Market-Garden campaign
Moderators: Slitherine Core, Panzer Corps Design, Panzer Corps Moderators
Market-Garden campaign
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
-------------------------------------------------------------------------------------------------------------------------------------------------
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 ... =�
Last edited by Erik2 on Fri May 02, 2014 1:06 pm, edited 5 times in total.
Re: Market-Garden campaign
Added scenario briefings and screenshots from some of the scenarios.
Please see link to the Matrix thread on the bottom of the first post.
Please see link to the Matrix thread on the bottom of the first post.
Re: Market-Garden campaign
It's looking good, Erik.
Will you use any of the new additions introduced by 1.10, like messages for example?
Will you use any of the new additions introduced by 1.10, like messages for example?
Re: Market-Garden campaign
I have added zones to all objectives and added the 'move to zones' script to most AI units. The Germans are now heading for their objectives in an effective way. Much better than in pre-1.10.
Re: Market-Garden campaign
The airborne drop-zones and landing-zones are marked with the Allied entry 'star' marker. You should drop your units at or next to one of the markers.
Note: Campaign files link in the first post.
Note: Campaign files link in the first post.
Re: Market-Garden campaign
2nd version available in first post.
Re: Market-Garden campaign
3rd (and final?) version available in first post.
Surprise Attack
The British make an opportunity attack against an important bridge across the Escault Canal.
Map 14x14
10 turns
8 Allied units
14 German units
1 primary objective
2 secondary objectives
Map 14x14
10 turns
8 Allied units
14 German units
1 primary objective
2 secondary objectives
Last edited by Erik2 on Fri Sep 14, 2012 10:56 am, edited 1 time in total.
Breakout From Joe's Bridge
Using the bridge captured intact in the first scenario, the Guards Div launch an assault towards Eindhoven.
Map 20x35 hexes
14 turns
36 Allied units'38 German units
2 primary objectives
3 secondary objectives
Map 20x35 hexes
14 turns
36 Allied units'38 German units
2 primary objectives
3 secondary objectives
Screaming Eagles Over Hell's Highway
The 101st US Airborne is dropped north of Eindhoven to capture and hold important bridges.
Your core of Guards Div units must move swiftly to relieve the paratroopers.
Map 28x40 hexes
25 turns
60 Allied units + previous core units
111 German units
6 primary objectives
9 secondary objectives
Your core of Guards Div units must move swiftly to relieve the paratroopers.
Map 28x40 hexes
25 turns
60 Allied units + previous core units
111 German units
6 primary objectives
9 secondary objectives
Terror Of The Tyne Tees
The Germans are counterattacking to cut Hells' Highway at Eindhoven.
Select a battlegroup from your Armored Div and help drive the Germans back.
Map 24x14 hexes
15 turns
32 Allied units + your selected core units
47 German units
4 primary objectives
7 secondary objectives
Select a battlegroup from your Armored Div and help drive the Germans back.
Map 24x14 hexes
15 turns
32 Allied units + your selected core units
47 German units
4 primary objectives
7 secondary objectives
Grabbing Bridges At Grave
Elements of the US 504th Parachute Inf Reg performed a small coup d'etat when they captured intact bridges near Grave.
Historically the Germans did not contest the paratroppers, this scenario depicts a counterattack by the 107th Panzer Brigade.
You must put together a small taskforce and help the defenders.
Map 12x10 hexes
15 turns
14 Allied units + your selected core units
28 German units
3 primary objectives
Historically the Germans did not contest the paratroppers, this scenario depicts a counterattack by the 107th Panzer Brigade.
You must put together a small taskforce and help the defenders.
Map 12x10 hexes
15 turns
14 Allied units + your selected core units
28 German units
3 primary objectives
All American Over Nijmegen
The US 82nd Para Div was tasked with capturing the important bridges over the Waal river.
Your Guards units must relieve the airborne units quickly before the Germans can reinforce in strength.
Map 30x20 hexes
25 turns
41 Allied units + your full core
121 German units
3 primary objectives
13 secondary objectives
Your Guards units must relieve the airborne units quickly before the Germans can reinforce in strength.
Map 30x20 hexes
25 turns
41 Allied units + your full core
121 German units
3 primary objectives
13 secondary objectives
Counterattack At Molenhoek
The Germans attack out of the Reichswald to cut the supply roads to Nijmegen.
You must take a few core units and assist the US paratroopers which are facing overwhelming German forces.
Map 20x10 hexes
15 turns
11 Allied units + your selected core
38 German units
3 primary objectives
3 secondary objectives
You must take a few core units and assist the US paratroopers which are facing overwhelming German forces.
Map 20x10 hexes
15 turns
11 Allied units + your selected core
38 German units
3 primary objectives
3 secondary objectives
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Re: Market-Garden campaign
Fantastisk jobb Erik. Congrats
https://www.facebook.com/NikivddPanzerCorps
https://www.youtube.com/channel/UCk2lyeEuH_hoA1s7tnTAEJQ
https://www.youtube.com/channel/UCk2lyeEuH_hoA1s7tnTAEJQ
Right Hook At Mook
If you suffer a loss at the 'All American At Nijmegen' scenario, the Germans will launch a powerfull assault to eliminate the US airborne troops.
You got one last change to use your guards core ti bring the campaign back on tracks.
Map 28x20 hexes
24 turns
48 allied units + your core
93 German units
3 primary objectives
7 secondary objectives
You got one last change to use your guards core ti bring the campaign back on tracks.
Map 28x20 hexes
24 turns
48 allied units + your core
93 German units
3 primary objectives
7 secondary objectives
Red Devils Over Arnhem
The 1st British Airborne Div attempt to grab the all-important bridge over the Rhein river.
They make go 'A Bridge Too Far' if your Guards units are unable to relieve the Red Devils.
Map 28x30 hexes
20 turns
61 Allied units + your core
136 German units
2 primary objectives
15 secondary objectives
They make go 'A Bridge Too Far' if your Guards units are unable to relieve the Red Devils.
Map 28x30 hexes
20 turns
61 Allied units + your core
136 German units
2 primary objectives
15 secondary objectives
Big Chill Breakout
General Chill's forces are trying to break out on both sides of Eindhoven. You must command a handful of core units, head south and break up the German attempt.
Map 24x14 hexes
15 turns
32 Allied units + your selected core units
59 German units
4 primary objectives
8 secondary objectives
Map 24x14 hexes
15 turns
32 Allied units + your selected core units
59 German units
4 primary objectives
8 secondary objectives
Keeping The Island Afloat
This fictional scenario is only available if you win a minor victory in the 'Red Devils Over Arnhem' scenario.
The British ground troops hold Arnhem (barely) and the battered 1st Airborne has been withdrawn.
The Polish Airborne Brigade is ordered to take the Deelen airfield north of Arnhem. At some point they need to be relieved by your Guard units.
Map 28x30 hexes
12 turns
43 Allied units + your selected core units
98 German units
8 primary objectives
6 secondary objectives
The British ground troops hold Arnhem (barely) and the battered 1st Airborne has been withdrawn.
The Polish Airborne Brigade is ordered to take the Deelen airfield north of Arnhem. At some point they need to be relieved by your Guard units.
Map 28x30 hexes
12 turns
43 Allied units + your selected core units
98 German units
8 primary objectives
6 secondary objectives
Last edited by Erik2 on Fri Sep 14, 2012 10:59 am, edited 1 time in total.
Panzer vs Armor Showdown
This is a fictional scenario with the newly arrived German 1 SS Panzer Div clashing with the Guards Armored Div for control of the airfield at Deelen and the crossroads north of Arnhem.
This is the last scenario of the campaign.
Map 28x28 hexes
12 turns
26 Allied units + your full core
45 German units
5 primary objectives
This is the last scenario of the campaign.
Map 28x28 hexes
12 turns
26 Allied units + your full core
45 German units
5 primary objectives