AOredone updated

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Andrea69
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Re: AOredone updated

Post by Andrea69 »

Hello, AOredone 1941 East is almost ready.

Here you can read the detailed changelog of what is coming.

Changelog

V. 1.4

- Major update for the equipment file (units.csv)
- Fixed the Vltava string name in Czechoslovakia (AO 1939)
- Changed name of Totenkopfverbande aux units in Arras (AO 1940) to Totenkopf Division
- Slightly changed the elite objective in Lille (AO 1940); now you have to destroy at least 150 French units from their starting lineup
- Fixed a typo in Valona LUA (AO 1940)
- New revision for AO 1941 East

------------------
-- Units Update --
------------------

- First step towards the return of a glorious PC1 feature: the Elite Units

- For now I just added the new Elite Infantry Class, which shares the same transports as Heavy Infantry Class (like half-tracks) but with different traits

- For Germany, starting from 1941, there are elite versions of Infanterie, Kavallerie, Gebirgsjäger, Pioniere and Grenadier models: they have the No Purchase trait (so they are recruitable only with Limited Availability or as gift units), +1 Ini and +1 CD than their standard versions and also No Retreat and Combat Luck traits (the latter to simulate their greater reliability on the battlefield), but Pioniere lose the Entrenchment Support trait (for some reason these trais are not compatible all together)

- This new infantry class currently includes also DK Guards, Soviet Guards, US Rangers and US Marines, British Commando and British Guards: all of these regularly recruitable with no improved stats, but they get No Retreat and Combat Luck traits and they have access to the transports of Heavy Infantry Class. The British Commando trade No Retreat for First Aid trait

- In addition the Elite Infantry Class belongs to all Paratroopers in the game, including British SAS, but Paras trade No Retreat and Combat Luck for First Aid and Evasive traits (to simulate their ability to resist even in most critical situations)

Therefore to summarize what's new for infantry and Elite Units:

- Added German Elite Infanterie, Kavallerie, Gebirgsjäger, Pioniere and Grenadier 1941/43/45 (41/43 only versions for Kavallerie)

- Added British Guards 1939/1941/43/45; 1943/45 versions for Soviet Guards and US Marines; 1943/45 versions for British Commando and SAS; 1945 version for US Rangers

- Also added 1945 version for Soviet SMG Infantry and 1943 version for Italian Alpini and Bersaglieri; I'll probably add some more 43/45 versions for various infantry models in future releases

Other changes/addons:

- Added 8.8cm FlaK 41 air defense/antitank (also available in artillery switch-mode)

- Added StuGIIIE, artillery/antitank upgrade for StuGIIIB (dates 01.09.1941 - 01.12.1942) with better SA performance as it carried additional MGs

- Added Ferdinand tank destroyer (availability dates 03.05.1943 - 31.01.1944) to replace Elefant in 1943 (Elefant new dates: 01.02.1944 - 01.01.1949)

- Added TankKiller trait to the Sturmtiger storming gun, as it was very powerful even against hard targets

- Added Karl-Gerät 041, late 1944 upgrade for 040 version with longer barrel and better armor, with +1 Range and +2 GD but slightly less HA and SA

- Added IS-4 tank (01.01.1946 - 01.12.1949), you'll see some protos in AO 1945 and it will be back even in AO 1946


----------------------
-- AO 1941 East --
----------------------

- Heavy map editing/polishing/naming for almost all scenarios (only Stalin Line/Tallin/Leningrad path untouched)

- Added Grondel's random hero script, reserve script and capture airfield script (this one in few scenarios only)

- Added elite objectives in many scenarios

- ZAGREB - only minor tweaks for map and gameplay in this small but funny scenario to begin the long 1941 East campaign. I just added a few more Yugoslav units and updated the stance for some of them to better defend the bonus objectives and not much else. Also no elite objective and neither reserve script nor capture airfield script in this one

- YUGOSLAVIA - major facelift for the map here, imho really too compressed in its vanilla version. In addition to the new bigger map with many more details, although not extended as far as the Greek border like the original one, the scenario features recon hero Fritz Klingenberg joining your army (+2 Speed, +2 SA, Sixth Sense and from this version Liberator traits) as a bonus upon capturing Belgrade. Also you have control of a limited but valuable contingent of Hungarian troops (historically accurate, pardon me if little earlier than when they actually attacked), very useful for example to achieve the elite objective to capture at least 80 Yugoslav Flags, which grants you some German prototypes (19 PanzerIIIJ, 21 Panzerjager35R and 19 Bf110E) and a HU Infantry41 gift unit

- THESSALONIKI - I really like the vanilla scenario, but I thought it was time for a robust map upgrade to properly represent such a large-scale operation. Leaving aside as far as possible the timeline problems with the Yugoslav Front (considering for example that Thessaloniki historically fell on the 9th of April), I have modified the Italians stance as in fact their offensive had already taken place, failing miserably like the winter one, while by the time of the German invasion a counterattack led by Greek and then also Yugoslav forces was actually underway. However even this offensive was quickly contained thanks to German intervention, so by the scenario start everything is more or less on your shoulders. As for the Metaxas Line, it has been further strengthened compared to vanilla, especially its eastern part (historically accurate), so the Bulgarian troops should not really be able to make any significant contribution. On turn 14 you still have the event of Michael Wittmann transfer from Recon to Artillery (he gets +1 Range, +2 Speed, Tank Killer and AT Support traits, no changes from AOredone 1.0), while the tough elite objective to destroy all structures of the Metaxas Line (hint: bring with you the K5) rewards you with an Italian Bersaglieri gift unit and the usual German prototypes (23 SdKfz7-2AA, 11 DickerMax and 13 Ju87D3)

- THERMOPYLAE 1941 - just minor tweaks for the map here, fixing some mistakes of my first review. At start you still have the option to acquire 19 Bf109Z for 4 CPs (no changes), while the depot with the hidden British assault guns has been moved to the town of Stylida. Also no elite objective for this small transitory scenario

- OPERATION MERCURY - hard time here to properly update the map in order to represent this battle as best as possible. The problem of the limitations on aircraft movement has required a compromise between geography and gameplay (well that's true in every map), however many details have been added, such as the so-called Prison Valley, while the new representation of the area around Chania will probably benefit the northern group of Student's Fallschirmjager, allowing them to land more safely than vanilla. Anyway I have toned down all of them as now they are more powerful and the Creforce has been strengthened. At start you may get 19 He111Z for 5 CPs (no changes), while at turn 18 your top aircraft hero Adolf Galland is replaced by fighter hero Walter Dahl (+1 Ini, +2 AA, +2 AD, HitAndRun and Aiming Assistance, trading Leadership for +2 AD from AOredone 1.0). Finally the prize for the difficult elite objective (to sink the HMS Fleet) is heavy bomber hero Hermann Hogeback (+2 NA, +2 AD, Lightning Attack and Double Move) and some prototypes (35 AB41, 15 PanzerIIIJ, 29 MC202Folgore and 15 Bf110F)

- UNDISCLOSED LOCATION PO - very minor tweaks to the map here, but I have added also a couple of airfields in case you'd like to train some aircraft. At start you still have the equipment choice between SturerEmil and DickerMax, but I have tweaked it because you could have already been supplied by a fairly good number of Dickers through the previous elite objectives: now for 3 CPs you can get 19 SturerEmil (no change) or 29 DickerMax. Moreover as in Pindus (AO 1940) you'll have the chance to upgrade for free your Italian Infantry and M13-40 tank - if you still have them - to Italian Infantry 41 and M14-41 models; same way for your Azul Infantry, upgradable to Azul Infantry 41 model. The other choices throughout the scenario (Messerschmitt offer, Rudel traits) are unchanged

- RASEINIAI - I remember that the underwhelming vanilla map was one of the strongest motivations for me to start modding this game, even if the scenario was still enjoyable thanks to the powerful Soviet armored counterattack. Today, after the second revision of the map, for sure its accuracy has been much improved; as for gameplay, the difficulty has increased significantly, even at the cost of not being one hundred percent historically accurate. Anyway, excluding the new bigger map with many more Soviet units, all choices and events of the vanilla version (prestige sink, minor nations equipment, Azul Infantry spawn) have not been changed if not for minor tweaks: you'll receive an updated Azul Infantry 41 and you won't have 35 M14-41 tanks but only 45 L6-40Lf and 45 38MToldiI. Finally the challenging elite objective (to capture Panevezys and Ukmerge) rewards you with a first pack of heavy Soviet tanks (13 KV1-40, 19 KV2TNK, 19 T34-40 and 29 T28)

- MINSK 1941 - another major facelift for the map here. The accuracy of the Bialystok pocket has certainly improved as well as of the battle of Bialystok-Minsk in general, but unfortunately it was not possible to keep Brest Litovsk (and so the famous siege of its fortress) because the size of the map would have become too large even for my standards. Anyway, as in AOredone 1.0, you would not get anymore a second armoured train but you'll still be able to gain a powerful Karl Gerät 040 as the prize for the elite objective (to destroy at least 80 Soviet vehicles) as long as some German prototypes (17 SdKfz7-2AA and 15 Bf110E)

- SMOLENSK 1941 - the map has been almost totally reworked to add some key locations I had to cut in Minsk 1941 (like Borisov and the Berezina River crossings) as well as Polotsk and the Western Dvina crossings. In addition its size has been upscaled according to the previous Russian maps. The result is a longer, harder but also hopefully more enjoyable scenario, where you'll have to deal with a lot of Soviet armies. The elite objective (to capture all victory hexes) will grant you the first wave of German elite infantry (50 EliteWehrInfantry41, 50 EliteGebirgsjager41, 25 EliteGrenadier41 and 25 ElitePioniere41). Finally in this scenario the capture airfield script has been reactivated

- YELNYA OFFENSIVE - after some more research I decided to completely rework the northern side of the map, where the main part of the battle was actually fought and the Soviets achieved a minimal but very morale-boosting victory. The result is a tougher scenario, as the Soviets are stronger than vanilla and you have to protect more objectives. At start you can receive 26 Bf-109z for 5 CPs (no changes) while the difficult elite objective to destroy at least 4 Soviet HQs (hint: once again bring with you the K5) rewards you with a minimum of 600 prestige, another wave of German elite infantry (35 EliteKavallerie41, 15 EliteGrenadier41 and 15 ElitePioniere41) and some more Soviet tanks (17 KV1-40, 21 KV2TNK and 19 T34-40)

- GOMEL - the not so accurate 1.0 map has been redone to be consistent with the new Smolensk 1941 one, with which shares the starting positions to the north. So you have to expect a much bigger map but also a more difficult scenario as I kept the same number of core slots. The elite objective (to reach the junction for Konotop) will grant you a refill of German elite infantry (25 EliteWehrInfantry41, 15 EliteGrenadier41 and 15 ElitePioniere41) and prototypes (19 PanzerIVF2 and 15 Ju87D3)

- LOKHVITSA - hopefully this new, completely redone version fixed some critical mistakes I did in my first review, like the German bridgehead on the Dnieper River in Cherkasy and not in Kremenchug as it historically was and a more accurate course of the Dnieper River. Anyway, from a gameplay point of view, you have to expect a tougher scenario due to the new terrain conformation and the positioning of the Soviet units. At turn 3 you still have the chance to spend 5 CPs to get 25 He111Z (no changes), while the elite objective (to capture both Sumy and Poltava) will reward you with 1000 prestige, another refill of German elite infantry (25 EliteKavallerie41, 25 EliteGebirgsjager41, 11 EliteGrenadier41 and 11 ElitePioniere41) and most of all tank hero Wilhelm Wendt (+1 Speed, +2 SA, Machine Gun and Reduced Slots)

- KIEV 1941 - the map has been adjusted to take into account the changes in the Lokhvitsa one, but speaking about gameplay the result is not that different from my previous review. At turn 20 you still have the chance to get some Soviet equipment for 4 CPs (no changes), while the elite objective (to destroy all Soviet units) grants you a big prize like a Il2Shturmovik gift unit (guess really everyone will try to get it) besides some German prototypes (15 PanzerIVF2, 19 21cmNblwf42 and 17 Bf109G)

- BRYANSK - the map has been redone to fix some scale mistakes and to add more details, but the gameplay has not changed a lot with rainy weather and muddy terrain still ruling the battle. At start you may acquire the powerful infantry hero Helmut Wirnsberger for 8 CPs with +3 Ini, +1 Speed, Low Profile and Ignores ZOC (no changes), but if you choose to get him you won't have the random hero, while the prize for the difficult elite objective (to capture both Karachev and Kirov) is just 1000 prestige and some more German prototypes (13 PanzerIVG and 15 He177A) and Soviet equipment (15 KV1-41, 17 T34-41 and 21 ZIS30)

- MOZHAISK LINE - the previous review' map, rather imprecise, has been completely reworked. Some examples: you have no more Obninsk, which did not exist in '41, while close to Mozhaisk you now have Borodino, where the battle even if not famous like the Napoleonic one was still significative. In general, once again expect a tougher scenario than vanilla, with Soviet Guards waiting for you to defend the final objectives. At start you still have the choice of a new prestige sink, but as in Raseiniai you won't have any M14-41 but only 45 L6-40Lf and 45 38MToldiI; also I added the reserve script left out in the previous review. Finally the elite objective (to capture Serpukhov) grants you another refill of German elite infantry (25 EliteGebirgsjager41, 13 EliteGrenadier41 and 13 ElitePioniere41) and of German prototypes (11 PanzerIVF2, 13 21cmNblwf42 and 12 Bf109G)

- BATTLE OF MOSCOW - this is really one of the most difficult maps I've worked on with the goal of adding depth and detail, where the problem is balancing the scale for the city of Moscow and the rest of the map. I've done my best, and I will take the final result as the basis for the final showdown in AO 1945 (in the likely event that I decide to create a Moscow 1945 scenario), maybe readding Tula that I had to cut in this one. Anyway, if you think that excluding Tula made this easier you are very wrong, you should instead expect the difficulty bar much higher than vanilla. Even raiding the Kremlin will be complicated, while the tough elite objective (to capture all key bridges over the Moskva) will grant you a 88mmFlaK41AA gift unit and some precious German prototypes (21 StuGIIIF-8, 25 SdKfz234-1-8Rad, 15 Fw190F and 19 Ju87D5)

- KLIN - the map has been partially reworked for better accuracy and the Soviet armies have been repositioned accordingly, but not much more for this little pleasant ending scenario. As for the difficulty, the initial phase of the evacuation should now be easier but the middle phase more complicated due to additional Soviet troops positioned in the center of the map. The vanilla choices (spending the remaining CPs for some Russian equipment and the TigerTrade involving 100 KV1-40 parts) are unchanged. Finally no elite objective in this scenario
raider45
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Re: AOredone updated

Post by raider45 »

Great. :lol:
I'm excited and looking forward to seeing my squad from the 40th DLC in the 41st. 8)
raider45
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Re: AOredone updated

Post by raider45 »

Andrea, is there a link for no steam user?
Andrea69
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Re: AOredone updated

Post by Andrea69 »

raider45 wrote: Mon Apr 21, 2025 1:33 pm Andrea, is there a link for no steam user?
Hello, you can find it at https://www.slitherine.com/forum/viewto ... 4#p1051894
scorehouse
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Re: AOredone updated

Post by scorehouse »

My Alpini didn't update to 41 nor was it offered? the Dicker Max did appear
Andrea69
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Re: AOredone updated

Post by Andrea69 »

scorehouse wrote: Wed May 07, 2025 8:36 pm My Alpini didn't update to 41 nor was it offered? the Dicker Max did appear
Hello, the Alpini will be able to upgrade only later to the 43 model
scorehouse
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Re: AOredone updated

Post by scorehouse »

the scenario or the Campaign?
Andrea69
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Re: AOredone updated

Post by Andrea69 »

scorehouse wrote: Wed May 07, 2025 10:47 pm the scenario or the Campaign?
You'll be offered to upgrade them during AO43 to Alpini 43
adiekmann
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Re: AOredone updated

Post by adiekmann »

As was previously the situation in GC Redone, the training scenario in 1943 the Azul Infanterie '41 do not upgrade to the '43 version. I am guessing this will be fixed in Andrea's redo of the Redone? :wink:
Grondel
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Re: AOredone updated

Post by Grondel »

adiekmann wrote: Sat May 10, 2025 5:49 pm As was previously the situation in GC Redone, the training scenario in 1943 the Azul Infanterie '41 do not upgrade to the '43 version. I am guessing this will be fixed in Andrea's redo of the Redone? :wink:
quickfix if u feel like it:
replace LUA lines 571, 583 and 595 with

Code: Select all

if (captor.native_type.name == "AzulInfantry" or captor.native_type.name == "AzulInfantry41") then
sers,
Thomas
scorehouse
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Re: AOredone updated

Post by scorehouse »

playing the 41. is the only bridging unit a Bruckpioneer? thought there was a tank and a Infantry Transport but can't find one?
Retributarr
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Re: AOredone updated

Post by Retributarr »

scorehouse wrote: Mon May 12, 2025 10:24 pm playing the 41. is the only bridging unit a Bruckpioneer? thought there was a tank and a Infantry Transport but can't find one?
I'm playing the same Game at this time. I have noticed that when my "TANK" rests on a Bridge or on a River-Hex that a "?ShhKlunk" noise or sound is generated. I have also noticed somewhere... can't recall at this moment where i saw it... but!... it was indicated that the "TANK" could then act or substitute for a Bridge .
VirgilInTheSKY
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Re: AOredone updated

Post by VirgilInTheSKY »

scorehouse wrote: Mon May 12, 2025 10:24 pm playing the 41. is the only bridging unit a Bruckpioneer? thought there was a tank and a Infantry Transport but can't find one?
You mean the Sd.Kfz 251/7 Ausf. D? That one is available from May 1942, not in 1941.
Andrea69
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Re: AOredone updated

Post by Andrea69 »

VirgilInTheSKY wrote: Tue May 13, 2025 6:42 am
scorehouse wrote: Mon May 12, 2025 10:24 pm playing the 41. is the only bridging unit a Bruckpioneer? thought there was a tank and a Infantry Transport but can't find one?
You mean the Sd.Kfz 251/7 Ausf. D? That one is available from May 1942, not in 1941.
Hello, this is right, as bridging units currently Germany has the Bruckenpioniere and just the SdKfz251-7Bridge, which is available from May 1942
scorehouse
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Re: AOredone updated

Post by scorehouse »

I tried the BridgeEngineer hero trait and applied it to a tank and a recon unit but it didn't work. so I went with the Bruck, planted it on a river. the Verdega crossed over it but a recon unit, 2 artillery units. one towed the other the Nerfwagon. were not allowed to cross. was trying a bold encirclement maneuver. strange the Verdega could cross but nothing else. I didn't try infantry because my plan was to use Fallshirmers to attack from the back once my heavy force was in range rapidly closing upon the objective. forced to restart.
scorehouse
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Re: AOredone updated

Post by scorehouse »

MOSCOW-41. if you have City Fighter on any of your units, where on the map do they apply or is it the whole Battle? Alpine is fairly straight forward but City Fighter, not sure how you determine where it will be effective?
Grondel
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Re: AOredone updated

Post by Grondel »

scorehouse wrote: Tue May 13, 2025 3:41 pm MOSCOW-41. if you have City Fighter on any of your units, where on the map do they apply or is it the whole Battle? Alpine is fairly straight forward but City Fighter, not sure how you determine where it will be effective?
On any tile that has houses on it. doens´t matter if it´s big dense city or just a small village.
By hitting "L" u can open the battle predictions. they have all the bonuses in them that apply to a fight.

sers,
Thomas
scorehouse
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Re: AOredone updated

Post by scorehouse »

thanks
scorehouse
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Re: AOredone updated

Post by scorehouse »

Moscow was a hellava fight. after Kiln, the 41 will be over. is 1942 updated or in process? thanks
Andrea69
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Re: AOredone updated

Post by Andrea69 »

scorehouse wrote: Wed May 14, 2025 11:43 am Moscow was a hellava fight. after Kiln, the 41 will be over. is 1942 updated or in process? thanks
I am working on AO42, but it will take some time before it's ready, I'm about halfway there
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