g |
1.SS Leibstandarte -- v1.30
|
|
A usermade
Panzer
General II Campaign by Matt von Oelhafen
|
- with 1.SS Leibstandarte
Equipment file, 100%
prestige modifier and Unofficial Patch 1.02G.
|
Played & Reviewed By Lasse Jensen
Date 06 December 2001
|
Not having played a German
Campaign for a while, I thought I would try that and since
this is the first on Steve Browns Campaign site (for Germany),
I picked this.
I enjoyed - I truly did, the
first couple of scenario. I was beginning to think that this
may be THE German campaign I have been looking for. As you
proceed the spirited of these first ones is somewhat getting
lost, and in the end there is nothing fun left! Sure, mass
slaughter of tight pack units if you consider that fun. Repetitive
scenarios to say the least!
In this campaign you are not
allowed to buy new stuff, however you must replace lost
original units. You can keep prototype units, as well as you
may overstrength up to and including Normandy. The designer
says in the readme that
it is fairly difficult to still make balanced scenarios
towards the end. This is normally a very true statement,
however in this case its faulty logic seen in the light that
you know exactly what the player has, due to the artificial
rules. The ten last scenarios bear no resemblance that the
designer has designed the scenarios, with his own rules in
mind.
You
will meet many leader units in the campaign. Not at the start
of the scenario, nor are they default in the campaign. But a
lot of enemy units, if not all, will get a leader first time
you attack them. Basically this is good design, but if you do
it 10 scenarios in a row it is predictable, not that it
becomes boring or anything like that, but predictability is
one thing you don't want to achieve.
Don't use the same tricks, not that there is many trick used
in this campaign, over and over again.
I
cant help getting the feeling that I am not playing a campaign,
but a row of standalone scenarios. This is not exactly what I
am looking for in a campaign. This is partly due to the artificial
rules, which produce zero upgrade fun, and partly do to that
your results has zero influence on the war in General. These
two things alone makes this kind of campaign not a preferred
choice of mine.
I'm
not making a review of the Equipment file used, even thru it
is probably designed for this specified campaign. But you cant
help notice and of course look at the Efile as you play. There
is some strange cases all around, sometime much better equipment
is cheaper then less good equipment?!?!, like the Panther G vs
A and D?. Then of course there is the super human SS infantry of the
Germans. They are vastly better then anything else any other
can muster. They are like tanks, really! I like playing with
infantry...but..
|
Installation:
A zip file. fine enough. Included in the zip is several
other zip files, which you need to extract to the correct
directory.
Readme/help:
Ok readme, but with some
flaws. As stated in the Readme, you will have to use the G
patch to make
full use of of the included Efile. This is true, but this
sounds like you can choice, which you do not!. If you play
this campaign with the intended Efile, you CANNOT
play WITHOUT the G patch. Since the Efile
includes more than 1000 units, the normal execute will crash
the game. A lot more focus needs to be done to the fact that
the player needs both v1.02 of the game as
well as the G patch in order to even play! (the G patch can
only be use with v1.02)
Campaign
Story: The story is ok. I like the way his writes.
Normally short, to the point and informational messages.
like it. But I cant help getting the feeling I am just
playing a lot of standalone scenario. This may be intended,
but its not really what I expect or want if I play a
campaign. Your performers does not influence in anyway on
the campaign path either, also contributing to the
'standalone' feeling. Campaign
time-span: Good, really good. If it was not for the
fact that there is no upgrade fun in this campaign (artificial
removed), and the horde of prestige you have, you could have
a lot of fun here. Maybe a better Efile is also needed. Campaign
difficulty-span: Well this is actually removed by the
artificial rules! A self destructing mechanism so to speak.
As can be seen, if you read further down, I have so much excess
prestige and nothing to use it on because of the rules.
18000 prestige in excess, at 100% means about 4500 on 25%,
maybe a little less. Either way, whether I have 4500 or
18000 does not really matter, if I have excess prestige
there is no difficult-span then!!! the only way to make a
difficulty-span is to decrease the prestige by a factor 500
or so. Its clearly shown that the designer has not thought
about this at all. The maximum army value I can have is
about 8500, and this is if I have to replace all original
core units (utopia) - because I am not allowed to purchase
any new units!! - so how can I exceed this value? Prototype
units does not count, so the max cap in the campaign should not
be higher then 8500 and this only very late in the campaign
when I can upgrade to the most expensive stuff. However this
value is already reached in the 9 scenario, loooonnng before
my army - by the rules - can get even remotely close to
this. So I will just keep getting prestige by the horde,
prestige I cannot use, even at 25%, which means there is no
difficulty span. Campaign
misc.: *ply files is included, a bit of too long text
in a few scenario messages. Some blue scenarios are showing
in the scenario select list, scenarios that does not work!
Even worse than blue scenario, gray scenario that can be
played, but really cant!! Some of the scenarios are labeled
gray, which mean you can start them up. However they are by
no means designed to be played. They are the campaign scenarios
with the aux units, but without any substitute for the now
missing core units, which means you don't have a shred of a
chance. Like a sack of playable bad scenarios, some of them
really physical impossible to win, but all of them impossible
to just dream of winning. Scenario
design: Hmm, I actually wanted to give less stars!,
because the majority, at least the later ones, are reparative,
uninspiring, pointless pack vs. pack and 100% predictable
scenarios. However since I liked the first few (and I did!),
they are the ones holding the stars up. Need some serious
rework of the later scenarios.
Scenario Plausibility : Good for the most part. Overdone
ones in a while (tanks) but fairly ok.
Scenario Misc.; Well missing everything! that's the
easy way to say it. No place, city etc names, no units
designation, even just made up. Many scenario don't even
have the units point in the right direction, and that's only
a click of a mouse when the scenario is designed!?! Zero
time spend on the little thing that makes your scenario just
that tap better then the next guys. Really deserves zero
stars, but since one (1) scenario does have place names, as
well as some units, also in this scenario, has name (its a
SSI mod scenario) as well as the fact that scenario names is
nicely keeps small, making then not writing over everything
else in a units battle honors,
it deserves a star.
|
Scenarios
|
Scenario #01 - Poland |
Fairly
ok scenario. Map and placement of units offers good flanking
possibilities, you can drive around and take the Polish in the
back. However the scenario itself sort of destroys this :(, by
entrenching the in-city artilleries to 8-12. It actually servers
no purpose to drive around, other then taking the few flagged
polish hexes, since artillery that deeply entrenched cannot be
destroyed by anything else then your artillery. I have seen this
in many other scenarios, deeply entrenched artillery with one or
more AD gun for cover - there is no other solution to this then
artillery vs. artillery.
You actually have a hard time
getting thru the city (nameless city btw!), not because its to
hard, but because of missing roads on the city hexes and
bridges. I am unsure if this is done on purpose or it is a map
mistake. I believe its a mistake since all other city hexes on
this map is missing the roads. Consequence; means that it IS
actually faster driving around the city (on the bottom) then it
is getting your army thru the city - with or without enemy
units. Anyway ok start scenario, and basically good fun, like
it!
Got a Last turn BV and a Prototype
PzIIIG tank. |
Poland by turn 4 |
Back to top
Scenario
#02 - Aa Channel |
Since
you are not allowed to purchase new stuff, I just upgraded
everything to the best I could find. I have to say those SS
infantry is by fare the best units I have. A bit overdone states
I think, but never the less they are damn good. If I was allowed
I would buy a horde of them more!
Pretty
fine, pretty fine indeed. You are warned from the start that it
will be a tough river crossing. You breakthrough point is the
second bridge from the left. This is the easiest spot. You
should not waist time on the top left enemies nor the middle
enemy units. I did it anyway but first later in the scenario,
where a large portion of my units had nothing to do. I purred
everything, on the left side of the map, thru this bridge and the
left victory hex was easy taken.
The Right victory hex is much tougher hex to take. I placed all three artillery I have
over here, good intrusion I guess cause this is the toughest
spot, and you are going to need all the artillery you can get -
which is 3 since you are not allowed to buy more.
Its a well entrenched spot with a lots of crammed together
units. Takes some time to shoot thru.
It does not really help you
making a attack over the second right bridge, which is much
easier, since there you still have a river between you and the
right victory hex.
The turns is excellent set, you
can just make the BV if you don't waist turns.
Got a
Last turn BV.
|
Aa Channel by turn 4
Aa Channel by turn
8 |
Back to top
Scenario
#03 - Nice |
1900 bucks in the bank and absolutely
nothing to use it on. Man its itches in me to buy some more of
these super SS units, but I am not allowed to :( It is a artillery shooting
contest scenario, but never the less another good scenario. Mountains
all over, which means that recon, tanks and your AT gun, is in danger
everywhere they stand, especial if one of those - quite good -
legions comes around. They are really really good and will kick
anything but your infantry. It is actually better for
none-infantry to stand in river hexes (!), then end there turns
in exposed Mountain hexes. Basically
just a slow pace artillery shooting down the valley
with all my seven Infantries up front. I had a tank and AT gun
up front to start with, but they got badly hurt by those
legions. Used a fair amount
on prestige you keep my infantry up to strength 10. You should
too, as they are they ones that is going to win the scenario for
you - along with your 3 artillery. The
right aux units you have is of no use at all. They are not
strong enough to pass by the ownership hex before the supply
hex. So they basically just stood there. The AI bought another
five range artillery on this supply hex, as well as a French Bis tank.
Once more I got a last turn BV.
The turns are nicely set. |
Aa Channel by turn
8
Aa Channel by turn
11 |
Back to top
Scenario
#04 - Corsica |
Plenty
of bucks and nothing I can use it on :\. I losing a bit of fun
here, because of the rule of not buying any units! I hate
artificial campaign rules :( Not that the scenarios up to now
have not been good, cause they have, but half the fun for me in
a campaign is designing my forces and there is nothing of this
here :( Anyway another good scenario (hope it continues like
this, cause it is does this is in for a high score). When you end your first turn, it
take a while before it shifts to your turn again. Not a good
sign! It either means the AI has a lot of units standing wrong, according
to him - or he just got a lot of units! But its not that bad as
you will found out. I was a
bit divided between how to approach this scenario. One part of
me want to just land my forces as quickly as possible and
another part sneak down the island and land behind the AI. I
took a long sail route down to the very bottom of the island,
where I landed in a totally undefended supply hex :) This in
turn force a nice side effect, it forces some of the HEAVY
HEEAVVVYY entrenched AI artillery units to leave there entrancement.
We are talking 15-20 here! As some may know Artillery that heavy
entrenched cannot be destroyed by anything else then your own
artillery. I took the lower
right victory hex easy as it is only relative light defended,
this again forced even more units to leave there entrancement.
Then artillery shoot my self thru to the to another victory
hexes. You cannot get a BV
they way I did, simply enough turns. I have a bit of doubt that
you can actually make the BV in this scenario. Your aux units is
of no help what so ever, they can simply not match the Legion
units in Mountain combat, - and there is plenty of mountain on
this map. Since BV and V are pretty close in numbers, even a V
is going to be pretty close, but I believe this can be done.
Still not sure about that BV. Well another time and another
place and I will try it out. Got a
TV |
Corsica by turn 5
Corsica by turn 10
|
Back to top
Scenario
#05 - Yugoslavia |
Almost 5000 bucks in the bank.
Not much here, nice little easy scenario and ok too. Just
basically surrounded the victory hex from every side, and those though
SS infantry- which btw is the best unit you have!, killed
everything. Got a BV with
plenty of turns to spare and a prototype Me-410 fighter. Heh
my first aircraft! |
Yugoslavia by turn
6
|
Back to top
Scenario
#06 - Korinth |
6000
in the bank, and still nothing to do with it :( Overstrength
everything and still got 5500 left.
A very easy scenario. First I thought
the designer had forgot deployment hexes(!), but there is a
port to the far right where you can embark to sail over. There
is only 3 transporters, however you have one of the hexes in the
ocean, just deploy there and you can deploy all unit in one turn, one
by one. I did not see this before the second turn, so I was a
little slow getting over.
Not really much the say here, my
infantry did the whole job. Ohh btw this is the 6 scenario in a
row that is completely anonymous.
The designer makes good into text -really does, so its a bit sad that he did
not use the extra time to name the map.
Got a BV, could easy have gotten
it in turn 7, but went all turns. |
Korinth by turn 9
Korinth by turn 12
|
Back to top
Scenario
#07 - TarterDitch |
7200 in the bank. Again over-strength
everything leaving 6400.
If it where not for the fact that
your infantry is extraordinary good in this Efile, this would be
a pure artillery shooting gallery. However do to your infantry
being so good, that are themselves moving artillery units :) In
this scenario you have to fight thru a horde of units, there is
no other way. It is not to difficult, in fact its relative easy,
since your moving battleships - your infantry - by now should be
super humans. Nothing to complain about here, I like infantry!,
especial since they are better then any other unit you have, in
all aspects. Still tempted to exchange all but artillery, for
those infantry, but I may not do to the rule :( I
dare anybody to get a BV here. Its not because its difficult,
but because it is so close to impossible. I don't mind not
getting a BV, don't even mind a loss for that matter, but I want
a valid reason for not making it, and not because it is physical
impossible, do to number of turns. Ok
you got 11, 13 and 15 for the various victories. There is 33
hexes to cross for the last victory hex. With the best movement
units, which is either a truck mounted unit or a recon you need
minimum 4 turns to move 33 hexes. Both hexes have bunkers on
them so you cannot take them without a fighting turn, 1 turn
more. The middle strait is also covered by bunkers, which you
have to destroy in order to cross, one turn more. By the beginning
all 3 roads are covered by an AT, another fighting turn.
Your artillery cannot reach them in the first turn. That makes a
minimum of 7 turns you absolutely need to take the hexes here.
That leaves 4 turns to slaughter 80 other units that is also in your
direct way - that is close to impossible!!!
Btw there is a nice touch in this
scenario, where Partisans appear behind your lines. Not
difficult or anything, but a nice touch! -Like it!
Got a last turn V. |
Talking about
packing units!!! - TarterDitch by turn 1
TarterDitch by turn
8
|
Back to top
Scenario
#08 - Crimea |
8000 in the bank.
Downgraded my 88mm to a mobile StuG. I have found it impossible
to earn experience on the unit so far in the camp. And my other
StuG is doing good in that department so far.
Easy scenario and hex less
scenario. Been a while since I played on of these and its good
fun. You have to destroy any enemy unit on the map.
A 6 range leader artillery (now 7
range) with 'overwhelming attack' and 22 in soft attack - whine
whine whine :)
BV with 3 turns to spare and a
109G6 fighter as prototype.
|
Crimea by turn 5
|
Back to top
Scenario
#09 - Kiev |
9000
in the bank. Upgrade my new fighter prototype, as a already available
FW was better, - and I did not like the icon used on the
prototype :)
Talking about packet, stacked, categorized,
aligned in row and columns.....
lol then this is it!. If it were not for the fact that your
Infantry are so good as they are, this would be a textbook of an
artillery shooting contest - an example NOT to follower! As
in the 8 previous scenarios (more or less) the enemy is all
facing south, which because of the size of packing here, looks
really stupid. The scenario it self is surprisingly easy, mostly
do to you super human infantry :). There is no fancy trick here,
its just slaughter from turn one to the end. There
will arrive a large number of enemies in the southwest - not
actually sure if they arrive or is there from the start. Anyway
you yourself receives a large aux force down there too. Don't
know if its meant so that I should start fighting them?, but I
did not do it. No need to fight somebody in some remote location
for no reason, there is nothing I need down there! I just drove
my aux's up south toward the victory hexes. Placed 2-3 units on
the river and let the AI south force run head on. Got a
BV with plenty of turns to spare. |
Kiev by turn 5
Kiev by turn 9
|
Back to top
Scenario
#10 - Rostov |
10000
in the bank.
I am beginning to think that the
first couple of scenarios, that are really good, was just lucky
picks by the designer. We are fast declining into standard
placement of unit on the map. AT cover bridges, artillery
supported by AD (not that this matter in this scenario since you
cant deploy your air force, if any), packed and stacked units. The campaign
is beginning to losing its appeal!
Basically 3 groups of enemy unit.
One packed by the first river, one packed in the middle of the
map and a larger group packed by the victory hexes! Hmm, as I
could not foresee that even before seeing the units! Show me
something I would not expect!
Got a last turn BV. I must say
the designer is rather good at setting the turns in general. You
waist one turn on this scenario and you cannot make it. Just
like it should be. |
Rostov by turn 11
|
Back to top
Scenario
#11 - Mius41 |
11000
in the bank. Ahh better.
Its a defensive scenario, but you cannot actually win it. Not
because you cannot hold the positions, but because there is no
victory hex to take and killing all enemy units cannot be done -
at least not first time around. But I don't mind, its ok. The
first 2 turns noting is happening, that makes you a bit unsure -
and that is expressly good scenario design (whether indented or
not). You get a bit nervous as to if your units are placed
correctly and if you are defending in the wrong place. Turn
3-4-5-6-7 are the real fun turns of this scenario. Intense and
major thinking time. These turns will make or break you. In turn
4, I think, I was real close to redraw the southern part of the
defense because it was seriously threaten. But the AI is not
always that cleaver. A human player would have flow right thru
me in the south, come up behind me and trapped half my army and
take a free walk to the victory hex. But I stood and it all
held. Basically the AI just
comes storming you from north, east and south. Lots of mobile
artillery, tanks and infantry. Good fun for the above mention
turns. Of course it can last longer or shorter depending on you
can make it or not. I do
however fail to see the point in wasting 20 or so units of artillery,
AT and AD on the other side of the river, where these units
could much more productive have been used as a second wave, or
'sneaky' unit. They server no purpose there at all. If there are
solve to prevent the player from actually winning the scenario,
by destroying all enemy unit, a single unit placed in the
deployment zone of the AI will do that trick.
Got a 'loss', not a real one, but
as said because you cannot win. By the sound of the end-message
you really expect to be kicked, but you don't. |
Mius41 by turn 3
|
Back to top
Scenario
#12 - Mius42 |
11200
in the bank. Finally some upgrade to do, and use the money on.
Upgrade all 4 tanks to Russian T-34, they are better then
anything German. Upgrade both AT guns to StuG IIIF and both
Fighters to FW-109A3. As well as the FlaK37 to FlaK41 (which
name btw looks a little odd since the A is FlaK is uppercase).
Overstrength everything to its max, leaving me 7900 bucks.
The AI is set to attack here, caught
me a bit off guard as I did not expect that (nice). Anyway a horde
of Russian units will attack you. If you do it carefully you can
get a couple of Russian surprises each turns, as he is just
charging you :) You get plenty
of aux units, comes after a few turns. The air war was also not
to difficult, since is rained for the first 5 turns :) It is
basically an easy scenario, fun, but easy. Needed is a bit more organization
in the Russian attack, but there is some nice futures like Russian
partisans and irregularly troops, coming up behind you. Btw
I like this map very much. I think its cool looking!
Got a BV with plenty of turns to
spare. Got a
Prototype Tiger :) huhuee |
Mius42 by turn 4
Mius42 by turn 9
|
Back to top
Scenario
#13 - Ukraine42 |
Little
over 10800 prestige. Upgraded all my tanks again, to PzIVF2.
Upgraded my 3 artillery to 21cm K18 (btw that should be K38). I
was a little unsure if I wanted to, since it has even less ammo
then the 17cm K18, but 1 range more. Seeing the Russian
monster artillery out shooting me time and time again, I better
do it. So I did. Left me with 6900 prestige points.
Oh my god!!! Pointless, and poorly
designed scenario! Well this scenario is how NOT to make AI
attacking scenarios so late in a campaign!!! This is how you
take away any chance for an already not so good AI!!
You stand behind a river with one
bridge, - this is by your victory hex, crowed completely
together. 50 or so AI unit appear right in front of you. You
cannot move, the AI cannot move. All he can do is run head on -
a river - with me standing on the other side with range 2
weapons. Get the picture! This is a no-win chance for the AI.
All you need to do - all, you can do! - is to stand still and
shoot!!. I don't think I took as single point loss on ANY unit,
while I killed those 50 Russians or so in less then 3 turns. I literally
duck shot him. The AI does not have a shred of a
chance! Fun? maybe?, maybe for some, but not for me!
Place 90% of all my unit by the
victory hex and down the road. No sense in place then down by
the supply hex. What do I need a supply hex for? - I may not buy
new units anyway!! So I was fairly indifferent as to whether the
supply hex would fall or not. It fell in the 6 turn, but I
quickly retook it.
Now what you want to do is to get
the player out in the open, leaving room for the AI to move and
there is good room for maneuver on this map. This is currently
like a test scenario or something, completely pointless.
Got a BV with 3 turns to spare. |
Mius42 by turn 5
Mius42 by turn 10
|
Back to top
Scenario
#14 - France |
Uhm?
Some 2-turn rest scenario, where you just have to take a hex.
Got a BV and a prototype HS-129B2 Bomber :) My first. Nice to
get prototype for doing nothing :) |
|
Back to top
Scenario
#15 - Kharkov |
13800
Prestige in the bank. More new equipment available, upgraded the
two StuG IIIF to "StuG IIIF with infantry". Still
think this looks silly in an Efile, just me I guess. Ohohee,
this looks like another stacking scenario! You got 3 victory
hexes at the very top, with nothing in between. I bet you a
million that the top is cover with units, as well as I will meet
1-2 or 3 stacks of units along the way. Heheh
as said so done. 3 stacks and a top stack. I did not fight stack
one, there is no point in that. Due to all units being entrenched
to 8 they are not keen on moving, so they just stood there they
whole scenario. Hmm this campaign is rapidly losing its appeal!
Some good scenarios in the beginning, but it seams like the
designer got stocked in the - so very often used - stacking of
units and artillery contest, and this is a very very uninspiring
scenario to said it the least. I
am sorry If I use a bit of harsh word now, and its sure not to
be evil on the designer, but this scenario, like the previous
one, can easily qualify for the top10 of the worst scenarios
ever seen! Hell I have seen 20 minuets scenarios before, but
this is not even a 20min, more like 10!!. No
more comment required for this scenario - because its not even a
scenario - this IS like scenarios I use for test purposes!! -
for real! Got a BV with 2
turns to spare. |
Kharkov by turn 3.
Stack one and two in view. I did not even fight stack one, no
point in that!
Kharkov turn 6.
Just finished off stack two and stack three in view.
|
Back to top
Scenario
#16 - Kursk |
16000
Prestige in the bank. Upgraded my recon to PSW 233. Hmm,
man! This is now getting boring! Stacked, packed, artillery
covered and predictable. Show me some new for a change!. What happened
to the sprite of the first scenarios? if its going to be like
this for the rest scenarios, I am not even sure I am going to
finish. How can the designer think this is fun scenario after scenario? This
is like a static defense scenario, so bring up your guns an
shoot. A major city in the middle - since it is a nameless city,
I don't know what city it is!, with a ring of fortifications and
units all around. Of course the city its self is packed with
units. lots of artillery all around, including some of the major
Russians, which basically means its impossible to assault the
city before your own artillery has finished them off. Even
your super infantry is helpless against cross fire from 3-4-5
artillery. The 'ring' is 6-8 entrenched, so unless you disturbed
them or come visible in range they will not move. I
place all my units on the left deployment hex and just moves as
one big units. When I am not forced to spread out why should I?
I was fully aware that any river crossing would be cover, they
have been until now, so why should I deploy my force in the
south? That's only a disadvantage,
spreading out my firepower!! This
is not how to do it, so late in a campaign. With most units at
high experience and allowing the player to keep his units in a
tight pack, cannot be beaten by the AI. You want to spread out
the potential more firepower of the player, the later you get in
a campaign. This scenario nurtures the directly opposite. And
the victory message made me laugh a bit. Not that there is
really anything wrong with the message, and a truly like the way
he writes (much better then I could do it), but 'Classic tank
battle' heheheheh, is not a sentence that fits here. This is
nothing like a tanks battle, never was and never will be in the
current form. True there is a lot of Russian tanks, but that
does not automatically make it a tank battle. The Tanks have no
room, they are dug in, making the AI not keen on moving them. Got
a BV with 2 turns to spare. |
Kursk by turn 4.
Kursk turn 6.
Looks like a picture I have seen before!
|
Back to top
Scenario
#17 - Italy |
17000
Prestige in the bank. Upgraded 4 of my 5 tanks to Panther A, as
well as the recon to PSW 234/2. Over strength everything to its
max, even thru it was hardly much, since I did not lose many
point in the last scenario, due to the tight formation one can
move in. Hmm. Strange
scenario. Takes you more time to deploy the actually playing it.
A 45 entrenched bunker on a victory hex with a few partisans
around. Dead dead dead and finish! A 45 entrenched bunker is no
match for my super human infantry. Even without artillery suppression,
the forecast is 1-10. Got
a BV with 3 turns to spare (in a 4 turn scenario!) |
|
Back to top
Scenario
#18 - KamenezPodolsk |
16996
Prestige in the bank. Well the max unit bug popup up here.
Obviously there is a lot of aux units on this map. I wanted to DOWNgraded
my 4 new Panthers to Panther G's!!! Yes for some weird reason
the G version is cheaper, but still better!! For some strange
reason the D version, the earliest Panther version and less
good, is the most expensive? Well because of the max unit bug,
you are not allowed (by the game) to upgrade nor buy new. In
order to do that you would have to sell off core units to get
under the max 100 per player (only 75 in v1.00). Well I will
manage fine, just have to do the downgrade the next scenario :) With
the max unit bug, its a hint that its going to be a large scenario.
Which it also is. However you can easy and fast win this. You
basically have two groups one to the far left, around one of
your supply hex. I completely ignored all this, as it serves no
purpose in whether you lose or win the scenario. There is about
30 German units fighting another 30 Russian. In
the middle you have your victory hex, the one you don't want the
Russians to take :). It has a larger fortification ring around
it where you can deploy your forces in the middle. The Russians
will attack you in e 270 degree circle, but not in the north. To
the north you have the sole victory hex you need to take. Since
this is an AI attacking scenario, it normally moves everything
it can get its hands on against its targets. So there is not
likely many units around the victory hex, unless the designer
places lots on artillery and AD/AT. But this is not the case in
this scenario. Basically I
just moved north out of the ring. Destroyed some units at my
flanks and took the victory hex. You don't have to worry about
your victory hex, since the fortification will stand up quite
well against the Russian onslaught. Supported by a couple of
artillery they are not likely to get thru at all. Got
a BV with 6 turns to spare. But
things got screwed up, as the scenario crashed on me the second
I took the victory hex. As it turns out, by not selling of some
of my core units before deployment, my units got re-numbered
(all units has a ID number) over 100 - and that is one thing the
game don't like. The thing is that I remember clearly that you
have to sell of units, if you get the unit number message,
before you can deploy. Maybe that is different in the 'G' patch.
Anyway to get going, without having to renumber everything
manual in the savegame (I tries several times to let the AI kill
of my aux units, but the game does not re-number for that), I
simply let the AI take a ownership hex I had taken from him,
cause as it turn out, the hex you are protecting is not an AI
victory hex, the AI does not have any victory hex at all. For
some strange reason the game re-numbers, when you lose, and so I
could proceed. This also flunks my previous statement that the
left supply hex is of no use to you, cause if the AI takes it,
you WILL lose. Anyway after
several time of reloading the auto save game, to solve the
problem, the AI took a hex of mine and I got a Loss. I think the
designer needs to remove 20 or so aux German units, to be on the
safe side for future players of this campaign, to this not happening. |
KamenezP. by turn
3.
KamenezP turn 6.
The turn I got the crashing BV.
|
Back to top
Scenario
#19 - Tarnopol |
Well
do to a reverse lose, the AI actually active defeating me (which
was needed in order to proceed), you bypass the HQ screen. So
after the defeat screen message, the scenario just starts in the
deployment faze. I like
this map. Its a beautiful map, just wish the scenario was
corresponding beautiful. You start out on the far left in a
relative tight pack. All around you there is Russians, mostly
tanks, so the first 2-3-4- turns they will come storming you.
They are however no match for you super stuff, only the IS-2 is
even with you. Nothing much
to say, other then what is already said, that in order to make
functional and difficult AI attack scenario so late in the
campaign, you need to have the player spread out in order to
mass assault smaller groups of his stuff. Assaulting a tight
pack, which you have since you just deployed, is an almost impossible
task for the AI. Anyway just slaughter thru and take the hexes. Got
a last turn BV. |
Tranopol turn 4.
Tranopol turn 8.
|
Back to top
Scenario#20
- Normandy |
18890
Prestige in the bank. Now time to do some downgrading! It seams
like downgrading is better then upgrading in this Efile. Downgraded
my two StuG IIIF with Inf to two JagdPanthers!!!!!!!!. Yeah
believe it or not these babies are cheaper then the StuG's even
thru they are vastly better!!!. Also downgraded 4 Panther A's to
G. Upgraded my Tiger to Kingtiger, my 6/2 AD to 37mm Mobil, both
fighters to Me262 and lastly the Hs-129B2 bomber to B3. The
rules state that this is the last scenario you may over strength.
So I over strength full, leaving me with 14991 points left. See
much better. You spread out the player and the scenario plays
much better, well for me at least. This is a SSI mod I think or
a look alike, but with limited deployment as well as more allied
units, I think. Good scenario with a defensive as well as
an offensive aspect in it. I am not sure this is indented or
not, but you actually don't need the victory hex up top, you
just need to take ANY hex of the allies. I took the left supply hex of
the allies and the scenario ended in BV. The easiest way is just
to let the allies take the nameless city in the middle (the one
with the two victory hexes) and then retake it in the second
turn. That should also produce a BV. Got
a BV in turn 6 I think. With normal function victory hexes it
would probably have been turn 8-9-10. |
Normandy turn 4
|
Back to top
Scenario#21
- Lorraine |
About
16800 Prestige in the bank. Beautiful
map. Ok- scenario, but the AI does not really have a chance,
since I am once again packet in a tight formation. I miss some
flanking, some unexpected reinforcement, surprises etc.. you get
the picture. This is quite the same as the majority of the
Russian front scenario, mass assault of a tight player
formation, one victory hex cover by artillery etc.. we know the
out come of that! The AI is
set to attack, which basically meant I lost 95% of all aux units
in the AI's first turn, since I moved them forward. A horde of
ground units as well as 10-15 planes will attack you in the AI
first turn also. The Planes was taken down by turn 3, since as
said I am a tight pack and its all multi covered by my AD, no
chance for the AI. The ground part went the same way, took a bit
long, but the same way also. Its
a bit sad, cause this map really offers for flanking and surprise
scenarios. Got
a last turn BV and got a JagdTiger as Prototype. |
Lorraine turn 4
Lorraine turn 8. I
could have won in turn 7, but just took a few more hexes.
|
Back to top
Scenario#22
- Rhine River |
About
17000 Prestige in the bank. Downgraded my new Jagdtiger to a
JagdPanther, as it has better movement. Nothing else to use
money on, as I may not buy anything new or over strength. Hmm,
better scenario, but still just a pack vs pack fight. The core
action will just be as the 10 last scenario, a horde of troops coming
at you while you have to cross a river, everything packet tight
together. The fun
part in this scenario is the aux fighting on the top. Even thru
it does not mean anything, since you don't need any of the two
hexes up there (you can just abandon them if you want), its
never the less a fun setup. A long city frontline with half strength
Germans vs. a superior US force. Fighting an elastic defensive defense
and you can in fact hold it. I like it and had a lot of fun with
the aux units. To make this scenario much better, dual victory
hexes, would do it. if you actually needed both hexes up there,
it could turn out to be quite good. Got
a BV with 4 turns to spare. |
Rhine River turn 1
Rhine River turn 6
|
Back to top
Scenario#23
- Siegfried line |
About
16255 Prestige in the bank. Did
it all wrong, but I actually think I had more fun doing it
wrong. If you do it the only way its possible to get a BV, is
just a scenario like the 10 last - pack vs. pack. Well you got a
victory hex in the south-west, just one to take (hmm wonder why
there is always only one victory hex) and a long fortification
line, which you start behind, in the east. Well pretty much
figured the deal her. A horde of AI units is going to storm you,
while you have to slaughter your way thru them to get the
victory hex - nothing new here!!!!! Btw the too many units bug
is also found here. Well its not actually a bug, you just got to
many units. Remove some of the fortification and it should be
gone. With absolutely
nothing new under the sun, I figured a horde of units would
charge me if I took the middle road for the victory hex - which
you have to take to get a BV - no other way is possible, and
even then its very very tight. I believe only truck mounted
units or recons can actually make it. Anyway not wanting to do
the old (getting REALLY old) pack vs. pack, I figured I would
take the south road. What I did not see was the there is a lot
of bocage down there, which hinder your movement so you cannot
make the BV. I drove most
of my units down there, as I new from the Russian front those
fortification would hold of the onslaught for ages, without me
having to do anything, which they also did. So at the top and
middle I did not really do anything. At the bottom, on the road
I took, I encounter about 10-20 units, mostly infantry and just
continued for the victory hex and took it. As said you cannot
get a BV this way, but its more fun I think :) Got
a V. |
Siegfried line
turn 3
Siegfried line turn
8 (last turn BV)
|
Back to top
Scenario#24
- Battle of the bulge |
About
16364 Prestige in the bank. Upgraded both my AD guns to mobile
88mm Hehehe, looking at the
map - which btw is a 'xmas' map, because of improper palette
used in converting to SHP - I thought I would beat the designer
at his own packing game, cause this is just like the 10 previous
scenarios pack vs. pack, and I did :) Well
your deployment lays in the sound-east. The lonely victory hex
(as usually) in the north-west. So its meant for you to drive
cross the map and take it. But I looked a little around in the
deployment. You have a supply hex in the north-east, which is
much closer to the hex, covered with aux units. So what I did
was to close of the deployment window, move all the aux units
down toward my victory hex, in case the AI would like to take
it. Deploy all my core units on that supply hex and vola got an
easy ride for the victory hex. Hehehehe! There
is units packs all around the map and the victory hex is covered
with units as usually. Nothing new. This is by now a totally foreseeable
campaign. The spirit of the first scenarios are long gone -
sadly! Got a BV, with 4
turns to spare. |
Battle of the
bulge line turn 5
|
Back to top
Scenario#25
- Budapest |
About
16200 Prestige in the bank. Upgraded the PSW 234/2 to /4 An
SSI mod scenario. For the first time something is named on the
map :) Well is a SSI mod with more enemies, planes as well as
ground units. The AI is set to attack, cant remember if that is
also the case in the original SSI scenario. Anyway this fun, multiple
victory hexes in different directions, simultaneous attack on
your victory hex, as well as open ground where the AI can move.
This automatically opens the scenario
instead of those pack vs. pack scenario. Still an easy scenario,
but good fun. Left a few
units on my victory hex, swung everything else around the center
enemies and continues with high speed for the two top victory
hexes. Got a BV, with 2
turns to spare. Got a Maus FlaK gun as prototype. |
Budapest turn 2
Budapest turn 5
|
Back to top
Scenario#26
- Vienna |
About
18413 Prestige in the bank. Downgraded my Maus FlaK to the
Kugleblitz. Not much to say.
Mindless scenario!. Pointless. The Russians don't have one
chance in hell to win this. 3 Turns and they where all dead.
This is guaranteed a 20 min scenario
- and please I have seen enough of them! And
of course I did not let the American take my victory hex as said
by the into message, cause that produces a lose - which in turn
does not produce a score for the campaign. Got
a BV. |
Vienna line
turn 1. Man!! it can be done better then this!!! - I know it
can. This is to mindless.
|
Back to top
|