Battlefield: Europe MOD v2.0

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McGuba
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Re: Battlefield: Europe MOD

Post by McGuba » Sat Feb 22, 2014 3:37 pm

LandMarine wroe:
Considering the Axis Transports system, does this count for only Germany, or all of it allies?
In the editor one can set the number and type of transports (rail, sea, air) in a scenario for each side (Axis-Allies), which can be used by all nations assigned to that side. As far as I know no new transports can be added once the scenario starts so if they are lost, than that's it.

iceFlame
The ill-fated turn on Russia was largely fueled by ideology, and as history shows, Ideologues are frequently driven to do things which are contrary to sound judgment and reason.
Ah, yeah, history repeats itself. Again and again. But then, if we cannot learn, why we are being tought history in school?
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BiteNibbleChomp
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Re: Battlefield: Europe MOD

Post by BiteNibbleChomp » Sat Feb 22, 2014 10:01 pm

McGuba wrote:
LandMarine wroe:
Considering the Axis Transports system, does this count for only Germany, or all of it allies?
In the editor one can set the number and type of transports (rail, sea, air) in a scenario for each side (Axis-Allies), which can be used by all nations assigned to that side. As far as I know no new transports can be added once the scenario starts so if they are lost, than that's it.
This is quite dumb how you can't add more - Uk18 has very limited amounts of them, and War of the World needed only 2-4 in 1939, then 15 in 1941.

- BNC
Creator of American Civil War mod for Strategic Command WWI!
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iceFlame
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Re: Battlefield: Europe MOD

Post by iceFlame » Sun Feb 23, 2014 9:53 am

McGuba wrote:Ah, yeah, history repeats itself. Again and again. But then, if we cannot learn, why we are being tought history in school?
A lot of the learning seems to be selective. For example one could argue the Axis did learn from Napoleon's ill-fated invasion by not allowing the Red Army to retreat into the interior of the country. But even if that is true, they certainly failed to learn the lesson from history that you should never replace an oppressive regime with even more oppression. (I refer here to the treatment of the Ukrainian people after they greeted the Axis 'liberators' with flowers).

Not only did they forfeit a golden opportunity to turn an indigenous population to their side, but they also created a partisan movement which tied down crucial resources that could have made a difference at the front. And all this due to a twisted, irrational policy that insisted on viewing Slavic races as inferior.

Throughout history, people of all races have shown an amazing ability to play (what I like to call) the grouping and tagging game. (e.g. us and them - with us invariably being the good guys and them being the bad). More often then not, this has led to disastrous results with man's inhumanity to man seemingly knowing no bounds.

That being said, I am hopeful the influence of the internet (in furthering the global village) will help diffuse this as it becomes much more difficult to 'hate' entire groups of people when you actually speak with, know and like people from groups other than your own.

Be that as it may, I don't mean to ramble off-topic, so I'll gladly cede the floor so we can get back to a discussion of your excellent mod in-progress. :)
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McGuba
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Re: Battlefield: Europe MOD

Post by McGuba » Sun Feb 23, 2014 11:04 am

Be that as it may, I don't mean to ramble off-topic, so I'll gladly cede the floor so we can get back to a discussion of your excellent mod in-progress.
Ah, that's all right, no problem. Internet is a nice hope indeed, but it has its drawbacks as well. E.g. kids can easily gain access to such things they should not. Just as with all great inventions, as long as it is used as intended it is ok, otherwise...


So, back to
situation on 28th May, 1943, turn 48 of 99:

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The real fun is just about to start now. If the Moscow counter offensive was unexpectedly strong, than Operation Uranus is pure nightmare. It was quite difficult to stabilize the front and I lost many units in the process. I expect that at this point some less fortunate players will stop playing the mod all together saying "Oh, come on, this is bulls@&%! Where are all those tanks coming from?" Well, to answere that question, I can only say they come from the factories of the Ural, and from the big cities the Wehrmacht could not take like Moscow, Leningrad and Stalingrad. In 1942 alone the Soviet Union produced some 15.000 medium and heavy tanks and nearly 10.000 light tanks as opposed to the 5.500 tanks of all sorts produced by Germany. And while the Soviets could use virtually all of their tanks (not to mention the land leased ones), against the Germans, the latter had to deploy some against their other, more and more numerous enemies as well.

Since I made several changes I had to restart the scenario, but as a result it is hopefully even more accurate historically. Thus this time I could not take Leningrad, as its defenses are stronger, but I did take Novorossiysk and created a bridgehead at the foothills of the Caucasus, opposite the Crimean Peninsula. And I was lucky to do so, as some slower units of "Army Group A" could only retreat to this bridgehead from the Caucasus, as the other way to Rostov was blocked by some fast advancing Soviet tanks.

As a continuation of their succesfull breakthrough, the Soviets created a salient around Kursk. Recon reports that they are amassing tanks, AT guns and artillery in this salient, which must be destroyed before they could start another offensive from here. I am pretty pleased the way the AI set it up, thanks to my virtuous scripting, haha.

I retreated to Tunisia in North Africa where I will try to hold the ground for as long as possible. Being the creator of this mod I know it very well that the Allies will not land in Italy and Sicily until I can hold Tunis. And the later it happens, the better for me. Historically, by this time Tunisia was taken by the Allies, but because of the size of this map the AI cannot move through the continent that fast. So, in this regard the campaign will be unhistorical. :(

The only good news is that I managed to take Malta this time, even though I had to move Rudel there all the way from the east. (Basically, I just wanted to test if he can do it.)

It is very interesting (and painful) to experience how the Soviets are slowly gaining the upper hand in the air war after Stalingrad. It is very different to experience it in this way as a process, as opposed to the stock campaign where it happened from scenario to scenario (if it happened at all, I do not remember clearly right now...). The Luftwaffe is no longer the undisputed ruler of the eastern skies. The Yak-7 and the P-39 are some fine planes (especially with heroes like Pokryshkin) and later they will have even better types. Oddly enough, the AI started to attack my bombers, even if they are escorted by veteran fighters. In this way I lost a Stuka and a medium bomber. Maybe from now on each Stuka has to be escorted by two fighters to avoid further losses. I lost so many units that now I am under the 250 unit max core cap for the first time since the start of this scenario. So I could purchase new units, but I do not have too much to spend due to the Battle of Atlantic is about to be lost as well and thus the U-boats do not generate any prestige. All in all, future is quite bleak for the Axis powers.
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LandMarine47
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Re: Battlefield: Europe MOD

Post by LandMarine47 » Sun Feb 23, 2014 6:42 pm

Perhaps it's time for some Paratroopers! Say during Operation Citadel? :)

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Re: Battlefield: Europe MOD

Post by iceFlame » Mon Feb 24, 2014 10:33 am

McGuba wrote:Ah, that's all right, no problem. Internet is a nice hope indeed, but it has its drawbacks as well. E.g. kids can easily gain access to such things they should not. Just as with all great inventions, as long as it is used as intended it is ok, otherwise...
Agreed, good and bad in everything. The web's got a lot of deep dark holes, but it's also an amazing research tool.
I expect that at this point some less fortunate players will stop playing the mod all together saying "Oh, come on, this is bulls@&%! Where are all those tanks coming from?" Well, to answere that question, I can only say they come from the factories of the Ural, and from the big cities the Wehrmacht could not take like Moscow, Leningrad and Stalingrad.
You're probably right about the player reaction. But how much historicity can you sacrifice for the sake of game play? Some people will undoubtedly think the AI is 'cheating', but they're probably the same folks who don't know the actual production numbers. If you balanced it more it would be totally unreasonable the other way, so maybe you're darned if you do and darned if you don't?

Also reminds me of accounts of T-34's rolling out of bombed factories in Stalingrad right into the heat of battle. Even with the enemy at the gates, Barikady continued to produce vehicles from surplus tractor parts. Tough to beat an opponent that shows that much determination.
In 1942 alone the Soviet Union produced some 15.000 medium and heavy tanks and nearly 10.000 light tanks as opposed to the 5.500 tanks of all sorts produced by Germany. And while the Soviets could use virtually all of their tanks (not to mention the land leased ones), against the Germans, the latter had to deploy some against their other, more and more numerous enemies as well.
Talk about numerical superiority... For me it emphasizes how the Axis never had a hope of winning a battle of attrition. When you look at the production totals, it was either a blitzkrieg victory in '41 or near certain defeat thereafter. Of course the fog of war still played a role, (as neither side had a clear picture of what was happening in enemy factories), so Soviet willingness to explore armistice talks prior to Kursk doesn't seem totally absurd.
Since I made several changes I had to restart the scenario, but as a result it is hopefully even more accurate historically. Thus this time I could not take Leningrad, as its defenses are stronger, but I did take Novorossiysk and created a bridgehead at the foothills of the Caucasus, opposite the Crimean Peninsula. And I was lucky to do so, as some slower units of "Army Group A" could only retreat to this bridgehead from the Caucasus, as the other way to Rostov was blocked by some fast advancing Soviet tanks.
Very inconsiderate of the Soviets if you ask me. :P What are they trying to do? Win?! :wink:
As a continuation of their succesfull breakthrough, the Soviets created a salient around Kursk. Recon reports that they are amassing tanks, AT guns and artillery in this salient, which must be destroyed before they could start another offensive from here. I am pretty pleased the way the AI set it up, thanks to my virtuous scripting, haha.
Very nice. This type of historical parallel is music to my ears. So many games nowadays drop the ball when it comes to AI, so thank you very much for putting in the time and effort to make it a cut above the rest. :)
I retreated to Tunisia in North Africa where I will try to hold the ground for as long as possible. Being the creator of this mod I know it very well that the Allies will not land in Italy and Sicily until I can hold Tunis. And the later it happens, the better for me. Historically, by this time Tunisia was taken by the Allies, but because of the size of this map the AI cannot move through the continent that fast. So, in this regard the campaign will be unhistorical. :(
No worries. I'll just pretend resistance to the Torch landings was heavy including considerable damage to the key port facilities. That should help slow down the timetable a bit. Plus if Malta's gone the buildup of Axis supply should be considerably advanced so Tunisian resistance could be quite a bit stiffer.
The only good news is that I managed to take Malta this time, even though I had to move Rudel there all the way from the east. (Basically, I just wanted to test if he can do it.)
It's probably not possible due to AI scripting limitations, but I was thinking how cool it would be if you could somehow emulate the effects of improved supply flow after the fall of Malta. It seems to me it would add additional incentive to consider an attack, (and as you've probably figured out by now), I'm a big fan of rewarding the player for risk.

I'd also suggest something similar for Leningrad. (Presupposing it's successful capture would likely result in greater cooperation and contribution from the Fins). That way it'd be more of a jewel in the north to augment the prestige value of Moscow in the middle and the resource booty of the South.

(It's just I like the idea of pumping Leningrad up, as I think it would help make priority decisions between the three army groups even more interesting).
It is very interesting (and painful) to experience how the Soviets are slowly gaining the upper hand in the air war after Stalingrad. It is very different to experience it in this way as a process, as opposed to the stock campaign where it happened from scenario to scenario (if it happened at all, I do not remember clearly right now...). The Luftwaffe is no longer the undisputed ruler of the eastern skies.
Nice realism... It makes for a very different experience than what you'd find in a traditional multi-scenario campaign. I like the more immediate sinking feeling when you feel the balance slipping away in what seems like more of a real-time experience. (Probably because it's not interrupted, so there's more of a steady game flow). The tide has turned... Gulp! :shock:
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BiteNibbleChomp
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Re: Battlefield: Europe MOD

Post by BiteNibbleChomp » Mon Feb 24, 2014 11:40 am

Things would change if you had the Paris Gun and Red Baron helping you!

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McGuba
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Re: Battlefield: Europe MOD

Post by McGuba » Mon Feb 24, 2014 12:25 pm

LandMarine wrote:
Perhaps it's time for some Paratroopers! Say during Operation Citadel? :)
Well that would be a suicide mission, I guess. Parachute into the middle of a Soviet tank concentration? Do not count on me in this... :)

iceFlame wrote:
But how much historicity can you sacrifice for the sake of game play? Some people will undoubtedly think the AI is 'cheating', but they're probably the same folks who don't know the actual production numbers. If you balanced it more it would be totally unreasonable the other way, so maybe you're darned if you do and darned if you don't?
Good point, but this mod is supposed to be a historical one (at least within the boundaries of the PzC engine), so I will humbly suggest those folks wishing to conquer the whole world with the Wehrmacht keep playing the vanilla campaign or other mods which allow it. Lucikily, this is not a profit driven enterprise, so I do not have to make sure that each and every player will be happy with it. This creative freedom is only provided by free to play - free to download mods.

On the good side, in this mod units would normally not appear in the middle of the map out of nowhere (save for the occasional partisans - but they are weak units), even though e.g. in the case of Stalingrad, as you wrote, it would make sense. Instead, Soviet units are either 'produced' in the Ural region and they have to travel to the fronline on their own or are pre-placed on the map in the beginning, waiting paitently for the command to attack.

It's probably not possible due to AI scripting limitations, but I was thinking how cool it would be if you could somehow emulate the effects of improved supply flow after the fall of Malta. It seems to me it would add additional incentive to consider an attack, (and as you've probably figured out by now), I'm a big fan of rewarding the player for risk.
In some way it is emulated: as long as Malta is in British hands, a new enemy aircraft appears over its airfield time after time. And those planes can make quite a lot of trouble given the geographical position of Malta forcing the player to provide escort to planes and equipment transfered to and from North Africa. For example, in my present test play, I did not take Malta early, as I wanted to use all the aircraft in Operation Sealion, so when Torch came, I had real difficulties transfering some units to Tunisia. Obviously once you manage to capture it, there will be no more British planes deployed to Malta from that point. So, the sooner you capture it, the less British planes you have to deal with in the Med, which is a nice reward, IMO.

I'd also suggest something similar for Leningrad. (Presupposing it's successful capture would likely result in greater cooperation and contribution from the Fins). That way it'd be more of a jewel in the north to augment the prestige value of Moscow in the middle and the resource booty of the South.

(It's just I like the idea of pumping Leningrad up, as I think it would help make priority decisions between the three army groups even more interesting).
Sure, in the meantime I did something in this direction as well: the number of Soviet reinforcements appearing in the Ural from 1943 is largely governed by the number of key objectives in Soviet possession. That is, if the player focuses on defeating the British, for instance, or follows the 'historical path' and thus do not capture any of these key objectives, he has to face the full might of the Soviet Steamroller starting from 1943, as historically. Currently the key objectives are these:

- Caucasus oil fields - capturing AND holding these would have the biggest impact removing more than one third of those late Soviet reinforcements
- Moscow - capturing and holding this area would remove about one quarter - one third of the later Soviet reinforcements
- Leningrad - capturing and holding this area would remove about one quarter - one fifth of them.

All these affect different units, so if the player can take all (which may or may not be possible), by 43-44 then there would be very few Soviets reinforcements appearing in the Ural from that point, allowing the player to conclude the campaign in the east. The capture of the oil fields would mainly affect tanks and planes, the big cities would mainly affect infantry, but several tanks and other units as well.

So, each of them is tempting, but to a different degree. And if lost, the Soviets will try to recapture them with the remaining units appearing in the Ural as reinforcements. And if they successful, then the earlier reinforcements affected by those objectives would eventually appear in the Ural and join their comrades in the offensive.

Sounds like a real war of attrition, isn't it?

...

Now I have a question, too. Currently in the mod, if the player captures England, Malta, North Africa and the Middle East, the British sue for peace. But what should the Americans do in that case? Should they sue for peace as well and concentrate on defeating Japan? I think it would make more sense than continuing a war with Germany with not a single base in the European theatre, apart from Marokko (if they still posess it at that time at all).
:?:


EDIT:
Things would change if you had the Paris Gun and Red Baron helping you!
Haha, yeah for sure, Richthofen would make the difference, too bad that you let him die in your WWI mod. You should make him invincible so that he can help in WWII as well.
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BiteNibbleChomp
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Re: Battlefield: Europe MOD

Post by BiteNibbleChomp » Mon Feb 24, 2014 12:38 pm

The Red Baron doesn't die if you get to uk18

- BNC
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LandMarine47
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Re: Battlefield: Europe MOD

Post by LandMarine47 » Mon Feb 24, 2014 1:59 pm

By Paratroopers, I mean drop them into the heavily wooded/ Unmanned Soviet Defenses! You must be suicidal to drop them in the plains!

PS I wonder how important Paratroopers will be in the early war scenarios say Operation Typhoon?

McGuba
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Re: Battlefield: Europe MOD

Post by McGuba » Mon Feb 24, 2014 2:14 pm

Well, historically, after the high losses suffered during the invasion of Crete German paratroopers were not really used as intended i.e. by jumping out of planes. So in turn 1 there is only one Geman paratrooper unit located on Crete. (I used a historical Order of Battle of June 1941 to place the units and in it, if I remember well, it is the only paratrooper unit mentioned.) So all I can say is by default the importance of German Paratroopers in Typhoon or Barbarossa in general is very low. However, the player can of course upgrade some units to paratroopers and use them as he wishes. But, I think their usefulness would be quite low against the Soviets as there are not too many unmanned defenses and Soviet tanks are rolling just about everywhere. Still, one might try to capture Moscow with them, question is that if they survive the Soviet counter attack. It will need to be tested.

However, I found much use of these paratrooper units in the other test play in which I went against the British. So I dropped a few over England and they did achieve some successes, but also suffered heavy losses.
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LandMarine47
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Re: Battlefield: Europe MOD

Post by LandMarine47 » Mon Feb 24, 2014 3:56 pm

I believe in a massive German Paratrooper offsides would be a lot more successful! Imagine them being deployed at say the high Causcaus Mountains? They would be in the high Moautains and would be able to ambush and soviet armor columns. They only problem I see is taking the oil fields and soviet mountain troops.

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Re: Battlefield: Europe MOD

Post by guille1434 » Tue Feb 25, 2014 1:56 am

Considering this alternative storyline, where the Red Baron could survive the First World War, and still be piloting a fighter plane when the Second one starts, here is a "What If?" icon, the Bf-109E of the Red Baron... You will see that he wanted to paint on the fin the same cross insgnia present on his old Fokker Dr.I. Being a national hero, no one dared say him that he should not cover the swastika present on the fin of Luftwaffe aircraft...

I hope you like it as much as I had fun making it! :mrgreen: !
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Uhu
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Re: Battlefield: Europe MOD

Post by Uhu » Tue Feb 25, 2014 6:47 am

Maybe from now on each Stuka has to be escorted by two fighters to avoid further losses.
That's no solution because only one fighter can make defensive manouvers to protect your bomber. The better solution is to upgrade the Stukas on Fw 190F and G as possible! They are really superb weapons even with their high price!

Another topic: how do you plan the xp and the upgrade system? I think it is a critical point to the scenario.
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iceFlame
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Re: Battlefield: Europe MOD

Post by iceFlame » Tue Feb 25, 2014 7:22 am

McGuba wrote:Good point, but this mod is supposed to be a historical one (at least within the boundaries of the PzC engine)...
Which is one of the main reasons why I like it so much. :)
In some way it is emulated: as long as Malta is in British hands, a new enemy aircraft appears over its airfield time after time... So, the sooner you capture it, the less British planes you have to deal with in the Med, which is a nice reward, IMO.
OK, I see what you're saying. Less losses translates into less prestige spent on replacements, so taking Malta does help in terms of simulating the benefit of increased supply. Also, interesting you mention Crete in your other conversation about the paratroops. Reminds me of how certain events lead to a chain reaction of other events much like a domino effect.

So the Allied incursion in Greece, led to the Axis invasion of Crete, which resulted in such heavy losses to the paratroop arm that Hitler declared 'the day of the paratroop was over.' This in turn explains why the Axis never mounted an airborne operation against Malta, which proved to be a major thorn in their paw.
Sure, in the meantime I did something in this direction as well: the number of Soviet reinforcements appearing in the Ural from 1943 is largely governed by the number of key objectives in Soviet possession.
Very good. I like the rationale here as it serves to make the 'big three' eastern objectives much more valuable. With this in mind, there'll be no turning back for Kiev in my game. :wink:
Now I have a question, too. Currently in the mod, if the player captures England, Malta, North Africa and the Middle East, the British sue for peace. But what should the Americans do in that case?
It's a fascinating 'what-if' question. If you look at the historical context, the American people were very isolationist prior to Pearl Harbor. They had very little interest in getting dragged into another European war and were quite content to let Europe sort itself out. Of course Pearl changed all that, but under your proposed scenario (with no bases available in the European theatre), I think at the very least they would be forced to make Japan their number one priority.

This being the case Japan would likely be beaten back to her mainland sooner, (likely even before the development of atomic weapons), meaning the US may have had to undertake a bloody amphibious invasion to finish her off. In the meantime, they would likely be working on their own version of the Amerika bomber, but beyond that and naval blockades they wouldn't be able to take much in the way of direct action against Europe.

So if events unfolded along these lines, it begs the question if the American people would have had the stomach for even more bloodshed in confronting the European Axis after enduring a potential bloodbath land invasion of Japan.

Would they have gone it alone? Or would there be a movement among the American people
asserting that Pearl had been avenged and there was no real reason to continue fighting? One thing's for sure, the pre-war isolationist movement had been very strong, so IMO it seems reasonable to suggest it could have reemerged under this type of circumstance.
Should they sue for peace as well and concentrate on defeating Japan? I think it would make more sense than continuing a war with Germany with not a single base in the European theatre, apart from Marokko (if they still posess it at that time at all).
:?:
Yes, for the reasons above I would agree with you. :)
guille1434 wrote:Considering this alternative storyline, where the Red Baron could survive the First World War, and still be piloting a fighter plane when the Second one starts, here is a "What If?" icon, the Bf-109E of the Red Baron..
A Richthofen 109? I love it!

Great work buddy! :D
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Re: Battlefield: Europe MOD

Post by BiteNibbleChomp » Tue Feb 25, 2014 8:35 am

Red Baron Bf109. Hmmm... Very creative! If I make a 1914-1945 Combined Campaign (one of the options in my post-WWI mod poll), this unit could be useful for me (have to decide about that - currently working on "Project IV" which is unrevealed as yet.)

How does taking Moscow/Leningrad in 1941 help you on the Eastern Front?? (any major advantages as opposed to setting yourself up for a major strike in Apr 42)

- BNC
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McGuba
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Re: Battlefield: Europe MOD

Post by McGuba » Tue Feb 25, 2014 9:04 am

guille1434 wrote:
here is a "What If?" icon, the Bf-109E of the Red Baron...
Haha, yeah, I really like it, that would be an excellent camouflage in...

the hell!

Now I must quote iceFlame from the other topic:
What was it Churchill said? Something along the lines of: 'If Hitler invaded hell I would make at least a favourable reference to the devil in the House of Commons.'
So, it seems we have the first unit for the future scenario called 'Unternehmen Inferno'!!!

Maybe from now on each Stuka has to be escorted by two fighters to avoid further losses.

Uhu wrote:
That's no solution because only one fighter can make defensive manouvers to protect your bomber. The better solution is to upgrade the Stukas on Fw 190F and G as possible! They are really superb weapons even with their high price!
Yeah, I noticed, but if there are two or more fighters they would provide defensive fire for a second or third attack as well, which is better than no protection against these. And yes, upgrade to Fw 190F is a good idea, but it is not yet available at the time of that post (May 1943).

Another topic: how do you plan the xp and the upgrade system? I think it is a critical point to the scenario.
Good question, I wanted to post these earlier, just somehow forgot.
When finished with the mod I will place it in the first page and in the readme, library, etc, as it contains crutial information:

Gamerule changes:
Since much of the campaign takes place in the same scenario (Barbarossa and beyond) and thus the player cannot benfit from the cheaper replacements and extra prestige awarded in between the scenarios I made a few important changes for gameplay reasons:
- experience of green replacements is now 50 instead of 30 to make the cheapest green replacement less painful when the player is low in prestige points (which will likely happen quite often)
- elite replacements cost 75% of the full price of the unit instead of 100%
- capturing victory objectives now adds 150 prestige points instead of 100
- capturing certain key objectives such as Leningrad or Malta will generate a one-time extra prestige award
- first random hero can appear after 30 kills instead of 50
- prestige soft cap is not used - due to expensive core naval units messing up the soft cap

Other than that xp and upgrade does not change from vanilla. Upgrade costs 100%. Originally I reduced this, but later decided to leave it as it is as the above modifications compensate it. This system seems to work with this mod, at the end of my first test play I only had a few units with 3 stars, most having just one or two, which is good IMO.

Upgrading units is a very interesting part of this mod, by the way. It can be done in the normal way, i.e. placing a unit on a city (or, in case of aircraft an airfield) hex, and click the 'upgrade' button and choose the unit you want. HOWEVER, it takes time, obviously, and time can be very important, especially, if someone wants to reach Moscow before the fresh Soviet troops arriving from the far east.

Thus, it allows yet another interesting decision to make: wheter I want to advance with my now obsolete unit, or stop and waste 1-2 turns upgrading it to a better one?

BNC wrote:
How does taking Moscow/Leningrad in 1941 help you on the Eastern Front?? (any major advantages as opposed to setting yourself up for a major strike in Apr 42
As I wrote the AI will get less units later which is a major advantage. For example in that case you can regroup more troops to face D-day. And then there is the prestige reward for each, which might come in handy as well. Finally, they are victory objectives, so taking them is a condition to defeat the USSR.
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969

LandMarine47
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Re: Battlefield: Europe MOD

Post by LandMarine47 » Tue Feb 25, 2014 1:13 pm

Will anything bad happen should say, the Allies take Rome in Jan. 1944? Say extra units for D-Day?

guille1434
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Re: Battlefield: Europe MOD

Post by guille1434 » Tue Feb 25, 2014 2:49 pm

Gentlemen, thanks for the nice worlds about my fancy Bf-109!

BNC: Combined Campaign 1914-1945... Already voted for it in your poll! :-)

LandMarine47
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Re: Battlefield: Europe MOD

Post by LandMarine47 » Tue Feb 25, 2014 8:05 pm

guille1434 wrote:Gentlemen, thanks for the nice worlds about my fancy Bf-109!

BNC: Combined Campaign 1914-1945... Already voted for it in your poll! :-)

I voted for a GC! I want to fight in the Streets of Paris! A WW1 version of Berlin :twisted:

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