Battlefield: Europe MOD v2.4

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Uhu
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Re: Battlefield: Europe MOD v1.5

Post by Uhu »

Finished - with a DRAW... :roll:
There were so many new events and new aggressive actions by the AI... I was used to it, that in the last 20 turns, nothing unpredicted can happen - now it could! :shock: Still, I was about 5-10 turn from the DV - only Arhangelsk and the last British oilfield was on the row to be taken. (But several major objectives could be taken only in the last turn!) But I made also a few mistakes too.
The Bombing war was harsh, I got several times (no more, than 10) penalties with 50 prestige. But the 2, than later 4 Fw 190's and the Ju 88G and the many AA's could mostly handle the situation.

Suggestions and issues:
- I got penalties from the partisans in the Gomel-Kiev-Kursk triangle BEFORE the end of the axis turn.
- as it is a good idea to have the Hetzer in the Marder II family, I would put the Jagdpanzer IV and IV/70 in the StuG family, so they will be used too and strengthen the assault guns line, because with the arrival of the T-34/85's, they get butchered. I would put the Marder III's also in the Marder II family, plus the Hornisse too - maybe somebody will use them... (I never).
- For the Rommel version there should be a different download, where all penalties are doubled - in Rommel, the game automatically half not just the "income", but also the "outgoing", so I had always take the real amount of penalty with cheat.
Last edited by Uhu on Wed Dec 31, 2014 11:26 am, edited 1 time in total.
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hugh2711
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Re: Battlefield: Europe MOD v1.5

Post by hugh2711 »

Did you take the uk ? and if so did you do it early on and what difference did it make?
Uhu
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Re: Battlefield: Europe MOD v1.5

Post by Uhu »

hugh2711 wrote:Did you take the uk ? and if so did you do it early on and what difference did it make?
Oh, right, I didn't mention, that I played it on 'Historical' (+Rommel) difficulty. That means: I conquer only so much ground, as in the history the Axis did, until late November, 1942. After that, I get free hand ("Changing Point"). Therefore, it was not allowed for me to capture England early. I could make the landing in late 1943 in Plymouth and I was long time happy, that my forces were not wiped out... :)
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Ason
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Re: Battlefield: Europe MOD v1.5

Post by Ason »

Thanks for this nice scenario McGuba, I really like it so far!
I just got one question/bug report if you still make changes:)

(Spoiler below)
I advanced to the blue line (quite late in the game, made the offensive somewhere areound turn 40-50) and only captured Leningrad of all the major objectives, then I pulled back from the blue line around turn 60. I then waited quite a while for the soviets to catch up to me, but nothing seemed to happen... At turn 78 I turned on fog of war cheat to see what was going on, and this is what it looked like.. Shouldn't those units in the east move towards Berlin or something?

SPOILER!!
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nightterrors
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Re: Battlefield: Europe MOD v1.5

Post by nightterrors »

After a three-week pause I just finished playing the 1.4 version of the mod. I won by defeating the Soviet Union by late 1943. I didn't really feel like major offensives anymore so I spent the rest of the game holding the line, only advancing to the Suez Canal with a small force. I managed to achieve air superiority over the Western Allies by turn 85.

I will now begin the latest version of the mod, this time going for victory over the UK and then armored combat in the East.
Uhu
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Re: Battlefield: Europe MOD v1.5

Post by Uhu »

New experiences and suggestions:
- I would put the Marder III's and the Hornisse in the Marder II upgrade family to use them. Otherways I don't think, anybody would buy them for full price.
- I would put the JgdP IV family in the StuG family. StuG's get butchered by the T-34/85's, so it would be also from that point to have a good upgrade option. Also, I do not expect anybody to buy JgdP IV's for full price. But the (upgrade) price for the IV/70 should be higher.
- Why have the Fw 190's so high fuel level? I'm not an aviation expert, but Wikipedia writes a range of 800 km and 850 km for Bf 109G-6. So, fuel level for Fw 190's shall be between 50-60?
- The same thing with Ju 87D - also too high fuel level
- Is it somehow possible to give to the transport planes fuel system? Without it and with the all-weather use of the Fallschirmjägers, this unit works like a superweapon. I try to use them realisticaly: taking all axis airfields on the way and calculcate a possible maximal range and only use paradrops in clear, or clody weather. Still, it would be nice a working system for them.
- Bombing war works fine: with just two Fw 190's guarding the sky, I already got a few penalties in 1943, while in 1944, already with 4x Fw 190's (plus AA) I got many, penalties. Because of the Rommel-penalty-bug (getting the penalties halfed) I had to correct it always with cheat. On the other hand, I find penalties in rain unfair, so I also corrected it with cheat.
- The gift Bf 110G is obsolote in Western Europe, so I transported it to the East and converted to Me 410.
- The gift Ju 88G was on the other hand a good "cleaner": hiding from Allied fighters, mainly operating not in the front line, it was good to destroy already weakened Allied bombers, or sometimes even very weakened Allied fighters.
- The new Soviet counter-attacks brings more fun and big challange to the game, because the scarce resources has to be redirected to eliminate them. The ***SPOILER*** new, harder British resistance in the Middle East (at least in the later stage of the war) brings an even greater challange and makes a DV possibility (capturing all British objectives) even harder to reach!
Last edited by Uhu on Mon Jan 05, 2015 4:37 pm, edited 3 times in total.
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Uhu
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Re: Battlefield: Europe MOD v1.5

Post by Uhu »

hugh2711 wrote: 2) If iceland becomes so important(; two large counterattacks!), then surely to make it more realistic the port should be open so your ships could dock as it is and was used in physical reality.
I would not make it either, because it would possibly affect the balance too far: having a good airbase and crippling the Allied naval-air activity is already a big plus to the Axis. On the other hand, it would be also not realistic to operate a naval base so far from the Axis mainland: PzC do not simulate supply lines: if you took a city, or airfied, soon you can buy anything, like in a supermarket. But imagine, how hard would be to bring supplies continously to far distances to Iceland, through a region, full of strong Allied naval and air presence...
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Delta66
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Re: Battlefield: Europe MOD v1.5

Post by Delta66 »

BE 1.5 comments


First, congratulations for all the new images, medals and heroes, this is truly a great work.

About heroes It seems, I received a lot more than before. In the end I had many units with one hero and a few with two. I'm not sure if this is a change in the rules or a matter of circumstances, anyway I found it was good.

Playing in Rommel, RNG, rules 1.20
I conquered the Soviet Union by turn 45, and finished with a DV on turn 68.


I start the Barbarossa scenario with 3x Pz IV E, 3x 15 cm sFH18, 1 SturmPz I, 2x Bf 109F. Averaging 2 stars each. I had a tank with a A3 hero and an Artillery with A2.
An extra plane would probably be better now that we start with less plane and that the air-war is more important.

Playing in Rommel difficulty I use only green replacements, and I didn't improve a lot of units. My first priority is to improve the Pz I and Pz II to Pz IV, and maybe the Pz 38t later if I have enough pp. I also improve some of the older Pz III in family to newer version with the intention to upgrade them to Panther later.
Then during the no flight winter turn I try to improve the older Bf 109 E to Fw 190. But they are so expensive in Rommel that I can hardly afford to convert them all and I still have Bf 109E in 1943.
No infantry or artillery upgrade at all !
Later I converted two truck-less 37mm AT guns to StuG.

I improved my east strategy and tactics quite a bit, making the most of all minor troops and even the dated 37mm AT guns.
My first focus is Leningrad, with massive air and naval support, I captured it by turn 14 (Jan/01/42).
My armored spearheads keep driving east toward Moscow and Kharkov, I leave it for the infantry to close the Kiev Pocket. As a result I reach Moscow early when is it not still strongly defended. Although I had to retreat a little and abandon the city hexs to reduce the momentum of the Soviet counterattack, I finally completely captured Moscow by turn 18 (Apr/3/42). In contrast The Kiev pocket was cleared later than usual during the first winter.
I improved the way I cross the upper Don between Tula and Voronezh, an area where I always had difficulty in the past, taking fewer losses than before and no units completely destroyed. Moving closer to the Volga I was a bit less careful and lost some units however at that point it didn't matter so much anymore.

I don't know if it is intentional, so I mention it just in case it is not, but I get the « USSR  conquered » message and bonus pp, while there was still two victory hexes left to capture in the Soviet Union (Baku and the neighboring oil field).

Norway is more lightly defended now, I don't know if we are supposed to send some reinforcements there ? I played with only the at start force and when USSR was down I sent an extra infantry in Norway. I think it is ok like that, as before there was some incentive to remove units from Norway in particular the AA gun.

Malta is a bit harder to capture, but with a dedicated effort it will happen during 1942. On the other hand Gibraltar is much harder to capture as there is no airfield in range to support an efficient air attack. Again I think this is good.

Torch Landing, you can still prevent the main landing by blocking the Gibraltar strait with a dived submarine, but this is much much harder than before. I did it by using all the German Atlantic fleet and subs (I don't go raiding the cargoes at all), with the help of the Germans subs in the Mediterranean too. Scouting with the schnell boat and killing one by one all the allied ships and subs around Gibraltar. In the end I lost most of my destroyer and other ships were damaged too. But you can still prevent the big US invasion (I think it is scheduled for turn 46). I think that the changes in 1.5 go in the right direction.
As I prevented the allies from landing any units in north Africa French Vichy zone was never activated for play.

I had no major problem in Libya or Egypt with the force staring there, plus the Gebirgsjäger from Crete. The big British reinforcements appeared when I was crossing the Suez canal. Although it hurts to encounter 12 strength units while you are in canal hexs ! I think it was much more natural and better than before, where the British reinforcements could appear out of nowhere around your units in Cairo.

The air war over Germany seems to work well, However as I was starting to invade Great Britain in fall 1943, my invasion forces attracted most of the bombing raids from that point on. So I cannot comment on how it works for 44 and 45.

Suggestions :

- Starting from November 42 the allied send some transports around the west coast of Morocco for the Torch landing. Here the problem is that those transports are without any escort, so it is easy to destroy them, even with a damaged German fleet. Here I think it would be better to have some destroyers or cruisers escort to keep the Germans honest, moreover I doubt the allied send transport ships without any escort.

- I agree with your previous explanation on why Moscow is still weakly garrisoned in October and November 1941. However I think there could be a stronger Soviet presence, or at least a small counterattack around Smolensk has happened historically. As it is, the Soviet are very passive along the Minsk Moscow highway in 41, and it is fairly easy to reach Moscow ahead of schedule.
Moreover I think that in the event the Germans had reached Moscow suburbs sooner, instead of diverting forces to close the Kiev Pocket, the Soviets would probably have gathered some emergency militia and Moscow would still have been significantly defended, although not as much as in Decemeber1941.

- What about removing some, or all, Finns units once the Soviet Union is conquered ? I'm not sure they would have been enthusiastic about invading England for example.

Overall there are many improvements from previous version. Thanks for this amazing job
Uhu
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Re: Battlefield: Europe MOD v1.5

Post by Uhu »

Delta66 wrote:BE 1.5 comments
Playing in Rommel, RNG, rules 1.20
I conquered the Soviet Union by turn 45, and finished with a DV on turn 68.
Nice work Delta66! 8)
What does mean RNG?
If you want to make it on even harder difficulty, I recommend the 'Historical' level: it means, you start Barbarossa with the given core units types, you can just capture territories and cities, as they were captured in the timeline. Given nationalities fight, where they fought historically (at least mostly). Ships and aircraft can be used freely (except finns, who can used just over Finland and the sea). All that until late November, 1942, after that the player get free hand.
Last edited by Uhu on Tue Jan 06, 2015 12:10 am, edited 2 times in total.
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Uhu
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Re: Battlefield: Europe MOD v1.5

Post by Uhu »

v1.5 on Rommel, on Historical level Finished!
Total Victory: the two last remaining Soviet objectives were captured exactly in the last turn...! :shock: :D
This time again, I made many mistakes in the later part of the scenario due to my total sleepiness... :? :)
Almost everything was finished not earlier as after turn 90: the capture of England, the capture of the Middle East, the capture of the British oil fields. OK, Leningrad could be captured about several turns earlier.
Great mod, but I hope, I will not play it again anymore - it takes so much time away and it is so addictive ("just one more turn" - CIV addiction :D) that real life suffers from it.
This mod also great, because your efforts and achivements are like investments which grew slowly, but after some times you get big incomes for them: if you do not loose many units, if you do not suffer big casualties and if you manage smart the prestige and the upgrades, later this pays out and you will have the chance to turn the tides and make the impossible.
This scenario is also like the universe, where every unit, even the tiniest has its purpose: for example the weak Hungarian and Romanian replacement inf troops are great for partisan hunting, because on close terrain, their values are mostly the same, as other inf units, while they are cheap, so replacement is also cheap.
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Ason
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Re: Battlefield: Europe MOD v1.5

Post by Ason »

I can't believe how everyone can beat this so "easily"? I can hardly upgrade any tank/aircraft units because of low prestige..On turn 85 I still have PzIII's and Bf109F's...
I have to use all my prestige for reinforcement..:/ And none of my units gets heroes or awards... one time I had a unit with more than 25-30 kills but still got nothing.. Most of my infantry have maybe 8 kills at best when the campaign is over, and you need something like 30 kills for an awards/hero ? what am I doing wrong :(

If I start with the Poland campaign will those units be saved for the next campaign? Maybe that's why I don't get any heroes and awards, because I start directly at Barbarossa??
Uhu
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Re: Battlefield: Europe MOD v1.5

Post by Uhu »

Ason, welcome to the club! :)
Don't loose your fate, you can do it! :wink: Keywords are: focus, experience, and patience, patience, patience.
I play this mod since the beginning: I played it through about 4-5 times, plus I had about 5-10 tries, where I had to abandon it, sometimes even at turn 70-80...
It depends also, how long do you play PzC - if you are a beginner, or played just the vanilla campaign and the silly DLC's (and no harder mod-campaigns), than you will have to probably develop yourself further, because this mod is unforgiving: if you make mistakes, a few can be tolerated, but after loosing the n+1 units, or having constantly high casualties, you will have than simply no chance to make a DV. But, as McGuba wrote, to making a MV is also a great achivement, so do not worry! If you have patience, you will get the DV also after some battles.
Ason wrote:I can't believe how everyone can beat this so "easily"? I can hardly upgrade any tank/aircraft units because of low prestige..On turn 85 I still have PzIII's and Bf109F's...
I have to use all my prestige for reinforcement..:/ And none of my units gets heroes or awards... one time I had a unit with more than 25-30 kills but still got nothing.. Most of my infantry have maybe 8 kills at best when the campaign is over, and you need something like 30 kills for an awards/hero ? what am I doing wrong :(

If I start with the Poland campaign will those units be saved for the next campaign? Maybe that's why I don't get any heroes and awards, because I start directly at Barbarossa??
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Delta66
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Re: Battlefield: Europe MOD v1.5

Post by Delta66 »

Hello Uhu,
RNG stand for Random Number Generator for combat, i.e. not chess mode.
Ason wrote:I can't believe how everyone can beat this so "easily"?
That's not everyone, Uhu and I are every experienced players and familiar with the mods. My first plays were not so good now I can capture objectives 20 or even 30 turns before my first play! and that is using mostly the at start units. The challenge, and difficulty, with this mod is that not only you have to be familiar with PzC basics and advanced tactics, but additionally there is an extra layer of strategic decision unseen in most PzC scenarios.

In Rommel difficulty I rely on quick success, because I cannot cope with the Soviets and western Allies upgrades in the long term.
Sure it helps a little to start in Poland, to start into Barbarossa with some experienced units and maybe 2 or 3 heroes. However that's only 9 units from the 250+ you have in Barbarossa so it doesn't make a huge difference.
Ason
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Re: Battlefield: Europe MOD v1.5

Post by Ason »

Ah I see, I'll give it another try. Thanks guys:)
hugh2711
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Re: Battlefield: Europe MOD v1.5

Post by hugh2711 »

Ason; I find if you start the whole campaign with poland by the time you get to barbarossa you can start barbarossa with 4 extra two star fighters (one at least with heroes), two of each get dispatched to each front immediately, that makes quite a difference. I also save those panzer 3's along with a number of other two star units for later on when they are upgradeable to something decent e.g panther or tigers. I use the satellite nations as canon fodder to conserve prestige for later on. I sneak across the black sea as soon as i can and get (minimum) two oil fields (version 1.5 i only managed two, other versions more) for more booty,and then there is leningrad and malta for more. in north africa I withdraw to the mareth line where i force lots of surrenders getting more prestige. I force lots of surrenders in the hills from the torch invasion at the same time nearby. I force lots of surrenders from the invasion in normandy by bottling up invaders in the bocage country with cheap infantry. It certainly is all about conserving prestige as only with the very expensive upgraded units can you stop the steamroller russsian counter attacks but even with these tactics i have only ever managed a draw.
It is amazing how engaging this mod is as this mod could never be described as easy! i have to say it is one of the hardest scenario's/mods i have seen - but very addictive.
McGuba
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Re: Battlefield: Europe MOD v1.5

Post by McGuba »

Uhu wrote:- I got penalties from the partisans in the Gomel-Kiev-Kursk triangle BEFORE the end of the axis turn.
The script in v1.5 is set to End of Axis turn for the partisan penalties so I think it was something else.

- as it is a good idea to have the Hetzer in the Marder II family, I would put the Jagdpanzer IV and IV/70 in the StuG family, so they will be used too and strengthen the assault guns line, because with the arrival of the T-34/85's, they get butchered. I would put the Marder III's also in the Marder II family, plus the Hornisse too - maybe somebody will use them... (I never).
Currently the Hetzer is in the same family with the Marder III and not with the Marder II. Both the Hetzer and the Marder III had basically the same chassis inherited from the Panzer 38(t) and all were produced by Czech factories. Thus I would rather place the Marder II (which used the Panzer II chasses) in the same class with the StuG, Jagdpanzer and other German produced AT units. Currently the Marder II is a dead end with no in-family upgrade option so it is not a very good upgrade. The StuG III used the chasses of the Panzer III and the Jagdpanzer IV used the Panzer IV chasses. It might be a good idea to place these in the same family, but it would have a game balancing effect so some caution is needed.

- For the Rommel version there should be a different download, where all penalties are doubled - in Rommel, the game automatically half not just the "income", but also the "outgoing", so I had always take the real amount of penalty with cheat.
Yeah, it would make some sense, but now I am just too lazy to do it. :oops: Maybe later.

Ason wrote:I advanced to the blue line (quite late in the game, made the offensive somewhere areound turn 40-50) and only captured Leningrad of all the major objectives, then I pulled back from the blue line around turn 60. I then waited quite a while for the soviets to catch up to me, but nothing seemed to happen... At turn 78 I turned on fog of war cheat to see what was going on, and this is what it looked like.. Shouldn't those units in the east move towards Berlin or something?
Eventually they will. In this mod the Soviets attack in waves to better simulate those infamous 'Steamroll' offensives, but in v1.5 I reduced the number of offensives for another reason which has something to do with the limited number of AI zones. Now I think it was a mistake so I will add some more offensive triggers in the next version.

nightterrors wrote:After a three-week pause I just finished playing the 1.4 version of the mod. I won by defeating the Soviet Union by late 1943. I didn't really feel like major offensives anymore so I spent the rest of the game holding the line, only advancing to the Suez Canal with a small force. I managed to achieve air superiority over the Western Allies by turn 85.

I will now begin the latest version of the mod, this time going for victory over the UK and then armored combat in the East.
Congrats. :D I also think it is a good idea to go for a Minor Victory before any attempt to make a DV.
Uhu wrote:- Why have the Fw 190's so high fuel level? I'm not an aviation expert, but Wikipedia writes a range of 800 km and 850 km for Bf 109G-6. So, fuel level for Fw 190's shall be between 50-60?
- The same thing with Ju 87D - also too high fuel level
OK, I will check these.
- Is it somehow possible to give to the transport planes fuel system? Without it and with the all-weather use of the Fallschirmjägers, this unit works like a superweapon. I try to use them realisticaly: taking all axis airfields on the way and calculcate a possible maximal range and only use paradrops in clear, or clody weather. Still, it would be nice a working system for them.
I have no idea, I will check it, too.

- Bombing war works fine: with just two Fw 190's guarding the sky, I already got a few penalties in 1943, while in 1944, already with 4x Fw 190's (plus AA) I got many, penalties.
I am happy to learn it. I also think it is fine now. Actually all I did was added as many Western Allied air units as there were (each represent a US air wing or a British group) and made sure there should not be more than the historical number at any given time.

- The gift Bf 110G is obsolote in Western Europe, so I transported it to the East and converted to Me 410.
German bomber destroyers suffered heavy losses so they were withdrawn from daytime use and heavily armed Bf 109s and Fw 190s were used instead. Which also suffered heavy losses and needed escort.

Actually, I am thinking about adding some of these extra cannon armed fighters as an upgrade option, with higher AA and lower AD. I will run some test later.

Delta66 wrote:About heroes It seems, I received a lot more than before. In the end I had many units with one hero and a few with two. I'm not sure if this is a change in the rules or a matter of circumstances, anyway I found it was good.
I did not change anything in this regard in v1.5. You just had more luck I guess.

I don't know if it is intentional, so I mention it just in case it is not, but I get the « USSR conquered » message and bonus pp, while there was still two victory hexes left to capture in the Soviet Union (Baku and the neighboring oil field).
The capture of the Caucasus is not necessary for a victory over the USSR. The message box in early 1942 says:
"With the failure of last year's offensive, this year we have to shift our attention to the Caucasus... The main cities of the Caucasus are designated as secondary victory objectives. Although it is not essential to capture these for a victory over the USSR, it is highly recommended to do so."
Norway is more lightly defended now, I don't know if we are supposed to send some reinforcements there ? I played with only the at start force and when USSR was down I sent an extra infantry in Norway. I think it is ok like that, as before there was some incentive to remove units from Norway in particular the AA gun.
Yeah, I also thought that the units in Norway are not necessary and most players just evacuate them. However, historically the Germans stationed quite a large force there fearing a possible Allied landing which never happened. So, as an alternative in v1.5 I added more unmovable fortifications there and reduced the number of pre-placed ground units. Still it is a good idea to keep 1-2 infantry units there otherwise the partisans would capture the airfields which could be used by the Allied air forces in the air war over Germany.

As a sidenote, if there were some more AI zones I would definitely improve the northern part of the map with the Arctic convoy routes and such, and with even a possible Allied landing in Norway if certain conditions are met. Historically the war in the ETO was decided in the center and in the south, the north was mostly neglected by both sides so I used most available AI zones elsewhere.

Malta is a bit harder to capture, but with a dedicated effort it will happen during 1942. On the other hand Gibraltar is much harder to capture as there is no airfield in range to support an efficient air attack. Again I think this is good.
I think it is ok as well, I believe the Axis had a chance to take Malta, but they never really tried it which was a mistake.

Ason wrote:I can't believe how everyone can beat this so "easily"?
I do not think that everyone calls it easy. On the contrary, I think most players find it rather hard, they just do not voice their opinion here. As I understand humans, they prefer to speak about their successes and not about their failures so there can be many players who tried this mod, but found it too hard and forgot about it without giving any feedback. :cry:
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Uhu
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Re: Battlefield: Europe MOD v1.5

Post by Uhu »

McGuba wrote:Currently the Hetzer is in the same family with the Marder III and not with the Marder II.
Yes, I wanted to write Marder III. True, about the chasses, but since the PzC cannot simulate mostly this, therefore we use it anyway just partially (for example Pz III - Panther, no same chasis :) ). To put the StuG's in the Marder II family would be theoretically a good idea. Still, i would not support it: one cause, that the availability of StuG is near to the Marder II. And the StuG is in 42 an ultimate badass. On the other hand, also because of this, I find it right to pay a full price for this beast. To put the StuG in JgdP IV family would have not a big difference IMHO: the JgdP IV is just 1 GD better (and in your stats it has even wekaer attack values - althrough not at me! :P ). While with the IV/70 version, I think, nobody would buy it for full price: Pz III upgrades are much cheaper and even a clean upgrade from a Pz IIC or other obsolote machine to the Panther G would be a better choice. And the IV/70 has a full price of 500 prestige now, with the upgrade it would be about 300. So, I think, this possibility is suited just for the two German Stugs (1 gift, other upgraded from PzJ I). And IV/70's are anyway available late in the war.

Romanian T-4. I think, it should have the same price, as the German late Pz IVH: the Romanians got many Pz IV's, so it was not so rare, in the other hand, since the Pz III - Panther upgrade option, it is simply not interesting to pay almost 300 prestige for a - in 44 more and more - obsolote machine, if you can have a Panther for just 150 prestige more.
- For the Rommel version there should be a different download, where all penalties are doubled - in Rommel, the game automatically half not just the "income", but also the "outgoing", so I had always take the real amount of penalty with cheat.
McGuba wrote:Yeah, it would make some sense, but now I am just too lazy to do it. :oops: Maybe later.
For the next version I think I could make it. Probably this script is not so many times in the scn, so if I find it, I have to just double the penalty numbers.

I didn't forget the late war inf icons too. I plan to make late war inf icons for the British and Soviets too.
Plus I see it useful to have for most units a different *.png - even they share the same icon - to have different bigunit and better identification, immersion - I started to do this already.
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Uhu
Colonel - Fallschirmjäger
Colonel - Fallschirmjäger
Posts: 1433
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Location: Hungary

Re: Battlefield: Europe MOD v1.5

Post by Uhu »

- The partisan penalty still comes in the beginning of Axis turn. Maybe setting it to the beginning of Allied turn would make a difference?

- I looked the penalties (partisans, bombing), it looks easy to edit them, to make a Rommel version from that. If the next version comes out, I can make it.

- I made some tries to make a more realistic Fallschirmjäger transportation: one solution could be to make it multipurpose with a Ju 52 transport as second unit (with bomber status to have fuel) - but it would still need from the player to play "honorable" to use them realistically. Plus the after-airdrop-suppression would be completely abandoned. So I still don't know, if it possible to adress this issue somehow. Is it not possible to make a bomber transport capable? Or a ground transport (which has fuel system) to "teach" fly? Or making a new transport type?
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uzbek2012
Brigadier-General - 15 cm Nblwf 41
Brigadier-General - 15 cm Nblwf 41
Posts: 1904
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Re: Battlefield: Europe MOD v1.5

Post by uzbek2012 »

Thank you !) And now with frequent departures in the system reached 52 course (have to do a few spare saves ))) Moscow and many cities have fallen but the red army is stronger than all went on the offensive on all fronts ))) Too many partisans and indeed enemies (((
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McGuba
Colonel - Ju 88A
Colonel - Ju 88A
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Re: Battlefield: Europe MOD v1.5

Post by McGuba »

Uhu wrote:I didn't forget the late war inf icons too. I plan to make late war inf icons for the British and Soviets too.
Plus I see it useful to have for most units a different *.png - even they share the same icon - to have different bigunit and better identification, immersion - I started to do this already.
Yeah, it would be nice to have a different icon for those late war units. But the real problem is to have correct animations and sounds for those, i.e. the British used the PIAT portable anti-tank weapon which differed from the other bazooka type weapons as it did not have a muzzle smoke when firing so the existing bazooka animation would not be suitable for that:

https://www.youtube.com/watch?v=Ku_oAmIcsvE
- The partisan penalty still comes in the beginning of Axis turn. Maybe setting it to the beginning of Allied turn would make a difference?
I double checked it and the warning message indeed comes up at the beginning of the Axis turn, telling the player that there are partisans disrupting the railway lines and they have to be removed/destroyed to avoid getting a penalty at the end of the turn. And the penalty is given at the end of the axis turn if there are still partisans there. So theoretically it should work as intended, but I can only check it again in game when I start another test play some time later.

- I looked the penalties (partisans, bombing), it looks easy to edit them, to make a Rommel version from that. If the next version comes out, I can make it.
OK, it is indeed not too hard there are 3 partisan and 9 bombing scripts to be changed accordingly.

- I made some tries to make a more realistic Fallschirmjäger transportation: one solution could be to make it multipurpose with a Ju 52 transport as second unit (with bomber status to have fuel) - but it would still need from the player to play "honorable" to use them realistically. Plus the after-airdrop-suppression would be completely abandoned. So I still don't know, if it possible to adress this issue somehow.
But it would mean that paratroopers can switch to Ju 52 transport any time even if they are not at an airport which is kinda weird, I guess. Unfortunately air/sea/rail transports seem to have unlimited fuel by default in PzC, even if they have a fuel amount added in the equipment file. This seems to be hard coded and might well be a bug in the base game.
Or a ground transport (which has fuel system) to "teach" fly? Or making a new transport type?
That might work, but it would also mean that paratroopers could embark their Ju 52 at any place and fly away, not only at airports.
uzbek2012 wrote:Thank you !) And now with frequent departures in the system reached 52 course (have to do a few spare saves )))
That "frequent departures in the system" might mean a crash to desktop? In that case I would recommend adding the /nocache to the panzercoprs.exe file as described in the first page of this topic.
Moscow and many cities have fallen but the red army is stronger than all went on the offensive on all fronts )))
Well, after Kursk, which is around turn 50 in the mod the Soviets indeed went on the offensive on all fronts and did not really stop until they reached the Elbe river (((

Too many partisans and indeed enemies (((
As I wrote in the first page of this topic this is supposed to be a historically accurate mod, which means the Axis are heavily outnumbered by the Allies, just as hisorically. For example note that during WWII the Allies produced some four times more aircraft and tanks than the Axis and it is well represented here. As for the partisans: "The Yugoslav Partisan movement grew to become the largest resistance force in occupied Europe, with 800,000 men organized in 4 field armies." (Wiki) Which is quite a reasonable force to deal with, and it is well represented in this mod, too.

Looking at the screenshots you uploaded I must say that this war is probably lost as the Allied offensives will only get worse in 1944/45. :cry:
I noted the following possible problems:

1 - too weak air defenses in Germany: in the picture showing the situation in North Germany I cannot see any German AA guns or fighters. No wonder that the Allies already rule the sky over Germany. I have a save from my previous historical test play from turn 48, just a bit earlier as your screenshots. As you can see I have four AA guns and some fighters and a bomber destroyer deployed in the same area:

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And two more AA guns and another bomber destroyer in West Germany and the Low Countries:

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As a result there are no Allied bomber formations present. I must say that it is not a good idea to neglect the air defense of Germany as in that case the Allied bombers start to cause a serious prestige penalty as early as in 1942-43. I would say it is highly recommended to leave the historical force in Western Europe for defense: JG 1, JG 2, JG 26 and possibly 1-2 bomber destroyer units (Bf 110G, Ju 88G), too. Also, most AA guns should be left there and upgraded to 8.8cm Flaks. If you move these forces to the east Germany becomes way too vulnerable to the Allied air offensive. I would suggest attacking the Allied air units with Flak first to weaken them and then mass attack them with the best fighters. Unescorted bombers can be destroyed easily with the Bf 110 G and similar units with high anti air stats. Even then, the Allied air forces will eventually become very strong in 1944/45 so countering them would require the whole Luftwaffe, which, in turn requires the defeat of the USSR by then. Or, you have to succesfully invade England.


2 - no unit upgrades: as I see most fighters are Bf 109 F and I can even see a Bf 109 E on one of those screenshots. However, the Bf 109 G is available from mid 1942, most of those should have been upgraded to this later and better fighter type, with some of them upgraded to the even better Fw 190. The Bf 109 F -> Bf 109 G is an in-family upgrade, which means it is very cheap and you get a much better fighter. Also, most obsolete Minor Axis fighters can be upgraded to Bf 109 in 1943 at a reduced price. There are some other non-standard in-family upgrades such as the Panzer III -> Panther upgrade option which makes these upgrades significantly cheaper.

3 - Possibly Malta should have been taken: even if you "only" want to defeat the USSR, which is also very hard, it is highly recommended to capture Malta, otherwise it becomes a real pain in the ###, just as historically. To do so you have to take the Ju 87 unit with Rudel as a hero as probably that is the only unit which is strong enough to destroy the Malta fortress. Obviously it needs some storng fighter escort as well, most preferably a good Fw 190 or maybe two.

4 - Capturing Moscow and Leningrad is a nice achievement, and it reduces the number of Soviet reinforcements appearing from 1943. But, it looks like it cost you too many units as I can hardly see any tanks on your screenshots. So try to save as many of your units as you can during the Soviet winter counter offensives. Try to use a mobile defense tactic: try to avoid direct confrontation between German and Soviet tanks as the T-34 and KV types are much better than the early Germans tanks. Instead, retreat to favourable defensive positions if needed, try to lure Soviet tanks to close terrain like forest, hills or cities and then mass attack them with infantry and AT units instead of using the inferior, but expensive German tanks.

Still, I am not an "expert" of this mod, I think this title goes to Uhu and Delta66, so they might provide some more hints on how to turn the tide and beat the AI.
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