Italian campaign

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AgentX
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Post by AgentX »

Great work. Been enjoying the first few maps, but I have a problem. I'm on the fourth map, Presov I believe. In the deployment phase, it says that I have 15 core slots, but it won't let me purchase any new units (no slots available message). I only have the 10 unit core carried over from previous maps, but can't increase it to 15 that it says I'm allowed to have. I only have the one artillery and this map is looking to be too hard to complete without increasing my core. Also, do you have SE units in this mod? I haven't seen any yet, so was curious.
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Post by nikivdd »

AgentX wrote:Great work. Been enjoying the first few maps, but I have a problem. I'm on the fourth map, Presov I believe. In the deployment phase, it says that I have 15 core slots, but it won't let me purchase any new units (no slots available message). I only have the 10 unit core carried over from previous maps, but can't increase it to 15 that it says I'm allowed to have. I only have the one artillery and this map is looking to be too hard to complete without increasing my core. Also, do you have SE units in this mod? I haven't seen any yet, so was curious.
Sofar nobody has reported a problem with this scenario. I always managed to buy additional core units . Also Fritz who was been giving lots of feedback never mentioned anything of the sort.
The install package comes with a modified equipment.pzeqp file, so that you can receive (up to 3) Italian and few "lended" SE units for getting a DV.
So i could start the scenario with 15 core+3 SE units and the 5 German auxiliary units.
Ofcourse you need enough prestige to buy additional units but lack of prestige is i think just not possible in this campaign. In the Presov scenario you get a lot of prestige (lots of flags to take) which will be handy in the following scenario's.
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AgentX
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Post by AgentX »

Maybe I need to restart the campaign since I started it with a previous version. Ya, prestige wasn't the problem; I just couldn't purchase anything. Oh, I'm using the Generic Mod Enabler, but that has been working great with all other mods. I can send you the save file, if you like. Send me a PM with your email and I'll send it to you.
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AgentX
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Post by AgentX »

OK, nikivdd. I reinstalled and started a new campaign. Once I did, I remembered something that stuck out the first time around, but I forgot about it. That was the roads didn't really seem to be there and units were getting bogged down. So, I opened some maps in the editor to see what was up and found a problem on many of your maps: you only placed roads as an overlay and didn't use the "Terrain Features" function so the roads are truly there. To test, I hit "Generate Tiles" and all the roads would disappear. So far, it seems to be the early maps that have this problem; like you made the maps differently as you got used to the editor. I would suggest going through all the maps and lay down roads with the "Terrain Features" to make sure roads are really there and then test with "Generate Tiles". NOTE 1: after using "generate tiles" subtle overlay changes you may have made will also disappear (such using a different terrain tiles than originally provided for aesthetic reasons or adding things like stations). If so, you may have to touch up the maps again. NOTE 2: rivers and rail lines will also not "be there" if the "Terrain Features" function isn't used for them as well.

Maps with zero roads after "Generate Tiles": Albania, Elba, Malaga, Nice and Presov. Of these, Malaga, Nice and Presov are major problems because of their terrain. Malaga is mostly mountains and hills. Nice because it is mostly forests and hills (Nice also has disappearing rail lines). Presov because of it being mostly countryside and forests. Some of the other maps have partial disappearing roads, but are not nearly a problem. The ones I listed, though, have no roads at all and make it very difficult to navigate. I have since updated your maps and going for another play through.
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Post by nikivdd »

AgentX wrote:OK, nikivdd. I reinstalled and started a new campaign. Once I did, I remembered something that stuck out the first time around, but I forgot about it. That was the roads didn't really seem to be there and units were getting bogged down. So, I opened some maps in the editor to see what was up and found a problem on many of your maps: you only placed roads as an overlay and didn't use the "Terrain Features" function so the roads are truly there. To test, I hit "Generate Tiles" and all the roads would disappear. So far, it seems to be the early maps that have this problem; like you made the maps differently as you got used to the editor. I would suggest going through all the maps and lay down roads with the "Terrain Features" to make sure roads are really there and then test with "Generate Tiles". NOTE 1: after using "generate tiles" subtle overlay changes you may have made will also disappear (such using a different terrain tiles than originally provided for aesthetic reasons or adding things like stations). If so, you may have to touch up the maps again. NOTE 2: rivers and rail lines will also not "be there" if the "Terrain Features" function isn't used for them as well.

Maps with zero roads after "Generate Tiles": Albania, Elba, Malaga, Nice and Presov. Of these, Malaga, Nice and Presov are major problems because of their terrain. Malaga is mostly mountains and hills. Nice because it is mostly forests and hills (Nice also has disappearing rail lines). Presov because of it being mostly countryside and forests. Some of the other maps have partial disappearing roads, but are not nearly a problem. The ones I listed, though, have no roads at all and make it very difficult to navigate. I have since updated your maps and going for another play through.
I figured it out after several scenario's. Since then i put the roads and railroads before filling in the map with the different terrains.
Since scenario 6 i did it as you wrote, only afterwards changing some road tiles into bridge tiles and looking for an eventual mistake.
It is all a learning process and it has been fun :).
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AgentX
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Post by AgentX »

nikivdd wrote:I figured it out after several scenario's. Since then i put the roads and railroads before filling in the map with the different terrains.
Since scenario 6 i did it as you wrote, only afterwards changing some road tiles into bridge tiles and looking for an eventual mistake.
It is all a learning process and it has been fun :).
It is fun. I'm not much of map maker myself, but discovered it is fun to mess with the editor (and fairly easy; great job by the developers!). I did a mod job on the West Coast map because I wasn't very pleased how the San Francisco Bay turned out (being from the area, I thought a better representation could be made). It started as just redoing the Bay Area, but then had so much fun, I started adding all kinds of other little additions that it kind of became a project. That's how I came across laying roads with the Terrain Features function instead of road overlays (by some trial and error).

Anyways, I fixed the roads on my copy of your campaign and everything is working great. I've gotten a SE unit and I can buy more units. I believe my first problem of not being able to buy units was because I was working off of an old save from your first version (even though I had an updated campaign file). All is fine now and I have better movement with the addition of "real" roads. If I come across any other bugs/oddities, I'll give you an update.
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Post by nikivdd »

Progress report:

Done sofar:

Corrected a mistake in the equipment file (forgot to add bonus to a SE unit);
Updated equipment file with Turkish units;
Retested scenario 1-4;
Moved campaign start to the Barbarossa icon (like in German campaign); at least everyone can choose lvl of difficulty then.

To do:

Retesting scenario 5-end
Playtest scenario Crete
Develop scenario Cyprus maybe or if someone has a better idea

In the meantime also doing feedback related adjustments to the German campaign.
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gargamelbg
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Post by gargamelbg »

Thanks for this great campaign. The gameplay is smooth and the scenarios are balanced.

I am still midway through the Campaign at the deployment phase of the Besarabia scenario.

Will provide feedback once I finish the entire campaign. So far only positive notes. Keep up the great work. I will be starting your German campaign soon too.

Only aspect I didn't like too much until now is that the Campaigns are way too close in terms of days/months/years of the war, hence you have to play many scenarios without many options for upgrades of Artillery, Tanks, Fighters and Tactical Bombers. But this is small price to pay when the campaign itself is that good and balanced.
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nikivdd
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Post by nikivdd »

gargamelbg wrote:Thanks for this great campaign. The gameplay is smooth and the scenarios are balanced.

I am still midway through the Campaign at the deployment phase of the Besarabia scenario.

Will provide feedback once I finish the entire campaign. So far only positive notes. Keep up the great work. I will be starting your German campaign soon too.

Only aspect I didn't like too much until now is that the Campaigns are way too close in terms of days/months/years of the war, hence you have to play many scenarios without many options for upgrades of Artillery, Tanks, Fighters and Tactical Bombers. But this is small price to pay when the campaign itself is that good and balanced.

I had to be a bit imaginative when comes to units. For SE units there are a few "unitalian" units which i subtle call german overstock :).
Unfortunately the vanilla version doesn't come with many italian units, i hope a big vanilla update will at least add a few more.
I'm also waiting for the desert tiles.
Thanks for the feedback.
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gargamelbg
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Post by gargamelbg »

I have finished the Italian campaign on the older v3.3. Will install the new 4.0 with the three added scenarios today and start it from scratch.
As for the 3.3 version, since it is through the original tutorial spot, I can't say what difficulty I played it on :)

My overall feedback for the campaign is quite positive. I would score it at 8 out of 10 on my personal scale :). I would refrain from feedback such as missing flag there or missing city name there but mostly focus on maps and gameplay.

Positive Notes:
Great idea for creating an italian campaign
Smooth game play
Most of the Maps are not way too big or way too overcrowded with units
Malaga and Nice are very nice ideas and enjoyable maps.
Bessarabia is unique and by far the best scenario within the campaign (up to greece2) and arguably the best scenario I have played in PanzerCorps so far (within all campaigns, vanilla or otherwise). I really enjoyed it.
The greece scenarios are also great with very cool progress gameplay but I have some negative feedback for those.

Strike and suggestion Notes:
I find the Presov scenario useless and a bit annoying, especially with the tons of city hexes in the east side of the map. If this was my campaign I would have drop it, but it is not so just sharing feedback :)
The albania map should be expanded a bit if possible
Mareth: although a good and enjoyable scenario, I didn't like the map configuration. In terms of the huge vertical size compared to the horizontal size.
For the lack of depth in the Italian units, I would have enjoyed a small token force of other Aux Axis nations in most of the scenarios. Even if that would mean decreased size of the deployment options from the italian core. For example: German/Bulgarian token force in the Greece scenarios, Larger German Token force for Mareth, etc.
Idea: Squeeze Yugoslavia map in and/or combine with North Greece
Navy: the Italian navy should have more presence throughout the whole campaign.

Overall a great campaign that I enjoyed playing. by far the best of the custom campaigns available so far and I can't wait to start the 4.0 from scratch. Do you plan to add more scenarios to this campaign that will be savegame compatible with the new 4.0?
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Post by nikivdd »

gargamelbg wrote:I have finished the Italian campaign on the older v3.3. Will install the new 4.0 with the three added scenarios today and start it from scratch.

Strike and suggestion Notes:
I find the Presov scenario useless and a bit annoying, especially with the tons of city hexes in the east side of the map. If this was my campaign I would have drop it, but it is not so just sharing feedback :)
The albania map should be expanded a bit if possible
Mareth: although a good and enjoyable scenario, I didn't like the map configuration. In terms of the huge vertical size compared to the horizontal size.
For the lack of depth in the Italian units, I would have enjoyed a small token force of other Aux Axis nations in most of the scenarios. Even if that would mean decreased size of the deployment options from the italian core. For example: German/Bulgarian token force in the Greece scenarios, Larger German Token force for Mareth, etc.
Idea: Squeeze Yugoslavia map in and/or combine with North Greece
Navy: the Italian navy should have more presence throughout the whole campaign.

Overall a great campaign that I enjoyed playing. by far the best of the custom campaigns available so far and I can't wait to start the 4.0 from scratch. Do you plan to add more scenarios to this campaign that will be savegame compatible with the new 4.0?
First of all thanks a lot for your feedback.
It would be a pleasure to answer your remarks:
1) The Albania map was one of the first to make. Since the Italian core was rather limited i chose for a smaller map.
And there you make a point: some aux units, even from other axis minor countries.
2) In the Greece scenario's i could have added aux units as well (German/Bulgarian) but that would require a complete map re-balance. Or just a different map.
3) The map of the Mareth scenario was actually an experiment and the desire to have a scenario in North-Africa (without desert tiles). There are only a few German units but that's enough to meet the scenario's objectives.
4) Presov might be a different story. I will redo it from scratch (taking your feedback into account). But it is all part of a learning process.

Considering all feedback i received for this campaign, an overhaul would be fun. More navy, more aux axis minors, even new maps.
After finishing the v0.3 for my German campaign, than i will continue with the Italian campaign.
If there is no vanilla patch available by then (not the beta one), the 0.4x updates should be savegame compatible.
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Post by Phazorx »

Thanks for the campaign, was quite some fun!
few notes:
1. I was not expecting Pe-8 bombers and LaGG planes in Besarabia in these amounts - LaGG-3 weren't really available by time soviets invaded Romania (June 1940) and Pe-8 was not mass produced (there was like ~15-20 at time of German offensive a year later). I'd recommend TB-3 instead but perhaps in greater numbers same for I-16 instead of LaGG
2. Again at Besarabia - reason why i was able to completely wipe out RKKA in 17 turns were their silly usage of trucks. They would have been much better of w/o them at all because 50% of their losses in any turn were due to them being packed on wheel in middle of roads in clear sight and without much defenses nearby. I'd recommend taking tracks from all infantry (that way it is closer to reality too) and perhaps even from some arty.
3. At some mid-campaign, with no upgrades possible and relatively weak units (compared to what i had in middle of original German campaign) it became quite troublesome to find what to do with prestige aside of constantly rotating hurt units on field with fresh ones. 13-14 strength bersaglieri unit were on par with 10 strength British infatry section, but when it comes to tanks or planes i needed 3x numbers to have a chance not to loose much and still do damage. One lucky mosquito @ Crete completely wiped 10 strength fighter wing of mine. Perhaps introducing Czechoslovakian tanks or hungarian Jägers or captured soviet/british or prototype planes would add some variety.
4. Italian Army by mid war realized that their tanks were inefficient and most were converted into Semovente SPGs while buying designs and tanks from Germany and even Slovakia. I dont think neither of these aspects have been appropriately covered in the campaign.

As far as asking for more maps - few ideas:
1. Invasion of Crimean peninsula from sea (while Germans push through Perekop)
2. Moldavia and Southern Ukraine battles around black sea (Besarabia retaliation if you wish)
3. Anti-Partizan operations in Balkans, few smaller 10-12 core battles could be fun.
4. More Afrikan maps of course.
5. Defending Sicily vs US and British assault (somewhere near the end of tree perhaps?)
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Post by nikivdd »

Phazorx wrote:Thanks for the campaign, was quite some fun!
few notes:
1. I was not expecting Pe-8 bombers and LaGG planes in Besarabia in these amounts - LaGG-3 weren't really available by time soviets invaded Romania (June 1940) and Pe-8 was not mass produced (there was like ~15-20 at time of German offensive a year later). I'd recommend TB-3 instead but perhaps in greater numbers same for I-16 instead of LaGG
2. Again at Besarabia - reason why i was able to completely wipe out RKKA in 17 turns were their silly usage of trucks. They would have been much better of w/o them at all because 50% of their losses in any turn were due to them being packed on wheel in middle of roads in clear sight and without much defenses nearby. I'd recommend taking tracks from all infantry (that way it is closer to reality too) and perhaps even from some arty.
3. At some mid-campaign, with no upgrades possible and relatively weak units (compared to what i had in middle of original German campaign) it became quite troublesome to find what to do with prestige aside of constantly rotating hurt units on field with fresh ones. 13-14 strength bersaglieri unit were on par with 10 strength British infatry section, but when it comes to tanks or planes i needed 3x numbers to have a chance not to loose much and still do damage. One lucky mosquito @ Crete completely wiped 10 strength fighter wing of mine. Perhaps introducing Czechoslovakian tanks or hungarian Jägers or captured soviet/british or prototype planes would add some variety.
4. Italian Army by mid war realized that their tanks were inefficient and most were converted into Semovente SPGs while buying designs and tanks from Germany and even Slovakia. I dont think neither of these aspects have been appropriately covered in the campaign.

As far as asking for more maps - few ideas:
1. Invasion of Crimean peninsula from sea (while Germans push through Perekop)
2. Moldavia and Southern Ukraine battles around black sea (Besarabia retaliation if you wish)
3. Anti-Partizan operations in Balkans, few smaller 10-12 core battles could be fun.
4. More Afrikan maps of course.
5. Defending Sicily vs US and British assault (somewhere near the end of tree perhaps?)
Thanks a lot for your feedback. Much appreciated.
The equipment file i use is the vanilla version but i added a few extra's. I didn't change any of the availability dates of units (except for infantry/artillery) in that portion that came with the game. The decent Italian AT equipment is only available in 1942 (last scenario sofar is in 1941). The TB-3 is unfortunately not in that equipment file present. Foreign tanks is partially covered because you can receive them as a special unit (althou i am not happy those units don't carry Italian flag). I would like to expand the equipment file further with tanks/planes build under license and captured tanks/planes. For esthetic reasons it would also imply new icons. The only disadvantage with a new equipment file is that it makes the game not savegame compatible.
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Post by nikivdd »

Update v0.41 (11/09)
Update v0.42 (12/09)
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Post by nikivdd »

Progress report... additional ideas always welcome.

I really got some great feedback and i am trying to translate that into a new version.
-Scenario changes:
Scenario 1: BA.65 replaced by BR.20;
Scenario 2: Nat/Rep units replaced by those from the equipment file;
Scenario 3: Bigger map, larger navy, added units from Bulgaria and Romania (already in v0.42);
Scenario 4: Warsaw replaces Presov (already in v0.42);
Scenario 5: navy added, minor map changes;
Scenario 6: new map - Italian and German invasion of Tunesia (invasion from the south and north-east);
Scenario 7: new scenario (Sidi Barrani);
Scenario 8: Pe-8 replaced by Pe-2 and Tu-SB and added a German token force;
Scenario 9: added Bulgarian and Romanian units, minor map changes;
Scenario 10: new deployment hexes SW of map, navy added, German forces in NW of map;
Scenario 11: no changes (removed Mosquito in v0.42);
Scenario 12: German planes added;
Scenario 13: navy added.
-Equipment file expansion. Under license you can now build CZ tanks. SE units are always German armour units (lend-lease) and thus gives your core extra punch.
Enemy captured units like CharB1 and Mathilda II. Several new Italian units like RE.2000 and RE.2005. Italian tank-destroyer earlier available as prototype.

All scenario's are being re-playtested for this version. Already had to make a few prestige adjustments. Sofar i've tested up to scenario 9.
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Post by Phazorx »

nikivdd wrote:Progress report... additional ideas always welcome.

-Equipment file expansion. Under license you can now build CZ tanks. SE units are always German armour units (lend-lease) and thus gives your core extra punch.
Enemy captured units like CharB1 and Mathilda II. Several new Italian units like RE.2000 and RE.2005. Italian tank-destroyer earlier available as prototype.

All scenario's are being re-playtested for this version. Already had to make a few prestige adjustments. Sofar i've tested up to scenario 9.
Not sure if this is a bug, but i got SE German Inf rather than a tank after Warsaw (in Sd.Kfz instead of truck if it matters).
And Nice still feels quite empty, especially SW corner. I just steamrolled twice along the coast with 2 alpini in trucks capping everything else aside of W part. Not sure what can be done, but terrain is supposed to make it challenging for invaders, however my feeling - french lack not so much as defenses but sane way of placing them. Another thing - even comparative to poles, french have sub par air defenses (both AA and planes)
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Post by nikivdd »

Phazorx wrote: -Equipment file expansion. Under license you can now build CZ tanks. SE units are always German armour units (lend-lease) and thus gives your core extra punch.
Enemy captured units like CharB1 and Mathilda II. Several new Italian units like RE.2000 and RE.2005. Italian tank-destroyer earlier available as prototype.
Not sure if this is a bug, but i got SE German Inf rather than a tank after Warsaw (in Sd.Kfz instead of truck if it matters).
From v0.5
Phazorx wrote: And Nice still feels quite empty, especially SW corner. I just steamrolled twice along the coast with 2 alpini in trucks capping everything else aside of W part. Not sure what can be done, but terrain is supposed to make it challenging for invaders, however my feeling - french lack not so much as defenses but sane way of placing them. Another thing - even comparative to poles, french have sub par air defenses (both AA and planes)
For the next version a navy is added and some additional units. As part of your feedback i will re-arrange the French units and add a few more. Perhaps than it will be more of a challenge. Thanks for your input, it is much appreciated.
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Re: Italian campaign

Post by Eltare »

nikivdd wrote: 12)Caucasus, core=23, turns=30-------------------------------------------Malta
13)-----------------------------------------------------------------------------Caucasus
14)-----------------------------------------------------------------------------Sevastopol
15)-----------------------------------------------------------------------------Rostov
Hmm ... Hint. Sevastopol was taken by the Wehrmacht July 4, 1942. For the first time subjected to the bombardment of the first day of the war with the USSR. Liberated by Red Army in 9 May 1944.

Battle for the Caucasus (as part of the Stalingrad Battle) was July 25, 1942 to Octomber 9, 1943.

The planned scenario - a liberation of Sevastopol troops of the Red Army?
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Re: Italian campaign

Post by nikivdd »

Eltare wrote:
nikivdd wrote: 12)Caucasus, core=23, turns=30-------------------------------------------Malta
13)-----------------------------------------------------------------------------Caucasus
14)-----------------------------------------------------------------------------Sevastopol
15)-----------------------------------------------------------------------------Rostov
Hmm ... Hint. Sevastopol was taken by the Wehrmacht July 4, 1942. For the first time subjected to the bombardment of the first day of the war with the USSR. Liberated by Red Army in 9 May 1944.

Battle for the Caucasus (as part of the Stalingrad Battle) was July 25, 1942 to Octomber 9, 1943.

The planned scenario - a liberation of Sevastopol troops of the Red Army?
Sevastopol is actually related to an idea from Phazorx (few posts earlier). I haven't scheduled any Red Army liberation scenario's. Since this isn't a historical campaign, it gives me a lot more latitude to do whatever i want, so is the scenario Caucasus in this campaign a coöperation between Italian and Turkish forces. So will be Rostov. Sevastopol (will actually be named Crimea) will be an invasion from two sides; Germans from the north end, Italians and Turks from the east. It is all still in a designing phase and nothing is tested as yet.
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Post by Phazorx »

nikivdd:
Could you enlighten me if such idea is possible to implement:
Say after certain critical mission amount of core units get reduced and player is only allowed to keep, for example, 8-10 "most loyal/experienced" core units (or just keeping only ground units, or only infantry/tanks or at worst - greatly reducing core slots to emulate lack of manpower).
This can be used as a leverage for a campaign twist scenario, where a general (represented by player) switches sides from Duce and joins allied/resistance side to fight against Benito. And hence it would lead to re-playing same/similar maps but participating on the other side and at different time with quite changed setting and goals.
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