Battlefield: Europe MOD v2.4

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hugh2711
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Re: Battlefield: Europe MOD v1.5

Post by hugh2711 »

You dont actually need rudel (who is busy in the leningrad area) to take malta; it can be done with a mixture of the two italian tactical bombers, a strategic bomber and some navy support. Initially take a couple of points off with the italians, use the strategic one to run it out of ammo, surround (and also attack) with navy to stop it reloading. then reduce it with the italians. In turns they are not busy they can also deal with the subs around there. The only problem is that it takes a while and hence you need to have enough fighters around there to take care random generated fighters. But yes if you want to even survive in north africa taking malta is essential.
Uhu
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Re: Battlefield: Europe MOD v1.5

Post by Uhu »

hugh2711 wrote:You dont actually need rudel (who is busy in the leningrad area) to take malta; it can be done with a mixture of the two italian tactical bombers, a strategic bomber and some navy support. Initially take a couple of points off with the italians, use the strategic one to run it out of ammo, surround (and also attack) with navy to stop it reloading. then reduce it with the italians. In turns they are not busy they can also deal with the subs around there. The only problem is that it takes a while and hence you need to have enough fighters around there to take care random generated fighters. But yes if you want to even survive in north africa taking malta is essential.
Well, it sounds a good strategy, about forcing the fort out of ammo. But I need also that ships elswhere and before you destroy that submarines, which makes the surrounding impassible, take times. On the other hand, I experienced many times, that the Italian bombers are not strong enough to inflicht damage - and that means, you vasted one more turn from your precious time... Rudel makes mostly no mistake (I use dice chess), althrough I experienced no damage also with him, but also one time a 2 point damage. :)
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Uhu
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Re: Battlefield: Europe MOD v1.5

Post by Uhu »

My new target is, after the historical mode DV, the early ending of the War.
...and that, after playing so much the historical style and the many changes since the newer versions brings me real challenges! I would like to end it at least at turn 65.
Now, the greatest question is the Mediterrean: how to priorise the task and scarce resources? OK, first deal with the two waves of British offensives at Tobruk and take the city. But after that (what means about the beginnig of good weather of 42)? Taking El-Alamein? Or weakening/ capturing Malta? Or make the Oil-expedicionary force landing as the main priority? You cannot do it all in the same time with the existing force - I mean airforce -, even, if you have 3x Fw 190's there and you need to advance also in England and Russia to not miss the time table.

The other question is, what is better to take first in 1942 (1941, Moscow)? Leningrad, or the Caucasus direction? If I turn first to Leningrad, it takes a hell of time and resources. But, when it is captured, I get significant prestige, plus than all forces are fred to use them elsewhere. I
If I turn first to south, I will not have the opportunity to capture the Soviet oil fields before the '42 winter onslaught - and I don"t play it with cut lines, forces staying in the mountains, because I see it gamey -, but I capture many cities, which brings also prestige and many Soviet forces will be destroyed, which makes the the winter defense easier.
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Uhu
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Re: Battlefield: Europe MOD v1.5

Post by Uhu »

McGuba,

I encountered since than always with the partisans, who stepped on the rail lines, that I got the message already at the beginning of the Axis turn, and the penalty too. But eventually, setting it to the beginning of the Allied turn should work, or not?
If the PIAT makes no smoke or fire, than it don't need animation, just put a figure with the equipment on the icon - right?
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McGuba
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Re: Battlefield: Europe MOD v1.5

Post by McGuba »

Uhu wrote:
hugh2711 wrote:You dont actually need rudel (who is busy in the leningrad area) to take malta; it can be done with a mixture of the two italian tactical bombers, a strategic bomber and some navy support. Initially take a couple of points off with the italians, use the strategic one to run it out of ammo, surround (and also attack) with navy to stop it reloading. then reduce it with the italians. In turns they are not busy they can also deal with the subs around there. The only problem is that it takes a while and hence you need to have enough fighters around there to take care random generated fighters. But yes if you want to even survive in north africa taking malta is essential.
Well, it sounds a good strategy, about forcing the fort out of ammo. But I need also that ships elswhere and before you destroy that submarines, which makes the surrounding impassible, take times. On the other hand, I experienced many times, that the Italian bombers are not strong enough to inflicht damage - and that means, you vasted one more turn from your precious time... Rudel makes mostly no mistake (I use dice chess), althrough I experienced no damage also with him, but also one time a 2 point damage. :)
Ah, yes, that is pretty much all about this mod and PG/PzC in general. There is no superior tactics IMO, but a choice of alternatives with their own pros and cons.

Uhu wrote:My new target is, after the historical mode DV, the early ending of the War.
And I thought you do not want to play it again... :P
Now, the greatest question is the Mediterrean: how to priorise the task and scarce resources?
I have really no idea. :)
Maybe you should think what Rommel would have done... Actually, he thought that Malta had secondary importance and he intended to take it after they reached Alexandria and thus he opposed the Italian plan to capture it earlier. But then it turned out that he was possibly wrong. :roll:
The other question is, what is better to take first in 1942 (1941, Moscow)? Leningrad, or the Caucasus direction?
I would definitely take Moscow in 1941 with an early thrust as it is much easier to take it that way than later because of the extra Soviet reinforcements arriving after turn 11 who dig in the Mozhays defense line. It would make sense to turn south right after, but as you noted it is very hard, if not impossible to reach the oil fields before the winter counter offensive, unless you try to cross the Black Sea, which might be a bit unhisorical, too. So possibly Moscow, Leningrad and then Caucasus. Or maybe not. :D
I encountered since than always with the partisans, who stepped on the rail lines, that I got the message already at the beginning of the Axis turn, and the penalty too. But eventually, setting it to the beginning of the Allied turn should work, or not?
If I remember well I only made this change (partisan penalty at the end of the axis turn) in v1.5, so maybe you had this playing the previous versions. But then again, putting it to the beginning of the Allied turn might help if all else fails.
If the PIAT makes no smoke or fire, than it don't need animation, just put a figure with the equipment on the icon - right?
Yeah, it might work, why not. :)
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uzbek2012
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Re: Battlefield: Europe MOD v1.5

Post by uzbek2012 »

And again partisans (Kovpak and Tito's rule )and numerous formidable allied forces ))) I understand how alternative history in this mod is not supported and the Germans not to win (just city after city are captured in back allies )?

P. s. Sorry for my bad English but your mod is very interesting )

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nightterrors
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Re: Battlefield: Europe MOD v1.5

Post by nightterrors »

I am on my second playthrough (technically on the fourth, but I restarted twice around turn 30).
I would like to share some suggestions I think would improve the game:

1. Partisans should spawn in weaker numbers (5 or 7-strength) earlier in the war and in territories that didn't see a large scale resistance movement. I have in mind Yugoslavia/Greece in 1941 and Norway throughout the war. Seeing 2 10-strength partisan units around Oslo in 1942 just doesn't make sense.

2. Mines should show permanently on the map once discovered, and possibly disappear once the nearest objective falls. It makes no sense to keep running into mines around Portsmouth once the UK has fallen, to exemplify.

3. Flak 88 should have a third firing mode - artillery. Historically, it was often used as such. Although I understand that this might unbalance the game, it would still add a lot of tactical flexibility, which is a good thing.

4. There really should be a way to fix hero assignment. This is a major fault of the original game that should have been addressed a long time ago. It is extremely annoying to get spotting heroes on your prized panzers, fighters and bombers, so much so in this mod when treasuring units requires a major effort.

The mod keeps getting better with every version and is well worth playing.
Among the things is like the most in 1.5 are the new upgrade families.

Thank you, McGuba.
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Re: Battlefield: Europe MOD v1.5

Post by Uhu »

McGuba wrote:
Uhu wrote:
Uhu wrote:My new target is, after the historical mode DV, the early ending of the War.
And I thought you do not want to play it again... :P
We have both fault in that: you make constantly new versions, which I "had to" test and I find always a new playstyle (mostly harder), which still can bring me new challenge! ;) Hopefully this time, the "time run" game mode will truly my last one. After than, like a pensionist, I will be in "spectator mode", and writing AAR's and strategic guides - as long time promised. :oops: :D
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Rockety
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Re: Battlefield: Europe MOD v1.5

Post by Rockety »

yeah an AAR would be great for the not so pro players :-) (like me :) especially from mid game, i tend to play with focus for 15-20 turns then i go crazy :evil: :?: :!: :?:
Uhu
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Re: Battlefield: Europe MOD v1.5

Post by Uhu »

Delta66 wrote: 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.
I will try to make a "time run" too and beat your record. :wink:
Alhrough I must say, the standard core army type and the configuration, what you made, makes a huge difference! And I play now with the default core.
I could one time make a DV at turn 82, but it was with a much earlier version - since the mod got much-much harder (but that time I played without extra prestige).
It is also hard for me now, this gamestyle, because I experienced so long the historical approach/gamestyle. Still I think, that is the greates challenge, but I' curious, if I can beat the game with the default core and by turn 65.
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Uhu
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Re: Battlefield: Europe MOD v1.5

Post by Uhu »

Rockety wrote:yeah an AAR would be great for the not so pro players :-) (like me :) especially from mid game, i tend to play with focus for 15-20 turns then i go crazy :evil: :?: :!: :?:
I can understand that: turn 1-20 is foreplay, the real action comes in 20-35, but it is still an optimistic phase. The real hardcore comes from turn 36 and the whole 1943 is a nightmare, when you fight for your simple survival. If you survive it well, than you start to become optimistic in 1944 again, but it brings also a defeat possibility, if you get too lazy and don't take it still on it's level... If your situation in 1944 is still dire, than you can forget any victories: start the mod again, or play it to the end to collect still a lot of experience from it (and to see, how much you can achive, from an already lost war).
Last edited by Uhu on Fri Jan 16, 2015 12:13 am, edited 1 time in total.
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hugh2711
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Re: Battlefield: Europe MOD v1.5

Post by hugh2711 »

I would love to see an AAR video from anyone getting better than a draw!

(on the latest version; 1.5 of course :-)
uzbek2012
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Re: Battlefield: Europe MOD v1.5

Post by uzbek2012 »

Beat with a 49-run ) Guerrillas different and just cruel evil beasts ))) Soviet tanks and infantry are coming, and we are waiting for them in the defense of Moscow ) And why mine enemy does not disappear when the capture ports (for example in Leningrad, which was captured still not possible to approach ships )))Africa was lost, because it was impossible to buy soldiers of the Vichy regime !

[spoiler]
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Uhu
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Re: Battlefield: Europe MOD v1.5

Post by Uhu »

hugh2711 wrote:I would love to see an AAR video from anyone getting better than a draw!
(on the latest version; 1.5 of course :-)
Here is one:
https://panzercorps.wordpress.com/2015/ ... -hardcore/
I don't know, how the replay system works: hopefully, replays are not affected by any files, they are just endproduct. I say this, because, I play this mod with several different icons (and slightly modified stats: for example I give the Pz IVH just 14 defense, because I feel it realistic compared to others).
Please report back, if it works!

Game difficulty is Rommel and historical playstyle, what means: you can do it until late nov, 1942 (turn 36), only what is happened historically. Minor nations used also, as where they have been historically (except the ships and airforce). Plus I start Barbarossa with the given core composition and did not change to another units types - which is also a huge difference!
So, it's not the normal gamestyle, it's an ultrahardcore version. "Don't try at home, kids!" :twisted:
But it can be still useful, if you play with free hand from the beginning, to learn, how to use your units smart and how to manage your prestige points efficently.
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McGuba
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Re: Battlefield: Europe MOD v1.5

Post by McGuba »

nightterrors wrote:I would like to share some suggestions I think would improve the game:

1. Partisans should spawn in weaker numbers (5 or 7-strength) earlier in the war and in territories that didn't see a large scale resistance movement. I have in mind Yugoslavia/Greece in 1941 and Norway throughout the war. Seeing 2 10-strength partisan units around Oslo in 1942 just doesn't make sense.
I tend to agree with this change. The main reason for the somewhat increased partisan activity in Norway is that in the earlier versions I did not want the player to evacuate most, if not all German units from Norway as historically there was a large German garrison there waiting for a possible Allied invasion, which in fact never happened. But, starting with v1.5 there are strongpoints being built which can make up for the absence of the German units there, so I might reduce the strenght of the Norwegian partisans now.

However, in Yugoslavia there was quite an intesive partisan war, which started just after the Axis invasion of their country in Spring 1941 which grew stronger and stronger. Still some of those early Yugo partisans might appear with reduced strenght. Here the reason is the same: I do not want the player to evacuate the Balkans due to the lack of resistance early on. If there is a constant pressure it is more likely that the players keep the historical force of Axis units there.

2. Mines should show permanently on the map once discovered, and possibly disappear once the nearest objective falls. It makes no sense to keep running into mines around Portsmouth once the UK has fallen, to exemplify.
Adding the "minefield" trait might work, I am just running some tests. This would make naval minefields permanently visible once discoverd, even if being in the fog of war. However, it has the side effect that destroyers can attack them in the same way as infantry can attack land minefields: the kill/loss prediction shows 1 - 1 and it happens like that, regardless of the experience or the naval attack stats of the unit. Which means all minefields can be cleared by destroyers slowly. What would affect the current balance of the game, e.g. the naval minefields around Leningrad could be destroyed possibly easier. Still, so far I like this change and I will possibly implement it in the next version as the naval minefields becoming invisible are annoying me as well at times. Historically extensive enemy naval minefields were charted once discovered.

As for making them disappear from the map after the defeat of a major power: I think it makes more sense to leave them on the map as the surrender of a nation does not mean the surrender of its mines as well. They just remain where they are until someone comes to clear them. Historically, clearing all the naval mines layed in WWII took years, and even then, time after time, ships kept running into uncharted or unchained "wandering" naval mines for decades.
3. Flak 88 should have a third firing mode - artillery. Historically, it was often used as such. Although I understand that this might unbalance the game, it would still add a lot of tactical flexibility, which is a good thing.
Yes, it would seriously affect the game, the 88 is already a very good unit, slightly over powered IMO in 1939-42, especially in North Africa. Thus I would not make it even better, but, if you want to, you can edit it and see how it changes the balance. It is not too hard to edit units in this game.
4. There really should be a way to fix hero assignment. This is a major fault of the original game that should have been addressed a long time ago. It is extremely annoying to get spotting heroes on your prized panzers, fighters and bombers, so much so in this mod when treasuring units requires a major effort.
I agree, but this is hard coded and thus cannot be modded without having the source code of the game, unfortunately. Still, I think a spotting hero is not all too bad, it can have its uses. For example a +1 defense or attack hero for a Tiger I is not very useful as it already has very high stats, so a +1 spotting for this unit migth be better at times. Same goes for strategic bombers or fighters which can be used as recon planes as a secondary role if having +1 spotting.

uzbek2012 wrote:And again partisans (Kovpak and Tito's rule )and numerous formidable allied forces ))) I understand how alternative history in this mod is not supported and the Germans not to win (just city after city are captured in back allies )?
In this mod Germans can pretty much win the war so alternative history line is strongly supported. I wrote some suggestions after your first post in the previous page of this topic on how to improve your tactics. Also, you can always reduce the difficulty or apply some prestige cheat if you think that the mod is too hard for you.
Africa was lost, because it was impossible to buy soldiers of the Vichy regime !
Maybe you should try to transfer some units from the European mainland, as the Germans did historically.
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Uhu
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Re: Battlefield: Europe MOD v1.5

Post by Uhu »

McGuba wrote:
nightterrors wrote:I would like to share some suggestions I think would improve the game:

1. Partisans should spawn in weaker numbers (5 or 7-strength) earlier in the war and in territories that didn't see a large scale resistance movement. I have in mind Yugoslavia/Greece in 1941 and Norway throughout the war. Seeing 2 10-strength partisan units around Oslo in 1942 just doesn't make sense.
I tend to agree with this change. The main reason for the somewhat increased partisan activity in Norway is that in the earlier versions I did not want the player to evacuate most, if not all German units from Norway as historically there was a large German garrison there waiting for a possible Allied invasion, which in fact never happened. But, starting with v1.5 there are strongpoints being built which can make up for the absence of the German units there, so I might reduce the strenght of the Norwegian partisans now.
OK, I know, my voice is not authentic, because I'm crazy :twisted: - but I almost never had problems with the partisans in Norway, so I don't feel the need for change. 3 INF unit is not so much to guard a country, I think. My tactic: transport the 3rd one from Trondheim with plane. Put one to the western part of country. One in the middle on open field. One to next to the Fort hex in the east. Mostly partisans show up in the range of the fort, which makes them easy prey. So, I even do not need to replace casualties, or only once per the game. Problems come only, when I forget about the partisans in the middle of more important fronts/battles (which happens quite often :| ) and therefore they can easy regenerate and than attack again with full strenght.
McGuba wrote: However, in Yugoslavia there was quite an intesive partisan war, which started just after the Axis invasion of their country in Spring 1941 which grew stronger and stronger. Still some of those early Yugo partisans might appear with reduced strenght. Here the reason is the same: I do not want the player to evacuate the Balkans due to the lack of resistance early on. If there is a constant pressure it is more likely that the players keep the historical force of Axis units there.
I had problems in the Balkans since I do not move away Axis units (just the Germans, Alpini and arty) just in few causes: 1., if I forget about them... 2., If I use my mobile units (Bulgarian Cav, L3/35) dumb and they run into hidden enemies and get destroyed. 3., Very late in the war.
But still, weakening them early in the war is possible.
McGuba wrote: Adding the "minefield" trait might work, I am just running some tests. This would make naval minefields permanently visible once discoverd, even if being in the fog of war. However, it has the side effect that destroyers can attack them in the same way as infantry can attack land minefields: the kill/loss prediction shows 1 - 1 and it happens like that, regardless of the experience or the naval attack stats of the unit. Which means all minefields can be cleared by destroyers slowly. What would affect the current balance of the game, e.g. the naval minefields around Leningrad could be destroyed possibly easier. Still, so far I like this change and I will possibly implement it in the next version as the naval minefields becoming invisible are annoying me as well at times. Historically extensive enemy naval minefields were charted once discovered.
On the other hand, it would also seriously affect the anti-naval defense around Wilhelmshafen. Last time ***SPOILER!!!*** the British navy got mad and the travelled to Wilhelmshafen and started to butcher my mighty AA forces. :shock: :shock: Which had serious consequences to the anti-bomber defense... But with the attacking mines I had at least some chance to counter this threat at weaken/destroy some British capital ships. If the naval mines get changed, this situation has to rebalanced too.
McGuba wrote: As for making them disappear from the map after the defeat of a major power: I think it makes more sense to leave them on the map as the surrender of a nation does not mean the surrender of its mines as well. They just remain where they are until someone comes to clear them. Historically, clearing all the naval mines layed in WWII took years, and even then, time after time, ships kept running into uncharted or unchained "wandering" naval mines for decades.
Agree.

My "tactic" is about disappearing mines: because I feel it unfair I move ships in theri vicinity only after SAVE. Than, when it run dumbly in a mine, than reload. If I forget to save, than I give the mine-reduced strenght back in the next turn with cheat (if it is not destroyed).

McGuba wrote:
3. Flak 88 should have a third firing mode - artillery. Historically, it was often used as such. Although I understand that this might unbalance the game, it would still add a lot of tactical flexibility, which is a good thing.
Yes, it would seriously affect the game, the 88 is already a very good unit, slightly over powered IMO in 1939-42, especially in North Africa. Thus I would not make it even better, but, if you want to, you can edit it and see how it changes the balance. It is not too hard to edit units in this game.
Agree to not change because of gameplay reasons.
McGuba wrote:
4. There really should be a way to fix hero assignment. This is a major fault of the original game that should have been addressed a long time ago. It is extremely annoying to get spotting heroes on your prized panzers, fighters and bombers, so much so in this mod when treasuring units requires a major effort.
I agree, but this is hard coded and thus cannot be modded without having the source code of the game, unfortunately. Still, I think a spotting hero is not all too bad, it can have its uses. For example a +1 defense or attack hero for a Tiger I is not very useful as it already has very high stats, so a +1 spotting for this unit migth be better at times. Same goes for strategic bombers or fighters which can be used as recon planes as a secondary role if having +1 spotting.
Yes, I agree too - hero system should be editable. Not just because of spotting, but I feel more than +3 bonus attack, or defense also unrealisic. But I can see the actual system also in that way, that it brings also luck and diversity in the gameplay and the chance to "grew' superheroes is also lower.
Last edited by Uhu on Sat Jan 17, 2015 3:44 pm, edited 1 time in total.
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hugh2711
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Re: Battlefield: Europe MOD v1.5

Post by hugh2711 »

I would agree that you dont need much for the partisans in norway, two mountain troops will do it easily. the ordinary troops already there are more useful elsewhere (e.g. iceland).
yugoslavia however.....I find i need a wulframen and even then its quite tough.
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Re: Battlefield: Europe MOD v1.5

Post by uzbek2012 »

Romania was occupied by the Soviets ,Italy resisted , and the Moscow and Leningrad was still in German hands ) Although the Soviet Horde and the guerrillas continued to capture the strategically important town....
[spoiler]
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[/spoiler]
BiteNibbleChomp
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Re: Battlefield: Europe MOD v1.5

Post by BiteNibbleChomp »

I have noticed in many of the v1.5 screenshots that nearly all the units now seem to have German names. Is this part of the official v1.5 or just uzbek2012's personal edits?

- BNC (still using v1.3 :( )
Ryan O'Shea - Developer - Strategic Command American Civil War
uzbek2012
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Re: Battlefield: Europe MOD v1.5

Post by uzbek2012 »

I don't what did not rule play as is )Moscow does not pay back the principle, But the enemies are a lot )Guerrillas quite brazen move already whole armies )on the one destroyed a detachment appear two or three new ones in different parts of Europe ) +regular army allies )

[spoiler]
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Although not on this version installed these mods !)
http://designmodproject.de/en/panzer-co ... -mod-v-1-2
http://designmodproject.de/en/panzer-co ... ieg-add-on
http://designmodproject.de/en/panzer-co ... arian-army
http://designmodproject.de/en/panzer-co ... -1939-1945
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