Battlefield: Europe MOD v2.4

A forum to discuss custom scenarios, campaigns and modding in general.

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uzbek2012
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Re: Battlefield: Europe MOD v2.0

Post by uzbek2012 »

faos333 wrote: Thu Feb 04, 2021 10:22 am Question, I am in turn 85 and I have some troops stationed in Tobruk, the AI is not attacking west do you think is to move them to Europe?

Also, lately there is no partisan activity in the Pripet Marsches, do they stop appearing in 1945? Should I move elsewhere guarding units?

You're still young don't worry ) In my opinion as soon as you take the troops away someone reports it to the partisans and they start appearing like mushrooms )
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British soldiers in Athens fight with ELAS, 1945 :arrow:
The amazing fact of the British military cooperation with the Nazis was little known for a long time. The UK has always tried to hide it. This case became known only in 2000, thanks to a study by German historians Peter Schenck and Marlene von Xylander. And before that, only Cretan old men told tourists about how they fought both with the invaders and with the "liberators".
https://polzam.ru/index.php/istorii/ite ... an-voevali
https://topwar.ru/76878-sovmestnaya-bor ... -1945.html

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https://topwar.ru/175125-grazhdanskaja- ... tanki.html

Image
https://coollib.com/b/273040/read
Last edited by uzbek2012 on Thu Feb 11, 2021 2:20 pm, edited 2 times in total.
McGuba
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Re: Battlefield: Europe MOD v2.0

Post by McGuba »

faos333 wrote: Thu Feb 04, 2021 10:22 am Question, I am in turn 85 and I have some troops stationed in Tobruk, the AI is not attacking west do you think is to move them to Europe?

Also, lately there is no partisan activity in the Pripet Marsches, do they stop appearing in 1945? Should I move elsewhere guarding units?
I don't know about the possible AI offensive towards Tobruk. It is decided by the AI depending on how far the other victory objectives are from its African forces.

Partisans can continue to appear until early 1945. They only stop spawning in the last few turns so that they would not capture a victory objective in the very last turn to suddenly change the outcome. But in theory it can also happen so I think a few security units should be left in the east so that these can quickly recapture any lost victory objective city until the very end if needed.
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PeteMitchell
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Re: Battlefield: Europe MOD v2.0

Post by PeteMitchell »

Scout cars / recons help a lot as well.
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
faos333
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Re: Battlefield: Europe MOD v2.0

Post by faos333 »

Question what kind of unit can take the Scapa Flow?
Battlefield Europe get the most from Panzer Corps 8)
Download the new 2.4 Mod here http://www.slitherine.com/forum/viewtopic.php?f=147&t=47985
PeteMitchell
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Re: Battlefield: Europe MOD v2.0

Post by PeteMitchell »

Any land unit that can board a boat except some of the ATs that also can't take objectives on land... so you could take an infantry unit for example...
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
uzbek2012
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Re: Battlefield: Europe MOD v2.0

Post by uzbek2012 »

faos333 wrote: Sat Feb 13, 2021 4:06 pm Question what kind of unit can take the Scapa Flow?
Are you talking about this event ?
https://warspot.ru/7636-istoriya-byka-skapa-flou
Image
https://pikabu.ru/story/nevozmozhnoe_ka ... ou_6989342
faos333
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Re: Battlefield: Europe MOD v2.0

Post by faos333 »

uzbek2012 wrote: Sat Feb 13, 2021 6:42 pm
:D Very interesting thanks for sharing
Last edited by faos333 on Sun Feb 14, 2021 12:28 pm, edited 1 time in total.
Battlefield Europe get the most from Panzer Corps 8)
Download the new 2.4 Mod here http://www.slitherine.com/forum/viewtopic.php?f=147&t=47985
faos333
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Re: Battlefield: Europe MOD v2.0

Post by faos333 »

PeteMitchell wrote: Sat Feb 13, 2021 6:39 pm Any land unit that can board a boat except some of the ATs that also can't take objectives on land... so you could take an infantry unit for example...
Thanks :D
Battlefield Europe get the most from Panzer Corps 8)
Download the new 2.4 Mod here http://www.slitherine.com/forum/viewtopic.php?f=147&t=47985
McGuba
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Re: Battlefield: Europe MOD v2.0

Post by McGuba »

With the next version coming soon (hopefully in a couple of days) I thought I would share some of more important changes since v2.0.

For a start I reworked most of the naval units so that they would have a more uniform and more accurate look, since the original ship icons of PzC are quite generic. In my opinion OOB did a better job with the ships and I could convert the 2D versions of these to be used in PzC.

British and US (left) facing the German and Italian fleets:


Image



Also in the next version the areas of the Allied landings where the naval bombardment occurs will be visible so that players will know what hexes have to be evacuated to avoid the strength loss:


Image



Image
ImageImage
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Spiffing Brit
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Re: Battlefield: Europe MOD v2.0

Post by Spiffing Brit »

McGuba wrote: Mon Feb 15, 2021 2:37 pm With the next version coming soon (hopefully in a couple of days) I thought I would share some of more important changes since v2.0.

For a start I reworked most of the naval units so that they would have a more uniform and more accurate look, since the original ship icons of PzC are quite generic. In my opinion OOB did a better job with the ships and I could convert the 2D versions of these to be used in PzC.

British and US (left) facing the German and Italian fleets:


Image



Also in the next version the areas of the Allied landings where the naval bombardment occurs will be visible so that players will know what hexes have to be evacuated to avoid the strength loss:


Image



Image
Looks very nice! What else are you planning for this new version?
Mortal danger is an effective antidote for fixed ideas. - Erwin Rommel

(Not the Youtuber)
guille1434
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Re: Battlefield: Europe MOD v2.0

Post by guille1434 »

Nice landing ships! :-) And welcome to the new naval icons and map naval bombardment zones indicators!
faos333
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Re: Battlefield: Europe MOD v2.0

Post by faos333 »

guille1434 wrote: Tue Feb 16, 2021 6:34 am Nice landing ships! :-) And welcome to the new naval icons and map naval bombardment zones indicators!
totally agree they look great 👍
Battlefield Europe get the most from Panzer Corps 8)
Download the new 2.4 Mod here http://www.slitherine.com/forum/viewtopic.php?f=147&t=47985
uzbek2012
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Re: Battlefield: Europe MOD v2.0

Post by uzbek2012 »

Last edited by uzbek2012 on Tue Feb 16, 2021 12:58 pm, edited 1 time in total.
McGuba
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Re: Battlefield: Europe MOD v2.0

Post by McGuba »

Another important change is the rework of the Tunisian campaign. For a start, the map was changed a bit, most notably I moved the Kasserine pass to the east as originally it was at the wrong place. (I do not even understand why I placed it south of Constantine when it should be much more to the east. :oops: ) Now it is also a victory objective which will attaract the AI units. The terrain also changed a bit, hills, roads, etc, to make it more precise geographically.

But even more important is the starting setup: as in reality, the Allies move faster towards Tunis, and when the area finally opens (which also happens later, in Allied turn 35), some weak and passive Allied units already occupy the Tunisian-Algerian border area and now the Axis units have to fight their way out of the coastal lowlands towards Kasserine, instead of just moving far into Algeria unopposed, as in the previous versions of the mod. And then of course the first US troops will start to arrive from the west which can create a nice meeting engagement.


Image


In reality the Allies occupied Constantine and Annaba (which is now called Bone - it looks like this name was used for this city in WW2) very quickly, before the Germans could land significant forces in Tunisia. Then most of the fighting occured on the Tunisian - Algerian border and of course down south at the Mareth line. (The latter depends on wheter the British can reach it attacking from El Alamein or not, this part of the campaign has not changed from the previous versions of the mod.)

To compensate for the quicker advance of the Allied forces towards Tunis, the new Axis reinforcement units appear earlier and closer to Tunisia so that these can be sent to the area much faster. But these are of course not enough the stop the enemy so there will be a new message at turn 28 warning the player to start to send forces to the Tunisian border area, given that he intends to fight for it. However, player experience shows that holding Tunisia is not a condition of an Axis (minor) victory, the Allies can also be stopped in Italy (which is maybe even easier) so the whole Tunisian campaign remains somewhat optional. Again, in reality, many German generals opposed the idea of sending valuable Axis forces to the almost certain death trap of Tunisia, and the mass surrender of the African army in May 1943 proved they were probably right. However, holding Tunis is still a must for a major victory in the mod and Tunis provides a some prestige each turn and the loss of Tunis also triggers the creation of a new US air force with several air units so in the end it is still arguable whether if it worths fighting for Tunisia or not.
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uzbek2012
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Re: Battlefield: Europe MOD v2.0

Post by uzbek2012 »

So you won't be able to rely on the local colonial troops ?
https://warspot.ru/6538-pravo-umeret-za ... uyu-rodinu

In the original DLC -42 game, it is not possible to buy Frenchmen and others )
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Last edited by uzbek2012 on Tue Feb 16, 2021 3:27 pm, edited 1 time in total.
guille1434
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Re: Battlefield: Europe MOD v2.0

Post by guille1434 »

Hello McGuba:

Again, thanks for still investing your time and effort to refine this mod... For your comments, one con only be astonished about how much thought you gave to the balancing of the mod and the tweaking you made and still are making to improve the action-reaction cycles between the player options and the AI moves. Excellent!

Now some questions, ideas and comments that I would like to make, hoping that you find some time to elaborate on them. Some are new, some are a continuation from my previous post in this thread.

1) "Man Towed" light AT guns: may be I was not able to explain my idea in a clear way, but I was not meaning to give a "triople switch" to those units, but to add a new unit with just two switches, like the others already present in the mod. Taking the 3,7 cm Pak35/36 gun which is available in several variants that can be switched between its "combat" and "transport" states. This was a brilliant way to avoid the problem of the "stealth rail and sea transport" problem when the player embarked a unt with "camo" trait on a transport unit, which it inherited the same trait, which was unrealistic.

Back to my example, the 3,7 cm Pak is offered in several variants:
- 3,7 Pak switchable into a Krupp Protze transport (without "camo" trait as I said)
- 3,7 cm Pak switchable into an Opel Blitz truck.
- 3,7 cm Pak switchable into Renault UE tracked transport
To this options, I think it can be added a new unit of a 3,7 cm AT gun switchable into a "leg mobile" version (again, without the "camo" trait in its transport mode). The utility of this new AT unit, would be that the player would have at his disposal an AT gun which do not depends on fuel to move, and it an be made air portable also...
Against this last possibility, I think that your opinion that the Axis forces did not have the resources to transport by air 1000 AT light guns is probably right, so you may opt to rule out the "airborne" option for that unit, but I think that the "leg mobile" AT gun is a worthy addition.
All of this, of course, does not need to make any "triple switch" unit, just to add a new AT unit like the ones already present.

2) I completely agree the idea to add some more "pre Barbarossa" scenarios, because I think it is very important for the player to count on a core of units with good experiance before the beginning of the invasion of Poland (as it was the case historical). So, a new Spanish Civil War scenario would be a nice addition in my opinion.

3) Another idea to consider for another "pre Barbarossa" scenario with a different flavour: I thought about a "Save the Bismark" aero maritime scenario, where the player has to avoid the sinking of battleship Bismark trying to make that ship to make its way to a French port and the AI air and naval forces trying to stop/destroy it. It would be a nice sea battle scenario, and its historical time would be almost perfect, because it happened on May, 1941, just before the start of Barbarossa. If the player succeeds in saving the Bismarck by achieving a Victory in that scenario, the next one (i.e. the main BE scenario) can include a new battleship unit present in one of the French coast ports (with reduced strength, to simulate damage suffered in the previous battle).

Now, the questions:

- Why is it that there are two different 8,8 cm Flak units (one on its wheeled trailer/carriage and the other on its cruciform mountng), they seem to have the same values and traits in the equipment mod... What is the idea of having those two different units?

- I saw you added a new layer to the tiles graphic folder (called "LayerFlatWater"). Does the game engine uses it? What is its function?

...And a suggestion: May be you can add a Ju-290 unit, an aircraft the entered in service at the end of 1943, beginning of 1944, which can be a useful upgrade to the Fw-200 maritime patrol units. This upgrade can be granted to a succesful player who did well in the Battle of the Atlantic in its appropiate timeframe. That unit would be purchaseable by the player or "upgradeable" from the Fw-200, or to be given by the game engine if some in-game conditions are met (for example that the player has a determined number of French ports under his control at a given date, or a determined number of submarine units surviving, etc...).

Again, thanks for making this gem of a mod and sharing with everyone here! :-)
PeteMitchell
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Re: Battlefield: Europe MOD v2.0

Post by PeteMitchell »

McGuba wrote: Tue Feb 16, 2021 12:10 pm Another important change is the rework of the Tunisian campaign. For a start, the map was changed a bit, most notably I moved the Kasserine pass to the east as originally it was at the wrong place. (I do not even understand why I placed it south of Constantine when it should be much more to the east. :oops: ) Now it is also a victory objective which will attaract the AI units. The terrain also changed a bit, hills, roads, etc, to make it more precise geographically.

But even more important is the starting setup: as in reality, the Allies move faster towards Tunis, and when the area finally opens (which also happens later, in Allied turn 35), some weak and passive Allied units already occupy the Tunisian-Algerian border area and now the Axis units have to fight their way out of the coastal lowlands towards Kasserine, instead of just moving far into Algeria unopposed, as in the previous versions of the mod. And then of course the first US troops will start to arrive from the west which can create a nice meeting engagement.


Image


In reality the Allies occupied Constantine and Annaba (which is now called Bone - it looks like this name was used for this city in WW2) very quickly, before the Germans could land significant forces in Tunisia. Then most of the fighting occured on the Tunisian - Algerian border and of course down south at the Mareth line. (The latter depends on wheter the British can reach it attacking from El Alamein or not, this part of the campaign has not changed from the previous versions of the mod.)

To compensate for the quicker advance of the Allied forces towards Tunis, the new Axis reinforcement units appear earlier and closer to Tunisia so that these can be sent to the area much faster. But these are of course not enough the stop the enemy so there will be a new message at turn 28 warning the player to start to send forces to the Tunisian border area, given that he intends to fight for it. However, player experience shows that holding Tunisia is not a condition of an Axis (minor) victory, the Allies can also be stopped in Italy (which is maybe even easier) so the whole Tunisian campaign remains somewhat optional. Again, in reality, many German generals opposed the idea of sending valuable Axis forces to the almost certain death trap of Tunisia, and the mass surrender of the African army in May 1943 proved they were probably right. However, holding Tunis is still a must for a major victory in the mod and Tunis provides a some prestige each turn and the loss of Tunis also triggers the creation of a new US air force with several air units so in the end it is still arguable whether if it worths fighting for Tunisia or not.
This sounds / looks amazing!
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
McGuba
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Re: Battlefield: Europe MOD v2.0

Post by McGuba »

So you won't be able to rely on the local colonial troops ?
Axis colonial troops are considered to be part of the new Italian units that can be raised in Tripoli.

guille1434 wrote: Tue Feb 16, 2021 1:20 pm I think it can be added a new unit of a 3,7 cm AT gun switchable into a "leg mobile" version (again, without the "camo" trait in its transport mode). The utility of this new AT unit, would be that the player would have at his disposal an AT gun which do not depends on fuel to move, and it an be made air portable also...
Yes, maybe I will add such a version in the future, but not for this coming next version. For now only the 7.5 cm Pak 40 has a version which can be towed by horses and it is only available later in the war. In this way players who could not capture and repair some oil fields can still have a cheap Pak which uses no fuel and thus not affected by the per turn fuel loss. Other than that, horse transport is very cheap in the mod, it is almost for free to keep it competative with the motorised tractors. But as far as I know in the first half of the war all German AT guns were motorised so I am not sure if it is feasable to have one without a tractor.

I thought about a "Save the Bismark" aero maritime scenario
That's a great idea, maybe for the future.
- Why is it that there are two different 8,8 cm Flak units (one on its wheeled trailer/carriage and the other on its cruciform mountng), they seem to have the same values and traits in the equipment mod... What is the idea of having those two different units?
The one with the gun shield and wheeled trailer is intended to be used by the frontline troops and the other is for home defense in Germany. The former has higher ground defense thanks to the shield and is a bit more expensive. But of course both can be used anywhere.

- I saw you added a new layer to the tiles graphic folder (called "LayerFlatWater"). Does the game engine uses it? What is its function?
It is not a new feature, the current v2.0 already has it. It is mainly used by u-boats - u-boats cannot move when dived deep in shallow waters as they can only sit on the ocean floor (as in the movie "Das Boot" when they end up on the bottom of the ocean at Gibraltar). In shallow waters u-boats can only move when dived to periscope depth. So in the end, deep water is genarally safer for u-boats, as in reality. It makes players to prefer deep water when it comes to submarines, in both single and multiplayer games.

It also affects the deployment of bottom mines: the more dangerous bottom mines can only be deployed over shallow waters because obviously they fall to the bottom of the sea and they have to be close enough to a ship above to damage or sink it. In deep water these types of mines cannot be used for they would be ineffecitve: they would be too far away from the ships above to damage them or even to trigger the explosion itself.

And a suggestion: May be you can add a Ju-290 unit
Yes, maybe in the future, I will add this unit as well. With each new version I add a couple of new units.


PeteMitchell wrote: Tue Feb 16, 2021 2:35 pm This sounds / looks amazing!
Thanks, I also think it makes this theatre more interesting / realistic and also provides a fresh challenge to those who played the mod several times before.
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faos333
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Re: Battlefield: Europe MOD v2.0

Post by faos333 »

thank you, very interesting changes all of them especially the Kasserine pass ones since it was somewhat missing in version 2 it was difficult for me even to deploy some units there hence no battle occured.

I notice something about fuel reductions in each turn, maybe some more info about that.

Also, an important thing, the mod has to be offered in a such a state that newcomers have also a change to win. i feel that adding difficulties that may no occur easily.

For example a veteran player knows how to take moscow and how to take malta, hold Tunis etc so he will not face the might of the US air force, the Normandy landings etc

In other words he will not face the war on the two fronts effect, but the newby will do so the difficulty is much higher.

All in all the mod has to be attractive both to new and old players, I admit this might be a huge task to sustain though.

in any case Im very enthusiastic about the news of new version
Battlefield Europe get the most from Panzer Corps 8)
Download the new 2.4 Mod here http://www.slitherine.com/forum/viewtopic.php?f=147&t=47985
PeteMitchell
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Re: Battlefield: Europe MOD v2.0

Post by PeteMitchell »

faos333 wrote: Tue Feb 16, 2021 4:10 pm thank you, very interesting changes all of them especially the Kasserine pass ones since it was somewhat missing in version 2 it was difficult for me even to deploy some units there hence no battle occured.

I notice something about fuel reductions in each turn, maybe some more info about that.

Also, an important thing, the mod has to be offered in a such a state that newcomers have also a change to win. i feel that adding difficulties that may no occur easily.

For example a veteran player knows how to take moscow and how to take malta, hold Tunis etc so he will not face the might of the US air force, the Normandy landings etc

In other words he will not face the war on the two fronts effect, but the newby will do so the difficulty is much higher.

All in all the mod has to be attractive both to new and old players, I admit this might be a huge task to sustain though.

in any case Im very enthusiastic about the news of new version
Well, the Axis also just had one chance back then... :mrgreen:

I am not sure you need to be able to win at the first attempt...
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
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