Re: Battlefield: Europe MOD v2.3
Posted: Sat Sep 17, 2022 8:10 am
I finally managed to get a victory on the medium difficulty ("realistic"? the one with normal reinforcements for the allies, and the need to upgrade in key cities). Not a total victory, as I didn't conquer Britain, but I never did that on the other level either
I think I never took Malta this early. Round 19. I also made a much bigger push north this time around, though still not quite as big as I would have liked. Took Moscow in early 1942, but didn't quite get to encircle Leningrad until after that happened. Didn't really have the units to push for more, as I miscalculated how much infantry was taking the southern route. Still managed to get Leningrad in late 42 or early 43. From that point on it wasn't quite as hard anymore. Only issue is that this approach prevented me from taking the oil-fields. I still had the penalty at the end of the game, as I only reached Baku in the last few rounds. With most units being busy in the north, and by late 1942 also having to take on the Soviet Don offensive, I never really got to push past Rostov prior to 1944, as the other side of the river was clogged with units in 1943.
Though I did advance a bit from Crimea, but not with enough forces to push for Baku on their own. I captured Tobruk somewhat early, but the need to pull back some units to defend against Torch kept me on the defensive for quite some time, and afterwards I still had to clearn up the coastal cities before I could push eastward, so I only arrived at the oilfields in the last few rounds as well.
Defending against D-Day worked much better this time around, as I tried a more aggressive approach. It certainly helped that I had just finished mopping up Torch and had some Pz IIIs back for upgrade to Panthers which I didn't really need in the east anymore, so I had some good units to counter-attack right away. It really shows how you need to weaken the Soviets early. Maybe don't have them beaten by D-Day. but certainly down to a level where their efforts are more sporadic instead of big waves.
Anyway, there are two suggestions I wanted to make (I still used 2.2, but I think it's probaby the same in 2.3):
a) could you give all units with zero movement the ability to take flags?
I saw the Helsinki airfield get bombed in round 1 or 2, and since there is a flak-tower there, the airfield was gone for the rest of the game. Well, I took it with a German unit after all Finnish units disappeared, but by that time it was obviously useless.
b) maybe add the Heinkel 219 to the game and have it as non-buyable ugrade for NJG1?
It was the best nightfighter the Germans had, and NJG 1 made the most use of it. There were only about 280-290 of them made, but that's more than for the Heinkel 162 and Ta 152, which are both buyable units. Granted, the latter two would have been build in larger numbers if the war had lasted longer, but that's why it might be fine to have the Heinkel 219 just as a non-buyable upgrade.
I think I never took Malta this early. Round 19. I also made a much bigger push north this time around, though still not quite as big as I would have liked. Took Moscow in early 1942, but didn't quite get to encircle Leningrad until after that happened. Didn't really have the units to push for more, as I miscalculated how much infantry was taking the southern route. Still managed to get Leningrad in late 42 or early 43. From that point on it wasn't quite as hard anymore. Only issue is that this approach prevented me from taking the oil-fields. I still had the penalty at the end of the game, as I only reached Baku in the last few rounds. With most units being busy in the north, and by late 1942 also having to take on the Soviet Don offensive, I never really got to push past Rostov prior to 1944, as the other side of the river was clogged with units in 1943.
Though I did advance a bit from Crimea, but not with enough forces to push for Baku on their own. I captured Tobruk somewhat early, but the need to pull back some units to defend against Torch kept me on the defensive for quite some time, and afterwards I still had to clearn up the coastal cities before I could push eastward, so I only arrived at the oilfields in the last few rounds as well.
Defending against D-Day worked much better this time around, as I tried a more aggressive approach. It certainly helped that I had just finished mopping up Torch and had some Pz IIIs back for upgrade to Panthers which I didn't really need in the east anymore, so I had some good units to counter-attack right away. It really shows how you need to weaken the Soviets early. Maybe don't have them beaten by D-Day. but certainly down to a level where their efforts are more sporadic instead of big waves.
Anyway, there are two suggestions I wanted to make (I still used 2.2, but I think it's probaby the same in 2.3):
a) could you give all units with zero movement the ability to take flags?
I saw the Helsinki airfield get bombed in round 1 or 2, and since there is a flak-tower there, the airfield was gone for the rest of the game. Well, I took it with a German unit after all Finnish units disappeared, but by that time it was obviously useless.
b) maybe add the Heinkel 219 to the game and have it as non-buyable ugrade for NJG1?
It was the best nightfighter the Germans had, and NJG 1 made the most use of it. There were only about 280-290 of them made, but that's more than for the Heinkel 162 and Ta 152, which are both buyable units. Granted, the latter two would have been build in larger numbers if the war had lasted longer, but that's why it might be fine to have the Heinkel 219 just as a non-buyable upgrade.

