Battlefield: Europe MOD v2.4

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Uhu
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Re: Battlefield: Europe MOD v1.9

Post by Uhu »

hugh2711 wrote:Uhu: sorry to be a nuisance, i downloaded your replay but it crashed, probably due to my underpowered computer. Please could you tell me where exactly in the south of england did you land/invade? and when?.
Crashed? That's strange. :roll: I did not try to replay, but the files worked, when I tested a game.
I destroyed the strongpoints south of London with the two heavy arty. Also destroyed the needed sea mines in the area with my destroyers. I had 5 fighters + the hero Bf 110 to secure the sky and destroy as many British aircraft as possible. Two strongpoints are in the range, after I destroyed them, already winter came. I invaded with 4 panzers (3x PzIII, 1xPzIv, arty, inf, mnt) south of London.
hugh2711 wrote:Also when you took out the sub and ship guarding poti did you already have sevastopol and the airport next to it? thanks for info.
No, I already made the transport and invasion from the start. Made the transporters from Constanza and Varna (first with the already there Romanian inf, later with mnt's, Alpinis, GebJägers and the Italian 65mm mnt arty - important was, that everything had to be transported to the ports fast). I made recon ahead with the S-Boat and with the Romanian recon plane, made flank protection with the destroyer. I sent the long-range Romanian tac bomber to deal with the sub and a Ju88A to deal with the destroyer. I had luck that the sub did not dive. Later a second Soviet sub emerged in the western region and made casualties to one of my
transport, but luckily it survived. Than, when bad weather set in, I got to the shores south of Poti. Therefore undetected. Captured the port, after that I could unload already two units per turn undetected. Later, when winter came, in the same route I sent the heavy expeditionary forces for the Middle East too. Sevastopol was captured fully just after the 41/42 winter so I had no time to wait it. But later, when it was captured, I used it for the rest of the needed transports. It needs 6 turns to cross the Black Sea from Constanza and Varna, while 4 turns from Sevastopol. Oh, and the Caucasus is a nice, warm region - no frostbites at all. :)
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hugh2711
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Re: Battlefield: Europe MOD v1.9

Post by hugh2711 »

Thanks for the info Uhu. Normally I invade england via east anglia, the east coast above london, later I also tried your method south of london but both areas the AI flooded them with armour units so I could not land at all and also despite rudel et al could not destroy them even with tirpitz and other support becaus the AI kept reinforcing them when not attacking my transports.

Taking out the normandy invasion is relatively eay but boring, its more interesting to take england!.

I will try your method for poti/oil fields
JimmyC
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Re: Battlefield: Europe MOD v1.9

Post by JimmyC »

I played a little further to turn 9 and managed to close the Kiev pocket in time. Although at turn 5 I thought I would surely fail in this effort, I found that once I had punched through the Russian defenders close to the border, there were relatively few enemy troops in the hinterland. And most of these enemy are obviously immobile (you can see the red fuel icon on them). The same is true in the north also.

Regarding Brandenburgers and Fallshminjaeger, I use them to capture Cyprus and to assist with the landings on the Syrian coast by landing behind the enemy and attacking it from behind.
Uhu
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Re: Battlefield: Europe MOD v1.9

Post by Uhu »

You must do it undetected, than the AI has no time to flood the invasion shores. If you take out one strongpoint, than you have 1 hexes at the shores, where you can undetected sail the transport in the bad weather. If you can take out two, than you have already two hexes, where you can place your units. Than I place 4 panzers ashore, than the supporting arty, plus send an elite inf to the unguarded airport S of London. Than take out the remaining strongpoints S of London, plus the HW inf and finally the frustrating 4-range arty N of it.
As extra, beside the strongpoints, prior to the invasion, I also try to take out as many key British units east of London as possible: the "little" gun, the 40mm AA, which comes it's place, the radar next to them. How? I make casualties with my capital ships plus go there with two S-boats to avoid them healing back. The poor S-Boats take heavy damages, but It still worth it. If you could destroy the sea minefield SE from London port, than these boats can access even easier. Of course you need protect your ships with fighters.

The third invasion option is to take Plymouth. Here, after you destroyed the radar and mines, you can put a strong panzer ashore, than an arty - if you play the Kursk save and want to avoid the Normandy invasion, than a Panther A and a StuH 42 - and with the support of the capital ships, you can take Plymouth. The problem is in this way, that the narrow corridor to the rest of the island will be filled with the reacting British units, so if you want to capture the island, you have to eat through them, which cost a lot of time. But if you just want to avoid the Normandy invasion, or buy yourself some time, than it is an ideal method, because the enemy can also not take you, only make casualties with air (if you have armored assets).
hugh2711 wrote:Thanks for the info Uhu. Normally I invade england via east anglia, the east coast above london, later I also tried your method south of london but both areas the AI flooded them with armour units so I could not land at all and also despite rudel et al could not destroy them even with tirpitz and other support becaus the AI kept reinforcing them when not attacking my transports.

Taking out the normandy invasion is relatively eay but boring, its more interesting to take england!.

I will try your method for poti/oil fields
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Andrea69
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Re: Battlefield: Europe MOD v1.9

Post by Andrea69 »

Hello McGuba

Congratulations for your mod, I am having really great fun at the point that I wonder if it is possible to extend the lenght of the scenario by splitting it in two parts (1941-43 and 1943-45), both of 99 turns :D

I have only one remark about the OOB, regarding the starting experience of the german troops, especially the planes. They are clearly underpowered, the fighters struggle to acheive air supremacy even in 1941 in Russia.
Moreover all the british armies (land sea and air) begin the scenario more experienced than the Axis ones, they have an edge that affects seriously the gameplay. With the current setting the Germans reach tipically the two stars experience - or a level that assure you to keep the initiative in the warfare - after many many turns. Come on, even the Rommel tank has only one star if I remember correctly... I know that on the Axis side there are a lot of leaders to compensate, but it is clearly not enough imho.
empedocles
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Re: Battlefield: Europe MOD v1.9

Post by empedocles »

Hello McGuba. Congratulations on the release of the 1.9 version! You keep coming with new ideas that keeps this game fun!

I started Barbarrosa in Medium difficulty and saw nice changes added to the map. Specially the stalingrad area of interest.

Current time is June 1942 and the game feels more easier than 1.8. Some things I noted:
-I managed to close the Kiev pocket and conquer Moscow before the first snows. In fact I had one recon unit take the kremlin hex by turn 8. I immediatly moved it to the airport nearby so the soviets don't spam from that hex.
-I have just conquered Gorky north of moscow.
-Leningrad keeps fighiting. Progress have been slow there.
-In the center I passed Kursk by now, facing large soviet armies (without fuel, why?)
-In the south I won't be able to reach the caucassus fields so I am moving toward Stalingrad.
-The only thing that keeps bothering me is the navy movement range. It takes months to move a destroyer from the baltic sea to Norway. Seems unrealistic.

Possible bugs?
-Soviet partisans so far?: 1 unit. Is that on purpose?
-when conquering tobruk I didn't get an special bonus. Is that on purpose?

Again, thanks for making this awesome mod!
McGuba
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Re: Battlefield: Europe MOD v1.9

Post by McGuba »

Andrea69 wrote:Hello McGuba

Congratulations for your mod, I am having really great fun at the point that I wonder if it is possible to extend the lenght of the scenario by splitting it in two parts (1941-43 and 1943-45), both of 99 turns
Everything is possible, but it would require a lot of time and effort. That's why I created the savegames which come with the mod in the "Save" folder. With these, players can start the mod at a later date: Dec 1941, Nov 1942, July 1943 or 1944. In these I attempted to recreate the historical situation as much as I could - and it was much easier to do it like that as I had to run a test play, anyway.
I have only one remark about the OOB, regarding the starting experience of the german troops, especially the planes. They are clearly underpowered, the fighters struggle to acheive air supremacy even in 1941 in Russia.
Well, I never experienced difficulty in gaining air superiority in 1941-42 against the Red Air Force. However, I can add some more experience to German units in "moderate" or "easy" difficulty level.

Moreover all the british armies (land sea and air) begin the scenario more experienced than the Axis ones, they have an edge that affects seriously the gameplay. With the current setting the Germans reach tipically the two stars experience - or a level that assure you to keep the initiative in the warfare - after many many turns.
As far as I know the kill-to-loss ratio against the British was more or less even for most of the war. So I think it is fair to assume that the general quality of their units was more or less the same as that of the Germans. The initiative in the air war can be gained by the upgrade to the Fw-190 - for a while.
Come on, even the Rommel tank has only one star if I remember correctly... I know that on the Axis side there are a lot of leaders to compensate, but it is clearly not enough imho.
Actually the tank unit with Rommel starts with 225 experience, it is overstrength to 12, and has a good hero. Even then, this unit has to be upgraded to Pz.IIIJ or Pz.IIIJ-1 as soon as these become available. But again, I can play around with the experience in the lower difficulty levels a bit. And there could be a few additional German units, too.
empedocles wrote:Current time is June 1942 and the game feels more easier than 1.8. Some things I noted:
-I managed to close the Kiev pocket and conquer Moscow before the first snows. In fact I had one recon unit take the kremlin hex by turn 8. I immediatly moved it to the airport nearby so the soviets don't spam from that hex.
Nice achievment! :D
-In the center I passed Kursk by now, facing large soviet armies (without fuel, why?)
These units are in low readiness. These units indicate troops that are either under training or just not ready for action due to having logistical problems. However, this situation will not last forever. :!:

Still, as long as the player can see that some enemy units are out of fuel he knows that he does not have to afraid of them. Which is kind of historical as military intelligence usually knew if an enemy formation was ready for action or not.
-In the south I won't be able to reach the caucassus fields so I am moving toward Stalingrad.
OK, just do not forget to protect your flanks, especially during the winter. :wink:
-The only thing that keeps bothering me is the navy movement range. It takes months to move a destroyer from the baltic sea to Norway. Seems unrealistic.
Yeah, sure, but I have already doubled the movement speed of the naval units. If they were even more faster they could escape from enemy air units which would be even more weird. Which would require me to increase the movement speed of the air units, too. But these changes would significantly modify the balance of the mod and would require extensive testing.
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Uhu
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Re: Battlefield: Europe MOD v1.9

Post by Uhu »

I think, movement/time is a relative factor in this game. Do not forget, that this is a strategic simulation, where you cannot set everything totally realistic. In that manner, ground forces also do not need the given time to move from that distance, so than everybody could be speed up...
McGuba wrote:
Andrea69 wrote:
-The only thing that keeps bothering me is the navy movement range. It takes months to move a destroyer from the baltic sea to Norway. Seems unrealistic.
Yeah, sure, but I have already doubled the movement speed of the naval units. If they were even more faster they could escape from enemy air units which would be even more weird. Which would require me to increase the movement speed of the air units, too. But these changes would significantly modify the balance of the mod and would require extensive testing.
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Uhu
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Re: Battlefield: Europe MOD v1.9

Post by Uhu »

I tried to resist, but I couldn't...I played the 1.9 Stalingrad save... :)
Conditions: dice chess (with cheat), Rommel difficulty (with prestige cheat, prestige incomes always made half)
Result: DV on turn 98
Replay file: https://www.dropbox.com/s/9j75d15ie784s ... pzrpl?dl=0
Experiences:
- I think, it is much harder...as 1.7. I did play last time 1.7, where even with the Kursk save I could make a DV (but that was very hard!). So, yes, the much more Red Air is a serious treat, while the doubled city bombing penalty is also a strong factor to handle with. Still, I could manage, that I only a few times could not shot down the bombers over the objective cities.
- Enemy unit capture is a very-very important goal, as I always struggled with the prestige. Even, when I captured all oil wells.
- England is a real hard obstacle to invade, because, when you are ready to do it - destroyed the two strongpoints south of London to str 1 - there are already full of enemy forces the area. Plus, the British-US airforce is absolute devastating! :O Even, my 2 star fighters were butchered - I lost two of them, and while it was a nice gift to get some new ones for free, they were with low xp, so I could only save way use them.
- Oh, and of course, the invasion of England was only possible, that I transferred most of my German, hero-fighters from the East front - where therefore only the weaker minor axis (including the Italian ones, transferred from the Mediterranean) could hold the front, which was quite not really enough. Plus I had to send the rest of the German wings to Tunis/Malta, Caucasus and one even to Tobruk. So...
- The new setup at El-Alamein do not let to build up a trap, where Rommel's forces can eliminate the attacking Tommies, while collecting a lot of prestige, as it was possible in 1.7. Now, Rommel has only the option to run...but which part of the army should be sacrificed to save the rest? And how fast should be the enemy let to advance, that they do not arrive to strong to Tunis...? Hard questions, hard decisions. At the and, I could only solve this issue, that I fled my forces to the desert east of El-Aghila, waited the main armoured forces to pass and than advanced to Tobruk, quickly captured it, hold the lines against some strong British armor, took also Benghazi and than advanced further with my small army (PzIII, Mot. Inf. + later an air transported German inf, the two remaining Italian arty and the 88mm AA) back to El-Alamein. Therefore this force could only take Cairo, with the help of the, in the meantime arriving Italian navy and bombers.
- The Tunis campaign was about the biggest challenge. While, help of the intact and in the region deployed Italian navy, I could transfer all my units, what I wanted, still the attacking force was very strong. Many times, only luck helped to avoid the catastrophe/breakthrough. I made also a mistake, that I did not have enough focus, how fast the British from East can arrive, so there were a few turns, where I was really worried, until I could transport and move there a Panther and a StuG.
- I made also the mistake to not taken seriously the Norwegian invasion threat, while moving the Tirpitz away (she was needed in the setup-softening of the England invasion :) ) - probably it had been enough, if I send her back around turn 50, when her help was done to take out several key British defending unit at London (arty, AA). The Norwegian invasion was not a total catastrophe: I sent there and additional Alpini, the Tirpitz and a Light and Heavy cruiser. I had luck, that the British landed the Churchill tank on an island. :) Still, it took heavily needed resources away and I think, it was a factor, while the England-invasion was also a real big challenge.
- At Sealion I made also some light mistakes, so I made the invasion also very late, I could take on of the London objective hex at turn 72 - exactly in the last turn to avoid D-Day. Because the shore was full of the preparing Anglo-American troops, I had to let the strongpoints on str 1 and only take them fully out, when I could right than move ashore with my two Panthers.
- On the East, it was hard, but I could save some important units from Stalingrad: the PzIII, the Marder, the Brückenpioniere and the rocket arty. The onslaught was brutal, but I could handle it. It was very-very important, that I could take the Soviet oil wells as fast as possible and later the British ones too. Without that income (and the free move of the Battleships), on Rommel, I surely couldn't have replace the losses and make the needed upgrades.
- The rest was almost routine: move the Finns to Arhangelsk, take Leningrad, take Moscow, take Gorky, take Kubyshev, while in the middle at Voronezh have a strong defense and in the south, first defend, later defend and even later advance to Stalingrad.
- The two remaining Soviet objectives, Vologda is realitve easy, because you can encircle it from the west and from the south with a few units and take it. Astrakhan is a harder one, because it is so damn far! :) The best method is to use the not needed forces from Grozny and Baku - while guarding them, because, the Soviets send some armored units! - and send them timely to take the city.
- I think, since 1.8 it is no more possible to make a DV from Kursk save, but a MV is possible.
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JimmyC
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Re: Battlefield: Europe MOD v1.9

Post by JimmyC »

Nice one Uhu. I think most of us will struggle with a DV under Barbarossa start on general difficulty!

I’ve played until turn 15 and experienced another surprise - 3 turns of frostbite! It is a serious penalty and if known in advance I would definitely have moved more troops back to the border in order to save prestige (especially my previous overstrength units).

I realise the German high command were caught by surprise with the cold winter, but would you consider a warning (perhaps at the beginning of the scenario or several turns in) that troop losses could be expected in the winter due to lack of proper winter clothing? That way the player could plan appropriately. Or do you like to keep it as a surprise?
McGuba
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Re: Battlefield: Europe MOD v1.9

Post by McGuba »

Difficult question. Obviously, the Germans were somewhat surprised and unprepared for the conditions in the east and not only for the weather, but also for the roads (or lack thereof). But if they did their homework, they would have been more prepared for these. Also, in this mod it is only a surprise during the first gameplay. So I think you are right, some warning at least could be necessary. And I do not regard it cheating as if there are less Axis units in the east at beginning of the winter, then the AI can be more successful with its counter-attack.
Uhu wrote:I tried to resist, but I couldn't...I played the 1.9 Stalingrad save... :)
Result: DV on turn 98
Indeed a nice achievement. Now it looks like it does not matter how difficult the latest version is, Uhu will nail it! :D
The only question is, will he be able to do the same against a human opponent? We will see. :wink:
- I think, since 1.8 it is no more possible to make a DV from Kursk save, but a MV is possible.
Yes, I think the same, but the Normady save is also more difficult now. But in my test play I could make at least a draw from there. But the Allies would have won in just a few more turns.

...

By the way, I have made significant progress with a modified mulitplayer version of the mod and I will upload it soon, but unfortuantely I am quite busy these days at work...
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Re: Battlefield: Europe MOD v1.9

Post by JimmyC »

I’ve played until mid January ’42 and my forces progressed surprisingly similarly to the historical position of the German forces. In the South I closed the Kiev pocket and ended up halting at the Mius River, not making it as far as Rostov unlike the historical situation. In the center I captured Kharkov/Belgorod and Kursk, although am facing strong counterattacks towards Kursk. South of Moscow I was held at Tula and could not break through the defenses there, eventually falling back slightly in preparation for the Russian winter offensive. Further north I captured Smolensk and Rzhev and reached the outskirts of Moscow, but had limited infantry and could not make any serious attempt on Moscow until my infantry and artillery could catch up. With the 3 turns of frostbite and strengthening Russian counterattacks, I was pushed back to Vyazma and am desperately defending there (considering pulling back further to Smolensk). Leningrad is open to the east but is otherwise mostly surrounded by my troops, however I am not prioritizing that front.

Its interesting that my results are so similar to the actual progress of the German forces. Although in my case I played mostly cautiously and suffered much less casualties. So I will be in a much stronger position to withstand the Soviet counterattacks and re-launch my own offensive in Spring. Again, great work McGuba!
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Re: Battlefield: Europe MOD v1.9

Post by GeneralWerner »

I've played until late autumn 43 now preparing invasion of England from Ireland, moving to the East after a hard fight against the Red Army at Kursk und defending Norway against the British.

But big surprise yesterday evening. Tunisia (as in earlier games) was well defended with a Tiger, Panther, several Paks/Flaks, infantry and four artilleries, four fighters and some bombers plus the Italian fleet. And the Allies simply washed my whole defense away in three rounds. I had the plan to prevent it but somehow by slowing the British down I managed it that the British tank armies from Suez arrived exactly the same time in Tunisia as the American tanks :shock:.

They do not attack the Tiger and the Panther but they defeat everything around. Two artillery strikes on the Pak then tank attacks the Pak what will lead to a retreat. Next tank will kill the Pak and third tank will move in the hole in my defense and attack the artillery. I see it coming in the end the Tiger will sit in Tunis and then the infantry is coming to finish him.

That is definitaly a higher challenge than in the past. Great work, McGuba.
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Re: Battlefield: Europe MOD v1.9

Post by JimmyC »

Oh wow, that’s pretty nuts GW. For sure it sounds like you had a sufficient force to oppose the Torch raids, but I guess being hit by the Suez force simultaneously would be tough. I usually find capturing Tobruk and defending there against Suez forces is the most efficient and effective option. You will have to rush troops to Sicily now! Looking forward to reading your AAR.
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Re: Battlefield: Europe MOD v1.9

Post by hugh2711 »

Although tunis is harder I find it is still very doable. I used the same strategy as before. I hold the main attack in the hills along a line of constantine and the kasserine pass. I use all the extra given late italian troops and three croation troops, the italians come with a bit of artilliary support and I add one small arty from the afrika corps group. I should point out I lose most of the troops involved there but save the best ones in the process. The afrika corps group holds the rest easily on the mareth line. Since I already have malta and I am ignoring the eastern med I have alot of italian naval support there (good for forcing surrenders against the mareth line), the weaker units I sacrifice in the battles but keep the stronger ones. I also have all my medditeranean air assets in support there and since I have already disposed of the english fleet I have some strat bombers from europe there to deal with enemy capital ships. after disposing with the torch and the suez landing I go back with the survivors (usually all of the afrika corps group) and easily take tobruk for the first time, there is no counter attack after that and since it is still quite early in the game I can disperse and do what I want with the quite strong group left over. Of course if you need some of those assets to go through the eastern med to get the oil which is the priority in this game - I could see how it would be very tricky. For oil I would use paratrooper to tabriz or in previous incarnations I have used the ship to poti method in fact I have units on the coast of the caucasus now but they have retaken it.
In all I would say although it costs alot it is better to defend tunis than go through defending sicily and italy from landings.
(this is all on medium strength game and also i should say : at the beginning of the game I disband all north african french units so they dont turn)
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Re: Battlefield: Europe MOD v1.9

Post by JimmyC »

hugh2711 wrote: (this is all on medium strength game and also i should say : at the beginning of the game I disband all north african french units so they dont turn)
McGuba, you might want to look at this so as to stop the player disbanding the French units.

Do you get prestige when you disband them Hugh? And does it drop below the unit cap, allowing you to purchase more units?

Regarding Torch, one option is to destroy most of the enemy forces, but let them capture Tunis (after you've destroyed all their supporting ships and aircraft). When Husky initiates, you then get given some additional Italian forces. Assuming you are positioned properly, with plenty of air support (and controlling Malta) you can then defeat Husky.

The benefit of this is that you then get additional units in the form of the Italian reserves. As there is a unit cap, these units can then be used in other theaters. Its been ages since I did that, but I think some of the Italian units you get given for Husky are decent (like tanks/SPAT, art, etc.).
McGuba
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Re: Battlefield: Europe MOD v1.9

Post by McGuba »

JimmyC wrote:
hugh2711 wrote: (this is all on medium strength game and also i should say : at the beginning of the game I disband all north african french units so they dont turn)
McGuba, you might want to look at this so as to stop the player disbanding the French units.
Actually, disbanding the pro-Axis Vichy French units in North Africa does not help at all. :wink: When the US forces set foot in North Africa the message comes about the French forces changing sides and what happens next is basically all Axis French units disappear from the map and then a few new Allied French units are being spawned. Therefore the new Free French units are not the same ones. So sorry Hugh, players cannot reduce the number of Allied units appearing in North Africa with this trick.
Do you get prestige when you disband them Hugh?
Players do not get prestige for disbanding units during a scenario in PzC.
And does it drop below the unit cap, allowing you to purchase more units?
All Vichy French units in North Africa are auxiliary units so disbanding them would not create empty core slots.
Regarding Torch, one option is to destroy most of the enemy forces, but let them capture Tunis (after you've destroyed all their supporting ships and aircraft). When Husky initiates, you then get given some additional Italian forces. Assuming you are positioned properly, with plenty of air support (and controlling Malta) you can then defeat Husky.
However, this one does work, lol. :)

...

The reason why I am slow with the next (beta) version is I am testing a few new ideas. For example Intenso's excellent idea to have both bottom and moored naval mines which can be deployed from air and sea assets during the scenario. Those who follow the development of this mod for a while might remember that originally all naval mines were much more nasty: they were in effect submarines with no movement but with attack capability and disappeared from the map when not in the spotting range of another unit. These were much more effective but most players hated them, so under their huge pressure :wink: I decided to switch to the current more "firendly" passive naval mines. And it worked fairly well in the single player games, but in multiplayer I beleive a more effective deterrent is needed. Mostly because during our multiplayer test with Intenso he had no problem destroying my weak Romian fleet in the Black Sea with his superior Soviet navy. However, historically this was not the case, although the Soviets did have a several times larger navy they could only achieve marginal successes and suffered quite heavy losses, mainly to naval mines and aircraft. And although aircraft are there, the current naval mines are way too ineffective and passive to simulate the same situation. So in addition to the existing passive moored mines I plan to add the original type of mines, now called bottom mines (as they are placed on the bottom of the sea), which were indeed much more effective and harder to detect or sweep:
Bottom mines
Bottom mines are used when the water is no more than 60 meters (200 feet) deep or when mining for submarines down to around 200 meters (660 feet). They are much harder to detect and sweep, and can carry a much larger warhead than a moored mine. Bottom mines commonly utilize multiple types of sensors, which are less sensitive to sweeping.

Wikipedia
Which raises a problem, though, that they should only be deployed in shallow waters. Luckily, in PzC we have such a (unused) terrain type: shallow sea. So I decided to finally put it to good use and make sure that these types of mines can only be deployed in them. To make the modifications I used real topographic maps of the seas and added shallow sea terrain where the depth is not more than 100 meters:

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This would prevent these mines from being placed on the convoy routes, for example. Another added advantage of shallow waters is that now I can limit the use of submarines: they will not be able to dive deep in shallow waters (well, not so surprisingly 8)). This will nicely simulate the difficulties that the submarine crews had to face in the shallow waters of the North Sea or near the coasts. (And yes, I did play a lot with Aces of the Deep and Silent Hunter III :D)

On the other hand, submarines will be more mobile (will move 20-30% faster) and will have the recon and the camo trait both at periscope depth and when dived deep. These latter changes will make submarines more useful and harder to detect and the recon movement trait will also provide them with a better chance to escape when surrounded by destroyers.
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guille1434
Major-General - Jagdtiger
Major-General - Jagdtiger
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Re: Battlefield: Europe MOD v1.9

Post by guille1434 »

McGuba: Excellent idea about the uses of shallow sea hexes, and about importing Intenso's idea of using sea bottom mines! This, can be combined with tweaking the naval units movement types by giving heavy naval unis a somewhat limited movement speed while navigating through shallow seas, but not to light units (like patrol boats, destroyers, etc...)

This big mod is getting better and better! Congratulations!! :-)
hugh2711
Sergeant Major - SdKfz 234/2 8Rad
Sergeant Major - SdKfz 234/2 8Rad
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Re: Battlefield: Europe MOD v1.9

Post by hugh2711 »

jimmy c: there is no prestige or benefit in disbanding those vichy french units. I think there is no point in triggering husky then taking back tunis as my biggest problem as I am usually over the unit limit despite: I disband the hungarian security info and anything else that is low strength and non-upgradable and ruthlessly use the satellite nations as cannon fodder. I have a few units hanging around the caucasus doing nothing for years waiting for unit slots to open up as I have to wait for decent tanks (tigers) before actually taking the oil wells hence i dont think it is worth losing tunis. This is all on medium strength, I dont think I can do the 'realistic' one.
GeneralWerner
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Re: Battlefield: Europe MOD v1.9

Post by GeneralWerner »

Hello McGuba,
what about changing Tunis to a port city? If the battle of Tunisia goes wrong it could be nice to have a chance to evacuate some troops from Tunis.
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