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Re: Allied: Sidi Barrani

Posted: Sat May 11, 2013 6:53 pm
by maho1973
Beta 2 Version
- The line of the hills in the west (2,12), (3,12), (4,12), (5,11), (6,12), (7,11), (8,11) do not match, also in the east (22,14), (21,13), (21,12), (22,12), (23,12), (24,12), (25,11), (26,12) :!:
- Usually you get 100 pp for a VH, but for capturing Buq Buq (VH also) I got only 50 pp :shock:
- No Italian AA ?

Re: Allied: Sidi Barrani

Posted: Sun May 12, 2013 9:42 am
by Ballacraine
You beat me to that, Maho. :lol:

Balla. 8)

Re: Allied: Sidi Barrani

Posted: Tue May 14, 2013 7:46 pm
by zappel
Beta2 - Colonel - DV at turn 11

Not really spectacular, just a normal scenario - nothing more to say.

Re: Allied: Sidi Barrani

Posted: Sat May 18, 2013 12:19 am
by mark923
In Beta 2, the scenario ended with the capture of the VHs (and a Triumph) while I was poised to take the $$ bonus hex on the next turn. I would rather the scenario did not end prematurely and would reflect a real commander's appropriate decision to go after main objectives first and then secondary objectives if there is time and sufficient capability

Re: Allied: Sidi Barrani

Posted: Sat May 18, 2013 7:42 pm
by maho1973
Beta-3 - colonel level - triumph 13/18 - prestige: 1314 (start, after purchases) / 2214 (end) + 2000 (victory bonus)
purchases: 2 bristol beaufighter mk if
upgrades: infantry ===> engineer
The hills in the West as in the East are still not displayed correctly. :roll:
Usually you get 100 pp for a VH, but for capturing Buq Buq (VH also) I got only 50 pp :shock:

Re: Allied: Sidi Barrani

Posted: Sat May 18, 2013 9:27 pm
by Rudankort
maho1973 wrote:Usually you get 100 pp for a VH, but for capturing Buq Buq (VH also) I got only 50 pp :shock:
Interesting. Do you have a replay or a saved game or anything else which could help to investigate?

Re: Allied: Sidi Barrani

Posted: Sun May 19, 2013 9:17 am
by maho1973
I'll replay the scenario and could do snapshots before and after capturing Buq Buq or make a replay.
Btw: How exactly does the replay, because I have not used this feature yet?

Re: Allied: Sidi Barrani

Posted: Sun May 19, 2013 12:56 pm
by Brenmusik
The oppertunity to save a replay is at the end of the scenario. There is a button bottom right, on the "victory screen"

Re: Allied: Sidi Barrani

Posted: Sun May 19, 2013 2:18 pm
by maho1973
Thanks for the note. The button I've already seen, so it is sufficient simply to press this button? - How can I play these replays?

Re: Allied: Sidi Barrani

Posted: Sun May 19, 2013 2:21 pm
by ThvN
maho1973 wrote: How can I play these replays?
From the main menu, use 'Load game'; next screen, in the upper right corner, there is a tab called 'Replays': select this and a list of saved replays is shown.

Re: Allied: Sidi Barrani

Posted: Mon May 20, 2013 8:32 am
by maho1973
ThvN wrote:
From the main menu, use 'Load game'; next screen, in the upper right corner, there is a tab called 'Replays': select this and a list of saved replays is shown.
Thank you for the information.

Re: Allied: Sidi Barrani

Posted: Mon May 20, 2013 2:27 pm
by nikivdd
Beta3, col
Upgrades: 1x 25pdr to 6 inch, 1xinf to eng
Purchases: 1xBeaufighter, 1xStirling
In reserve: 1xHur, 1x Recon

A very intertaining scenario. Seems this scenario became really nice with the additional italian units. The escarpment could still need the right overlays.
No losses, DV 14/18, 1749PP

Re: Allied: Sidi Barrani

Posted: Mon May 20, 2013 2:37 pm
by maho1973
Rudankort wrote:
maho1973 wrote:Usually you get 100 pp for a VH, but for capturing Buq Buq (VH also) I got only 50 pp :shock:
Interesting. Do you have a replay or a saved game or anything else which could help to investigate?
I've just replayed Sidi Barrani and made a replay. So here it is.

Re: Allied: Sidi Barrani

Posted: Mon May 20, 2013 6:23 pm
by JLChamberlain
Sidi Barrani
Difficulty: Colonel
Starting Prestige: 995

Purchased: Blenheim mk1
Upgrades: Two infantry to engineers, Rolls Royce AC to Chevy-WB/LRDG

Triumph: 12/18
End prestige: 512

I would have captured Buq Buq on Turn 8, but I held off so I could capture the bonus hex first.

The scenario needs to be tweaked so that Buq Buq (or whatever the final victory hex is called) is more strongly defended, giving your forces a chance to get to the bonus hex around the same time.

I've also gone on record before (http://ritalingamer.com/strategy-games/ ... sions.html) that I don't like the implementation of mines in Panzer Corps. I'd like to see less of them in general, because they're mostly just a nuisance.

Re: Allied: Sidi Barrani

Posted: Tue May 21, 2013 2:43 am
by okiemcguire
Sidi Barrani - Beta 3

Level: General
Prestige Begin: 2749 Deployed: 1420 End: 2146 Victory: +2000
Triumph 17/18

Upgrade Vickers to Cruiser I
Purchased Beaufighter IF
Upgraded 2 x 25 Pounder to 2 x BL 6 inch w/Matador Trans
OS all units

This time I made sure ang got the $ Hex before the final VH. The fortified Infantry was a little tougher to break at the beginning this time.

Re: Allied: Sidi Barrani

Posted: Tue May 21, 2013 6:29 am
by praetorreich36
Sidi Barrani -Beta 3
Lieutenant - I had to do a new start and Crusader was frustrating at Colonel level.
Triumph Turn 16/18

Very cut and dry, I managed to do a bold thrust between Toummar (16,7)-and Matkila (20,5) then went into two axes one south one north to surround Matkila. Airpower consisted of two Hurricane MK 2s fresh from Taranto, and a Beaufighter (still trying to find the optimal TAC bomber). Nibewia (15,9) was taken around turn 4 and Toummar was taken not long after. Sidi Barrani was then moved on quickly, and by the time I got to Buq Buq (4,5) it was near turn 14 or so, Cruisers, plus Beaufighter and the RR Cars as well as artillery made short work of the Italian tanks. Practically surrounded Buq Buq and the defenders surrendered on turn 16.
I didn't get the $ Hex, sorely tempted to swing down there since I had Buq Buq secured by Turn 16

OS all units except Beaufighter.

Re: Allied: Sidi Barrani

Posted: Wed May 22, 2013 7:09 pm
by Hans45
I began today my testings, and wenth through some of the first campaign's steps.

My overall experience is very satisfying, after reading the posts about the new rules, it comes out as a very nice game indeed. Of course, changes can be discussed, but as it is it gives a very nice game indeed.

Unfortunately, I noticed a light problem while playing Sidi Barrani at Colonel level :

In play I experienced a problem with a 40mm Bofor I had bought : trying to shoot an italian tac' bomber, I discovered it was impossible at a 1 hex range :
In-game screenshot - Bofor Range Problem
In-game screenshot - Bofor Range Problem
ScreenShot002.jpg (41.49 KiB) Viewed 3632 times
Trying to get rid of this, I discovered that I was able to shoot the plane after moving 1 hex away (meaning : I can shoot at 2 hexes range, but not at 1 hex...).

This happened once, I did shoot at other planes later without the bug...

Maybe would not it be easy to repeat the bug, sorry.

Re: Allied: Sidi Barrani

Posted: Wed May 22, 2013 7:34 pm
by Raven_427
Within this scenario, both my Cruiser Mk1 tanks reached their third star .. if they continue with that speed, they are maxed out half the way to Berlin. Maybe, this is a bit to quick? Still, Sidi Barrani increases difficulty right the correct amount. Italians slowly grow aggressive - at least the tanks do attack ... sometimes even where it hurts (AA, Recon). Also, italian airforce did some damage with my Vickers AA proving to be almost useless in her defensive role. Perhaps bad luck in dicing - attacking with it gave better results.

Remarks:
Hills in SE and SW are wrong (mentioned before by other people)
Ignored those pretty tactical Bombers and bought me a Stirling ... left that scenario at 196 Exp .. cute ;)
Fine way to teach how to clear minefields with engineers or looking for a way around. Mission accomplished!
Very bad weather forecast. Got a message about an upcoming sandstorm at the first turn .. when it finally arrived at turn 13, things are almost finished
Capturing Sofafi gave me just 75 points .. not really worth the trouble?
Lacking some artillery for those entrenched units. My problem .. not that of the game.
One tankette(?) tried to capture a victory hex not defended by me. The first time, things like that do happen in AC. When does a new player learn the necessity, to keep captured hexes occupied?

Best Regards
Tom

Re: Allied: Sidi Barrani

Posted: Wed May 22, 2013 8:02 pm
by fsx
myrdyn45 wrote:I began today my testings, and wenth through some of the first campaign's steps.

My overall experience is very satisfying, after reading the posts about the new rules, it comes out as a very nice game indeed. Of course, changes can be discussed, but as it is it gives a very nice game indeed.

Unfortunately, I noticed a light problem while playing Sidi Barrani at Colonel level :

In play I experienced a problem with a 40mm Bofor I had bought : trying to shoot an italian tac' bomber, I discovered it was impossible at a 1 hex range :
ScreenShot002.jpg
Trying to get rid of this, I discovered that I was able to shoot the plane after moving 1 hex away (meaning : I can shoot at 2 hexes range, but not at 1 hex...).

This happened once, I did shoot at other planes later without the bug...

Maybe would not it be easy to repeat the bug, sorry.
Its not a bug. Its a feature. Since 1.13 you can move an AA under a aircraft. If you switch the surface (with tab) to "air" you could attack aircrafts. Wit ground surface, you could move the AA unit.

Re: Allied: Sidi Barrani

Posted: Thu May 23, 2013 6:10 pm
by Hans45
Thank you very much for the quick answer, fsx !

I have read the thread about the changes in 1.20 engine, but I had not seen this particular point. Sorry...