Re: Battlefield: Europe MOD v2.5.1
Posted: Sat Jun 06, 2026 5:03 am
Baku by turn 42?
I think he had 3 of them together that he used in conjunction with each other.PeteMitchell wrote: Fri Jun 05, 2026 12:33 pm I think General Werner paired two Wurfrahmen once to drive towards Moscow...
I think around 1 year / 24 turns or so would be more realistic. 6 months / 12 turns is probably still a bit too optimistic.slowgtp wrote: Sat Jun 06, 2026 4:59 am
Thanks for the reply. In my kind, respectful opinion, I think that 6-8 turns would be more optimal. From multiple playthroughs, it just seems to me that 12 turns is much too long for the sake of the scenario. I've captured them by the end of 42 and spent a long time waiting to the point that the fleets become pretty much pointless. I believe it would spice things up a bit, as well as give incentive for quicker capture. Thanks!
So I guess it definitely needs to be more than 5 months / 10 turns. Hence the current 12 turns waiting time. That's the absolute minimum in the hardest, "realistic +" version, in my opinion.August 8, 1942, elements of Army Group A took Maikop after a specialized German commando unit (the Brandenburgers) disguised as NKVD troops caused confusion and expedited the city's evacuation.
Scorched Earth:
Recognizing the threat, the Soviets utilized a highly effective scorched-earth strategy. Soviet units destroyed the oil storage tanks, set the facilities ablaze, and poured cement down the wellbores before retreating.
Soviet Recapture:
The Germans held the ruined fields for only five months. As the tide of the war turned, the Red Army launched a massive counter-offensive, recapturing the Maikop region in January 1943.
Why the Capture Yielded Zero Oil
Devastated Infrastructure:
The sabotage was so thorough that the Germans were unable to extract any usable crude before being pushed out. Rebuilding the destroyed facilities required entirely new wells and specialized equipment.
Thanks for the response. That makes sense, and I appreciate your feedback...even if I don't like the answer.McGuba wrote: Sat Jun 06, 2026 4:00 pmI think around 1 year / 24 turns or so would be more realistic. 6 months / 12 turns is probably still a bit too optimistic.slowgtp wrote: Sat Jun 06, 2026 4:59 am
Thanks for the reply. In my kind, respectful opinion, I think that 6-8 turns would be more optimal. From multiple playthroughs, it just seems to me that 12 turns is much too long for the sake of the scenario. I've captured them by the end of 42 and spent a long time waiting to the point that the fleets become pretty much pointless. I believe it would spice things up a bit, as well as give incentive for quicker capture. Thanks!
What we know for sure is that historically the Germans could only capture the smaller Maykop oil field, and even though they held it for 5 months, they were unable to repair it before the Soviet recapture.
AI answer:So I guess it definitely needs to be more than 5 months / 10 turns. Hence the current 12 turns waiting time. That's the absolute minimum in the hardest, "realistic +" version, in my opinion.August 8, 1942, elements of Army Group A took Maikop after a specialized German commando unit (the Brandenburgers) disguised as NKVD troops caused confusion and expedited the city's evacuation.
Scorched Earth:
Recognizing the threat, the Soviets utilized a highly effective scorched-earth strategy. Soviet units destroyed the oil storage tanks, set the facilities ablaze, and poured cement down the wellbores before retreating.
Soviet Recapture:
The Germans held the ruined fields for only five months. As the tide of the war turned, the Red Army launched a massive counter-offensive, recapturing the Maikop region in January 1943.
Why the Capture Yielded Zero Oil
Devastated Infrastructure:
The sabotage was so thorough that the Germans were unable to extract any usable crude before being pushed out. Rebuilding the destroyed facilities required entirely new wells and specialized equipment.
I bought the 15cm arty—it’s very expensive, but it’s the best one))McGuba wrote: Thu Jun 04, 2026 7:10 pm But which one?
- Another 15cm Nebel, or a 21cm one? The 21 cm has a bigger punch but also 1 less ammo and 1 less rate of fire, for 10% higher price... I think that's a tough choice.
- Or perhaps another good-old 10.5cm leFH, for about the same price but with more ammo and more range, albeit with modest damage?
- Or a 15cm sFH, which has good range, good damage, good ammo supply, but much more expensive than any of the above?
- Or perhaps one of the mobile platforms?
Another interesting choice is how many tanks to upgrade to the Pz.III and then to the Panther and how many to the Pz.IV.McGuba wrote: Thu Jun 04, 2026 7:10 pm So many choices... and this is only the artillery available in that specific turn. Later there will be even more options. I remember in one of my earlier multiplayer matches I was thinking for like an hour on what unit to purchase when I had a chance. Of course it all depends on the actual situation, strategy, prestige situation and priorities. And yet it can be really hard to make the "right" decision.
It is known that the Axis had an operation called Fall Orient.McGuba wrote: Mon May 25, 2026 2:26 pm
What if Hitler took the Mediterranean & Middle East? ‘Game over’ for the Soviet Union….
On this episode of History Undone, Fergus Macphee is joined by Rear Admiral Dr Chris Parry and Dr Klaus Schmider to discuss a plan that Nazi Germany never went through with. At the end of 1940, Hitler faced a choice of where to head next and Admiral Raeder's thoughts were clear: head south through the Mediterranean, capture British Empire strongholds and push through to the oil fields. Yet that never happened and Barbarossa was launched in 1941. Yet what if the Germans had taken that other option? This is History Undone.
https://www.youtube.com/watch?v=McB55QAWB6E
It is a really interesting video, I highly recommend to every player of this mod. In general, this yt channel looks quite interesting with some other similar "what if" scenarios discussed by real experts.![]()
Regarding the choice of specific directions, I believe that focusing on one direction can lead to flanking attacks from another in reality.McGuba wrote: Mon May 25, 2026 2:26 pm Many of what they are discussing is actually relevant to this mod as well. At some point they also argue that instead of going towards the Donbas and the Caucasus from the north, the Germans should have only gone for Leningrad and Moscow, and then reach Baku from the south through the Middle East, which would have been KO for the Soviet Union. Which is very similar to your plan, with the only difference of going towards Baku with the Afrika Korps instead of southeast for the Iraq oilfields. But I think if the Afrika Korps is reinforced enough, it can even do both. Luckily, all of this can be tested in practice with this mod.
Ah, currently I am on holiday and do not have laptop with me so I cannot check it. So I guess there is a 10 strength coastal artillery? As far as I know there were some coastal guns around Archangelsk, same as with any other significant port city. Thus I think it is just right that it has some. Perhaps its max strength could be reduced a bit.JimmyC wrote: Mon Jun 08, 2026 1:57 am
The coastal battery at Archangelsk is a real pain, especially as it can repair. Would you consider perhaps making it not able to repair? I had a lot of trouble capturing it as a result.
Again, I can't check it right now, but as I remember I did increase the defense of German towed artillery a bit for this version and perhaps that of some other nations as well, but not for the USSR. It was somewhat experimental, maybe more could be done later, but I have to keep in mind the balance of the multiplayer version as well. I prefer to make step by step changes.Intenso82 wrote: Thu Jun 11, 2026 2:28 pm I still think the artillery has insufficient defense.
It’s easily destroyed by enemy aircraft and artillery.
Especially since even the Soviets’ 76mm guns are quite deadly with R=3
The arguement is, and they mention it in the video as well, that the hypothetical capture of the Nile delta, with the major ports of Alexandria and Port Said would have provided major supply bases. In that case the supply distance should have been measured from those and not from Tripoli. That would have made things much easier.The dstance from Tripoli to Baku is about 5,500 km.
...
To cover the logistics costs from Tripoli to the furthest point reached by the Axis—about 2,000 km—50% of the fuel was required for transportation expenses. Just to refuel.
...
l
Kas Narayda wrote: Fri Jun 19, 2026 4:45 pm The game used to be in Russian. Not anymore? I went in and saw that English was everywhere in the interface. At the same time, the inscriptions on the main screen are in Russian.
I translated version 2.4 and then played, but in 2.51 the interface is in English. How can I fix this?bondjamesbond wrote: Sat Jun 20, 2026 8:29 pmKas Narayda wrote: Fri Jun 19, 2026 4:45 pm The game used to be in Russian. Not anymore? I went in and saw that English was everywhere in the interface. At the same time, the inscriptions on the main screen are in Russian.Because the Russian localisation pack hasn’t been updated on for ages ))) I hope someone talented—and left-handed—will come along and patch version 2.5.1
Link to the Russian language pack for the Battlefield Europe mod v2.2.
https://www.strategium.ru/forum/topic/1 ... s/page/74/
https://disk.yandex.ru/d/lWatBvrLyIIjjQ
You have made much better progress compared to me. It shows the difference of abandoning North Africa compared to reinforcing this front!Intenso82 wrote: Mon Jun 15, 2026 8:18 pm (My version)
Turn 58.
Leningrad has been captured.
Stalingrad too.
After a long wait, there has been a small advance near Moscow.
British forces have been sent to defend Baku, fortunately without air support.
Now we’ll have to deal with them first.
But we’ve also suffered some losses.
In the Mediterranean, Sicily has been successfully defended, incidentally, only a few seriously damaged units managed to land.
Interesting battles are still raging in the Atlantic, many convoys have gone down.
As well as a number of destroyers.
Now American escort fighters represent a very dangerous force and must be reckoned with. In one of the turns, all four of my planes were damaged (though there was only one fighter there). The rest were sent to the Mediterranean.
And what about Karl? I upgraded him and he was already on his way back to Russia, but he was destroyed by partisans along the way.![]()
Yes, the Soviets surrendered around turn 70.JimmyC wrote: Sun Jun 21, 2026 6:15 am You have made much better progress compared to me. It shows the difference of abandoning North Africa compared to reinforcing this front!
It’s interesting to see what happens next, as I lost the train, which only affected logistics by 9 out of 10.JimmyC wrote: Sun Jun 21, 2026 6:15 am Thats a massive bummer about Karl and kudos to you for not just restarting the turn. I am currently using upgraded Karl at Leningrad siege. I try to make a point of moving my cheaper units by rail 1st every turn (where i have multiple trains moving) just in case of partisans. I also keep security infantry etc. stationed round the prippet marshes. But the expanse of Ukraine/Russia are just too big to patrol, so you run some risk. From beginning of '44 i also aggressively patrol around southern France up to Paris, as partisans often appear in this areas towards D-Day (I use the minor allies or security infantry for such jobs).
It is usually a combined sea, air and land operation.JimmyC wrote: Sun Jun 21, 2026 6:15 am I am interested to know how you only allowed a few weakened units to land in Sicily. Did you line the coast with cheap units and just absorb the damage or heavily stack naval and air forces to defend Husky?
There are a bunch of files that make up the localization.Kas Narayda wrote: Sun Jun 21, 2026 2:11 am I translated version 2.4 and then played, but in 2.51 the interface is in English. How can I fix this?
Thanks! I'll try.Locarnus wrote: Sun Jun 21, 2026 10:59 pmI just released a highly experimental machine translation for BE with my Addon mod.
It is incomplete (none of the library texts are translated) and there are issues with pictures and formatting.
I also can't guarantee that it does not mess up the game at some point, since I have not tried any of it (not even in my native language).
So I still highly recommend english language.
But you are of course welcome to try![]()
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