Allied: Sicily

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ThvN
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Re: Allied: Sicily

Post by ThvN » Tue May 21, 2013 9:03 pm

Verus wrote:Someone please explain what I need to do for a "triumph" result on this scenario ? Took all victory points including Messina within 20 turns and still no triumph.
Uran21 explained there was an issue with scripting, so the victory conditions are not finalized yet.
viewtopic.php?f=148&t=42310&start=20#p402147


Apparently, because of this the Triumph is only triggered by capturing all Axis flags at the moment. Good luck with that. :shock:
viewtopic.php?f=148&t=42310#p401709

Zhivago
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Re: Allied: Sicily

Post by Zhivago » Tue May 21, 2013 10:08 pm

For fun I tried an all out assault on the boot of Italy first--all of my air power too, to see if I could capture the boot and then swing around from behind. Needless to say that experiment did not go well.

Schildy81
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Re: Allied: Sicily

Post by Schildy81 » Wed May 22, 2013 3:45 pm

Beta 1.2

Difficulty: FM
Start Prestige: 5192 End prestige: 4174

This was a tough one! The Axis are constantly inflicting "low but steady" damage. Nice and challenging, especially to get around the mountains. I am curious to see the final version with the scripts in place (if one needs to sink the landing crafts then together with taking the victory hexes, this is going to be a real "prestige-eater").
Is there supposed to be absolutely no axis aircrafts?

uran21
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Re: Allied: Sicily

Post by uran21 » Wed May 22, 2013 5:08 pm

For various practical reasons Axis evacuation and sinking of transports will be removed from the script. For Triumph capturing all ports will be required. First three ports to the right of the map there is no additional prestige boost because they are the closest ones and sufficient for Victory. For any other port additional prestige will be awarded to the player so if he falls short of Triumph effort to achieve more than Victory would not be for nothing. Two turns were added to the clock as well as some Axis air presence. Italian and German fighters. Naval aspect will also be present.

okiemcguire
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Re: Allied: Sicily

Post by okiemcguire » Fri May 24, 2013 1:05 am

Sicily - Beta 3

OK! I have tried this multiple times and yet to make it across the sea to the last objectives. Even when I captured Messina within the 25 time limit, the ending message says that I did not make it in time (?)

I really would like to see a Zip replay of this from someone who has made it all the way.
Attachments
(23.05.2013) Sicily, Turn 25.zip
(84.13 KiB) Downloaded 101 times

Tarrak
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Re: Allied: Sicily

Post by Tarrak » Fri May 24, 2013 2:09 am

I don't think it was possible to win the scenario with a Triumph at all in beta 3 or before. From what i understood from Uran21's post they was trying to do some cunning scripting around the evacuating axis forces but had problems to get it to work and decided to scrap the idea and change the scenario a bit but it won't be available in the new incarnation before beta 4.

Hans45
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Re: Allied: Sicily

Post by Hans45 » Fri May 24, 2013 9:57 am

Trying it (Sergent level ! :) ) I noticed a B24 with all hexes red, as if it was about to vanish by fuel loss. Is it a special feature, or just a bug (It was fully fueled, so... What ?)
ScreenShot009.jpg
RedHexes
ScreenShot009.jpg (29 KiB) Viewed 2049 times
ScreenShot010.jpg
B24 Stats
ScreenShot010.jpg (17.98 KiB) Viewed 2049 times

okiemcguire
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Re: Allied: Sicily

Post by okiemcguire » Fri May 24, 2013 2:37 pm

Once you take control of an airbase within it's range for fuel, then they go away.

Tarrak
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Re: Allied: Sicily

Post by Tarrak » Fri May 24, 2013 3:37 pm

What Okiemcquire already said before. As addition you may not notice this for your other airplanes as fighters and tactical bombers can refuel at a carrier while strategic bombers can't.

zappel
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Re: Allied: Sicily

Post by zappel » Fri May 24, 2013 8:04 pm

Beta3 - Colonel - Victory at turn 25

Well, if I knew the victory conditions before this could be a DV but nevertheless a real amazing scenario. If I Think at GC42/43 West there were three (or four?) scenarios playing on Sicily, now we have the complete island in one scenario. First I thought this would be a easy walkthrough, then I thought I could never win the scenario and at the end the remaining time run short. I like this battle but it took me two days to finish it. Those german nests were really hard to defeat, artillery, AA and tanks or infantery are tough opponents. I like the scenario and wouldn't change anything.

CactusWillie
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Re: Allied: Sicily

Post by CactusWillie » Fri May 24, 2013 8:14 pm

Latest Beta seems good to me. Tough for the Allies at least for me, which is good. Wish I had more time to spend playing than I do. Very nice game and has that good old feeling of a great game to play.

darkestsnake
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Re: Allied: Sicily

Post by darkestsnake » Sat May 25, 2013 1:07 am

My Sicily also did not have text....

Verus
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Re: Allied: Sicily

Post by Verus » Mon May 27, 2013 5:59 pm

Tried to get triumph in beta 4 but only "victory" despite taking all ports.

JLChamberlain
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Re: Allied: Sicily

Post by JLChamberlain » Mon May 27, 2013 6:37 pm

I captured all the victory hexes by turn 23 on Sicily, but the scenario refuses to end.
My best guess as to why is that I left Licata, a non victory hex, uncaptured in my rear.

It seems like victory should come when you've captured all the victory hexes, not all of the marked hexes on the board that just happen to be on the coast.

At the end of turn 25/25, I got a normal Victory, perhaps because I left Licata uncaptured. There was also no rail transport available, so I couldn't get any of my units back to Licata in time. I used cntrl+alt+shift+c to give me a decisive victory, because I'm a dirty cheater.

This is a tough scenario, even without any Axis air units. I lost a veteran Engineer and a Crusader.
I would have appreciated some friendly naval gunfire support to reduce those tough forts.

It's a big sprawling map and it certainly took an effort to cross those mountains fast enough to capture all the ports.

uran21
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Re: Allied: Sicily

Post by uran21 » Mon May 27, 2013 6:43 pm

No Axis air units, missing naval support... you do sound like playing Beta 3, not updated Beta 4 scenario?

produit
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Re: Allied: Sicily

Post by produit » Mon May 27, 2013 8:03 pm

Beta 4, FM, Chess mode, Triumph 24/27, Ending prestige 7400.

I was able to capture all hexes in South Italy (across the strait by turn 23), and then, I saw that an enemy unit was in Augusta. 4-5 turns before I had to move units to destroy a Italian infantry unit capturing my cities. I don't know if a unit went through my line (or I moved around it without noticing it) or if I forgot to capture 2 cities (less probable), but with such a high number of mountains, It is difficult to control everything...

The map is clearly easier now than last time I played it (I also knew a bit more about enemy forces)... I have also such a huge difference of prestige (+7000 compared to last time). One explanation is that I never went through the crusader tank upgrades, but more prestige must also be given, but it is perhaps not so much needed so early in the campaign.

JLChamberlain
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Re: Allied: Sicily

Post by JLChamberlain » Tue May 28, 2013 8:11 pm

uran21 wrote:No Axis air units, missing naval support... you do sound like playing Beta 3, not updated Beta 4 scenario?
You're correct, oops. I forgot to uninstall the previous version before installing Beta 4.

Raven_427
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Re: Allied: Sicily

Post by Raven_427 » Wed May 29, 2013 5:27 pm

Beta 4

- bought 3 paratroopers to help capturing some airports quickly (wanting to avoid supply-probs with aircraft carrier). Noticed afterwards, that i don't have enough transports for them. At least another one would be great.
- italians have been very passive once again. I'd expect them to counterattack .. or at least run? Got better with german counterattack.
- Landing itself went fine, but i kind of failed in usefully distributing my troops. Took me two turns, to sort that out. (no decent tanks on the left flank, no artillery in the center).
- Those two subs troubled me .. a bit.
- Way up to Messina is heavily guarded. Right the way, it has to be. Well done.
- Lancaster got 5th star after sinking that italian battleship in a single attack. Ooops ..
- Finished right in time. But what is this with "stop them from evacuating"? I did not see any effort of them, not even when all but Messina has been taken? Or is "take their harbors" the way of blocking them and i just misunderstood?

Finished DV at turn 22

Delta66
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Re: Allied: Sicily

Post by Delta66 » Thu May 30, 2013 9:21 pm

Beta4

There are some visual bugs with mountains hexs in the north that "spill" to the adjacent north west hex
(25,8), (28,8), (32,8), (34,7)
Sicily visual bug_small.png
Sicily visual bug_small.png (136.08 KiB) Viewed 2018 times
The end Message , before moving to the next scenario Salerno, doesn't match the action of the last version of the sceanrio (beta 4) very well.
"... You have seized Messina in good time, and trapped the Axis forces on the island..."
In fact I didn't trapped any units, I simply destroyed evey single units on the island (but not those in the boot)?

Edit: The victory conditions are clear, but te briefing text, is also a bit ambiguous, as it makes me think, it was a race to capture exit points like in the previous "Medenine" scenario. Could you make it clearer that it is only a matter of capturing the ports within the turns limit of the scenario.

Maybe you can add some geographical location's name for flavour, like Mt Etna, Primosole Bridge (SW of Catania).

Delta66
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Re: Allied: Sicily

Post by Delta66 » Fri May 31, 2013 12:08 pm

Beta 4
FM with no OS
Start pp 31908, End pp 43993
Triumph 27/27, 27 core step losses, 58 auxilliary step losses (all of them were destroyed), lost the destoyer but no big ship.

With 27 turns I thought it wouldn't be a sunday stroll, the landing tooks places with minimal casualties, then it tooks some time to regroup and move efficiently inland. Defenders in villages start with an entrenchment of 3 but by turn 5 they allready have entrenchment 6, then it requires a lot of ressources to capture even the smallest village. It's even worse later when entrenchment reach 8. It's hard to bypass any single position, as they won't surrender merely by capturing key ports, and they might attack you in the back or spawn in the endgame. So in the end you have to mop up every positions. Extra artillery is useful here, as there are many Flak scattered on the island limiting your own air forces.

The Herman Goering counterattack struck me in full force, hopefully I had only infantry in this area, and they were not in clear terrain. a 14 strength auxilliary Canadian infantry, was destroyed right away.
On the right flank, leading with a pair of Churchills, crossing the river and capturing Catania was not too hard.
The blocking position around the east of Mount Etna was much harder and cost me the 2 auxilliary paratroopers.

Two tank attacks were usually enough to destroy the numerous forts guns (coastal batteries), they were easier to destroy than I thought.
Considering the large invading armada,the lack of destroyers seems strange, and is troublesome to handle the pair of axis submarines. There is allready a lot going on inland, and the anti submarine warfare feels more like a distraction. Cancel out destroyers on one side and submarines on the other and just use the remaining difference. One submarine seems enough to me.

Overall it'a a much better rendition of the historical battle than the original PzC Sicily scenario, who was so zoomed out that it felt too abstract.
With so many turns, it's kind of funny that I cleared the island on the very last turn. I think next time I could do it in 2-4 turn less.
The +7000pp bonus at the end seems way too much, in particular the core slots for next sceanrio is the same, and there is not much new hardwares to buy.

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