This is better than the last version, but you still have to play this impeccably and get your force composition just right to come out on top.
Air power is fine, I start with fighters and a Stuka in the rear airfield and add a second one to take out the flanking group faster.
Several issues persist, I think:
1. There are no aux units on Halfaya Pass and Sollum. Putting your core units there will result in their loss. So you just leave them empty.
2. I concentrate my defenses around Fort Capuzzo and the central ridge.
3. I hold the line, push the British back but they reinforce and reinforce and reinforce but barely attack or fully commit. I Nebelwerfer them to hell, they retreat, reinforce, recover, come back, repeat.
4. Meanwhile, I have to hold my tanks in the rear area so I can defeat the flanking group.
5. After they are done, I can push forward. But Sollum and Halfaya Pass are now camped by several entrenched British tank units and can only be attacked from few directions.
This makes it pretty difficult to retake them, especially with the turn limit at 18.
I suggest the following changes:
1. Deploy some aux units around Halfaya Pass and Sollum.
2. Let the British group assaulting these positions press their attack on to the central ridge or Fort Capuzzo after taking them. Resolves the camping issue.
3. Reduce British resource income to 0 and give them a stash to start with. They are already superior in numbers, both in tanks and infantry.
4. Add five turns or more. It takes a lot longer to defeat units in OoB than in Panzercorps.
This is a lot of fun and just requires a few more tweaks to be perfect. Thanks, Erik.
