GC West 44 Falaise victory conditions

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PanzerTum
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GC West 44 Falaise victory conditions

Post by PanzerTum »

Making some headway into the 44 WEST DLC. Some nice scenarios along the way.

For Falaise I've gotten a marginal victory twice even though I fulfilled the Decisive victory requirements as far as I know.

The requirements are this:
Your objective is to secure and hold all Victory Hexes for 5 total turns. These 5 turns may be non-consecutive


Now I conquered the last allied victory hex on turn 15 so that should be soon enough.
What did happen though is that during the counter attacks for 1 turn I lost 2 of the victory hexes in Falaise and environment.
All in all, I held all VH's for 5 turns or more, but maybe not at the same time. So I am wondering if that where I am going wrong.
Is it true that you have to hold them all at the same time for 5 turns or more?

For now I think I'll proceed to Arnhem..extra prestige for a DV is 500 but I've had me enough of Falaise for a bit :D
rubyjuno
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Re: GC West 44 Falaise victory conditions

Post by rubyjuno »

Not got to 44W yet (still a year behind and taking a break), but I would read the requirements as meaning that you need to hold them all at the same time for 5 turns, as you suggest.

I know what you mean about having enough of Falaise; I've replayed scenarios before in the hope of a different outcome and it soon becomes tedious. Good luck.
Delta66
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Re: GC West 44 Falaise victory conditions

Post by Delta66 »

the DV text says "Hold all Victory Hexes for 5 total turns total".

However if you look carefully at the victory conditions in the scenario editor it mentions:

- For decisive victory: Turn [1,-1] AND Tag 'Victory' exists

then the scenario scripts clarify the 'Victory' tag activation:
Turn [1,-1] AND number of allied flags in primary objective is equal to 0
(Run 1, Skip 5)

Turn [1,-1] means between turn 1 and 1 turn before the end, that's clicking end turn on the very last turn in practice.

So my understanding is that at the end of each German turns from turn 1 to 20 the AI check if the Germans control all 8 primary flags, and for each such turn, the AI increment the count (that is what Run 1 Skip 5 do), and when 5 such turns total are registered the AI activates the 'Victory' flag.

So between turn 1 and 20 you must accumulate 5 turns where you control all 8 flags simultaneously. It is not about controlling each separate flags individually for 5 turns.

Hope that helps
PanzerTum
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Re: GC West 44 Falaise victory conditions

Post by PanzerTum »

Delta66 wrote: Fri Jun 28, 2024 12:18 pm the DV text says "Hold all Victory Hexes for 5 total turns total".

However if you look carefully at the victory conditions in the scenario editor it mentions:

- For decisive victory: Turn [1,-1] AND Tag 'Victory' exists

then the scenario scripts clarify the 'Victory' tag activation:
Turn [1,-1] AND number of allied flags in primary objective is equal to 0
(Run 1, Skip 5)

Turn [1,-1] means between turn 1 and 1 turn before the end, that's clicking end turn on the very last turn in practice.

So my understanding is that at the end of each German turns from turn 1 to 20 the AI check if the Germans control all 8 primary flags, and for each such turn, the AI increment the count (that is what Run 1 Skip 5 do), and when 5 such turns total are registered the AI activates the 'Victory' flag.

So between turn 1 and 20 you must accumulate 5 turns where you control all 8 flags simultaneously. It is not about controlling each separate flags individually for 5 turns.

Hope that helps
Interesting!
I never really looked at the scenario scripts before but they sound pretty interesting.
And as I expected the VH's needed to be held simultaneously.
The mistake I made at Falaise was that I made the switch from defense to offense about 1 turn too late and when I did I went too all-out leaving the original VH too thinly defended.
In the end repairable but not without temporarily having to give up 1 or 2 VH's..

Interestingly I had another victory condition issue at Arnhem, the scenario after Falaise.

A decisive victory is granted in Arnhem when you control all of the bridge hexes (and have not lost complete control of the bridge during the scenario) and if you move at least 5 ground units to the Nijmegen area.
Thing was that I already moved 5 units into that area when the fight for the bridge was still going on, and was definitely mine to win.
Yet when I pressed end turn I was surprised to get a marginal victory in turn 5 since the bridge wasn't completely mine yet.

Looking at the victory conditions for Arnhem I see this:
Image

Looking at this table "my" marginal victory was because of the 4th condition:
Image

I guess when the conditions are becoming more complex you have to take care that the conditions for a Marginal do not become true before the conditions for a Decisive. In this case first take full control of the bridge before moving 5 or more units into the landing zone..
rubyjuno
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Re: GC West 44 Falaise victory conditions

Post by rubyjuno »

Interesting, PanzerTum. Not something I've really looked at myself (I'm just a player), but worth knowing. Thanks for sharing.
Delta66
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Re: GC West 44 Falaise victory conditions

Post by Delta66 »

Having replayed all of GC East and being midway through GC west. I think most scenarios victory conditions are fine, but a few of them are more ambiguous. On lower difficulty you might not even notice the slight difference as you might easily achieve more than the required objectives. But when the final result gets tighter you might have bad surprise.

The editor victory conditions are specified in a programming language style of logic, with very specific wording. Then someone makes the in game VC in a more common language, and in some instances things are lost in translation.

One of the biggest issue is between having/loosing control of objectives at scenario end or at any time during the scenarios. In several cases the mission briefing instruct you to maintain control of victory hexes, while in fact you can temporarily forfeit control of such hexes and still get the DV.
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