"Kaiserschlacht" WWI Mod v3.3 (Mar 5, 2016)

A forum to discuss custom scenarios, campaigns and modding in general.

Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design

What do you think should be done following the end of development for the WWI campaign?

Napoleonic Wars Campaign
49
22%
1870 Franco-Prussian War Scenario
15
7%
WWI Entente Campaign
28
13%
WWI Central Powers Grand Campaign
64
29%
1914-1945 "Combined" Campaign
58
26%
WWI Single MP Scenario (Western Front)
5
2%
WWI Single MP Scenario (Eastern Front)
5
2%
 
Total votes: 224

BiteNibbleChomp
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Re: "Kaiserschlacht" WWI Mod v3.0 (Jun 7, 2015)

Post by BiteNibbleChomp »

v3.0 has been released!

Full changelist from 2.1 can be found in the new library.

Fictional units won't have bigunit pictures, because they never existed and so I can't source an image :twisted:

But yes, enjoy!

https://www.mediafire.com/?jm0xyt6sslnjpgp

- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
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Re: "Kaiserschlacht" WWI Mod v3.0 (Jun 7, 2015)

Post by BiteNibbleChomp »

Also, is someone able to take down the poll? I don't plan on making any more WWI stuff, so it is now kind of annoying :evil:

- BNC
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uzbek2012
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Re: "Kaiserschlacht" WWI Mod v3.0 (Jun 7, 2015)

Post by uzbek2012 »

BiteNibbleChomp wrote:v3.0 has been released!

Full changelist from 2.1 can be found in the new library.

Fictional units won't have bigunit pictures, because they never existed and so I can't source an image :twisted:

But yes, enjoy!

https://www.mediafire.com/?jm0xyt6sslnjpgp

- BNC
Thanks, downloaded , play ) Your opinion will write later but judging from the first mission, the game hasn't changed much )
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Re: "Kaiserschlacht" WWI Mod v3.0 (Jun 7, 2015)

Post by BiteNibbleChomp »

uzbek2012 wrote:
BiteNibbleChomp wrote:v3.0 has been released!

Full changelist from 2.1 can be found in the new library.

Fictional units won't have bigunit pictures, because they never existed and so I can't source an image :twisted:

But yes, enjoy!

https://www.mediafire.com/?jm0xyt6sslnjpgp

- BNC
Thanks, downloaded , play ) Your opinion will write later but judging from the first mission, the game hasn't changed much )
You will see the changes in the later half of the game :)

- BNC
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Re: "Kaiserschlacht" WWI Mod v3.0 (Jun 7, 2015)

Post by uzbek2012 »

BiteNibbleChomp wrote:
uzbek2012 wrote:
BiteNibbleChomp wrote:v3.0 has been released!

Full changelist from 2.1 can be found in the new library.

Fictional units won't have bigunit pictures, because they never existed and so I can't source an image :twisted:

But yes, enjoy!

https://www.mediafire.com/?jm0xyt6sslnjpgp

- BNC
Thanks, downloaded , play ) Your opinion will write later but judging from the first mission, the game hasn't changed much )
You will see the changes in the later half of the game :)

- BNC
And I hope that the Eastern front would still be in mods and not so all went home in 1916 )))
http://nnm-club.me/forum/viewtopic.php?p=5970530
[*]Image[*]
[*]Image[*]
As study the history of Russia abroad: the Latvian Riflemen Instead of the Winter Palace was stormed robots )))

p.s.
Image
http://www.internetwars.ru/World-War-I.htm
Last edited by uzbek2012 on Mon Jun 08, 2015 10:19 pm, edited 1 time in total.
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Re: "Kaiserschlacht" WWI Mod v3.0 (Jun 7, 2015)

Post by BiteNibbleChomp »

For the benefit of anyone who wants to start playing the mod and wants a more in-depth view of how the various units work, or just want to become better, here's a little guide to the various units:

Infantry

Infantry will generally be the dominant force on the battlefield, and 50% or more of your core should be made up of it if you want success in most scenarios.

Generic Infantry Unit: No particular bonus or penalty. Good supply stats, and low cost. Upgrades in 1916, 1918 and 1920
Machine Gunner 'MG': Excellent on defense, adequate on attack. Higher supply stats and cost, but slower movement. Upgrades in 1917 and 1920
Minesweepers: Supporting unit ideal for clearing minefields and barbed wire (similar to ww2 Pionieres). Although it can fight, it is not for frontline combat and should only engage other infantry in serious circumstances. No upgrades.
Flamethrowers 'Flm': Strongest attacker in the early war. Expensive and with low supply stats. Arrives in 1915, upgrades in 1918.
Sturmtruppen: Late war assault team, unmatched when attacking. Low supply stats but more movement than other infantry. Arrives in 1918.
Sturmpionieres: Combination of Minesweepers, Flamethrowers and Sturmtruppen that arrives in 1920. Extremely powerful assault team.

Tanks

Tanks in WWI generally are slow and with horrid supply stats, but are far stronger than any opponent they will likely encounter. Unlike in WWII, WWI tanks can safely hold close positions due to the lack of decent AT weaponry carried by any unit (apart from the Fahrpanzer).

Germany has access to one tank unit - the A7V, which is very useful during the breakthrough stages of the Spring Offensive in 1918, when it first becomes available. Should you reach the USA scenario, it can be upgraded to the much more powerful A11V, which comes with a specialised anti-tank 75mm gun.

Recon

Ground based recon units have very limited effectiveness on the WWI battlefield, as its role has largely been replaced by aircraft. However, Armoured Cars are very useful units in any offensive situation and can fight competently with infantry (though not tanks). Armoured Cars generally unlock in the middle of the war.

Artillery

Artillery dooms all! Simply, it has an extreme ground attack stat and decent ammo, and should probably make up 25% of your core. Remember, the Somme battle was decided by the lack of British Artillery batteries, and ammunition for them. In WWI there are several types, each with a specific purpose. Also, unlike any other mod, artillery range as a standard is around 6, making it a dangerous opponent.

Light Artillery: Cheap and effective unit. Most useful in defensive situations as it disrupts enemy attacks without causing major damage.
Medium Artillery: Mighty artillery that specialises in the destruction of soft targets. Cost is equal to 2 early-war infantry divisions but perofrmance is equal to several.
Heavy Artillery: Great all-rounder artillery that deals some damage to tanks. Costs 33% more than a medium gun but deals similar damage to infantry. Keep in mind that it is the lightest type capable of fighting armoured targets.
Siege Artillery: Expensive artillery that ruins all hard objects with ease. Low supply stats and lack of power against soft targets makes it less important than a heavy gun, but useful in heavily fortified regions such as Verdun and Cambrai.
Gas Artillery: Not really an artillery as much as a transport. Converts to a gas shell that causes maximal damage to soft targets (similar to a v2)
Paris Gun: Arrives in 1918 and isn't very useful in your core. Many late-war scenarios provide it as an auxillary, and those are the only times it will be able to move very far (limited to railroads). Extremely long range.

AA and AT have limited use, bombers only really exist in 1920 and fighters will steadily improve over the course of the war. Keep enough fighters around to fight of the enemy planes, but artillery and infantry should be the main component of your offensives.

- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
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Re: "Kaiserschlacht" WWI Mod v3.0 (Jun 7, 2015)

Post by JimmyC »

Thanks for that.

I suggest also putting it at the beginning of your thread.
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Re: "Kaiserschlacht" WWI Mod v3.0 (Jun 7, 2015)

Post by BiteNibbleChomp »

Good idea. I'll stick it to the first post.

- BNC
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Re: "Kaiserschlacht" WWI Mod v3.0 (Jun 7, 2015)

Post by Cataphract88 »

BNC,

Thanks for the latest update, it is looking better than ever.
Richard
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Re: "Kaiserschlacht" WWI Mod v3.0 (Jun 7, 2015)

Post by BiteNibbleChomp »

Posted an MP challenge for the Tanga scenario. Just realised that I forgot to add Victory conditions into the briefing screen:

British - conquer all objective flags in Tanga
German - defend at least 1 objective flag.

- BNC
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Re: "Kaiserschlacht" WWI Mod v3.0 (Jun 7, 2015)

Post by captainjack »

I just got a DV in Moscow. The secret weapons gave me a good laugh. Luckily they looked scary but didn't do much damage. I blasted one with artillery and my two fighters, one waded into the river next to Moscow, destroyed an auxiliary cavalry and then got beaten up by four infantry, and I forced a surrender on the other. Pretty good tactics for any enemy unit!

On turn 19 I got a message about a captured unit (keep this hex clear to have the captured unit added to your core), I moved the Fahrpanzer off the hex in turn 20, but didn't get the reward unit. If I can find a place for a Fahrpanzer in my army I could have found a place for the captured unit, no matter how daft it looks!

Apart from this, it seems to have been more fun than when I played v2, so well done.
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Re: "Kaiserschlacht" WWI Mod v3.0 (Jun 7, 2015)

Post by uzbek2012 »

Oh another would be a civil war in Russia how to add and would be a great mod )
Image
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Re: "Kaiserschlacht" WWI Mod v3.0 (Jun 7, 2015)

Post by BiteNibbleChomp »

captainjack wrote:I just got a DV in Moscow. The secret weapons gave me a good laugh. Luckily they looked scary but didn't do much damage. I blasted one with artillery and my two fighters, one waded into the river next to Moscow, destroyed an auxiliary cavalry and then got beaten up by four infantry, and I forced a surrender on the other. Pretty good tactics for any enemy unit!

On turn 19 I got a message about a captured unit (keep this hex clear to have the captured unit added to your core), I moved the Fahrpanzer off the hex in turn 20, but didn't get the reward unit. If I can find a place for a Fahrpanzer in my army I could have found a place for the captured unit, no matter how daft it looks!

Apart from this, it seems to have been more fun than when I played v2, so well done.
Let me know if you get to America. So far I don't think anyone has :( .

- BNC
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Re: "Kaiserschlacht" WWI Mod v3.0 (Jun 7, 2015)

Post by captainjack »

After taking Paris and then conquering Moscow, I had a chance to invade Britain.

It wasn't exactly a success. I missed out on the captured Battleships, probably by about three turns and that was assuming that everything went well. By the time the turns ran out, I had most of London under control except for the north west corner, and there were still a few remaining objectives to the West but I had no possible show of trying to take them. This wasn't just a matter of a turn or two and a bit of better luck but more like 8 to 10 turns extra and a ton of prestige (I was starting to run very low by then).

I am now governing a Ukrainian province, so things could be a lot worse!
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Re: "Kaiserschlacht" WWI Mod v3.0 (Jun 7, 2015)

Post by BiteNibbleChomp »

The battleships aren't required to go to the US, but they are very useful (you actually can capture them and then fire at the British troops).

Also, why does no-one ever go to the Middle East? I see a lot of victories in Russia. :cry:

- BNC
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Re: "Kaiserschlacht" WWI Mod v3.0 (Jun 7, 2015)

Post by captainjack »

I don't recall an explicit choice of Middle East or Russia.
I was a little surprised to end up in Britain so soon. Would it be a major revision to allow an option to go to the Middle East after Moscow or would it muck up the dates too much?
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Re: "Kaiserschlacht" WWI Mod v3.0 (Jun 7, 2015)

Post by captainjack »

I found the problem when I checked the library.
If you get DV in Marne and in Paris 15 you go the Eastern route with no option to go to the Middle East.
For once I was just too good!
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Re: "Kaiserschlacht" WWI Mod v3.0 (Jun 7, 2015)

Post by BiteNibbleChomp »

captainjack wrote:I don't recall an explicit choice of Middle East or Russia.
I was a little surprised to end up in Britain so soon. Would it be a major revision to allow an option to go to the Middle East after Moscow or would it muck up the dates too much?
Sinai was August 1916, Egypt January 1917. The Moscow scenario ends sometime in September, and the sinai offensive was historically a failure, so it doesn't make much sense to assume a success there to allow access to Egypt.

- BNC
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Re: "Kaiserschlacht" WWI Mod v3.0 (Jun 7, 2015)

Post by captainjack »

Due to the virtues of Cheat Codes, I was able to head to Gallipoli.

My one complaint is that where I had range, move and big defence heroes on my arty when I went North (I had one with two +3 Ds, which made it very durable) I have so far had 3 spotting heroes on my artillery in the Middle East! Apart from that, the middle east route is good so far (I'm half way through Kut(?) - the one after Gallipoli).
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Re: "Kaiserschlacht" WWI Mod v3.0 (Jun 7, 2015)

Post by BiteNibbleChomp »

The spotting may be useful - you never know when you will encounter a sandstorm!

- BNC
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