Panzerkrieg DLC Missions v5.2.9

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GabeKnight
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Panzerkrieg DLC Missions v5.2.9

Post by GabeKnight » Wed Feb 21, 2018 10:31 pm

"02_Demyansk / Demyansk"

This is a good one. Thank you. Lots of action, good setup and well scripted AI counter-attacks. Everything worked, I've got my two core inf. units as reward from the previous misson and I love my new StuG.

The only "negative" point for me would be the premature end of this scenario after turn 15 - just as I was going on full advance, the mission ended. But I get it, the Soviet reserves were completely depleted by then with mostly only some stray low HP units, the arty positions and static supply hex defenders left on the map.

Nice. It was fun! And now there's some "Thumbs up!" Smiley missing... :wink:
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GabeKnight
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Re: Panzerkrieg DLC Missions v5.2.9

Post by GabeKnight » Thu Feb 22, 2018 5:46 am

"03_Kharkov_42 / Kharkov 1942"

What's up with all those early victory conditions? Almost got them all this time... :D
Again, played flawlessly. Seems like it was worth the wait after all and we just had a rough start, eh? A tad too easy this time maybe. At least I know I won't be needing no AA anymore, as my fighters deal about 5HP damage on the first attack with 0-1HP damage in return. Sweet.

And I think some other player mentioned this already, but what happened with those nice litte "pins" at the campaign-map screen (between missions) that indicated sec. obj. successes (i.e. campaign variables)? Doesn't it work with the new campaign editor anymore or was it just left out? Added a nice touch to the campaign IMO.
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And now I see I've missed an T34 goodie on the way...next time... :)

Good scenario. Thanks.
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Horst
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Re: Panzerkrieg DLC Missions v5.2.9

Post by Horst » Thu Feb 22, 2018 12:25 pm

I haven't checked all maps yet, but killing early T-34 and KV-1/2 can get some captured units.
Some scenarios have additional objectives to gain old commanders again which only show up if you don't have the commander yet (check commander). Such checks could be useful for the GGC too, but I guess we still want to see and play all challenges for each scenario no matter what.
You can check the commander list if someone is maybe hidden or not:
http://www.slitherine.com/forum/viewtop ... 1&p=698247

GabeKnight
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Re: Panzerkrieg DLC Missions v5.2.9

Post by GabeKnight » Thu Feb 22, 2018 4:29 pm

@Horst
noticed the "secret" reward after playing through and then checked inside the editor. I'm not going to restart the whole mission because of that, so I've "cheated" me one at the beginning of the next mission. :lol: :wink: But still don't want to know such things beforehand, therefore I intentionally hadn't read much of the earlier posts and AAR's concerning Panzerkrieg.
And I also think that the "commander check" triggers are an awesome idea of the Panzerkrieg scenario design!

"04_Sevastopol / Sevastopol"

Endless hidden infantry units and no early victory this time. THANKS. Finally a "tabula rasa" again. :lol: The campaign reward from the previous mission worked (rom_aux_exp), everything checked okay, I got my commanders and I'm happy. Nice. Good mission, as always action packed and intense. But I guess Andy was right about having too much RPs after the update. But I don't care actually, the next play through will be probably on level 5 difficulty anyway.
Having played GGC extensively prior to this DLC, I'm being used to more enemy repair capability and kind of always expecting every bridge to be blown (Thanks, Erik :wink: ).

And as I've mentioned in many posts, I'm still mighty impressed by the AI behaviour. Granted, some iterations may be caused due to clever trigger scripting through random mine placement with bridge/road blocking and thus creating new attack paths for the AI counter attacks. Still, it's impressive on a small scale tactical level. :!:

Some small graphical glitches:
- left: the mechanic works (forced labor), it's only the no-supply-marker missing (all Soviet marines)
- right: overlay error
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Last edited by GabeKnight on Thu Feb 22, 2018 6:09 pm, edited 1 time in total.

Shards
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Re: Panzerkrieg DLC Missions v5.2.9

Post by Shards » Thu Feb 22, 2018 5:47 pm

Interesting spot on the VP marker. They did used to be drawn on top of buildings, didn't they??

GabeKnight
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Re: Panzerkrieg DLC Missions v5.2.9

Post by GabeKnight » Thu Feb 22, 2018 5:52 pm

Shards wrote:Interesting spot on the VP marker. They did used to be drawn on top of buildings, didn't they??
It's not all of them, just some. The buildings are too tall! :wink:

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Re: Panzerkrieg DLC Missions v5.2.9

Post by GabeKnight » Fri Feb 23, 2018 2:31 am

"05_Voronezh / Voronezh"

Liked this one, too. Tabula Rasa and early victory condition. Seems this DLC was well worth the buy, the missions play well and are fun. Well scripted counter-attacks.
- But as you can see, the "Destroy Night Witches FAIL" trigger didn't happen; could be because of the early victory the "turn start" event coupled with check turn/"scenario turn limit" didn't activate. Why didn't you check the objective "failed" as soon as the Night Witches exited the map?
- Failing this sec. objective was kinda my fault as I didn't pursue them when they retreated because I didn't notice the eastern Soviet exit-hex - but I don't mind seeing that cute pilot in another mission again, actually :o :shock: :oops: :D :wink:
- The Hungarian 75mm Bofors values are still quite messed up, as already reported on 2017-12-20 by Mojko here. I'm really glad that changes to the "units.csv" can be done midplay and one doesn't have to restart the whole scenario...
- And you could remove the dublicate "Return" enties in the briefing texts (not the first time in PK). Looks a bit sloppy. :wink:
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CoolDTA
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Re: Panzerkrieg DLC Missions v5.2.9

Post by CoolDTA » Fri Feb 23, 2018 6:20 pm

GabeKnight wrote:but I don't mind seeing that cute pilot in another mission again, actually :o :shock: :oops: :D :wink:
I feel remorse I shot her down so quickly. :(

Thanks for posting these reports, Gabe!

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Re: Panzerkrieg DLC Missions v5.2.9

Post by GabeKnight » Fri Feb 23, 2018 6:47 pm

"06_Kalach / Approaching Stalingrad"

I know I've said that a lot during this thread, but: this mission I really really liked :D . Night Witches returned, nice enemy advances, good defensive positions, good map design. The balance felt just about right.

Just some very minor stuff:
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(l.: supply outside map, r.: no-mans-land
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Now here's a fine example of the mentioned major advantage of upgrading damaged units during the mission, as the upgrade mechanic automatically elite repairs:
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And those Night Witches are some quite elusive bit**es! Still felt kind of wrong to shoot down that cutie. But how do they evade radar by turing off their engines? It's like the thing with the subs: if they won't move, they can be magically permeated by an active sonar ping... Kinda like looking for logic in Hollywood action movies: if it's fun all the way, who cares in the end?

EDIT: Oh no, what am I doing? Another goodie, a KV-1, missed this time. If I'd destroyed the tank just one turn earlier I would've gotten it! Damn. Those cowardly KV-1 drivers just didn't dare to attack my StuG-supported position soon enough. One turn....

No wiping out the Soviets this time. Now that's what I'd call an IMPRESSIVE five-star heavy infantry defensive perimeter around Stalingrad. Seems it's even impossible to defeat those "Stalingrad Gods" after all :wink:
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GabeKnight
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Re: Panzerkrieg DLC Missions v5.2.9

Post by GabeKnight » Fri Feb 23, 2018 7:16 pm

EDIT: Picture to my above "Edit" :wink:
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Re: Panzerkrieg DLC Missions v5.2.9

Post by GabeKnight » Sat Feb 24, 2018 1:45 am

"07_Caucasus / Caucasus"

Alright, I'm not a newbie at this game anymore and I know my way around it, so many of the things "reported" may seem minor or cosmetic and probably woudn't be noticed by casual players or just overlooked / not payed attention to. Mostly it's nothing really groundbraking, I get it.

But some things I really can't understand from my perspective, and please don't get me wrong on this one: Playing the missions is real fun, Panzerkrieg's possibly the best DLC out of the last ones. The AI attacks are well scripted, great map design and the triggers are overall well done, too. Always nice action going on, nothing to complain from that regard, at least up until this point in the campaign, as I haven't played further yet.

It's my first playthrough of this scenario and the only thing I did prior to playing was to "cheat" myself the previously missed KV-1 reward by changing the campaign variable "Kalach_KV_captured". During play, everything worked just fine, up until a sudden and surprising win of this scenario at turn 26 - my troops attacking just outside of Maykop, capturing some oil rigs on the way. How is it possible, that as far as I can tell, only me and this guy noticed something quite off about the inaccurate premature outcome of this mission (on this forum anyway)? Something was obviously wrong as I DID NOT capture Maykop (which is one of the three prim. VP, correctly labeled and marked within the briefing and map) and the mission ended nonetheless.
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After checking in the editor, the mistake was quite easy to find and honestly, quite obvious: The "Check Hex Owner" target hex is pointing to a different town than Maykop, namely the neighboring town of Khanskaya. So I've loaded a different savegame and could work around it...

But this I don't get at all. Right now, I'm like seriously confused how this can happen. How did the other players (and testers) not notice this? How did they explain the premature win? Or is that something new with the v5.2.9 update? I'm really not assigning blame, just wondering...
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Re: Panzerkrieg DLC Missions v5.2.9

Post by Andy2012 » Sat Feb 24, 2018 8:37 am

@GabeKnight: Good thread, well done. Very informative.

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Re: Panzerkrieg DLC Missions v5.2.9

Post by GabeKnight » Sun Feb 25, 2018 12:14 am

"08_Stalingrad / Stalingrad"

While I'm still impressed with the scenario design and AI scripting, this mission was definitely way too easy overall. Could be associated with the RP increase after the update (or so I've heard), but I've deployed all available land and air command points, almost all my units are 5-star by now, everythings up-to-date and I've still got some units in reserve. And my "Sturer Emil" sure is something. Up until now not a single armoured enemy unit dared to attack one of my positions with this kind of AT-support. Cool.

The sec. objective "Take Orlovka" and similar ones, meaning objectives that can NOT be completed after some events (e.g. number of turns), should check as "failed" at that time in the mission IMO. I don't mind leaving objective checks "open", if they could be achieved until the very last turn, but this way - and obviously I wasn't paying enough attention to that, but that's not the point :wink: - I've completely missed the 3-turn-limit of that objective. Realized my mistake around turn 9-10, too late for that, and had to restart the mission. Definitely would have noticed a RED "fail" cross much sooner... But in my defense, after discovering the "bug" that prevents some popups to appear at turn start when one clicks on the objectives, I've begun to close the objective window real fast to not miss an event. Therefore I may have neglected to remember the damned three turn's limit.

(EDIT: And I've still obviously missed BOTH History special events, it seems. Maybe it's the check date condition?)

Even at this first "trial" run, the Soviets were mostly overrun. By turn 9 I've mostly taken the southern and mid parts of Stalingrad. As said, I've forgotten about Orlovka and left them to a skeleton force to encircle and drain them slowly, and concentrated my attacks on the south/mid part. Didn't care about no T-34 off some Tractor Factory with my "Sturer Emil" on board. :wink:

With three Stukas, two BF's and four 17cm arty the enemy barges and arty posed no real thread and were disposed of quite fast. Could have ended around turn 20-ish on the second run after the restart, but you know me, I like my table "clean".

Surprisingly my almost-5-star Bautruppe has proven to be quite the commando unit... :lol: Cheap to repair and always good at finishing off enemy units...

And at this mission the Mojko's Unit Navigator Tool came in real handy. Upgrading my StuG F to the F/8 variant made no sense (even a battle upgrade) as there's the preferable G-Version coming up right next mission that may rather be worth all the money.
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GabeKnight
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Re: Panzerkrieg DLC Missions v5.2.9

Post by GabeKnight » Sun Feb 25, 2018 5:37 pm

"09_Winterstorm / Operation Winterstorm"

Great mission. Now that's what I'm talking about. Non-stop action, great attack-waves and aerial harassment throughout all the turns. Not too easy either. Me happy. Thanks for this one!

Didn't mind the early victory as I was about wiping out the (mostly) scattered rest of the Soviet forces anyway. Still not a single enemy unit (except long range) dared to attack my Sturer-Emil-positions. That's okay, but I like it when the AI units go suicidal sometimes. Seeing a 6-8HP russian T-34 tank being destroyed on the spot turns out to be quite satisfying.

Andy was quite right about cranking up the movement speeds of the "half-track" vehicle classes in winter scenarios IMO. Haven't thought about the movement mechanic a lot up until, to be honest. Now I see it's in the "chassis" files. But if there are no decimal values allowed, there's not much that can be done there, I'm afraid. But maybe I'll change some of the stats in my mod. Switching the "Wurfrahmen" or 17cm arty-transports from half-track to track should play a bit better, I'd imagine.

The Tiger tank's fifty-fifty unreliability chance is really annoying. Although it doesn't change the fact, that no Russian unit could ever do a dent into it even on 20% efficiency, it's still annoying not being able to use all that raw power at peak condition.

Aaaand....whoever it was complaining about the unnecessity of the "Organisation Todt" specialisation, never met my 5-star Commando "Todt" Bautruppe finishing off a 60% efficiency heavy infantry unit without losses... :D
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The Romanian reinforcement spawned correctly and the RP changed according to both of the campaign variables.

There's a minimal undersupply (-2) occurring after the second reinforcements ("Little Saturn") event. I guess that's not intended and may be a result of the ongoing Waffen SS II specialization bug

Okay, lesson learned: Next time I'll definitely wait for the first update until buying the next DLC!
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Horst
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Re: Panzerkrieg DLC Missions v5.2.9

Post by Horst » Sun Feb 25, 2018 7:02 pm

GabeKnight wrote:Andy was quite right about cranking up the movement speeds of the "half-track" vehicle classes in winter scenarios IMO. Haven't thought about the movement mechanic a lot up until, to be honest. Now I see it's in the "chassis" files. But if there are no decimal values allowed, there's not much that can be done there, I'm afraid. But maybe I'll change some of the stats in my mod. Switching the "Wurfrahmen" or 17cm arty-transports from half-track to track should play a bit better, I'd imagine.
I've already proposed decimal values in the past twice or thrice so far, trying to argue about it's advantages, but I guess copying Panzer Corps mechanics is a bad thing. The PzC dev-dude there didn't bother about decimals either but at least the engine supported it. It's possibly much better to double movement points to make up for it slightly just for the prettier numbers in the UI.
I also use "track_light" for the movement type of halftracks as I was too lazy implementing a good difference there either at first before OoB introduced an extra "halftrack" type. Without decimal values, you can just too easily screw up movement for wet and winter conditions.
I'm already very curious how the desert movement becomes. I hope the "desert", slow like "beach", that already exists is meant for sandy dunes and not the common hard-pressed soil there which most action took place. Otherwise, prepare for the slowest desert warfare!

I'm still stuck in mission 3 of PK due to an ugly unsupported transport bug that forced me to restart twice. Restarting too often makes my motivation drop to the bottom.
It's quite difficult for me to get the old imported gang back with only the few pennies you get. I possibly wasted too much coins for aux units at beginning either that I constantly bounce to 0 RPs. Tanks are simply too expensive at beginning, that I should have rather started with a good army of infantry, paks and med arty.

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Re: Panzerkrieg DLC Missions v5.2.9

Post by GabeKnight » Wed Feb 28, 2018 10:41 pm

"10_Operation_Zvesda / Operation Star"

Good map layout, good AI scripting, but incredibly easy. The Soviets never actually gained any ground on this one. I may have retreated one hex from "Kupyansk" at some point for a few turns to avoid having to defend in the river bed and move outside of enemy arty range, but that was about it. Granted, no actual offensive plans of mine to take the large enemy supply hexes appeared to have any rate of success within the turn limits, but still... the endless waves of infantry stood no chance against arty supported armoured defenses. One additional core Tiger, a StuG, the armoured train and one 17cm arty at "Izyum", together with the provided aux. infantry units there was more than enough to hold the whole southern flank.
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And thanks to Andy's advanced warning, I knew about the SU-122 "switch-bug" in the secondary objectives of the following "Krakov 43" scenario beforehand. It took a few tries to succeed and I had to take quite some losses as to destroy them early on:
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13obo
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Re: Panzerkrieg DLC Missions v5.2.9

Post by 13obo » Thu Mar 01, 2018 10:46 am

Reading your AAR and Andy's feedback, it sounds like the DLC was "dumbed down" too much with the extra resources given subsequently to the patch... If people find it hard, they should play on lower difficulty, which they don't.

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Re: Panzerkrieg DLC Missions v5.2.9

Post by GabeKnight » Thu Mar 01, 2018 12:10 pm

13obo wrote:Reading your AAR and Andy's feedback, it sounds like the DLC was "dumbed down" too much with the extra resources given subsequently to the patch... If people find it hard, they should play on lower difficulty, which they don't.
Well, I don't know if I'd concur about the RP's for the player being too much actually. It's not that I have some huge reserves or something. But up until now I could've bought everything I wanted and didn't have to play too carefully with lots of retries at the same time. Still had to manage my RPs and could not afford to buy everything AT ONCE from the beginning, of course. So that's not a bad thing per se IMO.

It's just.... from my point of view I've come to realize, that all that's probably needed to balance the game to my conception of a "challenge" is to implement Erik's GGC idea and give the enemy far more RP/turn, to be able to repair retreated units (which the AI would do) effectively. Maybe something about 25RP/turn could even be enough. I'm planning to test this on my next replay, as the implementation of these kind of changes should be a piece of cake.

I really like the action, scripting and enemy core compositions in this DLC otherwise. Maybe the best of the latest DLCs so far.

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Re: Panzerkrieg DLC Missions v5.2.9

Post by GabeKnight » Fri Mar 02, 2018 5:32 pm

"11_Kharkov_43 / Kharkov 1943"

Aside from the previously pointed out SU-122 secondary objective bug the mission was fun as always. I've been thinking about the comment, the RP may be a little too much. IMO a good challenge should be created by harder gameplay and not withholding equipment to the player. On the other hand, huge amounts of RP result in "overrunning the enemy" tactics, as repair costs don't matter anymore. But as there are always more enemy units on the map as the player has, why not just make them survive a longer time, by allowing the enemy to repair and regroup more, as I'm able to. And there's different difficulty levels as well, so I'm not complaining in that regard. Everybody's free to use some "cheats" to add (or substract) money, turns or command points. The editor's quite easy to use also, adding some more RP to the player or the enemy or such. The map designs are good and AI-enemy-scripting's well done. So "tweaking" the scenarios to my "needs" for a replay should be no problem.

Also I don't get the complains about wounded commanders. So far this happened two times during this campaign, with them being on sick leave for about 3-5 turns each.

Reading posts and watching some other player's Replays of Panzerkrieg, they seems to rely on infantry quite much. I've used engineers and such before, too, but they just take too much damage attacking or defending, so the only use they have for me nowadays is building bridges and clearing mines. That was the main (initial) reason to keep my commando "Todt" Bautruppe around (1CP)...and reg. infantry's generally used to clear out AT guns before my tanks roll in. If there's aux. infantry in the scenario already, I'll always try to deploy as little of mine as I deem reasonably possible. And I'm glad there's no need for AA units in Panzerkrieg also. Here's my deployed core force at Kharkov (Wehrmacht & WSS combined):

Infantry: 1x para, 1x eng, 3x Gebirgsjäger, 1x Commando "Todt"
Arm.: 1x Pz IIIN, 4x Pz IVF2, 2x Tiger, 1x KV-1
AT: 3x StuG G, 1x St. Emil
Arty: 4x 17cm, Wurfrahmen, arm. train
Air: 2x FW190F, 1x BF110E, 2x StuKa, 1x strat.bomber Ju
EDIT: Sorry, I forgot one SdKfz 7/2 mobile AA for the WaffenSS, as I've had some land CP to fill...
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Enemy at the gates
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Some stupid mistake with an overconfident and (too) bold approach of mine. Here's the situation, why I'm loving the AI so much, as I would've done the same thing: Lurking in the shadows for the right time to attack... :lol: But it was quite the costly mistake, never could afford to "elite repair" this one:
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I took a peek at the following "Kursk" scenario, and..... whaaaaat??..... 140 RP for a red flag on the back of my Tiger just to remove the annoying "unreliable" trait??? F***********ck.... :shock: :roll: :evil:
.... and soooo much cool new units...just for the last mission (?)
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Last edited by GabeKnight on Fri Mar 02, 2018 11:59 pm, edited 1 time in total.

Horst
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Re: Panzerkrieg DLC Missions v5.2.9

Post by Horst » Fri Mar 02, 2018 9:50 pm

Do you send your commanders on leave to increase the difficulty or why do they portraits show on the right side that often?
I also can’t believe you can rule the sky with only 2 dogfighters.
The long-range of 17 cm is indeed extremely useful as you don’t need to move them that often. One point more damage and more assault on 21 cm aren’t really worth it. The Wurfrahmen’s 40 shock is still (too) great.
While paratroopers are the heaviest hitters in close terrain, I’m too afraid of the reinforcement-cost should enemy artillery hit them frequently.

You should really post some replays one day for lousy Generals like me to study. :)

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