Battlefield: Europe MOD v2.0

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PeteMitchell_2
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Re: Battlefield: Europe MOD v1.9

Post by PeteMitchell_2 » Thu Mar 28, 2019 1:09 pm

panzerdim wrote:
Thu Mar 28, 2019 12:20 pm
I started campaign and try to achieve any success using Liddel Hart's "The strategy of indirect approach "

So, among of secondary objectives I will try to capture a Gibraltar and Airfield on Greenlandic island.
That's an interesting approach, I am very curious to see how this will work with this mod then... :wink:
http://www.inquiriesjournal.com/article ... t-approach

Until now I have only used more direct approaches overall, maybe except for the time when I avoided the Kursk salient in 1943...
panzerdim wrote:
Thu Mar 28, 2019 12:20 pm
May be anybody knows are the Allies fleets receive scripted reinforcement too like Air Command or fighter which appeared near Malta time after time?
Yes, I think so...
panzerdim wrote:
Thu Mar 28, 2019 12:20 pm
But if fleet will be regularly will be reinforced it will be a bad surprise for me.
Most likely...

panzerdim
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Re: Battlefield: Europe MOD v1.9

Post by panzerdim » Sat Mar 30, 2019 6:40 pm

Kamaraden,

I have one more question.

Are the Vichy France coastal airfields provides ammo and fuel supply for axis Air Force?

Can axis airplanes use these coastal line airfields for refuel?

panzerdim
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Re: Battlefield: Europe MOD v1.9

Post by panzerdim » Sat Mar 30, 2019 8:39 pm

Yes, Vichy's airfields are work as supplies point. It is a very helpful to operations near Gibraltar.

JimmyC
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Re: Battlefield: Europe MOD v1.9

Post by JimmyC » Mon Apr 01, 2019 2:29 am

@panzerdim

I don't think this approach will work, but it should be fun. I found that both Greenland and Gibraltar have little practical value. Please update us on how it goes.

Be-warned, the below contains *spoilers*

-> Regarding Gibraltar, i would wait until Torch before you attempt to take it. North Africa will become accessible and once you beat back the US assault you can then use the Vicky French airfields to support the Luftwaffe and the closer ports to repair Regia Marina vessels. Only submarines spawn in the Med, whilst fighters spawn around Malta until you capture it. In early ’43 there will also be enemy vessels coming from the Suez as a 1-time scripted event.

-> Greenland – I have captured this in a previous playthrough. Be warned that the Allies will attempt to retake it (more than once if memory serves correctly), so you will need to station troops there if you want to retain it (including anti-tank capability).

-> UK fighters/bombers – these regularly spawn throughout the game with larger amounts appearing later on. I think there are some scripted events too where waves of bombers appear. So whilst it is useful to focus on eliminating them asap, in the long term it may not be sustainable as they will appear in larger and larger numbers.

Whilst indirect approach could be a lot of fun, I think you still need to focus on cutting off the resources of the Russians, by either taking the Caucuses and/or Stalingrad/Leningrad/Moscow. Otherwise you will be overwhelmed in the late game. In the west you basically just need to defeat Torch and retain Tunisia. That way you will prevent Husky and only have to worry about Overlord (which is still a very big think to worry about).

panzerdim
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Re: Battlefield: Europe MOD v1.9

Post by panzerdim » Wed Apr 03, 2019 1:40 pm

Kamaraden,

thanks for dupport.

I will post short AAR in nearest time.

please advise where I can find a historic date for which turn?

Now is a turn 16 and I still not understand clear is it a dec 1941 or Jan-Feb 1942?

This is a great mod but it is a heavily scripted.

Now HMS Ramilles (that is corretc) and HMC Resolution (probably not correct, should be on the way to Indian Ocean now?) were appeared on Atlantic.

It is too much for my Tirpitz which was on convoy duties escorting Greenland landing force - small assault Kampfgruppe Grunland consist of GebJager, At and 7.Fleiger-Div.
Last edited by panzerdim on Wed Apr 03, 2019 5:02 pm, edited 1 time in total.

PeteMitchell_2
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Re: Battlefield: Europe MOD v1.9

Post by PeteMitchell_2 » Wed Apr 03, 2019 3:24 pm

You should see the historic date when "hovering" above the turn count (i.e. move the mouse there)?
Turn count historic date.jpg
Turn count historic date.jpg (7.73 KiB) Viewed 1749 times

McGuba
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Re: Battlefield: Europe MOD v1.9

Post by McGuba » Wed Apr 03, 2019 9:52 pm

This is a great mod but it is a heavily scripted.
Thanks, and it has to be heavily scripted as the otherwise the AI would be unable to effectively deal with such a large and complex map. Especially if someone tries to think "out of the box" and attempts to follow an unhistorical strategy. :wink:

However, it is not at all impossible to do so, just be prepared that if you do unhistorical things the AI would do the same. I think it is more or less fair enough in this context.

Now HMS Ramilles (that is corretc) and HMC Resolution (probably not correct, should be on the way to Indian Ocean now?) were appeared on Atlantic.

It is too much for my Tirpitz which was on convoy duties escorting Greenland landing force
I think it is fair to assume that had the Axis decided to bring the Tirpitz to the North Atlantic the British would not have just sit and let them do so. For more, see what happened to her sister ship, the Bismarck.

As far as I know there was a British thinking that whenever the Kriegsmarine showed a force somewhere in the open seas, they always quickly deployed a task force which was at least two times stronger to make sure that they can outgun and sink the Geman ships. And so they did whenever it came to the Admiral Graf Spee, the Bismarck or the Scharnhorst.

In this particular case it can be assumed that British Admirality learned about the Geman plans through Ultra/breaking the Enigma etc. on advance and redeployed the afformentioned battleships to the area to deal with it.

The inability to match or even seriously threaten the British surface sea power was probably the main factor behind the large scale production of German U-boats. They had simply no other choice to compete in the given time frame than with submarines which could be built much faster and cheaper than capital ships.
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lennis29
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Re: Battlefield: Europe MOD v1.9

Post by lennis29 » Sat Apr 06, 2019 6:32 am

@ McGuba Greetings.
Can you use your mod to play grand campaign without any problem?
I tried to find the answer to that question and I did not find it.
thanks

PeteMitchell_2
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Re: Battlefield: Europe MOD v1.9

Post by PeteMitchell_2 » Sat Apr 06, 2019 2:46 pm

lennis29 wrote:
Sat Apr 06, 2019 6:32 am
@ McGuba Greetings.
Can you use your mod to play grand campaign without any problem?
I tried to find the answer to that question and I did not find it.
thanks
Do you mean "using the equipment file and units"?

lennis29
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Re: Battlefield: Europe MOD v1.9

Post by lennis29 » Sat Apr 06, 2019 4:55 pm

PeteMitchell_2 wrote:
Sat Apr 06, 2019 2:46 pm
lennis29 wrote:
Sat Apr 06, 2019 6:32 am
@ McGuba Greetings.
Can you use your mod to play grand campaign without any problem?
I tried to find the answer to that question and I did not find it.
thanks
Do you mean "using the equipment file and units"?
Yes, exactly
Use the mod, for full grand campaign from the DLC 1939 to the 1945.

PeteMitchell_2
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Re: Battlefield: Europe MOD v1.9

Post by PeteMitchell_2 » Sat Apr 06, 2019 5:17 pm

I guess you can't use the mod as it stands (i.e. incl. the map etc.) but you could probably separate its equipment file and all the unit graphics/animations and sounds and then replace the respective DLC files... (never tried this, so consider backing up all files, also I am not sure about the game balance for the DLCs).

It sounds a bit like deducter's mod though (which I saw you know):
http://www.slitherine.com/forum/viewtop ... 47&t=40391
http://www.slitherine.com/forum/viewtopic.php?t=34590

McGuba
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Re: Battlefield: Europe MOD v1.9

Post by McGuba » Sat Apr 06, 2019 9:44 pm

Unfortunately this mod is not compatible with any of the official campaigns. There are many changes in the equipment file with a few units completely missing which are present in the DLCs. Then when you get to a scenario where there is such a unit the game would crash. :( These units were typically added to the main game after I started modding and I did not always add them to my equipment list. Once I have some free time and nothing else to do I may merge my equipment file with the official one but currently I am still busy developing and testing the next version of this mod.
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JimmyC
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Re: Battlefield: Europe MOD v1.9

Post by JimmyC » Mon Apr 08, 2019 1:52 am

Late 1943 and i only barely hung onto Tunisia by the skin of my teeth. Even though i have played this mod so many times i still am surprised and make strategic blunders. Great stuff! :)

Meanwhile my forces have just captured the Russian oilfields and are investing both Stalingrad and Leningrad. Once taken we can then focus on Moscow, which we intend to attack from the south east. But the Russians are making a very strong push on my defenders in their bunkers west of Moscow and we desperately need the weather to clear so the Luftwaffe can pound the Russian heavy tanks.

My goal for this playthrough was to proceed historically for at least the first couple of years. Year 1 advance on Moscow but fall short. Year 2 advance on the Caucuses. Difference being that i defeated (just) both Torch and El Alamein. I also took a lot longer to advance on Stalingrad (winter of '43) focusing more on the oilfields. So far i am successful, but as the Russians held onto the oilfields until late '43 and still hold Moscow and Leningrad i am expecting them to have some very serious reinforcements in '44. Really need to try and pinch them off and mostly close them out in advance of Overlord.

Once i finish this playthrough i will try out McGuba's Hungarian campaign which i am yet to play. And will then download the latest version of Battelfield Europe and give it another go as i am currently playing on v1.8.

JimmyC
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Re: Battlefield: Europe MOD v1.9

Post by JimmyC » Wed Apr 10, 2019 2:55 am

Early in '44 I experienced a major push westward by the Russians around Moscow. Although i had fairly strong heavily entrenched defenders in the bunkers and close terrain just west of Moscow, the sheer size and quality of the enemy troops broke through my lines and created a gaping hole, which the Russians poured through. But they left only 1 infantry defending Moscow! Everyone else advanced westward. And as i had basically cleared the entire area southeast of Moscow all the way to the Volga, it was a relatively simply matter for me to advance north west and occupy Moscow very easily.

It was quite funny, as this massive horde or Troops and armour advanced to just past Smolensk, only for me to capture Moscow and see them immediately head straight back east to try and recapture it. By then the skies had cleared and the Lufftwaffe had a field day destroying the enemy armour and artillery as they attempted to head back. It was interesting then defending Moscow and being attacked from 3 sides (north, east and west), but i was able to make great use of the Russian entrenchments on Moscows western edge. I also had a great time setting up towed AT traps for the armour rushing from the east. I really appreciate the towed AT's camouflage trait. They actually can be quite useful!

Now i'm in late summer of '44 and am in a relatively comfortable position. I plan to defeat the Russians by early '45 and will hold off Overlord until then so that i can divert my forces to the western front.

panzerdim
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Re: Battlefield: Europe MOD v1.9

Post by panzerdim » Sun Apr 14, 2019 12:55 pm

Greetings @ McGuba

Nice to talk to you.

I'm a old "panzer general"s guy who is playing and modding PG/PG 2 series since 1996.

And question "Historical or The Game" is timeless like "To Be Or Not To Be?"

I have a more than 20 years experience with Panzer General series and still not have answer.

So, I have a interest to your mod and have a great enjoy now playing this mod.

Now is turn 50 and I would like to preview some interesting thing's from "what if.." scenarios.

Please advise what is better - create a separate AAR or post some short AAR's here?

PeteMitchell_2
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Re: Battlefield: Europe MOD v1.9

Post by PeteMitchell_2 » Sun Apr 14, 2019 1:12 pm

panzerdim wrote:
Sun Apr 14, 2019 12:55 pm
Now is turn 50 and I would like to preview some interesting thing's from "what if.." scenarios.

Please advise what is better - create a separate AAR or post some short AAR's here?
Great idea!

Depending on the envisioned length of the AAR, IMHO I would usually advise to create a separate AAR with a link to it in this thread... I think this is better as it will be well-arranged/cleaner…

McGuba
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Re: Battlefield: Europe MOD v1.9

Post by McGuba » Sun Apr 14, 2019 5:13 pm

panzerdim wrote:
Sun Apr 14, 2019 12:55 pm
I'm a old "panzer general"s guy who is playing and modding PG/PG 2 series since 1996.
Which makes the two of us. :wink:
I also played with PG (DOS) quite a lot in the previous century and I made my first mod for that game back in 2006:
http://kukgen.tripod.com/

And question "Historical or The Game" is timeless like "To Be Or Not To Be?"

I have a more than 20 years experience with Panzer General series and still not have answer.
I did by best to try to achieve both in this mod. But I still work on it up to this day. :)

Please advise what is better - create a separate AAR or post some short AAR's here?
Like Pete said above, if you are planning to create a fairly long and detailed AAR (which is perhaps the best you can do if you have the time for it) you should to start a new topic in the Panzer Corps AAR section of this forum. There are quite a few AARs of this mod already, but there is not two of the same. I think it is great that basically everyone who made an AAR so far tried a different strategy. I think there are several players (including me) who enjoy reading how others tried to win in this mod. It can also help to further improve the mod as I can spot potential inconsistencies or unintended AI behaviour.

But if you only want to give a general feedback or a short summary of your campaign you are welcome to do it here as well as many other players did so. To avoid confusion this topic should be kept for short feedback, suggestions, questions, etc.
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Edorf
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Re: Battlefield: Europe MOD v1.9

Post by Edorf » Tue Apr 16, 2019 9:30 pm

No wonder panzerdim has this peculiar installation. He`s running a pirated version. By the screenshot he provided you can see there`s a folder called PanzerCorps2013.v1.21.Portable.by.bAGrat in his list.

panzerdim
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Re: Battlefield: Europe MOD v1.9

Post by panzerdim » Thu Apr 18, 2019 1:52 pm

Edorf wrote:
Tue Apr 16, 2019 9:30 pm
No wonder panzerdim has this peculiar installation. He`s running a pirated version. By the screenshot he provided you can see there`s a folder called PanzerCorps2013.v1.21.Portable.by.bAGrat in his list.
Dear Edorf,

if you like to post comments please read carefully all posts related to current issue. Especially if you abuse anybody to use pirate version.
I'm a registered Slitherine user and run a legal registered products and this is can be confirmed by Slitherine.com.

Folder named a PanzerCorps2013.v1.21.Portable.by.bAGrat is not mean that I'm use a pirate version especially then I wrote about a different items.
Regards,

Edorf
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Re: Battlefield: Europe MOD v1.9

Post by Edorf » Thu Apr 18, 2019 9:23 pm

panzerdim wrote:
Thu Apr 18, 2019 1:52 pm
Edorf wrote:
Tue Apr 16, 2019 9:30 pm
No wonder panzerdim has this peculiar installation. He`s running a pirated version. By the screenshot he provided you can see there`s a folder called PanzerCorps2013.v1.21.Portable.by.bAGrat in his list.
Dear Edorf,

if you like to post comments please read carefully all posts related to current issue. Especially if you abuse anybody to use pirate version.
I'm a registered Slitherine user and run a legal registered products and this is can be confirmed by Slitherine.com.

Folder named a PanzerCorps2013.v1.21.Portable.by.bAGrat is not mean that I'm use a pirate version especially then I wrote about a different items.
Regards,
Well, I`m just stating the fact that you have a pirated version on your computer. I googled PanzerCorps2013.v1.21.Portable.by.bAGrat and found it on a russian or ukrainian site.

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