JimmyC wrote: Its also challenging struggling with the technology gap in early '42 - how to stop the T34's with your fairly weak armour? As always, the answer is the Luftwaffe But what about in bad weather
Sure, and it was indeed a real problem which forced the Wehrmacht to develop new tanks and tank hunters to counter this unexpected threat. And I think they did adapt quite fast. And another option in the mod might be some well placed towed AT guns which now have the camo trait making them useful not only in bad weather, but also in good.
P210 wrote:Congratulations, excellent work with the v1.9. It, again, feels like a new game.
Just completed a test game. Whole campaign on default General level. Wanted to see how air war in West works so did not go for England. Result, everything except the last ME oil well (just couple more turns away) and England under Axis control.
Thanks, and congrats to you as well for this achievement.
I was little worried about the movement changes, but did not find anything strange happening. New movement parameters feel natural and better than original. Probably took lot of time and testing to get it right.
Yes, I am also pleased with the new movement rules and it did not require too much testing, just some extra thinking.
I did miss Hungarian air force early on the game, but fortunately it did appear later. Which is probably historically correct as the number of Hungarian aircraft operating in Eastern front was relatively low in beginning of Barbarossa (as far as I have been able to figure out).
Yes, the Hungarians only commited 1-2 fighter and bomber squadrons in rotation to the eastern front between 1941-43, and kept the bulk of their planes at home for a possible clash with the Romanians. In this mod an air unit represents a German Geschwader (or a US Wing or a British Group) with 9 or more squadrons and 100-150 aircraft. So I decided to remove the early Hungarian air units, and replace them with some German ones to keep the balance. For example that's why the JG 77 is on the map in turn 1 now.
I have only one proposal. Would it be historically correct to have one Estonian Infantry unit appearing in late '43? I am not sure if the numbers warrant it, but Estonian troops did play a role in the war.
Yes, I was thinking to add this or maybe some Litvanian forces, too, but the problem is it would require an additional AI zone added to the Estonian capital Tallin, so that the Estonian unit only appears if it is owned by the Axis. For example, what if a player decides not to advance into Russia at all, and does not capture Estonia? How should the game know if this unit can appear or not? Would not it be strange to have a new Estonian unit appear in the middle of the Soviet controlled area? Needless to say, I have no more free AI zones to make it happen.
However, I could at least add the Latvian Legion as for this I could use another AI zone which has a different primary function.
Yrfin wrote:P210 wrote:
I have only one proposal. Would it be historically correct to have one Estonian Infantry unit appearing in late '43? I am not sure if the numbers warrant it, but Estonian troops did play a role in the war.
McGube dont use SS Troops in his BF World.
But still call BF Mod: "historical"...
So SS.Pz.Divs "Das Reich"and "Totencopf" and "LAH" just not exist in BF World (Just a question.. Who was in 4-th Pz.Army in South Group Armee in July 43 on EastFront (Kursk) ?).
And 6-th Pz.SS Armie (Ardennes Counterattack) doesnt exist in BF World...
And 800.000 Waffen SS troops just doesnt exist in BF World...
But McGuba call BF Mod "historical" and worried about 200 (!) chassies of Pz IID (1 Unit from 200+)...
LOL.
Thanks for your positive feedback.
As described in the readme, the ground units in this mod does not represent actual divisions (apart from a few examples, like the understrength Spanish formation or the also understrength Brandenburgers). Infantry units normally represent an army corps with 2-4 infantry divisions and tank units represent approximately 200 tanks of the same type, and not a specific armoured division. Historically there were usually 4-5 different tank types and many other weapons in an armoured division but in PzC we can only see a unit named "Pz.III" or a "Pz.IV". Moreover, as the war progressed the number of tanks in german panzer divisions constantly decreased and by the last year it was not uncommon for a panzer division to have only 30-50 panzers. Which would require to have lots of understrength tank units or "divisions" from 1943/44 with very limited value under the current game mechanics.
The other and more important reason for the omission of SS units is that the basic assumption of this mod is that in June 1941 the Führer and his closest followers are removed from power and that's how the player can take full control of the armed forces. And since I would like to believe that the large majority of the players do not symphatise with Nazi ideology, I assume that the extension of the Waffen SS does not happen after that and the few existing SS divisions are merged into the Heer.
So, for the above reasons there is no point in looking for a unit named like "Hitlerjugend Division" in this mod.
Also looking strange things about not SS (but Elite) Unit "Gross Deutchland" ? And LeHR Troops (Elite)?
Its absent in "historical" BF World Mod . Why ?
There were many other special formations in the Wehrmacht and in the other Axis and Allied armies, not only these. Adding each and every one of them would most likely increase the number of Axis units on the map well over one thousand. This would require a much larger map and would make the whole scenario a lot slower and more complex. I think if someone, it must be you who would also agree that this is not the way:
Yrfin wrote:With all respect....
PzC engine not for play about manage with 1000+ units ...
Instead, only the most important and influential ones are present like the Spanish "Blue Division" or the Brandenburgers or the Fallschirmjagers. The other "elite" formations are also there, just not named and they are represented by the numerous units with high (200+) experience.
Yrfin wrote:Yeah McGube make a right choice about movement changes ...
Movements System are very importance in PzC mechanics/Rules.
Well, it is nice to know that
McGube could do at least one thing right.