Player feedback for Germany East '43 v1.4, Difficulty level 3 with imported core from Germany East '41-'42.
Kharkov-43 - Please add air/ground exit hex, objectives captured by 20/40
Belgorod - Please add air/ground exit hex, objectives captured by turn 20/34, all enemy wiped by 25/34
Orel - Please add air/ground exit hex, SS core units on turn 2 no experience and worsen supply situation as player will lose -60 supply in the first few turns as forward Italian units get pushed back, recommend increase supply value of rear VP's; primary objective completed by turn 23/38, all enemy wiped by 24/38, Italian unit at Pozdeevo is impossible to save which makes a secondary objective unobtainable, outcome event for minor vitcory has some grammar issues (halted --out-- the russian offensive)
Pnyri - Please add air/ground exit hex, objectives complete 24/40
Olkhovatka - Please add air/ground exit hex, not enough supply for full deployment (-9), objectives completed 25/44, all enemy wiped by 26/44
Kursk Armory North - Please add air/ground exit hex, primary objective completed 20/32, all enemy wiped by 22/32
Yakovlevo - Please add air/ground exit hex, not enough supply for full deployment (-17), some Soviet units are being damaged by their own minefields, objectives captured by 24/40 all enemy wiped by 30/40
Oboyan - Please add air/ground exit hex, not enough supply for full deployment (-23), objectives completed 34/44, enemy wiped by 35/44; this is a very tough mission, player would benefit from additional command points & supply at start
Kursk Armory South - Please add air/ground exit hex, not enough supply for full deployment (-15), objectives completed 25/32, enemy wiped by 27/32, primary objective is to "Capture all 10 Objectives" but counter stops at 9; end of mission shows 10/9
Prohorovka - Please add air/ground exit hexes, SS Tiger unit that arrives on turn 2 results in supply problem - increase supply in Yakolevo to 200, objectives completed 25/44, enemy wiped by 38/44, SU-152 secondary objective does not complete
Dnipropetrovsk - Please add air/ground exit hexes; serious supply problem within first 2 turns as player will be -30 due to forward VP's being captured before core forces can reach, recommend increase supply of rearmost VP's; secondary objective is unobtainable, aux units destroyed before end of Soviet turn 1; misplaced bridge?, see pic below; objectives captured 20/36; all enemy wiped by 25/36
Kremenchug - Please add air/ground exit hexes; core infantry unit provided should be aux unit; none of the Soviet units have any experience except a few Guards units (intentional?); only 1 unit of Northern landing force tried to disembark; enemy wiped by turn 28/36
Kiev'43 - Please add air/ground exit hexes; enemy wiped turn 24/44; Romanian infantry in Chornobai will be destroyed prior to player starting making a secondary objective impossible; primary objective showing 13/12 by scenario end
Finished campaign with 19,000 RP for Wehrmacht & 3,300 RP for Waffen SS. Another very enjoyable campaign, this one was the most polished of any other I have tried to date.
Gifted core units - My preference would be to NOT provide the player with any core units in the scenarios. With the specializations I can get new units with experience if I want them. These units mostly just cluttered up the listing of my core forces.
AI specializations - It would be nice to vary the heroes and specializations used by the AI.
Commanders - Perhaps commanders could be tied to easily achieved secondary objectives rather than dumped all at once at campaign start.
I see US Corps has been updated, I will play that next. I hope Soviet Corps is out soon. Thanks Erik, you are doing excellent things.
Dnipropetrovsk bridge oddity

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