Feedback on 1941 Campaign
Moderators: Slitherine Core, The Lordz, Panzer Corps Moderators, Panzer Corps Design
Zhitomir.
Played on Colonel level.
All DV's so far. Completed on turn 11.
1900 Prestige remaining after bringing most units to 12 strength near the end of the scenario.
Sorry I have to be honest, probably the single most uninteresting scenario encountered yet. There were quite a few T-34’s and there was some shuffling of resources to try and destroy them. I was always wary of the sudden appearance of Russian fighters so typically always had my tactical bombers covered. This slows down their work as some spend a turn resting for lack of targets due to having no escorts. Experienced Stukas remove the T-34 threat with ease. Looking forward to having the Russians make more effort in providing air defences for their Tank Corps.
Of note the Russians don’t have the truck mounted 3 x Maxim MG SPAA as a unit choice. Would be great to include in the game to add to the “cool” factor.
My two Recon cars almost died to single T-34 counter attacks. They were being extra cautious. I am a bit disappointed that the general consensus is to leave them as cheap cannon fodder. Recce units of the Whermacht were often formed from elite cadres, a great many individuals won recognition for daring feats. They knew what they were doing and knew their limits (although, can anyone say a bridge too far?) . I’d hope many players would like to share a certain élan with their Recon units. I still think there are grounds to make them more resilient with appropriate costing. Maybe removing the feature where recce units loose movement points when they spot units would be a start.
As far as breathing life into this scenario, maybe you could have Truck based units racing eastwards in an effort to avoid encirclement (this would have come later anyway as the Russians didn’t realise the danger until when the noose was closing). Destruction of these units represents that they do not appear in later scenarios. OR in the briefing state to be on the look out form rag tag bands of Russians coming from the Pripet marshes (Partisans) from the North East, then have some Partisans arrive from that direction.
At this stage in the campaign most of my units are 3 stars and seem to make a mess of 95% of the Russian equipment that is thrown at us. I used the core given to you at the start of the 41 scenario. Seems the experience gain on this difficulty level is too rapid. I normally play on Field Marshal but figured that ‘most’ casual players do average level? So hope that my feed back for this difficulty is worthwhile…..
Played on Colonel level.
All DV's so far. Completed on turn 11.
1900 Prestige remaining after bringing most units to 12 strength near the end of the scenario.
Sorry I have to be honest, probably the single most uninteresting scenario encountered yet. There were quite a few T-34’s and there was some shuffling of resources to try and destroy them. I was always wary of the sudden appearance of Russian fighters so typically always had my tactical bombers covered. This slows down their work as some spend a turn resting for lack of targets due to having no escorts. Experienced Stukas remove the T-34 threat with ease. Looking forward to having the Russians make more effort in providing air defences for their Tank Corps.
Of note the Russians don’t have the truck mounted 3 x Maxim MG SPAA as a unit choice. Would be great to include in the game to add to the “cool” factor.
My two Recon cars almost died to single T-34 counter attacks. They were being extra cautious. I am a bit disappointed that the general consensus is to leave them as cheap cannon fodder. Recce units of the Whermacht were often formed from elite cadres, a great many individuals won recognition for daring feats. They knew what they were doing and knew their limits (although, can anyone say a bridge too far?) . I’d hope many players would like to share a certain élan with their Recon units. I still think there are grounds to make them more resilient with appropriate costing. Maybe removing the feature where recce units loose movement points when they spot units would be a start.
As far as breathing life into this scenario, maybe you could have Truck based units racing eastwards in an effort to avoid encirclement (this would have come later anyway as the Russians didn’t realise the danger until when the noose was closing). Destruction of these units represents that they do not appear in later scenarios. OR in the briefing state to be on the look out form rag tag bands of Russians coming from the Pripet marshes (Partisans) from the North East, then have some Partisans arrive from that direction.
At this stage in the campaign most of my units are 3 stars and seem to make a mess of 95% of the Russian equipment that is thrown at us. I used the core given to you at the start of the 41 scenario. Seems the experience gain on this difficulty level is too rapid. I normally play on Field Marshal but figured that ‘most’ casual players do average level? So hope that my feed back for this difficulty is worthwhile…..
Last edited by Dalinski on Thu Nov 17, 2011 10:43 am, edited 1 time in total.
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- Field Marshal - Me 410A
- Posts: 5286
- Joined: Mon Oct 20, 2008 12:41 am
I would also like to see the movement costs removed, that way you can scout forward, sneak a peek and bugger off, not suddenly find your excess moves are all gone and you are a sitting duck.
I managed to keep my recon alive in my latest campaign up to Minsk, hope my luck sticks as on at least one occasion it was reduced to 1 step but managed to survive to run away.
I managed to keep my recon alive in my latest campaign up to Minsk, hope my luck sticks as on at least one occasion it was reduced to 1 step but managed to survive to run away.
I am on my third run through of the campaign, each time changing difficulty.
I think the step up in difficulty between 1st and 2nd level is much greater than the difficulty between the 2nd and 3rd level.
Also, mystery question: In Belgrade, who is Captain Zunjic and why is he flying a Bf-109D? If he is a "significant" character for the Belgrade scenario, you might think about beefing him a bit (he gets wiped out very quickly) if he is supposed to be like a boss type unit. And, if beefed up, maybe a line in the briefing re watch out for him.
I think the step up in difficulty between 1st and 2nd level is much greater than the difficulty between the 2nd and 3rd level.
Also, mystery question: In Belgrade, who is Captain Zunjic and why is he flying a Bf-109D? If he is a "significant" character for the Belgrade scenario, you might think about beefing him a bit (he gets wiped out very quickly) if he is supposed to be like a boss type unit. And, if beefed up, maybe a line in the briefing re watch out for him.
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- Field Marshal - Me 410A
- Posts: 5286
- Joined: Mon Oct 20, 2008 12:41 am
I think that is just to help you not mistake his 109 for one of your own 109's. I believe that his is the name of an actual officer from Yugoslavia who was a pilot. Someone posted a brief history on the Yugoslav 109's, Germany kept them short on spare parts so it does not look like they lasted long once the shooting started anyway. He most definitely does not have a long life span, so far in 2 games he has not survived more than 2 turns once he has been spotted and attacked.
Zhurivka. DV in 12 turns.
Played on Colonel
Finished with 1800 odd prestige. Was reckless with Elite replacements.
No units lost, one Recon armoured car survived with one strength. A few other assorted units took 50% losses.
Like the previous scenario this one was not very stimulating. I was quite looking forward to the Kiev scenario’s, although I am not knowlegible about the battles, I pictured Guderian’s Panzer Corps sweeping south from Smolensk over 600 miles, running into supply difficulties, stretched over a thin front and then expected to close a narrow corridor from a desperate, numerous and determined enemy.
As it happens your Panzer corps is unrealistically moved to the west of Kiev, transferred again to the North-east of Kiev over a major river barrier and then asked to do what part of army group centre did when they arrived from the north. Short of doing a complete overhaul lets just press on.
I wanted to get this scenario over and done with and was a bit reckless, but as it happened I did not loose any core units despite have some mounted infantry in the vanguard. Every turn we were met with half hearted attacks sporadically which all seems realistic. They all come from different quarters. I found the Eastern counter attack to be lacking aggression, it pretty much rolled up and sat there doing nothing as I spent 3 turns bombing them into submissions. It certainly took my attention away from the main thrust. The main thrust towards the objective met very sparse resistance, almost no anti-tank guns and no air defences meant we pretty much sliced through them with our 3 star armoured units with supporting artillery batteries. The fairly heavy wooded area followed by hill line didn’t mean much as a natural defence.
Russian cities with their single token Infantry, Artillery and air defence unit are very easy to roll over at this stage in the campaign. I’d recommend beefing up those defences which will in turn give the flanking relief forces more opportunities.
Although this does not appear to be the “closing of the pocket” scenario this would be a good place to stage it. Leaving the “reduction of the pocket” as the following scenario means you have a much clearer path of the “real” goal of this area of Russia. The closing of the Kiev pocket scenario, was, I was hoping going to be the most exciting 41 scenario. I pictured a convergence of force unique to anything we have seen. Firstly I imagined your Panzer Corps coming from the north. A strong Auxiliary force coming from the south, breakout Russian forces of a great variety desperately move east. And a strong relief force of varying quality trying to hold open a corridor or a number of corridors. Furthermore because your forces are penetrating deep behind the lines chaos could reign, you could run into HQ headquarter units, horse drawn supplies, unloading trains, truck mounted units milling about in confusion, aircraft caught on the ground, units with no ammo or fuel, units that surrender too you just by moving adjacent, units that flee when you move adjacent to them, units that refuse to retreat, bridges left undefended, fortifications left undefended, Axis prisoners being found and released…..
I seem to have a theme involving wrecking the helpless!?
Perhaps this might be a good time to introduce the NKVD units attempting to bolster the front and turn back traitors. They could fire on fleeing regular units…. Hah!?
Played on Colonel
Finished with 1800 odd prestige. Was reckless with Elite replacements.
No units lost, one Recon armoured car survived with one strength. A few other assorted units took 50% losses.
Like the previous scenario this one was not very stimulating. I was quite looking forward to the Kiev scenario’s, although I am not knowlegible about the battles, I pictured Guderian’s Panzer Corps sweeping south from Smolensk over 600 miles, running into supply difficulties, stretched over a thin front and then expected to close a narrow corridor from a desperate, numerous and determined enemy.
As it happens your Panzer corps is unrealistically moved to the west of Kiev, transferred again to the North-east of Kiev over a major river barrier and then asked to do what part of army group centre did when they arrived from the north. Short of doing a complete overhaul lets just press on.
I wanted to get this scenario over and done with and was a bit reckless, but as it happened I did not loose any core units despite have some mounted infantry in the vanguard. Every turn we were met with half hearted attacks sporadically which all seems realistic. They all come from different quarters. I found the Eastern counter attack to be lacking aggression, it pretty much rolled up and sat there doing nothing as I spent 3 turns bombing them into submissions. It certainly took my attention away from the main thrust. The main thrust towards the objective met very sparse resistance, almost no anti-tank guns and no air defences meant we pretty much sliced through them with our 3 star armoured units with supporting artillery batteries. The fairly heavy wooded area followed by hill line didn’t mean much as a natural defence.
Russian cities with their single token Infantry, Artillery and air defence unit are very easy to roll over at this stage in the campaign. I’d recommend beefing up those defences which will in turn give the flanking relief forces more opportunities.
Although this does not appear to be the “closing of the pocket” scenario this would be a good place to stage it. Leaving the “reduction of the pocket” as the following scenario means you have a much clearer path of the “real” goal of this area of Russia. The closing of the Kiev pocket scenario, was, I was hoping going to be the most exciting 41 scenario. I pictured a convergence of force unique to anything we have seen. Firstly I imagined your Panzer Corps coming from the north. A strong Auxiliary force coming from the south, breakout Russian forces of a great variety desperately move east. And a strong relief force of varying quality trying to hold open a corridor or a number of corridors. Furthermore because your forces are penetrating deep behind the lines chaos could reign, you could run into HQ headquarter units, horse drawn supplies, unloading trains, truck mounted units milling about in confusion, aircraft caught on the ground, units with no ammo or fuel, units that surrender too you just by moving adjacent, units that flee when you move adjacent to them, units that refuse to retreat, bridges left undefended, fortifications left undefended, Axis prisoners being found and released…..
I seem to have a theme involving wrecking the helpless!?
Perhaps this might be a good time to introduce the NKVD units attempting to bolster the front and turn back traitors. They could fire on fleeing regular units…. Hah!?
You guys have done a great job so far of breathing life into a cherished game, keep up the good work. I'd hope you would strive to keep a high level of release quality on this content rather than stick to some bi-monthly schedule where you might risk releasing quantity over quality 
The content of a standard DLC campaign is nearing the work load of a fully fledged game?
Idea: Adding a head quarter unit for the AI or even the player might add some campaign variation. Maybe an icon of a general for the unit, it could represent your own persona as "Field Marshal" and essentially operate as a standard infantry unit. Of course we can "rename" this unit to be ourselves or......

The content of a standard DLC campaign is nearing the work load of a fully fledged game?
Idea: Adding a head quarter unit for the AI or even the player might add some campaign variation. Maybe an icon of a general for the unit, it could represent your own persona as "Field Marshal" and essentially operate as a standard infantry unit. Of course we can "rename" this unit to be ourselves or......
Zolotonosha
On Colonel level.
Finished with 2000 prestige on turn 10.
I would have finished on turn 8 but for a massive Russian attack on Zhitomir which destroyed 2 Auxiliary Anti tank guns and my Pz Jager. My 8 strength Pz. Jager got wiped out by a 12 strength T-34. I bought another Pioneer.
This scenario held some of what I was looking for from my last harping. The Eastern attacks were fairly thick but nothing worrying. Once you destroy the key T-34 or KV units the rest of the Russian attack is fairly pointless. I did have a Pz III SE down to 2 strength from T-34 attacks.
I had 3 turns of mud…..
Once again the southern objectives were easy to take, one even only had 1 infantry as defence. Although Russian tanks are always lurking on the fringes I am learning not to place any vulnerables in the vanguards.
Not allot to say for this map other than the exciting Western attack which was followed straight after by a turn of mud. Most worrying.
On Colonel level.
Finished with 2000 prestige on turn 10.
I would have finished on turn 8 but for a massive Russian attack on Zhitomir which destroyed 2 Auxiliary Anti tank guns and my Pz Jager. My 8 strength Pz. Jager got wiped out by a 12 strength T-34. I bought another Pioneer.
This scenario held some of what I was looking for from my last harping. The Eastern attacks were fairly thick but nothing worrying. Once you destroy the key T-34 or KV units the rest of the Russian attack is fairly pointless. I did have a Pz III SE down to 2 strength from T-34 attacks.
I had 3 turns of mud…..
Once again the southern objectives were easy to take, one even only had 1 infantry as defence. Although Russian tanks are always lurking on the fringes I am learning not to place any vulnerables in the vanguards.
Not allot to say for this map other than the exciting Western attack which was followed straight after by a turn of mud. Most worrying.
Vyazma
On Colonel level.
Finished with 400 prestige on turn 16.
Wow, the best fun ever in any series of Panzer General/Korps.
We had numerous turns of mud early on and I was think oh well this won’t be a win. Then we encroached Vyazma and hit it at the same time from the north and south. My Mobile Artillery was north and towed artillery was south. The Southern force was weaker but I ended up having the entire Luftwaffe supporting them.
On perhaps turn 10 I sat looking at the screen wondering what to do for at least 20 minutes.
The layers were:
Northern Russian Relief force
My Left Wing Panzer Corps
Vyazma Defences
My South Wing Panzer Corps
South East Russian Relief Force.
Then there were the Western bridge defences which were surprisingly strong. But nothing much East thank the godz!
My towed artillery only survived because 4 tubes were giving mutual support. My Stukas got lucky on the KV targets do -5 hits. At one stage I counted 2 KV’s and 3 T-34’s, lucky spread to each quarter.
After some serious thought I managed through it all, made a major mistake trying to take out the AA Defences, forgetting supporting artillery which could have been neutralised. Both my Northern and South objectives were put under threat. Nothing too serious though.
Once Vyazma was secured the road to Moscow was more or less open, we got some good weather and decimated the map east to Moscow, a bit of a let down to be honest.
At one stage we only had 200 prestige and numerous damaged units but the drama at Vyazma was over so it didn’t matter too much.
No losses, a Wuffermine was almost destroyed. This time my 2 Armoured cars proved invaluable, did some major damage and didn’t really take much, Elite replacements on them are cheap.
I was able to manage replacements by replacing the capped experienced units with normal replacements and the selective Elite replacements where needed.
-Best fun in a while, thank you Slitherine!
On Colonel level.
Finished with 400 prestige on turn 16.
Wow, the best fun ever in any series of Panzer General/Korps.
We had numerous turns of mud early on and I was think oh well this won’t be a win. Then we encroached Vyazma and hit it at the same time from the north and south. My Mobile Artillery was north and towed artillery was south. The Southern force was weaker but I ended up having the entire Luftwaffe supporting them.
On perhaps turn 10 I sat looking at the screen wondering what to do for at least 20 minutes.
The layers were:
Northern Russian Relief force
My Left Wing Panzer Corps
Vyazma Defences
My South Wing Panzer Corps
South East Russian Relief Force.
Then there were the Western bridge defences which were surprisingly strong. But nothing much East thank the godz!
My towed artillery only survived because 4 tubes were giving mutual support. My Stukas got lucky on the KV targets do -5 hits. At one stage I counted 2 KV’s and 3 T-34’s, lucky spread to each quarter.
After some serious thought I managed through it all, made a major mistake trying to take out the AA Defences, forgetting supporting artillery which could have been neutralised. Both my Northern and South objectives were put under threat. Nothing too serious though.
Once Vyazma was secured the road to Moscow was more or less open, we got some good weather and decimated the map east to Moscow, a bit of a let down to be honest.
At one stage we only had 200 prestige and numerous damaged units but the drama at Vyazma was over so it didn’t matter too much.
No losses, a Wuffermine was almost destroyed. This time my 2 Armoured cars proved invaluable, did some major damage and didn’t really take much, Elite replacements on them are cheap.
I was able to manage replacements by replacing the capped experienced units with normal replacements and the selective Elite replacements where needed.
-Best fun in a while, thank you Slitherine!
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- Staff Sergeant - StuG IIIF
- Posts: 275
- Joined: Tue Feb 01, 2011 5:59 pm
- Location: California
Played through to the end (didn't skip Streets of Moscow) on Colonel level.
The objectives were clear and nicely varied. That really keeps things interesting.
Prestige seemed about right. I was able to re-strength my units (almost always elite replacements) between scenarios and have enough to purchase and additional unit when my core force size increased.
I liked the briefings. I would like a way to review them again during the scenario. If there is a way, then I've missed it.
The AI is much more challenging than in the regular game at the same difficulty level. Definitely an improvement.
Hero's and medals do seem a bit slow, but that may be just me wanting range bonuses for my artillery
The experience cap is not an issue for me. I don't think having 15 experience units in 1941 would be very realistic.
My favorite mission was streets of Moscow. That was quite a challenge to keep my armor from getting destroyed in the city. Managed a DV without losing any core forces, but it was close. I hope there are more missions like that in the future. Non-historical, but logical progressions if you do very well. Something like, "Now you've taken Moscow, but you'll need to drive to the Urals to win the war. Good luck".
Demanysk was also fun. Life in the pocket was quite a challenge.
The objectives were clear and nicely varied. That really keeps things interesting.
Prestige seemed about right. I was able to re-strength my units (almost always elite replacements) between scenarios and have enough to purchase and additional unit when my core force size increased.
I liked the briefings. I would like a way to review them again during the scenario. If there is a way, then I've missed it.
The AI is much more challenging than in the regular game at the same difficulty level. Definitely an improvement.
Hero's and medals do seem a bit slow, but that may be just me wanting range bonuses for my artillery

The experience cap is not an issue for me. I don't think having 15 experience units in 1941 would be very realistic.
My favorite mission was streets of Moscow. That was quite a challenge to keep my armor from getting destroyed in the city. Managed a DV without losing any core forces, but it was close. I hope there are more missions like that in the future. Non-historical, but logical progressions if you do very well. Something like, "Now you've taken Moscow, but you'll need to drive to the Urals to win the war. Good luck".
Demanysk was also fun. Life in the pocket was quite a challenge.
Panzer Corps Beta Tester
Allied Corps Beta Tester
Allied Corps Beta Tester
Started my fourth run through on General level.
I still feel the step up in difficulty between Sergeant level and Lieutenant level is a bigger jump than the others (and so far, no a huge step up it seems for General).
I'll try to get this level done before posting specific scenario comments. Crete perhaps should be restricted to non tank and arty placement for deployment - makes more historical sense and the scenario far more challenging (which I've been doing as a sort of house rule anyway).
Probably this next point has been raised in beta testing before, but I am wondering whether it might be more "realistic" to have far more enemy units of lower strength than fewer overstrength units. A horde of 5-7 strength T-34s or Shermans, compared to a few 12 or 13 tank units, reflect what the Germans faced as far as I know. In small group encounters, German equipment would knock the pants off enemy units, it was the large numbers that did them in (like in 8 Shermans taking on a Tiger).
And thinking of Tigers (and this is probably not what anyone wants to think about for a game), as most know they were horrible mechanically (in large part due to the German process of crafting them as opposed to real mass production techniques) leading to a very high battlefield failure rate. Yes, put in the Tigers but have them sometimes just break down by being out of fuel. Otherwise, as most know, if you can get to the end scenarios with a large group of Tigers, you win easily.
I still feel the step up in difficulty between Sergeant level and Lieutenant level is a bigger jump than the others (and so far, no a huge step up it seems for General).
I'll try to get this level done before posting specific scenario comments. Crete perhaps should be restricted to non tank and arty placement for deployment - makes more historical sense and the scenario far more challenging (which I've been doing as a sort of house rule anyway).
Probably this next point has been raised in beta testing before, but I am wondering whether it might be more "realistic" to have far more enemy units of lower strength than fewer overstrength units. A horde of 5-7 strength T-34s or Shermans, compared to a few 12 or 13 tank units, reflect what the Germans faced as far as I know. In small group encounters, German equipment would knock the pants off enemy units, it was the large numbers that did them in (like in 8 Shermans taking on a Tiger).
And thinking of Tigers (and this is probably not what anyone wants to think about for a game), as most know they were horrible mechanically (in large part due to the German process of crafting them as opposed to real mass production techniques) leading to a very high battlefield failure rate. Yes, put in the Tigers but have them sometimes just break down by being out of fuel. Otherwise, as most know, if you can get to the end scenarios with a large group of Tigers, you win easily.
I've been through all of the scenarios for Campaign '41, ending with the Demyansk scenario. No problems that I can see. I like the message at the end saying that this campaign will link with Campaign '42 (when it's developed), and will allow you to carry foward all units (with all experience acquired). That is awesome. Now I did get a defeat in the final scenario, because I did go against history and successfully broke out the German forces from the pocket and retreated west to the German line there. I just wanted to see if it could be done (could have been done). Fortunately, I do have a game saved at turn 1, and will replay it sometime to try to get a victory and see if I can reach the victory hex to the east. I'm adding this portion to my original post. Not sure how reasonable/realistic it is in the winter of '41/'42 to expect the Germans to break out to the east to capture a hex in Soviet territory. I think they had all they could do in that horrible weather to maintain their position. Not sure they were capable of an offensive operation at this point.
Last edited by mrgolf on Thu Nov 24, 2011 7:17 pm, edited 1 time in total.
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- Private First Class - Opel Blitz
- Posts: 1
- Joined: Sun Feb 20, 2011 11:47 am
41 beta
Great campaign 41. All level make fun.
I have two things to improve.
first one
In the Zolotonosha level the romanian troops stand in Belgian cities (wrong flags)
second
In the Leningard 41 Level
you have 6 auxillary guns and 7 artillry hexs
By the way
When will appear all levels 41 as Scenario?
or all campaigns 39-45 as a full collection?
I have two things to improve.
first one
In the Zolotonosha level the romanian troops stand in Belgian cities (wrong flags)
second
In the Leningard 41 Level
you have 6 auxillary guns and 7 artillry hexs
By the way
When will appear all levels 41 as Scenario?
or all campaigns 39-45 as a full collection?
Just finished the second time through on the campaign. Went south this time...found it a little easier than the drive on Leningrad. However, in the final scenario got a little rammy and found myself in big trouble on the left flank. But, after scrambling to rebalance and throwing the Luftwaffe in hard, the front was stabilized about mid-way through.
Vzyma scenario gives me fits for some reason...fought through it this time including all the mud and almost took Moscow. However, failed by one strength point and then a Russian BT-5 came down and took one of the objective hexes...no decisive as a result.
Playing on 'general' level.
Question...is it now possible to get more then three special German units? At one point, I had three tanks and one infantry (lost a tank defending a town-moronic move on my part).
Vzyma scenario gives me fits for some reason...fought through it this time including all the mud and almost took Moscow. However, failed by one strength point and then a Russian BT-5 came down and took one of the objective hexes...no decisive as a result.
Playing on 'general' level.
Question...is it now possible to get more then three special German units? At one point, I had three tanks and one infantry (lost a tank defending a town-moronic move on my part).
I would like to suggest that you make the briefing available during game play as it is in Battle Academy for example.
In the Demjansk Pocket scenario I think the instructions could be clarified but perhaps it's just me. The first time I played it I parked the transport aircraft over the airport as instructed, not realizing I was supposed to unload it and waited in vain for another transport to appear.
As far as prestige is concerned I feel that's a mixed bag. sometimes I felt it was insuffieicent and others I was rolling in it!
I like the experience cap as well, it would be ludicrous to have all your troops with maximum experience so soon after the war started.
I do have a suggestion though for captured equipment. If I was to capture an enemy airport with aircraft present it would be great to be able to seize them.
Lastly, I think the inclusion of more scenarios that are not specific to WW II would be great, such as the one where you offer the opportunity to challenge the Russian general prior to Barbarossa. Overall I think you've hit a homerun.
In the Demjansk Pocket scenario I think the instructions could be clarified but perhaps it's just me. The first time I played it I parked the transport aircraft over the airport as instructed, not realizing I was supposed to unload it and waited in vain for another transport to appear.
As far as prestige is concerned I feel that's a mixed bag. sometimes I felt it was insuffieicent and others I was rolling in it!
I like the experience cap as well, it would be ludicrous to have all your troops with maximum experience so soon after the war started.
I do have a suggestion though for captured equipment. If I was to capture an enemy airport with aircraft present it would be great to be able to seize them.
Lastly, I think the inclusion of more scenarios that are not specific to WW II would be great, such as the one where you offer the opportunity to challenge the Russian general prior to Barbarossa. Overall I think you've hit a homerun.
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- Sergeant - 7.5 cm FK 16 nA
- Posts: 211
- Joined: Sun Jan 23, 2011 7:47 pm
- Location: Ruhrpott / Germany
At first i beg you pardon for my late joining of the Beta of GC41 DLC ... but i was ill for weeks 
My impressions, at the Moment i ve only played the first two Maps.
I started the GC41 at first with a new Core Army that was challenging ...
at second i ve imported my GC40 Core Army with this Veteran Army the first two Maps are really easy ...
both times played as Oberst. -> so with a good and expierienced Core Army it is on Oberst too easy. Maybe the following Maps are more challenging when i have to fight the Red Army.
I have a Question about the SE-Units ... during the main Campaign of PanzerCorps there was a limitation on 3 SE Units. As i started GC41 and imported my GC40 Core Army including 3 SE Units i ve got a 4th SE Unit at the begin of the Map (thats very fine for me
but i want to know is this a bug or was the maximum Number of SE Units in the Core Army raised?
Second Question, i am wondering about the price of the Panzerjäger IB it is build on a cheap Panzer I Chassis without a turret (makes the whole construction even cheaper) but its nearly twice the price of one Panzer I ... this seems to me a little bit high isnt it?
By the way i like the idea with the captured Units and the Escort Tasks
It was real fun to play the GCs 39 and 40!!! 

My impressions, at the Moment i ve only played the first two Maps.
I started the GC41 at first with a new Core Army that was challenging ...
at second i ve imported my GC40 Core Army with this Veteran Army the first two Maps are really easy ...
both times played as Oberst. -> so with a good and expierienced Core Army it is on Oberst too easy. Maybe the following Maps are more challenging when i have to fight the Red Army.

I have a Question about the SE-Units ... during the main Campaign of PanzerCorps there was a limitation on 3 SE Units. As i started GC41 and imported my GC40 Core Army including 3 SE Units i ve got a 4th SE Unit at the begin of the Map (thats very fine for me

Second Question, i am wondering about the price of the Panzerjäger IB it is build on a cheap Panzer I Chassis without a turret (makes the whole construction even cheaper) but its nearly twice the price of one Panzer I ... this seems to me a little bit high isnt it?
By the way i like the idea with the captured Units and the Escort Tasks


Strike! You guys made me smile. I really have the feeling conquering Russia!
This is the best DLC until now you guys put up!
I also like the storyline told.
Probably the scenario I like the most until now of the whole vanilla and DLC campaigns: Vyazma. Excellent work! It is a fun to master this challenge.
The Minsk objective needs some clarification about the airfields. Might be it is just my lack of understanding, but it doesn't seem quite logical what I have to do with the airfields.
Demyansk: can we have some green lights flashing on the airfields that we already landed our supply transports? I played this map with interruptions, so this might be again me that made misstakes on where I already landed those Ju's. But it would make life easier if I could see wich objectives that are already met.
Oh, and as I am already moaning
: I understand that the Fraulein Wehrmachtshelferin trys to beef up the story. But from a rational point of view, I think this has never happened that a Wehrmachtshelferin briefed a General. Those young women acted as helpers, freeing men up to serve in the frontlines. They were serving in places like hospitals or communications (the famed "Blitzmädchen").
Please let us access Briefings during map and possibly show unit stats (including heros) in the deploy screen.
About the prestige: Imho too much (Colonel) but as I normaly play on FM my impression might not be objective. I promise to go with FM next time.
As a closer, I would clearly suggest going for quality of the DLC's rather than trying to meet a fixed release schedule. This fine piece of DLC proves it!

This is the best DLC until now you guys put up!
I also like the storyline told.
Probably the scenario I like the most until now of the whole vanilla and DLC campaigns: Vyazma. Excellent work! It is a fun to master this challenge.
The Minsk objective needs some clarification about the airfields. Might be it is just my lack of understanding, but it doesn't seem quite logical what I have to do with the airfields.
Demyansk: can we have some green lights flashing on the airfields that we already landed our supply transports? I played this map with interruptions, so this might be again me that made misstakes on where I already landed those Ju's. But it would make life easier if I could see wich objectives that are already met.
Oh, and as I am already moaning

Please let us access Briefings during map and possibly show unit stats (including heros) in the deploy screen.
About the prestige: Imho too much (Colonel) but as I normaly play on FM my impression might not be objective. I promise to go with FM next time.
As a closer, I would clearly suggest going for quality of the DLC's rather than trying to meet a fixed release schedule. This fine piece of DLC proves it!


Having been through the entire campaign now, I can say you have an awesome game series. My suggestion is that each scenario within the campaign requires a different mix of armor, infantry and airpower...however what ever the core mix is at the beginning tends to be carried along but eventually maybe out of kilter for example. If you accumulate a bit more airpower at the expense of infantry or armor in one scenario then in the next or some later one, one finds themselves with a core mixture that does not work so well. My suggested solution is that only carry 2/3 of the Incore mix from one scenario to the next and allow the player to select the remaining third of the core so that they have a better balanced force structure for a given scenario.
Fog of war has been a bit of an issue in that it is not clear to what extent it operates or has an affect. Perhaps a brief explanation about it might help.
Weather can have profound effect in any of the scenarios. If one player is stuck with foul weather for several turns at the beginning of a game, they might find themselves at a significant disadvantage and never recover especially if they are dependant on use of air power . This maybe more important in scenarios involving aircraft and naval vessels.
In the Hunters in the Atlantic scenario, a quick observation. There is no equivalent of the "Black Gap" , which was an area of the north central atlantic in which allied aircraft could not reach either from north america or britain. in the current map b eing used, aircraft are capable of reaching pretty far out into the atlantic. I would simply extend the width of the atlantic ocean to provide a bit of a hiding hole for the few u boats in that area.
Combat resolution of a unit in a river hex vs one on an adjoining land hex should be reviewed. For example would it be reasonable for a tank in the river to be able to wipe out a recon unit on shore? Some losses would sound reasonable but not a complete wipeout.
Tigers were not everywhere in the early war years. So pay attention to the timeframe and geography of where tigers or panthers were first available in numbers.
that's all folks, a great game in the works here.
Fog of war has been a bit of an issue in that it is not clear to what extent it operates or has an affect. Perhaps a brief explanation about it might help.
Weather can have profound effect in any of the scenarios. If one player is stuck with foul weather for several turns at the beginning of a game, they might find themselves at a significant disadvantage and never recover especially if they are dependant on use of air power . This maybe more important in scenarios involving aircraft and naval vessels.
In the Hunters in the Atlantic scenario, a quick observation. There is no equivalent of the "Black Gap" , which was an area of the north central atlantic in which allied aircraft could not reach either from north america or britain. in the current map b eing used, aircraft are capable of reaching pretty far out into the atlantic. I would simply extend the width of the atlantic ocean to provide a bit of a hiding hole for the few u boats in that area.
Combat resolution of a unit in a river hex vs one on an adjoining land hex should be reviewed. For example would it be reasonable for a tank in the river to be able to wipe out a recon unit on shore? Some losses would sound reasonable but not a complete wipeout.
Tigers were not everywhere in the early war years. So pay attention to the timeframe and geography of where tigers or panthers were first available in numbers.
that's all folks, a great game in the works here.
latest 1.05 play thru
I have to say, I'm quite disappointed in this last version; you've gone back to much more combat results favorable to AI and when I just finished Vyazma senario and I was just fit-to-be-tied; rained almost 60% of time and this senario in no way lends to WWII gameplay; it is more like WWI!!!!
Moscow is easier than this one. To contrived.
I don't know, maybe when I can play these senarios from '42 with core from earlier campaigns, I will be more satisfied. I found, that when I played with my '39 core in '40, I did better, than just starting with program's starting core.
AND I go back to game play things; like having choice as to whether to or to not take SE units is my big thing. I want control of the army!!!
And to the person who pointed out Narvik is in previous DLC, I know. But destroyers still can't levitate onto a bridge.
Moscow is easier than this one. To contrived.
I don't know, maybe when I can play these senarios from '42 with core from earlier campaigns, I will be more satisfied. I found, that when I played with my '39 core in '40, I did better, than just starting with program's starting core.
AND I go back to game play things; like having choice as to whether to or to not take SE units is my big thing. I want control of the army!!!
And to the person who pointed out Narvik is in previous DLC, I know. But destroyers still can't levitate onto a bridge.
Re: latest 1.05 play thru
Hmmm I dunno what to say about this.jkile wrote:I have to say, I'm quite disappointed in this last version; you've gone back to much more combat results favorable to AI and when I just finished Vyazma senario and I was just fit-to-be-tied; rained almost 60% of time and this senario in no way lends to WWII gameplay; it is more like WWI!!!!
Moscow is easier than this one. To contrived.
I don't know, maybe when I can play these senarios from '42 with core from earlier campaigns, I will be more satisfied. I found, that when I played with my '39 core in '40, I did better, than just starting with program's starting core.
AND I go back to game play things; like having choice as to whether to or to not take SE units is my big thing. I want control of the army!!!
And to the person who pointed out Narvik is in previous DLC, I know. But destroyers still can't levitate onto a bridge.
No changes were made to tip combat results in favor of the AI, not to my knowledge.
Vyazma hasn't changed since the chance to rain was reduced from 55% to 30%.

I'm not sure what you are referring to regarding SE units. Can you elaborate?
As for Narvik, I believe those destroyers are going under the bridges, not over.
