "on-the-fly - but I remember some of them being really close to each other and almost undistinguishable.
@Erik
BTW, is there some kind of "branching overview" of the GGC as a whole somewhere? You know, some kind of a flow chart. So that someone like me, who doesn't know his way around Panzer Corps, would be able to play all available branches/routes and could save the game accordingly.
Re: Germany Grand Campaign
Posted: Mon Jan 15, 2018 9:15 pm
by GabeKnight
"30Channel"
- you really took me by surprise with that large enemy attack force at one of the locations. Mean....

- in the briefing you say "fielding tanks for the duration of this mission is out of the question", but I still could deploy them without any problems (tested it)
-> I have no suggestions for "fixing" the following issue, but as this was supposed to be the first mission of a new campaign, the enemy stood NO CHANCE against my well maintained, assorted, fully upgraded and all-5-star-units and the RP-stash I've accumulated so far...
...and I've already had the following core forces at my disposal at the beginning of Eagle Attack:
(the only cheats I've used so far were "overtime" to add a few turns on some scenarios to be able to fulfill all prim./sec. obj.)
8x inf, 8x tank, 4x AT, 2x AA, 4x 17cm arty, 4x attack planes,5x tact. bombers, 2x strat. bombers, 2x BB, 2x CA, 9x gun-/schnellboot
AND about 6000RP wehrmacht and 2200RP kriegsmarine...
Erik2 wrote: It would be nice to reduce this income by 1 RP for each (enemy and friendly?) unit killed.
...so concerning the question about the balance of player's RPs in GGC, that's something I've never had problems with, you'd had to ask someone else...
"44Gibraltar"
- the fighter plane (Hurricane) next to the airfield at "Europa Flats" does nothing at all - just recon I guess?
- the "occupy supply dump locations" obj. didn't work
- the "Airport Terminal" victroy hex should get more supply: if I cut the whole northern part off by bypassing them southerly, the otherwise quite strong position (2x heavy inf + 3x concr. bunker) will just wither away on the "3" supply points. Same goes for the "Euro Flats" position, I think they even may have no own supply at all...
- the naval units guarding the port area at the "Governor's Residence" are kind of blocked in their movement by the southern pier. If not intended like this, they kind of didn't know how to circumvent these kind of "obstacles" and piled up in the southeastern most corner of the port area and could quite easily be defeated using ranged attacks from my battleships and cruisers. (This AI behaviour could be exploited in the Kriegsmarine DLC sometimes, too)
- in the briefing you say: "the airfield will close down at turn 5". True, the airstip vanishes at turn 5 (with my units in it,
and thus losing 3 air-CP(?), but it was my fault for not listening I guess), but there are like no real repercussions to that. I mean there are like 50 air-exit-hexes on the east border. Maybe eliminate the northern exit-hexes altogether and thus forcing the player to either capture the northern airfields early (as originally intended, I suppose) or to have to fly the long way to the south.
"45Lyme"
- the Blenheim fighter plane near the "Char River" marker did nothing
I'll wait after the campaign updates for further commenting on this mission, so far it's quite unblanced with no naval force available to the player. Same goes for "46Minehead".