British Ships DLC Crete

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adiekmann
Colonel - Ju 88A
Colonel - Ju 88A
Posts: 1585
Joined: Thu Apr 19, 2012 3:47 am

British Ships DLC Crete

Post by adiekmann »

I haven't played the AO41 Crete scenario in a long time, but I must have missed the update or something. I have discovered to my surprise that several of the British ships are now effectively mobile AA guns with Rapid Fire. They don't just shoot in defense of an attack, but are used offensively now too. With their 2 range, this means even my rebased aircraft have no sanctuary even on the island after I take an airfield. They pull right up and hound my aircraft from the water's edge.

I can understand the defensive fire aspect, but this seems excessive to me. Anyway, I imagine this was a change some time ago and I must have missed it, or mistook it for more drama surrounding the change in paratrooper rules that caused so much controversy. But I must say, this change in the "AA ships" behavior has a much greater impact on the difficulty of this scenario than did the change to the paratrooper rules (which eventually reverted back to the original for the DLCs). I was actually okay with them.
Grondel
Brigadier-General - Elite Grenadier
Brigadier-General - Elite Grenadier
Posts: 2009
Joined: Mon Aug 04, 2014 10:07 pm

Re: British Ships DLC Crete

Post by Grondel »

adiekmann wrote: Sun Mar 27, 2022 4:41 pm I haven't played the AO41 Crete scenario in a long time, but I must have missed the update or something. I have discovered to my surprise that several of the British ships are now effectively mobile AA guns with Rapid Fire. They don't just shoot in defense of an attack, but are used offensively now too. With their 2 range, this means even my rebased aircraft have no sanctuary even on the island after I take an airfield. They pull right up and hound my aircraft from the water's edge.

I can understand the defensive fire aspect, but this seems excessive to me. Anyway, I imagine this was a change some time ago and I must have missed it, or mistook it for more drama surrounding the change in paratrooper rules that caused so much controversy. But I must say, this change in the "AA ships" behavior has a much greater impact on the difficulty of this scenario than did the change to the paratrooper rules (which eventually reverted back to the original for the DLCs). I was actually okay with them.
u probably have some mod installed like PC1GrandCampaign or Unit OverhaulMod. Those will affect the AO campaign and base game if units have been altered. If u turn of the mod and restart the scenario the ships will behave the way ur used to.
VirgilInTheSKY
Major - Jagdpanther
Major - Jagdpanther
Posts: 1038
Joined: Wed Dec 18, 2019 4:26 pm

Re: British Ships DLC Crete

Post by VirgilInTheSKY »

Sounds like you are using the Naval AA mod.
adiekmann
Colonel - Ju 88A
Colonel - Ju 88A
Posts: 1585
Joined: Thu Apr 19, 2012 3:47 am

Re: British Ships DLC Crete

Post by adiekmann »

Yes, I didn't think of the Mod doing this! You're probably right. Thanks!
Xteam25Boyz
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 30
Joined: Sat Jan 22, 2022 8:20 pm

Re: British Ships DLC Crete

Post by Xteam25Boyz »

adiekmann wrote: Mon Mar 28, 2022 2:53 am Yes, I didn't think of the Mod doing this! You're probably right. Thanks!
If you check the description info of this mod, they will tell you that the AA option also works for AI warships. This mod will increase the performance of AA guns (works for AI) and shooting on land targets (only works for human because AI won't use AA mode to fire on land).

Considering the fact that most of time you are the guy who is using bombers to strike the enemy ship, this mod might introduce higher difficulty for you. Or, you'd better disable this mod BEFORE any naval strike mission.
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