Allied: Cauldron

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Wildthing
Senior Corporal - Ju 87G
Senior Corporal - Ju 87G
Posts: 93
Joined: Tue Feb 28, 2012 1:15 pm

Re: Allied: Cauldron

Post by Wildthing »

Cauldron Beta 3

Colonel
Triumph 14/16
I saw some german Pioniere ambushed by minefield and destroying only 1 piont with 1 point loss. Their problem is they have only 2-3 health. This made it easy to finish off. The 8,8s are no problem with heavy artillery support.
I would prefer that Pioneers ignore the "camouflage" trait. To clear the large amount of minefields in africa is hard enough. For Axis and player.

Nice design of the airfield-placement. I needed something like a shuttle-service. :)
produit
Staff Sergeant - Kavallerie
Staff Sergeant - Kavallerie
Posts: 302
Joined: Wed Aug 31, 2011 12:15 pm

Re: Allied: Cauldron

Post by produit »

Beta 4, FM, Chess mode, Triump 16/16.

I replayed the whole campaign from the start (Desert). All the map went well until now. On this map, I was able to achieve a triumph on turn 16/16, but on turn 11, I killed the last unit. It is strange that the triumph came so late, as I had already captured both enemy airfields on turn 10.
Coming back to turn 12 and using "Fog of war", I was able to spot two enemy air units outside of the map (only visible on the strategic map), one fighter and one bomber. I don't know what kind they are... I don't know if it is them that are "blocking" my early triumph.
uran21
Panzer Corps Map Designer
Panzer Corps Map Designer
Posts: 2318
Joined: Thu Dec 02, 2010 8:34 pm

Re: Allied: Cauldron

Post by uran21 »

produit wrote:Beta 4, FM, Chess mode, Triump 16/16.

I replayed the whole campaign from the start (Desert). All the map went well until now. On this map, I was able to achieve a triumph on turn 16/16, but on turn 11, I killed the last unit. It is strange that the triumph came so late, as I had already captured both enemy airfields on turn 10.
Coming back to turn 12 and using "Fog of war", I was able to spot two enemy air units outside of the map (only visible on the strategic map), one fighter and one bomber. I don't know what kind they are... I don't know if it is them that are "blocking" my early triumph.
Thanks for reporting. Fixed now.
Delta66
Sergeant First Class - Panzer IIIL
Sergeant First Class - Panzer IIIL
Posts: 392
Joined: Sat Jan 28, 2012 12:45 pm

Re: Allied: Cauldron

Post by Delta66 »

Beta 4
FM with no OS
Start pp 6984, End pp 9954
Triumph, one 150th brigade infantry destroyed, 30 core step losses
Captured every pp hexs except the northwest airfield

Playing only with 10 strength units, start to get difficult, as more enemy units as more than 10 steps moreover they often have more than 200 xp.
My intention was not to spend replacements for the 150th units at all to save pp, however in the end I purchased some non elite replacemnts for a pair of units, it turned out that it wasn't neccessary, but my relief force was only in the middle of the map around the camp at that time and I feared a lucky airstrike could kill one of my damaged 150th units.

It was very tense from most of the scenario, I captured the south airfield on turn 14, then I had the situation under control. But from turn 1 to 14 I was under pressure, as the margin between victory and defeat is small indeed once you have lost one 150th brigade unit.
Artillery his important to handle the 88s screen. Mosquito were helpful, the fighter are a bit short ranged to support the box, however they are still necessary to handle the axis airplanes. I use only a pair of infantry unit (Engineer and Commando) as the map was mostly open ground. Having some extra units in reserve help here.

The most challenging scenario so far, however one thing broke the atmosphere for me, Although it doesn't diminish the challenge at all.
On turn one the AI attacks the minefields in force, and that feel just right, however on the subsequent turns, most of the AI units kept attacking minefields although paths were allready open to attack the scenario goal, that is the 150th brigade units. It seemed so unrealistic, that it reduced my enjoyment and somehow ruined the narrative.
Maybe the AI does not differentiate the minefileds from the real units. And obviously the scenario would be much more difficult and even hopeless if the AI behaves more smartly.

Another problem is how much prestige are you willing to invest to reinforce the 150th brigade, in the stand alone scenario this is not much of an issue, but in a campaign I'll rather not spend precious prestige on auxiliary units that won't carry on the campaign. If you reinforce the 150th every turn the scenario should be easy. On the other hand if you don't reinforce them at all you'll probably loose if the difficulty level match your strength.

From a "realistic" perspective, where does those reinforcement came from if they are surrounded?
Maybe forbiding reinforcements of the 150th brigade, at least until no relief force come adjacent, and balancing with improved at sart entrenchement values, or maybe another Fortification hex, or an extra unit, would give a better feel.
maho1973
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 299
Joined: Sat Jul 23, 2011 12:18 pm

Re: Allied: Cauldron

Post by maho1973 »

Beta-4 - colonel level - triumph 16/16 - prestige: 8559 (start) / 4067 (end) + 3000 (victory bonus)
purchases: Grant MK I, Bishop
Upgrades: Matilda II to Churchill MK II, 2 Recons to Daimler, 2 Hurricanes MK I to Spitfire IX

A truly exciting and challenging mission, when you save your own soldiers on the one hand and on the other hand eliminate an enemy position needs. 8)

- The hexes (10,4) and (28,4) do not fit into the landscape. :?
patriot14
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 48
Joined: Thu Jul 07, 2011 1:44 am

Re: Allied: Cauldron

Post by patriot14 »

Late to the forum and Beta, but I just finished this last night. Agree with previous post about AI attacking minefield. Not sure what their draw is. Best thing for this scenario is big air and art. Wipe out 1st wave with tanks and art. If 88's drop, bomb them. Position 150 so all sides art protected by art and reinforce all. Eliminate air units as they show up and then bomb strongest units around 150. Don't kill off weak units near 150. I even had 2 units beside one 150 inf and they had no ammo. By the time your core gets to the 150 you should be able to pick off any remainging enemies.
vstabler
Private First Class - Wehrmacht Inf
Private First Class - Wehrmacht Inf
Posts: 7
Joined: Thu Aug 02, 2012 1:13 pm

Re: Allied: Cauldron

Post by vstabler »

I just played Couldron again, saw that you changed the German Translated Name from Name Couldron to "Wurstkessel" . Thats not good, please redo this.
First, the Translation is correct. BUT there is noone in Germany who calls anything "Wurstkessel" it sounds funny. Better Translation Would be just "Kessel" , wich is in Military Language Known, although as "Kesselschlacht" (Encirclement) . But 2nd just call it "Couldron" in German Translation, everybody playing will know whats ment , after all, u dont say "lighningwar" in Englisch instead of "Blitzkrieg" . (sorry, if my english is not that sophisticated, iam German).
maho1973
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 299
Joined: Sat Jul 23, 2011 12:18 pm

Re: Allied: Cauldron

Post by maho1973 »

RC-1
- The hexes (10,4) and (28,4) still do not fit into the landscape. :? :!:
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