I lost for some reason maybe I managed to take out only two units out of 170 ) But it's not easy to get through to them as there are a lot of fascists ) Also if you are not near Memel how can you get your men out of the encirclement ? )



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I lost for some reason maybe I managed to take out only two units out of 170 ) But it's not easy to get through to them as there are a lot of fascists ) Also if you are not near Memel how can you get your men out of the encirclement ? )





All the zotes are displayed ) This time I saved more units from 170 regiment but still lost ) And so many Germans are advancing on the defence of 170 regiment )))) I'll watch your replay now and maybe realise where my tactics are wrong )


Tobi72 wrote: ↑Mon Sep 08, 2025 2:59 pm Try to keep the encircled troops close together. Simply repel the attacks and use your core troops to create a gap across the river into the German lines, and only then allow the 170th's units to escape through the bottleneck. Then slowly withdraw. You'll need a few tanks. I like to use the BT-7 with an artillery switch in the early stages; a fighter plane for defense is sufficient for prestige, etc.
I specifically included a KV-1 tank as a heavy hammer, so to speak. Release it first and then use it as an anvil at the end.



Tobi72 wrote: ↑Mon Sep 08, 2025 7:45 pm It's okay to conquer the city of Lunna first so you have a solid base during the German counter-offensive. But once the liberated units are safe, you should move all your units (including aircraft) back east across the Memel. If that answers your question, the message is meant to make it clear to the player that things might get a bit tight on the western side of the Memel from now on, nothing more.
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Here's the victory condition again: 8 units of the encircled 170th Division must be brought to the star marker in the east, and at the end of the mission, not a single Soviet unit, including aircraft, may be on the western side of the Neman River. Should I post the victory conditions for the other missions here again, like I did for the Irun campaign? At least the ones that are a bit difficult to understand![]()

















I will always use ingenuity if the modmaker himself has left room for ingenuity and opportunity ))))Tobi72 wrote: ↑Tue Sep 09, 2025 10:34 pm What a battle![]()
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I enjoyed watching the replay. A tenacious and dogged defense from you; at some point I lost count of how many times that bridge changed hands. And not only that, but there was something like a partisan raid in the rear area in which you recaptured lost towns. I watched with enthusiasm; a battle to my liking.tun.png



















Tobi72 wrote: ↑Wed Sep 10, 2025 11:06 am Okay, it's a mistake here to simply announce the mission failure instead of ending it immediately after losing the town hall. This way, the player continues playing a mission they actually lost. I'll keep this in mind for future campaigns.
Thanks for the tip.Screenshot 2025-09-10 130431.png













Tobi72 wrote: ↑Fri Sep 12, 2025 11:02 am I never had that much luck during testing; in fact, I had trouble fending them off. The trigger is triggered when a certain number of friendly units are in a particular zone. I suspect that number was never exceeded due to your cavalry's high movement points. So, there weren't enough of your units in the zone at the same time to trigger the trigger. You were lucky.


































