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Re: PzC Series - Campagna d'Abissinia - Avanti per la Vittoria (24-28/06/26)

Posted: Sat Jul 11, 2026 11:53 am
by bondjamesbond
imp44791 wrote: Sat Jul 11, 2026 10:49 am As always my comments are suggestions, not the word of god. After all I do exactly zero work to create the mod!

Regarding entrenchments, I have no issues with besieging a set position, like Leningrad, or the German fortifications on the Dniepr in 1943. My issue with Soviet Storm (an otherwise fantastic mod, let me repeat) was that during the Soviet counter phase of the war after 1943 and especially 1944, every bleeding German unit was entrenched to the hilt, including in clear ground. It made things tedious.

Ans it's true that I enjoy battles of encounter more than static artillery fests (though artillery is by far my most cherished units and I tend to have artillery heavy cores). The PzC engine is at its best when approximating combined arms operations with rock-paper-scissors dynamics: infantry rules in closed terrain, tanks catch you in the open and you're dead, artillery is tremendous as long as it's protected etc. Sieges work too, but there the recipe is the God of War to the nth power: cannon, cannon, cannon. A bit repetitive, and this comes from an artillery lover, let me repeat.
Change your tactics and strategy ) There are also special difficulty levels for these ‘generalissimos’ – such as Rommel, Manstein and Zhukov – and you certainly won’t find them boring or monotonous! When your veterans face off against the new recruits with 15 units and 5 stars and give them a proper thrashing as if they were children, that’s even more fun – and don’t forget about the landscape either )))
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https://waralbum.ru/217025/
It’s a shame that our favourite game doesn’t feature a front line or supply logistics, as in *Order of Battle – World War II*, for example! What’s the point of having the most elite troops if they’re surrounded and have run out of ammunition and fuel? )
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https://www.warhistoryonline.com/instan ... tures.html

In ‘Soviet Storm’, there’s a map called ‘Defence of Sevastopol’ – it’s a truly unforgettable mission )) You can also create your own sub-mod based on this one; if you manage to strike a balance between playability and game balance, we can continue this tedious debate )

Re: PzC Series - Campagna d'Abissinia - Avanti per la Vittoria (24-28/06/26)

Posted: Sat Jul 11, 2026 2:02 pm
by imp44791
Defence of Sevastopol is a fine scenario when it comes to unit variety and it is indeed difficult. But one of the main sources of this difficulty is one of the standard Panzer General devices: "your core starts miles at the rear and you have to rush to get to the defensive positions before they're overwhelmed along with the puny auxiliary units that defend them". The first 4 or so turns consist of desperate rushing forward combined with some salvaging retreats by your auxiliaries, then basically a battle of encounter in positions not of your choosing. It's interesting, and certainly challenging even at normal settings, but it's an artificial setup to make things tough as much as the other great Panzer General artificial setup: "run like crazy because you have to win by Turn 10. Why? Because great unseen forces will make your life impossible on Turn 11,only you don't get to see them other than in the outro text after your Loss is declared.

Anyway, as you say correctly there are different ways to enjoy the game, all valid. I like Nico's work because of the variety of his maps that shift away from these standard Panzer General setups of racing or always starting out of position. And of course for their historicity in a game where historical accuracy is not always easy. This chimes very well with my tastes. My playthroughs reflect these principles and my recommendations (because they're always and only that) are meant to reinforce what I always enjoyed in this modder's work. Now, whether the modder agrees or not is his call: he does all the work, he makes all the decisions.

Re: PzC Series - Campagna d'Abissinia - Avanti per la Vittoria (24-28/06/26)

Posted: Sat Jul 11, 2026 3:52 pm
by bondjamesbond
imp44791 wrote: Sat Jul 11, 2026 2:02 pm Defence of Sevastopol is a fine scenario when it comes to unit variety and it is indeed difficult. But one of the main sources of this difficulty is one of the standard Panzer General devices: "your core starts miles at the rear and you have to rush to get to the defensive positions before they're overwhelmed along with the puny auxiliary units that defend them". The first 4 or so turns consist of desperate rushing forward combined with some salvaging retreats by your auxiliaries, then basically a battle of encounter in positions not of your choosing. It's interesting, and certainly challenging even at normal settings, but it's an artificial setup to make things tough as much as the other great Panzer General artificial setup: "run like crazy because you have to win by Turn 10. Why? Because great unseen forces will make your life impossible on Turn 11,only you don't get to see them other than in the outro text after your Loss is declared.

Anyway, as you say correctly there are different ways to enjoy the game, all valid. I like Nico's work because of the variety of his maps that shift away from these standard Panzer General setups of racing or always starting out of position. And of course for their historicity in a game where historical accuracy is not always easy. This chimes very well with my tastes. My playthroughs reflect these principles and my recommendations (because they're always and only that) are meant to reinforce what I always enjoyed in this modder's work. Now, whether the modder agrees or not is his call: he does all the work, he makes all the decisions.
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Well, fast-paced games and challenges – like, for example, capturing everything by move 10 – have their own merits too. They stop you from spreading yourself too thin across the map and faffing about with every garrison. Otherwise, movement speed doesn’t give you any advantage, as by turn 7 you’ll already have a horde of enemies waiting for you at specific points – even if you’ve skipped those points – and they’ll launch suicidal attacks just to slow you down. But convincing and decisive victories bring more prestige and sometimes extra SE units.
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https://www.strategium.ru/forum/topic/1 ... link-fixed
https://imtw.ru/topic/50766-mod-eastern ... iet-storm/

As for Soviet Storm, I was waiting for further updates, but Akkula has moved on to Modern Warfare and is now working on his own game! So I hope that one day a talent will appear here and create a sub-mod for his creation.)
viewtopic.php?t=50342
Soviet Storm submod
viewtopic.php?t=112712

Re: PzC Series - Campagna d'Abissinia - Avanti per la Vittoria (24-28/06/26)

Posted: Sat Jul 11, 2026 7:17 pm
by nikivdd
Eagles in the Sand has been updated.
v1.2: https://www.mediafire.com/file/unogy1zc ... 2.rar/file
The update contains tweaks to some of the scenarios. Thanks to everyone who made this update possible.

Re: PzC Series - Campagna d'Abissinia - Avanti per la Vittoria (24-28/06/26)

Posted: Sun Jul 12, 2026 1:00 pm
by nikivdd
The Odessa tank, usually known as the NI tank, was an improvised Soviet armored vehicle built during the Siege of Odessa in 1941. Workers fitted agricultural and artillery tractors with crude welded armor, makeshift turrets, and whatever machine guns or light cannon were available. Slow, noisy, and only lightly protected, the NI was nevertheless useful for infantry support and could intimidate enemy troops through its unusual appearance and tremendous mechanical noise. Its name is commonly linked to the Russian phrase Na Ispug—roughly, “for fright”.
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Soviet_Odessa-Tank_47mm.png
Soviet_Odessa-Tank_47mm.png (39.34 KiB) Viewed 289 times

Re: PzC Series - Campagna d'Abissinia - Avanti per la Vittoria (24-28/06/26)

Posted: Sun Jul 12, 2026 8:27 pm
by bondjamesbond
nikivdd wrote: Sun Jul 12, 2026 1:00 pm The Odessa tank, usually known as the NI tank, was an improvised Soviet armored vehicle built during the Siege of Odessa in 1941. Workers fitted agricultural and artillery tractors with crude welded armor, makeshift turrets, and whatever machine guns or light cannon were available. Slow, noisy, and only lightly protected, the NI was nevertheless useful for infantry support and could intimidate enemy troops through its unusual appearance and tremendous mechanical noise. Its name is commonly linked to the Russian phrase Na Ispug—roughly, “for fright”.
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Soviet_Odessa-Tank_MG.png
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Soviet_Odessa-Tank_47mm.png
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:) Oh yeah, the Red Army had some weapons like that, too ) + and there were some in the partisan units, where there were sometimes resourceful people with skilled hands )))
https://waralbum.ru/community/postid/14822/

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ХТЗ-16

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НИ-1


https://ru-history.livejournal.com/4906526.html

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https://www.drive2.ru/c/585941292387667121/

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https://www.kp.ru/best/msk/rzd/

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A tractor-based tank tractor. The turret is equipped with a 45-mm gun from a T-26 or BT; on these tanks, we install turrets with 76-mm long-barreled guns in place of the removed ones. The tank tractor is protected at the front by 45-mm armor angled at 45 degrees to the vertical. It can tow 76-mm divisional guns and larger-caliber weapons. It is designed to provide combat protection for artillery batteries and fire support for infantry attacks.

Translated with DeepL.com (free version)
https://reibert.info/media/albums/prototipy.1815/

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https://www.sb.by/articles/mastera-iz-v ... ryada.html
https://forma-odezhda.com/encyclopedia/ ... yustracii/