SdKfz 7 vs SdKfz 251/1
Moderators: Slitherine Core, The Lordz, Panzer Corps Moderators, Panzer Corps Design
SdKfz 7 vs SdKfz 251/1
What is the point if the new SdKfz 7? Compared to the old SdKfz 251/1 the only gain is 5 more fuel (80 vs 75) but at a loss of 1 point close defense and some, i admit it quite useless, attack values. Speed remain same for both units as does the price. Now i can understand the aspect of using the new mover for hauling around guns for historical accuracy but stat wise there is no point really in taking it over the SdKfz 251/1 really.
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monkspider
- Lieutenant Colonel - Panther D

- Posts: 1254
- Joined: Sat Aug 13, 2011 3:22 am
Re: SdKfz 7 vs SdKfz 251/1
You are correct of course Herr Tarak , but I actually didn't mind there being little difference between the two. I enjoyed seeing the new transport simply being added for "flavor" purposes.
Re: SdKfz 7 vs SdKfz 251/1
I have not checked, but it should be made that it can tow the heavy guns, while the truck and halftracks can not.
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deadtorius
- Field Marshal - Me 410A

- Posts: 5290
- Joined: Mon Oct 20, 2008 12:41 am
Re: SdKfz 7 vs SdKfz 251/1
I think the aux flak 88's are being hauled by 251's and I think I bought a flak 88 and got a truck for it originally since I could not afford the tracked transport.
Re: SdKfz 7 vs SdKfz 251/1
I agree the prime movers should be the only thing available to tow the big guns and they did in real life.
Re: SdKfz 7 vs SdKfz 251/1
I think it is a good feature to have only certain units be allowed specific transports. For instance, there are unit mods that introduce horse-drawn transports for towed ART/AT/AA, but it becomes silly when you can equip your infantry with horses. It would be ideal if in the equipment file there were an extra line called transport, and the player can specify which transports are allowed. This can be taken from the family name of the transport or even just the unit number.
Re: SdKfz 7 vs SdKfz 251/1
In Africa equipment file was extended with a similar idea in mind, and yes, it is now possible to configure transports on a unit-by-unit basis. Kresimir will correct me if I'm mistaken, but AFAIR SdKfz 7 was added specifically to be used for heavy guns, and this will be implemented at some point before the release.deducter wrote:I think it is a good feature to have only certain units be allowed specific transports. For instance, there are unit mods that introduce horse-drawn transports for towed ART/AT/AA, but it becomes silly when you can equip your infantry with horses. It would be ideal if in the equipment file there were an extra line called transport, and the player can specify which transports are allowed. This can be taken from the family name of the transport or even just the unit number.
Re: SdKfz 7 vs SdKfz 251/1
Yes, we need to watch for backward compatibility for already existing transport but new stuff added can use new features. SdKfz 7 will be used for towing only heavy equipment.



