Yep, I'm still not sure about mobile infantry implementation, especially with BE distances and balancing in mind.
Krad, Cav and Sahariana would fall under this category and all use somewhat different approaches.
Quite some time ago I tried to unify those and expand the equipment file with PzGrenadiere, PzSpäher and so on, but so far I could not figure it out. You probably saw those unit ID reservations for several "mobile infantry" in the equipment file, still without real values and graphics. Perhaps I'll be able to pick up on that project at some point in the future.
I guess late PzIV and similar become more useful in BE on higher difficulties, when prestige is really scarce. Otherwise the 1 unit per tile favors the then bigger tanks.eskuche wrote: ↑Sun Apr 06, 2025 11:34 pm - Tank: Reasonable options all over. I talked about my thoughts of the flammpanzer above. May be more relevant in BE. StuG options are good for experiencing up, but I found no need/good use for them in direct attack, including PzIVs in '44. Maybe in EXTREME prestige situations, but at that point I'd rather just play more infantry instead of risking a whole unit loss with poor positioning. Direct fire arty/AA is good cheap options for soft target control.
- Recon: I (still) don't really like the recon lineup with the movement changes and the lower movement. It's extremely hard to predict when you have one more hex left, and that can make the difference between a botched turn and a chain of surrenders.
I'll keep the movement issue in mind and will try to work on simplifiying it, especially for eg the all terrain wheeled movement type 7 (eg SdKfz 232). Unfortunately won't be quick though, considering the more limited time available for modding in the next months.
Imho sIG rof 7 units are ok early on, when nothing better is available in numbers. They were mostly produced in very low numbers due to their shortcomings. The higher production number, later sIG units have rof 8, making them much more competitive.eskuche wrote: ↑Sun Apr 06, 2025 11:34 pm - AT: No big comments, I just really enjoyed the GebG for farming experience later on. I'm not sure the UE stuff is really useable ever, I didn't bother. Marders have a short useful time window, as historical I guess.
Arty: I think I used every single arty model except the 30 cm nebel, which I may begrudgingly use in berlin. It offers no/barely any advantage compared to the wurfrahmen (in fact I regret not keeping a '41 model, but I only had 2 range heroes). The sIG series ROF7 is crippling and almost unuseable as soon as StuGs come online (even though it's much more expensive to repair StuG III early models compared to vanilla). The soviet SP arty has caused me the most trouble and random strength point loss when I don't have decoy fire units around.
- AA: No major complaints. Don't see the use of towed AA as with mounts they will be as expensive as self-propelled. They will rarely see action and thus not gain experience. 2 cm FlaK is pretty bad, averaging like 2 str points even fully overstrengthed.
Towed Flak in general and 2cm mobile Flak are probably much more relevant in BE with scarce prestige, like the late Pz IV mentioned above. Though I like the "2 cm FJGeb FlaK r12" for variety reasons, with its para trait and pack (Kettenkrad) transport options. Not so much as an AA, but more in the ground attack role in mid 42.
I'll take another look at the Fw 190 lineup, while working on the Bf 110 upgrade family, which is still pretty overpowered in the late war.eskuche wrote: ↑Sun Apr 06, 2025 11:34 pm - Fighter: Fw seem very nerfed; repeating, I would probably use none of them. The fighter/bomber switch is too finicky given the pace (4-5 turn waves) in the campaign. I don't quite know the specifics of armement but would prooobably expect them to have maybe 1-2 more points of attack. Fighter Ju line is cute but never got a spotting hero so didn't feel the need for them.
- Tac: Barely used; without named hero AFVs may need more in other playthroughs.
- Strat: Heavily used, especially to experience up. Useful in fighting with a weaker core; you can retreat and hold terrain while concentrating artillery fire with just one fighter guard. Not sure if this tactic holds up if you can't afford to consistently fully overstrengthen them.
With the way the game engine works, the late Fw 190 A types with their high air attack value make for excellent escort fighter traps (where their low ini is ignored) and killing enemy bombers. While the inherent ini advantage of the Bf 109 make those better at initiating attacks, even without a large mass attack ini bonus.
Any big cannon tac bombers used? I guess Rudel fills that role in even without real tac bombers.
Did you try the Ju 388, which can switch between fighter and strat bomber modes?
Oh wow, Budapest already? You are really blazing through the grand campaign!eskuche wrote: ↑Thu Apr 10, 2025 4:02 pmThat's interesting, I wasn't aware of that aspect of modding! Too late, however, as I am in Budapest once agains and aim to finish the campaign by weekend. May stream/record the two Berlin scenarios, though I can't imagine it being terribly interesting. I'm up to 12 mostly 5-star infantry for core.
Thank you for all your feedback, very interesting to see your core develop and read your thoughts on the units and unit classes!