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Fort Carpuzzo

Posted: Fri May 10, 2013 7:02 pm
by butcher5012
I did the tutorial, finished the first 9 supply trucks - I didn't know you could destroy the supply tents - but I did.

On Fort Carpuzzo I started out buying One infantry, One Artillery and one Tank. Some reason I tried to buy the TRuck for the artillery, it didn't give me it - anyhow I was able to upgrade the artillery piece to have the vehicle to transport it.

The scenario was pleasant, teaches new players to attack fortified units. One thing I did notice was I drove my truck one hex near the Fortified infantry unit, however the italian troops did NOT move to attack it, rather it stayed in place however for some reason its entrench level was 0, later on some of the other units were entrenched (up to 6 I believe?).

Re: Fort Carpuzzo

Posted: Fri May 10, 2013 7:13 pm
by butcher5012
Battle of Girba:
I see the map starts out with a few small italian tanks - so I bought a Crusader tank to add to my arsenal. I have one free core slot left, however there is no place to place it on the map.
On my first turn I brought all my troops together, I kept my two recon units two hex's above the rest of my units, mean while I dispatched two italian light tanks.

On the second turn, 3 italian tanks appeared, all three were dispatched, I placed the 2lb gun that was given to me on the map, in my only Victory hex. Three italian tanks appeared, attempted to flank my units to get to the victory hex, something I haven't seen before (aggression) from other panzer general series- however my 2lb gun dispatched them with ease. I was able to finish the scenario with ease, dispatching the rest of the units.

Now the Italian invasion has begun! So far I like the scenario setup, its gradually walking me into the game as if I never played Panzer general etc.

Re: Fort Carpuzzo

Posted: Fri May 10, 2013 7:15 pm
by butcher5012
Italian invasion:
Small map, with defensive areas - I bought myself a hurricane and placed it down along with a second artillery piece. I decided not to upgrade to the Crusader IV tanks, however I wish I had Engineers for troops. I put one of the Recon vehicles in reserve, so I could place my Artillery piece down since there were only so many core slots available on the map.

I did not like being told I had to redeploy my units in 3 moves or less, I decided to hold my ground early on and wiped out a few of the closest units then pulled back, not sure if its going to reward me for already pulling back before it asked.

Re: Fort Carpuzzo

Posted: Fri May 10, 2013 7:32 pm
by butcher5012
The AI looks much improved, it attempted to surround and eliminate one of my crusader tanks however it failed, also as I retreated it made sure to capture the hex's that had flags on them (something the previous AI never did in PG series or Panzer Corps). Seeing the AI capture these for perks is nice, it allows them to resupply and buy new equipment.

In previous series I simply attacked the biggest perk units just to drain them of being able to buy new toys or replenish old ones.

The Scenario came to an end, not sure why - it gave the Axis a total victory - as I pulled all 9 of my units off the map, campaign over I take it?

Re: Fort Carpuzzo

Posted: Fri May 10, 2013 8:28 pm
by nikivdd
Col beta2

No remarks here. Replay added. Had to zip it, pzrpl extension not allowed

Re: Fort Carpuzzo

Posted: Fri May 10, 2013 10:39 pm
by okiemcguire
2) Fort Carpuzzo

Level: Colonel
Prestige Begin: 900 After Strength Increases/Purchases: 96 End 696

Purchased:
Elite Replacements for Rolls Royce AC from 8 to 10 (-12)
Over Strengthed Vickers MK.VI from 10 to 11 (-11)
Core additions:
Br Inf w/Bren Carrier (-238)
Cruiser MK.I (-248)
QF 25 Pounder w/Quad (-295)

Received message and 200pp for destroying both supply dumps

Nice scanario in destroying fortifications. I had 2 formations made up of a Recon, Inf, Artllty, and a tank. I attacked up the middle with one and the fortification and dump in the NW with the other. Attempted to surround and capture the last fortification on SW corner. Had to destroy it in full. The inf did a job on my Vickers (I foolishly did not back it up with artillery).

Replay attached as a zip file:

Re: Fort Carpuzzo

Posted: Sat May 11, 2013 12:00 am
by Tarrak
Played the mission again in Beta 2. Now all core units can be deployed instantly. No other changes noticed. Replay attached.

Re: Fort Carpuzzo

Posted: Wed May 22, 2013 6:51 pm
by scott
Smooth. No problems noted on Carpuzzo. Seemed well balanced. I just joined the beta team. Looking forward to testing different battles and scenarios.

Re: Fort Carpuzzo

Posted: Wed May 22, 2013 10:27 pm
by JLChamberlain
I played this scenario a second time, this time as a standalone just for kicks.

I had completely captured Capuzzo and destroyed all the units by turn 14 or so, but the scenario didn't end until all the turns were used up. Odd.

Re: Fort Carpuzzo

Posted: Thu May 23, 2013 5:45 pm
by uran21
JLChamberlain wrote:I had completely captured Capuzzo and destroyed all the units by turn 14 or so, but the scenario didn't end until all the turns were used up. Odd.
Thanks for reporting. Fixed now.

More discussion on this scenario was done in Allied:Fort Capuzzo topic.