Battlefield: Europe MOD v2.4

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McGuba
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Re: Battlefield: Europe MOD v2.4

Post by McGuba »

Locarnus wrote: Tue May 16, 2023 3:29 pm My point is, that the scenario becomes "unhistorical" in the first player turn, and thus everything becomes a matter of plausibility.
Keeping everything on "historical" rails regardless of player choices is imho more historically implausible.
Not everything is kept on "historical" rails regardless of player choices or achievments, e.g. Soviet counter offensive in December 1941 being less lethal if Moscow is captured by then, D-day not happening if Sea Lion is successful, etc. There are of course a lot of speculation in these but I think they are more or less plausible. I just think that claiming that the Allies would have sent even more help to the Soviets had the Germans were less enthusiastic about attacking the Atlantic convoys may be a bit too far-fetched. As they could have used their extra unused resources to many other things such as a more effective blockade of the continent like they did in WW1 or an even stronger strategic bombing campaign.

My primary concern is, that "war production" reaches the front lines. And if there is no Battle of the Atlantic, then imho both Allies and Axis would certainly find a way to shift their war production to existing (or new) front lines.
At the moment, practically only the player is able to do so, without balancing "reaction" on the Allied side.
Well, that's probably (partially) true, at least in the single player version. There could be some more balancing reaction in that case, it is just hard to find the right balance and to implement it. So that there could be different outcomes whether or not the Axis player engages in the Battle of the Atlantic and if he does then to what extent and to what success.

Thus Allied units would have to be added on top of the existing ones (to the eastern and/or western fronts), which would then only spawn if the player underperforms the "Battle of the Atlantic".
For sure, the only question is, what it means to "underperform"? Compared to what? Since most of the Allied naval movement is randomized it is also a matter of luck, to be honest. Some players may be more lucky than others, only because they may attack with less u-boat units but those may find and destroy more Allied convoy units. Then of course the problem if someone plays with or without normal (random) dice rolls. Then the highly randomized and hard coded submarine evasion event. There are just too many variables here to balance it "correctly". As again, what should be regarded as "correct" when we only know for sure what happened historically.

On the other hand, if the player overperforms in the "Battle fo the Atlantic", some of the currently existing Allied units can be taken away.
It is really hard to find the balance here. My rough estimate, if I remember well in my "historical" playthroughs (when testing the actual latest version and when I played more or less historically) was that I could usually destroy only around 10 or even less Allied convoy units in the scenario. In these I only used the U-boats, and not the Kriegsmarine, with limited air support (only the two starting "sea planes", the Condor and the BV 138) and of course no recon-undo cheat or save reload or things like that. Which in effect can also distort the result quite significantly, if we are here.

So perhaps I could say there could be like 10 extra Allied units on top of the current number and then if the player can wage a more effective Atlantic campaign by destroying even more convoy ships than even less Allied units would appear, like one after each additional convoy unit destroyed.

Or perhaps it could be even more drastic and each convoy ship unit would affect the spawning of two Allied units at some point. But there is a catch here, it should not be overdone as in that case players would behave the opposite by giving dispropotionately high priority to the naval war in order to win more "easily".
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Locarnus
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Re: Battlefield: Europe MOD v2.4

Post by Locarnus »

McGuba wrote: Tue May 16, 2023 6:03 pm Not everything is kept on "historical" rails regardless of player choices or achievments, e.g. Soviet counter offensive in December 1941 being less lethal if Moscow is captured by then, D-day not happening if Sea Lion is successful, etc. There are of course a lot of speculation in these but I think they are more or less plausible. I just think that claiming that the Allies would have sent even more help to the Soviets had the Germans were less enthusiastic about attacking the Atlantic convoys may be a bit too far-fetched. As they could have used their extra unused resources to many other things such as a more effective blockade of the continent like they did in WW1 or an even stronger strategic bombing campaign.
I agree that there are other potential uses, which are more plausible.
Perhaps my quest to strengthen the Soviets in 1942 against experienced players had a strong influence in establishing this "link".
The "relative ease" of this "causal implementation" in game might have contributed as well. (Two birds with one stone) :wink:

McGuba wrote: Tue May 16, 2023 6:03 pm
Thus Allied units would have to be added on top of the existing ones (to the eastern and/or western fronts), which would then only spawn if the player underperforms the "Battle of the Atlantic".
For sure, the only question is, what it means to "underperform"? Compared to what? Since most of the Allied naval movement is randomized it is also a matter of luck, to be honest. Some players may be more lucky than others, only because they may attack with less u-boat units but those may find and destroy more Allied convoy units. Then of course the problem if someone plays with or without normal (random) dice rolls. Then the highly randomized and hard coded submarine evasion event. There are just too many variables here to balance it "correctly". As again, what should be regarded as "correct" when we only know for sure what happened historically.
I agree that rng could skew that balancing a lot.
Though that could be said for many other aspects as well.
Eg one additional turn of mud/snow could make quite the difference on the Eastern Front.
Imho the player has to adjust and deal with it, which can be fun and "realistic" in its own way.
After all, currently an experienced BE player can even time the invasion and counterattack preparations.

McGuba wrote: Tue May 16, 2023 6:03 pm
On the other hand, if the player overperforms in the "Battle fo the Atlantic", some of the currently existing Allied units can be taken away.
It is really hard to find the balance here. My rough estimate, if I remember well in my "historical" playthroughs (when testing the actual latest version and when I played more or less historically) was that I could usually destroy only around 10 or even less Allied convoy units in the scenario. In these I only used the U-boats, and not the Kriegsmarine, with limited air support (only the two starting "sea planes", the Condor and the BV 138) and of course no recon-undo cheat or save reload or things like that. Which in effect can also distort the result quite significantly, if we are here.

So perhaps I could say there could be like 10 extra Allied units on top of the current number and then if the player can wage a more effective Atlantic campaign by destroying even more convoy ships than even less Allied units would appear, like one after each additional convoy unit destroyed.

Or perhaps it could be even more drastic and each convoy ship unit would affect the spawning of two Allied units at some point. But there is a catch here, it should not be overdone as in that case players would behave the opposite by giving dispropotionately high priority to the naval war in order to win more "easily".

Also the balancing between sinking convoys and sitting on the convoy routes would be hard.
Otherwise it would become much more valuable to conserve ammo for exclusively engaging convoys.
Though perhaps that might lead to more "wolfpack" style attacks.
Maybe the routes give prestige, while the convoys only prevent unit spawns?


For adding units on top of the existing ones, I could imagine a 3 way split between adding 1) fighters/bombers over Britain, 2) perhaps some more British/US troops for Torch/Persia counterattack and 3) additional lend lease units for the Soviets?
I would really like to use this to somewhat strengthen the Soviets. :)

Let's for example say that 20 units are added to the Allies, each destroyed convoy preventing 2 of them from spawning.
If the player somehow destroys even more convoys (than the 10 mentioned above), it only removes one of the currently existing units.
I agree that there still might be a problem with overinvesting in the naval war. Although ship repairs are hell of expensive, so such an overinvestment may backfire on its own...

As you said, the balancing will be hard.
Imho it could still be worthwhile.

If only I could tie in the currently rather static air war over Axis territory as well. :wink:
Perhaps a more active Atlantic war could split the flak coverage between the French Atlantic coast (for ship repairs) and Germany (for industry protection)?
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
Intenso82
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Re: Battlefield: Europe MOD v2.4

Post by Intenso82 »

Perhaps one pattern can be assumed. In the case of an early Sea Lion operation. The United States will supply more Lend-Lease equipment to the USSR.
Because we know that most of the Lend-Lease equipment tanks, aircraft and other things was delivered to England.
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
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Re: Battlefield: Europe MOD v2.4

Post by bondjamesbond »

If we hypothetically imagine that the Sea Lion took place in 1940 successfully, this would not mean that all the colonies would take a vassal form from the Reich as the Vichy regime))) Well , Lend Lease also went through Iran , which was occupied by Anglo - Soviet troops ) I 'm just wondering all the power that the Third Reich threw to the east against the USSR what would happen if all these forces decided to invade the British Isles ) ?
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fgiannet
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Re: Battlefield: Europe MOD v2.4

Post by fgiannet »

PeteMitchell wrote: Wed Apr 26, 2023 7:29 pm However, it may also make sense to concentrate the spamming of SU units during certain turns to create some sort of stronger wave, i.e. not to increase units in total but to have just more at a certain point in time maybe.
This is an excellent idea. I had added historical offensives to Akkulas big scenario and found it very enjoyable. Offensives started with fresh/organized armies (supported by artillery, etc.) and included air support (new fighters, Rudels, etc.). It felt much more interactive, having to respond to the enemy, and provided the feeling of field battles compared to simply choosing/closing in on new objectives. I also employed more objectives (sometimes in open/road spaces) so the panzer groups followed historical paths instead of bunching up around the closest ones.

There are organized offensives in this scenario but, aside from Moscow, it never seemed like they were being directed at my forces (I met the marines in the Caucus and destroyed Operation Uranus before taking Stalingrad....if anything Operation Uranus forces should be further back and invisible until their operation commences). “Mopping up” seems like a good term for my experience. You could even lower the defense for early Soviet Offensive units (just double the unit rows in the equipment files, etc.) to simulate high losses and allow for more heroes on the German side (is it possible to make the realistic scenario a one mission campaign so players can generate heroes while they play it?). The drive on Moscow seemed pretty sedate (no Soviet Counter offensive around Smolensk) and I do not remember a 2nd battle for Kharkov/Soviet Offensive. There could also be changes to the equipment file (lower Soviet tank initiative, lower ground defense for the light tanks which is probably too high already, etc.) to balance increased units.

Some people enjoy using cheats and/or exploits (dopamine is produced when we discover something new or win). Modifying a scenario to make it more challenging for players who cheat/exploit will alienate other players who do not (although I do not know which group is the majority). Some players want fantasy elements/choices,
bondjamesbond wrote: Wed Apr 26, 2023 7:29 pm T-60 Glider Tank
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others can not even look at them. There is an acceptable range between the two that great modders understand.
Youtube play-throughs are not the most inclusive guide for what needs changing/improving (especially for a scenario/thread with over 800,000 views....probably more than all PzC Youtube views combined).

And what immense dignity being displayed by the Great McGuba! It is one thing to let people use your icons/units/maps etc to create their own mods.... but it is a whole higher level to let people make such material changes (sdkfz AA upgrades to a Tiger Tank?) to your baby itself (while using your thread to do it). Incredible patience, grace, and nobility. I believe it is time for a new Hungarian Saint to be canonized!
fgiannet
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Re: Battlefield: Europe MOD v2.4

Post by fgiannet »

I have had wild swings in opinion on this mod but I have come to realize what is the main problem. The unit stats are different and that leads to a wide deficit in expectation vs combat result. 3 Luftwaffe fighters attacked one Soviet fighter in 1941 and still did not finish it off (even Focke-Wulfs will barely put a dent in a Soviet recon biplane). Krasnaya Gorka Fort has more close defense than infantry and receives artillery support from Kronstadt. The values are very different from the base game but there is nothing wrong with that...I just needed to look at things in a different way.

It can be very interesting when the enemy air force does not get wiped from the sky (and recon aircraft are flying high, not engaging, etc.). You have to continually be prepared for air attacks and coordinate your fighters with ground forces (including AAA). New fighters are always coming on line anyway. It is more historical to have air units get battered and then reinforce rather than destroyed completely. Why shouldn’t a well defended fortress (that historically did the inconceivable....simply inconceivable how they held out) have higher close defense than infantry mainly in trenches. This place will have solid concrete bunkers with cleared mutually supporting fields of fire laid out during the clarity of peacetime. Kronstadt is also much more than the sea fort (there is a huge island/naval base which I had forgotten about). Both contained significant heavy artillery. It is exactly how it should be. I was just ignorant and had, literally, unrealistic expectations based off the standard equipment file (I also jumped straight into the Realistic+ scenario without playing the earlier missions).

I am not a fan of games/mods designed to simply keep people playing and erroneously started to suspect BE fell into that category (partly because it is only natural to keep making things more difficult as people beat it). I was impressed to see the Allies only had two stars of experience all the way into 1945 (it was still more experience than my troops had because I was playing on Rommel). There were no over-strength 5 star super units, etc. I am actually going to play it again because I feel I missed out on a lot of the vast/grand game play due to lack of prestige. I feel like I might actually have a chance if I just devote myself to thinking differently because everything makes perfect sense.

An example is capital ships shooting 3 spaces. Well that means they cover the entire Italian peninsula. Maybe reduce it to 1? No, 105mm artillery shots three spaces so.....I just need to develop better strategy and start launching air strikes (especially now that the ROF is lowered, a few points off will have a much bigger impact). There were bombers and aircraft having little impact in the Soviet Union, due to the vastness, that should have been redeployed. It does not take long, after I begin to contemplate making a change, before I see the precision in the current configuration of BE.

It is amazing how balanced everything is as well as how difficult it is to achieve such balance. I had contemplated remaking the units into historical infantry, tanks, and artillery (antitank guns combined with the infantry) but I have finally come to the point of view that the game is meant for getting the most out of many different unit types (a philosophy you have espoused many times). You are right. The interplay of the units adds a great deal of fun and you have balanced everything perfectly.

I appreciate the attention to detail (tanks with the same guns have the same HA stats), all those incredible photos (colored and specific, I.e. Finland’s Blenheim photo is not of an English plane), the stunningly impressive/educational amounts of historical events, and the heroes are excellent to see/research. I especially enjoyed the long term thinking aspects of the game (having to bring units back for refitting, the oil crisis, etc.).

You have really reached the perfect balance between fun gameplay and history. I will pick it up again in Autumn and slowly enjoy every aspect of it (even the mundane parts like partisan warfare) for many, many months. I will enjoy thinking long-term about countering strategic bombers, creating army groups (assigning air support, etc.) for defined objectives, how to deal with Krasnaya Gorka, etc. So many deep/interesting questions to solve. You have created an educational, intense, complex, and rare masterpiece of strategy. I have never played something, in more than 30+ years, so easy to operate while being so challenging in depth/complexity. Bravo!
GeneralWerner
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Re: Battlefield: Europe MOD v2.4

Post by GeneralWerner »

Ah, McGuba still finetuning his mod. Like it!
*waves*
slowgtp
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Re: Battlefield: Europe MOD v2.4

Post by slowgtp »

is there another place to download from? for some reason i'm not able to DL the mod just keeps saying failed
PeteMitchell
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Re: Battlefield: Europe MOD v2.4

Post by PeteMitchell »

Oh wow, GeneralWerner is back!
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
faos333
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Re: Battlefield: Europe MOD v2.4

Post by faos333 »

Hello, I am having a trial run with the Kursk save, I have a question, on turn 79 Finland surrenders :shock: , while they were pressing towards Archangel !

What is the trigger for that? in the normal game, Finnish forces stopped only after CCCP was beaten.

Regarding strategic objectives in the east, at turn 79, I own Moscow, Stalingrad and Grozny and pressing towards Baku.
In the West front, there is no breakthrough in Normandie.

Any help? thanks :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
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Re: Battlefield: Europe MOD v2.4

Post by PeteMitchell »

They surrender when they feel the SU is still too strong at that point in time... I guess it is linked to a count of victory objectives or even specific cities
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
faos333
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Re: Battlefield: Europe MOD v2.4

Post by faos333 »

PeteMitchell wrote: Sat Jul 29, 2023 11:52 am They surrender when they feel the SU is still too strong at that point in time... I guess it is linked to a count of victory objectives or even specific cities
wow thanks for the speedy answer, could the city be Leningrad ?
i play the 2.3 version.
i need to check scenario editor, Kurskmul I think is the name of the file used.

ps If this surrender can not be avoided right now, I may as well abandon this play.
Last edited by faos333 on Sat Jul 29, 2023 12:55 pm, 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
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Re: Battlefield: Europe MOD v2.4

Post by McGuba »

faos333 wrote: Sat Jul 29, 2023 11:07 am Hello, I am having a trial run with the Kursk save, I have a question, on turn 79 Finland surrenders , while they were pressing towards Archangel !

What is the trigger for that? in the normal game, Finnish forces stopped only after CCCP was beaten.

Regarding strategic objectives in the east, at turn 79, I own Moscow, Stalingrad and Grozny and pressing towards Baku.
Turn 79 or later and the Allies (Soviets) need to own at least one flag in Leningrad AND Moscow (including any of the airfields right next to these). So I guess at the beginning of turn 79 you did not fully own Moscow, the Soviets should have owned at least an airfield hex or any of the city hexes there. And I guess they also owned Leningrad, or at least one flag there.

GeneralWerner wrote: Tue Jul 04, 2023 3:27 pm Ah, McGuba still finetuning his mod. Like it!
*waves*
Hello, and yes, however, I only did some cosmetic changes since the release of v2.4.

If you have the time, give a try to this current latest version. I think a lot has changed since your last attempt. :D


fgiannet wrote: Tue Jul 04, 2023 1:12 am I have had wild swings in opinion on this mod but I have come to realize what is the main problem. The unit stats are different and that leads to a wide deficit in expectation vs combat result. 3 Luftwaffe fighters attacked one Soviet fighter in 1941 and still did not finish it off (even Focke-Wulfs will barely put a dent in a Soviet recon biplane).
Soviet (and some other) recon biplanes intentionally have a relatively high air defense stat to simulate the fact that these fly close to the ground at slow speed making it difficult for much faster fighters to shoot them down. Or it might have been a night nuisance bomber biplane, which were even more difficult to destroy.

Krasnaya Gorka Fort has more close defense than infantry and receives artillery support from Kronstadt. The values are very different from the base game but there is nothing wrong with that...I just needed to look at things in a different way.
That's true, many things have been changed for a supposedly more realistic gameplay.
fgiannet wrote: Tue Jul 04, 2023 1:12 am You have really reached the perfect balance between fun gameplay and history. I will pick it up again in Autumn and slowly enjoy every aspect of it (even the mundane parts like partisan warfare) for many, many months. I will enjoy thinking long-term about countering strategic bombers, creating army groups (assigning air support, etc.) for defined objectives, how to deal with Krasnaya Gorka, etc. So many deep/interesting questions to solve. You have created an educational, intense, complex, and rare masterpiece of strategy. I have never played something, in more than 30+ years, so easy to operate while being so challenging in depth/complexity. Bravo!
Thanks for these, and please update us on your next attempt when Autumn comes! :D
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faos333
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Re: Battlefield: Europe MOD v2.4

Post by faos333 »

McGuba wrote: Sat Jul 29, 2023 12:27 pm
faos333 wrote: Sat Jul 29, 2023 11:07 am Hello, I am having a trial run with the Kursk save, I have a question, on turn 79 Finland surrenders , while they were pressing towards Archangel !

What is the trigger for that? in the normal game, Finnish forces stopped only after CCCP was beaten.

Regarding strategic objectives in the east, at turn 79, I own Moscow, Stalingrad and Grozny and pressing towards Baku.
Turn 79 or later and the Allies (Soviets) need to own at least one flag in Leningrad AND Moscow (including any of the airfields right next to these). So I guess at the beginning of turn 79 you did not fully own Moscow, the Soviets should have owned at least an airfield hex or any of the city hexes there. And I guess they also owned Leningrad, or at least one flag there.
Thanks Mc Guba,I think this solves my problem, I fully control Moscow, but, I need to reload my save, in case I lost an airfield in Moscow on that turn, wow, I might continue to Archangel :shock:

Question: The south of France allied landings turn 80, I checked the triggers, what is Tag 31?

Modding wise: I see you use lots of tags, how you create them? I dont know such a function in the scenario editor, how they are defined? Where I can find, create, edit them? I am asking for my future modding works.

Great work by the way on the Kursk 43 save, It is much tougher than the usual game. I do not know if I will be able to pull a Marginal Vic on this map.
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
GeneralWerner
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Re: Battlefield: Europe MOD v2.4

Post by GeneralWerner »

Hello,
after a longer pause (5 years) I had the idea to play again Battlefield Europe. I had installed the version 2.0 at that time, but the new rule of upgrades only possible in certain cities prevented me somehow from start playing with this version.

Now I gave it a try and started Barbarossa V2.0 in General, realistic and chess mode. I was thinking about an overall strategy. After reading my old AARs, especially Valhalla and Unthinkable, my goal was again to strive for a total victory. I wondered how the new upgrade limitations would make the game even more complex.

My battle tactics were mainly based on two unit types. The Gebirgsjäger with their movement speed and the Wurfrahmen used aggressively as an attack artillery unit. I planned to use the Wurfrahmen in a pair, so they could protect each other, if attacked. I upgraded many Wehrmacht units to Gebirgsjäger and spent 2000 prestige to upgrade four smaller artilleries to Wurfrahmen. They were used in most decisive battles successfully.

The main strategy was to go for the Caucasus at once and secure the oil fields for the Reich. This was achieved by crossing the Black Sea immediately with Wurfrahmen, Gebirgsjäger and tanks. It was mandatory to clear the Black Sea from enemy naval vessels first, using strategic and tactical bombers. I had to send nearly all of these planes from the eastern front to have sufficient firepower in the Black Sea.

The screenshot shows the most decisive moment (for the whole game) in round 10. The landing at the eastern shores of the Black Sea. The Fallschirmjägers are important to hinder enemy infantry to reach the shores. I also wanted to use the Brandenburgers as a second air-drop unit, but I did not get them in time from Berlin to the Black Sea.
10_1_41Nov.jpg
10_1_41Nov.jpg (691 KiB) Viewed 3626 times
Screenshot of round 11 shows that the landing worked, and I could look forward to a shortened oil crisis and a lot of prestige in the years to come. The Wurfrahmen protecting tanks and infantry already.
11_1.jpg
11_1.jpg (777.26 KiB) Viewed 3626 times
The rest was straightforward game play.

East: Close the Minsk and Kiev pocket. Siege of Leningrad. Move to Moscow (but not with full speed). Prepare well-organized winter defense lines with entrenched infantry and PAKs. Guard the railroad lines from Partisans and use them extensively for unit upgrades. Reach the Volga River in 44 and capture all cities there.

Africa: Capture Tobruk, attack Egypt, move back to Tobruk to counter the Allied Suez offensive. Defend Tunis. Invade the Near East from the Caucasus and Palestine from Egypt.

Europe: Attack England in winter 42/43. Send all european planes and AA to the West and let the Allies bomb the cities in France and Germany. Send nearly all infantry from the Balkan to Tunisia and leave the Balkan alone (coming back in 44 to recapture all lost cities).

The prestige situation was very comfortable. I could always upgrade my tanks, anti-tanks, infantry and planes to the newest versions. Outcome was the defeat of the British Empire in round 92 by capturing the last city at the Gulf
92_final.jpg
92_final.jpg (258.62 KiB) Viewed 3626 times
That was completing the total victory in round 92.

Now I downloaded the newest V2.4 version. My plan is to close a circle to my first AAR from 2015 and stay in the historical path, but at least give the Allies a hard fight defending the Reich with Wurfrahmen ;)
PeteMitchell
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Re: Battlefield: Europe MOD v2.4

Post by PeteMitchell »

Amazing!!!
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
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Re: Battlefield: Europe MOD v2.4

Post by rubyjuno »

Fascinating, thanks for sharing.
McGuba
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Re: Battlefield: Europe MOD v2.4

Post by McGuba »

faos333 wrote: Sat Jul 29, 2023 1:01 pm Question: The south of France allied landings turn 80, I checked the triggers, what is Tag 31?
Sorry, I don't remember what it is. :( I guess it may have something to do with the historical Allied landings elsewhere in the Mediterranean. That is, if the other historical Allied campaigns in the Mediterranean are unsuccesful (like Tunisia and Sicily) then it may not happen. But I might be wrong. :?

Modding wise: I see you use lots of tags, how you create them? I dont know such a function in the scenario editor, how they are defined? Where I can find, create, edit them? I am asking for my future modding works.
Tags can be added in the "Trigger" screen, under the "Scripts" either as "Add" or "Edit" and there should be an "Add tag action", which can be pretty much any characters, not only numbers. I just used numbers for simplicity and to avoid having multiple tags with the same name by accident. Then these tags can be referred to in the triggers, just as turn numbers or other conditions.

Great work by the way on the Kursk 43 save, It is much tougher than the usual game. I do not know if I will be able to pull a Marginal Vic on this map.
Thanks, and yes, these saves are indeed much more challenging than the 1941 campaign. The later the game starts, the harder it is. Obviously the hardest is the last, 1944 Normandy/Bagration save. In that one the only sensible goal is to achieve a draw.

By the way, I wonder if you managed to finish this game by now and to pull a Marginal Victory?


GeneralWerner wrote: Sun Aug 13, 2023 8:30 pm Hello,
after a longer pause (5 years) I had the idea to play again Battlefield Europe. I had installed the version 2.0 at that time, but the new rule of upgrades only possible in certain cities prevented me somehow from start playing with this version.
It is really great that you are back after all these years! :D

However, v2.0 is somewhat obsolete by now, being something like four years old, or something like that. The later versions have brought a lot of improvements and fixed a number of issues and bugs. I think that always the latest is the greatest! :)

That was completing the total victory in round 92.
Congratulations for that, anyway! :D

Now I downloaded the newest V2.4 version. My plan is to close a circle to my first AAR from 2015 and stay in the historical path, but at least give the Allies a hard fight defending the Reich with Wurfrahmen
Yes, that's really, really interesting! I hope to hear more from this. Perhaps in the form of another detailed AAR, like back in the day? :wink:
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faos333
Colonel - Fallschirmjäger
Colonel - Fallschirmjäger
Posts: 1465
Joined: Sat Feb 16, 2019 9:04 pm

Re: Battlefield: Europe MOD v2.4

Post by faos333 »

McGuba wrote: Sun Aug 20, 2023 8:57 pm
A] Tags can be added in the "Trigger" screen, under the "Scripts" either as "Add" or "Edit" and there should be an "Add tag action", which can be pretty much any characters, not only numbers. I just used numbers for simplicity and to avoid having multiple tags with the same name by accident. Then these tags can be referred to in the triggers, just as turn numbers or other conditions.
...................

B} By the way, I wonder if you managed to finish this game by now and to pull a Marginal Victory?
...................
Hello, concerning the Tags, could you post 1-2 tags examples, so to see how they are defined?

Regarding by progress in Kursk 43 save, I have reached turn 88, things are going well, but I still do not know about a Marginal victory. It depends on how many units I still have to face on my way to major objectives in the East.

I will post some screenshots, in a separate AAR :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
faos333
Colonel - Fallschirmjäger
Colonel - Fallschirmjäger
Posts: 1465
Joined: Sat Feb 16, 2019 9:04 pm

Re: Battlefield: Europe MOD v2.4

Post by faos333 »

GeneralWerner wrote: Sun Aug 13, 2023 8:30 pm
Screenshot of round 11 shows that the landing worked, and I could look forward to a shortened oil crisis and a lot of prestige in the years to come. The Wurfrahmen protecting tanks and infantry already.
Congrats, great idea, to go Caucasus on turn 10!
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
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