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Battlefield: Europe Battlefield: Europe HOT

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V 2.0

 

Changes in v 2.0

  • Better balanced multiplayer version of the main scenario.
  • Besides the multiplayer version, there are three single player versions of the main scenario with increasing difficulty and realism.
  • Ground unit upgrages and purchases are now only possible in certain cities in the "realistic" and "realistic+" versions of the mod. These are the victory objective cities in Germany (marked on the map with the "+") and a few other important cities and ports marked with the unit upgrade icon (a double "^"). Therefore, for example it is no longer possible to purchase (or upgrade to) a brand new Panther tank in an isolated island or in a small town in the middle of the desert or the Russian steppe. It can only be done in Germany or in a few major port cities and units waiting for an upgrade have to be transported there from the frontline. However, this change does not affect air units, which can still be upgraded at any friendly airfield.
  • Weather is now semi-random: 1941 weather is pre-set, the beginning and end of each winter is pre-set, but there are 2-3 rainy turns in each year and the exact date of these can vary in each replay. As a consequence, Allied bombing of German cities do not result in a prestige penalty during rainy turns (as it sometimes happened in the previous versions) or when the ground is covered with snow.
  • The number of oil field hexes is now doubled: the Allies have 8 of these with half of them being at Baku. So Baku is more important now, but also better defended. Also it is harder to cross the Black Sea to use it as a short cut to reach the Caucasus. But the Axis gets more naval units as reinforcements there in 1942-43, as historically (mostly small vessels though).
  • Since the Allies disable the oil fields before retreating, the Axis side has to wait 6 or even 12 months (in the hardest "realistic+" version) to repair each oil field to get the extra prestige and to negate the effects of the oil crisis. (Note that historically the Wehrmacht did capture the Maikop oilfield near the Caucasus but since it was completely destroyed by the retreating Red Army the Germans were unable to fix it and get any oil from it before they had to withdraw 6 months later. But then again, refining and delivering the oil to the troops would have caused further logistical problems and hence the long waiting time.)
  • Additionally, in the absence of more oil fields, the air units of the Luftwaffe will start to suffer an experience penalty from 1943 to simulate the less and less effective training due to the limited fuel available for the training units. In 1943 they lose only 1 experience point per turn which is hardly noticable, but in 1944 and 45 it is 3 and 5 experience points in each turn respectively, which is getting more and more significant by the end of the war. The Axis has to capture and repair at least two oil fields from the Allies to stop it.
  • Shallow Sea hex type added to the map: this is an area where water depth is less than 100 meters (appr. 300 feet). Although submarines can still dive deep in these areas, they cannot move when doing so. It simulates that the submarine lands on the bottom of the sea. Shallow seas also affect the manual deployment of naval mines.
  • Now there are two naval mine types: bottom and moored mines. Moored (surface or near surface) mines are the same as the previous generic naval mines (passive attack, once discovered they stay on the map, cannot harm submerged submarines). As they are cheaper than other anti-ship weapons they can be deployed in large numbers, making them useful area denial or channelizing weapons.
  • The new bottom mines are more deadly but less numerous: as the name suggests, they are dropped to the bottom of the sea by a ship or by a plane and can detect nearby vessels passing ahead by magnetic (or later water pressure) sensors. In the mod they can attack nearby naval units, including submerged submarines actively (that's why PzC v1.31 update is required) and they disappear from the map if there are no enemy units nearby. They are harder to detect and sweep, and can carry a much larger warhead than a moored mine and thus can cause more damage.
  • Pre-placed moored mines can be either in shallow or deep sea, but bottom mines can only be encountered in shallow sea as their effectiveness is limited by water depth. (Its victim has to be close enough to be detected and to be harmed by the explosion.)
  • Both types can be deployed manually from special minelayer ships or bombers in limited numbers. These are of course mulitpurpose units, but once the naval mine unit is deployed it cannot be switched back to the carrier unit and it stays where it is for the rest of the war (unless they are disbanded by their owner).
  • Note that naval mines can only be deployed manually in shallow sea and it is not possible to deploy them in straits or ports, even though their carrier units may be able to enter these hexes. So for example the Strait of Kerch in the Crimea cannot be closed down with naval mines to stop ground units from crossing it.
  • Countryside terrain gets 1 base entrenchment so now it provides a bit more protection than clear terrain (originally these two terrains were in effect the same so now I try to make a difference between them).
  • Romanian army unit icons reworked: although earlier I was using the a different colour pattern for the Romanians it looks like in reality most Romanian ground equipment were olive green, including their R-2 tanks. So I recoloured most of their units accordingly.
  • Finnish ground units cannot be moved by sea, air or rail transports. This will mostly confine them to the northern front as historically they would only fight for the defense of their homeland and never officially joined the alliance of the Axis nations.
  • Some key parts of the map (most notably the Crimea, the Gulf of Finland, parts of Great Britain) are reworked for improved geographical accuracy and gameplay reasons.
  • The defenders of Leningrad lose strength faster making the blockade of the city more worthwile. On the other hand, Leningrad is better defended with the addition of the naval fort of Kronstadt, which is essentially an artillery unit that can provide defensive fire to the nearby Krasnaya Gorka fort.
  • Many new or modified units added, including more recon planes to both sides, more land transports, several new naval units, etc. Some recon planes have very high air defense to simulate the historical fact that these flew very high and fast and it was nearly impossible to intercept them. In some cases though, these are completely unarmed, e.g. the photo recon versions of the Spitfire or P-38 Lightning. In general, all recon air units have higher air and ground defense as these avoided battle and flew either very high or very low.
  • Axis air units (except for the Finns, who are technically not Axis) can make use of fast redeployment: first air units have to move over an unoccupied friendly airfield, then switch to "landed" mode and then embark to an air unit transport (Ju 52) with high movement but weak defense. This air unit can be moved to another unoccupied friendly airfield where the air unit transport can "land" and disembark. The use of the Ju 52 simulates the transfer of the ground crew and the equipment of the air unit.
  • Some air units now have a version of naval movement - these are maritime reconnaissance planes that can only move over sea and strait terrain, but can also enter ports and airfields. Players need to watch out for their fuel usage as they have to fly around ground hexes and the game does not take it into count when it calculates their remaining range.
  • Some air units now have "tropicalized" versions (with extra sand filters added and other small modifications) for use over desert terrain. It is recommended to upgrade normal air units to these otherwise they will lose movement points (and use extra fuel) when being used over desert and dunes terrains. When being moved back to normal continental terrain these should be upgraded once again to the normal version to avoid losing movement points, this time over clear and countryside terrains. Note that some parts of Africa and the Near East have mainly continental terrain types so for example air units operating over Tunisia may not need this upgrade.
  • All air units move a bit slower over high mountain terrain.
  • The Axis can get much more unit replacements, as calculated by historical production figures, and some more free units. It happens mainly in 1944 when German arms production peaked, and mainly for players on the losing path, but if losses are high replacement tanks, bombers etc. can appear earlier as well occasionally, which allows a more agressive advance.
  • Maximum firing range of capital ships is now limited to 3 hex. Also they are a bit less effective against ground units.
  • Submarines are now faster in all modes and they have recon move in submerged modes for better survivability. It is because the camo trait does not work in PzC with submarine class and I want to improve their chances for escape when spotted and encircled by destroyers. So now they might be able to escape when surrounded by destroyers or sneak through minefields. On the other hand, submarines have lower initiative so now they are less effective against destroyers and will lose 1 ammo in each turn while on the convoy routes to simulate that they are actively hunting enemy shipping (however, they also gain some experience in the process). Some destroyers are also somewhat faster. Also, the Axis side gets a few more U-boat units from 1943.
  • Coastal battery units added: these are in the artillery class so they can be repaired unlike structures (bunkers or fortifications). It will possibly make amphibious landings harder at some places.
  • More subclasses are added to the Bf 109 and Fw 190. Some air unit stats are rebalanced (like early Bf 109 vs. Spitfire).
  • Most air units have reduced max fuel (range). Nevertheless, in most cases they still have a higher range than their actual combat range should be based on the scale of the map. Players now have to keep an eye on the remaining fuel as some air units can run out of fuel more easily. Most notably early war units with no drop tank like the early Bf 109 versions but some Allied fighters are also affected by this change.
  • The pre-Barbarossa scenarios also got some changes, mostly cosmetic though. This version is not compatible with the earlier ones so these have to be played again, or the Barbarossa scenario has to be started as a new campaign or scenario. Save games made with the previous versions of the mod cannot be used.
  • The hard attack value of most artillery units has been reduced by 30-40% so that now it is harder to fully suppress enemy armoured units and then force surrender them.

V 1.9

(3410 Downloads gesamt)

Changes in v1.9

- The invasion of Denmark and Norway in 1940 is added as an extra (small scale) scenario, just before the invasion of France
- The big scenario now comes with three difficulty levels: "realistic" (the normal difficulty level of the previous versions), "medium" (one third of the Allied reinforcements are removed) and "easy" (two thirds of the Allied reinforcements are removed) - "realistic" is intended for highly skilled and experienced players, "medium" is for average/skilled new players and for those veteran players of the mod who failed to achieve anything better than a draw in the previous versions, and "easy" is for casual players and for those veteran players of the mod who failed to achieve even a draw
- A better balanced version of the big sceanario for mulitplayer use (based on the "easy" version of the scenario)
- Order of battle is further revised, with more accurate unit types and numbers for both sides
- Most units move slower on soft (snowy and muddy) terrain
- "Wide tracked" movement added: units with this movement type can move faster on soft terrain due to their wider tracks which results in lower ground pressure per square inch (e.g. T-34, KV-1, Tiger, Panther, Churchill and their derivatives)
- "Desert tracked" movement added: tracked units have to be "tropicalized" (with improved air filters and cooling installed) i.e. upgraded to a similar unit with different movement type for free for optimal movement on desert and dunes terrain, however, these are comparably slower on clear and countryside terrain (units with "wide tracked" movement are not affected as they already have better mobility on soft terrain)
- Increased road movement speed: units with tracked, wide tracked, desert tracked, leg and halftrack movement can now move 20-40% faster on dry roads (effective use of the road network is now more important)
- Camo trait added to towed AT guns (up to 75 mm), towed AT guns cannot capture cities and cannot get air transport
- The capture of Stalingrad now provides a prestige reward and can reduce the number of Soviet reinforcements (as long as the city is held by the Axis)
- Allied bombing raids against German cities cost two times more prestige penalty (neglecting the air defense of the Reich has more serious consequencies)
- The "living battlefield" concept is further improved: cities will get visibly damaged or destroyed as a result of the horrors of war - and even a volcano will erupt at some point!
- Map is slightly improved at certain key areas (more precise geographically)
- Several new or modified units are added to both sides
- Some more German wonder weapons are added, especially to players on the losing side and towards the end of the war
- Light AA guns are a bit more effective against ground targets
- Heavy artillery has a bit higher ground defense and rate of fire
- Units equipped only with light machine guns (like Panzer I or early Hurricane or Spitfire) can no longer attack hard (armoured) targets
- Some obsolete and out of production units got the "noreplace" trait (some of these can be upgraded though, to a newer type)
- Lots of other small (or bigger) fixes and changes

Players can also start the big scenario at later stages by installing some save game files. In these I tried to recreate the overall historical situation as much as possible. These are mainly for those who got bored of achieving the "easy" victory starting in June 1941. The stages are:

...Moscow/Crusader, 1941
...Stalingrad/El Alamein, 1942
...Kursk/Sicily, 1943
...Normandy/Bagration, 1944

The game difficulty is set at General. Obviously, the later you start the scenario the harder it is to achieve any kind of victory and in the final one(s) a draw is the only realistic aim.

In order to get them you have to copy the save game files in the zip to your ...DocumentsMy GamesPanzer CorpsSave folder, where the game keeps the save games and just load them.

V 1.8

(1153 Downloads gesamt)

Changes in v1.8

- in-family unit upgrade charts added to the library section
- Rate of Fire information added to the library section
- partisan war in Yugoslavia improved with pro-Axis Chetniks and Tito's Communist Partisans fighting each other
- some weak understrength partisan and commando units now have the camo trait (can only be spotted by a ground unit next to them)
- number of Fallschirmjager units on the map at the start is reduced to 1
- to compensate the above a Brandenburger unit is added in turn 4 (understrength elite infiltrators/scouts/paratroopers/commandos with camo trait)
- ground unit movement ranges fine tuned (mostly slowed down in bad weather)
- hills, mountains and forests now have the lowsup trait meaning these terrain types will provide less ammo and fuel to ground units when resupplying
- number of Allied recon units increased
- Middle East terrain improved, also probably harder to capture this area
- number of Soviet air units increased by approximately 50% to better reflect historical ratios
- late model upgrades added for Tiger I and Tiger II with better reliablility (more movement range/max fuel)
- late war Italian fighters more expensive
- a few new units added
- overall difficulty increased...

V 1.7

(480 Downloads gesamt)

Changes in v1.7

- Reported issues of v1.6 are fixed
- More random German hero portraits and names added from danijocker90's set for more variation and less clones
- Naval invasions significantly harder: max naval transports reduced to 8 (from 14), England is better defended
- Air reconnaissance units added
- Number of Soviet units increased, but they have less overall experience
- A few new or modified units added, especially more Land Lease units and new units from the PzC v1.25 patch
- Map extended to include Basra and a part of the Arab Gulf in the Middle East
- Map of declared minefields around England added to the Library
- AA units are rebalanced:
- Many light AA units are now AA/AT multipurpose
- AA units are no longer in the same upgrade family
- Number of AA units is rebalanced, the 2cm one being by far the most numerous in 1941
- Some more heavy AA units are added later during the scenario to counter the Allied air offensive, but only if England is not captured by the player
- Female historical heroes (heroines) added to the Soviets
- The long siege of Leningrad is added as an option
- Movement values revised, especially during winter
- More movement and attack sounds are added from VPaulus' RSM mod
- Players can now start the big scenario at later stages by installing some save game files. In these I tried to recreate the overall historical situation as much as possible. These are mainly for those who got bored of achieving the "easy" victory starting in June 1941. The stages are:

...Moscow/Crusader, 1941
...Stalingrad/El Alamein, 1942
...Kursk/Sicily, 1943
...Normandy/Bagration, 1944

The game difficulty is set at General. Obviously, the later you start the scenario the harder it is to achieve any kind of victory and in the final one(s) a draw is the only realistic aim.

In order to get them you have to copy the save game files in the zip to your ...DocumentsMy GamesPanzer CorpsSave folder, where the game keeps the save games and just load them.

.......

King George VI would never leave the Buckingham Palace. Even as the Panzergrenadiers are storming the building he broadcasts a final desperate radio message ordering his Nation to fight the Geman invaders.


More than 800,000 women served in the Soviet Armed Forces in WW2, 89 of them eventually recieved the highest award, the Hero of the Soviet Union. Finally it was time to fix my previous unacceptable ignorance and add a few historical female Soviet heroes (heroines) to the mod.

V 1.6

(503 Downloads gesamt)

- Naval mines now have the minefield trait meaning that they will remain visible on the map once discovered. Unfortunately the minefield trait also has the side effect that they cannot attack enemy ships actively, severly limiting their effectiveness. As a result there will be more Allied naval mines on the map to preserve the existing balance of the mod. Historical account shows that the British deployed some 160,000 (!) defensive naval mines during WW2. Contrary to popular belief though (HINT!), nearly half of those were deployed in the so-called Northern Barrier (north of British Isles) to disrupt the passage of the U-boats to the Atlantic Ocean. Note that historically the British continued to deploy defensive naval mines around England well into 1943, so even if you search the area early in the scenario you might still bump into mines deployed later.

- Snow-free areas extended to include most of the Mediterranean like Southern Italy, Sicily, Greece, etc.
- Several new or modified units added including late war infantry for most nations
- Victory objectives are more visible on strategic map
- The number of British fighters appearing at Malta as reinforcements can now be reduced by sinking British carriers and merchants near the island as soon as possible, or even before they would reach it
- Localization incompatibility fixed (hopefully): the mod is still in English only but due to the previously missing (un-modded) localization files some texts were not displayed (or were displayed erroneusly, such as the names of some rivers on the map) if the player changed to a language other than English in the main menu of the game
- List of in-family unit upgrade options added to the library in a seperate section.
- Finland will quit the war (disarm) if the Soviet Union is defeated, or if Moscow AND Leningrad is owned by the Soviets at or any time after August, 1944 (the time of the Finnish armistice). Historically Finland was not a full member of the Axis (it never signed the Tripartite Pact), it only joined Operation Barbarossa to recover its lost territories from the USSR, so using them against the British after the defeat of the Soviets would be unrealistic.
- Players ending up on the losing path (both England and Russia still undefeated in 1944) get more support so achieving a draw is somewhat easier.
- Intelligence data showing the position and number of enemy units in turn 1 is added to the library.
- Three excellent After Action Reports written by players are added to the Library. With many thanks to GeneralWerner and JimmyC.
- Allied paratroopers now appear on the map supressed and unable to move for a turn.
- Partisans can appear in Crete and Poland.
- Players can now start the big scenario at later stages by installing some save game files. In these I tried to recreate the overall historical situation as much as possible. These are mainly for those who got bored of achieving the "easy" victory starting in June 1941. The stages are:

...Moscow/Crusader, 1941
...Stalingrad/El Alamein, 1942
...Kursk/Sicily, 1943
...Normandy/Bagration, 1944

The game difficulty is set as General. Obviously, the later you start the scenario the harder it is to achieve any kind of victory and in the final one(s) a draw is the only realistic aim.
In order to get them you have to copy the save game files in the zip to your ...DocumentsMy GamesPanzer CorpsSave folder, where the game keeps the save games and just load them.

Unit stats changes:
- Most German tank hunters now belong to the Marder (light) or the StuGIII (medium) or the StuGIV (heavy) upgrade family. It helps the player to continuously upgrade the mobile anti tank units cheaper.
- Most recon units can now move 10, Kradschützen (motorcycles) is moved to recon class. Recon units are now much more useful in their intended role, thanks to their increased speed. Attack values standardized for units having the KwK/30 20 mm gun and a machine gun.
- T-34/42 added with slightly better armour than the T-34/41. T-34 types have +1 inititative.
- Hard attack of Pz.IVF-2/G increased by 1 to 15 - Marder IID and III hard attack increased by 1 to 15
- The difference between the Bf 109 F and Bf 109 G-2 is less significant: historically the early "Gustav" was not a real improvement having a more powerful but heavier engine, its performance was almost similar to that of the "Friedrich".
- Range (max fuel) of most fighters reduced due to the scale of the map. As a result Spitfires operating from England can hardly reach German airspace leaving the hapless Allied heavy bombers largely unescorted until the arrival of the Mustangs. However, the early Bf-109E also suffers from a shorter range.
- Early Bf 110 versions have better air attack (+2)
- Ju 87D/G air attack increased to (-)7
- The price of some late war tank hunters reduced
- Churchill tanks speed reduced to 3
- SU-100 Hard Attack increased to 21, ISU-122, IS-2 HA increased to 19
- SU-76 range increased to 3 in arty mode
- Wurfrahmen 40 range reduced to 1 (!!!), Soft Attack increased to 22. Historically this unit had a very limited range, only 2,200 meters when firing the early 28/32 cm rockets, thus the lower range.
- Soft attack of American heavy bombers reduced (back to vanilla values)
- Strongpoints have (attack) range 1 so that now they can attack enemy units on adjacent hexes without suffering losses, similarily to Forts. Their stats are also increased slightly so now it might worth purchasing the Strongpoint Construction unit, which is also cheaper.
- Soviet Marines added

V 1.5

(804 Downloads gesamt)

- Air War over Germany is rebalanced (harder and hopefully more accurate historically), first introduced in scenario 3

- Allies will attempt to recapture most major victory objectives taken by the Axis

- the territory of Vichy French Free Zone/Zone Libre and Vichy North Africa will be neutral (unaccessible) until November 1942 - no more unhistorical turtling in Tunisia before the Allied invasion

- Axis OOBs revised, several units changed, Italy gets less units early on

- Italy would defect after the loss of Sicily, as a result most Italian units disappear from the map, but then a few will re-appear to simulate the formation of the pro-German RSI forces

- Maximum prestige awarded for Axis naval units in the North Atlantic convoy routes is capped at 200 instead of 250

- Torpedo boats (German Schnellboote, Italian MAS) are changed: they cannot attack submarines, but more effective against surface ships with recon move added. Historically these were equipped with only 2-4 torpedoes and 1-2 machine guns therefore they were not very useful against submarines. However, these fast motor boats are now good for hit-and-run attacks thanks to their recon move, but can also be used to scout enemy naval minefileds and coastal defenses.

- Italian Decima Flottiglia MAS added: this elite naval unit mainly operated with frogmen and manned torpedoes, achieving some great successes in the Mediterranean. The frogmen were usually carried to their area of operations by convetional submarines, so this is a multi-multipurpose unit which can be switched back to its carrier for more speed.

- the 'Second Blitz' is implemented: V1/V2 rockets are only given if there are no Axis held victory objective cities in England. Also they are less effective against ground targets and have reduced range, but can generate 100 prestige points if they can reach a victory objective city in England (most likely London).

- several more cities in Germany, France, Belgium and the Netherlands are added

- ocean/sea tiles are changed

- Minor Axis awards added

- all Axis units are named

- several issues reported by players are fixed

V1.4

(525 Downloads gesamt)

- einige Fragen von Spielern zu Szenario 4 sind behoben

- weitere Varianten der FW 190A hinzugefügt (A-1, A-2, A-5, A-8)

- deutsche Zufallsmarinehelden hinzugefügt

- Zufallshelden für Kroatien, Bulgarien, Slowakei und Spanien (Blaue Division) eingfügt

- schnellerer Transport von Einheiten (Bewegungsgeschwindigkeit von Zügen deutlich erhöht,

Bewegungsgeschwindigkeit der Ju 52 erhöht)

- stärkere Verteidigung von Leningrad und Gibraltar

- der Luftkrieg über Deutschland ist implementiert

- deutsches Radar hinzugefügt

- Abschnitte ''Regeländerungen'' und ''Spieltipps & Tricks'' der Bibliothek hinzugefügt

- es ist schwieriger durch eine Besetzung der Strandhexfelder, Landungen der Allierten zu stoppen

V.1.3

(555 Downloads gesamt)

- Mehrzweck-U-Boote hinzugefügt (taucht, untergetaucht und sinkend)

- Neue Spielregeln und Anpassung im Gameplay

- Spannende Wendungen im Spiel und neue taktische Umgebung im Spiel

- aktualisierte Fahnen

- AA-Fähigkeit von Panzern und AFVs entfernt

- Operation Anvil - Die Landung der Alliierten in Südfrankreich als neues Szenario

- Mehrere neue Einheiten hinzugefügt oder geändert

- Kampagne End Sound & Vision aufgerüstet

- Verschiedene andere Änderungen und Fixes in Szenario 4 und in der Ausrüstungsdatei

Version 2.0
Size 478.04 MB
System Panzercorps
Downloads 7,913
Language Englisch
Author McGuba
Created 10.06.2014
Changed 19.08.2019

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