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Re: The most Realistic Experience Mod Battlefield: Europe v2.0
Posted: Sat Jan 23, 2021 4:39 pm
by Uhu
Thanks for the compliments! If these hours would have been paid, maybe I would be a millionare now.
PeteMitchell wrote: ↑Sat Jan 23, 2021 3:55 pm
faos333 wrote: ↑Sat Jan 23, 2021 3:51 pm
Are you nuts? Rommel difficulty with this? this seems more diff than playing on Ultimate...
Better ask him how often he has played the mod already... or how many 100x hours he has played it... or if he knows all the units, all the hexes, all the AI zones, all the triggers, all the turns and anything else by hard
Uhu knows this mod best...
Re: The most Realistic Experience Mod Battlefield: Europe v2.0
Posted: Sat Jan 23, 2021 4:41 pm
by faos333
Uhu wrote: ↑Sat Jan 23, 2021 4:38 pm
Really??

Nice!
Than you have to station only a skeleton crew to guard the main Soviet cities, everything else can be transported to the west, because below 4, or 3 main objetives in Soviet hands, nothing will be more produced
faos333 wrote: ↑Sat Jan 23, 2021 4:32 pm
PeteMitchell wrote: ↑Sat Jan 23, 2021 4:29 pm
Will you defeat the SU or have you already?
Only Archangel remains to be defeated, it will take some time to reach it, then SU kaput
since, we are the expert in the Mod, as Pete says.
How much skeleton and where?
How about partisans?
Warsaw uprising?
etc
Also, which ones you consider as main obj in the SU?
Leningrad, Moscow, Stalingrad, Astrakhan, Archangel and what else ??????
Re: The most Realistic Experience Mod Battlefield: Europe v2.0
Posted: Sat Jan 23, 2021 4:50 pm
by faos333
McGuba wrote: ↑Sat Jan 23, 2021 4:33 pm
which objectives exactly to take in SU to stop completely their units production ?
Re: The most Realistic Experience Mod Battlefield: Europe v2.0
Posted: Sat Jan 23, 2021 4:51 pm
by Uhu
The +1 Range 88 AA shall be placed in Bremen, in that way it can reach most of the major cities.
It depends on, what you see on the map, what still attacks from the east. If you captured Kuybyshev and Ulyanovsk than you are at the "edge" to see what is coming. When there is not much to see, than you don't need to much to leave. Heavy equipment can be transported west and only the major cities shall be guarded lightly from partisans. Warsaw uprising will happen only if the Soviet regular forces nearing to it.
faos333 wrote: ↑Sat Jan 23, 2021 4:41 pm
Uhu wrote: ↑Sat Jan 23, 2021 4:38 pm
Really??

Nice!
Than you have to station only a skeleton crew to guard the main Soviet cities, everything else can be transported to the west, because below 4, or 3 main objetives in Soviet hands, nothing will be more produced
faos333 wrote: ↑Sat Jan 23, 2021 4:32 pm
Only Archangel remains to be defeated, it will take some time to reach it, then SU kaput
since, we are the expert in the Mod, as Pete says.
How much skeleton and where?
How about partisans?
Warsaw uprising?
etc
Re: The most Realistic Experience Mod Battlefield: Europe v2.0
Posted: Sat Jan 23, 2021 5:19 pm
by McGuba
faos333 wrote: ↑Sat Jan 23, 2021 4:50 pm
McGuba wrote: ↑Sat Jan 23, 2021 4:33 pm
which objectives exactly to take in SU to stop completely their units production ?
If they have less than 4 objective city flags. Excluding the ones in the Caucasus with the letter "C", these are not required for victory, just optional.
EDIT
If partisans recapture enough victory objectives they may start to get new units again.
Re: The most Realistic Experience Mod Battlefield: Europe v2.0
Posted: Sat Jan 23, 2021 5:23 pm
by faos333
McGuba wrote: ↑Sat Jan 23, 2021 5:19 pm
faos333 wrote: ↑Sat Jan 23, 2021 4:50 pm
McGuba wrote: ↑Sat Jan 23, 2021 4:33 pm
which objectives exactly to take in SU to stop completely their units production ?
If they have less than 4 objective city flags. Excluding the ones in the Caucasus with the letter "C", these are not required for victory, just optional.
What exactly are the city flags objectives?
Leningrad, Moscow, Stalingrad, Astrakhan, Archangel and what else?
Re: The most Realistic Experience Mod Battlefield: Europe v2.0
Posted: Sat Jan 23, 2021 5:32 pm
by faos333
Uhu wrote: ↑Sat Jan 23, 2021 4:51 pm
The +1 Range 88 AA shall be placed in Bremen, in that way it can reach most of the major cities.
Thanks I will do

Re: The most Realistic Experience Mod Battlefield: Europe v2.0
Posted: Sat Jan 23, 2021 5:45 pm
by PeteMitchell
faos333 wrote: ↑Sat Jan 23, 2021 4:38 pm
McGuba wrote: ↑Sat Jan 23, 2021 4:33 pm
faos333 wrote: ↑Sat Jan 23, 2021 3:31 pm
This is my point, why use the Elephant at all? It needs support from ground and from air, is slow, needs lots of maintenance also...
As for the Elefant I would highly recommend watching the related Tankchat episode on youtube:
https://www.youtube.com/watch?v=zqoFbkdEnpw
Interestingly in the video the presenter came to the very same conclusion like you: although impressive on paper, in practice it was too expensive, to unreliable, too slow and ultimately a failure. In reality only 90 were ever produced in one batch and hence the hard unit strength limit in the mod and the astronomical price for overstrength or elite replacements. In order to have more you need to convince the whole German High Command that you need this heavy metal instead of the cheaper and better Tiger I. And it is quite telling when the Tiger I is being seen as the "cheaper" and more reliable alternative to something. Thus I think the Elefant is now being represented in the mod quite accurately.
thanks for the video link, I will check this one
Some were lost around Kursk, it was a static defensive weapon if anything... there were some good ideas around it (looking at its kill ratio) but overall poorly implemented... how can you release a tank without a machine gun for close combat by the way?!
Re: The most Realistic Experience Mod Battlefield: Europe v2.0
Posted: Sat Jan 23, 2021 5:50 pm
by PeteMitchell
faos333 wrote: ↑Sat Jan 23, 2021 5:23 pm
McGuba wrote: ↑Sat Jan 23, 2021 5:19 pm
faos333 wrote: ↑Sat Jan 23, 2021 4:50 pm
which objectives exactly to take in SU to stop completely their units production ?
If they have less than 4 objective city flags. Excluding the ones in the Caucasus with the letter "C", these are not required for victory, just optional.
What exactly are the city flags objectives?
Leningrad, Moscow, Stalingrad, Astrakhan, Archangel and what else?
I think all victory objectives in the SU matter, except for the ones in the Caucasus... but you don't need troops everywhere, just be aware of the partisans... i.e. they should not capture more than three hexes at once (i.e. in one turn) and should not hold any in the last turn...
Uprisings happen too but I don't want to spoil too much here!

Re: The most Realistic Experience Mod Battlefield: Europe v2.0
Posted: Sat Jan 23, 2021 6:11 pm
by McGuba
PeteMitchell wrote: ↑Sat Jan 23, 2021 5:45 pm
Some were lost around Kursk, it was a static defensive weapon if anything... there were some good ideas around it (looking at its kill ratio) but overall poorly implemented... how can you release a tank without a machine gun for close combat by the way?!
I guess they thought no one would be able to get too close to it, given its long range gun. And there should always be some infantry or other support units around. Like with the Tiger, originally the heavy tank battalions included some Pz.IIIN tanks as well as support tanks against the infantry. That's how they were sent to Tunisia. They sent some 35 Tigers and about the same number or Pz.IIINs. But later changed their minds and heavy tank battalions were only made up of Tigers:
https://en.wikipedia.org/wiki/German_he ... _battalion
In theory it made sense but in practice it was probably different.
EDIT:
Ah and as I remember somewhere I read that it is somewhat of a myth that the original Ferdinands suffered high losses to enemy infantry, and in fact most losses were due to mines and breakdowns and only a few were actually destroyed or knocked out by the Soviet infantry. Don't remember where I read or saw it though.
Re: The most Realistic Experience Mod Battlefield: Europe v2.0
Posted: Sat Jan 23, 2021 7:15 pm
by PeteMitchell
McGuba wrote: ↑Sat Jan 23, 2021 6:11 pm
PeteMitchell wrote: ↑Sat Jan 23, 2021 5:45 pm
Some were lost around Kursk, it was a static defensive weapon if anything... there were some good ideas around it (looking at its kill ratio) but overall poorly implemented... how can you release a tank without a machine gun for close combat by the way?!
I guess they thought no one would be able to get too close to it, given its long range gun. And there should always be some infantry or other support units around. Like with the Tiger, originally the heavy tank battalions included some Pz.IIIN tanks as well as support tanks against the infantry. That's how they were sent to Tunisia. They sent some 35 Tigers and about the same number or Pz.IIINs. But later changed their minds and heavy tank battalions were only made up of Tigers:
https://en.wikipedia.org/wiki/German_he ... _battalion
In theory it made sense but in practice it was probably different.
EDIT:
Ah and as I remember somewhere I read that it is somewhat of a myth that the original Ferdinands suffered high losses to enemy infantry, and in fact most losses were due to mines and breakdowns and only a few were actually destroyed or knocked out by the Soviet infantry. Don't remember where I read or saw it though.
Yes, it says on the wiki article that the Ferdinands suffered from mechanical breakdowns:
https://en.wikipedia.org/wiki/Elefant
Re: The most Realistic Experience Mod Battlefield: Europe v2.0
Posted: Sat Jan 23, 2021 8:24 pm
by faos333
Re: The most Realistic Experience Mod Battlefield: Europe v2.0
Posted: Sun Jan 24, 2021 7:19 pm
by faos333
A revision of Rockets Plan West is the final outcome of this discussion... resuming operations

- bev2-west-defense-1-rockets-2nd-line.JPG (201.69 KiB) Viewed 1547 times
Re: The most Realistic Experience Mod Battlefield: Europe v2.0
Posted: Sun Jan 24, 2021 7:43 pm
by PeteMitchell
It's much easier said than done but the further west (towards Normandy/west of the river Seine) you can (successfully) lay a continued (!) belt of mines, the better IMHO... It delays the AI quite a bit... in both breaking through but also in disembarking its ships...
Be aware of Allied planes when moving the mine trucks into their position though...
I don't recommend putting mines behind rivers (i.e. on your side) as the enemy will try to push through rivers and then (if there are mines on your side)... you can't kill these enemy units...
Re: The most Realistic Experience Mod Battlefield: Europe v2.0
Posted: Mon Jan 25, 2021 1:43 am
by faos333
PeteMitchell wrote: ↑Sun Jan 24, 2021 7:43 pm
It's much easier said than done but the further west (towards Normandy/west of the river Seine) you can (successfully) lay a continued (!) belt of mines, the better IMHO... It delays the AI quite a bit... in both breaking through but also in disembarking its ships...
Be aware of Allied planes when moving the mine trucks into their position though...
I don't recommend putting mines behind rivers (i.e. on your side) as the enemy will try to push through rivers and then (if there are mines on your side)... you can't kill these enemy units...
I keep in mind this.

Re: The most Realistic Experience Mod Battlefield: Europe v2.0
Posted: Mon Jan 25, 2021 4:10 pm
by faos333
faos333 wrote: ↑Mon Jan 25, 2021 1:43 am
PeteMitchell wrote: ↑Sun Jan 24, 2021 7:43 pm
It's much easier said than done but the further west (towards Normandy/west of the river Seine) you can (successfully) lay a continued (!) belt of mines, the better IMHO... It delays the AI quite a bit... in both breaking through but also in disembarking its ships...
Be aware of Allied planes when moving the mine trucks into their position though...
I don't recommend putting mines behind rivers (i.e. on your side) as the enemy will try to push through rivers and then (if there are mines on your side)... you can't kill these enemy units...
I keep in mind this.
Sorry no mines!
Not enough units slots... Should I delete units? If yes how many to delete?
All these tactical bombers lacking exp are useless in defense west, they could be the perfect candidate for removals
Also, have a look on positions on
Turn 73, any more ideas for KG West welcomed

Re: The most Realistic Experience Mod Battlefield: Europe v2.0
Posted: Mon Jan 25, 2021 4:20 pm
by faos333
Turn 69 Baku Oil Fields totally captured

- bev2-turn-69-baku-win.JPG (154.5 KiB) Viewed 1493 times
Re: The most Realistic Experience Mod Battlefield: Europe v2.0
Posted: Mon Jan 25, 2021 4:22 pm
by faos333
Turn 69 Stalingrad defense is broken, Volga is blocked an isolated unit about to be removed..

- bev2-turn-69-stalingrad-win.JPG (171.97 KiB) Viewed 1492 times
Re: The most Realistic Experience Mod Battlefield: Europe v2.0
Posted: Mon Jan 25, 2021 4:28 pm
by faos333
Turn 70 sudden weather changes to rain, the opportunity we were hoping for…

- bev2-turn-70-preparing-dday.JPG (153.12 KiB) Viewed 1490 times
Re: The most Realistic Experience Mod Battlefield: Europe v2.0
Posted: Mon Jan 25, 2021 4:37 pm
by faos333
Turn 71 Finns resume offensive operations in the far North

- bev2-turn-71-north.JPG (189.84 KiB) Viewed 1487 times