Lets Play "Codename: Panzers Phase 2", all Axis medals challenge (no videos) ~~ DONE
Posted: 2020-05-30 12:17, Saturday
greetings generals and welcome to my [infantry and towed guns] challenge for "Codename: Panzers Phase 2" (CPP for short).
The idea for this challenge is actually quite old: i got the Platinum Edition in 2008 and around 2010-11 i had played CPP1 and CPP2 so much that i knew them quite well, and playing them with tanks (or a tank-heavy core) became boring. Playing without tanks was the logical next level. However...
CPP is a realtime strategy game (RTS for short).
Main features are core building (tanks/infatry/selfpropelled+towed guns), experience, some campaigns and the "tactical pause" (via hotkey you may stop the action, review the battlefield and consider unit orders).
..."however", to finish the sentence from above: Around 2010-11 i had lost interest/motivation to play RTS.
I am not very fond of RTS games anymore: in PvP tactics usually evolve around rush-killing opponents ASAP, while in PvE all you usually need is a handful of the "best" unit type to blow everything to smithereens.
Granted, some games are more varied and i indeed play 1 or 2 every now and then.
And admitted, i haven't played RTS in multiplayer for about 15 years.
In short: by the time i gained a little interest in playing RTS again, i had lost alot of the knowledge of how the CPP scenarios play, so i "should" replay them to the see layout of maps. To make it easier, i included tanks in the core...so that after 2-3 scenarios i had lost the interest again - 1-2 years later i packed the games out again, stopped playing after 2-3 scenarios - back and forth, back and forth.
Now, in my recreation break from Open General, i think i have enough motivation to play through the campaign, and ignore the fact that i don't know for sure if this challenge i made up is actually winnable
(in all actuality: i managed to play through both games again sometime around 2017-2018 and still remember some stuff)
Why CPP2 and not the first part
- technicality: in CPP1 units can only grow to 4 XP-bars, while in CPP2 they can get to 8. Each XP-bar adds 5% damage bonus. The 8th XP-bar additionally grants a "hero bonus" (its really called like that) of 50% damage resistance and another +15% damage - (un)fortunately, towed guns ignore the damage boost.
Infantry is notoriously squishy, and if your Medics die, then your combat inf follows quickly, so at least for medics i consider this damage resistance a must-have (in a "no tanks" challenge)
- design: the CPP1 scenarios have a lot of city terrain, limiting the usefulness of towed ATs. Also, there is AFAIR much more enemy armour in CPP1
I don't say "it is impossible to do this challenge in CPP1".
I only say, that i want to have fun playing and not "work through the game".
Preparations:
- i'm still not sure if i do a "living of the land" = inf-only (in the core) or a mixed approach. Either way i will end up with an inf-heavy core. The tricky part here is: towing guns is slow (no matter if pulling the couple of valid guns by infantry, or pulling any gun by tractors), and i have a tendency to grow impatient every now and then, so maybe after 2 scenarios i go and switch to inf-only
- the very first scenario in each campaign is difficult (if not impossible) to win without the use of tanks, thus i exceptionally use tanks as attackers in the first scenario (dunno if i play the Allied campaign, too)
- i'll do as much as possible with core units. Exceptions:
* supply depots repair and resupply vehicles and guns, and can heal infantry: why not use them
* some special abilities (like fighter-bombers) here and there
* aux-only scenarios (yes, all campaigns seriously have some )
* capturing guns in the field (OTOH, you need infantry to man guns, and a destroyed gun (while manned by core or aux units) counts into your losses in the statistics, so aren't they effectively core if manned by core inf )
- allowed core purchases:
* infantry
* towed guns
* trucks/tractors
* repair trucks
* ammo trucks
- difficulty setting: hard
AFAIK (the manual explains nothing and i was too lazy to compare enemy XP and numbers), the only difference between difficulties in the CPP games is, that the harder the setting, the lower the replacement of lost core units:
* on easy you get the lost core unit replaced, with XP (for free)
* on medium you get the lost core unit replaced, without XP (for free)
* on hard you don't get the lost core unit back (not even its prestige value)
- orientation: north
the mini-map has a small white wedge/bow on 1 of its edges, this is however very rarely pointing "up". I assume the white bow shall indicate where north is (according to cardinal directions). While playing, i do rotate the map a lot. However for streamlined orientation, if i mention north/west/etc, i mean that the main game screen was rotated, so that the white bow is pointing up
Final notes:
- i actually played the first scenario already, and in all actuality: 3 times - i was trying to find other approaches, especially with fewer/no tanks, and minimalize losses. Discovered by this:
* that you can actually finish the first scenario with an "Excellent" scoring (i otherwise only achieved "Average" or "Good" )
* that if you finish the scenario with "Excellent" scoring, you get a medal (IIRC, i usually only got a medal after scenario 2)
I will try to get an "Excellent" in each scen.
Funny to learn something new about the game after so many years
- there is no differentiation between victory types, as you can only continue if
* you achieved all main objectives
* the main campaign heros (like Dario or Barnes) survive
So, instead of BV/V/TV, i will add all objectives (including "secret", but excluding "hero name must survive" ) with their prestige rewards ( "hero name must survive" doesn't award prestige AFAIK), and strike out uncompleted or alternative objectives
With my incredibly over-informative and highly pointless (gotcha ) starting blabla out of the way, the next posting will deal with the infantry discussion.
Edit
In the third scenario my "no tanks" challenge came to an abrupt end.
I picked up the save from the first HQ session and restarted the challenge as "living off the land": the core will still be infantry-heavy, i will still use as little auxiliary units as possible, however i this time included a Flamethrower and Tank Crews, so that i can capture enemy tanks in the field (the flamers use fire damage, which can literally burn crews out of their vehicles).
Edit 2
At some point i realized that my main goal (getting all medals) failed too, so i restarted another time.
Since i didn't re-write all strategy, here are the in-thread links:
Strategy for Sidi Barrani
viewtopic.php?p=4344#p4344
Strategy for Mersa Brega
viewtopic.php?p=4467#p4467
Strategy for Halfaya Pass
viewtopic.php?p=4479#p4479
Strategy for Operation Battleaxe
viewtopic.php?p=4627#p4627
Second restart with hints, HQ and strategy for Sidi Rezegh till end
viewtopic.php?p=5044#p5044
The idea for this challenge is actually quite old: i got the Platinum Edition in 2008 and around 2010-11 i had played CPP1 and CPP2 so much that i knew them quite well, and playing them with tanks (or a tank-heavy core) became boring. Playing without tanks was the logical next level. However...
CPP is a realtime strategy game (RTS for short).
Main features are core building (tanks/infatry/selfpropelled+towed guns), experience, some campaigns and the "tactical pause" (via hotkey you may stop the action, review the battlefield and consider unit orders).
..."however", to finish the sentence from above: Around 2010-11 i had lost interest/motivation to play RTS.
I am not very fond of RTS games anymore: in PvP tactics usually evolve around rush-killing opponents ASAP, while in PvE all you usually need is a handful of the "best" unit type to blow everything to smithereens.
Granted, some games are more varied and i indeed play 1 or 2 every now and then.
And admitted, i haven't played RTS in multiplayer for about 15 years.
In short: by the time i gained a little interest in playing RTS again, i had lost alot of the knowledge of how the CPP scenarios play, so i "should" replay them to the see layout of maps. To make it easier, i included tanks in the core...so that after 2-3 scenarios i had lost the interest again - 1-2 years later i packed the games out again, stopped playing after 2-3 scenarios - back and forth, back and forth.
Now, in my recreation break from Open General, i think i have enough motivation to play through the campaign, and ignore the fact that i don't know for sure if this challenge i made up is actually winnable
(in all actuality: i managed to play through both games again sometime around 2017-2018 and still remember some stuff)
Why CPP2 and not the first part
- technicality: in CPP1 units can only grow to 4 XP-bars, while in CPP2 they can get to 8. Each XP-bar adds 5% damage bonus. The 8th XP-bar additionally grants a "hero bonus" (its really called like that) of 50% damage resistance and another +15% damage - (un)fortunately, towed guns ignore the damage boost.
Infantry is notoriously squishy, and if your Medics die, then your combat inf follows quickly, so at least for medics i consider this damage resistance a must-have (in a "no tanks" challenge)
- design: the CPP1 scenarios have a lot of city terrain, limiting the usefulness of towed ATs. Also, there is AFAIR much more enemy armour in CPP1
I don't say "it is impossible to do this challenge in CPP1".
I only say, that i want to have fun playing and not "work through the game".
Preparations:
- i'm still not sure if i do a "living of the land" = inf-only (in the core) or a mixed approach. Either way i will end up with an inf-heavy core. The tricky part here is: towing guns is slow (no matter if pulling the couple of valid guns by infantry, or pulling any gun by tractors), and i have a tendency to grow impatient every now and then, so maybe after 2 scenarios i go and switch to inf-only
- the very first scenario in each campaign is difficult (if not impossible) to win without the use of tanks, thus i exceptionally use tanks as attackers in the first scenario (dunno if i play the Allied campaign, too)
- i'll do as much as possible with core units. Exceptions:
* supply depots repair and resupply vehicles and guns, and can heal infantry: why not use them
* some special abilities (like fighter-bombers) here and there
* aux-only scenarios (yes, all campaigns seriously have some )
* capturing guns in the field (OTOH, you need infantry to man guns, and a destroyed gun (while manned by core or aux units) counts into your losses in the statistics, so aren't they effectively core if manned by core inf )
- allowed core purchases:
* infantry
* towed guns
* trucks/tractors
* repair trucks
* ammo trucks
- difficulty setting: hard
AFAIK (the manual explains nothing and i was too lazy to compare enemy XP and numbers), the only difference between difficulties in the CPP games is, that the harder the setting, the lower the replacement of lost core units:
* on easy you get the lost core unit replaced, with XP (for free)
* on medium you get the lost core unit replaced, without XP (for free)
* on hard you don't get the lost core unit back (not even its prestige value)
- orientation: north
the mini-map has a small white wedge/bow on 1 of its edges, this is however very rarely pointing "up". I assume the white bow shall indicate where north is (according to cardinal directions). While playing, i do rotate the map a lot. However for streamlined orientation, if i mention north/west/etc, i mean that the main game screen was rotated, so that the white bow is pointing up
Final notes:
- i actually played the first scenario already, and in all actuality: 3 times - i was trying to find other approaches, especially with fewer/no tanks, and minimalize losses. Discovered by this:
* that you can actually finish the first scenario with an "Excellent" scoring (i otherwise only achieved "Average" or "Good" )
* that if you finish the scenario with "Excellent" scoring, you get a medal (IIRC, i usually only got a medal after scenario 2)
I will try to get an "Excellent" in each scen.
Funny to learn something new about the game after so many years
- there is no differentiation between victory types, as you can only continue if
* you achieved all main objectives
* the main campaign heros (like Dario or Barnes) survive
So, instead of BV/V/TV, i will add all objectives (including "secret", but excluding "hero name must survive" ) with their prestige rewards ( "hero name must survive" doesn't award prestige AFAIK), and strike out uncompleted or alternative objectives
With my incredibly over-informative and highly pointless (gotcha ) starting blabla out of the way, the next posting will deal with the infantry discussion.
Edit
In the third scenario my "no tanks" challenge came to an abrupt end.
I picked up the save from the first HQ session and restarted the challenge as "living off the land": the core will still be infantry-heavy, i will still use as little auxiliary units as possible, however i this time included a Flamethrower and Tank Crews, so that i can capture enemy tanks in the field (the flamers use fire damage, which can literally burn crews out of their vehicles).
Edit 2
At some point i realized that my main goal (getting all medals) failed too, so i restarted another time.
Since i didn't re-write all strategy, here are the in-thread links:
Strategy for Sidi Barrani
viewtopic.php?p=4344#p4344
Strategy for Mersa Brega
viewtopic.php?p=4467#p4467
Strategy for Halfaya Pass
viewtopic.php?p=4479#p4479
Strategy for Operation Battleaxe
viewtopic.php?p=4627#p4627
Second restart with hints, HQ and strategy for Sidi Rezegh till end
viewtopic.php?p=5044#p5044