Afrika Korps beta test

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WarHomer
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Re: Afrika Korps beta test

Post by WarHomer » Wed Feb 06, 2019 11:45 am

I found the difficulty level suitable, except for Malta. Field Marshall.

Please make the aux units in the mission with the oilwells better and a worthwhile reward. They should be able to hold their own if managed properly. As it is now you need to reinforce by air and that´s difficult and costly.

Also remember the trouble with airlifting other units than paras in the Caucasus(?) mission.

Andy2012
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Re: Afrika Korps beta test

Post by Andy2012 » Wed Feb 06, 2019 4:50 pm

WarHomer wrote:
Wed Feb 06, 2019 11:45 am
I found the difficulty level suitable, except for Malta. Field Marshall.

Please make the aux units in the mission with the oilwells better and a worthwhile reward. They should be able to hold their own if managed properly. As it is now you need to reinforce by air and that´s difficult and costly.

Also remember the trouble with airlifting other units than paras in the Caucasus(?) mission.
Longer timeframe (more turns) would also help a lot. In Panzercorps, you dont have to safeguard your supply lines all the time and units are easier to destroy since battles are more random. I mean, I can churn through high RAF numbers and superior tanks, but it takes time.

Mojko
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Re: Afrika Korps beta test

Post by Mojko » Wed Feb 06, 2019 6:22 pm

Erik2 wrote:
Wed Feb 06, 2019 9:22 am
If some players find the scenarios too easy and other players too hard, maybe the play balance is not too bad ? :D
I do appreciate all suggestions and will probably even implemented some of them :wink:
I think the difficulty is fine overall. I would mostly recommend tweaking the Tobruk defences so you would not break them and also adding some static enemy units (not covering objectives) to prevent map wipes. Neither of these changes would effect difficulty as they are not objectives related.
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Andy2012
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Re: Afrika Korps beta test

Post by Andy2012 » Sat Feb 09, 2019 6:31 pm

Erik2 wrote:
Tue Feb 05, 2019 8:52 pm
I have started updating all the Afrika Korps scenarios.
I recommend anyone playing this campaign to take a break until I'm finished.
There are 24 scenarios so it will take some time.

Suez: I think this also shows what I felt in the first few missions. There is no point in bringing bombers because the British have too much air power and will reinforce forever. This is just grinding through Spitfires and Hurricanes and carrier planes.
If you forget that there is a heavy British fleet near the Coast, they will bombard you. You have to know most missions by heart to beat them well.
I am always assuming that there is some misfiring trigger or twist not there in the Panzercorps missions which will set off an attack on my rear supply lines (no biggie in Panzercorps, but kills you in OoB).
Summed up: Too much RAF air power, all at once. AI will reinforce forever, your army is too small. I have to chase them throug the desert, annoying. Also, you either analyse all triggers via the editor before playing or you restart and restart.
I think you assume I always elite reinforce - which wasnt necessary or doable in the original DLCs.
This might be colored by my playstyle which worked well in the original DLCs and me always having Panzercorps Afrikakorps in the back of my head. 'Too hard' is not my point - rather frustrating and a bit random. (Also, why is there a biplane torpedo bomber here?)

Andy2012
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Re: Afrika Korps beta test

Post by Andy2012 » Sat Feb 09, 2019 10:30 pm

Minor additions to Suez: The carrier fighters attack, the Swordfish just lingers and dies. Doesnt attack, doesnt refuel. AI Fleet just floats. In AK, there was a flanking tank attack over the Nile river in the south. The twist in this mission was (I remember pretty well) that you needed to defeat the attack over the river and then flank the defenders with your own landing further down south. This doesnt work in OoB. Right now, I get shot to shit by eternally reinforced RAF fighters (slowly drying up, but it feels eternal) and shelled from a lot of heavy arty. I think this is doable in the turns provided, but (maybe it is just me) it always feels either too faithful to the original in terms of AI force structure and triggers or in practice totally different and therefore leading me astray. I know a perfect recreation is impossible, but I think a few more adaptions and lines to the briefing would help: What is happening, what can I expect?

Still, you poured hours into this and I thank you, Erik. :D

Erik2
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Re: Afrika Korps beta test

Post by Erik2 » Sun Feb 10, 2019 9:35 am

Andy, as you probably noticed I didn't do many changes to the scenarios after you stopped temporarily.
I'll collect feedback on the next/rest of the scenarios before publishing a new version.

Btw, I checked income Allies vs Axis in the scenarios and they are mostly around the same level. Since I basically use a system of 1 resource pr turn pr land/air unit this means the number of units on boths sides do not differ much. Depends on how you spend the Axis command points of course...

Also, as a rule the scenarios from Suez and further east should get harder and the Italians more unwilling to provide troops to Rommel's Asian adventure.
Mussolini would probably like to restrict his involvment to Mare Nostrum.

Andy2012
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Re: Afrika Korps beta test

Post by Andy2012 » Sun Feb 10, 2019 2:43 pm

Erik2 wrote:
Sun Feb 10, 2019 9:35 am
Andy, as you probably noticed I didn't do many changes to the scenarios after you stopped temporarily.
I'll collect feedback on the next/rest of the scenarios before publishing a new version.

Btw, I checked income Allies vs Axis in the scenarios and they are mostly around the same level. Since I basically use a system of 1 resource pr turn pr land/air unit this means the number of units on boths sides do not differ much. Depends on how you spend the Axis command points of course...

Also, as a rule the scenarios from Suez and further east should get harder and the Italians more unwilling to provide troops to Rommel's Asian adventure.
Mussolini would probably like to restrict his involvment to Mare Nostrum.
Yeah, take your time. This is just taking notes as I get around to it.
And sure, missions should get harder. But as I said, some of the triggers not working fully make it sometimes feel more difficult. That doesnt mean I am not having a lot of fun. :D
Oh yeah - the AI having a bigger army is not a big deal. It is rather that they have ample resources to reinforce weakened units again that feels frustrating.

Mojko
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Re: Afrika Korps beta test

Post by Mojko » Sun Feb 10, 2019 6:42 pm

Finished Gazala line scenario (middle difficulty) and here is my feedback.

- good challenge, difficulty is ok
- I played the version with broken sky drop, but my fighters would hunt it down easily mostly because how fighter support fire works in OOB
- wiped the map around turn 24
- it was a lot of fun

Mines should be neutral, not owned by the enemy
- note that if mines are not neutral, enemy units can pass through them, this should definitely not be the case because when you lay a minefield this produces a neutral minefield, not one owned by the player

Southern flank group needs a supply point
- this is needed otherwise it is way too easy to cut the off supply
- I just used the Grant tank which was granted to me for free to ride the the right edge of the map
- the flaking group met my small Italian detachment at 0 supply only to be completely slaughtered

Map wipe should not be mandatory
- please change the objectives in a way that makes map wiping optional
- once you have cut the main British line off the supply it's quite tedious to systematically wipe them out
- I know that you don't have to destroy all the units, but you have to capture lot of objectives there
- I recommend changing the main objectives to be only on the main coastal road and in the centre of the map (flaking line)

Bombers are almost useless
- this is mostly because of the overwhelming presence of enemy fighters
- I used 7 AA guns and 6 fighters and I still couldn't use my tactical bombers to do almost anything

Groupe Hecker is currently pretty useless
- I couldn't find a use for these units as you can't really take Tobruk with them
- this is mostly because the reinforcements from the south will get to Tobruk first
- to use these units you have to commit bombers to destroy the one destroyer blocking the path
- I even tried to reach the other side of the map to cut enemy from supply, but by the time they get there your land units will be there anyway
- also, there are two armoured units guarding the supply point which makes the Engineers useless

Recommendations:

- this scenario lacks variety in possible approach to objectives
- allow player to make a choice to commit resources in exchange for small Italian group of destroyers (only one of these choices can be made)
- allow player to make a choice to commit resources in exchange for small air command points increase for Germany (only one of these choices can be made)

I think these choices would make things much more fun.
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