Hi my fellow
Honvéd soldiers,
I have a some "dept" in regarding to finish my own Italian Campaign 1.9 and Zrínyi Campaign and now also to test the BE 1.91 multi... but I went to the easiest part and
finally finished playing McGuba's Turan Campaign 1.2!
Here are my playtesting experiences and suggestions!
General impressions:
- Immersion is great, pictures, in-game messages with pictures, audio files, briefings make a great atmosphere
- campaign motivation ("what ifs", player rewards at DV's) are partially well done, partially insufficient: the end result is fine, for both choice - that is, what is most important, that the players feel, that his efforts made a difference - if he fought good enough. What I missed, the more rewarding battle end briefings. For example, if the player made a DV at Alexeyevka, the end briefing could be like: "The Hungarian 2nd Army was defeated and the overall Axis situation is grim. But with your heroic and successful actions, the catastrophe could be avoided and while the armored vehicles were broke down or has to given back the Germans, the your armored division could be maintained as an effective fighting force."
- It was a general feeling, that the campaign design could not much use of the DV - as it was an extra option, which was not used really. No (big) rewards for them
- Aux captured units were also a nice extra as in immersion as in the gameplay
- From game/campaign design, I feel it bad, that if the player makes a DV at Uryv, he goes next straight to Alexeyekva1. This "reward' is a punishment, because the player gets less prestige and less experience for his units. My solution would be more prestige for the DV and still playing the Korotoyak scn
- As a campaign, tending to historical reality, I felt unnecessary the "what if" armor upgrades (also the Allied bombing campaigns and the capture of the country were also not hindered in the campaign battles, so the real issue was not avoided to let the chance of these developments happen). I therefore did not use them and also do not felt the need for it.
- In the briefings, maybe instead of "German armored divisions", it would fit "German panzer divisions" fit better
- while, when I first time saw, I felt problematic, that the player did not get access to several available units (for example Pz IVF, Pz IVF2 ad the Don) and the slow towing tractor for the 149mm gun, it turned out, that it made no problem. I was already used to lower caliber guns from my upgraded Italian Campaign - I saw, that 105mm guns are quite effective and also cost much less! So, the Hungarian version of the 105mm gun with it's excellent tractor made my main gun composition, plus one battery of 149mm.
- I played a little with the core composition: I sold the bicycle inf and bought an another 105mm gun, which made a big difference. Later I equipped a bridge eng, but I upgraded it later in 1944 to a mot inf. And so on... At the end, I had the following core army: 3x Pz IVH, 1x Panther, 2x Zrínyi II, 1x 105mm gun (+ range hero), 1x 149mm gun, 1x StuG, 3x Mot. Inf 44, 2x Bf 109G-14, 2x Me 210 Ca-1, 1x Ju 88A
- I played on Rommel, still with a lot of reloads and smart play, I could save a lot of prestige. Therefore I could upgrade my Turans on Pz IVH's at the Carpathians scn, which made a great difference!
Bugs I found:
- Hun Fw189A, Sov M17 MGMC AT - no sound
- units, which have horse drawn transports, like AT guns, guns, cannot enter trench hexes (without road) - it's a common bug from the BE too. No issue because of custom files, I player Turan with the "factory" files and mod files
- There is a bug in the Library: DV for Uryv is written as next Korotoyak, while it is not true
- Alexeyevka1, Carpathians1: captured Axis settlements (with Axis units in them too) are shown with Soviet flags at the start of the scn. While it seems to be only a cosmetic issue, it's more, because it gives the player some unearned prestige to, when the Axis units "recapture" these settlements
- Alexeyevka1: Pz IVF2 and the Marder II should be with Hungarian crews, only the Pz IIIN was used with German crew.
- Kolomea: Germans as nations not set as ally
- Budapest (Axis) : Weiss Manfréd Work gives core units instead of aux
- Budapest (Axis) : the AI starts around turn 15 to buy tons of new units. Which is OK, but prefers Romanian vehicles, so I faced swarms of Romanian T-4's and several Pzw 222's at the end...
Scenarios:
- I tried them so long, until I made DV's
- Slovakia: a great starting scenario. It is quite a challenge and it is useful to play it many times, until best results can be earned to use the extra prestige for later core unit developments
- Transylvania40: a very nice memory to the return of North Transylvania + good historical information to all!
- Yugoslavia: nice scn, but it too easy - I have finished it already at turn 20, after it was just a duck hunt
- Barbarossa: while the retreat of the Soviet units and the destroying of the bridges are very nicely modeled, the scn is overall too easy and therefore without a real challenge. I have finished it several turns earlier
- Uman: the scn has a lot of gamestyles to offer. On the other hand, the Soviet breakout is too weak - I suspected more, built a defense and waited for it, therefore I loose time, so the last objective could be captured on the last turn. Without this delay, probably I could finish it earlier too
- Dnieper: very good, great challenge, I couldn't capture all minor settlements
- Don River: very easy
- Uryv: real hard, gave a big challenge. At the and I made an MV (I could replay it once more, but because of the "punishment" for DV, it would have no sense anyway...)
- Korotoyak: very hard, I had big casualties too, I could capture Selyavnoje in the last turn
- Alexeyevka1: really good scn, to make a DV is extreme hard. The orders are total different, to what it actually need to be the good strategy - but it's realistic...

The design solution, to not move our core army is really smart!
- Kolomea: to make a DV is quite a challenge. While to make a MV is too easy. Soviet airforce is very few
- Carphatians1: it was too easy. Maybe the 3x upgraded Pz IVH made a difference, but still. It was a nice help, that the saved units number was counted.
Solution: if the Soviets would make an attack across the river from the north, it would give a challenge. Also, at least 35 aux units should be saved.
- Transylvania44: nice, hard scn. I could not capture all minor settlements in the south, just most of it
- Torda: too easy, duck hunt. I even made a counter attack, saved many settlements in the south. Suggestion: fewer Hungarian and German units. Also a random timed/placed Soviet assault across the river between Marosludas-Marosvásárhely could do more challenge
- Budapest (Axis):
*First the core scn - a really hard, nice, epic battle! Maybe the best of the campaign! On the first run, my defenders were butchered already at turn 15... Many reloads were needed, until I could find the best solution and defend not just Buda, but also recapture Székesfehérvár and the whole western shore of the Danube, incl. Csepel-island.
*Second the campaign design for it - I see here a big flaw. It is total demotivating to play it without core land units. Also it is total not challenging, that even with a Loss, the player gets through, can play the next scn, while he could save all the prestige, what was earned in the scn...
*So, here I made some editing: I replaced part of the German Konrad-force with my Hungarian core army, while watching on the same power and unit composition. My army was weaker by the units type, but I had more experienced units plus heroes. While it is not total historical realistic, because the 2nd Hungarian Armor Division took not part in Konrad 2, but it took part in Konrad 3, so I think, it is a small compromise for the greater good. The objectives were changed to hold 3 major hexes (Buda Castle, Bicske, Biatorbágy) to maintain a corridor for the supply of the defenders. Also lowered the prestige income per turn by 50%, as I found it too high. For making a DV, the player can advance to the next scn. With a MV too, but than he receives only 100 prestige for it and gets no prestige in the next scn ingame.
- Spring Awakening: I found it to easy. I finished it already at turn 22, while I had big casualties, I had no focus, because I was already tired... I hoped to play such an epic and "almost impossible" scn, as at Budapest. I had good weather, maybe that helped me - but than, the weather conditions should be made less random to avoid too big differences.
Overall a very nice campaign! I advise to work on the given weaknesses (I can send my edited Budapest scn) and then it will be even better!
