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By Lasse Jensen
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Last updated 18 March 2003
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Screaming Eagles and Shattered Steel --
v. 2.0
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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
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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.
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Campaign
Intro
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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.
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Scenarios
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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. |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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!!!
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Overlord by turn 6 |
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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 |
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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 :)
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Metz Reinforced by
turn 4 |
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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 |
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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 |
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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!!
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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 |
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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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and Graphic on Builders Paradise are copyrighted (c) by LHJWORLD (TM) 2002
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