Battlefield: Europe MOD v2.4

A forum to discuss custom scenarios, campaigns and modding in general.

Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design

alexfilip
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 36
Joined: Wed Jan 15, 2020 9:03 pm

Re: Battlefield: Europe MOD v2.0

Post by alexfilip »

A question to the all you guys still playing SP: which version are you currently playing? Bonus q: have you tinkered with the standard difficulty settings on that version (in the sense of giving yourselves bonuses or handicaps?)

Cheers,
Alex
Uhu
Colonel - Fallschirmjäger
Colonel - Fallschirmjäger
Posts: 1437
Joined: Fri Nov 04, 2011 9:16 pm
Location: Hungary

Re: Battlefield: Europe MOD v2.0

Post by Uhu »

While waiting on the new MP version, I started (and finished) the Kursk Save.

Realistic+ (2 minus fuel/turn and exp of fighters got loosing from 43), manual calculated Rommel difficulty (prestige halfed with cheat) and Dice Chess (also possible with cheat).
With earlier versions it was possible - while only in the last turn! - to capture everything and make a Decisive victory. Vith v2.0 it will never ever happen such achivement! There is absolute no possibility to hold Sicily, therefore a new, south front will be opened. It is also impossible to capture one of the British major city before D-day (earlier capturing Plymouth could do this). So from now on, you can hope for a Minor victory as maximum. Again, on Rommel diff. it is absolute hard, so I many time reloaded even after 20 turns. I made mistakes: I tried to capture the Caucasus oil fields, which at this stage of war have no use. I also tried to invade England from the north, but it could not be done. While this hampered my efforts to crush the Soviet Union significantly. So I cancelled both operations.

My major decision was to give up Italy at all: I guarded the exit points at Fiume, where I could hold with just a few inf units and a 75mm arty (later boosted with another 3-range arty and small AA's). The other exit point at South France was even less attacked, only at the last 10 turns heated it up with Operation Anvill, but than it got real hard. Also a few units crawled through the Alps and appeared at Munich and Lyon which made problems for me, but it could be contained. My other general decision was from me, that I sent most AA units to Western Europe to counter the Allied Air Terror, while most of my air force was used in Russia - except some real though units with a lots of heroes. From 1944 the exp loss of my air units (3xp/turn, 5/turn in 1945!) got so critical, that I already the Soviet airforce got me on my neck. I could only hope, that when I finish Stalin, all combat units will disappear.

Back in the time: after I could destroy the Kursk salient (where I collected a lot of prestige by capturing units - this was my only chance to get some extra prestige, beside the scarce Rommel diff-halfed income), I turned my attention to Leningrad, while desperately holding the line in the middle at Vyazma. I mastered most of my arty to Leningrad, so I could capture it realitve fast and collect again another bag of prestige from the capturements. In the meantime I collected all my naval units and made a suicide but important ride to the convoy routes. I could collect many prestige and destroy a lot of destroyers, but they never disappeared and after the extra Allied waships appeared, the battle was over. Still as a wunder, I could save one of my heavy cruiser and one of my light cruiser unit and bring them to Western France! They were very useful assets later, when they destroyed many landing crafts, which tried to invade from the Brest-Lorient direction.

I carefully built up my Normandy defense forces: they were relative small, but effective. Many AA units were a must, than the extra apperating units and some arty, which had to brought back from Russia. I wanted to bring as many recons as possible to use them for capturing landed Allied units without staying on the endangered beach hexes. This could be done partly some turns later, which was not good. Still this strategy was mostly useful, that I captured many landed invasion forces and containing them on the Cotentin peninsula. Then, at last I could take Astrakhan, than Archangelsk, so the war in the east ended. I tried to transfer my units back to Europe, but it took a lot of time. Also my airforce was in ashes...the once proud 200+ exp units were maximal over 100, but many times below that...thanks for the continuing exp losses.

My plan was to recapture Italy. It was just partly successful: I mismanaged my defens at the Rhone valley, so I lost several key units there. I started another offensive from Montpelliere to the east but it was not an easy task. Still I succeed, which made a huge encirclement of the Allied units in the Rhone valley. Plus opened up the mostly undefended Italian mainland. But time was almost over... Also I started another offensive from the Fiume base with many strong armor units and arty. Now I faced the battleneck region between the Alps and the See...I could still got through, but as mentioned, the time was almost over. In the las turn, I could recapture Northern Italy and Rome.

Summary: with v2.0 the Kursk Save scenario got much-much harder! No more decisive victory, just hoping to crush the Soviets and survive against the Anglo-Saxons. After I realized this, I was happy with the endresults. This save is not as frustrating as the Bagration/Normandy Save, where you can hear 10 minutes long just the roaming engine sounds of the Allied airforce... But you get already the taste from it. So nice work again, McGuba!

(Now I try to make a decisive victory at least with the Stalingrad Save...it is also not an easy task, I have to say... :) )


alexfilip wrote: Tue Dec 01, 2020 11:22 am A question to the all you guys still playing SP: which version are you currently playing? Bonus q: have you tinkered with the standard difficulty settings on that version (in the sense of giving yourselves bonuses or handicaps?)

Cheers,
Alex
Image
Image
Tanker1990
Private First Class - Opel Blitz
Private First Class - Opel Blitz
Posts: 1
Joined: Tue Dec 15, 2020 6:57 pm

Re: Battlefield: Europe MOD v2.0

Post by Tanker1990 »

Hi guys, how do you like this MOD?
Uhu
Colonel - Fallschirmjäger
Colonel - Fallschirmjäger
Posts: 1437
Joined: Fri Nov 04, 2011 9:16 pm
Location: Hungary

Re: Battlefield: Europe MOD v2.0

Post by Uhu »

100/110 :twisted:
Tanker1990 wrote: Tue Dec 15, 2020 7:17 pm Hi guys, how do you like this MOD?
Image
Image
Uhu
Colonel - Fallschirmjäger
Colonel - Fallschirmjäger
Posts: 1437
Joined: Fri Nov 04, 2011 9:16 pm
Location: Hungary

Re: Battlefield: Europe MOD v2.0

Post by Uhu »

I did finish the v2.0 Stalingrad save. It's hard. It is even harder, if you play with Rommel difficulty (half prestige) and aim to make a decisive victory. I reloaded many-many times, made new decisions. Finally I could almost do it. Just 1-2 turn to capture the last objective in the Middle East. I could surely do it if I reload about 15-20 turns but I do not want it. It was a great fight! England can be invaded only from the north, but it is imperative to cancel D-day. It is hard, but it can be done. It is also important to capture the two additional oil fields - not just for the prestige, but to end the experience loosing of the air units, which is quite a lot in 1944 until the fuel crisis ends. I could capture the 2nd oil field at turn 48, I think, that is about the earliest date with the Stalingrad save. I had to take first Leningrad to free up the Finns (I played it semi-historically, that the Finns will move with any units beyond the 1942 border, when Leningrad is captured and they see, that the war still can be won). After that came Moscow and the rest. The few prestige was a huge challenge, I had to use every method to capture as many units as possible.

Have a good fight, merry Christmas and happy new year, comrades!
Image
Image
faos333
Colonel - Fallschirmjäger
Colonel - Fallschirmjäger
Posts: 1465
Joined: Sat Feb 16, 2019 9:04 pm

Re: Battlefield: Europe MOD v2.0

Post by faos333 »

Just installed Battlefield: Europe v2.0.

Started a test play on General diff, oh man its going to be a party soon :D :D :D
Battlefield Europe get the most from Panzer Corps 8)
Download the new 2.4 Mod here http://www.slitherine.com/forum/viewtopic.php?f=147&t=47985
PeteMitchell
Major-General - Tiger I
Major-General - Tiger I
Posts: 2452
Joined: Tue Jul 10, 2018 1:18 pm

Re: Battlefield: Europe MOD v2.0

Post by PeteMitchell »

faos333 wrote: Sun Jan 03, 2021 3:34 am Just installed Battlefield: Europe v2.0.

Started a test play on General diff, oh man its going to be a party soon :D :D :D
AAR: viewtopic.php?f=145&t=103288
Announcement: viewtopic.php?f=121&t=103235
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
faos333
Colonel - Fallschirmjäger
Colonel - Fallschirmjäger
Posts: 1465
Joined: Sat Feb 16, 2019 9:04 pm

Re: Battlefield: Europe MOD v2.0

Post by faos333 »

A question about the map, I do not see the Maikop oil field, since is the only oil field captured in operation Fall Blue, I there is not on the BE v2.0.

If is not a problem regarding map design, perhaps it could be added in the future update earning prestige.
Battlefield Europe get the most from Panzer Corps 8)
Download the new 2.4 Mod here http://www.slitherine.com/forum/viewtopic.php?f=147&t=47985
PeteMitchell
Major-General - Tiger I
Major-General - Tiger I
Posts: 2452
Joined: Tue Jul 10, 2018 1:18 pm

Re: Battlefield: Europe MOD v2.0

Post by PeteMitchell »

faos333 wrote: Tue Jan 12, 2021 7:09 pm A question about the map, I do not see the Maikop oil field, since is the only oil field captured in operation Fall Blue, I there is not on the BE v2.0.

If is not a problem regarding map design, perhaps it could be added in the future update earning prestige.
I had a very brief conversation with McGuba about it once. I think I recall he said something like it was too small and / or too crowded in that area.

Lets see what he replies but i agree with your question.
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
McGuba
Colonel - Ju 88A
Colonel - Ju 88A
Posts: 1555
Joined: Thu Mar 15, 2012 7:34 pm

Re: Battlefield: Europe MOD v2.0

Post by McGuba »

Yes, as far as I know Maikop was the smallest / least significant of the three main Soviet oilfields in the area, the other two being of course Grozny and Baku. It looks like Maikop produced something like half the oil of what Grozny did, and Baku produced almost ten times more than Maikop. I think Maikop alone would not have made a big difference. Even after being repaired from the extensive damage caused dy the retreating Soviets (which in reality did not happen after 6 months, before the Germans gave it up). And even after the similarly difficult problems of oil refining and transportation are solved.

In terms of the mod, the single oilfield of Grozny currently gives 50 prestige per turn (after being repaired) so Maikop could give like 25-30. But the problem is in order to make it, I would need to assign a new AI zone to this new "small" oilfield as the current oilfields use the same AI zone and that one gives 50 each. But there are no available AI zones for this, in order to do so I would need to switch to the new unofficial(?) 1.32 version of PzC. Which I may do at some point, but it has the disadvantage of being less well known and available as the current latest official 1.30 version of PzC. So in the end some players may be unable to play the mod at all. I guess many players do not even know that PzC v1.31 and v1.32 were released at all.

Note that although currently PzC v1.31 is the recommended version for this mod, the mod also works with the latest official v1.30, the only difference being that in the latter bottom mines cannot attack enemy submarines. However, if I switch to v1.32 and use more than 32 AI zones, the mod would crash on PzC v1.30 which can only handle 32 zones and thus players who are unable to locate and install the latest 1.32 version of PzC could not play the mod at all.

So in the end, the reason for not having Maikop is half historical, half technical.
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
uzbek2012
Brigadier-General - 15 cm Nblwf 41
Brigadier-General - 15 cm Nblwf 41
Posts: 1904
Joined: Wed Nov 16, 2011 11:49 pm

Re: Battlefield: Europe MOD v2.0

Post by uzbek2012 »

Add an archive of exe 1.32 as does the mod creator Modern Conflicts :idea:
Image
and the creators of the other global mods
faos333
Colonel - Fallschirmjäger
Colonel - Fallschirmjäger
Posts: 1465
Joined: Sat Feb 16, 2019 9:04 pm

Re: Battlefield: Europe MOD v2.0

Post by faos333 »

thanks for the previous replies :D :D

Few questions on units in 1941-45 campaign. BE v2.0 reality version.

What happens with Italian units in 44, still fighting with axis, join allies or else?. I am specially interested in units with dak force in N Afrika.

There two artillery pieces that I am thinking to down grade to smaller callber due to higher ROF rate of fire, will then be at full strength 10 or will stay as is 5 strength for example for the 17cm gun.

Are they any andanced UBoat types available in late game? I am talking about very late super advanced models will they appear with special heroes? spot movement etc

At what point turn wise can the player buy any any core units?

thanks for answering
Battlefield Europe get the most from Panzer Corps 8)
Download the new 2.4 Mod here http://www.slitherine.com/forum/viewtopic.php?f=147&t=47985
PeteMitchell
Major-General - Tiger I
Major-General - Tiger I
Posts: 2452
Joined: Tue Jul 10, 2018 1:18 pm

Re: Battlefield: Europe MOD v2.0

Post by PeteMitchell »

The Italian forces may change sides if you lose Italy mainland. If you can defend Italy against an US invasion, than they will stay in the Axis.

I don't know about the artillery pieces.

There are latest real U-boots coming.

You can buy new units when you lose enough units. Not sure if there are other triggers to change the threshold.
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
McGuba
Colonel - Ju 88A
Colonel - Ju 88A
Posts: 1555
Joined: Thu Mar 15, 2012 7:34 pm

Re: Battlefield: Europe MOD v2.0

Post by McGuba »

faos333 wrote: Thu Jan 14, 2021 8:28 pm What happens with Italian units in 44, still fighting with axis, join allies or else?. I am specially interested in units with dak force in N Afrika.
Italy surrenders if the Allies capture Tunis and Sicily regardless of when it happens or if it happens at all. This will result in Italian units disappearing from the map. However, if some Italian units are far away from Italy they may continue to fight with their German comrades. For example if they are in the Middle East. Sorry I do not remember how far they have to be. If they have crossed the Nile they may be fine, but I am not sure. Or maybe even before that. It simulates that these units are far away from the influence of the Italian government and they are more loyal to their brothers in arms.

There two artillery pieces that I am thinking to down grade to smaller callber due to higher ROF rate of fire, will then be at full strength 10 or will stay as is 5 strength for example for the 17cm gun.
It depends on which ones. The 21 cm Mörser and the 17 cm Kannone cannot be upgraded at all, the have the "noupgrade" trait. In the next version such units will have a special symbol so that players will not move them back to Germany in vain.

Are they any andanced UBoat types available in late game? I am talking about very late super advanced models will they appear with special heroes? spot movement etc
In BE v2.0 you can get a Type XXI U-boat late in the war. For the next version I added a Type XXIII as well, it also comes late in the war. Currently they do not have a hero, they are excellent even without one.

At what point turn wise can the player buy any any core units?
It depends on your losses, when the number of your core units falls under 200.

But it will be changed in the next update of the mod as well, in mid 1942 the core limit will go up to 225 and then in mid 1943 to 250. However, there will be less prestige. So from 1942-43 prestige will be the main limitation for unit purchases and not empty core slots. I think it will be better.
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
faos333
Colonel - Fallschirmjäger
Colonel - Fallschirmjäger
Posts: 1465
Joined: Sat Feb 16, 2019 9:04 pm

Re: Battlefield: Europe MOD v2.0

Post by faos333 »

Italy surrenders if the Allies capture Tunis and Sicily regardless of when it happens or if it happens at all. This will result in Italian units disappearing from the map. However, if some Italian units are far away from Italy they may continue to fight with their German comrades. For example if they are in the Middle East. Sorry I do not remember how far they have to be. If they have crossed the Nile they may be fine, but I am not sure. Or maybe even before that. It simulates that these units are far away from the influence of the Italian government and they are more loyal to their brothers in arms.

So, have to hurry up in taking Alexandria :mrgreen: :mrgreen:

It depends on which ones. The 21 cm Mörser and the 17 cm Kannone cannot be upgraded at all, the have the "noupgrade" trait. In the next version such units will have a special symbol so that players will not move them back to Germany in vain.

I want to down grade, not upgrade 21 cm Mörser, to 10.5 cm, if I do it, can I add full strength 10 normal not elite, replacements?
Also, there is one 10.5cm with 4 range, in which I can not add any replacements, what happens if I change to something else? Can I get it 10 strength?


In BE v2.0 you can get a Type XXI U-boat late in the war. For the next version I added a Type XXIII as well, it also comes late in the war. Currently they do not have a hero, they are excellent even without one.

One hero with the later UBoats will be very interesting idea and it will not change the balance, UBoats after summer 43, they are getting less and less useful, perhaps with movement, spotting and defense

To what degree protects a U-Boat when goes to the bottom of the sea? It gets more protection in what sense? Defense? or else
When a UBoat sinks a merchant ship apart from exp does it get anything else, what is the mechanism?
Is there any article about how to use them, their stats, tips etc?

Thank you very much for answering and for creating this mod, by far the best map ever played in PzCorps!! :D

Battlefield Europe get the most from Panzer Corps 8)
Download the new 2.4 Mod here http://www.slitherine.com/forum/viewtopic.php?f=147&t=47985
PeteMitchell
Major-General - Tiger I
Major-General - Tiger I
Posts: 2452
Joined: Tue Jul 10, 2018 1:18 pm

Re: Battlefield: Europe MOD v2.0

Post by PeteMitchell »

McGuba wrote: Thu Jan 14, 2021 11:03 pm Italy surrenders if the Allies capture Tunis and Sicily regardless of when it happens or if it happens at all.
What does "or if it happens at all" mean?

I thought that the Italian units only disappear if Tunis and Sicily get captured regardless of when.

If Tunis and Sicily will not get captured, the Italians stay in the Axis.
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
faos333
Colonel - Fallschirmjäger
Colonel - Fallschirmjäger
Posts: 1465
Joined: Sat Feb 16, 2019 9:04 pm

Re: Battlefield: Europe MOD v2.0

Post by faos333 »

McGuba wrote: Thu Jan 14, 2021 11:03 pm Italy surrenders if the Allies capture Tunis and Sicily regardless of when it happens or if it happens at all.
Well it just happened on turn 50, allies took Sicily. All mainland Italian units surrendered.
The same happened in N. Afrika, to all the units west of Tobruk.
East of Tobruk: all planes, all ships and one submarine left.
One submarine remained together with infantry and guns. :shock:
Italian units in Romania and further east do not seem to surrender.
A new army was raised by Italian in North Italy. Actually this units are better!

Happily, I am very close to break the defense and reach Alexandria. :D
Last edited by faos333 on Fri Jan 15, 2021 2:45 am, edited 1 time in total.
Battlefield Europe get the most from Panzer Corps 8)
Download the new 2.4 Mod here http://www.slitherine.com/forum/viewtopic.php?f=147&t=47985
McGuba
Colonel - Ju 88A
Colonel - Ju 88A
Posts: 1555
Joined: Thu Mar 15, 2012 7:34 pm

Re: Battlefield: Europe MOD v2.0

Post by McGuba »

PeteMitchell wrote: Fri Jan 15, 2021 12:27 am
McGuba wrote: Thu Jan 14, 2021 11:03 pm Italy surrenders if the Allies capture Tunis and Sicily regardless of when it happens or if it happens at all.
What does "or if it happens at all" mean?

I thought that the Italian units only disappear if Tunis and Sicily get captured regardless of when.

If Tunis and Sicily will not get captured, the Italians stay in the Axis.
Yes, it is like you said. Maybe what I wrote was confusing.
If Tunis and Sicily are lost Italy surrenders. If at least one of them is held, Italy does not surrender. I tried to point out it does not matter when it happens (it if happens at all), in 43, 44 or 45, Italy surrenders immediately after these are captured by the Allies. Because the original question what what happens to Italy in 44. It depends on whether Sicily and Tunisia is being held or not.

faos333 wrote: Thu Jan 14, 2021 11:42 pm I want to down grade, not upgrade 21 cm Mörser, to 10.5 cm, if I do it, can I add full strength 10 normal not elite, replacements?
I meant that it is not possible to convert (=upgrade or downgrade) the 21 cm Mörser to another unit. It can only be disbanded or lost.
Also, there is one 10.5cm with 4 range, in which I can not add any replacements, what happens if I change to something else? Can I get it 10 strength?
This unit cannot be changed (upgraded or downgraded whatever you call it) either.

To be honest, originally I did not expect that anyone would want to downgrade these as I think they are quite good. Especially the long range ones as these are unique units and the 21 cm is also fairly good against bunkers or heavily entrenched units. Nevetheless, in the next version there will be more core slots so players will have greater freedom to purchase new units and they do not have to disband or convert the existing units to fulfill their goals.

One hero with the later UBoats will be very interesting idea and it will not change the balance, UBoats after summer 43, they are getting less and less useful
As far as I know no one really became a u-boat ace after 1943. The odds were against them so badly they had not much chance to shine. After May 1943 the hunters became the hunted and the successful early war aces who survived were all promoted to commanding or desk jobs in 42-43 the latest. The new captains were inexperienced and were killed before they could had become aces. The Allies invested very heavily in anti-submaine warfare.

To what degree protects a U-Boat when goes to the bottom of the sea? It gets more protection in what sense? Defense? or else
Yes, it has much better defense stats and it is invulnerable to air attacks. Also they do not have zone of control meaning that enemy naval units can pass next to them without stopping. It is best for hiding / keeping a low profile.

When a UBoat sinks a merchant ship apart from exp does it get anything else, what is the mechanism?
In single player there is only experience gain and one less enemy unit that can discover the u-boat(s) in the future. If there are several u-boats or air units in the area and you can destroy the enemy merchant I think it is better to do so. Because it means you can keep the control of that area and the AI will not see that your units are there. Unless another AI unit happens to move there in the next turn by chance.

Is there any article about how to use them, their stats, tips etc?
Not that I know of. But I think there are many uses not only one, it depends on the actual situation, on the year, etc. There can be different tactics and considerations. Sometimes it is better to be agressive, sometimes it is better to retreat and wait for a better chance or a change of weather, and sometimes it is probably best to ruthlessly sacrifice the u-boats just to gain as much prestige as possible. Probably after 43 there is not much point in taking them home to repair as their resupply costs more than what they can earn. Unless you want to use them in a final suicide attack against the D-day landings. And of course they can have a very different use if somebody wants to invade Britain. Then they can be really useful.
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
PeteMitchell
Major-General - Tiger I
Major-General - Tiger I
Posts: 2452
Joined: Tue Jul 10, 2018 1:18 pm

Re: Battlefield: Europe MOD v2.0

Post by PeteMitchell »

For your next playthrough, you can also use some submarines against the US landing forces of Operation Torch west of Morocco.

If you do that, you may need to bring less Axis forces to Tunis. :mrgreen:
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
uzbek2012
Brigadier-General - 15 cm Nblwf 41
Brigadier-General - 15 cm Nblwf 41
Posts: 1904
Joined: Wed Nov 16, 2011 11:49 pm

Re: Battlefield: Europe MOD v2.0

Post by uzbek2012 »

Image
Can you at least somehow not fight with the USSR ? If you do not attack the Soviet Union , but send your army to England and Africa, what will the AI do ( will the Red Army itself attack me !?
Post Reply

Return to “Panzer Corps : Scenario Design”