By Lasse Jensen

Last updated 18 March 2003

 

NOTE This is a review of an old version of the campaign. There is a much newer version available for download at Steve Browns Campaign page, which have might/can be highly changed.

 
     
Campaign Intro
Creator: Dave Gunner Anderson

Name: THE GALLANTRY OF 7.PANZERARMEE
Version:  28 February 2000
Number of Scenarios: 38
Longest road to play:  21
Equipment file:  Stock SSI or compatible.
Maps: All stock SSI.
   
   
   
Right up to the Russian front, this is properly the best campaign I have ever seen. And a clean score of 9 - 9.5 was in sight. After that it get more and more boring. Quite frankly the last scenarios sucks, there is absolute not any difference in the last 10 scenarios, other then the map they are played on.
Prestige is ok, maybe to much in the later scenarios. I played at 100%.
I then discovered that my scenarios list (playing a single scenario) was filled with blue scenarios that cant be played. This gave the campaign a couple of minus points more. Anyway try the campaign for your self.

[Story]. In this fictional story, Hitler reacts from the fear that his nation's economic sovereignty is threatened by his neighbors. Skirmishes within his border causes him to use force. With the success of the General of 7.Panzerarmee, he does not make the mistakes that he is known for. He overruns Moscow, and the disaster at Stalingrad does not happen. Unfortunately, his men and resources get depleted. The Allies see that the Germans are almost invincible, especially with their superior war equipment. With the capture of General Patton, and their  ignorance of Germany's depleting resources, they decide to seek a peaceful resolution. Affected by the lack of supplies, Germany is also forced to seek an end to the war. The two sides eventually come to an agreement. (Details of the agreement, I believe, are not relevant.) If the you, the player, lose a key battle, the stress of war will affect Hitler, and he loses his ability to reason. The war will end with the humiliation of Hitler and Germany.
Playing
I played version: 4 February 2000 with The Zerstore Equipment file v2.61, playing a 100% prestige modifier.

This is a ok campaign, I enjoyed it sometimes other times it sucked. As so many other user made campaigns, they get to easy in the end.

The campaign start out very fun, and right up to the Russian front I think its the best campaign I have ever seen. There are some very kinky scenarios in it. The Africa scenarios is very hard if not done right. A tip: ALL OTHER hexes then "sand" will supply you full.

In the Glasgow scenario I did not take his advice of deploying recons. I selected the best Tank and Art. I slammed my way though it. he he

Also in this scenario there is 3 German paratroopers, with British trucks. Nice, but it does not work right, as hexes taken by them, still remain British, even though you do get the prestige for them.

I finish all scenarios up to the Russian front with 4-8 turns remaining for a BV.

When you enter the Russian front, it becomes increasable irritating and boring. Scenario after scenario its the same schema. Those victory hex protected by 1-2 strong art covered by a strong AA gun. This is not a hard setup to beat (ok when they are at the map edge you cant get around them). The first couple of time I enjoyed beating those setups, but 10 scenarios in a row is just simple a pain.

In the Orsha scenario (river down the middle), I took my 4 range art (forgot to upgrade to 5 range), and had my self a shooting contest. One row after another I took them down, moving my art 1 hex forward all the time, tanks and AA screening them. I do agree that this it a very hard scenario, if you don't have the required Art available.

You can get across the river on the top of the map (only a strong Inf. blocking), with 2 strong tanks. If you use Inf. they will be shot to pieces. By turn 8 I was well across on the top, my stuka's shooting up everything that opposed me, still doing the shoot and move thing at the bottom. By turn 11 I had taken the airfield and heading on the last victory hexes on the top. By turn 12 I finally broke though at the bottom. One of the strong (monster) Russian Tank at the bottom had Overwatch, which I forgot and ran into twice! Then this f***ing ¤%#%¤"¤ Russian monster Tank (the last he had at the top), came out and overran my 560 experience point 88mm AT gun !!!!! - just because he caught it in a APC. And it enquired a Overwatch leader in the process. He went down the next turn. My truly "death on wheels" unit was dead - I could not believe it, and he did not even get his wheels (upgraded to Narshorn or JagdPanther) :( - I know many would be very tempted to reload here, but I did not do it. I never do that. After heavy fighting at the bottom, my Armor and infantry formations was so depleted that the main force of this battle group was the Artillery. For the first time in a long time it was necessary to give replacement to a tank. I never do that. This was done because the group had to be split, to take the middle and bottom right victory hexes. The middle was easy, but the bottom right was protected by triple-Arty-crossfire !!!, and 2 strong AA. Since they are on the very bottom, you cant go around them. So I gathered all available Arty and blasted on them till they went down. On the top I also blasted till they went down, as you cannot go around them either. I could have won in turn 19, but went all 25 turns for a BV to get more experience. All new units the AI bought was easy targets.

Then came a nice, surprisingly easy Moscow. Finished that in 5 turns remaining for a BV. After that came Volchansk. Hard, but I won in 5 turns to BV. I got to upgrade two Pz IVD to the 2 range Pz IVF2 for free as they had influence as leader, very nice:). With all that Arty and AA cross protecting each other, I had to use the same approach as Orsha. The Russian Air force is very strong here, but luckily they come one at the time, so they are easy dealt with. I got my first proto-type here, a Panther D.

Going on to Kalatsch. Very very easy at this stage. I just upgrade most tanks to Tiger. 1500 experience point Tiger, went though like a warm knife in butter. By turn 4 or 5 I had virtual disintegrate the Russian Army at a point of no recovery. My Tigers stopped for nothing, nothing could do damage to them, stopping only for refuel. The designer might as well have put zero points volkssturm in my way, cause it sure felt like that. One of my Tigers (15+, heading on 2000 points) overran a 11+, 300 Russian Tank, clean !!! One of my arty (about 1000 points, with leader) killed a newly bought Russian Tank (heavy one) in one shoot. The only real enemy was the enemy air force. They were very strong. My own fighter could deal little or no damage, only they very experience ones had a change. Ones again I put my trust in 88's (AA), they can pull anything down. And they did. Did a 6 turn before BV.

Kharkov was not that easy. The Russian tanks had a bit more experience, so my Pz IVF2 was getting obsolete. Still they could do quite a bit of damage, with a Stuka or arty hit first, simply do to there high experience. My tigers overran everything they encounter. Did a 6 turn before a BV.

Kursk, easy. Did it a little wrong I believe. I forced my way though at the top, losing good overstrenght points, even endanger my tigers on the river (see screen shot), for no particle reason. There was nothing for me to get there. Next time I try it I properly will go though the middle with everything, and then spread out. Air fight was over by turn 2 (first wave). My fighters and AA are now so strong, he can just about come with anything he likes. Then disaster stroke. In turn 6 or 7 I believe, the next wave of fighters/bombers came. Fighters did little damage, but one bomber kill my beloved Inf of 700 points :(, and another monster bomber 15, 600 point bomber killed a 6 strength 950!! point recon clean!!, even as it was hit by 2 88AA before it did its bombing (which took half its strength). As this was not enough a 15+ 700 point KV-2 came out and did a lucky 7 hit on my StugIIIF8. Two 15 Guard Inf flowered up and down it went. All fighters/bombers and the KV-2 went down the next turn. Ones again (as in all Russian scenarios), I was faced with the same setup scenario after scenario. Two strong Art, covered by a good AA. All of them entrenched to 8, which means that you can not force them to retreat, e.g. be destroyed without taking all there strength point (a Overrun can also do it). This is fun 2-3-4 times, then it becomes increasable irritating and boring. There got to be another way to stall/kill the player, and I know there is. After 10 scenarios in a row doing Arty contest - it is not fun anymore. Did a 8 turn before BV.

Well finally out of Russia, I went to the Italian mainland to face the US "rampage" as the General said. He told me to get more Air defense, but I was quite content with what I had. I think you guessed it - the same Arty/AA setup over and over again. American armor is easy dealt with. But those high entrench and overstrenght Arty and AA can do serious damage to your units (the also could in Russia). So we have a Arty shooting contest all over again. This is starting to get REALLY boring.

Facing the might of the USA, was quite an experience. The AI is set to attack here, so he came with everything he had. I moved the very first turn, Armor in front, all the arty behind. Standing still for 3 turns I slaughter 50-60 US units or so. They just came running into me, causing several surprise every turns, I responded with Arty hell :), and counters from 2000 point Tigers and Panthers. There was nothing left. First turn I send out recons, spotting all US approaches. Not one US aircraft got a single shot at me. In turn one they all came right at me, in turn 2 I surrounded them, shooting all 88AA at then, finish them off with fighters. All enemy unit is overstrenght to 12-15. Got my second proto-type unit, a Kingtiger. Did a 6 turn before BV.

Cassino, middle, with tough moments. Those 17pound AT gun, deal seriously death to even the strongest tanks. Its a boring scenario, cause all enemy units are packed around the victory hexes (has there been any other the last 10 scenarios ??).  I bypassed the coastline and left road. I    went down the middle with everything, and then spread out. No unit other then the Arty, can deal enough damage to break those setup. So ones - AGAIN, they just sit around, outside enemy arty range, waiting for my arty to get in place [..shaking my head in irritating]. I took the most right victory hex without any arty, but with many tanks (Inf are get useless in this campaign). The took it, but was rapidly getting depleted. Doing it this way it is, outmost important that you finish off the enemy, at any cost, or he will just get back to you full strength in 2 turns. Lost a inf that has been with me since the start of then campaign :(

Normandy, easy, actual very easy, but the funniest scenario in a long time. You can deploy all your air force, but only 2 ground units. I selected two 2500 point 15+ Panther G's. I took his air force down in turn 3 (two first turns was rain). The 200-300 points P-51 is not a match for my fighters now. They are so strong that 5 fighters alone sunk an overstrenght  Iowa class battleship in one turn. 2 stuka's could take any ship down. And I got my first ever overrun of a ship-transporter. 

Pont-a-Mousson, tough scenario. Sort of like the first time I meet the US. Just much tougher, cause here there is space to move around. Those 700-800 point M36 SPAT, can do quite some damage to your units. I had one 2600 point 15+ Panther G attacked by two of these units and a Sherman. That brought he right down to 2 strength left !. He also has ALLOT of SP Arty, and 3-4 of them hitting the same target can also deal some serious damage to your units. After 9 turns strait of the AI attacking, I had kill 80% of his force, in a 1-15 kill rate. I was now my turn to attack. Since he had used up most of his force, I could move strait on to the victory hexes, where I ran into those 8inch 5-range US Arty, some of them even had a leader causing them to become 6-range!!. I careful setup my arty outside his units see range. When all was ready I needed a turn to supply them all, when something happened that go me very unhappy. Right in front of me, REALLY right in front of me came an army of SPAT and Sherman's, 600-700 point all of them and 15+. By both hexes this happened. The upper hex I dealt with them swift as the group had good armor with them and plenty of ammo for the Arty. But at the bottom, all arty was out of ammo, and my armor was very depleted. Now what to do!!. I use most armor on the AA gun (off course a 15+ one), even though some of them came within the 3inch US towed AT gun (dangerous weapons), then Stuka hit them all. All Arty was retreated 5 hexes. I lost 2 good armor, but still managed to do a 5-turn before BV. This was the most costly scenario until now.

Dinant, the last scenario. Tough scenario. Its snowing most turns, so a All weather combat unit comes in handy. Slaughtered my way though heavy US armor, taking loss as they came. I lost my second highest experienced unit - a tank with 2700 points. Also lost a 1100 inf. Did a 7 turn before BV.

Well that was this campaign. Actual I am glad I am though it, as it was not really fun anymore. 

I ended up with 7 tanks (1x Kingtiger, 6x PantherG), 4 AT guns (4x JagdPanther), 11 Arty (11x 17 K18), 2 Recon (2x Psw 234/4), 4 AA (4x 88 Flak 41), 3 Inf (3x Sturmpionere), 9 Fighters (9x Me-262) and 5 Bomber (5x Ju-87D).
Best Units

 

Screenshots from the Battlefield.

This is how you earn experience points.
136 points in one attack. 
(First scenario in the Russian campaign)

Even more experience.
168 points on a tank in one attack!!! - the highest I have ever had on a tank. Taking him from 13 down to 1!! left. I ones had an infantry have 178 in one attack. This was not intended. I was very close to get killed. My Art ran out of shells.
(The Moscow scenario)
Before the attack Before the Attack Before the attack. Before the attack. A 14+ tank.
After the attack - 136 points better. After the Attack. - 136 points better, but 8 strenght lower. After the attack - 168 points better. After the attack - 168 points better, but very low on life (1)
More Battlefield screenshots. (see describing text)
 
Kursk by end of my turn 5 Kharkov by end of my turn 5 Kursk: I had to endanger two Tigers by placing them on the river, just to break this setup. Actual I think its the wrong way to do it, as there is nothing you need up there. On my next try on this campaign I will push everything though at the middle and bottom only.
Kharkov: The AI traped two of my planes, and was very close to getting killed. I shot my way out of it and saved both. Victory in Kharkov - 7 turns to go. Pont-a-Mousson, by turn 13
First meating with the US - a shooting gallery Last scenario, turn 15. Last scenario, turn 11

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