I advise the reload-strategy. From spring '42. Than you have time to build a proper defense line and let your inf units dig in everywhere it is possible (also look for my tipps how to build a proper defense line in the South). If you do not want to reload, retreat in the woods and defend it with inf + arty, transport your armor south, and make a counter attack from there. Of course you need starting points in the south, from the picture, it is not cleat, how the situation is there.
Battlefield: Europe MOD v2.4
Moderators: Slitherine Core, Panzer Corps Design, Panzer Corps Moderators
Re: Battlefield: Europe MOD v1.8
Re: Battlefield: Europe MOD v1.8
It's not South it's right on the center. Smolensk and Vyazma. Actually that is not all , there are about 5 - La5-s + multiple Ya9-s around. All other fronts are semi stable. Btw even digged inf in towns do will not hold T-34 spam.
Also one navy mine in England just in the center of La Mansh is blocking my 3 sub's pass . I wanted to transfere them to Itlay vs USA invasion but that thing spoils a very lot. It is on hex 53:41 suddenly summoned
Also one navy mine in England just in the center of La Mansh is blocking my 3 sub's pass . I wanted to transfere them to Itlay vs USA invasion but that thing spoils a very lot. It is on hex 53:41 suddenly summoned
Re: Battlefield: Europe MOD v1.8
https://en.wikipedia.org/wiki/KurskDuring World War II, Kursk was occupied by Germany between November 4, 1941 and February 8, 1943.
So if the Soviets recapture Kursk and the surrounding area around late February than it is quite accurate. Also, the Third Battle of Kharkov took place around the same time which is the next big city to the south:
https://en.wikipedia.org/wiki/Third_Battle_of_KharkovBetween 13 January and 3 April 1943, an estimated 500,000 Red Army soldiers took part in what was known as the Voronezh–Kharkov Offensive.[1][4] In all, an estimated 6,100,000 Soviet soldiers were committed to the area, with another 659,000 out of action with wounds. In comparison, the Germans could account for 2,200,000 personnel on the Eastern Front, with another 100,000 deployed in Norway
Although the Battle of Prokhorovka (which was part of the Battle of Kursk) is much more well known, there were some large scale operations before that as well. And of course German forces were highly outnumbered by the Soviets in those, too.
As for how to stop it, you can refer to the numerous AARs made for this mod or Uhu's tips and stuff liket that. But, I agree, it is not easy at all.
slitherine.com/forum/viewtopic.php?f=147&t=47985
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Re: Battlefield: Europe MOD v1.8
Here is what i got in Africa now
Kursk is not in Smolensk and it happened a bit later July 12 , 1943, not february but ok if Kurks has been trasfered by AI to Smolenks it's ok ) then give me Panthers and Elefant's and Tigers. The battle in Prohorovka was on the edge of draw for both sides. Both have suffered great losses , but thanks to better production capabilities and vast production of very decent and simple to contstuct T-34's Russians could recover much faster and took the initiative.
ps/ please remove that mine on 53:41. No way to destroy it. My navy is totally blocked , and capitals out of fuel cant reach it for firing. La Lanche has not been mined by brits
Kursk is not in Smolensk and it happened a bit later July 12 , 1943, not february but ok if Kurks has been trasfered by AI to Smolenks it's ok ) then give me Panthers and Elefant's and Tigers. The battle in Prohorovka was on the edge of draw for both sides. Both have suffered great losses , but thanks to better production capabilities and vast production of very decent and simple to contstuct T-34's Russians could recover much faster and took the initiative.
ps/ please remove that mine on 53:41. No way to destroy it. My navy is totally blocked , and capitals out of fuel cant reach it for firing. La Lanche has not been mined by brits
Re: Battlefield: Europe MOD v1.8
Ah, all right, I wrote about Kursk because you posted a screenshot of Kursk previously with the date February 1943.Slimak81 wrote:Kursk is not in Smolensk and it happened a bit later July 12 , 1943, not february but ok if Kurks has been trasfered by AI to Smolenks
But there were heavy battles near Smolensk as well at the same time in the vicinity of Rzhev. As a result Germans decided to retreat from there in March 1943. The Soviets sent immense amounts of troops to the Rhzev salient throughout 1942 and early 1943 who suffered horrific losses and as a result it became known as the "Rhzev meat grinder". Rhzev is just north of Vyazma and Smolensk so probably you got these troops against you.
https://en.wikipedia.org/wiki/Battles_of_Rzhev
A Tiger I is given as a gift unit in the mod at late 1942. The number of servicable Tiger I tanks never really exceeded 200 in the war at any given time as only 1.354 were produced between 1942-45. More often than not newly produced examples only replaced combat or mechanical losses. And in the mod one tank unit represents roughly 200 tanks.then give me Panthers and Elefant's and Tigers
A Tiger II will be also given in 1944 as a gift but, if I remember well, only if the player is on the losing path i.e. none of the main enemies are defeated. The Tiger II was produced in even smaller number (less than 500). It is interesting to compare these numbers with the 15.000 T-34s produced in 1943 only, the total number of T-34s produced during the war is somewhere near 45.000!
The Elefant was produced in very small numbers (less than a hundred) so for the above reason it does not appear in the mod at this scale. However, players can purchase it, but I do not think anyone would afford it as there are better alternatives at this cost.
Since the Panther tank is in the same upgrade family with the Panzer III, all you have to do is to upgrade all remaining Pz.IIIs to Panthers. It is probably the most cost effective upgrade in the mod and also quite historical as in reality by 1944 the Pz.III was completely replaced by the Panther, but the Pz.IV remained in use (and production) until the end of the war. It does make sense though, to wait for the next Panther subtype to appear as all subsequent model is cheaper than the previous to simulate the constantly reducing cost of the Panther which is a result of its increasing mass production.
Actually it was, quite heavily:Slimak81 wrote:ps/ please remove that mine on 53:41. No way to destroy it. My navy is totally blocked , and capitals out of fuel cant reach it for firing. La Lanche has not been mined by brits
1939
Dover Mine Barrage - Mining of the Straits of Dover in conjunction with the French Navy had been decided in January 1939 to prevent transit by submarines between the North Sea and Atlantic Ocean through the English Channel and to assist in control of shipping. Four minelayers were used for this task.
After the first Operation (GR) it was evident that ADVENTURE was difficult to manoeuvre within the confines of Dover harbour and she was withdrawn. The work was continued by the other three ships until November when SHEPPERTON was paid off to take up duty as a War Office Transport.
http://www.naval-history.net/xGM-Ops-Minelaying.htm1940
Dover Barrage - The minefield west of Folkestone was completed but further work was delayed when HAMPTON refitted in February and the proposed minefield extending to Vame Ridge was cancelled after the German attack on France and the Low Countries. HAMPTON was transferred for War Office service in July but the availability of a French and a Dutch minelayer allowed the swept channel available for Belgian and Dutch shipping to be mined after the Dunkirk evacuation. Anti-invasion fields in Dover Straits were laid by destroyers as their higher speed and better AA armament made them more suitable. When work finished on the Dover Barrage 9897 mines had been laid.
Due to a nice combination of naval mines, patrol aircraft, destroyers, radars and fast patrol boats packed up in the Channel, German U-boats usually used the longer, but much safer northern routes between Scotland and Iceland. I would be the last to blame them.
http://www.naval-history.net/WW2CampaignsUboats.htmOctober 1939
24th - The third U-boat sunk in the Strait of Dover was "U-16" on the 24th. No more attempts were made to pass through the English Channel and U-boats were forced to sail around the north of Scotland to reach the Atlantic.
The Channel Dash of the Scharnhorst and Gneisenau was the last occasion that German major surface ships could cross it in early 1942, just under the nose of the British Admirality. Even then both ships hit mines and suffered damage during their voyage.
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Re: Battlefield: Europe MOD v1.8
The first Tiger was introduced during Leningrad in mid 1942 with no outstanding performance and combat result cause of swampy areas . The Tiger that has been placed at Dresden reached battlefield on East actually on turn 42. In game time is around March 1943 , a little bit late (a year of differecnce) It's nice it has been spawned but can it be more historic accurate script? Deploying it in Latvia after Germans capture some vital strategic Lenigrad areas or very close to city.
Elefant's and other wunderwaffe's - of course the were quite little in numbers but i would be very happy to get one in 1943. There were not less then 40-50 of this monsters operating as a mobile impenetrable walls carrying a big gun.
Concerning mines at channel - don't have any info at fact but there is at least no notification from germans that English channel has been BLOCKED by english mines and there was no way out for subs to go to Atlantic since 1943 or as you write.
Capitals of Germany are already immobilized by fuel script and this seems to be fair
ps/ Actually i am wrting so many worlds cause i see a very dedicated destruction of my whole army in all front's and cant find a clue to stop it
Elefant's and other wunderwaffe's - of course the were quite little in numbers but i would be very happy to get one in 1943. There were not less then 40-50 of this monsters operating as a mobile impenetrable walls carrying a big gun.
Concerning mines at channel - don't have any info at fact but there is at least no notification from germans that English channel has been BLOCKED by english mines and there was no way out for subs to go to Atlantic since 1943 or as you write.
Capitals of Germany are already immobilized by fuel script and this seems to be fair
ps/ Actually i am wrting so many worlds cause i see a very dedicated destruction of my whole army in all front's and cant find a clue to stop it
Re: Battlefield: Europe MOD v1.8
As I wrote it previously, in this mod a full strength tank unit represents 200 actual operational (servicable) tanks. While it was indeed at Leningrad in 1942 that the Tigers broke free for the first time, their numbers must have been significantly less at that early date. Somewhere I read there were about 25 or so Tigers in that operation, and many broke down due to mechanical problems. It was not until the Battle of Kursk that around 200 Tigers were gathered for an operation and it is also well known that the offensive was even delayed so that they can deploy enough Tigers and Panthers. Different sources cite different numbers anywhere between 150-240 Tigers at Kursk, but I guess the actual number of servicable Tigers should not have been much more than 150 there.Slimak81 wrote:The first Tiger was introduced during Leningrad in mid 1942 with no outstanding performance and combat result cause of swampy areas . The Tiger that has been placed at Dresden reached battlefield on East actually on turn 42. In game time is around March 1943 , a little bit late (a year of differecnce) It's nice it has been spawned but can it be more historic accurate script? Deploying it in Latvia after Germans capture some vital strategic Lenigrad areas or very close to city.
Therefore, if in the mod you manage to deploy the lone Tiger unit to the front by March 1943 it is not that bad by all accounts.
Also, you can check this very interesting post:
Source:Hello all,
In the last weeks I’ve made an analysis of Tiger tanks deployment and operations. I am trying to share the most important findings, many of which, at least to me, were quite novelle:
1. Tiger tank deployment:
>>> 35-38 Tigers deployed in North Africa, nov 1942 – may 1943. The maximum number of Tigers operational at peak force in Tunis was about 15-20 units.
>>>180-190 Tigers deployed in Italy, jun 1943 – may 1945. The average number of Tigers available at any given time since their deployment in Italy was about 30-40 units, with a probable peak at about 50.
>>>230-240 Tigers deployed on the western front (France/Rhine defense)
Out of these, about 150 were present during the Normandy campaign (June – Aug 1944). About 60-80 were available at peak force. Only 4-5 Tigers escaped from Normandy, but it appears that they were all blown up/abandoned on their way back anyway.
The rest of 80-90 Tigers used on the western front were mostly Tiger II’s, deployed during the Ardennes offensive and subsequent battles (dec 1944 – may 1945). No more than 30 were available at any given time, and never en masse.
>>> ~ 1300 Tigers deployed on the eastern front (72%), between aug 1942 and may 1945. The maximum number of Tigers deployed in the east was about 350-400 units, in late 1943. Out of these, no more than 250 were operational at peak force.
I’ve added up the numbers starting from Schneider’s “Tigers in Combat” and Jentz’s “Tiger I Heavy tank 1942-1945”. I numbered deployed Tigers starting from their final resting place. So in Tunis about 35-38 were lost; in Italy – about 180-190, and so on. There were also several independent Tiger units, which spread the remaining 100-150 tanks between them. These units made many moves across the fronts, and there aren’t to many information about them.
http://www.kbismarck.org/forum/viewtopic.php?t=3722
You are right with those mines blocking the Channel, there could be a message box about it. However, if you check the library section in the game you can find a detailed map of the declared naval minefields around England in the "Intelligence Data" section. And when the players start the big scenario a message box appears which tells them to check out the library for more hints and tips. Thererfore I assumed that those players who are interested and take the time to check it out will find it as well and that's why I did not add another message about the minefields.Concerning mines at channel - don't have any info at fact but there is at least no notification from germans that English channel has been BLOCKED by english mines and there was no way out for subs to go to Atlantic since 1943 or as you write.
As for your submarines going to the Atlantic Ocean from Kiel, Germany I suggest using their historical route where 99% of the German U-boats went: sailing north around the British Isles, crossing the North Sea and then the Norwegian Sea and finally reaching the North Atlantic Ocean between northern tip of Scotland and Iceland.
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Re: Battlefield: Europe MOD v1.8
Quick tip on a strategy that may work on the eastern front is the following:
By November 1942 you should start retreating units from salienst and prepare a defense line in Orel (use the river and the forests to your advantage) and south of Kursk, a little bit souther than Karkov and in the west your line should be 3/4 hexes east of Kiev (use the rivers/swampy areas to your advantage). The AI will slowly attack you and you should be able to hold them off. After 1 year of doing so, you can retake the initiative and slowly advance towards Kursk.
Inmediatly to the north you also need to defend Moscow as it will constantly be under attach.
You should not go fully offensive on the east untill at least mid 1944.
On the wester front I can-t stretch how important is to keep the italy navy intact and at full strength for 3 reasons:
1:malta (should fall in early 1942)
2: suppor the defense of tunis, which will inevitably fall in late 1943.
3: sink the sicilian invasion fleet.
This way you can forget about a second front unti D/Day happens.
good luck!
Re: Battlefield: Europe MOD v1.8
ok. I will try the second time. The was has been ended by turn of 64, November 1944, fall of Italy and advancing USA armor to France, lack of money income is around +200 cause of bombers, total allied air superiority 1:30 in all fronts.
Heavy AA do not do any damage to b-24s b-17. Full elimination of Noth army at Leningrad, full elimination group South at Odessa and a steady occupation of Ukraine by USSR. I have around 60 unit's left but half of them are AA's others are very outdated reserves. 1 Panther 1 Tigers still alive .
That was a very nice war , but still i am very convinced that Germans need some heavy scripted reinforcements since 1943 and damn too many airplanes from allies , turns became very long and actually they fly pointless causing minimal damage
Heavy AA do not do any damage to b-24s b-17. Full elimination of Noth army at Leningrad, full elimination group South at Odessa and a steady occupation of Ukraine by USSR. I have around 60 unit's left but half of them are AA's others are very outdated reserves. 1 Panther 1 Tigers still alive .
That was a very nice war , but still i am very convinced that Germans need some heavy scripted reinforcements since 1943 and damn too many airplanes from allies , turns became very long and actually they fly pointless causing minimal damage
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Re: Battlefield: Europe MOD v1.8
Investing in AA is probably a bad idea. I usually update the 8.8 in France to the "land" version that has a higher land defense but that's about it.
Any suggestions on how to defeat the D-Day landings? Stay close or out of the beach? I have fully reinforced the 2 batlecrusiers and 1 heavy cruiser in southern france.
Any suggestions on how to defeat the D-Day landings? Stay close or out of the beach? I have fully reinforced the 2 batlecrusiers and 1 heavy cruiser in southern france.
Re: Battlefield: Europe MOD v1.8
I generally agree that AA is probably not worth investing much in - especially the super heavy 12.8cm, which i never found much time for. If they were in the same upgrade tree it would be different, but now that they are all separate, i can't see the worth in upgrading much (just a couple to self propelled for eastern front and maybe a couple more to 8.8cm for western front).empedocles wrote:Investing in AA is probably a bad idea. I usually update the 8.8 in France to the "land" version that has a higher land defense but that's about it.
Any suggestions on how to defeat the D-Day landings? Stay close or out of the beach? I have fully reinforced the 2 batlecrusiers and 1 heavy cruiser in southern france.
Regarding D-Day, it is very hard to withstand the assault unless you have almost finished off Russia. Otherwise you just can't spare enough troops. I only faced D-Day once on v1.6 and managed to stop them in France, but not drive them off the continent. You can see my AAR here: http://www.slitherine.com/forum/viewtop ... 60#p588754
Definitely don't face them close to the beaches, as they have a bunch of capital ships that will destroy anyone within 3-4 hexes of the ocean. There is limited opportunity for you to make use of your capital ships, as you are so outnumbered in that regard that the turn you are spotted they will likely destroy your entire surface fleet. The only way i can see them standing a chance is if you go to work on the enemy capital ships with your strat bombers - but then you would need air superiority which is very hard if not impossible unless Russia is already destroyed.
I focused my defense around Paris and managed to hold it, although it was a very costly fight. I also recommend upgrading your infantry to the '44 variety and make maximum use of close terrain. I think one of my mistakes was recruiting new units and throwing them into the fight. Although the units i was recruiting were top-line tanks/AT, etc., the fact that they are green means that they don't perform very well in a fight. Rather i think i would have been better transferring more experienced units and using new recruits on the Eastern Front.
Although i fought them around Paris, i think a more defensible line is along the Rhine/Ardenes. If you are low on prestige/troops its probably worth to make a fighting withdrawal from Paris to the Rhine and then try and hold them there.
Finally, make sure your artillery is always next to an AA or has fighter cover, as the AI will have a field day on anything unprotected (that also goes for anything self propelled).
Re: Battlefield: Europe MOD v1.8
I totally agree with this approach and removed the family upgrades for AA deliberately. In this way the actual number of AA units should be closer to the historical numbers. E.g. the 12.8cm AA was produced in relatively small number (1,125) compared to the 88mm (over 20,000) or even the 10.5cm (over 4,000). Also players who cannot defeat England get a few additional '88s and one 10.5cm AA as gift to simulate the historical enormous efforts to produce AA guns for the defense of the Reich. It is up to the players if they want to make more upgrades, but it is not really recommended. Historically the Reich made great efforts to produce large numbers of AA guns and shells for them, but these efforts were not very cost effective as most bombers were destroyed by fighters. The large numbers of AA rather served propaganda purposes as they were more visible to the civilan population, firing their shells in rage and darkening the sky over the big cities, even though one Luftwaffe study estimated it took over 3,300 88-mm shells (!) to successfully shoot down a bomber. On the other hand the fighters and heavy fighters more often than not shot down the bombers far away from the cities so their succeses were not so visible to the population.JimmyC wrote: I generally agree that AA is probably not worth investing much in - especially the super heavy 12.8cm, which i never found much time for. If they were in the same upgrade tree it would be different, but now that they are all separate, i can't see the worth in upgrading much (just a couple to self propelled for eastern front and maybe a couple more to 8.8cm for western front).
But, as JimmyC wrote, a few upgrades might be a good idea. Especially to mobile AA and maybe 1-2 extra 88s which can be used at the front as well in AT role.
I suspect many of those allied air units are flying seemingly pointless simply because they ran out of valid targets. If you have only 60 units left it is very likely. The basic idea of this mod is at least one of the main enemies should be defeated or nearly defeated by early 1944, otherwise the Allies overwhelm the Axis with their huge numerical superiority. I think it is quite historical as from early 1944 the Axis had very slight chance to survive and that's why the idea of wonder weapons came to light. They also realized that only a miracle could save them from total defeat.Slimak81 wrote: That was a very nice war , but still i am very convinced that Germans need some heavy scripted reinforcements since 1943 and damn too many airplanes from allies , turns became very long and actually they fly pointless causing minimal damage
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Re: Battlefield: Europe MOD v1.8
Don't forget that the main task of the air defense was not to shot down a bomber, but rather prevent the precise bombing, or ideally, prevent the mass bombing at all. Also bombers that were only damaged often were forced to drop out the bombs off their targets and turn back to their bases.McGuba wrote:one Luftwaffe study estimated it took over 3,300 88-mm shells (!) to successfully shoot down a bomber.
Re: Battlefield: Europe MOD v1.8
I made some slight changes to campaign map. Cause in current version I strongly believe there is no chance for Axis.
-1000 money script for Spain observasion has changed to -500
Added one more Bf109D outdated to France
replaced one 3.7 Flak in france to Flak 38
Added scripted production of Panzers III at Dresden , not too much but at least something. Germans did produced tanks right ?
Set strenght of German Capitals from 4 to 6 . Why are they half destroyed in ports ?
Did same with two or there Italian Battleships .
Removed the mine on the English channel that blocked the entire sea path for no reason
Removed 4 or 5 late tier English bombers and 1-2 fighters as when it is very too much
and some other little changes as setting core axis unit's to 230 to get some additional troops in Africa
if someone is interested file attached . All rights reserved not to me )
-1000 money script for Spain observasion has changed to -500
Added one more Bf109D outdated to France
replaced one 3.7 Flak in france to Flak 38
Added scripted production of Panzers III at Dresden , not too much but at least something. Germans did produced tanks right ?
Set strenght of German Capitals from 4 to 6 . Why are they half destroyed in ports ?
Did same with two or there Italian Battleships .
Removed the mine on the English channel that blocked the entire sea path for no reason
Removed 4 or 5 late tier English bombers and 1-2 fighters as when it is very too much
and some other little changes as setting core axis unit's to 230 to get some additional troops in Africa
if someone is interested file attached . All rights reserved not to me )
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- Data.rar
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Re: Battlefield: Europe MOD v1.8
True. But I think it does not change the fact that most likely it would have been more cost effective to produce more fighters and spend more on pilot training than to produce millions of AA shells, which, in many cases when their shrapnel fell down caused more damage to the structures than to the enemy bombers. Also, disturbing a bomber is not the same as completely destroying a bomber plane bringing down its well trained crew with it, dead or alive. And yet still, AA defenses are of course important, and in some cases the only asset to shoot back and certainly better than nothing. It is just the thing that I believe they invested too much in it at the cost of more effective fighter defenses.DoctorHaider wrote:Don't forget that the main task of the air defense was not to shot down a bomber, but rather prevent the precise bombing, or ideally, prevent the mass bombing at all. Also bombers that were only damaged often were forced to drop out the bombs off their targets and turn back to their bases.McGuba wrote:one Luftwaffe study estimated it took over 3,300 88-mm shells (!) to successfully shoot down a bomber.
Gneisenau:Slimak81 wrote:Set strenght of German Capitals from 4 to 6 . Why are they half destroyed in ports ?
https://en.wikipedia.org/wiki/German_ba ... _GneisenauAfter arriving in Brest, Gneisenau was the subject of repeated British air raids. The first attack took place on the night of 30–31 March, and a second occurred on 4–5 April. During the second raid, a 227 kg (500 lb) armor-piercing (AP) bomb narrowly missed the ship. As a result of the attacks, the ship was moved out of the dry dock and moved to the harbor.[27] On 6 April, the ship was attacked by British torpedo bombers, which managed to score a single hit.[28] The Bristol Beaufort that struck the ship was piloted by Flying Officer Kenneth Campbell.[29] The torpedo struck Gneisenau in the vicinity of the rear main battery turret. Some 3,050 t (3,000 long tons) of water flooded the ship and caused a 2 degree list to starboard. The flooding also disabled several components of the ship's propulsion system. The explosion caused significant destruction to the side plating as well as the starboard and centerline propeller shafts. The concussive shock also caused widespread damage to the ship's electronic components. A salvage tug came alongside to assist in the pumping effort. Following the attack, Gneisenau returned to the drydock for repairs.[30]
Three days later, on the night of 9–10 April, several British bombers dropped around 25 t (25 long tons) of 227 kg AP bombs on the ship, four of which hit. All four hit the starboard side of the forward superstructure. Two of the bombs exploded on the main armor deck while the other two failed to detonate. The attack killed 72 initially and wounded 90, of which 16 later died of their injuries. The bombs slightly damaged the main armor deck and caused some structural damage on the starboard side. It was decided to make alterations to the ship while she was drydocked for repairs; these included the installation of fourteen additional 2 cm anti-aircraft guns and six 53.3 cm torpedo tubes amidships. The aircraft hangar was rearranged, and the catapult that had been mounted on top of it was removed. The length of repairs and modifications precluded participation in Operation Rheinübung, the sortie by the new battleship Bismarck in May 1941.
Scharnhorst:
https://en.wikipedia.org/wiki/German_ba ... charnhorstHe (Lütjens, captain of Scharnhorst) therefore decided to head for Brest in occupied France, which the ships reached on 22 March.[29] Throughout the operation, Scharnhorst had difficulties with the superheater tubes in her boilers. Work lasted until July, which caused the ship to be unavailable during Operation Rheinübung, the sortie by the new battleship Bismarck in May 1941.[30]
Air raid on 24 July 1941[edit]
After repairs were completed in July, Scharnhorst went to La Pallice for trials on the 21st, where she easily steamed at 30 knots (56 km/h; 35 mph). On 24 July, RAF Halifax heavy bombers of No. 35 Squadron RAF and No. 76 Squadron RAF attacked the ship while she was anchored there. The bombers scored five hits in an almost straight line on the starboard side, parallel to the centerline. Three of the bombs were 454 kg (1,001 lb) armor-piercing bombs, and the other two were 227 kg (500 lb) high-explosive bombs.[31] One of the 227 kg bombs hit the deck just forward of the starboard 15 cm twin turret next to the conning tower. It passed through the upper and middle decks before exploding on the main armored deck, which contained the blast. The joints with the torpedo bulkhead were weakened enough to cause leaking. The second 227 kg bomb fell forward of the rear main battery turret and penetrated the first two decks. It also exploded on the armored deck and tore a small hole in it. The explosion caused splinter damage and disabled the ammunition hoists for the 37 mm anti-aircraft guns.[32]
Two of the 454 kg bombs hit amidships between the 15 cm and 10.5 cm gun turrets; both failed to explode and penetrated the ship completely. The first went through each deck and exited the ship through the double bottom, while the other was deflected by the torpedo bulkhead and penetrated the hull beneath the side belt armor. The third 454 kg bomb hit aft of the rear 28 cm turret, about 3 m (9.8 ft) from the side of the ship. It too failed to detonate, and passed through the side of the hull, which was not protected by the main armor belt. These three hits caused significant flooding and caused an 8 degree list to starboard. The forward and rear gun turrets were temporarily disabled, along with half of her anti-aircraft battery. Two men were killed and fifteen were injured in the attack. Damage control teams managed to correct the list with counter-flooding, and although draft increased by 1 m (3.3 ft), Scharnhorst was able to leave for Brest at 19:30. On the morning of 25 July, one of the escorting destroyers shot down a British patrol plane. The ship reached Brest later that day and went into dry dock for repairs. While the damage was being repaired, a new radar system was installed aft, the power output for the forward radar was increased to 100 kW, and the 53.3 cm torpedo tubes were installed.[33]
It was not until late 1941/early 1942 that both ships were fully repaired and ready for operation. To avoid further damage to allied bombers decision was made to withdraw both of them to German waters.
Battlefield: Europe Lite? I am not against it, but would not be easier to reduce the difficulty or increase player prestige by 10-20-30%? Then you would get more prestige, an easier gameplay, but still with more historical accuracy.if someone is interested file attached . All rights reserved not to me )
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
Re: Battlefield: Europe MOD v1.8
Not light , but at least a first time player will not die in May 1943)
But he will probably do in earlier 1944, currently testing, actually that was my first thought to increase prestige to + 1000 but didn't find a script line yet
But he will probably do in earlier 1944, currently testing, actually that was my first thought to increase prestige to + 1000 but didn't find a script line yet
Re: Battlefield: Europe MOD v1.8
Then you can just easily give +1000 prestige by prestige cheat:
http://www.matrixgames.com/forums/tm.asp?m=2859331
But, you are right, I am aware that especially v1.8 is a bit harsh, even though more accurate than the earlier versions. Just for first time players it might be too much. Maybe I will release an easier version for first time play.
http://www.matrixgames.com/forums/tm.asp?m=2859331
But, you are right, I am aware that especially v1.8 is a bit harsh, even though more accurate than the earlier versions. Just for first time players it might be too much. Maybe I will release an easier version for first time play.
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
Re: Battlefield: Europe MOD v1.8
The idea is to test this scenario if it's possible to hold ground till 1945.
I now play very carefully with ugrading right things, trying not to loose units and saving some money for dark times 1943.
Now this time i suppose i am well prepared . August 16 , 1942 a steady Smolenks defencive line. AI seems have stuck at finding a clue how to brake it.
I now play very carefully with ugrading right things, trying not to loose units and saving some money for dark times 1943.
Now this time i suppose i am well prepared . August 16 , 1942 a steady Smolenks defencive line. AI seems have stuck at finding a clue how to brake it.
Re: Battlefield: Europe MOD v1.8
Will there be a 'panzer corps 2' version of this my favourite mod?
(Although I might have to get a new computer to play it
(Although I might have to get a new computer to play it
Re: Battlefield: Europe MOD v1.8
How much time need for this work.... respect!