Market-Garden campaign
Posted: Thu Aug 16, 2012 9:04 am
Edit: Fixed (hopefully...) victory conditions for the Screaming Eagles scenarios. You can find all scenarios files here:
https://dl.dropboxusercontent.com/u/168 ... 0Games.zip
Edit-2: Here's my dropbox link to the mod files:
https://dl.dropboxusercontent.com/u/168 ... 0Corps.zip
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3rd version available for download here:
http://www.mediafire.com/file/gqndb9d6d ... olders.zip
Changed AI orders for all units.
All aircraft have double range (same fuel value).This make them able them to launch single strikes at long distances, but they must head back to base the next turn.
Numerous other smaller changes.
This campaign is based on Command Ops Series ‘Highway To The Reich’ scenarios adapted for Panzer Corps. I will add links to the first scenarios hopefully soon.
You need PzC v1.1 to play, and in addition these mods are required:
Massi’s terrain mod: Massi
Real Sound Mod redux 1.10: Redux
I have also used a few unit icons from Puma, churchlakecity and El_Condoro. These come with the campaign. Thanks to (all) PzC modders!
Highly recommended (a must for smooth modding): The Generic Mod Enabler. GME
Scale is 1km hex maps and battalion/company units. The campaign starts a week before the historical operation with the Allied surprise attack against an important bridge across the Waal canal.
Your core units start with the Irish Grenadier group (4 units) and gradually add the rest of the Guards Armored Division of the XXX Corps (max 14 units).
The main scenarios are of course covering the three Allied airborne division’s landings. Your task is to use the XXX Corps assets along with your core to advance up Hell’s Highway from the Waal Canal to Arnhem. There are a few smaller scenarios where you must take a small battle-group and provide help to a specific sector . Mostly this means preventing German counter’attacks trying to sever the Allied transport/supply line along Hell’s Highway. The campaign will end with a big fictional scenario depicting a major armored clash between 2 divisions north of Arnhem. I have added the M-G campaign three to the library.
Designer notes: I am not a fan of having too much prestige being used to buy lost of expensive equipment, in this campaign players will mostly need their prestige points to repair units. Also, I dislike creating over-strength super-units. All regular battalion units therefore have a max strength of 10 and companies max strength are set to 3 (or 6 if the unit is composed of two companies).
Your core units are often brought into play as reinforcements on a later turn. There is no elegant way to do this in the Editor unlike regular Aux units. Core units therefore have to arrive at some pre-determined distance from their map entry and move 1 hex pr turn. Yes, I know this can be a bit tedious.
All units have historically correct unit names. There are a couple of ‘new’ units in this mod, mainly 8cm/12cm mortars for the Germans and 81mm/3”/4.2” mortars for the Allied airborne formations. Several German sectors were dependent on mortars for support as regular artillery were not present. German flak units were often used in a ground role, especially at Arnhem against the British airborne units. So I have created switched AA/AT modes for several of the German flak units.
Pictures etc available at http://www.matrixgames.com/forums/tm.as ... =�
https://dl.dropboxusercontent.com/u/168 ... 0Games.zip
Edit-2: Here's my dropbox link to the mod files:
https://dl.dropboxusercontent.com/u/168 ... 0Corps.zip
-------------------------------------------------------------------------------------------------------------------------------------------------
3rd version available for download here:
http://www.mediafire.com/file/gqndb9d6d ... olders.zip
Changed AI orders for all units.
All aircraft have double range (same fuel value).This make them able them to launch single strikes at long distances, but they must head back to base the next turn.
Numerous other smaller changes.
This campaign is based on Command Ops Series ‘Highway To The Reich’ scenarios adapted for Panzer Corps. I will add links to the first scenarios hopefully soon.
You need PzC v1.1 to play, and in addition these mods are required:
Massi’s terrain mod: Massi
Real Sound Mod redux 1.10: Redux
I have also used a few unit icons from Puma, churchlakecity and El_Condoro. These come with the campaign. Thanks to (all) PzC modders!
Highly recommended (a must for smooth modding): The Generic Mod Enabler. GME
Scale is 1km hex maps and battalion/company units. The campaign starts a week before the historical operation with the Allied surprise attack against an important bridge across the Waal canal.
Your core units start with the Irish Grenadier group (4 units) and gradually add the rest of the Guards Armored Division of the XXX Corps (max 14 units).
The main scenarios are of course covering the three Allied airborne division’s landings. Your task is to use the XXX Corps assets along with your core to advance up Hell’s Highway from the Waal Canal to Arnhem. There are a few smaller scenarios where you must take a small battle-group and provide help to a specific sector . Mostly this means preventing German counter’attacks trying to sever the Allied transport/supply line along Hell’s Highway. The campaign will end with a big fictional scenario depicting a major armored clash between 2 divisions north of Arnhem. I have added the M-G campaign three to the library.
Designer notes: I am not a fan of having too much prestige being used to buy lost of expensive equipment, in this campaign players will mostly need their prestige points to repair units. Also, I dislike creating over-strength super-units. All regular battalion units therefore have a max strength of 10 and companies max strength are set to 3 (or 6 if the unit is composed of two companies).
Your core units are often brought into play as reinforcements on a later turn. There is no elegant way to do this in the Editor unlike regular Aux units. Core units therefore have to arrive at some pre-determined distance from their map entry and move 1 hex pr turn. Yes, I know this can be a bit tedious.
All units have historically correct unit names. There are a couple of ‘new’ units in this mod, mainly 8cm/12cm mortars for the Germans and 81mm/3”/4.2” mortars for the Allied airborne formations. Several German sectors were dependent on mortars for support as regular artillery were not present. German flak units were often used in a ground role, especially at Arnhem against the British airborne units. So I have created switched AA/AT modes for several of the German flak units.
Pictures etc available at http://www.matrixgames.com/forums/tm.as ... =�