By Lasse Jensen

Last updated 18 March 2003

 

 

Screaming Eagles and Shattered Steel -- v. 2.0

 

A usermade Panzer General II Campaign by Narayan Sengupta
- with Waffenkammer Equipment file v4.02 and 100% prestige modifier
Played & Reviewed By Lasse Jensen Date 31 October 2001


I had no plans on playing this campaign, I have a few other already in progress. I just dumped by JP's panzer, saw a new challenged had just begun and said what the hell, lets look at this campaign. 

First I would like to say that this campaign is particularly bad (not that the campaign is bad) to use as a Campaign Challenge, do to very incorrect set 'prestige cap', and 'allocation cap' (maybe this name is misleading). Well whether its incorrect or not I should really be left unsaid, never the less the result is that there is not really a distinctive and decisive difference between playing at 25% or 100%, 200% for that matter. Of course you get more prestige for taking hexes, but the prestige that really matter, the in campaign allocated prestige, is high and on account of the 'allocation cap' setting, you virtual get it all the time. The 'Prestige cap' (aka Jensen cap) is virtual set out of function. If you can do the campaign at 100% you should have no problem at 25% either, as the prestige difference is minimal. Not a campaign suited for a campaign challenge at all! 

The campaign itself is ok, not spectacle nor anything really new is found. There is easy scenarios, fun and tough scenario. Better scenarios is seen, and worse scenarios is also seen. Basically its slam dunk right in the middle of the majority of user made campaigns. Nothing bad in that!.

I would like to say a review is always in the view of the beholder. A review is not there to step on anybodies toes, sure not there to discredit someone's hard work. I know for a fact I many times don't agree with reviews I read on some Inet page of whatever game. But I write want I see, what I feel,- in my 5-years old pathetic English :) If I come across something good, I write something good, if I come across something bad I write something bad. Its that simple.
Campaign Intro

Stars from 0(useless) - 10(perfect) for each category.

Scenario played.

  #01 - Training in Savannah
  #02 - Training in Alaska
  #03 - Rising Sun in Alaska
  #04 - Torch '42
  #05 - Tunisia
  #06 - Malta '43
  #07 - Salerno - Return To Europe
  #08 - Overlord
  #09 - Caen '44
  #10 - Metz Reinforced
  #11 - Bulge 2 - "Erasing the Bulge"
  #12 - Dessau
  #13 - Reds in Dessau
  #14 - Rising Sun '46 II
Installation
Readme/help
Campaign Story
Campaign time-span
Campaign Difficulty-span
Campaign Misc.
Scenario Design
Scenario Plausibility
Scenario Misc.

Overall scenarios

Overall

Overall: Why this number of stars. Many things here. A lot of small things that add up. Basically what annoys me most is the lack of use of reinforcement. Almost everything is at the map on turn 1. Which of course means that a horde of aircraft will come at you the first AI turn as well at ground units. Only one or two scenario have alternative solutions to them. Everything seams just to be stacked, either in the AI attack route or around the victory hexes, if the AI is on the defense. A bit more tricks, bit more use of reinforcements and a bit more creative scenario design is in order.

Installation: Well the installation is a zip file, find enough. The Efile is included, however it does not install the Efile in the correct directory, which might leave a player unaware he is using the incorrect Efile. Small yes, but decisive.

Readme/help: Very good readme. There is nothing I miss. Everything you need to know is there, even that you have to install the Efile in the correct directory. Exemplary job!

Campaign Story: Fairly ok story. Not really much to add. Lots a information and a good campaign intro, only a couple of not so good messages along the way pulling down here.

Campaign time-span: I think the campaign tries to grab over too much and a bit of consistency and some upgrade fun is lost in the process. Large time-jumps between some scenarios. I lose a bit of the campaign feeling, do to the repeated jumps from theater to theater. Bit of taste I guess.

Campaign difficulty-span: If you read the definition you will know this has nothing to do with how difficult the campaign was. Its a about the Difficulty-span of the campaign. like 25% being radical tougher then 100%, leaving a good span for pro's as well as newbies. Do to a couple of in-campaign errors, the difficult-span is virtual disabled in this campaign, and that pulls radical down.

Campaign misc.: *ply files is included, a bit of too long text in many scenarios messages. A few blue scenarios are showing in the scenario select list, scenarios that does not work! Too long name for the campaign, leaving not all of it showing.

Scenario design: More tricks, more creative thinking please! More use of reinforcement, which will automatically open for more surprises in the scenario. A bit more reality force composer. Seeing 10 aircrafts on turn one in EVERY scenario, tents to become a bit boring, and too predictable. You want to lure the player to do stupid moves, and predictability contradict that!

Scenario Plausibility : Fine in some, not so fine in others. Army composer tent to be a bit overdone in some scenarios. The ration inf / tank / aircrafts does not really hold water in some scenarios. Maybe that is intentional, I cant really say, but it tent to become boring for me in the long run. I am not talking about historical correct scenario, I just generally want to be surprised, and I am not getting that!

Scenario Misc.; Lots of missing place names, sometimes the wrong ones, probably do to reuse of stock scenarios. Some scenarios are fully anonymous. I lose a bit of fun in that. Anonymous units both yours and the enemy. Just make something up, just for the sake of making a 'mark' on the scenario. It is a time-consuming matter, I know that, but I think it gives a scenario that extra thing, especial place names. Some scenarios has hexes that cannot be taken.

 
Scenarios
Scenario #01 - Training in Savannah
Well nothing much. Nice little scenario. Even though I know the Waffenkammer Efile is all about having plenty of tanks and artillery, I never the less brought a infantry w/truck, to score the prestige for the two British flags  at the top of the map. There was nothing else to buy. Though the mobile AT is rather good, they have only 3 ammo. This distracts a little from buying more of them. Nothing to do with the scenario thug, as it is do to the Waffenkammer Efile.

Got a BV and a Prototype P-39D Fighter.
Scenario #02 - Training in Alaska
Brought two tanks (M2A1) and a 155mm Artillery w/truck. Quite fun indeed, not to difficult. Again a fast scenario (not many turns). Took my aux recon and drove down to get six 40 bucks flags, nice money :) On top it was basically a little artillery shooing, bombing or staffing, then overruns or infantry attacks. Not to difficult. Nice scenario.

Got a V
Scenario #03 - Rising Sun in Alaska
With nothing to upgrade to, I bought another two 155mm artilleries (w/trucks). Not difficult, but I think there is too little turns for a first timer.

Ok looking at the scenario in the editor AFTER the complete campaign, I can see what the designer want you to do. Actually this is the only way to get a BV or V. Well without saying what it is, think about this. You got 35-40 hexes for the south most victory hex, and you got 7-9 turns for BV--V. Still I think its a bit to early to ask for this kind of indeed risky trick, but good design it actually is,- and I like it alot!. That is the kind of thing I want to see, be surprised. With a air infested sky and obviously more then one enemy troop in the hood (they take your hex just above), its a bit big to ask for a first timer on the scenario so early. A little more experience on your troops and a little later, then it rocks. This is excellent scenario design.

Btw there is a US flag on (22,14) that cannot be taken by the enemy, because it lays on a imp-river.

Got a TV 
Scenario #04 - Torch '42
Hmm, this is....a Torch landing :), well the scenario is ok, but I think the French would have liked it this way. They are better in the Air, and they are better at sea. Where is the mighty Royal navy?, the USAAF, the RAF?. The scenario is clinical cleanse of any other allied troops other then the handful of core units you have. Did you really expect me to build up a complete USAAF by now?

Well it is not that bad. As said the scenario is ok, but I think, again :) that there is too little turns for a BV. You simply cannot make it without physical drive strait for the victory hexes, and be able to get them on first try. One or two turns more is bit more fair. V and TV on the other hand is just find. Leaves plenty of room for newbie as well as 'pro' to make either of them.

The scenario really shows how unfair the Waffenkammer Efile is (sorry Andreas). Battleships with 9 range, the French having 5 range artillery, well the japs too (last scenario), and all the USA and UK can muster is a 4 range! and that includes the mighty 8inch how of the US. After all US ww2 artillery is based on French artillery from WW1. How come the 8inch is only a 4 range? Anyway that punk French 9-range Battleship shot 9 hexes inland and destroyed my best artillery - punk :) 9 range is simple too much.

Got a V 

Torch by turn 6

Scenario #05 - Tunisia
First a little more Waffenkammer Efile. Well I had British equipment available this time. Looked though it, some strange things came up. The British Sherman III, moves better then the American equal!! - so of course I upgrade to those and they cost the same!!! The British 3.7inch AA is better then any American AA, including the 90mm, hmm, - upgrade! Both countries Engineer has only movement of two, so I did not want either of them, but British paratroopers is vastly better then the US counterpart, - at the same prize. In fact they are better then anything the US can come up with. The British Centaur seams to good to be true, and cheap too, so I upgraded to one of these too. The British also have the best airplanes. So basically I exchanged the majority of my units with British stuff. So much for an American campaign :)

The Commander keep bugging me with, that he is worried that I might not build up my Air force. Well then give me the money to do so :) (I have plenty) Anyway I have two British AA guns and a British Spitfire. All with good experience, so I a fairly happy.

This is a fairly good scenario I must say. Quite fun and not difficult at all. In the south you got a bunch of aux brits. Instead of a frontal assault I swing left around the whole thing, lured the tanks and SPAT out and destroyed them quite easy. Drove all the way around and attacked from the top. That way I did not have to fight neither the 88's or any other AT gun that was placed in the desert. The Brits had a rather easy time. In the North I took the left airfield on the first turn (I wanted to deploy my Aircraft), which is possible with my new-found 6 movement of the British Shermans. The hex right of the airfield fell the next turn. There was some good Germany Artillery there, even a 6-range (still the allies have nothing better then 4-range, hmm), but you just have to let it run out of ammo, using aux units. The rest was fairly easy. One funny episode. By the coast victory hex (that would normally be Tobruk) there was a T-34 4xAA (bad bad boy). Well I destroyed it, and the AI bought another just a turn after. The same thing happened with the Narshorn (BAD BAD boy). I destroyed and the AI bought one the turn after and that hit one of my tanks pretty hard. Guess the AI is not so dumb after all, he seams to know what is good, and the Narshorn is good :)

Got a BV

Tunisia by turn 4

Scenario #06 - Malta '43
More Waffenkammer Efile stuff. The French is now available for equipment purchase, which is good since they are the only allied with range 5 artillery. Quite ironic I think :) Anyway I exchanged all my US 155mm with French M32. So I basically got British and French equipment, - with a few American stuff. I could not help laughing when I looked at the French stuff. Look at the French Char 2C tank. Movement of one!!!!!!!,- at 500 bucks.... hahahahahahahah..who is going to buy that?. Brought another British AA gun, and upgraded both my SPAT to M10.

Now there you have it. Very good scenario, and very fun too :) A massive sea landing, with massive amount of troops. I don't want to spoil the fun, but watch the Italian navy. They are a pain in the %#¤& the whole scenario. With the ships looonnng ranges (9-10-11) they practical shot over the island at you. Take a good long look at some of those bunkers, they are the reason the navy can shoot at you, if you know what I mean :) This is by fare the best scenario yet, in the campaign.

Got a BV, with plenty of turns to spare.

Malta by turn 4

Scenario #07 - Salerno - Return To Europe
Well back to American tanks. The M4A3 range 2 tanks just became available, so I upgraded my 3 tanks to those and brought another two of them.

Hmm this looks like one of the original SSI Salerno scenarios, well pretty close with some mod's. Nice and easy, and a hell of a lot of prestige :))))) I bought a B-25H bomber during the scenario, not that I really needed it, I just had the bucks.

Got a BV and a Prototype P-47M Fighter.

Salerno by turn 7

Scenario #08 - Overlord
The 8inch gun is now available, and with my large prestige amount, I upgrade all 3 French artilleries to those. Brought 2 additional mobile US artilleries and upgraded 3 of the Sherman's,- I just upgrade last scenario - to British Firefly's. Back to British tanks :)

Fairly easy scenario. I believe this is the SSI St.L scenario with mod's. Plenty of the big US bombers to help you out, so its just forward all the time. I like this scenario, not because its easy, but because there is many victory hexes in all directions. Gives options for a lot of good moves.

Got a BV. Then this BV message left me a bit wondering!!!


Overlord by turn 6

Scenario #09 - Caen '44
I got 3500 bucks in the bank, and nothing I really need. I just bought 2 recons more.

An original SSI scenario with mod's. And one of the good ones. I think its a fun scenario, I am just a little to strong, so its rather easy. The Germans have a lot of tanks here, but most a 5 strength. Just to help me a little more :), again not that a really needed them, I brought 3 additional of the heaviest US bomber. They could finish of all those 5 strength Panthers and PGIV in one run :)

Well I basically just ran head on, killed left and right, no smart trick this time.

Got a BV.

Caen '44 by turn 6

Scenario #10 - Metz Reinforced
Aggh this is almost too easy. I am surely playing at a too high mod. I had absolutely no trouble, just pounded my way though. Made some suicidal bomber attacks on 88mm :), just to get some experience on them. There was nothing else for them to do.

Got a BV, with plenty of turns to spare and a 90mm Towed AT as prototype.

- And another strange BV message. I shall try to do better then a BV next time, sir :)


Metz Reinforced by turn 4

Scenario #11 - Bulge 2 - "Erasing the Bulge"
It is striking that this battle often (if not always) tent to be the biggest battle in those 'World Campaign'. Why is that?. Sure Battle of the Bulge is a large battle, but I just been in Metz, Salerno and Overlord, and they where not that large! Hmm I think its some American thing?

Anyway, in this battle you will see a lot of units, allies as well as axis. The axis has some very good units, good equipment with lots of experience. Fortunately for us many of the are at half strength. Your own aux units are not bad either, and you got plenty of them. I tent to think that there is too many allied units. The Axis may on paper have more units then you, but since quite a few of  them are AA, AT and Artillery, units the AI is not to keen on moving, you soon find that allies being on top of the scenario. Its hard designing AI attacking scenarios.

Ok it went like this. I deployed most core units to head north-east, since you already have some good aux units on the move for north-west. The Germans will come pounding at your North-west section the first few turn. I just fell back with the troops there, first a little and then back to the river. Leave you just enough time for the aux troops to catch up. Its also here the Germans loses there momentum. The scenario would be a little more interesting if the Germans was strong enough to breakout in the open. Maybe the aux units should be delayed for 1-2 turns more. Anyway the Germans never broke out and I just stood still by the river for a few turns, while the Germans staidly lost strength by running head on, without enough support.

In the North-east, there was not as much fighting. A few tough units, nothing much. After taking all victory hexes there I swung most core units West and left some aux there, in case a counter attack should come.

The scenario is pretty good, maybe too many turns (or I just got lucky). Maybe a few German support units arriving right at the frontline would be good, to keep the Germans going for a little while long. And of course a little less allied units. But all in all pretty good scenario, and fun too :).

Brought two more 8 inch, just in case. I definitely got too much prestige :)

Got a BV, with plenty of turns to spare.

Erasing the Bulge by turn 6

Erasing the Bulge by turn 8

Scenario #12 - Dessau
Quite interesting. A mod of an original SSI, I think. The ground part is not really difficult, its all about speed. I was glad of have 4 of the toughest US bomber here. They ground part might have been a bit more difficult if I did not have them. Well the Germans got some really good planes here, much better then mine. Lost a bomber and I had to re-equip all my 3 fighters. Also used a fair amount of prestige to re-enforce some of my ground units. Since you have to move fast they hit some of my artillery in there trucks,- and that hurts!

First I could not believe my eyes, to my horror a 10 strength Mause pop up!!! Well lucky its not a Mause, but a Mause flak gun..huuue saved by the bell :). I just left it alone.

Brought two additional recons during the battle.

Got a last turn BV. Got a Prototype P-80

Dessau by turn 7

Scenario #13 - Reds in Dessau
Little over 2800 prestige, and some good new equipment. Upgraded two fighters to P-51H, even though the British Tempest V is better, but the British equipment is not available this time :( Should have done it the last scenario. Upgraded 3 Firefly's to M29, but left the two M26 as they where. The M29 does not have more then 4 in movement. And lastly upgraded both M12 Artillery to M43. Hmm not much better. There is really something wrong with the American artillery.

Humongous battle!!!!!!. You are up against everything,- of the best stuff, this Efile has to offer. And there is plenty of it! This is a frightful scenario.

Good for me a have plenty of recons, which I always place up front, be the deployment faze. That way I get a good picture of what I am up against the first couple of turns. This initial recon also decides whether I make a redraw or stay and fight. I found this is a good way and works in most scenarios. Well in this scenario, when you exit the deployment screen, you are really horrified!!! An incredible number of enemy units is presented to you. I sure could have used the excess number of allied units I had in 'Erasing the Bulge'. After careful study of the enemy, composer, strength, support etc. I decided this cannot be held, I have to fall back. So I envisioned falling back over the Dessau river and just let the reds run head on the small openings. This also is a ok plan, but unfortunately you have to spend the Russian first turn in truck mode, and you cant get everything over in the second turn. So in order to save the best stuff and get set up over on the other side, a core recon and,- quite good, core infantry had to make bait for the Russian onslaught, and got lost in the process. Well Russian and Russian. There is actually more German stuff then Russian.

The Russian/German air force in this battle is enormous. My bomber took cover the first few turn. I simply was to scared to bring them out. By turn 3 (look picture) the Russians ganged up on my best fighter. But it has a Resilience leader and start strength of 15, so it actually survived 5 enemy air attacks. Lucky for me it was the 5 worse fighters the enemy had. One of the really good ones and it would have been dead. But it was quite effective taken out of the battle for good. I had to shoot up the two 5 strength fighter and the bomber in order to get it out the next turn.

My battle plane worked quite good. The Russian came in hordes, both north and south, and just ran head on. In conjunction with my bombers and Artillery-cover on the other side of the river, I took down large amount of enemy units each turn. Suddenly there was no more units to attack me, and I vent on the attack. I was actually so close to get the BV, but one of the enemy infantry standing in the last victory hex, did not want to leave.

Got a Victory.

- And another strange victory message. I think my Commanding officer has a tiny bit high standards!!


Reds in Dessau by turn 2

Reds in Dessau by turn 3, the Russians ganging up on my best fighter.

Reds in Dessau by turn 7

Scenario #14 - Rising Sun '46 II
Again I have plenty of prestige :) Upgraded 3 Fighters to US P-80

Hmm quite easy scenario, however very short of turns. Can it be done?, maybe, maybe not first time around, but knowing the scenario a BV should be possible. But its going to be close. This image shows the last turn for a BV, where I was.

I believe I placed my forces a bit incorrect. Too much on the east route and too little on the west route. You will face a HUGE number of enemy aircrafts. At least 1/3 of all enemy units is planes, a bit over done I think. They are lucky no match for a P-80, but many can also do quite a lot of damage.

Paratroopers is good to have here, and experience ones too. But they cannot do it alone, a fighter or bomber has to go with them.

Got a last turn TV.

Rising Sun '46 by turn 7

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