Campaign 41, starting core, Rommel
Posted: Tue Nov 08, 2011 2:21 am
I am interested in using the given core, so I'll do Rommel. I will probably play through again on Manstein, possibly with an imported core, since I am not confident without having map knowledge and without my favorite units for the highest difficulty.
Belgrade
The starting core for 1941 is certainly experienced and powerful. It does seem a bit lacking in terms of fighters and artillery.
I want to try to use the given core units for this campaign unless I lose them, even though I normally dislike the towed rocket artillery and the Bf-110, I would like to try them out for the campaign.
Some starting Yugoslavian counterattacks were good, and out in the open like this, caught me a bit offguard. Unfortunately for them, my experienced 12 strength units easily crushed the attackers, even without artillery support. I would like very much to have more Stu assault guns in my core, since they seem awesome for covering fire. 110% rate of fire, 9 HA, 8 ammo (same as a 10.5 cm leFH), high defense (this is supposed to be available in France now, which would make it the highest ground defense unit available at the time), low price. Considering just how great this unit is, I wish there were a few more core slots open so I could buy two more. As it were, however, I had to purchase a Bf-109F and a second recon unit.
One interesting AI maneuver was when I headed towards Opovo after taking Zrenjanin on the western part of the map. I noticed there were two cavalry sitting on the west bank of the Tisza River, but they didn’t rush out to attack me. I had this sneaking suspicion that they would attack me after I left Zrenjanin, and that is in fact what happened, they walked into the city after I shifted most of my forces south. Fortunately for me, I anticipated this move, and had left some units left in the area to take back the city. Anyway, a very nicely done AI counterattack, futile though it may be here. I’m looking forward to the Russians, who will surely attack with a massive number of units in situations like that. Whatever the AI scripting here was, it was good.
I wished the Belgrade area was somewhat more fortified, with a few more units, because I took the city very easily. The AI then reinforced its southwest city with tons of units, and it took a bit more effort to clear them out, although not much. DV was easily achieved, but the conditions are broken, so it’s cheat codes time.
DV 13/18.
Metaxas Line
Hmm, prestige seems okay on Rommel. I overstrength a good number of units, upgraded some panzers/planes, and bought two more StuIIIBs. I deploy all units in the northwest.
There were a few tank/cavalry counterattacks. Nice to see the British units having some experience, while the Greek units have none. Still, my forces quite easily brushed aside all opposition. Three of the StuIIIB assault guns are very powerful. These guns are almost a little too good now. One of them flat out did 5 damage to a British cruiser tank, although more commonly they just suppress really well. They are also very tough, which is another great quality. I think a slight price increase might be reasonable for them, but they should be this useful.
Otherwise, there’s not much to say. I blasted apart most of the opposition without issue, and made DV in 10/14. I think there should be a few more units near Apollonia to defend that VH, and to launch a counterattack when German units approach Thessalonika. I left most of the Greek units along the eastern part of the Metaxas Line alone, there was no reason to go after them, which I assume is the intention.
Good scenario, DV 10/14.
Crete-Naval
The briefing wasn’t kidding when it said the British had naval assets in the area, and the destroyers would be at best a “screening” force. I had purchased a Ju-88, and with my He-111 this force devastated the Royal Navy, eventually sinking every ship and even saving two of my destroyers. I find it incredibly ridiculous, however, that the Italian destroys had 2 stars, and the British naval units had 1-2 stars (I think only a light cruiser had 2 stars, most had 1). The Royal Navy needs to have 2-3 star ships, while the Italian aux destroys all must have 0 experience.
The British have one annoying Mosquito. I remember reading somewhere that the Mosquitoes were a very good fighter for the most part, one of the best the British developed. I can’t remember whether I fought any in the original campaign, but this particular fighter-bomber was insanely tough. I surrounded it with 3 Bf109s and my Bf110, on two separate occasions, and only brought it down to 5-6 hp every time. On the third time I got lucky with my first attack and brought it down to 4, and then I managed to kill it. But yeah, I really liked fighting this unit, it is suitably powerful.
The landing was not too bad, it took me 3 turns total, I concentrated most of my forces in the west. I lost a recon car while it was still in a transport in the east to a light cruiser attack, which is not a big deal. The Allies opposition is lacking in armor, which is fine, but I wished they had a few more AT units, or maybe more infantry, mostly in southern Crete, so that the Allies can launch counterattacks north. The AI units did adopt a reasonably active defense, using their units to shoot at my approaching transports and block potential landing sites, so that is good.
The other thing is, honestly, this should be a “limited core” scenario like Greece or Kiev from the original game. The Germans did not have the resources to transport this many forces over to Crete, which is why they resorted to the very costly airborne assault. Even taking some liberties with that, I think a limited core scenario would still be the best, even if some people dislike that. If I can’t bring over all of my units, then the current opposition is fine, but if I could, then this mission is pretty easy.
DV 14/15.
Minsk
So, after 30+ scenarios, we arrive at Russia. After crushing the Polish, the Norwegians, the Dutch, the Belgians, the French, the British Expeditionary Force, the Yugoslavians, the Greeks, the British again, will the Wehrmacht succeed in another blitzkrieg, or will it get bogged down in the endless expanse of the Soviet Union?
Very interesting mechanic with the airfields, I don’t know exactly how the triggers work, but I did not ever encounter a Soviet plane. I think it might be wise to spawn a few fighters/bombers from the airfields in the back several turns in though, because the Soviets did fly missions, despite losing somewhere around 2000 planes in the first 3 days.
I raced ahead in true blitzkrieg style, channeling Guderian at times. Nothing could slow the advance. If there was opposition, an assault gun + stuka + panzer attack blasted it aside, and the tanks rolled onwards. Recon units dashed forward to seize unguarded hexes or airfields. I managed to seize Minsk and most other objectives in around 9 or 10 turns. I did not realize that the Karl mortar would be brought up in several turns to help with Brest, which I think the briefing should say that (or maybe I just don’t remember reading it). With the help of the mortar, and my pioneer + 88 in PaK mode, the fortress fell around turn 12.
The Soviets being out of ammo and understrenghted at the front was a nice touch.
I only encountered 1 T34, and several KV tanks. I feel there needs to be several more T34s, and especially tons of T-26s, which was the most numerous Soviet tank before Barbarossa. They would be weak and easily brushed aside, like the briefing said, but adding something like 10 or 12 would not be excessive, because each would be killed in 2, 3 panzer attacks at most, and even quicker with stuka support. They can be deployed in large formations and even set to hold position passive until activated like 5 turns in, so the Germans can surround them and force surrenders.
There were 3 conscripts south of the Bug River that never activated, they should probably come to help Brest when it is in danger.
In summary, make the Soviet planes spawn a bit quicker, and add many more obsolete Soviet tanks.
DV 12/20, a bit too short and easy.
Edit: I've been reading that you can capture a T34 after getting Minsk. I guess I must have blocked the spawning hex, ah well.
Belgrade
The starting core for 1941 is certainly experienced and powerful. It does seem a bit lacking in terms of fighters and artillery.
I want to try to use the given core units for this campaign unless I lose them, even though I normally dislike the towed rocket artillery and the Bf-110, I would like to try them out for the campaign.
Some starting Yugoslavian counterattacks were good, and out in the open like this, caught me a bit offguard. Unfortunately for them, my experienced 12 strength units easily crushed the attackers, even without artillery support. I would like very much to have more Stu assault guns in my core, since they seem awesome for covering fire. 110% rate of fire, 9 HA, 8 ammo (same as a 10.5 cm leFH), high defense (this is supposed to be available in France now, which would make it the highest ground defense unit available at the time), low price. Considering just how great this unit is, I wish there were a few more core slots open so I could buy two more. As it were, however, I had to purchase a Bf-109F and a second recon unit.
One interesting AI maneuver was when I headed towards Opovo after taking Zrenjanin on the western part of the map. I noticed there were two cavalry sitting on the west bank of the Tisza River, but they didn’t rush out to attack me. I had this sneaking suspicion that they would attack me after I left Zrenjanin, and that is in fact what happened, they walked into the city after I shifted most of my forces south. Fortunately for me, I anticipated this move, and had left some units left in the area to take back the city. Anyway, a very nicely done AI counterattack, futile though it may be here. I’m looking forward to the Russians, who will surely attack with a massive number of units in situations like that. Whatever the AI scripting here was, it was good.
I wished the Belgrade area was somewhat more fortified, with a few more units, because I took the city very easily. The AI then reinforced its southwest city with tons of units, and it took a bit more effort to clear them out, although not much. DV was easily achieved, but the conditions are broken, so it’s cheat codes time.
DV 13/18.
Metaxas Line
Hmm, prestige seems okay on Rommel. I overstrength a good number of units, upgraded some panzers/planes, and bought two more StuIIIBs. I deploy all units in the northwest.
There were a few tank/cavalry counterattacks. Nice to see the British units having some experience, while the Greek units have none. Still, my forces quite easily brushed aside all opposition. Three of the StuIIIB assault guns are very powerful. These guns are almost a little too good now. One of them flat out did 5 damage to a British cruiser tank, although more commonly they just suppress really well. They are also very tough, which is another great quality. I think a slight price increase might be reasonable for them, but they should be this useful.
Otherwise, there’s not much to say. I blasted apart most of the opposition without issue, and made DV in 10/14. I think there should be a few more units near Apollonia to defend that VH, and to launch a counterattack when German units approach Thessalonika. I left most of the Greek units along the eastern part of the Metaxas Line alone, there was no reason to go after them, which I assume is the intention.
Good scenario, DV 10/14.
Crete-Naval
The briefing wasn’t kidding when it said the British had naval assets in the area, and the destroyers would be at best a “screening” force. I had purchased a Ju-88, and with my He-111 this force devastated the Royal Navy, eventually sinking every ship and even saving two of my destroyers. I find it incredibly ridiculous, however, that the Italian destroys had 2 stars, and the British naval units had 1-2 stars (I think only a light cruiser had 2 stars, most had 1). The Royal Navy needs to have 2-3 star ships, while the Italian aux destroys all must have 0 experience.
The British have one annoying Mosquito. I remember reading somewhere that the Mosquitoes were a very good fighter for the most part, one of the best the British developed. I can’t remember whether I fought any in the original campaign, but this particular fighter-bomber was insanely tough. I surrounded it with 3 Bf109s and my Bf110, on two separate occasions, and only brought it down to 5-6 hp every time. On the third time I got lucky with my first attack and brought it down to 4, and then I managed to kill it. But yeah, I really liked fighting this unit, it is suitably powerful.
The landing was not too bad, it took me 3 turns total, I concentrated most of my forces in the west. I lost a recon car while it was still in a transport in the east to a light cruiser attack, which is not a big deal. The Allies opposition is lacking in armor, which is fine, but I wished they had a few more AT units, or maybe more infantry, mostly in southern Crete, so that the Allies can launch counterattacks north. The AI units did adopt a reasonably active defense, using their units to shoot at my approaching transports and block potential landing sites, so that is good.
The other thing is, honestly, this should be a “limited core” scenario like Greece or Kiev from the original game. The Germans did not have the resources to transport this many forces over to Crete, which is why they resorted to the very costly airborne assault. Even taking some liberties with that, I think a limited core scenario would still be the best, even if some people dislike that. If I can’t bring over all of my units, then the current opposition is fine, but if I could, then this mission is pretty easy.
DV 14/15.
Minsk
So, after 30+ scenarios, we arrive at Russia. After crushing the Polish, the Norwegians, the Dutch, the Belgians, the French, the British Expeditionary Force, the Yugoslavians, the Greeks, the British again, will the Wehrmacht succeed in another blitzkrieg, or will it get bogged down in the endless expanse of the Soviet Union?
Very interesting mechanic with the airfields, I don’t know exactly how the triggers work, but I did not ever encounter a Soviet plane. I think it might be wise to spawn a few fighters/bombers from the airfields in the back several turns in though, because the Soviets did fly missions, despite losing somewhere around 2000 planes in the first 3 days.
I raced ahead in true blitzkrieg style, channeling Guderian at times. Nothing could slow the advance. If there was opposition, an assault gun + stuka + panzer attack blasted it aside, and the tanks rolled onwards. Recon units dashed forward to seize unguarded hexes or airfields. I managed to seize Minsk and most other objectives in around 9 or 10 turns. I did not realize that the Karl mortar would be brought up in several turns to help with Brest, which I think the briefing should say that (or maybe I just don’t remember reading it). With the help of the mortar, and my pioneer + 88 in PaK mode, the fortress fell around turn 12.
The Soviets being out of ammo and understrenghted at the front was a nice touch.
I only encountered 1 T34, and several KV tanks. I feel there needs to be several more T34s, and especially tons of T-26s, which was the most numerous Soviet tank before Barbarossa. They would be weak and easily brushed aside, like the briefing said, but adding something like 10 or 12 would not be excessive, because each would be killed in 2, 3 panzer attacks at most, and even quicker with stuka support. They can be deployed in large formations and even set to hold position passive until activated like 5 turns in, so the Germans can surround them and force surrenders.
There were 3 conscripts south of the Bug River that never activated, they should probably come to help Brest when it is in danger.
In summary, make the Soviet planes spawn a bit quicker, and add many more obsolete Soviet tanks.
DV 12/20, a bit too short and easy.
Edit: I've been reading that you can capture a T34 after getting Minsk. I guess I must have blocked the spawning hex, ah well.




