Making Rommel Difficulty Harder

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deducter
Lieutenant Colonel - Fw 190A
Lieutenant Colonel - Fw 190A
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Making Rommel Difficulty Harder

Post by deducter »

I understand the desire of some players to have a very challenging game without resort to giving the AI +5 strength to all units. Furthermore, unit balance for single player feels like it could be improved. This is my amateur attempt at modding and balancing the released content, only meant for the DLC 39. This mod is meant to be VERY difficult. I have tested this up to Modlin, and the difficulty feels about the same as Manstein, but different. On Manstein, you will almost certainly lose units here and there, but they can be replaced without problems. On this difficulty, a lost unit will take some time to replace. You are forced to fight under your core limit, and even reinforcing during battle with regular reinforcements become difficult.

For full effect, you are of course not meant to save/reload, use cheat codes, etc. Obviously the whole point of this was to make the game harder, to the point where DV might become impossible for some maps. House rules also include not disbanding your units to get a refund for prestige. I would however like to make sure at least a MV is doable for "must win" scenarios.

http://www.gamefront.com/files/21067824 ... +v1.01.zip

Replace gamerules.pzdat and campaign.pzdat in your DLC 39 folder. Replace equipment.pzeqp in your Data folder in the base game directory.

Be sure to have backups of your old files!!!

I would like feedback on this. If some people try this and say "it's too hard!" then that is probably right, but I am open to suggestions. I am especially interested in adjusting the unit stats, which I feel there is much room for improvement there.

v1.01

SE SdKfz 251/1 updated.

SdKfz 232 8rad: Cost to 217, AMMO to 4 (balance reasons).

V1.0

Global Changes:

This is meant to be played on Rommel difficulty. You can also play on General for only -50% prestige as opposed to -75% prestige. This will mostly trivialize the difficulty, however.

House rule: You are not meant to disband your core units to refund prestige. The only exception to this are captured units.

Experience growth halved for 0-2 stars while unchanged for 2-5 stars. The net effect should be that EXP gain as compared with Field Marshall difficulty is that it is the same for 0-2 stars and doubled for 2-5 stars.

Changes to units were only for those relevant to DLC 39 and 40. Only the campaign.pzdat is adjusted for DLC 39, but not for DLC 40.

All SE units now cost only 50% of their Wehrmacht counterparts. All SE transports for SE infantry are half of those for standard infantry. These changes are meant to reflect that SE units are routinely provided with the best equipment. You are not meant to save and reload to obtain your SE units.

All SE infantry have +1 AMMO, +1 SA, and +1 INI compared to their Wehrmacht counterparts. All SE panzers have +2 AMMO, +20% fuel (to represent their higher priority in terms of resupply), +1 INI, and +1 HA compared to their Wehrmacht counterparts.

The vast majority of infantry in the Wehrmacht during WWII marched on foot and did not receive the use of trucks. Since it is assumed you command a panzer corps, to which motorized infantry divisions were assigned, the cost for transports is higher but not impossible to afford. ART, AT, and AA costs have been adjusted to reflect this. SE infantry, with their improved stats and cheaper motorized transports, should hopefully be much more desired.

Ammo count was changed for certain units in part to represent mechanical stability and in part for balance reasons, as opposed to historical values.

AttackExpBonusRel changed to 25. DefenseExpBonusRel changed to 25. This has the effect of making experience for early war units much more easily felt, without hopefully being overpowering.

Unit Changes:

Wehrmacht Infantry: Cost reduced to 107.

Kavallerie: Cost to 205, nopurchase flag added, INI to 2, GD to 5.

Fallschirmjäger: Cost to 305, GD to 6, AMMO to 5.

Gebirgsjäger: Cost to 254, INI to 3 to simulate their superior training, CD to 3 to simulate their training for fighting in close terrain.

Brückenpionere: Cost to 226.

Panzer IA: Cost to 124, GD to 5, AD to 6, CD to 1.

Panzer IB: Cost to 134, GD to 5, AD to 6, CD to 1.

Panzer IIC: Cost reduced to 163, AMMO to 9.

P38(t)A: AMMO to 11 (to represent superior mechanical reliability), GD to 7.

Panzer IIIE: AMMO to 9.

Panzer IIIF: AMMO to 9.

Panzer IVD: Cost to 320, AMMO to 8.

Panzerjäger IB: AMMO to 7, SA to 2.

SdKfz 222: Cost to 171, AMMO to 4 (mostly for balance reasons, so there is a reason to buy the PzIIC), GD to 5, AD to 6.

SdKfz 231 6rad: Cost to 195, AMMO to 6 (again, mostly for balance reasons).

3.7 cm PaK 36: Cost to 56.

7.5 cm FK 16 nA: Cost to 90.

10.5 cm leFH 18: Cost to 156.

15 cm sFH 18: Cost to 243, ROF to 9.

Sturmpanzer I: Cost to 362, range to 2, availability date to 1.5.1940.

2 cm Flakvierling 38: Cost to 94.

2 cm FlaK 38: Cost to 51.

3.7 cm FlaK 37: Cost to 87.

8.8 cm FlaK 36: Cost to 224.

SdKfz 10/4: Cost to 204.

SdKfz 7/1: Cost to 226.

Opel Blitz: Cost to 100.

SdKfz 251/1: Cost to 200, SA to 3, GD to 5.

Ju 87B: AMMO to 4, SA to 8, HA to 5, AA to 5.

Ju 87R: Cost to 254, fuel to 64, AMMO to 3, HA to 5, AA to 5.

Bf 110C: Cost to 356, AA to 12.

Bf 110D: Cost to 374, AA to 12

Polish cavalry: SA to 4, HA to 2, GD to 5.

Polish Mnt: SA to 3, HA to 2.

Cavalry in WWII was mostly used as mounted infantry. One of the biggest myths of the Polish campaign is that Polish cavalry wielding lances charged German panzers. In fact their cavalry was considered the elite of the Polish army and were given the superb Wz. 35 AT rifle, which was effective in close range against all contemporary German tanks. The Polish Mnt have also been given +1 HA to represent being equipped with the Wz. 35 AT rifle.

Somua S35: HA to 7(But the French tanks really were this good, with their 47mm SA AT gun), AMMO to 5 (French tanks were notoriously difficult to resupply and prone to mechanical problems), fuel to 30, INI to 3 (penalty reflects the 1-man turrets of the French tanks, which were highly inefficient),CD to 2.

Char B1: HA to 7, Speed to 3 (infantry tank), fuel to 12, INI to 3 (penalty reflects the 1-man turrets of the French tanks, which were highly inefficient).

The Char B1 was an unstoppable monstrosity… until it ran out of fuel, which was often, or until it met a 88 gun.

Panhard 178: AMMO to 6, GD to 7.

Matilda II: Fuel to 30, INI to 5.

Hotchkiss H39: HA to 5.

French Infantry: GD to 6.

French Engineers: INI to 1.

French Light Cavalry: GD to 4.

47 mm SA AT gun: HA to 7.

QF 2 Pounder: Spotting to 1.

T-26S: Speed to 5, GD to 6.

Soviet Cavalry: GD to 6.
Last edited by deducter on Fri Dec 09, 2011 12:12 am, edited 1 time in total.
Rosseau
Sergeant First Class - Panzer IIIL
Sergeant First Class - Panzer IIIL
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Post by Rosseau »

Very cool for you to do this. I have the advantage of being a lousy player, but many will appreciate the challenge you have provided. Thank gosh this game is moddable :)
VPaulus
Slitherine
Slitherine
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Location: Portugal

Post by VPaulus »

This is a mod, so I'll add to the sticky as:
DCL39 - Making Rommel Difficulty Harder

Is it OK for you, deducter?
deducter
Lieutenant Colonel - Fw 190A
Lieutenant Colonel - Fw 190A
Posts: 1140
Joined: Thu Aug 11, 2011 11:00 pm

Post by deducter »

Sure VPaulus, although this is really more of a beta than anything. I still think there's quite a bit of tweaking necessary.
VPaulus
Slitherine
Slitherine
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Location: Portugal

Post by VPaulus »

deducter wrote:Sure VPaulus, although this is really more of a beta than anything. I still think there's quite a bit of tweaking necessary.
Don't worry. All the mods are always in beta stage. 8)
TheGrayMouser
Field Marshal - Me 410A
Field Marshal - Me 410A
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Post by TheGrayMouser »

deducter wrote:Sure VPaulus, although this is really more of a beta than anything. I still think there's quite a bit of tweaking necessary.
This might not be everyones cup of tea, but you could consider 2 other tweaks that I think would increase the difficulty level.

1 turn off massed attacks : really this benefits the human more than the AI as i doudt the ai takes advantage of it , except by default in that it just happens to have multiple units adjacent to you anyhow.

2 turn off move and shoot , shoot and move: alot more planning 2 steps ahead in order to get the most value of your units in a turn, especially near bottlenecks of terrain. Also, you really need to plan on getting towed artillery up a turn prior to assaulting. I think Both these will slow down your advance, and be more unforging of mistakes since the time crunch will certainly be felt. Of course only a devious human can optimise coordinated move shoot , shoot move and then squeeze in another unit to attack, in a way the Ai can never do
deducter
Lieutenant Colonel - Fw 190A
Lieutenant Colonel - Fw 190A
Posts: 1140
Joined: Thu Aug 11, 2011 11:00 pm

Post by deducter »

This might not be everyones cup of tea, but you could consider 2 other tweaks that I think would increase the difficulty level.

1 turn off massed attacks : really this benefits the human more than the AI as i doudt the ai takes advantage of it , except by default in that it just happens to have multiple units adjacent to you anyhow.

2 turn off move and shoot , shoot and move: alot more planning 2 steps ahead in order to get the most value of your units in a turn, especially near bottlenecks of terrain. Also, you really need to plan on getting towed artillery up a turn prior to assaulting. I think Both these will slow down your advance, and be more unforging of mistakes since the time crunch will certainly be felt. Of course only a devious human can optimise coordinated move shoot , shoot move and then squeeze in another unit to attack, in a way the Ai can never do
My intention is most certainly not to restrict the human to doing only AI-level moves, in which case Colonel difficulty will be challenging enough if you play like the AI. The idea behind this mod is that the human can better make use of superior tactical ability. Both your suggestions do generally benefit the human, and this is intended. Only through using all the tactical tricks of the game is the player going to be able to achieve victory.
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