Battlefield: Europe MOD v2.0

A forum to discuss custom scenarios, campaigns and modding in general.

Moderators: Slitherine Core, Panzer Corps Design, Panzer Corps Moderators

McGuba
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Re: Battlefield: Europe MOD v2.0

Post by McGuba » Sun Dec 08, 2019 7:02 pm

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?
Ah, there is a misunderstanding here, the range in this case refers to the maximum movement range of the rockets. Basically their maximum fuel. With the V1 it is 9 hexes so it has to be that far or closer to closest victory objecitve city hex in Britain before launching it so that it can reach it before running out of fuel. It does not matter where you launch it from as long as it can move that far. When within range it has to be switched to the other mode with the unit switch button and move it to its destination. If it arrives, do not perform an attack with it immediately just click away as if it is was just moved. Then the script can run and after that you can attack with the rocket if you want. Maybe I will need to rephrase the message to make it more explicit.


uzbek2012 wrote:
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)?
At the moment, no. Maybe later.

P210 wrote:
Sat Dec 07, 2019 10:17 am
Hello all,

Single player update for v2.0.

OK, mod starts to be hard enough
.

Thanks for feedback. I have not tried to win this version in single player and it is good to know that it is still possible to do so.

Now I need to take a break, but soon I'll have to try that multiplayer thing
Yes, it is indeed great fun. Multiplayer is still being developed and it is getting better day by day.
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alex1917
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Re: Battlefield: Europe MOD v2.0

Post by alex1917 » Mon Dec 16, 2019 10:45 pm

Hi McGuba, thank you for the great mod. They play on general settings (chess, I hate random) ... The situation in June 1942 is like this.
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Initially, he divided the army of invasion of the USSR into the North, Center and South, but did not risk, adhering to defensive tactics. Perhaps this is a mistake, but this is my plan)
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1. The Luftwaffe feels great. Hermann Goering would be pleased)
2. Satellite troops are almost not replenished, except for aviation and individual securities, strong units.
3. In turn, the German troops pretty quickly converted to new weapons, the problem is not currently acute.
4. I captured Tobruk, but I am sending all African troops to defend Italy, except for AB40 intelligence, which will take Tunisia at the end of 1942. Having divided my strength, I will not be able to keep Tunisia and Sicily. According to my plan, Italians will stay in Sicily until the very end. 4 fighter squadrons must clear the sky over Sicily now! The Italian fleet has retained heavy ships and will strike at the invading army!

I know that at the end of 1942 and in the summer of 1943 there will be a powerful offensive by the Red Army, therefore I am preparing in advance for a counter-strike that will be launched in the South. Army groups Center and North should hold their positions, now they are doing well. Army Group South will receive new troops at the events (Tiger, Shtug, etc.) and at the end of 1943 will have to move to the Caucasus!
P.S. Sorry for my bad english

Duedman
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Re: Battlefield: Europe MOD v2.0

Post by Duedman » Fri Dec 20, 2019 9:15 am

Dear Mr. McGuba,

I finally registered to thank you for your amazing work.
This mod is astonishing.
The most pleasant surprise in recent years apart from Battle Brothers and StarSector.

With that out of the way Id like to comment on a few things:
Many inner workings are still unclear to me.
Do enemy destroyers and airforce replenish infinitely?
Is it actually any help to sink transports? In Malta it helps to not let airforce spawn. But what about Great Britain? And I also sunk convoys next to Alexandria.
Why is it, that the battle outcome predictions seem to be totally off the mark most of the time?
Why are even 8.8 Flaks on the defence so damn bad against attacking aircraft?!

One thing I didnt like was when my ships lost all their fuel. I just started raiding in the atlantic with like 250 fuel left on the big ships and POOF .... 20 fuel.
This is probably due to constraints of the editor but its immersion breaking nonetheless.
I decided to reload a few turns (hours of playtime) to before the departure from france. Just to make the channel dash and have them sit in the baltic sea.
Initially I was a bit annoyed and thought they wouldve been of more use convoyraiding even without fuel.
But after I finally slayed the russian bear Im right in the middle of attacking Scapa Flow out of norway (right the limit of 20 fuel).
And boy its great fun lol

I also greatly enjoyed your multiplayer games with Intenso82.
If u do that again I would suggest some "house rules". Like not to encircle aircraft to let them crash with no fuel. Or blocking airfields with scout planes. I really thought that was kinda cheesy :P

Anyway as I said - THANKS! :)
Giant Europe Mod 2.0 - Sea Lion 44 with no fuel:

http://www.slitherine.com/forum/viewtopic.php?f=145&t=95886

McGuba
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Re: Battlefield: Europe MOD v2.0

Post by McGuba » Fri Dec 20, 2019 1:24 pm

alex1917 wrote:
Mon Dec 16, 2019 10:45 pm
Hi McGuba, thank you for the great mod. They play on general settings (chess, I hate random) ... The situation in June 1942 is like this.
Hi, and good luck with your playthrough. Just keep in mind that it is one thing to make an Axis plan but the Allies also have their plans and they will not always act as you would expect. With other words, they will not necessarily do the favour of cooperating with you to achieve your goals...



Duedman wrote:
Fri Dec 20, 2019 9:15 am
Dear Mr. McGuba,

I finally registered to thank you for your amazing work.
This mod is astonishing.
The most pleasant surprise in recent years apart from Battle Brothers and StarSector.
Hi, and thanks. It is great that new players still discover this mod.
Do enemy destroyers and airforce replenish infinitely?
No, but they have very significant reserves and nornally the Allies will continuously increase their numbers and quality as the war goes on. Therefore the best way to finally get rid of them is to defeat their host nation - the UK or the Soviet Union. However, in order to do so the player needs to reduce the number of enemy units while minimizing his own losses. The question is if the player is able to reduce the number of enemy units faster than the Allies can replace them with new units, or not.

Is it actually any help to sink transports? In Malta it helps to not let airforce spawn. But what about Great Britain? And I also sunk convoys next to Alexandria.
It helps to sink British convoy ships in the Atlantic as then there will be less units to locate and report German U-boats to nearby Allied destroyers and air units which will run there to attack. The best if you can surely destroy merchant ships in the same turn once discovered as then they will not be able to attract Allied units to the area. Other than that there is no practical use in it, and they can be avoided as well if the odds are not very good to destroy them immediately.

The Malta supply convoys and aircraft carriers should be destroyed before reaching the island as they will increase its strength.

Why is it, that the battle outcome predictions seem to be totally off the mark most of the time?
It is a standard feature of the base game, and not that of this mod. Panzer Corps can be played with reduced dice randomness if you start any scenario or campaign and change it in the advanced settings:
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"Limited" will greatly reduce randomness and "chess" will completely eliminate it. In my opinion though the default dice randomness is still better than any of these and better simulates the unpredictable nature of war. It was impossible to certainly predict the outcome of an attack and many things could go wrong (or the opposite) and affect losses on both sides. Maybe the default randomness is a bit too high, but the other options are way too low, I think.

Why are even 8.8 Flaks on the defence so damn bad against attacking aircraft?!
The effectiveness of AA guns was reduced in this mod, but it affects both sides so the Allied AA guns are also less effective than in the base game. It allows a more agressive use of the air units and the mere presence of an AA unit does not create a "no-go" zone for air units around it. It is still possible to create a strong air defense (for example to defend the German cities in the Ruhr) but in order to do so the player needs to gather several AA units together and potentially supported by radar units and fighter cover. AA units on their own cannot guarantee total air defense.

One thing I didnt like was when my ships lost all their fuel. I just started raiding in the atlantic with like 250 fuel left on the big ships and POOF .... 20 fuel.
This is probably due to constraints of the editor but its immersion breaking nonetheless.
There are several messages before it happens to prepare the player for the historical fuel crisis and to make him keep the naval units close to friendly ports. Historically Axis warships did not venture far away from their ports from 1942 due to the lack of fuel oil. The severe lack of oil was the main drive to attack the Caucasus in 1942 and the lack of fuel affected the air and land forces as well, but the navy as affected the most.

I also greatly enjoyed your multiplayer games with Intenso82.
If u do that again I would suggest some "house rules". Like not to encircle aircraft to let them crash with no fuel. Or blocking airfields with scout planes. I really thought that was kinda cheesy
Yes, multiplayer is good fun and now we are testing the next version with Uhu. And yes, we do play with this and a few more home rules and it makes it somewhat better. However, multiplayer is very time consuming and unfortunately I do not always have time for playing.
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PeteMitchell_2
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Re: Battlefield: Europe MOD v2.0

Post by PeteMitchell_2 » Fri Dec 20, 2019 6:00 pm

Uhu and I are also still playing our MP game... here is another update! :mrgreen:

Casualties Turn 53 End of Allied Turn.jpg
Casualties Turn 53 End of Allied Turn.jpg (47.43 KiB) Viewed 949 times

Uhu
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Re: Battlefield: Europe MOD v2.0

Post by Uhu » Fri Dec 20, 2019 11:17 pm

It is getting desperate for the Axis...already in mid 1943.
PeteMitchell_2 wrote:
Fri Dec 20, 2019 6:00 pm
Uhu and I are also still playing our MP game... here is another update! :mrgreen:


Casualties Turn 53 End of Allied Turn.jpg
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Keen
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Re: Battlefield: Europe MOD v2.0

Post by Keen » Fri Dec 20, 2019 11:24 pm

Uhu wrote:
Fri Dec 20, 2019 11:17 pm
It is getting desperate for the Axis...already in mid 1943.
Hi Uhu!

Looks like you lost to many fighters.
Hope for little report from you after the end of battle. ))

Uhu
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Re: Battlefield: Europe MOD v2.0

Post by Uhu » Fri Dec 20, 2019 11:34 pm

Duedman wrote:
Fri Dec 20, 2019 9:15 am
If u do that again I would suggest some "house rules". Like not to encircle aircraft to let them crash with no fuel. Or blocking airfields with scout planes. I really thought that was kinda cheesy
Hello Alex, hello Duedman,
welcome both to the club! :)
I made and use the following house rules also in multiplayer:

1., Fallschirmjägers can be flown in bad weather too, but they can jump only in clear or cloudy weather.
2., Air transport have a 24 hex radius, if it has to be fly back and 48 hex if it can land.
3., Players are not allowed to fully encircle enemy aircraft.
4., Players are not allowed intentional to block the route of hostile aircrafts.
5., Hostile airports cannot be used as landing place for normal units, only for Fallschirmjägers or Brandenburgers (therefore Malta can be captured from the sky only with these two units).
6., Hostile ports cannot be entered by ships.
7., Hostile settlements can be entered with train only after captured (no more advancing "combat-transport-trains :) ).
8., Because the fuel use of airplanes which has no sand-filters are not calculated correctly (it shows, it can reach a given airfield, but actually it cannot), than with the fuel cheat, we can add one fuel cell plus in such extreme situation.

UPDATE: blocking hex from the air is allowed, because one point it makes the Axis troops to hard, second, it is problematic to pay attention always for that.
Last edited by Uhu on Tue Dec 24, 2019 12:58 am, edited 6 times in total.
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Uhu
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Re: Battlefield: Europe MOD v2.0

Post by Uhu » Fri Dec 20, 2019 11:44 pm

While I sent many fighters to Tunis region, it was still not enough (Pete sent even more :shock: ) and the rest, staying in Russia was slaughtered by the masses of Red Airforce. I truly do not see, what the solution could be for Tunis: what I choose, I had to pay heavy price for it, see Russia and it still cannot guaranty the victory at Tunis...
Plus bear in mind, that this game plays yet with +8 German fighter and + 2 105mm arty (minus a lot of cheap inf and AA units), so I even more cannot imagine, how the Axis player can hold out with even less fighter... OK, McGuba made a new, historical realistic option go gain more fighters before the possibility rises to buy new ones, but it is also limited in numbers and in time.
We will see, as I play now also with McGuba with the latest 2.1 version.

We plan to analyse at the end the moves and errors, what we made with Pete. The hotseat mode is good for that too, because you have so the save of every turn (OK, maybe the replay could be also good for it).

What I encounter is very identical to the game with you: after I made a few mistakes, the tide turns in 42-43 and after that I do not have a slimmest chance to bring my chances back because the Soviet juggernaut is like an avalanche. Maybe the situation is not as grim as with your game, but while against you I could hold Tunis, with Pete it seems not so which will have dire consquences...

McGuba will try in the soon arriving next version (SPOILERS! :) ) ironing this issue - the Germans will get a little more prestige and more reinforcements in 1942, which is really needed as I see.
Keen wrote:
Fri Dec 20, 2019 11:24 pm
Uhu wrote:
Fri Dec 20, 2019 11:17 pm
It is getting desperate for the Axis...already in mid 1943.
Hi Uhu!

Looks like you lost to many fighters.
Hope for little report from you after the end of battle. ))
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McGuba
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Re: Battlefield: Europe MOD v2.0

Post by McGuba » Sat Dec 21, 2019 1:28 am

BE v2.1 beta 3:
https://www.dropbox.com/s/pvfd4758dabh4 ... 3.zip?dl=0


Changes from previous beta 2 (mainly multiplayer):
- Soviets have more garrison infantry in the beginning but less reinforcements in winter 1941
- Starting Soviet units are a bit rearranged
- British have less destroyer units in the beginning, but will get a few more as reinfocements if they lose them and they also get a few Motor Torpedo Boats with recon -movement starting from turn 14
- British naval mines at Tobruk a bit rearranged
- Germans have fixed defensive naval mines off the French ports from the beginning
- Soviet T-26 tanks cannot be upgraded
- Only 4 German strategic bombers can be retrained to fighters (same as in single player version)
- Some messages fixed
- Some other minor fixes
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auda
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Re: Battlefield: Europe MOD v2.0

Post by auda » Sat Dec 21, 2019 12:02 pm

Hi guys!
I've been enjoying (more or less) this mod for a while now. I consider myself a fairly good PC player, so I thought I could handle the BE mod, however, it turns out this mod can be a bit frustrating. I understand why, though; it is supposed to model history and this is done quite well (if you want to experience the downfall of the German army in 1941 and its economic shortcomings). However, I tried to make the best of it and turn the tide in my favor at least on one front, but in my three attempts so far, I wasn't successful.

For a disclaimer, I'd like to say that I enjoy a challenge. I understand the history behind this war, I also believe that the Germans had no chance of winning WW2.
Which begs a question: was this mod supposed to allow players to make any strategic decisions on their own, or is it just modelling the German defeat?
Has anyone managed to take all of the objectives on the eastern front?
Best I could do was take Leningrad, Moscow, and Stalingrad, but then the Allies attack Italy and Soviets gain huge tank reinforcements that can tackle my PzIVG without problems and the (hard-earned) 'fun' is over:)

Of course, there's a possibility I simply suck at this game and others do better?

Here are some of those balance issues I noted:

- British destroyers always get better rolls: two British destroyers always destroy my submarine, even when fully submerged, with each attack scoring 40-60% of the sub's hit points, while my subs never manage to shoot-off more than 2 hit points.
- British submarines easily destroy my destroyers with minimal losses, which I think is a bit too much
- Artillery is very weak: no matter what gun size or RoF, I never get better suppression than 1 point with one hit. Even when a Soviet tank runs into a well-prepared ambush (88, covered by artillery), there are usually high casualties. AA is also weak, and British bombers have no trouble attacking my AA guns directly. Even the 'ambush' mechanic (when the bomber hits a target next to my AA) scores very little damage. This is correlated with the next point:
- One turn passes time too fast. One turn is half a month, IIRC? With the artillery and AA so weak, the advance grinds to a halt relatively quickly.
- Leningrad fortress is very strong considering there's two 3-range strong artillery guns, one strong 4-range artillery, and a battleship with 3 range. Even if I only lay siege (as per game's suggestion), my units holding the siege hexes get destroyed each turn with concentrated artillery and units attacking. If I were to hold the position for two years (again as the game suggests), I need at least 5:1 unit supremacy, which means I have to shift units from other sectors. Therefore, attacking Leningrad takes as much casualties as just holding siege. The AI always concentrates its artillery on my engineer units, so attacking is extremely costly. Taking Moscow is easier, which I think is a bit weird. Also the subs, since they have no fuel, should not be able to destroy my battleships?
- Elite replacements for fighters are very expensive, which, again, for the sake of historical authenticity, is ok, but when everywhere your units (due to winter attrition or losses) require non-stop replacements, this depletes prestige very quickly.
- There's only the 21. Panzerdivision and the 90.Africa for Afrika Korps. What about the 15. Panzer? There are also no German artillery units, only Italian? Also, British cruiser tanks have no problem attacking my PzIII protected by artillery
- 88s, and Pz IV Gs are too weak.
- Considering there is no other unit capable of attacking forts and entrenched units, and the artillery doing practically nothing, the engineers are too weak

Maybe the units stationed in city hexes should not get the winter attrition penalty?
So one Pz III unit got attacked by two T-34s and one BT tank, got 2 hit points left, when I tried to move it back to Germany to refit and upgrade, the unit disappeared because of winter attrition while train-bound?

So I guess the margin for success is very small. It involves very high casualties everywhere, and even if I make good success on the eastern front, when the americans land in North Africa, the game simply becomes a protracted defeat.

edit:
What I wish to say is, as one unit on map now represents a division, the combat stats do not reflect this change. A panzer division was the strongest unit Germany had. It had its own artillery, infantry, engineers, and AT. But in this mod, the stats are the still like it represents a panzer battalion. Therefore, I believe, it should not get as much penalties fighting in a forest or hill. Also, it could fare a bit better against infantry in the open. When a Pz IV F unit is attacking a Soviet infantry unit out in the open, the damage trade-off is problematic (1:4 usually).

Any tips? :)

Uhu
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Re: Battlefield: Europe MOD v2.0

Post by Uhu » Sat Dec 21, 2019 12:37 pm

auda wrote:
Sat Dec 21, 2019 12:02 pm
Any tips? :)
Hi,
read all the comments in this topic + search for the tips topic. :) But really, you will get much useful information. You will also read that is not not just possible to make Decisive Victory, but you can make it on Rommel difficulty (-50% prestige) and much earlier as turn 99. And you can make many-many new decisions how to win the war. You need just patience and a lot of time.......! : :lol:
If you are frustrated on the battle outcomes it is advised to turn on Dice Chess for less extreme results.
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uzbek2012
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Re: Battlefield: Europe MOD v2.0

Post by uzbek2012 » Sat Dec 21, 2019 4:55 pm

McGuba wrote:
Sat Dec 21, 2019 1:28 am
BE v2.1 beta 3:
https://www.dropbox.com/s/pvfd4758dabh4 ... 3.zip?dl=0


Changes from previous beta 2 (mainly multiplayer):
- Soviets have more garrison infantry in the beginning but less reinforcements in winter 1941
- Starting Soviet units are a bit rearranged
- British have less destroyer units in the beginning, but will get a few more as reinfocements if they lose them and they also get a few Motor Torpedo Boats with recon -movement starting from turn 14
- British naval mines at Tobruk a bit rearranged
- Germans have fixed defensive naval mines off the French ports from the beginning
- Soviet T-26 tanks cannot be upgraded
- Only 4 German strategic bombers can be retrained to fighters (same as in single player version)
- Some messages fixed
- Some other minor fixes

Hello to the author ! Congratulations to all a merry Christmas and happy New year !!! And all these beta versions change the single-player game or only intended for cartoon (milte) orgies ? )

McGuba
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Re: Battlefield: Europe MOD v2.0

Post by McGuba » Sun Dec 22, 2019 3:34 pm

Uhu wrote:
Sat Dec 21, 2019 12:37 pm
Hello to the author ! Congratulations to all a merry Christmas and happy New year !!! And all these beta versions change the single-player game or only intended for cartoon (milte) orgies ? )
Thanks and Merry Christmas to you and all other Generalfeldmarschall as well! :D

There are some changes in the single version as well in v2.1, but the recent beta versions mainly change the multiplayer version.

auda wrote:
Sat Dec 21, 2019 12:02 pm
Hi guys!
I've been enjoying (more or less) this mod for a while now. I consider myself a fairly good PC player, so I thought I could handle the BE mod, however, it turns out this mod can be a bit frustrating. I understand why, though; it is supposed to model history and this is done quite well (if you want to experience the downfall of the German army in 1941 and its economic shortcomings). However, I tried to make the best of it and turn the tide in my favor at least on one front, but in my three attempts so far, I wasn't successful.
Hi, and thanks for your feedback. I am not sure what version you are playing, if it happens to be "realistic" or "realistic+" then you might want to try the easier "moderate" version for less frustration. The two hardest are truly designed to be hard and to accurately show the overwhelming historical strength of the Allies.

Also some time ago we made a survey which revealed that most players were happy with the "realistic" and "medium" (current "moderate") version and the majority of the respondents could achieve at least a draw while playing these versions, even if it took several attempts:
viewtopic.php?f=147&t=88193

As a result of this survey I decided to abandon the "easy" version due to the low number of respondents who played it, and only kept the "medium" which is now called "moderate". My impression was that there was a higher need for more challenge and I made the "realistic+" version which, as the name suggests, is somewhat harder than the "realistic" one.

However, when making this survey we could only rely on the number of honest respondents and it may not represent the true player base and the number of unsuccessful campaigns could be higher. Also note that the survey was made with v1.9, and that version might have been slightly easier than v2.0.

- British destroyers always get better rolls: two British destroyers always destroy my submarine, even when fully submerged, with each attack scoring 40-60% of the sub's hit points, while my subs never manage to shoot-off more than 2 hit points.
WW2 submarines were not designed to fight enemy destroyers, their main role was to sink enemy merchant ships and to a lesser extent captial ships and aircraft carriers. Therefore it is best to avoid enemy destroyers with U-boats, unless you have numerical superiority and/or air or capital ship support nearby.
- British submarines easily destroy my destroyers with minimal losses, which I think is a bit too much
It depends on what destroyers. German destroyers have pretty much the same stats as British ones so they should perform more or less the same in a one-to-one situation. Actually German destroyers have +1 defense, however at the cost of 1 less spotting range. Italian destroyers are another story, they are indeed weaker, but in fact they were: they did not have radar, they were more fragile, usually had a crew with lower morale, experience and training and historically most of them were destroyed by the end of the war.

- Artillery is very weak:
Yes, is somewhat weaker than in the base game, but it affects both sides so the player can make use of it. Also it can be compensated by concentrating several aritllery units in a group which the AI is unable to do so on its own.
AA is also weak, and British bombers have no trouble attacking my AA guns directly. Even the 'ambush' mechanic (when the bomber hits a target next to my AA) scores very little damage.
This is a valid issue, and has been fixed in the current latest 2.1 verison of the mod: British heavy bombers have much lower ground attack stats as they were mainly used as night bombers and were less precise.

- Leningrad fortress is very strong
Initially, it is. However, the battleship can be sunk in 2-3 turns from the air with 1-2 good bombers, and the fort can be slowly reduced by bombarding it with the German heavy siege artillery and by some infantry attacks in bad weather. After it is gone, the island fort can be attacked as well. The other option is to blockade it for a while, but for that invisible towed AT guns can be used as well, which the AI cannot see so cannot bombard. Finally, it can be stormed in 1943 the latest when the Panthers become available. For them the defenders of the city are no match.

Therefore, attacking Leningrad takes as much casualties as just holding siege.
That is quite true, in this mod there is no "golden path", a one-and-only and universal strategy, players have to decide what they want to do and how, but they always have to pay the price, one way or another.

The AI always concentrates its artillery on my engineer units, so attacking is extremely costly.
Sure, the AI always tries to attack the most expensive unit. Engineers should only be used where the enemy artillery had been reduced.

- Elite replacements for fighters are very expensive, which, again, for the sake of historical authenticity, is ok, but when everywhere your units (due to winter attrition or losses) require non-stop replacements, this depletes prestige very quickly.
So just do not give them elite replacements all the time and then it is all in historical context as historically the general quality of the German fighter force gradually decreased as the war went on. Or, you can try to do so, but then you have to pay the price for that by having less resources for other units.

- There's only the 21. Panzerdivision and the 90.Africa for Afrika Korps. What about the 15. Panzer?
In the v2.1 version it has been changed as well, and another Pz.II unit named "15. Rec." has been added. However, note that in this mod tank units do not represent actual armoured divisions, but a concentration of tanks of (mostly) the same type.

There are also no German artillery units, only Italian?


There was indeed some, but then there would be too many Axis artillery units in Africa in the beginning. Currently the DAK artillery is considered to be part of the Italaian artillery units. Maybe one of the Italian ones could be changed to a German one, but then the overall number should be reduced by one, to keep the current balance.

Maybe the units stationed in city hexes should not get the winter attrition penalty?
Yes, maybe, but in this case the strength penalty does not really simulate actual loss of tanks (or other units) but rather the chaotic supply situation during the first winter which resulted in the general reduction of the effectiveness ("unit strength") of most of the Axis army in the east. They had no fuel, no spare parts, no winter clothing, and they were exhausted as they had expected to end the operations in the east before the onset of the winter.
What I wish to say is, as one unit on map now represents a division, the combat stats do not reflect this change. A panzer division was the strongest unit Germany had. It had its own artillery, infantry, engineers, and AT. But in this mod, the stats are the still like it represents a panzer battalion.
In this mod units do not really represent actual divisions. I wrote about unit scale in detail which can be read in the in-game library in the "Changes" section.

If units would represent actual divisons, there should only be two types of ground units: infantry and armoured. There are other games out there which do a pretty good job at this, but Panzer General / Panzer Corps games offer something different.
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auda
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Re: Battlefield: Europe MOD v2.0

Post by auda » Mon Dec 23, 2019 8:21 pm

McGuba wrote:
Sun Dec 22, 2019 3:34 pm
Hi, and thanks for your feedback. I am not sure what version you are playing, if it happens to be "realistic" or "realistic+" then you might want to try the easier "moderate" version for less frustration. The two hardest are truly designed to be hard and to accurately show the overwhelming historical strength of the Allies.
Thank you for taking your time to respond. I hope you don't think I was bashing at your hard work, I am very fond of this mod. I just got my a** handed back to me on the Eastern front that's all :lol:
Some changes caught me unprepared, and I did not read all the new txt in Library :) I guess my "cocky" attitude served to complete my German experience of the eastern front ^^
I'm playing version 2.0, and only on Realistic. My first game was on Fieldmarshal, the following two on General.
Initially, it is. However, the battleship can be sunk in 2-3 turns from the air with 1-2 good bombers, and the fort can be slowly reduced by bombarding it with the German heavy siege artillery and by some infantry attacks in bad weather. After it is gone, the island fort can be attacked as well. The other option is to blockade it for a while, but for that invisible towed AT guns can be used as well, which the AI cannot see so cannot bombard. Finally, it can be stormed in 1943 the latest when the Panthers become available. For them the defenders of the city are no match.
Yeah, I brought up the 88, Karl-Gerät, plenty of artillery, engineers, bombers... Funny anecdote: So in my last play-through, I managed to reduce the Kronstadt fort down to 2 hit points (thrice), but then my unit gets pushed out of the adjacent hex, and the fort reinforces back to full strength. This happened three times in a row! So naturally, I simply turned off the computer and went outside for a walk lol :)

Happy Holidays!

McGuba
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Re: Battlefield: Europe MOD v2.0

Post by McGuba » Mon Dec 23, 2019 11:42 pm

McGuba wrote:
Sun Dec 22, 2019 3:34 pm
Yeah, I brought up the 88, Karl-Gerät, plenty of artillery, engineers, bombers... Funny anecdote: So in my last play-through, I managed to reduce the Kronstadt fort down to 2 hit points (thrice), but then my unit gets pushed out of the adjacent hex, and the fort reinforces back to full strength. This happened three times in a row! So naturally, I simply turned off the computer and went outside for a walk lo
Yes, I can feel your pain. :x So maybe it is better to attack the city itself after killing the other fort and leave Kronstadt last. Just guessing. :)
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Uhu
Lieutenant Colonel - Fw 190A
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Re: Battlefield: Europe MOD v2.0

Post by Uhu » Tue Dec 24, 2019 1:00 am

Yes, I would let Kronstadt to be there, until the other defenders next to it are gone.
When something really is not working it could be a good sign that other solutions has to brought forward. :)
McGuba wrote:
Mon Dec 23, 2019 11:42 pm
McGuba wrote:
Sun Dec 22, 2019 3:34 pm
Yeah, I brought up the 88, Karl-Gerät, plenty of artillery, engineers, bombers... Funny anecdote: So in my last play-through, I managed to reduce the Kronstadt fort down to 2 hit points (thrice), but then my unit gets pushed out of the adjacent hex, and the fort reinforces back to full strength. This happened three times in a row! So naturally, I simply turned off the computer and went outside for a walk lo
Yes, I can feel your pain. :x So maybe it is better to attack the city itself after killing the other fort and leave Kronstadt last. Just guessing. :)
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uzbek2012
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Re: Battlefield: Europe MOD v2.0

Post by uzbek2012 » Tue Dec 24, 2019 1:03 pm

Author add the 1st NKVD rifle division at Leningrad and the 10th NKVD division at Stalingrad ! )
http://vpunkvd.narod.ru/Pages/History/P ... onnkvd.htm
https://zen.yandex.ru/media/id/5d860e75 ... 00b04af966
http://union.4bb.ru/viewtopic.php?id=634&p=12

P.s.
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The Germans of the Soviet "night light" evaluated and decided in the autumn of 1942 to create a similar part. They were originally named Storkampfstaffel And Storkampfgruppe, meaning "disturbing" squadrons and groups. As the name suggests, the Germans initially did not appreciate the combat effect of such units, but highly appreciated the psychological.

In 1944 they were renamed the group of stormtroopers Nachtschlachtgruppe night.
https://russian7.ru/post/nebesnye-tikho ... fe-kak-vo/


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In August 1941, for the protection of the capital, a separate tank company was formed, which included copies seized from the GABTU KA Museum.
These machines became part of the 36 UR Mozhaisk defensive line
https://zen.yandex.ru/media/wars/v-avgu ... 00ad717da2

PzC1 Mod: Totaler Krieg V1.0 inkl Update auf V1.1
http://www.streitmacht.com/viewtopic.ph ... 56#p325056
Last edited by uzbek2012 on Thu Dec 26, 2019 1:05 pm, edited 4 times in total.

PeteMitchell_2
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Re: Battlefield: Europe MOD v2.0

Post by PeteMitchell_2 » Tue Dec 24, 2019 1:30 pm

One more update on our MP game (i.e. with Uhu):

Casualties Turn 63 End of Allied Turn.jpg
Casualties Turn 63 End of Allied Turn.jpg (47.7 KiB) Viewed 577 times

Uhu
Lieutenant Colonel - Fw 190A
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Re: Battlefield: Europe MOD v2.0

Post by Uhu » Thu Dec 26, 2019 12:23 pm

Merry Christmas to all of you! :)

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