Allied: Salerno

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uran21
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Allied: Salerno

Post by uran21 » Fri May 03, 2013 3:45 pm

Please post here your comments about this scenario.

omegabet
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Re: Allied: Salerno

Post by omegabet » Sat May 04, 2013 7:53 pm

Without knowing it, i lost all my elite land units and 60% of hero units, which i first noticed at Cassino Breakthrough. You can place 7 land units in Salerno at the start, but your other units in reserve will be deleted and reserve button greyed out.

dthomas561
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Re: Allied: Salerno

Post by dthomas561 » Sun May 05, 2013 8:15 pm

This is a mojor bug!!!! I was only able to place 7 ground units and 7 air units to start. I thought "okay, maybe I will be allowed to bring in reserves as the scenario goes on but NO. My entire reserve force was deleted and I couldn't bring in any reserve. So my first thought was okay this is a major bug...endscn 0, report it and move on. So I chose Monte Cassino as my next scenario and when I went to place my army it was deleted except for the few units I started with at Salerno. At this point I am going back to my saved game at Sicily and just endscn 0 at the start of Salerno to see what happens. Please look into as this will stop the game in its tracks with only 7 ground units and the rest deleted.

Kamerer
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Re: Allied: Salerno

Post by Kamerer » Sun May 05, 2013 8:36 pm

Salerno, beta -1

I played this and also got frustrated at the bug. However, I had used an amphib. assault strategy and only deployed armor on the beach the first turn. The chuchills and tactical air were able to hold the area, thus I only lost a green Sherman. I will use endscn 0 (or 1) and just move along.

LostAgain
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Re: Allied: Salerno

Post by LostAgain » Mon May 06, 2013 2:57 am

Playing FM. Why oh why didn't I read the comments before starting the scenario??? I could only place 7 air and 7 ground units and thought the remainder were to remain in my core ready for the next turn, but they're all gone!!! When I opened the next scenario it was a VERY rude shock! The only thing I can think of to do is to use a cheat to give myself enough PP to buy new units and keep on going, but this is an immediate fix guys. It's heartbreaking to shepherd all of those units along only to have them disappear like that. To further frustrate things Canadian troops are not available for purchase at all, even the flag is gone!

nikivdd
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Re: Allied: Salerno

Post by nikivdd » Mon May 06, 2013 3:13 pm

Colonel level
Upgrades:none
Purchases: Hellcat, 155mm M12

I played with the fix i posted. There are too many coreslots, making this mission ridiculously easy. The counterattacks came but except for the occasional attack on the american tanks, not much else happened.
Losses:none, DV 13/20, 4590PP

It seems that in both Anzio and Cassino there are problems with deployment. Sorry, this time i am going to wait for the next beta/update.

Rudankort
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Re: Allied: Salerno

Post by Rudankort » Mon May 06, 2013 7:33 pm

Guys, please check out this topic for solution:
viewtopic.php?f=148&t=42417

Sorry for the mess. :oops:

Kamerer
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Re: Allied: Salerno

Post by Kamerer » Tue May 07, 2013 4:47 am

17) Salerno – beta 1

Level: Field Marshal
Prestige: Begin: 2,675 (after repair/purchases). End: 2,850. Net: +175.
Result: Triumph at 15/20
Strength policy: Deployed all at 13

Core Changes:
  • Received: None
    Disbanded: None
    Purchased: None
    Upgraded: None
Problems:
  • • Turn screen/victory conditions blank as already noted, no other problems.

General impressions/comments:
  • • I think to be accurate I would add some more naval fire support, though it is not necessary to win the game; it is not a scenario as it is. Wasn't Salerno where some US light cruisers or destroyers engaged and destroyed a Tiger platoon?
    • I discovered on deploying for Anzio I was missing a really nicely heroe'd SE Spitfire. Didn't loose it in combat so must have run out of fuel at Anzio. It's just too easy to loose fighters because of not noticing fuel, would it be possible to get a warning "this plane must land this turn for fuel" if you hit end turn and have a plane you didn't know was in jeopardy?

Tarrak
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Re: Allied: Salerno

Post by Tarrak » Thu May 09, 2013 7:10 am

Scenario: Salerno (tested with the fix from Rudankort applied)
Difficulty: general
Outcome: Triumph on turn 14/20
Starting Prestige: 7857
End Prestige: 4619, 8472 after victory reward
Core: 2 x Engineer 43, 1 x HW infantry 43, 1 x SE Rangers, 6 x Churchil Mk.IV, 2 x M18 Hellcat, 1 x Chevy-WB recon, 1 x M8 Greyhound, 2 x 7.2 inch guns, 2 x M7 priest, 2 x M12 GMC, 1 x Hurricane Mk.IIC, 1 x Spitfire Mk. IX, 1 x SE Spitfire Mk. IX, 1 x P-47D Thunderbolt, 1 x Beaufighter Mk.IF, 2 x Wellington Mk.X

Bought an engineer 43 at the deployment phase to replace losses from last scenario.

Deployed around 1/3 of my troops east of the river and 2/3 west. Started with the Churchill tanks already on land with a bit of artillery support. Pushed with them easily a bit deeper into the land to allow safe landing. East of the river the German counterattack happened at around turn 3 but i spotted it pretty fast and did what the allied really did in WWII .. bombed the most dangerous units into oblivion. The rest was just moped up by my lands units. West of the river i split my troops into two groups: one went moved along the coast taking Salerno and Naples. The only real resistance it encountered was near Naples and even this wasn't really tough. The other group pushed north towards Benevento. This group encountered a smaller German armored counterattack which met same fate as the first one. The most dangerous units got bombed to pieces, the rest was cannon fodder for my Churchills and Hellcats. After taking Benevento the battlegroup moved west to join the other group at Capua. I was expecting some serious opposition here but all i met there was two infantry units dug in the cities and they was wiped out easily.

All in all quite entertaining but easy scenario. Maybe even to easy. As i said i was expecting a bit stronger defense around Capua. Adding a few units there can make it a bit more challenging unless of course this scenario is intended to be easy to allow to build up some prestige.

Now i am facing the choice Anzio vs Cassino. Any preferences which i should test first?

Razz1
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Re: Allied: Salerno

Post by Razz1 » Fri May 10, 2013 4:42 am

General
start 6636
end 3944
Triumph 15/20

After the last map I had to play a little conservative.

Kamerer
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Re: Allied: Salerno

Post by Kamerer » Sun May 12, 2013 5:25 am

9) Salerno – beta 2

Level: Rommel
Begin pp: 50. End pp: 200. Net +150.
Result: Triumph 15/20

Core Changes:
  • Received: SE Rangers w/Half Track.
    Disbanded: 1x Ranger Infantry (regular).
    Purchased: 1x B-17F.
    Upgraded: 1x B-17 during scenario.
Problems:
  • • B-17F model has range of 444. Think that’s supposed to be 144?
    • SE Rangers have no movement or fire/attack sounds, either.
    • Considering I started with 50 pp, took 15 victory hexes, earning 150pp in the scenario sounds kinda low? Not sure why, I used no replacements during the scenario. Even for Rommel level, that seems weird.
General Impressions/Comments:
  • • Seems fine, other than problems noted.

Rudankort
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Re: Allied: Salerno

Post by Rudankort » Sun May 12, 2013 5:35 pm

Kamerer wrote:Considering I started with 50 pp, took 15 victory hexes, earning 150pp in the scenario sounds kinda low? Not sure why, I used no replacements during the scenario. Even for Rommel level, that seems weird.
Strange indeed. Did you save a replay of this one by any chance?

Kamerer
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Re: Allied: Salerno

Post by Kamerer » Sun May 12, 2013 10:36 pm

No, I did not save a replay. I'll start doing that. But I saved the game at the player deployment screen before starting player turn 1. That should be good enough, right? I will go ahead and email it to you in case it is helpful.

produit
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Re: Allied: Salerno

Post by produit » Mon May 13, 2013 7:26 pm

Beta 2, Triumph 11/20, FM, Chess Mode, Ending prestige 2261 (starting prestige 2128), I am earning only 23 points per VH like Capua. Cleared the map.

Allowing you to deploy 7 units is really strong (I deployed 7 Churchill tanks). As a result, I was attacked only once during the whole scenario (infantry against one of my Hellcat). I lost also 5 strength points in all with my green infantry that still need to acquire experience. The map is ridiculously easy, no real counter-attacks, no air attack (excepting this poor level bomber that did not arrive to my lines). That is perhaps an easy scenario before the storm ??

Flaygor
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Re: Allied: Salerno

Post by Flaygor » Tue May 14, 2013 5:46 am

Incredibly easy scenario after the last one, 13/20. Did not like getting two tanks hit in town hexes by infantry at completion of game and taking a prestige loss. Where were these guys when their mates were defending?

Some rivers and mountains wrong, flags missing, but I'm sure that 's a last minute fix. Lack of enemy aircraft is strange.

I have some issues with the arrival of the impressive looking bridge-layer tank and the threat of being cut off by counter-attack in the briefing...
First, you could cross the river at the coast where the terrain is wrong or over the undefended bridge further up.
Second, this damned thing has NO attack whatsoever! You think it couldn't ram into some infantry or drop it's bridge junk on some of them? (just joking)
And finally when you go to buy it you have the option of providing trucks to transport it. :D Give me a reason to buy this thing.

Just want to note that although I've been playing PG et al every year since it's release, and I consider myself pretty tasty at it, I tend to play for fun these days and my comments may reflect a more average player's viewpoint. Hence I used up all my prestige on a relatively easy scenario by being.... average?

Tarrak
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Re: Allied: Salerno

Post by Tarrak » Tue May 14, 2013 8:00 pm

Replayed this scenario in Beta 2. I haven't noticed anything different to beta 1. The scenario is still quite easy but entertaining.
Attachments
(14.05.2013) Salerno, Turn 17.zip
Salerno Beta 2 replay
(58.56 KiB) Downloaded 101 times

okiemcguire
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Re: Allied: Salerno

Post by okiemcguire » Tue May 14, 2013 9:55 pm

16) Salerno - Beta 2

Level: Colonel
Prestige Begin: 5815 End/Vict: 615/4519
Triumph 15/20

Fairly easy. Deployed Churchill IV and American AT first. Next landed multiple artillery and British/American Inf. They were able fan out and handle the axis forces with no issues and no unit losses. I saw no problems with this scenario. The mobil AT caused me a few turns to destroy. It would keep getting reduced adn then move away. I have to resist from attacking that 1 last time....
Attachments
(14.05.2013) Salerno, Turn 15.zip
(69.73 KiB) Downloaded 92 times

sgocart6298
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Re: Allied: Salerno (Operation Avalanche) Errata

Post by sgocart6298 » Wed May 15, 2013 2:54 am

"...We haven't had the time to plan this landing as carefully as wanted, and you're going in with a light force...."

Better:

"...We haven't had the time to plan this landing as carefully as (we've) wanted (since) you're going in with a light force...."
Last edited by sgocart6298 on Thu May 16, 2013 2:25 am, edited 1 time in total.

monkspider
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Re: Allied: Salerno

Post by monkspider » Thu May 16, 2013 1:30 am

Salerno
Beta 2
General Level
Ending prestige 3419
DV 19/20

This was a pretty challenging scenario that accurately demonstrates the fierce German counterattack. I maanged to achieve a DV on the next to last turn but for a while I didn't think I would pull it off. I would say the difficulty on this one is about perfect actually. I planned to use my elite British troops to do most of the heavy lifting but by chance, my green American troops had to deal with pretty much the entirety of the counterattack.

Broadly speaking, I do like how the German AI seems to be a different experience than the Soviets/Western Allies. The AI doesn't spam units at the end of the battle, which is accurate given German resource shortages, and it's strategy for fierce counterattacks is also quite historical. Also, there is a fair amount of understrength German units, which is accurate, and the Panzer units are superior to any of your own, but fortunately there are fewer of them. Well done.
Attachments
Salerno replay beta 2 monkspider.zip
(61.58 KiB) Downloaded 87 times

uran21
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Re: Allied: Salerno

Post by uran21 » Thu May 16, 2013 9:38 pm

Thanks to all for the feedback so far. My apologies to those of you who had problems with this scenario in Beta 1. This scenario can be considered easier but it is intended this way because it is between Sicily and Cassino-Anzio. Nonetheless some minor changes were made. Some overstrength to Axis unit, one Tiger added and one bridge connecting deployment zones on both sides of the river was removed. Lets see how this works.

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