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

faos333
Colonel - Fallschirmjäger
Colonel - Fallschirmjäger
Posts: 1465
Joined: Sat Feb 16, 2019 9:04 pm

Re: Battlefield: Europe MOD v2.3

Post by faos333 »

PeteMitchell wrote: Sun Oct 24, 2021 2:48 pm I have been reading the recent discussions and I have a question regarding the latest thinking, i.e. in light of version 2.3:

Has it now become consensus that it is best to go straight east first, i.e. with as many troops as possible or are people still holding up other alternatives/variations such as:
- early Sealion
- early Cairo and then ME oil fields
- early Syria amphibious invasion and then ME oil fields
- early Black Sea crossing and then Caucasus oil fields?
- ...

Regarding going east first: I assume Moscow and Leningrad still remain priority number one for most people?

I am just curious to understand latest thinking, experiences and opinions! :)
The new version 2.3 offers some changes, especially in N. Afrika where the map and units are different.
Much better in my opinion.
But the game fundamentals remain the same.
So the player needs to make decisions.
In my case I prefer at the beginning to focus on the East, reasoning to much prestige at stake.
Moscow 1.000 is doable before the winter and if succeed, is a game changer.
The new version offers a corridor north of Smolensk to do that.
1942 Leningrad siege, no need for lots of artillery if you use 3-4 strategic bombers, another 1.000
1942 no1 priority is Rostov, Grozny, Baku, lots of prestige, end of oil crisis.

The alternative is to launch an early Sea Lion at the beginning winter 41. Although tempting, better take Malta another 1.000.
In general at North Afrika progress is slow and it takes time reach any oil fields.
So better focus on the East front, after SU surrenders total victory is yours.

ps played 2.3 at General difficulty with a DV at turn 75
Last edited by faos333 on Sun Oct 24, 2021 5:09 pm, edited 3 times 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
Uhu
Colonel - Fallschirmjäger
Colonel - Fallschirmjäger
Posts: 1437
Joined: Fri Nov 04, 2011 9:16 pm
Location: Hungary

Re: Battlefield: Europe MOD v2.3

Post by Uhu »

OK, I will report. :)
I recently finished 2.3 with pre-scenarios too. I just had no energy for a detailed report.
Difficulty: Field Marshall, Dice Chess, Many reloads.

- I could finish the game at turn 67, when I captured the Caucasus. I think, that is more realistic. Also I did not advance further to the historical advances with the Finns until Leningrad was captured - which was a big disadvantage, especially regarding the fighter and the bom,bomber. So, probably with the Finns used as normal, a few turns earlier could have been done.

- I tried another Barbarossa, this time without Caucasus. So, the DV was achived at turn 56.

I have to say, playing the pre-scenarios makes a HUGE difference! I started with 7575 prestige, plus overstrength-hero aided units. It counts.

Of course if there is no target to make a fast DV, than there are not so strong time limits. Still, if you play on Realistic+, it is really important to capture the two additional oil fileds as fast as possibble.

IMHO:
1., Strenghtening the Africa theater is a must. Fighters, strat bombers, arty, panzers.
2., Early Sealion is advised, because if you do not capture Britain in 1943, the hell will get loose.
3., With the turn 67 DV, I forced a landing in Poti, so very strong forces were led to the Black See. But these forces were missing strongly from other regions!
4., With turn 56 DV I shipped a strong force to Africa, so I could advance to Basra from Cairo.
5., Tunis should not been neglected. I brought less force (especially air) in the 56-turn game, because I hoped, I can finish the game by turn 50. I could not and my army was decimated and the Kasserine Pass was already captured, which is a new objective for DV, so I had to reload from turn 44 and send reinforcements from the East much earlier.

PeteMitchell wrote: Sun Oct 24, 2021 2:48 pm I have been reading the recent discussions and I have a question regarding the latest thinking, i.e. in light of version 2.3:

Has it now become consensus that it is best to go straight east first, i.e. with as many troops as possible or are people still holding up other alternatives/variations such as:
- early Sealion
- early Cairo and then ME oil fields
- early Syria amphibious invasion and then ME oil fields
- early Black Sea crossing and then Caucasus oil fields?
- ...

Regarding going east first: I assume Moscow and Leningrad still remain priority number one for most people?

I am just curious to understand latest thinking, experiences and opinions! :)
Image
Image
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 v2.3

Post by uzbek2012 »

faos333 wrote: Sun Oct 24, 2021 4:42 pm
PeteMitchell wrote: Sun Oct 24, 2021 2:48 pm I have been reading the recent discussions and I have a question regarding the latest thinking, i.e. in light of version 2.3:

Has it now become consensus that it is best to go straight east first, i.e. with as many troops as possible or are people still holding up other alternatives/variations such as:
- early Sealion
- early Cairo and then ME oil fields
- early Syria amphibious invasion and then ME oil fields
- early Black Sea crossing and then Caucasus oil fields?
- ...

Regarding going east first: I assume Moscow and Leningrad still remain priority number one for most people?

I am just curious to understand latest thinking, experiences and opinions! :)
The new version 2.3 offers some changes, especially in N. Afrika where the map and units are different.
Much better in my opinion.
But the game fundamentals remain the same.
So the player needs to make decisions.
In my case I prefer at the beginning to focus on the East, reasoning to much prestige at stake.
Moscow 1.000 is doable before the winter and if succeed, is a game changer.
The new version offers a corridor north of Smolensk to do that.
1942 Leningrad siege, no need for lots of artillery if you use 3-4 strategic bombers, another 1.000
1942 no1 priority is Rostov, Grozny, Baku, lots of prestige, end of oil crisis.

The alternative is to launch an early Sea Lion at the beginning winter 41. Although tempting, better take Malta another 1.000.
In general at North Afrika progress is slow and it takes time reach any oil fields.
So better focus on the East front


"it's better to take Malta", yes, but this island just shows the wonders of heroism))) since he is one hex, he can be hammered into by aviation and terrorized by the entire Italian fleet for a long time, not to no avail))) In one of my early versions, Leningrad, Moscow, Elamein fell, but this spit lasted until D-day))) And even if you cheat to make yourself a lot of prestige, it will not help you much because it is impossible to hack the islands there if they are in one hex))) Yes, and this is already a dishonest game, the meaning of which is not visible at all, so that self-esteem would not suffer in God mode)))
faos333
Colonel - Fallschirmjäger
Colonel - Fallschirmjäger
Posts: 1465
Joined: Sat Feb 16, 2019 9:04 pm

Re: Battlefield: Europe MOD v2.3

Post by faos333 »

uzbek2012 wrote: Sun Oct 24, 2021 4:54 pm
faos333 wrote: Sun Oct 24, 2021 4:42 pm
PeteMitchell wrote: Sun Oct 24, 2021 2:48 pm I have been reading the recent discussions and I have a question regarding the latest thinking, i.e. in light of version 2.3:

Has it now become consensus that it is best to go straight east first, i.e. with as many troops as possible or are people still holding up other alternatives/variations such as:
- early Sealion
- early Cairo and then ME oil fields
- early Syria amphibious invasion and then ME oil fields
- early Black Sea crossing and then Caucasus oil fields?
- ...

Regarding going east first: I assume Moscow and Leningrad still remain priority number one for most people?

I am just curious to understand latest thinking, experiences and opinions! :)
The new version 2.3 offers some changes, especially in N. Afrika where the map and units are different.
Much better in my opinion.
But the game fundamentals remain the same.
So the player needs to make decisions.
In my case I prefer at the beginning to focus on the East, reasoning to much prestige at stake.
Moscow 1.000 is doable before the winter and if succeed, is a game changer.
The new version offers a corridor north of Smolensk to do that.
1942 Leningrad siege, no need for lots of artillery if you use 3-4 strategic bombers, another 1.000
1942 no1 priority is Rostov, Grozny, Baku, lots of prestige, end of oil crisis.

The alternative is to launch an early Sea Lion at the beginning winter 41. Although tempting, better take Malta another 1.000.
In general at North Afrika progress is slow and it takes time reach any oil fields.
So better focus on the East front
"it's better to take Malta", yes, but this island just shows the wonders of heroism))) since he is one hex, he can be hammered into by aviation and terrorized by the entire Italian fleet for a long time, not to no avail))) In one of my early versions, Leningrad, Moscow, Elamein fell, but this spit lasted until D-day))) And even if you cheat to make yourself a lot of prestige, it will not help you much because it is impossible to hack the islands there if they are in one hex))) Yes, and this is already a dishonest game, the meaning of which is not visible at all, so that self-esteem would not suffer in God mode)))
Hi Uzbek,

To take Malta early you need 2 german fighters, one hero Stuka and all the rest of Italians assisting.
Of course you need also some lucky rolls, especially from the ships.
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: 2457
Joined: Tue Jul 10, 2018 1:18 pm

Re: Battlefield: Europe MOD v2.3

Post by PeteMitchell »

Thanks a lot to all for the answers and insights!

Oh wow Uhu, just another speedrun! This is really impressive! ;)
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 v2.3

Post by uzbek2012 »

faos333 wrote: Sun Oct 24, 2021 5:13 pm
uzbek2012 wrote: Sun Oct 24, 2021 4:54 pm
faos333 wrote: Sun Oct 24, 2021 4:42 pm

The new version 2.3 offers some changes, especially in N. Afrika where the map and units are different.
Much better in my opinion.
But the game fundamentals remain the same.
So the player needs to make decisions.
In my case I prefer at the beginning to focus on the East, reasoning to much prestige at stake.
Moscow 1.000 is doable before the winter and if succeed, is a game changer.
The new version offers a corridor north of Smolensk to do that.
1942 Leningrad siege, no need for lots of artillery if you use 3-4 strategic bombers, another 1.000
1942 no1 priority is Rostov, Grozny, Baku, lots of prestige, end of oil crisis.

The alternative is to launch an early Sea Lion at the beginning winter 41. Although tempting, better take Malta another 1.000.
In general at North Afrika progress is slow and it takes time reach any oil fields.
So better focus on the East front
"it's better to take Malta", yes, but this island just shows the wonders of heroism))) since he is one hex, he can be hammered into by aviation and terrorized by the entire Italian fleet for a long time, not to no avail))) In one of my early versions, Leningrad, Moscow, Elamein fell, but this spit lasted until D-day))) And even if you cheat to make yourself a lot of prestige, it will not help you much because it is impossible to hack the islands there if they are in one hex))) Yes, and this is already a dishonest game, the meaning of which is not visible at all, so that self-esteem would not suffer in God mode)))
Hi Uzbek,

To take Malta early you need 2 german fighters, one hero Stuka and all the rest of Italians assisting.
Of course you need also some lucky rolls, especially from the ships.

Thanks for the advice, I will take this into account when I play this mod again)
http://old.igromania.ru/bro/detail/2266 ... _Malty.htm
Marginaldefeat
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 48
Joined: Mon May 02, 2016 2:00 pm

Re: Battlefield: Europe MOD v2.3

Post by Marginaldefeat »

uzbek2012 wrote: Sun Oct 24, 2021 4:54 pm
faos333 wrote: Sun Oct 24, 2021 4:42 pm
PeteMitchell wrote: Sun Oct 24, 2021 2:48 pm I have been reading the recent discussions and I have a question regarding the latest thinking, i.e. in light of version 2.3:

Has it now become consensus that it is best to go straight east first, i.e. with as many troops as possible or are people still holding up other alternatives/variations such as:
- early Sealion
- early Cairo and then ME oil fields
- early Syria amphibious invasion and then ME oil fields
- early Black Sea crossing and then Caucasus oil fields?
- ...

Regarding going east first: I assume Moscow and Leningrad still remain priority number one for most people?

I am just curious to understand latest thinking, experiences and opinions! :)
The new version 2.3 offers some changes, especially in N. Afrika where the map and units are different.
Much better in my opinion.
But the game fundamentals remain the same.
So the player needs to make decisions.
In my case I prefer at the beginning to focus on the East, reasoning to much prestige at stake.
Moscow 1.000 is doable before the winter and if succeed, is a game changer.
The new version offers a corridor north of Smolensk to do that.
1942 Leningrad siege, no need for lots of artillery if you use 3-4 strategic bombers, another 1.000
1942 no1 priority is Rostov, Grozny, Baku, lots of prestige, end of oil crisis.

As far as I know, if you play dice chess, ships will never do any dmg vs Malta :)

The alternative is to launch an early Sea Lion at the beginning winter 41. Although tempting, better take Malta another 1.000.
In general at North Afrika progress is slow and it takes time reach any oil fields.
So better focus on the East front


"it's better to take Malta", yes, but this island just shows the wonders of heroism))) since he is one hex, he can be hammered into by aviation and terrorized by the entire Italian fleet for a long time, not to no avail))) In one of my early versions, Leningrad, Moscow, Elamein fell, but this spit lasted until D-day))) And even if you cheat to make yourself a lot of prestige, it will not help you much because it is impossible to hack the islands there if they are in one hex))) Yes, and this is already a dishonest game, the meaning of which is not visible at all, so that self-esteem would not suffer in God mode)))
Locarnus
2nd Lieutenant - Elite Panzer IVF/2
2nd Lieutenant - Elite Panzer IVF/2
Posts: 739
Joined: Tue Jul 19, 2011 8:14 pm

Re: Battlefield: Europe MOD v2.3

Post by Locarnus »

Marginaldefeat wrote: Tue Oct 26, 2021 7:09 pm
As far as I know, if you play dice chess, ships will never do any dmg vs Malta :)
Ah yes, one of the instances of changing one balancing aspect (randomness) leading to balance issues elsewhere (narrower vulnerability corridors between unit stats).

Hard to account for such differences in mechanics.
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
Uhu
Colonel - Fallschirmjäger
Colonel - Fallschirmjäger
Posts: 1437
Joined: Fri Nov 04, 2011 9:16 pm
Location: Hungary

Re: Battlefield: Europe MOD v2.3

Post by Uhu »

I never used ships for Malta as IMHO is a total waste of resources + sacrifiying Regia Marina.
Theses ships have so much better purpose at Tobruk, Mersa Matruh, El-Alamein and encountering/neutralize the Allied naval force in that region.
Why use the ships, if the siege can be dealt with 3-4 tac. bombers + some fighters. I bring at least three fighters, but four is also not a bad idea to deal with the fighter defense sooner - remember: time is ticking against the Axis plus some bad weather can also destroy the calculated timetable, for example taking Malta. Also, there is sometimes this nasty hero-Spitfire appearing which makes havos from the bombers and it also delays the siege + it is a powerful enemy, so again, several fighters are neded to deal with it.

UPDATE: one Italian naval vessel can be still very useful: the MAS! With it you can do hit-and-run attacks, then refuel at Catania and so reduce the entrenchment level of the Malta fortress.
faos333 wrote: Sun Oct 24, 2021 5:13 pm
To take Malta early you need 2 german fighters, one hero Stuka and all the rest of Italians assisting.
Of course you need also some lucky rolls, especially from the ships.
Last edited by Uhu on Thu Oct 28, 2021 1:50 pm, edited 1 time in total.
Image
Image
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 v2.3

Post by uzbek2012 »

Uhu wrote: Thu Oct 28, 2021 12:01 pm I never used ships for Malta as IMHO is a total waste of resources + sacrifiying Regia Marina.
Theses ships have so much better purpose at Tobruk, Mersa Matruh, El-Alamein and encountering/neutralize the Allied naval force in that region.
Why use the ships, if the siege can be dealt with 3-4 tac. bombers + some fighters. I bring at least three fighters, but four is also not a bad idea to deal with the fighter defense sooner - remember: time is ticking against the Axis plus some bad weather can also destroy the calculated timetable, for example taking Malta. Also, there is sometimes this nasty hero-Spitfire appearing which makes havos from the bombers and it also delays the siege + it is a powerful enemy, so again, several fighters are neded to deal with it.
faos333 wrote: Sun Oct 24, 2021 5:13 pm
To take Malta early you need 2 german fighters, one hero Stuka and all the rest of Italians assisting.
Of course you need also some lucky rolls, especially from the ships.
There was a Tokyo express , but there will be no Maltese one, since Italian ships are very bad at firing at Malta))) It seems a stupid idea to send Tirpets there and all the ships that can help to storm Leningrad))) They can and will slip through the English Channel, but the Gibraltar bottleneck is unlikely or they will just meet with US ships that will rush to Operation Torch)))


P.s.
And don't laugh)) such a campaign took place at the beginning of the 20th century when the Russian second squadron sailed across the world to drown off the coast of Korea)))
https://ru.wikipedia.org/wiki/%D0%A6%D1 ... 0%B8%D0%B5
Image
The campaign of the Russian squadron: blue is the path of the Rozhestvensky detachment, yellow is the Dobrotvorsky detachment, red is the Nebogatov detachment.
https://sergeyurich.livejournal.com/68870.html
https://diletant.media/articles/45311710/

:lol:
Image
We Germans and Italians generally sail the distance 5 times less and faster since the Navy fleet is no longer 1904-1905)))
Enry1977
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 19
Joined: Sat May 30, 2020 9:08 pm

Re: Battlefield: Europe MOD v2.3

Post by Enry1977 »

I set up a mp game with the mod v 2.3, one as axis and one as allies. Anyone welcome! In single player i get, with a lot of pride a marginal victory. Password: bigbattle
goose_2
Tournament Organizer of the Year 2017
Tournament Organizer of the Year 2017
Posts: 3388
Joined: Tue Dec 23, 2014 5:22 am
Location: Winterset, Iowa
Contact:

Re: Battlefield: Europe MOD v2.3

Post by goose_2 »

Ok so daddy finally finished his playthrough of the epic 1st go around on Battlefield Europe. 2.0

It is now on 2.3 that everything is played on. If McGuba could send me the screen shot of the start screen so I can use that for my next playthrough I would greatly appreciate it.

Here is the start of my thoughts on this awesome mod.

The frustrations are minor as these pain points are part of what make the game so awesome.

The frustrations are as follows:
1) Mines: So many stinking sea mines that frustrate the assaults and progress of anything dealing with the sea.
a) They are so strong. 10 str. that take years of play to destroy a single mine layout.
b) Often Destroyers will miss or Bombers will miss so frustrating lost turns doing nothing.
c) Nothing destroys more than a single mine at a time. (Couldn't there be something that destroys 2 every time at least.)

2) Inability to buy units.
a) Early on I would like to be able to purchase some units in order to create the army I want to fight with rather than the army the designer wants me to fight with.
b) By the time you can buy units in the game you are often limited on anything that you can afford.

3) I was surprised that I was able to take out the Soviets. I was expecting that to be impossible, especially my first time, but I did it, and even well. You can see the final result on my channel. Do not get me wrong it was not easy, not at all, in fact I needed help from several followers to get me through some real rough patches and encourage different strategies, but I was not expecting to win my first time. I really enjoyed the challenge and am looking forward to what I can garner staring with an entire campaign at Field Marshall.

4) The Oil problem. (I think the problem of suffering for 24 turns without oil relief was way too long and should be relieved quicker the more oil fields you seize.) In fact if you take it all the allies should start suffering the same penalty you were suffering.

Ok Those are the pain points that come immediately to mind, some others were their aa and arty hit almost everytime, and mine miss more than hit.

I will try and take some time and detail all the things I loved about the mod, which were numerous.

I love this game and am super excited to get the chance to keep this game fresh and new for the rest of my life.

Blessings to you all, and I am on pins and needles awaiting the next birth of our 10th child. Exciting times!
goose_2
Lutheran Multiplayer Tournament Organizer. :-)

https://www.youtube.com/channel/UCRHQShaOv5PWoer6cP1syLQ
PeteMitchell
Major-General - Tiger I
Major-General - Tiger I
Posts: 2457
Joined: Tue Jul 10, 2018 1:18 pm

Re: Battlefield: Europe MOD v2.3

Post by PeteMitchell »

menu_wide_bg.jpg
menu_wide_bg.jpg (554.68 KiB) Viewed 2190 times
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
PeteMitchell
Major-General - Tiger I
Major-General - Tiger I
Posts: 2457
Joined: Tue Jul 10, 2018 1:18 pm

Re: Battlefield: Europe MOD v2.3

Post by PeteMitchell »

After WW2, it took some time to clear the North Sea from mines, for most mines until end of 1947, most ground mines until around 1951.

In the Baltic Sea, there are still mines left today...
https://mc.nato.int/media-centre/news/2 ... -operation
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
PeteMitchell
Major-General - Tiger I
Major-General - Tiger I
Posts: 2457
Joined: Tue Jul 10, 2018 1:18 pm

Re: Battlefield: Europe MOD v2.3

Post by PeteMitchell »

Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
PeteMitchell
Major-General - Tiger I
Major-General - Tiger I
Posts: 2457
Joined: Tue Jul 10, 2018 1:18 pm

Re: Battlefield: Europe MOD v2.3

Post by PeteMitchell »

I think if you concentrate enough available destroyers and tactical bombers, you can clear any 10 str mine within two to three months (four to six turns)
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
Uhu
Colonel - Fallschirmjäger
Colonel - Fallschirmjäger
Posts: 1437
Joined: Fri Nov 04, 2011 9:16 pm
Location: Hungary

Re: Battlefield: Europe MOD v2.3

Post by Uhu »

I also did not feel anytime the mines as frustrating. Yes, sometime surely, when they stubbornly refused to get defused. :) I encountered mines at Tobruk, Alexandria and South of England. As they were all beyond 10 strength, they could be destroyed with concentrated destroyer fleets and sometime with some tac. bomber help.
I see the importance of mines from the designer and game balance perspective. For example, before Tobruk did not have a mine belt, it was quite easy and fast (!) to eliminate the defense in and around the city with the help of the Italian fleet. It is still possible, but at least it takes some times and casualties.
...but I do not want to say, that other player cannot have this feeling of frustration, we are different, I just wanted to share my experiences.

PeteMitchell wrote: Tue Nov 02, 2021 8:20 am I think if you concentrate enough available destroyers and tactical bombers, you can clear any 10 str mine within two to three months (four to six turns)
Image
Image
McGuba
Colonel - Ju 88A
Colonel - Ju 88A
Posts: 1555
Joined: Thu Mar 15, 2012 7:34 pm

Re: Battlefield: Europe MOD v2.3

Post by McGuba »

goose_2 wrote: Mon Nov 01, 2021 9:21 pm Ok so daddy finally finished his playthrough of the epic 1st go around on Battlefield Europe. 2.0
Awesome! :D

goose_2 wrote: Mon Nov 01, 2021 9:21 pm The frustrations are as follows:
1) Mines: So many stinking sea mines that frustrate the assaults and progress of anything dealing with the sea.
a) They are so strong. 10 str. that take years of play to destroy a single mine layout.
Naval mine is the necessary evil, the bane of this mod :twisted:, mainly due to the AI's inability to think in strategic terms and to realize the threat of a coming invasion. In contrast, in the multiplayer version these are generally weaker as a human player can and will react much faster and better for an Axis invasion.

b) Often Destroyers will miss or Bombers will miss so frustrating lost turns doing nothing.
As far as I know these have a 50% chance of hitting in each attack so in order to speed up the process and to better the odds you need to attack the naval mines in each turn as many times as possible. Thus in good weather you can attack a naval mine with 2 tactical bombers and up to 4-8 destroyers in most cases. This should result in reducing their strength by 2-4 points in most turns, sometimes more, sometimes less, of course. Now we are talking about the less dangerous but more numerous moored mines of course.

The other type, the more dangerous bottom mine is another story, it is best to leave it alone in most cases, unless it is understrength. But these are in fact submarines, meaning that destroyers can take down more than 1 strength point in an attack, if they are good enough. I think the only invulnerable mine defense is around Malta, consisting of two very strong bottom mines, however, these are necessary to make sure the Axis cannot surround Malta with naval units to prevent it from being resupplyed with ammunition between two turns. Because in that case it would be much easier to bomb it to oblivion. Yet it is still possible to surround it with Italian ships to do so but it would be very costly so it is not recommended. The best is to bomb it from the air as it was done historically.

c) Nothing destroys more than a single mine at a time. (Couldn't there be something that destroys 2 every time at least.)
As I wrote above if a good destroyer attacks a weaker understrength bottom mine it may take down more than 1 strength point in an attack. As for the more numerous moored mines mass attacks are recommended for better results.

2) Inability to buy units.
a) Early on I would like to be able to purchase some units in order to create the army I want to fight with rather than the army the designer wants me to fight with.
For sure it is a valid need, however, it is supposed to be a historically accurate mod and thus the player starts with the core army that was historically available to the Axis in June 1941. And not with the one that the designer "wants you" to fight with. :wink: I do not write the history books, I just read them and calculate how many units should be there of each type to reflect the historical numbers.

For example, obviously the Germans were not stupid, they also wanted to have more Panzer IIIs and Panzer IVs for Barbarossa, but they just could not produce enough of them by the start of it so they were forced to use mainly obsolete light tanks in their army. It would have taken a whole year to re-equip the Wehrmacht with Panzer IIIs and IVs but then Barbarossa could have been started only in 1942. However, in the meantime the Soviets would have also produced thousands of T-34s and KV-1s and so it goes on and on.

Therefore I believe that giving the player the chance to significantly change the starting core would make the mod unhistorical, and would turn it to a fantasy WW2 setting. Which may be fun for sure for some players, but I am more interested in historical accuracy. 8)

b) By the time you can buy units in the game you are often limited on anything that you can afford.
It may be true, but nothing stops the player from saving more prestige in the early stage. :)

3) I was surprised that I was able to take out the Soviets. I was expecting that to be impossible, especially my first time, but I did it, and even well.
Yes, I get that, but in 2.3 it is somewhat harder to defeat them, especially when playing on Field Marshal. For example now it is harder to break through the Don river defense line as most of the Soviet units are sitting in trenches as opposed to 2.0 when they were in open terrain. But there are other small bits as well to make it harder for the player to exploit the weaknesses of the AI. You have been warned! :)

4) The Oil problem. (I think the problem of suffering for 24 turns without oil relief was way too long and should be relieved quicker
In v2.3 the maximum waiting time has been reduced to 12 turns so this is sorted, I guess. :)


So yes, some of it has been improved, but as in real life, you cannot have everything all the time. :)
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 v2.3

Post by uzbek2012 »

Mines are a very terrible and insidious enemy, both land and sea!
Book: Mines yesterday, today, tomorrow
https://arsenal-info.ru/b/book/3761193529/22
Every year people die from them and remain crippled ! Echoes from the past still continue to be a danger for maritime transport )

Image
Death from nowhere. About mine warfare at sea
https://en.topwar.ru/153551-smert-iz-ni ... ast-1.html
https://en.topwar.ru/153725-smert-iz-ni ... ast-2.html
https://en.topwar.ru/100116-boevoe-tral ... voyny.html

"even nowadays 2-3 floating mines from the war are found every year. It is believed that 12% of floating mines were torn from the minreps by storms! Sometimes the mines are pulled out by fishermen when working with trawls. Another danger is represented by ships and ships sunk with ammunition." - so such "gifts" are waiting in the wings sometimes for many decades)
https://smolbattle.ru/threads/%D0%9F%D0 ... %B9.56718/

Image
Contact mine wz. 08/39
The 1908 anchor mine was purchased by Poland in the USSR in the mid -1920s . In 1939 it was modernized. The mine had five protruding contact detonators based on glass ampoules. The mine was placed on four-wheeled trolleys, which made it easy to move it along the rails on the ship. In the back of the trolley there is a drum with a cable that allows you to set the required depth. TTX mines: trolley length - 1290 mm; width - 905 mm; height - 1040 mm; mine diameter - 975 mm; total weight - 592 kg; mine weight - 274 kg; explosive weight - 110 kg; cable length - 110 m; the minimum depth of the sea is 15 m; the minimum distance between mines is 35 m; the preparation time for installation is 10-20 minutes.
https://wwii.space/topics/%d0%b2%d0%be% ... %b8%d0%b5/
goose_2
Tournament Organizer of the Year 2017
Tournament Organizer of the Year 2017
Posts: 3388
Joined: Tue Dec 23, 2014 5:22 am
Location: Winterset, Iowa
Contact:

Re: Battlefield: Europe MOD v2.3

Post by goose_2 »

Ok before I detail my positive feedback on the mod. I have a poll question.

When I play through next time do you want to see me play through on the McGuba 2.3 or the Locarnus add on playthrough.

I only have time for 1 right now and want to be playing the one that has the most interest.
goose_2
Lutheran Multiplayer Tournament Organizer. :-)

https://www.youtube.com/channel/UCRHQShaOv5PWoer6cP1syLQ
Post Reply

Return to “Panzer Corps : Scenario Design”