Allied: First Alamein

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uran21
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Allied: First Alamein

Post by uran21 »

Please post here your comments about this scenario.
nikivdd
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Re: Allied: First Alamein

Post by nikivdd »

Colonel level
Upgrades:none
Purchases: 2x 6pdr AT, 1xChurchill II
Upstrengthed the units according to their number of stars

I had fun with this one, plenty of action. Two tanks i kept as firebrigade moving from one hotspot to the other. I dont know how many units i eliminated but they kept coming. The main attack on El Alamein came too late, the focus was too much on the other objectives. The one attack from the southeast in the rear was a close call - almost lost an artillery and infantry - but i kept the hill. In the end i kept three objectives, including El Alamein but i must misread somehow. I didnt bother to recapture the hill i lost in the first round and so i ended the scenario with a MV.

Losses: 1 aux inf MV 17/17, 323PP
Kamerer
2nd Lieutenant - Elite Panzer IVF/2
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Re: Allied: First Alamein

Post by Kamerer »

12) First Alamein – beta 1

Level: Field Marshal
Prestige: Begin: 2,825. End: 2,900. Net: +75.
Result: DV 17/17
Replacement policy: Deployed air and tanks at 13, arty, infantry at 12.

Core Changes:
Received: SE P-47B (US unit)
Disbanded: None
Purchased: None.
Upgraded: 2x 6” field artillery to 7.2”


Problems:
  • • Briefing says I’m counterattacking, but scenario starts with Axis attacking/having the initiative. This matters when deploying and would be so good to have a better indicator of who moves first.
General impressions/comments:
  • • Scenario was interesting. I had to replay it. The first time, I thought saving 150 was important/possible. But even looping north with heavy units (it is possible to enter "the cauldron" that way as the escarpment is broken north of Sidi Matruh) and going straight there, that unbalanced the battleline enough that it became very costly.
    • I replayed it and went methodically through the screen and ignored 150 mostly. I don't see a way to save them cost effectively as the scenario is structured. It is probably possible with sending a lot of faster armor around the escarpment, or being willing to take bigger losses to break through than I usually am willing to take. I may go back and try that after this beta is through.
Razz1
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Re: Allied: First Alamein

Post by Razz1 »

I hate that when you scout out the map and there is nothing there, then 4 turns latter the AI spawns in that location.

General
start 4118
end

Victory

Allot of units to fight but still no good British unit.

I kicked ass and there wasn't anything left on the map so I started to advance then all Hell broke loose 4 turns after my advance.

If I sat still, it would have been an easy win.
ThvN
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Re: Allied: First Alamein

Post by ThvN »

First Alamein

General, Triumph 17/17

Prestige before/after deployment: 3850/2615
Prestige on last turn/incl. victory bonus: 2733/4833

Nice scenario, especially the counterattacks, although the final Axis push could begin a turn sooner, and all their strategic bombers were unescorted. Halfway the counterattacks from the south started, and after the first I got paranoid and started scouting with air units, and I sent a portee blindly south into the desert behind my lines, and behold, next turns the Axis start attacking from the desert again.

Luckily I had just reloaded everything, and I could destroy them all quickly before the final assault. Still I had some expensive losses, and used the evacuation hexes to rotate some fresh meat into the battle.
Longasc
Lieutenant Colonel - Panther D
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Re: Allied: First Alamein

Post by Longasc »

I have a question, if I am content with holding El Alamein for a mere victory - will this lead me to another battle? What's the next scenario for a Triumph, what for a mere Victory?
Tarrak
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Re: Allied: First Alamein

Post by Tarrak »

Scenario: First Alamein
Difficulty: general
Outcome: Victory on turn 17/17
Starting Prestige: 5248
End Prestige: 3492 -> 5592 after victory reward
Core: 2 x Infantry, 2 x Engineer, 4 x Churchil II,1 x Crusader Mk.III, 1 x RR recon, 2 x 7.2 inch guns, 2 x M7 priest, 1 x Hurricane Mk.IIC, 1 x Spitfire Mk. VB, 1 x SE Spitfire Mk. VB, 1 x Beaufighter Mk.IF, 1 x Wellington Mk.III

Bought initially an engineer to replace the loses from previous scenario and a Crusader Mk.III tank.

Lost the victory hex in the Dunes to the first attack and decided to not bother with it for first. I was hoping to possibly having enough time at the end of the scenario to retake it. I established a defensive line around the other three victory hexes and held the line. The initial waves are quite easy but it ramps up pretty fast. By the time the German started to bring their artillery with them and attack in masses things got hectic. The attack from behind at the hill took me by surprise and i ended losing an infantry unit. Had to reshuffle my line a bit to counter it and got kicked out of the victory hex called Desert. Managed to reestablish the defensive line just behind it. I didn't take it back until the end of the game tho it would be probably possible but i had no chance of a Triumph anyway as i could not get the Dunes back. At the end of the scenario there was still 14 enemy units left attacking.

I just did not have enough ground units to extend my lines from El Alemein to the the Dunes. Even holding the line between El Alemein and the Hill proved difficult enough for me at the end. Victory seems to be quite easy reachable but Triumph seems like a lot of effort. Maybe if i replaced 2 of my fighters with 2 ground units it would make it easier.
ThvN
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Re: Allied: First Alamein

Post by ThvN »

Longasc wrote:I have a question, if I am content with holding El Alamein for a mere victory - will this lead me to another battle? What's the next scenario for a Triumph, what for a mere Victory?
I checked the campaign.pzdat file, it seems there is no difference, both DV and MV have Second Alamein next and even the prestige reward is the same. A Loss at this point ends the campaign.
Longasc
Lieutenant Colonel - Panther D
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Re: Allied: First Alamein

Post by Longasc »

First Alamein

Level: General
Start Prestige: 2740
End Prestige: 726
Result: Triumph, 17/17
Bought/Upgraded/Losses: Bought a Bishop Arty. Lost an Engineer to a Recon and Panzer attack from the South, replaced it with a Crusader III who took revenge.


Criticism first: I got a message that I can now buy M4A3 tanks, but unfortunately I can't buy them as they are an American unit. Annoying, can't this be suppressed?

Besides that... VERY COOL. As you can see, I really enjoyed this scenario!

At first it was easy, my Churchill II were just too tough for the Axis. On the other hand they can barely destroy anything. I held objectives and soon became overconfident and overexpanded -> then I got really into trouble. Enemy airpower was no problem but TWO tank attacks, one of SE units and the other from the South to my vital two airfields were dangerous. The lone Engineer "scout" placed on a Ridge got overrun, that Recon unit hit it really hard. WTF!

The Crusader III that replaced the Engineer has a 12 HA gun, it shows me that my pure infantry tank setup is shit, as the Crusader made a great companion for the Churchills to finish off weakened enemy tanks.

I really like this scenario as it is. I have no idea how to improve it.

-> Thanks, ThvN! Was already at turn 8 when I read this! :)
semper_fidelis
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Re: Allied: First Alamein

Post by semper_fidelis »

Again, US equipment availability is being announced. Not that big of a deal, but I would love to get an M4A3 at this point in the conflict. I received an SE unit, a US Airborne with trucks as transport. It still a bit early for US to show up in Egypt, so it might be beneficial to make a date check for issuing US gear to the British Army as SE units.
billmv44
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Re: Allied: First Alamein

Post by billmv44 »

Beta 2. General. Starting prestige 4883, ending 1598. Victory on 17/17. Lost 1 Priest.

I didn't deploy my forces in the best possible manner (failed to remember Rommel's penchant for deep flanking attacks). I lost the objective at 17,20 early in the battle and never had enough forces to retake it. The AI didn't handle his air force very well. Unescorted bombers are very easy targets. Alamein was never in Jeopardy. The attack does come too late - if you are still in position to deal with it (as I was).

A fun scenario. My Crusader tanks were my fire brigade. My Churchill and Matilda II were used in a more static role.

I'll be interested to see if those playing at the higher levels get a Triumph.
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Kamerer
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Re: Allied: First Alamein

Post by Kamerer »

4) Primo Alamein – beta 2

Level: Rommel
Begin pp: 1,100. End pp: 1,175. Net +75.
Result: triumph 17/17

Core Changes:
  • Received: SE Spitfire Mk.II
    Disbanded: None.
    Purchased: 1x 7.2” field artillery
    Upgraded: 1x SE Spitfire to Mk.IX (Still a bunch of cheap gits at GHQ)
Problems:
  • • None noted.
General Impressions/Comments:
  • • Felt the same as before: a nice, tight little scenario requiring attention.
produit
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Re: Allied: First Alamein

Post by produit »

Small remark concerning Victory Conditions specified. It is written "Hold El Alamein and 3 other objectives". But there are only 3 objectives in addition to El Alamein. Does it mean that you have to keep all objectives for a Triumph ?
produit
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Re: Allied: First Alamein

Post by produit »

Beta2, FM, Chess mode, Triumph 17/17, ending prestige 984.

Nice and easy map. I had no problem to completely destroy the enemy. I captured every enemy hex and destroyed all enemy units.
Ending prestige still low, but clearly sufficient.

Got my third SE unit, another fighter. Is it possible to get something else as fighters ?
monkspider
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Re: Allied: First Alamein

Post by monkspider »

First Alamein
MV 17/17
Ending prestige 4710
Losses 1x Green 6 pound Anti-Tank gun I purchased for this battle

This was a fun and very intense defensive scenario. Like Tarrak, I felt like I was pretty overextended as it was, and didn't feel like I had enough units to hold the third objective. Indeed, the German assault was powerful enough that I didn't know how many more turns I was going to be able to hold out. Although, reconsidering my deployment strategy in hindsight, I think it would have been possible to hold the last objective, but it would have been tough. Great job, a top notch defensive scenario.

-Edit For some reason I forgot to save the replay for this one, sorry about that.
Razz1
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Re: Allied: First Alamein

Post by Razz1 »

Beta 2
General
start 5994
end 1313
Victory

Lost the Dunes and could not get it back.

I pushed a little too hard on my counter offense.
Attachments
B2 First Alamein Razz Victory.rar
(42.48 KiB) Downloaded 173 times
Tarrak
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Re: Allied: First Alamein

Post by Tarrak »

Replayed the scenario in Beta 2.

Everything feels exactly like it did in beta 1. I changed a bit my strategy with the lessons learned on first play through and managed to pull of a Triumph with only minor losses. A bit annoying to have lost the priest artillery at the last turn but shit happens.
Attachments
(13.05.2013) First Alamein, Turn 17.zip
First Allamein Beta 2 replay
(55.93 KiB) Downloaded 162 times
Tarrak
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Re: Allied: First Alamein

Post by Tarrak »

produit wrote:Got my third SE unit, another fighter. Is it possible to get something else as fighters ?
First feel lucky to have 3 SE units by now, all poor me got so far is one SE infantry unit. :P But this answer as well your question yes there are different SE infantry types you can get.
okiemcguire
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Re: Allied: First Alamein

Post by okiemcguire »

11) First Alamein - beta 2

Level: Colonel
Prestige begin: 3028 at Deployment: 418 End/Vict: 45/7045
Results: Triumph 17/17

OS all forces to their respective star levels.
Received my first SE unit, Spitfire I and immed upgraded it to a IX.
Puchased a M7 Priest artillery.

Very defensive scenario. I maintained all victory hexes but did not gain any other objectives. Sent the Priest w/2 Crusaders and churchill to defend the SW Hill. Used the other 2 Crusaders, 2 recons, 3 Art, HW Inf and Eng to protect Dunes, Airfield, town and desert victory hex. Axis air units were no match for my Hurricane, Spitfire, Typhoon, and Mosquito. Loss the recon when it was reduced to no ammo and then killed off.

This is one that I would not mind restarting and trying to go for more objectives.
Attachments
(13.05.2013) First Alamein, Turn 17.zip
(66.19 KiB) Downloaded 161 times
uran21
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Re: Allied: First Alamein

Post by uran21 »

Thanks to all for the feedback so far. This scenario has El Alamein as mandatory objective for victory and for triumph all others are required as well. Because one of them is further in the desert it makes defensive line quite stretched. There are no spawning units behind your back, they are really out flanking you. Last attack was made massive to bring the tensions high and than scenario ends due to turn count. Well some people will have different experiences I guess. Nothing was changed from last beta.

Do you use exit zones to rotate units from reserve? Do you find it useful?
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