Battlefield: Europe MOD v2.4

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McGuba
Colonel - Ju 88A
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Re: Battlefield: Europe MOD v2.4

Post by McGuba »

In my last playthrough of v2.4 which i am now in turn 95, I went a very heavy AA defence of the Reich (particularly for the D-Day landings). But even with multiple layers of AA, the allied air still causes much grief to my troops as they just suppress the AA and then bomb everything around it. The enemy air is often overstrength too, so i wonder that by nerfing the AA it will make it mostly useless? Even my 2 star 11 strength 3.7cm flak usually takes just 1 strength off enemy strat bombers in clear weather in current v2.4. So v2.5 will make defending France a nightmare (maybe this is true to history).
I think it is just fair that AA alone is not enough to stop the Allied air offensive in 1944. German AA guns were just not effective enough, in my opinion mainly because only using timed fuzes until the last few months (weeks?) of the war: these only exploded when the shell reached a certain pre-set altitude and thus often just went through the frame or wing of a heavy bomber without exploding. Even adding a relatively simple impact fuze would have increased their effectiveness in those cases, but for some reason they did not do so, despite having the technology. The US and the British even used proximity fuzes from 1944 (the shell exploded if it was close to an aircraft), which vastly increased their effectiveness against the Japanese kamikaze bombers.
https://en.wikipedia.org/wiki/Proximity_fuze

We know that historically the Germans produced and fielded large amounts of AA guns with plenty of ammunition but it was not enough on its own and the fighters of the Luftwaffe were largely defeated in the first half of that year. The Mustangs and Thunderbolts outclassed the then best German fighters in much of 1944. Only the later versions of the Bf 109 and Fw 190 could fight these on more or less equal terms, but these appeared too late. So yes, there is (was) indeed a crisis in the first half of 1944. However, if the Soviets are largely or completely defeated by that time than all the AA and fighter units can be transferred to the west to deal with it. Or, if not, some land has to be traded in to gain time, until the better German fighter planes become available.

JimmyC wrote: Fri Apr 17, 2026 5:33 am I have always gone with option 1 as you are given 3 tanks in the earlier scenarios, so it feels a waste to disband 1 of them. Note that i always disband the Junker and get an extra fighter after Poland.

But thinking about how punishing the air war will be in this upcoming version i would probably go with 3 fighters, 2 tanks.
It may be more punishing now, but on the other hand there will be some compensation as well: an extra German bomber destroyer appears in turn 17, Italian fighters are now somewhat better than before, the Bf 109G-6 now has a slightly better late version, etc.
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Locarnus
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Re: Battlefield: Europe MOD v2.4

Post by Locarnus »

McGuba wrote: Thu Apr 16, 2026 5:26 pm Railway changes

When I first created the map of this mod back in early 2014 :shock: I did not really pay a lot of attention to the actual layout of the railway lines: in most cases I just connected the cities with railways, wherever it seemed rational. But in reality, planners are not always rational. So for every new release of the mod I made corrections by using WW2-era railway maps as reference, and over time it has become more and more precise.

But, for example, who would have thought that there was (is?) no direct railway connection between Odessa and Nikolayev? Even though these cities are quite close to each other with both having a significant sea port on the northern coast of the Black Sea? But it looks like that was exactly the case: if somebody wanted to travel by railway between these two cities, he had to deviate far to the north, almost all the way to Kremenchuk (purple lines show existing railways in 1941):

railway1.jpg

So yes, this release again comes with some more revision of the railway system, mainly in the east, including the above, but for the first time it also adds railway lines to North Africa and the Middle East.

In fact, there were a lot more railway lines in reality than what is depicted in the mod, but I think the more important ones are now there, with many of the "missing" and half-finished connections also corrected, as in the above mentioned example.

What's more important is for the first time this release comes with several railway lines which are being completed during the scenario. These are of course being completed automatically, no player interaction is needed.

In some cases it was hard to find out the exact date of completion since some of the maps show them being there, while on other, post-war maps some of these are still missing or being shown as under construction. So it required some more research, but that's where fun is.
Ah, that explains the railways in some areas.
I always thought that it was more of a map scale compromise, or eg funneling trains around the Pripyat marches for the partisans mechanic to have more of an impact.

With Uman (in Ukraine) even today being only at the end of a rail stub (direct road from Kiev to Odessa, but railways have to use a kind of diamond shaped detour either east or west):
https://www.openrailwaymap.org/

This wikipedia article as a great map, showing when each rail section was completed. Unfortunately only for Ukraine and surrounding area: https://en.wikipedia.org/wiki/Rail_tran ... n_Ukraine
According to that, the railway going North from Odessa got a branch to Nikolaev in 1944 (still quite a detour).

I did not know that Crimea also only had a railway connection from the North-East until the North-West connection in 1944!
But it makes sense, railways were mainly for freight, industry and military in the Soviet Union of that time.
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
McGuba
Colonel - Ju 88A
Colonel - Ju 88A
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Re: Battlefield: Europe MOD v2.4

Post by McGuba »

New or modified units, part 4.


A few Luftwaffe infantry units will appear in turn 31. Later these will be reorganized as standard infantry units.
https://en.wikipedia.org/wiki/Luftwaffe_Field_Divisions

BE 25_1.jpg
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A single ME 323 Gigant heavy air transport unit becomes available for use in turn 31. It may be useful to transfer units to Tunisia, even if the Allied navy manage to set up a blockade, or to evacuate encircled units, or perhaps even to support Sealion.

The use of a home rule is strongly recommended though (same as with the existing Ju 52 air transports): it should not be used to transfer units farther than 24 hexes from the nearest Axis owned airfield or drop paratroopers farther than 12-13 hexes from the nearest Axis airfield (since air transport units sadly do not consume fuel in the game).

BE 25_2.jpg
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Garrison type (static) infantry units now have a standardized icon: it helps to differentiate them from "normal" infantry units at a glance so that the player knows that these units cannot move.

BE 25_0.jpg
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