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Re: Maelstrom (Allied Corps) - US Campaign

Posted: Sun Mar 18, 2012 2:33 am
by El_Condoro
wikipedia, the font of all knowledge wrote:Allied forces in this attack consisted of 5 cruisers, 24 destroyers, 238 landing craft, 62+ other ships, 40,000 soldiers, and 5,000+ vehicles
The links tell me what a cruiser, destroyer et al were/are. :) I assume they were heavy cruisers but maybe not.

Re: Maelstrom (Allied Corps) - US Campaign

Posted: Sun Mar 18, 2012 3:13 am
by HBalck
Here are all ship names used for Operation Avalanche:
Force "H"
H.M.S. Nelson, HMS Nelson
H.M.S. Rodney, HMS Rodney
H.M.S. Warspite, HMS Warspite
H.M.S. Valiant, HMS Valiant

Northern Attack Force
H.M.S. Mauritius, HMS Mauritius
H.M.S. Uganda, HMS Mauritius
H.M.S. Orion, HMS Ajax
H.M.S. Delhi, D-Class CL
H.M.S. Robert, HMS Roberts

Desron 19
H.M.S. Laforey, L Class DD
H.M.S. Lookout, L Class DD
H.M.S. Loyal, L Class DD
H.M.S. Nubian, Tribal Class DD
H.M.S. Tartar, Tribal Class DD

Desron 21
H.M.S. Mendip, Hunt Cl I/III DE
H.M.S. Dulverton, Hunt Class II DE
H.M.S. Tetcott, Hunt Class II DE
H.M.S. Belvoir, Hunt Cl I/III DE
H.M.S. Brocklesby, Hunt Class II DE
H.M.S. Quantock, Hunt Cl I/III DE
H.M.S. Blackmore, Hunt Class II DE
H.M.S. Brecon, Hunt Class IV DE
H.M.S. Beaufort, Hunt Class II DE
H.M.S. Exmoor, Hunt Cl I/III DE
H.M.S. Pindos (Greek), Hunt Cl I/III DE
H.M.S. Ledbury, Hunt Class II DE
H.M.S. Blankney, Hunt Class II DE

L.C.G.1, UK LCT(R)
L.C.G.2, UK LCT(R)

H.Balck

Re: Maelstrom (Allied Corps) - US Campaign

Posted: Sun Mar 18, 2012 3:16 am
by El_Condoro
That's great. All of Force H is in the scenario but it was Anzio that I nneded names for - are they the other names? btw are they from a publicly available source or your own - very good - source?

Re: Maelstrom (Allied Corps) - US Campaign

Posted: Sun Mar 18, 2012 3:38 am
by HBalck
That's great. All of Force H is in the scenario but it was Anzio that I nneded names for - are they the other names? btw are they from a publicly available source or your own - very good - source?
TF Anzio Naval Support
USS Boise, Naval Hvy
USS Brooklynn, Naval Hvy
USS Kendrick, Naval Lt
USS Parker, Naval Hvy
HMS Loyal, Naval Lt
HMS Mauritius, Naval Hvy
HMS Orion, Naval Hvy
HMS Spartan, Naval Hvy

BTW its all from my big map mod scenarios Anzio and Salerno ! Note my maps are 1km = 1 Hex and I use the Company scale. The maps are much bigger like yours - I have Neapel and also Rome include and I use only my own units - looks much better.
Also I use switchable ships - my destoyers can switch between normally, long range artillery and Air defence fire.

If you like it, we can work together on an more historically Allied Corps , with my big maps, my units, 3D (animated png) heros and my own parameters.

H.Balck

Re: Maelstrom (Allied Corps) - US Campaign

Posted: Sun Mar 18, 2012 5:19 am
by El_Condoro
Thanks for the ship names. I don't think it would work working together - we have very different ideas on how things should be done. :) I don't like 1km = 1 hex scale as it means there are too many units on nthe map and too much screen scrolling to do. There is also the direct fire issue; until that is sorted out I don't think less than battalion scale will seem right. E.g. Panthers and Tigers could kill at 2km range (2 hexes in your scale) but PzC won't allow direct fire to 2 hexes. Anyway, something for the future. Cheers.

Btw Spartan was sunk at Anzio. Glide bombs are another thing to try to emulate in PzC - they were quite effective.

Re: Maelstrom (Allied Corps) - US Campaign

Posted: Sun Mar 18, 2012 10:36 am
by HBalck
OK no problem - Best wishes for your own project.
Let me know if you need some help with the historical troop names and organization.

H.Balck

Re: Maelstrom (Allied Corps) - US Campaign

Posted: Mon Mar 19, 2012 1:04 pm
by bebro
Had to take a little break from the Pacific and played scn 2 and 3 of this (still colonel)

Got DVs in both, the 3rd was the easiest with DV at turn 6. At first it seemed difficult to break the German defensive line, but once I got past those bunkers, arty, forts, etc. the rest was easy. I'm wondering if there should have been more triggered AI activity (compared to no. 2 where there seemed to be more)...

Some comments:

1. I guess it was intendet to get Rome unguarded, but that made this part of scn2 quite easy. It also meant that the AI lost its last airfield, so stopped using its planes from then.

The remaining stayed inactive - I had this prob in USMC first too until I realised that the AI does not do much with air units if it has no airfield in possession. Since I didn't want to have lots of unhistoric airfields on my maps I gave the AI "hidden" airfields in some scns to help - one or two AI flagged airfield hexes, but with normal landscape overlay in remote areas of the map.

2. I had overlooked first that I should capture VHs using US troops, wondering if that limitation is really worth it. I had Brit units occupying Rome quite fast, but had still to move a US unit in the get the DV, even when all was under allied control.

3. Found prestige very tight after the 2nd, but okish after the 3rd scn. I didn't reach the full 15 unit core in scn2, only in no. 3, but with the lot of aux this was no prob. Bought another SPAT (Hellcat) and SPArt (M7) and a Greyhound recon in No.2, later a second tank (76mm long-barrel Sherman) and one more inf.

Upgrading is rather a pain, since there are no upgrade families at all it seems. Dunno if you want to have those in, that would make things easier, and would make sense for some unit lines, but maybe you want to keep it like it's now for the extra challenge. Another option would be to play around with the general modifier for upgrades...

4. I find myself deliberately wasting aux units as cannonfodder. It also has to do with the many (scripted I think) AI counterattacks - they make the scns less predictable, but during the first play also sometimes a tad confusing. So I throw those aux units forward to get the AI out, then bring in my cores or other aux for destroying the enemy. It is not really a problem though, just an observation.

Re: Maelstrom (Allied Corps) - US Campaign

Posted: Mon Mar 19, 2012 1:22 pm
by El_Condoro
Turn 6 for Anzio Breakout! You must be really good or there's something wrong with the victory conditions. You took both Valmentone and Rome with US units by turn 6? Lmk because that is just crazy. :)

Re: Maelstrom (Allied Corps) - US Campaign

Posted: Mon Mar 19, 2012 1:27 pm
by bebro
Nono, the Rome scn was (Anzio breakout) was a DV at turn 9, the next one (Gothic line) was at 6). I probably got the scns mixed up :shock:

Re: Maelstrom (Allied Corps) - US Campaign

Posted: Mon Mar 19, 2012 1:31 pm
by El_Condoro
OK, now I am even more amazed! You took Bologna by turn 6! I was barely able to take it by turn 12 and I know the scenario.

Re: Maelstrom (Allied Corps) - US Campaign

Posted: Mon Mar 19, 2012 1:40 pm
by bebro
Hm, could it be that something did not trigger? Compared to the scn before I noticed not much in armored counter-attacks - it was mainly taking out the line of bunkers, arty in the mountains, after that only some isolated enemy units. Bologna itself had only a heavy arty in it, and some other arty outside, which were quickly taken out by tanks or SPAT.

Also, IIRC there was this warning in the briefing not to leave own ed hexes unguarded - I made sure i had some unit in every flagged hex, but noticed no enemy units behind my lines.

Oh, one thing - is the Ita biplane fighter intendet in the Rome scn? Wondered about him, did they indeed still use the CR42 at this point?

Re: Maelstrom (Allied Corps) - US Campaign

Posted: Mon Mar 19, 2012 1:46 pm
by El_Condoro
It seems the triggers are not working for you. I use a lot of triggers to imitate the gradual falling back of divisions instead of them being wiped out. For example, at Anzio Breakout, if you wipe out the HG PG Division around Valmentone they will appear (with reduced strength and experience) around Rome, as will almost all the divisions on the map (further toward the back, not around Rome). Similarly on the Gothic Line - if Bologna was only defended so weakly I think triggers aren't happening properly. Leaving a covering unit in the objectives is what you're being encouraged to do - Germans won't appear unless they are left undefended, so you're doing the right thing.

If triggers are working as they should, I don't think Anzio Breakout nor Gothic should be anywhere near as easy as you have found them. Now, how to confirm and isolate the issue? Perhaps look at the scenarios in the editor and try to remember if you encountered all the units you should have?

Re: Maelstrom (Allied Corps) - US Campaign

Posted: Mon Mar 19, 2012 1:58 pm
by El_Condoro
I'm still trying to find my air force source but this from the Wikpedia CR.42 listing: "In February 1944, after the Allies had landed at Anzio, 1.Staffel and 2.Staffel, based at Centocelle Airport in Rome, attacked Allied units in southern Latium, mostly in moonlit night raids. NSGr9 attacked enemy troops in the Monte Cassino area. The CR.42 proved to be useful as a light bomber at night but subsequently NSGr9 began to be equipped with the Ju 87D. 2.Staffel kept using the Fiat biplanes until mid-1944. On 31 May, the unit still had 18 Falchi, 15 of which were operational.[53]"

Re: Maelstrom (Allied Corps) - US Campaign

Posted: Mon Mar 19, 2012 4:22 pm
by bebro
Looked briefly into the editor - I probably made a mistake while installing the mod. So I had the wrong eqp file, the editor had a number of units marked "invalid", and I guess in this case the game just leaves them out completely.

Oh well, there goes my belief that I'm a strategic genius... ;)

For the rest of the week I'll concentrate on getting the USMC mod out, but I'm sure I give this another go later, since it is certainly fun to play. :)

Re: Maelstrom (Allied Corps) - US Campaign

Posted: Mon Mar 19, 2012 8:19 pm
by El_Condoro
That's good news from my point of view. Actually, if you're using the wrong e-file most of the defenders won't show up because they are the 'hold' units, which make life very difficult for the attacker. I'm sure you'll find it much more difficult with their presence! btw you are still a military genius :)

Re: Maelstrom (Allied Corps) - US Campaign

Posted: Mon Mar 19, 2012 10:49 pm
by El_Condoro
Well, it's caused me to pull out most of what little hair I had remaining! I cannot find the online source I used for the Luftwaffe units involved in Operation Diadem at Anzio. I can see the web page in my head but I can't find it no-how. :(

So, if anyone can link me to a good Luftwaffe OOB for Italy 1943-45 or just Jan 1944 that would be great. Cheers

Re: Maelstrom (Allied Corps) - US Campaign

Posted: Mon Mar 19, 2012 11:04 pm
by VPaulus
Why don't you search in your browser history log?
As long you haven't erased your cache...
At least with Firefox you're able to do it.

Re: Maelstrom (Allied Corps) - US Campaign

Posted: Mon Mar 19, 2012 11:09 pm
by El_Condoro
Tried that without success - without going into every link, of which their are dozens, I can't tell from the URL in most cases.

[Edit]: OK, everyone can stop worrying - I found my source

I have adjusted the units a bit using a 2 planes = 1 strength point basis. I also added an airfield further to the north of Rome in case wily players take out Rome and the other airfield quickly.

Re: Maelstrom (Allied Corps) - US Campaign

Posted: Thu Mar 22, 2012 4:34 pm
by bebro
Just to make sure I understood everything - for the installation, basically the only files under My Games\Panzer Corps\Mods are the GUID file and the data folder having:

- the campaign.pzdat
- all pzscn and pzloc files plus the "briefings" subfolder

All other files, incl. the rest from data/ (like equipment etc) are for GME's mod folder?


I probably did not install the latter correctly, therefore the problems.

I also ask because I have to do a similar split installation for the USMC. I had not done this with the first version, but it seems to be needed. It's a never-ending story with me and GME... :shock:

Re: Maelstrom (Allied Corps) - US Campaign

Posted: Thu Mar 22, 2012 9:23 pm
by El_Condoro
Yes, that's right. The split system is needed so that the campaign shows up in the list of custom campaigns and everything else that's needed for the mod is done through the GME.

So, in summary, it's

camapign.pzdat, pzscn, pzloc and briefings to my documents\...
everything else to the GME mods folder and install (there will be a conflict message about efx.pzdat due to sound mod)