Battlefield: Europe MOD v2.0

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PeteMitchell_2
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Re: Battlefield: Europe MOD v2.0

Post by PeteMitchell_2 » Fri Nov 22, 2019 10:21 am

Intenso82 wrote:
Thu Nov 21, 2019 8:27 pm
PeteMitchell_2 wrote:
Wed Nov 20, 2019 2:50 pm
As we haven't yet started a separate AAR for our MP game, I just felt like sharing another casualties overview here, I hope you don't mind... We may post some more information later, too... :mrgreen:

Any thoughts or comments are welcome of course :D
I can compare with my game for the Allies some losses are similar, some are different.
I see higher losses among infantry and transport, so I can assume that the Axis reached the frozen Soviet units on the banks of the Volga. They managed to unfreeze and join the battle?
I also note that the Allies were able to shoot down 4 Axis fighters. Much more than I could in my game for the Allies with McGuba (there were only two).
Thanks, not exactly sure what you mean with "reached Volga" :mrgreen: ... but most units have unfrozen so far I think... 8)

Uhu
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Re: Battlefield: Europe MOD v2.0

Post by Uhu » Fri Nov 22, 2019 11:46 am

First: how can I bring forward this Casualties window?? :) I did not find it anywhere.
Second: The 4th fighter casualty was a simple dumb move from me to let the weak (str under 5) fighter to fly in the radius of Soviet AA units. The others...well I would say, bad random dice results + concentrated fighter attacks from Pete.

My impression until turn 39. While IMHO Pete made a lot of bad moves in 1941 - although he could hinder the Kiev encirclement :shock: - and had big casualties especially in air power, he made me also painful casualties and at turn 39 I do not feel that even a Minor Victory is 100% sure. I know, that the Soviet player have a lot of replacements, already in 1942 and the battle for Tunis is just starting... And I must say, I could get + 8 fighters in the sky in turn 2-3, so even with that...
We will see.

On the other hand, from the experiences, McGuba made several changes, for example, destroying the German fleet, well defended in French ports, will be now much harder. As Pete, as I myself with my own multi game (with myself) could easily destroy it.
PeteMitchell_2 wrote:
Wed Nov 20, 2019 2:50 pm
As we haven't yet started a separate AAR for our MP game, I just felt like sharing another casualties overview here, I hope you don't mind... We may post some more information later, too... :mrgreen:

Any thoughts or comments are welcome of course :D
Image
Image

Uhu
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Re: Battlefield: Europe MOD v2.0

Post by Uhu » Fri Nov 22, 2019 11:50 am

I think he meant "Don".
PeteMitchell_2 wrote:
Fri Nov 22, 2019 10:21 am
Intenso82 wrote:
Thu Nov 21, 2019 8:27 pm
PeteMitchell_2 wrote:
Wed Nov 20, 2019 2:50 pm
As we haven't yet started a separate AAR for our MP game, I just felt like sharing another casualties overview here, I hope you don't mind... We may post some more information later, too... :mrgreen:

Any thoughts or comments are welcome of course :D
I can compare with my game for the Allies some losses are similar, some are different.
I see higher losses among infantry and transport, so I can assume that the Axis reached the frozen Soviet units on the banks of the Volga. They managed to unfreeze and join the battle?
I also note that the Allies were able to shoot down 4 Axis fighters. Much more than I could in my game for the Allies with McGuba (there were only two).
Thanks, not exactly sure what you mean with "reached Volga" :mrgreen: ... but most units have unfrozen so far I think... 8)
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Image

Intenso82
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Re: Battlefield: Europe MOD v2.0

Post by Intenso82 » Sat Nov 23, 2019 7:16 pm

Uhu wrote:
Fri Nov 22, 2019 11:50 am
Thanks, not exactly sure what you mean with "reached Volga" :mrgreen: ... but most units have unfrozen so far I think... 8)
Yeah, I meant whether the Soviet units between the Don and the Volga had time to unfreeze or whether they were destroyed in a sleeping state.
Uhu wrote:
Fri Nov 22, 2019 11:46 am
First: how can I bring forward this Casualties window??
You mean press 'C'.
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743

Der_Kuenstler
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Custom Names

Post by Der_Kuenstler » Sat Nov 23, 2019 7:24 pm

I like renaming all of my units with iron cross winners from WWII, but it is quite a job with this large of a mod. Is there any file in the game folder where I can find the names I've given, or any way I can preserve these names for when I start this mod over?

PeteMitchell_2
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Re: Battlefield: Europe MOD v2.0

Post by PeteMitchell_2 » Sat Nov 23, 2019 9:31 pm

Intenso82 wrote:
Sat Nov 23, 2019 7:16 pm
Yeah, I meant whether the Soviet units between the Don and the Volga had time to unfreeze or whether they were destroyed in a sleeping state.
Yes, they had time to unfreeze... :lol:

PeteMitchell_2
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Re: Battlefield: Europe MOD v2.0

Post by PeteMitchell_2 » Tue Nov 26, 2019 1:53 pm

Would love to share a strategic map as well but maybe this is only possible later... still wondering when there should be some sort of turning point?! ... :mrgreen: or maybe I just missed it? :shock:

Casualties Turn 43 End of Allied Turn.jpg.jpg
Casualties Turn 43 End of Allied Turn.jpg.jpg (49.56 KiB) Viewed 1040 times

McGuba
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Re: Battlefield: Europe MOD v2.0

Post by McGuba » Tue Nov 26, 2019 4:00 pm

It depends on what sort of turning point you are waiting for - a turning point for an Axis victory or for Allied one? :wink:

Without knowing the overall strategic situation it does not mean too much, it is just a kill-to-loss statistic at a given moment, from which anything can happen. For example we had very similar casualties in my Allied game with Intenso in turn 44:

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however, in that one at this point I already lost most of the USSR, but managed to hold on much longer than expected largely due to the partisans and later I managed to capture Tunis with the Allies which allowed me to later invade Italy and the Balkans and at the same time defeated the Axis advance in the Middle East with the British and even advanced with them into the Caucasus and took the oil fields there. In the end the Western Allies landed in Normandy at about the same time when the SU finally surrendered and they had no difficulty in defeating a much weakened and exhausted German army thanks to their overwhelming air superiority. I could not say if there was a turning point at all as both sides had successes and failures even if the surrender of the SU was a major success for the Axis, in the end it cost the Axis side a bit too high losses and it came a bit too late and this, coupled with the British successes in the Mediterranean resulted in an Allied victory.

But that was a completely different scenario as we played with half the prestige. In your case with more prestige available the Axis might be able to achieve a better result, I do not know. And of course the next version will be different again... 8)

Comparing the statistics all I can say is probably you have more tactical bombers (mainly Il-2s I guess, or perhaps British/US ones) than I had and also more soviet artillery which is always a good thing, but less infantry, which is not. On the other side of the coin the Axis suffered less tank losses in your game which means he probably still has a considerable attack potential, and more prestige to purchase new units. In your game the Royal Navy is seemingly not in a very good shape though, but more ships are about to arrive, mainly US ones in due course but until then you need to be careful with your naval movements. The rest is pretty much the same.
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Der_Kuenstler
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Re: Battlefield: Europe MOD v2.0

Post by Der_Kuenstler » Wed Nov 27, 2019 1:11 pm

I have had a Panzer 38(t)E sitting in Kiel for about 3-4 turns, but it is not being upgraded to a Marder as read in the message from headquarters. Is there something I'm doing wrong? I could use that tank somewhere else if it is not going to be upgraded. I'm on turn turn 35 - thanks!

Uhu
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Re: Battlefield: Europe MOD v2.0

Post by Uhu » Wed Nov 27, 2019 5:37 pm

Did you have enough money (100) for the conversion? Was already another Pz38 cenverted? There is only a possibility for a conversion to one Pz38 and one PzII.
Der_Kuenstler wrote:
Wed Nov 27, 2019 1:11 pm
I have had a Panzer 38(t)E sitting in Kiel for about 3-4 turns, but it is not being upgraded to a Marder as read in the message from headquarters. Is there something I'm doing wrong? I could use that tank somewhere else if it is not going to be upgraded. I'm on turn turn 35 - thanks!
Image
Image

Der_Kuenstler
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Re: Battlefield: Europe MOD v2.0

Post by Der_Kuenstler » Wed Nov 27, 2019 9:41 pm

Ah I see that's probably it - thanks!

McGuba
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Re: Battlefield: Europe MOD v2.0

Post by McGuba » Fri Nov 29, 2019 11:00 pm

v2.1 beta 2 ready for download (small fix from beta 1 earlier today):

() removed, beta 3 is available now

This version has not been fully tested therefore v2.0 remains the recommended stable version for the time being. Nevertheless there should not be any major issues.


Changes in v2.1

- max core slot limit is reduced to 175 at the beginning, but will increase to 225 in 1942 and to 250 in 1943
- units which cannot be upgraded to another unit and/or receive either green or veteran replacements (strength points) now have a small symbol in the unit information screen (for more check the Changes section of the in game Library)
- some minor changes to the pre-Barbarossa scenarios (a few new units mainly)
- several unit icons improved
- "meaningful" German spies added to Tangier in turn 2
- camo trait removed from U-2 and Go 145
- bombardment zones of the Allied landings will be visible
- some bomber unit stats revised, most notably British strategic bombers have much lower ground attack stats (being used almost exclusively as night bombers they were less precise)
- some strategic bomber units can be retrained as fighters: a German medium bomber (with "KG" in its name) has to move to the Wien airfield and land after which it will disappear and 6 months later a new fighter unit will appear.
- in multiplayer and realistic+ versions each Axis capital city brings 10 prestige points less in each turn but these countries will contribute to the upkeep of the minor Axis infantry units as long as they survive
- in multiplayer and realistic+ versions there will be less prestige in the beginning, but more towards the end
- Some small multiplayer fixes:
--- unit uprgades now possible in Ufa
--- easier to defend the Axis ships in the French ports
--- Allied air units due for Malta now appear near Gibraltar and have to be taken there (or wherever) by aircraft carrier
--- Hexes where Allied units can "freeze" (run out of fuel for a while) are marked on the map with a red fuel tank marker
--- Unit upgrade charts for Allied side added to the Library, a few changes here e.g. Spitfire VB and IX available for upgrade later
--- one of the British battleships at Alexandria is activated as soon as the Axis captures a victory objective in the Mediterranean/North Africa, both are activated if the Axis tries to invade Cyprus or Palestina by sea, one is activated anyway in 1943 the latest
--- land defense of Britain is a bit weaker
--- airfields in Britian moved a bit so that Spitfires based there can no longer escort Allied bomber raids against Germany
--- Allied reinfocements in the Soviet Union in 1941-42 slightly reworked
Last edited by McGuba on Sat Dec 21, 2019 1:29 am, edited 1 time in total.
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PeteMitchell_2
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Re: Battlefield: Europe MOD v2.0

Post by PeteMitchell_2 » Sun Dec 01, 2019 1:18 pm

Just fyi and I am not sure it is on purpose but some of the UK bombers don't refuel on/via aircraft carriers?

Intenso82
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Re: Battlefield: Europe MOD v2.0

Post by Intenso82 » Sun Dec 01, 2019 8:14 pm

McGuba wrote:
Fri Nov 29, 2019 11:00 pm
- units which cannot be upgraded to another unit and/or receive either green or veteran replacements (strength points) now have a small symbol in the unit information screen (for more check the Changes section of the in game Library)
I like this idea
It’s even strange that these abilities are missing in the original game.
McGuba wrote:
Fri Nov 29, 2019 11:00 pm
- bombardment zones of the Allied landings will be visible
McGuba wrote:
Fri Nov 29, 2019 11:00 pm
Hexes where Allied units can "freeze" (run out of fuel for a while) are marked on the map with a red fuel tank marker
Ha-ha, everyone who has already played the multiplayer version will be happy :)
McGuba wrote:
Fri Nov 29, 2019 11:00 pm
--- airfields in Britian moved a bit so that Spitfires based there can no longer escort Allied bomber raids against Germany
Yes, this is more historical, but it will also simplify defense against bombing Germany.
McGuba wrote:
Fri Nov 29, 2019 11:00 pm
--- easier to defend the Axis ships in the French ports
More sea mines or increased air defense?
McGuba wrote:
Fri Nov 29, 2019 11:00 pm
Allied air units due for Malta now appear near Gibraltar and have to be taken there (or wherever) by aircraft carrier
I like it, it may be more challenging.
But of course we need a trait to split the aircraft, which can operate with aircraft carriers.
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743

McGuba
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Re: Battlefield: Europe MOD v2.0

Post by McGuba » Mon Dec 02, 2019 10:48 am

PeteMitchell_2 wrote:
Sun Dec 01, 2019 1:18 pm
Just fyi and I am not sure it is on purpose but some of the UK bombers don't refuel on/via aircraft carriers?
Strategic bombers in general cannot refuel at carriers, I guess that must be the issue. But it is not a mod specific thing, it is hard coded in the game and can be read in the PzC manual under the carriers description so I did not make a direct reference to it in the mod itself. Perhaps I should, just to clarify it.

Intenso82 wrote:
Sun Dec 01, 2019 8:14 pm
It’s even strange that these abilities are missing in the original game.
Yes, a few others are also missing, if I am right. Maybe these were not used at all/very often in the official scenarios.

Intenso82 wrote:
Sun Dec 01, 2019 8:14 pm
More sea mines or increased air defense?
Mainly more sea mines, but also heavier port defenses (coastal guns for each). The latter are necessary anyway, as some of these ports remained in Axis hands until the very last day of the war so maybe they would need even stronger defenses, but there is not much room for those.

I like it, it may be more challenging.
But of course we need a trait to split the aircraft, which can operate with aircraft carriers.
Actually it is easier I think because now they do not need to move to Malta but can release their air units from a distance.

And yes, a trait like that would be great, as in Pacific General.
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uzbek2012
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Re: Battlefield: Europe MOD v2.0

Post by uzbek2012 » Thu Dec 05, 2019 11:28 pm

Helloy McGuba! Tell the author you are planning that the exclusive from units for example here is such robots)?
Image
https://warspot.ru/1363-boevye-roboty-vermahta

P210
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Re: Battlefield: Europe MOD v2.0

Post by P210 » Sat Dec 07, 2019 10:17 am

Hello all,

Single player update for v2.0.

OK, mod starts to be hard enough :twisted:

It can still be beaten, altough it took me five max effort tries to get Total Victory.

Total Victory on turn 97. Waited couple of turns until US counter attack to Iceland was eliminated. All cities captured including Gibraltar. Though one pesky partisan unit took one, fortunately unimportant, Caucasus city on last AI turn :(

Specs,
- Difficulty General. Default settings. Realistic+
- Start from Poland for extra prestige and exp. No changes to core composition
- No replays. Except in following cases: Forgot to move units, stupid unpredicted AI route choise when moving units, mistake click and for that once in 100 turns dice surprise on crucial until that ends up killing it (not to be used for saving units from regular "bad" play :D )

Key to victory? I would say,
- Try your best to keep every single unit alive. There is a purpose for all of them
- Timely movement of key units to crucial theatre (for each given time) for decisive attacks. Most importantly fighters and bombers (especially Rudel)
- Solid Sealion bridgehead during winter '41/'42
- Moscow as early as possible and simultaneously keep pushing to Baku


Now I need to take a break, but soon I'll have to try that multiplayer thing :D

Der_Kuenstler
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Re: Battlefield: Europe MOD v2.0

Post by Der_Kuenstler » Sun Dec 08, 2019 2:23 am

This is my first playthrough - having loads of fun but can someone explain in more detail how to work the V1 rockets? It says move them on a train to within range but the range says "0" on the rocket. How do I know I have the rocket in the right place/range? It says "coast of France" but the hexes only say "clear" and "countryside" - I can't tell if it's France or the Netherlands. Can someone tell me the hex coordinates to put them? Then how are they fired? There are swarms of allied planes everywhere - I'm probably going to only get one shot at this.

Uhu
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Re: Battlefield: Europe MOD v2.0

Post by Uhu » Sun Dec 08, 2019 2:32 pm

Good points, you really had experienced the single player campaign a lot of.
Yes, the multiplayer game is total different, hard as the life, but it can be very addictive! :shock: :D The only frustrating thing is to wait for the next turn to be received. :)
P210 wrote:
Sat Dec 07, 2019 10:17 am
Hello all,

Single player update for v2.0.

OK, mod starts to be hard enough :twisted:

It can still be beaten, altough it took me five max effort tries to get Total Victory.

Total Victory on turn 97. Waited couple of turns until US counter attack to Iceland was eliminated. All cities captured including Gibraltar. Though one pesky partisan unit took one, fortunately unimportant, Caucasus city on last AI turn :(

Specs,
- Difficulty General. Default settings. Realistic+
- Start from Poland for extra prestige and exp. No changes to core composition
- No replays. Except in following cases: Forgot to move units, stupid unpredicted AI route choise when moving units, mistake click and for that once in 100 turns dice surprise on crucial until that ends up killing it (not to be used for saving units from regular "bad" play :D )

Key to victory? I would say,
- Try your best to keep every single unit alive. There is a purpose for all of them
- Timely movement of key units to crucial theatre (for each given time) for decisive attacks. Most importantly fighters and bombers (especially Rudel)
- Solid Sealion bridgehead during winter '41/'42
- Moscow as early as possible and simultaneously keep pushing to Baku


Now I need to take a break, but soon I'll have to try that multiplayer thing :D
Image
Image

Uhu
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Re: Battlefield: Europe MOD v2.0

Post by Uhu » Sun Dec 08, 2019 2:38 pm

Welcome to the "We conquer (most of) the world with the Axis...again" mod! :lol:
I suggest that you read through this forum because you find a lot of useful tips and experience.
V1, V2 are also two-way use of units: with the first one you can move or to be transported than you can switch to fly mode. There you will see the range, as I remember it is 12 or 13, but you can see it. So the best thing is hold Paris and launch the rockets from Paris and northeast of Paris. Best option is to collect them, try to protect them with AA and wait for the rainy day, or winter, after that no hostile aircraft will be above them and you can mass-launch all of it one after another. Once you are over the designated London area, let the 100 extra prestige screen shown (let the rocket on that hex), than destroy it with attacking and you will have another place for the next one.
Der_Kuenstler wrote:
Sun Dec 08, 2019 2:23 am
This is my first playthrough - having loads of fun but can someone explain in more detail how to work the V1 rockets? It says move them on a train to within range but the range says "0" on the rocket. How do I know I have the rocket in the right place/range? It says "coast of France" but the hexes only say "clear" and "countryside" - I can't tell if it's France or the Netherlands. Can someone tell me the hex coordinates to put them? Then how are they fired? There are swarms of allied planes everywhere - I'm probably going to only get one shot at this.
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