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Italy Corps, introduction to Afrika Korps large campaign

Posted: Fri May 29, 2015 10:00 am
by nikivdd
Italy Corps for Panzer Corps v1.22 or higher.
The performance of the Italian armed forces during the Second World War has been the butt of jokes for over 70 years. However, the notion that the Italian military fought poorly and surrendered readily is not exactly true as there are examples of Italian forces fighting quite successfully and bravely. But the widespread belief seemed to be that the Italians were cowards, with disasters such as the ineffective fighting in North Africa used as evidence. While these and other military mistakes by Italy do stand out, these debacles were not due to soldiers' cowardice: what the Italian military lacked during their offensive campaigns was not bravery, but modern weaponry and good leadership, along with a clear lack of desire to achieve Mussolini's goals. When the poorly led Italian troops were used in conjunction with, or under German forces, they fought considerably better.
Italy Corps starts in 1940 in North Africa during the Border Raids. In my opinion, the official Afrika Korps' grave error was to let the opportunity pass by to include scenarios before the Afrika Korps' debut under the command of Rommel and thus to deny Italian units from gaining experience. This might be a reason why Italian units are disbanded or remain undeployed during the course of that campaign.

Campaign:

Italy Corps contains the following scenarios - British Raid, Fort Capuzzo, Nezuet Ghirba, Frontier Wire, Sollum, Buqbuq, Sidi Barrani, Mersa Matruh, Operation Compass and Beda Fomm. After Beda Fomm, the campaign continues in Afrika Korps.
Italy Corps.rar
(127.33 KiB) Downloaded 492 times
(version of 15-09-2015)

1) Back-up the Panzer Corps/Data folder before proceeding
2) Extract the rar file in either
\SteamLibrary\SteamApps\common\
for the Steam version of Afrika Korps
OR
\Slitherine\ (or wherever you have installed Panzer Corps)
for the non-Steam version of Afrika Korps
3) Start the game, chose Afrika Korps and start playing Italy Corps, the 9 scenario campaign prior to the Afrika Korps campaign.


After the 9 missions of Italy Corps, the campaign continues in Afrika Korps!

Re: Italy Corps

Posted: Fri May 29, 2015 11:27 am
by kop101
came to thread expecting new branched campaign with 30+ scenarios by nikivdd, leaving disappointed :twisted:

Re: Italy Corps

Posted: Fri May 29, 2015 11:46 am
by BiteNibbleChomp
Return later, he will unveil his work in full detail shortly!

- BNC

Re: Italy Corps

Posted: Fri May 29, 2015 7:27 pm
by nikivdd
Image

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Re: Italy Corps

Posted: Fri May 29, 2015 11:05 pm
by captainjack
It looks good already!

Re: Italy Corps

Posted: Sat May 30, 2015 1:47 pm
by nikivdd
Image

Fort Capuzzo under attack.

First scenario titles are British Raid, Fort Capuzzo, Nezuet Ghirba and Frontier Wire during the border skirmishes and Sollum as opening scenario of Operazione E.

Re: Italy Corps

Posted: Sun May 31, 2015 9:42 am
by nikivdd
Image

Final skirmishes at the frontier wire before the Italian invasion of Egypt.

Re: Italy Corps

Posted: Sun May 31, 2015 12:03 pm
by nikivdd
The first three scenarios - British Raid, Fort Capuzzo, Nezuet Ghirba - are now playable. Keep a savegame at the end, it will be compatible with future updates.

https://www.sendspace.com/file/kjbqa6

Extract the rar file in documents\mygames\panzer corps\mods
Access the campaign by chosing the folder more campaigns and Italy Corps should be in the list
This is a vanilla campaign, the use of the generic mod enabler (GME) is unnecessary

Re: Italy Corps (b1 available for play)

Posted: Sun May 31, 2015 6:07 pm
by arverner
Looks great so far, Nico :)

Re: Italy Corps (b1 available for play)

Posted: Mon Jun 01, 2015 7:53 am
by BiteNibbleChomp
The start of this makes me think of Allied Corps but where you're the Axis. I'll be interested to see the final campaign tree though.

- BNC

Re: Italy Corps (b1 available for play)

Posted: Tue Jun 02, 2015 7:31 pm
by nikivdd
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Re: Italy Corps (b1 available for play)

Posted: Tue Jun 02, 2015 7:58 pm
by Ice5643
Just played through the three scenarios and just want to say they are really good and fun so far. One minor point, I know theyre early scenarios but the third one is very easy if you have artillery (I had 2 and a auxiliary artillery from the previous mission). Maybe increase the size of the attacks so there is a bit more tension in that mission. Also the first scenario becomes a lot easier if you just cut straight through the desert (circumventing the chokepoint with the infantry). Im not sure if thats intended. I quite like how these scenarios are reasonably short as well, (I often dont have the time or will to play through the massive scenarios of your othe mods like LoV). Great job so far.

Re: Italy Corps (b1 available for play)

Posted: Tue Jun 02, 2015 8:24 pm
by nikivdd
Ice5643 wrote:Just played through the three scenarios and just want to say they are really good and fun so far. One minor point, I know theyre early scenarios but the third one is very easy if you have artillery (I had 2 and a auxiliary artillery from the previous mission). Maybe increase the size of the attacks so there is a bit more tension in that mission. Also the first scenario becomes a lot easier if you just cut straight through the desert (circumventing the chokepoint with the infantry). Im not sure if thats intended. I quite like how these scenarios are reasonably short as well, (I often dont have the time or will to play through the massive scenarios of your othe mods like LoV). Great job so far.
Thanks alot for the feedback. I will try to implement your remarks in the next update.
Scenario 3 is a bit tricky and yes, that is one of the parameters of this scenario, how many auxiliaries will be evacuated in scenario 2 and deployed in scenario 3. Personally i had three such units and things were tough but not that tough that i had to worry. I might add a couple more British units.

Re: Italy Corps (b1 available for play)

Posted: Wed Jun 03, 2015 8:40 am
by peterw
I like, if scenarios are quite small.
And I really love the idea using German units as SE units. In Roma Victor! the SE units was Italian too but without own pictures. Using the Germans divers own pictures AND really different units.

Actually I want to finish my GTPG campaign before I look in detail to another campaign.

Re: Italy Corps (b1 available for play)

Posted: Wed Jun 03, 2015 9:02 am
by nikivdd
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Re: Italy Corps (b2 available for play)

Posted: Sun Jun 07, 2015 11:46 am
by nikivdd
Update!

Build 2 is now available.

The scenarios - British Raid, Fort Capuzzo, Nezuet Ghirba, Frontier Wire, Sollum, Buqbuq and Sidi Barrani - are now playable. Keep a savegame at the end, it will be compatible with future updates.
Sofar these missions are with Italian units only... the German contingent arrives in the future El Agheila mission.

Changes after b1:
British Raid: The desert "shortcut" has been made far less appealing;
Nezuet Ghirba: Added several British units in the later attack waves. It was kinda tough decission, the difficulty of this mission depends in some part to the auxiliary units that were evacuated during Fort Capuzzo scenario.

b2 https://www.sendspace.com/file/z1jx0m

Extract in documents/my games/panzer corps/mods and overwrite. In case there is a problem with the savegame, delete the Italy Corps folder and extract the zip again.

Re: Italy Corps (b2 available for play)

Posted: Tue Jun 09, 2015 1:53 pm
by arverner
It is actually pretty fun to blitz with the Italians in the scenarios released so far despite the fact that this is merely a vanilla campaign :)

Re: Italy Corps (b2 available for play)

Posted: Tue Jun 09, 2015 7:09 pm
by Ratten1
Having fun with the game is what its all about. And that is the reason I play this game whenever time allows me to.

Re: Italy Corps (b2 available for play)

Posted: Tue Jun 09, 2015 8:00 pm
by nikivdd
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Re: Italy Corps (b2 available for play)

Posted: Sat Jun 13, 2015 8:13 pm
by Ice5643
Just played through the update. The scenarios were fun and reasonably quick so great work on that. Difficulty also seemed appropriate. The only comment I have is that in some scenarios you have supply dumps (Frontier Wire and Sollum) and there is that random Oil Well in BuqBuq. I assume these are for flavor, but I always think that they could be important (like the reward hangars in Dash to the Wire in Afrika Korps) so I go out of my way to protect or destroy them and am then somewhat disappointed when that makes no difference whatsoever. I just thought it might make sense to add some incentive for that (i.e. 50 or 100 prestige for each supply dump protected on the frontier because those supplies are needed for the invasion). Thats just an idea, your mod is shaping up to be a really great campaign.