Allied: Medenine
Moderators: Slitherine Core, The Lordz, Panzer Corps Moderators, Panzer Corps Design
Re: Allied: Medenine
Beta 2
General
start 13308
end 9599
I did better the first time when I did not use the left flank and place any units.
General
start 13308
end 9599
I did better the first time when I did not use the left flank and place any units.
- Attachments
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B2b Medenine.rar
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Re: Allied: Medenine
I have same issue as LostAgain posted above. I am at this scenario in campaign mode and only British units are available, no US units at all. The only available selection button is British flag, no others. I did not start with tutorial. I started at Crete campaign. Am I missing something or have to only play British at this point?
Re: Allied: Medenine
US units will be available at Tunisia or if you start campaign at Torch. Crete or El Alamein entry points have only British units as core ones until Tunisia.
Re: Allied: Medenine
Glad to see that the Axis air has been downgraded a bit for beta 3; the bf-109 was especially difficult notwithstanding my 3 very experienced (300 plus ) fighters. Re: victory conditions, maybe it is only me, but I find the phrase "prevent the axis army from exiting" to be a bit too general. Does it mean that one escaping unit ruins my Triumph ? Whatever the answer, the player should know it at the outset of the scenario and be able to act according .
Re: Allied: Medenine
Beta3 - Colonel - DV at turn 13
Entertaining and ambitious, I like this scenario. First I was absolutly frustated about the hard enemy and the minefields. I thought I would not cross the Mareth-Line but after the axis units began to evacuate I could follow. The units on the other side of the Matmata Hills stormed to El Hama and expected the retreating axis forces. Yes, this made a lot of fun and the map was cleared in turn 13.
Entertaining and ambitious, I like this scenario. First I was absolutly frustated about the hard enemy and the minefields. I thought I would not cross the Mareth-Line but after the axis units began to evacuate I could follow. The units on the other side of the Matmata Hills stormed to El Hama and expected the retreating axis forces. Yes, this made a lot of fun and the map was cleared in turn 13.
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- Lieutenant Colonel - Elite Panther D
- Posts: 1360
- Joined: Wed Mar 14, 2012 5:00 pm
- Location: Albion
Re: Allied: Medenine
I get my first SE ground unit, a commando. A small point, it was named 15th commando – I think it ought to be 15 commando. Either way a useful addition. The initial enemy attack was unpleasantly powerful (good air support too) but I'd decided on going with a frontal assault on the Mareth line so there were plenty of units to deal with it. Attacked at the marshy end to begin with. Only brought one engineer, so he was kept busy, along with the Flail. Here's a thought, how about the Flail clearing a field, advancing and attacking in the same turn – even a second minefield, with the possibility of an adverse result?
Once a breach was made there weren't too many problems. I did not see any indication of an enemy withdrawal. Not much in the way of counter attacks, though if the one by the Italian “LRDG” (at the top of the dividing range) had been bigger I'd have probably lost a unit or two.
Once a breach was made there weren't too many problems. I did not see any indication of an enemy withdrawal. Not much in the way of counter attacks, though if the one by the Italian “LRDG” (at the top of the dividing range) had been bigger I'd have probably lost a unit or two.
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(20.05.2013) Medenine, Turn 19.zip
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- Master Sergeant - Bf 109E
- Posts: 484
- Joined: Sun Oct 14, 2012 10:44 pm
Re: Allied: Medenine
Medenine - Beta 3
Level: General
Prestige Begin: 9006 End/Vict: 5082/+3838
Results: Triumph 16/20
Upgrades Commando transport from Lorry to Bren Carrier.
Upgraded 2 x Churchill II to 2 x Churchill IV.
This time no units escaped. I almost forgot to get all objectives, otherwise I would have been complete in 14 turns.
Level: General
Prestige Begin: 9006 End/Vict: 5082/+3838
Results: Triumph 16/20
Upgrades Commando transport from Lorry to Bren Carrier.
Upgraded 2 x Churchill II to 2 x Churchill IV.
This time no units escaped. I almost forgot to get all objectives, otherwise I would have been complete in 14 turns.
- Attachments
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(22.05.2013) Medenine, Turn 16.zip
- (69.45 KiB) Downloaded 154 times
Re: Allied: Medenine
Having the option of flanking the Mareth Line from the west is making this quite interesting. I've had 4 tanks and one inf (in case of mines) in the west and they did a great job. Kept me waiting for the strong response, the briefing has been talking of. The rest attacked the Mareth Line directly after the german counter attack. They broke through it just in time, when the flanking units showed up in the back of the defenders. Scorpion and engineers did their job, backed up by some artillery.
- Message about retreating units has been confusing a bit. Perhaps because, their way has already been blocked
- Nice to see some more german / italian air force .. with at least a little bit of an escort. Still no match for my Spitfires.
Finished DV 13/20 without losses but some heavy damage especially to the flanking Units, having to cope with german tanks.
Looking forward to having US troops in Torch
- Message about retreating units has been confusing a bit. Perhaps because, their way has already been blocked
- Nice to see some more german / italian air force .. with at least a little bit of an escort. Still no match for my Spitfires.
Finished DV 13/20 without losses but some heavy damage especially to the flanking Units, having to cope with german tanks.
Looking forward to having US troops in Torch

Re: Allied: Medenine
Beta 4
FM with no OS
Start pp 21406, End pp 27995
Triumph 16/20, 20 core step losses. 15 auxiliary step losses.
I noticed that 2 Air Transports were available (for a change), so I purchased a pair of paratroopers, I also thought I rather start to get some xp for paratroopers with Sicily and Normandy coming soon.
I was a bit surprised by the initial German attack, the briefing makes it clear though.
As I had no idea of the enemy forces, I thought there could be strong enough to prevent a infiltration behind their lines by the limited left starting force,
so my initial thought was that paratroopers were required to block the exit.
Actually you don't need paratroopers at all, and you can close the door on the retreating Axis with your left force turning right after the mountain ridge.
The area to the West and SouthWest was so large, I send a pair of armored cars to explore the area, actually the far southwest is empty, so I lost some time here. I reach past the ridge at the end of turn 6. The first message warning at the begining of turn 7, stating that the Axis have started their evacuation, was actually troublesome, as I had not closed the coastal road yet. However it turned out that it was only an early warning. In fact the Axis units start to move away only on turn 10 for the units holding the Mareth line and on turn 11 for the units around Gabes. In fact the second axis evacuation message on turn 11 is the real one.
Anyway on turn 7, I rushed my 2 paratroopers north of the northern airfield, one in the mountain and one in the swamp to exert zones of control and block the exit. I wish I send them earlier but I was afraid of fighters interceptions. And the north is out of range of escorting fighters.
As I lingered a bit to the west early on the paratroopers prooved very helpful. Despite support of two Mosquitos one of them was almost destroyed. If I were to replay the campaign I'll purchase them earlier so that they are more experienced at this point.
The briefing is actually a precise description of the various actions in the scenario. However some events caught me by surprise, as I get into the bad habit to read the briefing diagonally in GC east.
Overall a fairly elaborated scenario, but not really difficult.
FM with no OS
Start pp 21406, End pp 27995
Triumph 16/20, 20 core step losses. 15 auxiliary step losses.
I noticed that 2 Air Transports were available (for a change), so I purchased a pair of paratroopers, I also thought I rather start to get some xp for paratroopers with Sicily and Normandy coming soon.
I was a bit surprised by the initial German attack, the briefing makes it clear though.
As I had no idea of the enemy forces, I thought there could be strong enough to prevent a infiltration behind their lines by the limited left starting force,
so my initial thought was that paratroopers were required to block the exit.
Actually you don't need paratroopers at all, and you can close the door on the retreating Axis with your left force turning right after the mountain ridge.
The area to the West and SouthWest was so large, I send a pair of armored cars to explore the area, actually the far southwest is empty, so I lost some time here. I reach past the ridge at the end of turn 6. The first message warning at the begining of turn 7, stating that the Axis have started their evacuation, was actually troublesome, as I had not closed the coastal road yet. However it turned out that it was only an early warning. In fact the Axis units start to move away only on turn 10 for the units holding the Mareth line and on turn 11 for the units around Gabes. In fact the second axis evacuation message on turn 11 is the real one.
Anyway on turn 7, I rushed my 2 paratroopers north of the northern airfield, one in the mountain and one in the swamp to exert zones of control and block the exit. I wish I send them earlier but I was afraid of fighters interceptions. And the north is out of range of escorting fighters.
As I lingered a bit to the west early on the paratroopers prooved very helpful. Despite support of two Mosquitos one of them was almost destroyed. If I were to replay the campaign I'll purchase them earlier so that they are more experienced at this point.
The briefing is actually a precise description of the various actions in the scenario. However some events caught me by surprise, as I get into the bad habit to read the briefing diagonally in GC east.
Overall a fairly elaborated scenario, but not really difficult.
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- Staff Sergeant - StuG IIIF
- Posts: 275
- Joined: Tue Feb 01, 2011 5:59 pm
- Location: California
Re: Allied: Medenine
RC01. General. Triumph on 15/18.
Played again with the latest version. Seems well balanced. The Germans continue to be tough fighters. The AI has a losing hand, but fights the battle well. No issues detected. I'd say this one is ready for release.
Played again with the latest version. Seems well balanced. The Germans continue to be tough fighters. The AI has a losing hand, but fights the battle well. No issues detected. I'd say this one is ready for release.
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