Panzer Corps 2

Panzer Corps 2

AO-Redone
Grondel the 10/10  [开发者] 9 月 22 日 上午 7:32
Update 22.09.2025
Changelog

V. 1.6

- Fixed a LUA problem in Battle of the Ebro (AO Spain)
- Updated the capture airfield script in Fornebu (AO 1940), with P36 fighters and British bombers replacing Soviet ones
- Fixed a bug in Sedan (AO 1940)
- Minor tweaks to the map and changed some string names in Second Battle of Kharkov (AO 1942 East)
- Minor tweaks to the map in Voronezh (AO 1942 East)
- Fixed a script error in Streets of Stalingrad (AO 1942 East)
- Fixed a couple of unit misplacing (German Infanterie units fighting for Soviet Union) in Riga 1944 (AO 1944 East)
- New update for the equipment file (units.csv)
- New revision for AO 1943 East

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-- 1.6 Units Update --
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- Fixed stats for the Elite Stugs family (they were missing +1 Ini and +1 Ammo as intended)
- Increased cost for German bomber Me-410 and some more cost tweakings for German fighter-bombers
- Decreased cost for German tank destroyer Ferdinand and slightly increased for Elefant and Jagdpanther
- Fixed availability date for German fighter Fw 190A-9 (was 10.09.42, now 10.09.44), which is now purchasable; also slightly adjusted its stats and for Fw 190D-9; finally updated the end availability date for Fw 190A-5 (now 01.09.44)
- Fixed localization problem with Maresal name display
- Added more 1943 upgrades for infantry: DK Guards 43, HU Engineers 43 and RO Engineers 43

New stuff for late war campaigns:

- Added Soviet ISU-122S and ISU-152-2 (with AT/ATY switches and their Guards version as well); you'll see them in late 1945 and in AO 1946
- Added Soviet 280mm M1939 heavy artillery (available from 01.09.1939), same stats of 203mm M1931 but with +1 range (and more expensive)
- Added US 240mm M1 heavy artillery (available from 01.11.1942), same stats of 8 inch M1 but with -1 range (and slightly cheaper)

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-- AO 1943 East --
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- Heavy map editing/polishing/naming for almost all scenarios (historical path excluded)

- Added Grondel's random hero script, reserve script and capture airfield script (this one in some scenarios only); the random hero script features now double costs (2000/6000/10000 prestige) except for the first scenario

- Added elite and prestige objectives in many scenarios (to counter the more expensive random hero script)

- Campaign experience cap is set at 4 stars (4000 xp)

- ZAPORIZHIA (map size 37x50, AOredone 1.0/AO vanilla 33x30) - The vanilla scenario is imho a bit too simple and bland; furthermore, even if the historical premise of the mission is correct, the Russians never actually got that close to Zaporizhia. Don't worry, the scenario is still not so difficult, but the map has been enlarged to make it a bit more complicated for you to intercept the Russian vanguards, who are however supported by additional comrades in the backfield and will receive more reinforcements. Moreover I added another bonus objective (to hold at least 4 victory hexes at all times, worth 2 CPs) and above all a prestige objective (to raid the Soviet stockpiles in Pavlograd, worth 2500 prestige). These prestige objectives will become increasingly important in this campaign because without them it will be very difficult for you to obtain significant heroes given their double cost. The other events (Panther prototypes, 6th army message) are unchanged, while the narrative objective (to ignore exhausted forces in the southeast) and the useless ZeroAmmo script are gone. Finally no elite objective in this scenario

- BACKEND BLOW (map 67x82, AOR 1.0 47x68, AO 39x34) - This is one of my favorite battles from WWII, but my previous version of the scenario, even if imho a step up from vanilla, was not completely satisfying. This one tries to improve it, fixing some errors from AOredone 1.0 and using a scale consistent with the previous Zaporizhia scenario (so larger than the Second Battle of Kharkov from AO 1942 East) for a more complete representation of the battle; frankly I would have liked to add the Belgorod area too, but the map would have become really gigantic. Like the 1.0 version, getting the bonus objectives is easy like vanilla but completing successfully the mission is much harder; once again you can enjoy an outstanding supporting cast like the Das Reich and Totenkopf elite divisions, but they need your air cover as the multiple Guards Corps defending Kharkov are quite strong. The prestige objective (to capture all airfields around Kharkov) is worth 3500, while the elite objective (to capture Kharkov) will grant you a much needed first wave of 1943 German elite infantry units (29 EliteWehrInfantry43, 29 EliteGebirgsjager43, 21 EliteKavallerie43, 21 EliteGrenadier43 and 21 ElitePioniere43) and some elite tank/tank destroyers (19 ElitePantherD and 23 EliteNashorn). Finally no capture airfield script, but you can find a storehouse with good allied aircraft

- KUMMERSDORF 1943 - As in vanilla a lot of special stuff happening here. At start you're offered 18 Me163B prototypes for 2 CPs (no changes), then you have the Direktor Messerschmitt visit offering the Me262A gift unit with fighter ace Erich Hartmann (+4 Ini, Lightning Attack, Reduced Slots, Precise Optics and from this version Low Profile replacing Legendary trait) - well, really a great combo, only the Rudel one can be better than this - while right after Michael Wittmann is promoted again becoming an outstanding tank commander hero (with +2 Speed, +2 HA, First Strike, Prudent and Zero Slots, no changes). Then you have the Colonel Ishide visit with the offer of Japanese tank hero Rikugun Tai-i Akiyama for 2 CPs (Reduced Slots, City Fighter and Vigilant, no changes). Finally, just like the Azul Infantry which you can upgrade here for free to the 1943 model, near Kummersdorf there are some more special facilities where you can upgrade the "non german" stuff if you still have any: you can upgrade the Italian M15-42 tank to the P26-40 model and the IT Infantry 41, Alpini and Bersaglieri units to their respective 1943 models; same way you can upgrade your DK Guards, HU Infantry 41, RO Infantry 41 and RO Engineers units to their 1943 models. That's why I added a few more deployment hexes at the beginning of the scenario

- YAKOVLEVO OBOYAN (map 43x60, AOR 1.0 29x46) - I wanted this scenario to finally be a sort of nightmare for the Germans as it was historically, and I think I've made a step forward compared to my previous version, which was actually rather disappointing. The map has been expanded and updated for greater accuracy, while on the gameplay side the Soviet fortifications have been strengthened (including the Dragons Teeth from the Westwall DLC) and multiple spawning points have been added from which reinforcements (including aircraft) will continuously flow for the Red Army; in addition the Soviets can rely on much more experienced troops, almost on the same level as the Germans. In my playtests I struggled a lot advancing even a few hexes, so expect a really tough and long scenario, where once again Rudel and the heavy rail guns will be your best friends. Hint: if you're playing with elite infantry, it's probably better to still rely on the 1941 type or the regular 1943 type for this scenario, because the losses would be too high for your reserves. At start you can acquire 36 Bf109Z for 3 CPs (no changes), while the prestige objective (to capture all victory hexes) is worth 4500 and the elite objective (to destroy at least 40 Guard Units) will grant you some elite tank/tank destroyers (21 EliteTigerI, 13 ElitePantherD, 19 ElitePantherA and 17 EliteFerdinand) and prototypes (17 GepardAA and 15 Fw190A7). Once again no capture airfield script in this scenario

- PROKHOROVKA (map 47x38, AOR 1.0/AO 45x30) - I have to say that the vanilla scenario isn't bad at all, even if the map is rather inaccurate. Not that it is easy to do, with the inevitable change of scale and with sometimes contradictory historical sources to deal with, but this time I primarily aimed to improve it by adding many details (my advice is to always play with "show names on map" option enabled). Furthermore, I felt it was more than necessary to create another true nightmare scenario for the Germans, but ironically, it was just the new map configuration - historically rigorous, with the Germans already close to Prokhorovka at the very beginning - that made things more complicated. In any case, my minimum goal here was to reproduce as closely as possible what Prokhorovka was like for the Germans - primarily a furious defensive battle - but if you somehow manage to handle the storm that will hit you in the first turns you will have the chance to effectively change the course of history by achieving all the objectives. The prestige objective (to destroy at least 100 Guards units) will make you earn 8000, while the tough elite objective (to capture all Soviet HQs) will reward you with a collection of elite units (21 EliteWehrInfantry43, 15 EliteGrenadier43, 15 ElitePioniere43, 13 EliteTigerI, 15 ElitePantherA and 17 EliteNashorn) and tank hero Franz Staudegger (+2 Ini, +2 HA, +4 GD, Tank Killer and Reduced Slots). Finally no capture airfield script in this scenario

- OPERATION ROLAND (map 77x68, AOR 1.0 39x58, AO 21x58) - Huge upgrade for both map and scenario here. This one imho is purely alternate history territory, otherwise it is almost senseless, but out of respect for the vanilla version I somehow kept the original main objectives. Anyway, the map scale is now in line with the Yakovlevo Oboyan scenario, therefore much larger than vanilla, but in this way Von Manstein's intention to broaden the front will be much clearer and you will be able to appreciate even more the support of the revived 6th Army (provided you've earned their help) as tons of Soviet armies are waiting for you in the backfield. No prestige objective here (it is included in the alt history objective, as for each secondary hex you get 500 prestige for a total of 6000), while the difficult elite objective (to destroy the HQs of General Rotmistrov and General Rokossovsky) will grant you another wave of elite infantry units (17 EliteGebirgsjager43, 14 EliteKavallerie43, 11 EliteGrenadier43 and 11 ElitePioniere43) and most of all a brand new EliteElefant gift unit. In any case, keep in mind that on the map the location of Rotmistrov's HQ has more or less replaced Rokossovsky's in the vanilla version, while Rokossovsky's is now positioned north of Kursk (historically accurate). Finally once again no capture airfield script, but you can find a storehouse with good Soviet aircraft

- STALINO (map 67x38, AOR 1.0/AO 41x24) - Another major map upgrade here for a larger urban warfare scenario. Even if you don't have to face Guards armies you shouldn't underestimate the Soviets as they have been reinforced; also at this point in the campaign you should already know that their level of experience is more or less equal to yours. At start you have the chance to recruit infantry hero Josef Allerberger for 3 CPs (+1 Ini, +2 Speed and from this version Overrun and Machine Gun replacing Low Profile and Reduced Slots), but no random hero if you accept the offer, while the prestige objective (to capture Gorlovka) is worth 3500 and the prize for the elite objective (to reach the junction for Rostov) is a collection of German elite units and prototypes (27 ElitePanzerIVH, 29 EliteMarderIIIM, 23 SdKfz234-2-8Rad and 13 Fw190A7) as well as some pretty good Soviet tanks/assault guns (19 SU152AT, 17 KV85 and 14 IS1)

- ROSTOV 1943 (Map Size 73x52, AOR 1.0/AO 39x32) - I never really appreciated the vanilla scenario, definitely too easy to be an important episode in the alternative storyline. Not to mention that I never really liked the encirclement mechanics of this game. Therefore, this new version brings significant changes, turning out as a rather larger and more challenging scenario. In all this I have not forgotten about the role of the paratroopers, who in the vanilla version started already entrenched in Bataysk (well, too easy I would say) and now under your command will be decisive both for the main objectives and for the prestige one. Your Fallschirmjäger have been upgraded to have a better chance of hitting the objectives, but overall the Russians are also much more competitive (for example, I added the enemy hero script which wasn't even present in the vanilla version). At start you still have the chance to get some Italian equipment for 6 CPs (you will no longer get 29 P26-40, but you'll receive more parts of other equipment), while the prestige objective (to capture all the airfields south of the Don River) is worth 4000 and the elite objective (to capture Shakhty) will grant you some German elite units and prototypes (15 EliteTigerI, 18 ElitePantherA, 17 Elefant, 19 PantherG and 17 Fw190G8). Finally in this scenario the capture airfield script is active, but the airfields south of the Don River are excluded

- MANYCH BREAKOUT (Map Size 74x86, AOR 1.0 48x50) - The map has been completely reworked to make it consistent with the scale of Rostov 1943. The result is another very big and complex scenario, which I hope conveys the idea of a breakthrough on a vast front, difficult to manage for both the attacker and the defender. And fear not, despite repeated defeats in this alternate history, the indomitable Soviets are still very strong and perfectly capable of causing you serious problems. No prestige objective here as it is included in the bonus objective (for each secondary hex you get 500 prestige for a total of 3500, although it's really hard to capture them all and for this you'll probably need some good paratroopers), while the prize for the tough elite objective (to reach the junction for Elista) is a collection of German very elite units and prototypes (13 EliteTigerII, 19 ElitePantherG, 15 EliteJagdpanther, 21 PantherG and 23 JagdPzIV-48) and Soviet equipment (13 280mmM1939 and 19 SU85). Finally, even if somewhere there is a storehouse with some US bombers, the capture airfield script is active, but many dirt airfields are excluded

- ASTRAKHAN (Map Size 74x64, AOR 1.0 42x38, AO 61x26) - This is one of the most difficult maps in the entire AO campaign to produce accurately due to the complexity of the Volga Delta and surrounding areas. However, it has been expanded and redone in the less successful parts, aiming to improve the vanilla one as well as the Redone 1.0 version. The scenario is not particularly difficult, but it is likely that you will still need paratroopers to occupy all the objectives in time. By completing the bonus objective you still have the chance to get 29 Jagdpanther parts for 5 CPs (no changes), while once again the prestige objective is included in the bonus one (for each secondary hex you get 500 prestige, for a total of 4500) and the elite objective (to capture all victory hexes) grants you a new refill of German elite units (23 EliteWehrInfantry43, 23 EliteGebirgsjager43, 17 EliteGrenadier43, 17 ElitePioniere43, 9 EliteTigerII and 13 ElitePantherG). Finally no capture airfield script in this scenario

- BAKU (Map Size 63x78) - This brand new scenario replaces Return to Stalingrad as it seems to me much more consistent with the alternative storyline of the campaign. Curiously, this choice will also have consequences on the characters' plot, since Von Manstein will no longer be fired, while those who already miss the event involving Lieutenant Gerhardt in Return to Stalingrad will have to prepare for a nice surprise in the future. Keep in mind that the scenario is only apparently easy, once you get near Baku I think you will change your mind quickly. The prestige objective (to destroy the British Support Force) is worth 3500, but you can get some more seizing the Baku oil fields (for a total of another 2500), while the prize for the elite objective (to capture all victory hexes) is just a final wave of German elite units and prototypes (21 ElitePanzerIVJ, 13 EliteJagdpanther, 7 EliteTigerII, 13 Sturmtiger, 17 Fw190D9 and 15 Me163B)
最后由 Grondel the 10/10 编辑于; 9 月 22 日 上午 7:33
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✪ grovely 9 月 22 日 上午 7:46 
Ohhoh what a monday, had a feeling this update might drop soon so been looking here since last monday a few times a day and now it came. Thanks bud, will try it right away!
Galthran 9 月 22 日 下午 1:32 
Very nice ... restarted a few weeks ago and now at the breakout from Stalingrad ... need to hurry to get to 1943 ... thanks for the nice work ^^
Vepley 9 月 24 日 下午 7:43 
I been meaning to ask, what does "Grondel's random hero script" mean anyway? What's the difference of this from the normal random hero script?
Grondel the 10/10  [开发者] 9 月 24 日 下午 11:21 
引用自 Vepley
I been meaning to ask, what does "Grondel's random hero script" mean anyway? What's the difference of this from the normal random hero script?

IF u played the "normal" AO u probable noticed that u have 1 cluster of heroes that is way more than the rest. If ur lucky is a good one like reduced/zero slots, if not is something like first aid.
After playing several campaigns this upset me so much that i decided to make a hero script that takes care of that.

There are 2 main diffrences between vanilla and the script.
1. U don´t get the hero for free, u pay prestige to aquire them.

2. The "randomness" is rigged. If u get a certain hero in a early campaign u will not get a dublicate of that. There is a limit for the number of equal heroes set that enhances with the year of the campaign getting later. this prevents the clustering of heroes i mentioned earlier. This ensures that u get a more diverse hero rooster than in vanilla.

sers,
Thomas
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