Grand Campaign Unit Revisions - Update for GC42-43West

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orlinos
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Re: Grand Campaign Unit Revisions - Update for GC42-43West

Post by orlinos »

4kEY wrote:
orlinos wrote: Panzer III tanks (especially SE series) I also found great, especially when experienced and overstrength. I have one with 15 strength, with Movement and Defense heroes – it is cheap, rarely touched by most of the Russians, fast and deadly. Obviously, you don’t want to have too many Panzer III, since they’ll be obsolete by ‘44.
I’ll probably keep one in my core til the end, but I’m not sure it will be elite like yours. I’d like to keep using one post-'43 if only for the custom unit Guille made for me with the side-skirts and turret armor, the IIIM.
I should explain more - in all, I think I had app. 2-3 Panzer III's, I think 2 were SE, one normal. SE ones I turned into Tigers and Panthers, the normal one slowly crept to 15 strength. I do not know how, since I generally did not give so many points to non-elite, non-artillery units. He must have been doing it behind my back! :D

He'll make a nice Panzer IIIN now.

In general, once the heavy tanks showed up, I slowly exchanged my older SE equipment to Tigers/Panthers - due to fuel limitations. When the Tiger I first showed up, it was winter, so even being SE, he had to stop for a pee every 5 minutes.

My Panzer IV's are ordinary, since they cost less and less in 1943-45 - so I can always give them some overstrength.

Although I might have made one an SE and a super-Panzer IV tank, with 15 points of very cheap strength...
4kEY wrote: [...] I find infantry with M2 difficult to use at this stage. Close terrain always seems one hex away from my Grenadier/Pioniere. [...]
During this playthrough, I only had one SE Grenadier (with +4 initiative, a super hero) - the other SE Infantry I did not upgrade to Grenadiers. I found it a much better solution, that way the infantry do not drag behind all the time, and SE Infantry have abundance of ammo and +1 to HA, so are still mighty.

During defensive scenarios of '44 I started using Grenadiers more often, since they excel in city defense (and they do not have to move much). I appointed two of my non-SE Infantry to this task. Since switching between ordinary and Grenadiere Infantry is experience free, I switch when needed.

SE super guys - are usually used elsewhere.
Piotr 'Orlinos' Kozlowski
4kEY
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Re: Grand Campaign Unit Revisions - Update for GC42-43West

Post by 4kEY »

guille1434 wrote:4Key: Very glad to know that you like the PzIII M so much! Thanks! I hope this unit gives an sterling service to your panzer force! :-) (Ask me if you would like to have another unit not presently included in the game, and I will do my best!)
I enjoy so much reading about gamers using this mod... The amount of time its author dedicated to balance the units stats is amazing!
Right on, Guille. I've found, when it comes to units, the simplest solution is often the best. I'm not sure what else I would want to use. For now they'd have to be usable in Deducter's mod in a way that it doesn't throw it off, short of him balancing the units himself...I don't see myself going back to the original any time soon, unless I got Afrika Korps.

I just got into a sticky situation at Ilovlya where the Sdkfz 7/1 direct fire mode might have been too useful against infantry in the open. Having an extra unit with such movement to grab up flags, which I have done, might not be too good either. Maybe I'll have to lower the initiative down to 1 like I did the 10.5 direct fire.

Guille, about the only other units I've been wanting are direct fire modes for the rest of the German artillery, 15, 17, and 21cm. Speaking of artilery, if you're looking for a new unit to use Chris10 had a 24cm K3 that is awesome. I haven't put it in deducter's mod, but a ways back he mentioned what might be acceptable stats that would be somewhat balanced. As of now the only 'modifications' I've made are the direct fire modes for some of the flak and the 10.5cm artillery. I'd like to use your direct fire mode Brummbar when it I reach '43, and the indirect fire Nashorn, but I don't know how to put these in without possibly disrupting the mod. These days I like to use my free time playing rather than modding and trying to balance stats. My best ideas for stat balancing were either influenced by Deducter or already done by him. Reading this thread was very interesting and educational. No need to fix what isn't broken. This is why adding a new unit isn't in my opinion a very good idea, because it has the potential to make it need fixing, and I don't want to spend the time thinking about it. IF Deducter were to implement any new units into his mod and balance them himself, and I had any pull, I would suggest some of yours, Guille :wink:
orlinos wrote: the normal one slowly crept to 15 strength. I do not know how, since I generally did not give so many points to non-elite, non-artillery units.
This has been my experience as well, Orlinos. I've wasted alot of prestige on unnecessary overstrength, thinking it will magically give more experience.
orlinos wrote: During this playthrough, I only had one SE Grenadier (with +4 initiative, a super hero)
Man, I'd be grateful for even a +1 initiative...I have one unit with an initiative bonus, KV-1B with i3, and I think I'm going to make him a Tiger 1, since if I recall correctly this turns out to be his only weakness, Initiative. He'll be a steamroller with a bladder problem :mrgreen: / I was considering turning it into a Mk. IIIN because it's an otherwise awesome tank except for low initiative, but I don't want it to end up like the Mk. II Flamm later on. I guess close terrain becomes more common, and with such high close defense it might be possible to hide him, but I think I remember reading that the Soviet high end equipment and infantry would negate this.

Edit: I've done some reading on the future upgrades for captured Russian equipment. Now I am not sure that upgrading my KV-1B, or my T-34, is such a good idea. There are so many interesting things to think about in this mod. So many options - it is too bad I'm an indecisive-second-doubting-overthinker :mrgreen: :evil:
orlinos wrote: He'll make a nice Panzer IIIN now.
In case this is what you thought I was referring to, I've attached a picture of the IIIM, high-velocity with side armor. All you have to do is go in the Eqp file and change the .png from Panzer_IIIL.png to Panzer_IIIM.png and add an entry in the efx file, duplicate of the IIIL efx entry. Just change it to IIIM.

...I suppose while I'm at it, I have another one that Churchy made a while back with camo. It's apparently taken from the 11th Panzer Division at Kursk. Guille's is the standard amry gray, which prefer because there is no loss of detail on the icon. When Churchy first started making custom units he had a tediously time consuming process of painting over the icon, and alot of them look pretty good. I hope he re-does some of them them with his new techniques.

Of course, out of respect for this thread I will not post anything else unrelated.
Attachments
Panzer IIIM,PzRgt15,11.PzDiv,Kursk 1943.png
Panzer IIIM,PzRgt15,11.PzDiv,Kursk 1943.png (30.57 KiB) Viewed 4428 times
Panzer_IIIM.png
Panzer_IIIM.png (33.46 KiB) Viewed 4428 times
guille1434
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Re: Grand Campaign Unit Revisions - Update for GC42-43West

Post by guille1434 »

4key: Thanks for your answer! And you are right... Grand Campaign Unit Revisions is so carefully balanced that it is the only of the mods I played or want to play that I think I can't add my custom units, because of the probability of breaking such a well thought mod... Anyway, my idea is to use my available time/(limited) skills to make the units that are needed for any modder here, in order to free them to make what they make best... to mod this game! So, the offer is available to you and everyone!

I will put the direct fire german heavy artillery in the "to do" list... :-)

By the way, now I remember reading about the 24 cm K3 and the stats values given as plausible for it by Deducter... Could you tell me if that unit icon is available and where can I download it?
Thanks again!

Orlinos: Thank you also for posting those detailed reports of your progress in the Campaign! I enjoy reading them very much! :-)
deducter
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Re: Grand Campaign Unit Revisions - Update for GC42-43West

Post by deducter »

I'm back from vacation and am thinking about more changes to the units, especially in 1943-1945. In particular, I understand that the Hetzer is not functioning in its intended role as final evolution of the light tank destroyers like the Marder II and Marder III. Also, the StuG IIIG could use a boost, since it was such a successful tank destroyer. In particular, its IN will go up to 7, which makes a huge difference due to the way IN is calculated. At 7, when defending against tanks it's IN will be effectively 10, which will allow it to benefit fully from experience on defense. StuG IIIG costs will have to go up slightly to compensate. I'll also give some units with low profiles (StuG III, Hetzer, Jagdpanzer IV) some additional defenses to simulate the difficulty of targeting them. I've probably spent an hour just thinking about this problem and have yet to come up with a completely satisfactory solution.

The problem is that the Germans have too many units in 1944 that can serve the same role. Trying to make the Marder III, Hetzer, Jagdpanzer IV, StuG IV, StuG IIIG, and all distinct and viable is very hard.

As for the Panzer II Flamm, it wasn't a very successful tank historically, so I have no problem with it being of marginal use. I think it's good up until the middle of 1943, but after that it becomes dubious at best.

The Panzer IIIN may receive additional CD in 1943 to make it a more durable close terrain vehicle, and/or its cost may go down. In any case this unit needs a boost to encourage its use for the late war, especially considering the Panzer IV series has much better AT capabilities.

This is why I don't want to introduce new units or new unit modes. Just adding new units can be cool to play with for a while... but if they don't add something distinct, soon you'll find yourself not using them. If they're too good, then you'll stop using the old units. I have enough trouble with the existing units.

Re 4Key: Your core is incredibly strong. You are obviously too good of a player for your current difficulty to feel a challenge. Given your current prestige levels, you should be able to win DV on every single map.

I may release another version without an updated manual later this week. The work on the manual is proceeding very slowly, since I'm basically rewriting the entire thing.
orlinos
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Re: Grand Campaign Unit Revisions - Update for GC42-43West

Post by orlinos »

deducter wrote:In particular, I understand that the Hetzer is not functioning in its intended role as final evolution of the light tank destroyers like the Marder II and Marder III. Also, the StuG IIIG could use a boost, since it was such a successful tank destroyer. In particular, its IN will go up to 7, which makes a huge difference due to the way IN is calculated. At 7, when defending against tanks it's IN will be effectively 10, which will allow it to benefit fully from experience on defense. StuG IIIG costs will have to go up slightly to compensate. I'll also give some units with low profiles (StuG III, Hetzer, Jagdpanzer IV) some additional defenses to simulate the difficulty of targeting them. I've probably spent an hour just thinking about this problem and have yet to come up with a completely satisfactory solution.
Personaly I find StuGIIIG very successful even now - it's nice to use against not-the-best Russian equipment in the open, and when I am attacked by the biggest AT beasts, I usually put a StuG in close terrain, to limit the initiative gap. It still loses quite a few points then, but so does the Russian - and StuG is cheaper. That way I can save overstrength on a Panther or Panzer IV.

I also used auxilliary Hetzers with OK results, when I put them into close terrain or in fortifications. Obviously, they were still killed, but they did manage to slow down the Red steamroller.

I guess raising StuG G's Initiative sligthly might make it behave different than Hetzer - since it will be even better not to treat it as disposable.

EDIT:
deducter wrote: The problem is that the Germans have too many units in 1944 that can serve the same role. Trying to make the Marder III, Hetzer, Jagdpanzer IV, StuG IV, StuG IIIG, and all distinct and viable is very hard.
In my experience, I also have a problem with the tightening core limit. Not that it is a problem with the Unit Revisions - not even a problem with DLC's, since it would be ahistorical for the Germans to have more core slots than during Kursk.

Since I tend to have lots of fighters to put over my precious ground units, PLUS some bombers PLUS plenty of AA guns - there is little core places for ground units. And since I still use lots of infantry and need some artillery, there is even less place for AT capable units. That also means less room for experiments, AT or tank units-in-training etc.

At least for me, that probably makes some AT choices less practical, because I have enough "old workhorses".
Piotr 'Orlinos' Kozlowski
deducter
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Re: Grand Campaign Unit Revisions - Update for GC42-43West

Post by deducter »

Another change I'm trying to implement is a greater effect of the armor skirts (Schurzen) on vehicles equipped with them. It's quite a shame that the stock game barely takes into account the graphics for calculating CD. Units like the StuG IV, which clearly has the Schurzen, has a CD of 0. The Panther G, which has no Schurzen, has greater CD than the previous models.

I will try to standardize the bonus of the Schurzen based on unit graphics. The basic boost will be +2 CD instead of just +1. One exception I'm going to make is for the Panzer IIIM, which will get a Schurzen despite the lack of graphics in the stock game (this was inspired by a picture uploaded earlier by another poster). For now I'm not going to add graphics, but I may at a later date.

However, one big issue with the Schurzen is the Panther G. The default graphics lack the Schurzen as is present in the Panther D and the Panther A. My understanding is that most Panthers were equipped with the Schurzen, the Ausf. G included. In any event, here are the following options:

1. Simply change the graphics of the Panther G to be the same as Panther A and the Panther D.
2. Make the Panther G a model without the Shurzen, but it will be cheaper and slightly greater GD and AD. This is a good balance between gameplay and history, since now I can make the Panther G the cheapest and the most reliable model. It was a streamlined version and the most produced of the various Panther models. Furthermore, now there's potentially a reason for the player to get both the A and the G.
3. Change the Panther D to the current graphics of the Panther G. Adjust CD to match. However, given that the Ausf. D is present mostly for many Kursk scenarios with lots of open ground (even Kursk north has plenty of clear terrain), I think it would be a lot of work for a mostly cosmetic change.

I personally like 2, but only a tiny bit more than 1, mostly for gameplay reasons.
ThvN
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Re: Grand Campaign Unit Revisions - Update for GC42-43West

Post by ThvN »

deducter wrote:It's quite a shame that the stock game barely takes into account the graphics for calculating CD.
Hi deducter, I hope you don't mind my elaborate uninvited feedback, but you've touched on a fairly complicated issue which I am trying to deal with, so I am very interested. My bold statement:

A number of stock PzC icons do not accurately depict the unit(s) they are supposed to represent. So relying on the icon to modify stats might produce 'a-historcial' results, although on the other hand there is a good reason for a 'what you see is what you get' philosophy.

Explanation: This issue was pressed home to me recently by a friend of mine in (stock eqp file) multiplayer sessions, where the KV-1 has the same graphics but the various versions (with 'Westernized' designations) are not all as quite as easy to deal with. This cost him dearly on several occasions, mainly because he is a visually ('graphically') oriented person who squeezes in a few quick turns after a busy day at work, and when two identical-looking units are parked next to each other he assumes they are the same. Ouch.

Even if he looks closer and sees a 'B' or 'C" version, he does not assume any PanzerIV-breaking differences. The worst he got it was when we played Stalingrad and I 'tactically repositioned' a battered KV-1A into a city and upgraded it to a 'C' model, and he got a bit surprised by a unit which was suddenly dishing out damage at will and could only be contained by Stukas and artillery. I felt guilty about it but it also rekindled a long-slumbering OCD issue with various graphics which are identical for different units.

You may recall my suggestion about the US towed anti-tank guns, which in the stock game all use the same image for vastly different units, although more appropiate icons are available since day one. I get fooled by the stock icons to this day, thinking I'm up to 3-inch guns while actually facing 37mm. I changed this in my modded files ASAP but the last beta had me doing double-takes again frequently. BTW, I must thank you for mentioning me in your latest update, I hope I managed to streamline your decisions, but don't let my rambling posts influence your decisions too much, I am shocked to read you are now actually thinking out loud about maybe adding graphics in the future! :wink: I hope I'm not encouraging you too much, but I have already mildly reworked some unit icons, to better represent the actual units, but it's still a work in progress.
I will try to standardize the bonus of the Schurzen based on unit graphics. The basic boost will be +2 CD instead of just +1. One exception I'm going to make is for the Panzer IIIM, which will get a Schurzen despite the lack of graphics in the stock game (this was inspired by a picture uploaded earlier by another poster). For now I'm not going to add graphics, but I may at a later date.
Ah, I guess you mean guille1434's Panzer IIIM, which is a very nicely modded icon. I you want to add graphics, I really want to help you if I can. I am a fan of stock-looking icons, and some pixel-relocation mods are easy. I'm currently trying to remodel every AAA unit to a switchable one, but there are a lot of stock icons which can be remade easily into realistic versions instead of the current ahistorical depictions (Hawker Tempest, Panther D/A/G to name a few).
However, one big issue with the Schurzen is the Panther G. The default graphics lack the Schurzen as is present in the Panther D and the Panther A. My understanding is that most Panthers were equipped with the Schurzen, the Ausf. G included.


You are correct, the decision to (re)equip virtually all tanks and Sturmgeschütze with Schürzen (skirts) was taken before the Panther entered mass-production. A lot of vehicles were retro-fitted with them, sometimes even in the field. BTW, I'm in agreement with your decision to up the CD for vehicles with Schürzen, but to dispel any myths, they were not initially designed against HEAT (hollow-charge) weapons, their primary purpose was to protect vulnerable parts against Soviet anti-tank rifles (14.5mm), but later on they discovered they were equally effective against HE and HEAT shells. This is why the last developed versions were mesh instead of solid plates.

http://stugiii.com/schurzen.html
http://www.lonesentry.com/blog/panzer-i ... urzen.html

In any event, here are the following options:

1. Simply change the graphics of the Panther G to be the same as Panther A and the Panther D.
2. Make the Panther G a model without the Shurzen, but it will be cheaper and slightly greater GD and AD. This is a good balance between gameplay and history, since now I can make the Panther G the cheapest and the most reliable model. It was a streamlined version and the most produced of the various Panther models. Furthermore, now there's potentially a reason for the player to get both the A and the G.
3. Change the Panther D to the current graphics of the Panther G. Adjust CD to match. However, given that the Ausf. D is present mostly for many Kursk scenarios with lots of open ground (even Kursk north has plenty of clear terrain), I think it would be a lot of work for a mostly cosmetic change.

I personally like 2, but only a tiny bit more than 1, mostly for gameplay reasons.
Good reasoning in any case, so pick whatever option you are most comfortable with. But to make your decision more complicated, if you want an icon combining Schürzen with a Panther G hull (with the bow-mounted MG), let me know, I can make one fairly easily. It was already on my to-do list, so I'll get around to it eventually, but I work at a glacial pace and I'm happy to provide people who have actual mods available with easy-to-make icons, instead of wasting my time on my meagre handful of scattered icons. I already made a more accurate M10 'Achilles' icon for Razz1, and a correct Panther will be equally 'difficult', so half an hour would be enough to make virtually any combination of Panther A/D/G hull with/without Schürzen. Although the Panther G hull had a very different shape of armor running just above the tracks, this would be hidden by mounted Schürzen, so only a plain Panther G hull would take substantially more time.

My personal advice, I hope I don't sound too arrogant, because I really am an arrogant bastard: This game isn't about pretty pictures, but a few tweaks won't hurt. But once you start tweaking, it's hard to stop. If you don't want to include any modded graphics, I would try to ignore the 'wrong' icons, because you'll start fixing things in your mod which were not broken in the first place, and the result will probably be never completely to your liking. And since you are very thorough and precise, you'll find something wrong with it no matter what solution you choose. And seeing all the positive feedback and endorsements for your mod would suggest to me your decisions so far have been the right ones, so don't worry too much about it.
Uhu
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Re: Grand Campaign Unit Revisions - Update for GC42-43West

Post by Uhu »

1., I decided I will not disband the given SE units for no prestige - as I read how harsh the circumstances later will be I will not let any chance to get "legal" prestige. :) Plus as I see how much better the SE units have I will also use them.
2., I also decided that I will use a xp growing system with 40-15-5-1-1-1. That is more realistic for me and that gives also the opportunity to be more careful with my units. But I can imagine that I will change that settings from the start of 1943 when the real challenges come. :)
deducter
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Re: Grand Campaign Unit Revisions - Update for GC42-43West

Post by deducter »

Uhu wrote: 2., I also decided that I will use a xp growing system with 40-15-5-1-1-1. That is more realistic for me and that gives also the opportunity to be more careful with my units. But I can imagine that I will change that settings from the start of 1943 when the real challenges come. :)
I wonder what is this reason for this? Is it because the early years are simply not challenging enough? Admittedly the early years aren't very hard, and you can do whatever you want to make it harder, but you might be in trouble as early as 1942.

Effectively you won't have units with greater than 400 exp using this system, except maybe your artillery. Worst of all is if you lose a unit in 1941-1942, you will be forced to reload, or that unit will never recover its experience. The penalty for losing a unit becomes ridiculous.

If you just end up spending prestige elite reinforcing every unit every scenario, then in some ways this is just like playing on -75% prestige. The only way gameplay becomes interesting is if both normal and elite reinforcements are viable at all years, instead of defaulting to only using elite reinforcements.
Uhu
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Re: Grand Campaign Unit Revisions - Update for GC42-43West

Post by Uhu »

deducter wrote: I wonder what is this reason for this? Is it because the early years are simply not challenging enough? Admittedly the early years aren't very hard, and you can do whatever you want to make it harder, but you might be in trouble as early as 1942.
I simply don't like if my units are after two small battles already 2-star "veterans".
deducter wrote: Effectively you won't have units with greater than 400 exp using this system, except maybe your artillery. Worst of all is if you lose a unit in 1941-1942, you will be forced to reload, or that unit will never recover its experience. The penalty for losing a unit becomes ridiculous.
I have a settings of 50-30-7-2-1-1 in the Italian Campaign 2.0. With this after 26 scenarios (many of them really big with 35 turns) my 5-star units were only 1-2 Strat and 1-2 Tac bombers at the end. But I had many 4-star units. So if I calculate how many scenarios are until 1943 I think it is more than 26.

I never loose core. OK, I time it happened. :) I simply cannot afford such loss.
I don't play iron man. I reload the given scenario if losses get too big or the objectives couldn't been taken.

I think I will also not use the xp loosing upgrade version (Pz III- Tiger) because than I surely couldn't take back all of the hard earned xp's. Sure that would be realistic, but everything cannot be perfect. :oops: :)

Well, let's see: if my system don't works, I will go back to yours.
deducter
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Re: Grand Campaign Unit Revisions - Update for GC42-43West

Post by deducter »

I have a settings of 50-30-7-2-1-1 in the Italian Campaign 2.0. With this after 26 scenarios (many of them really big with 35 turns) my 5-star units were only 1-2 Strat and 1-2 Tac bombers at the end. But I had many 4-star units. So if I calculate how many scenarios are until 1943 I think it is more than 26.

I never loose core. OK, I time it happened. :) I simply cannot afford such loss.
I don't play iron man. I reload the given scenario if losses get too big or the objectives couldn't been taken.

I think I will also not use the xp loosing upgrade version (Pz III- Tiger) because than I surely couldn't take back all of the hard earned xp's. Sure that would be realistic, but everything cannot be perfect. :oops: :)

Well, let's see: if my system don't works, I will go back to yours.

You can play the game how you want, but your system is completely incompatible with my system. Basically, your units will very, very slowly end up being experienced, and you won't ever want to lose experience on your units. Your core will either be segregated into a bunch of experienced units and a bunch of units sitting at 0 stars, or you'll just end up with an entire core full of units all with about the same experience level, which was a problem I noticed way back before I implemented the new reinforcement rules for 1943-1945. Admittedly for 1939-1942 this is easily the case that you can get most of your units near the max experience level, but I think that's fine given the nature of the early German successes.

If you can't afford to lose exp, then the ideal core is to simply to get the biggest, toughest units. 4-star 14-strength Tigers will still kill everything in my Mod without much issue, and if you reload to avert losses and have no exp upgrade penalty, then you can still field a core full of those units by 1944. In effect you are back to stock settings.

Also, since experience is so important, you cannot ever afford to lose it. EVER. So you never use normal reinforcements, especially not for units that have even 2 or even 1 star. That to me is completely uninteresting game design, as you effectively wiped out half the reinforcement system and severely limits choice.

The main thing I would like to do is lower the rate of exp gain for artillery and STR bomber units. But currently this is unmoddable, short of some convoluted system of adjusting the attack and RF values for all artillery.

You cannot judge an experience system having play only a few scenarios in 1939, no matter how fast you gain exp. There are about 70 scenarios in the whole Grand Campaign, not counting the new western front DLCs.
4kEY
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Re: Grand Campaign Unit Revisions - Update for GC42-43West

Post by 4kEY »

deducter wrote: The Panzer IIIN may receive additional CD in 1943 to make it a more durable close terrain vehicle, and/or its cost may go down. In any case this unit needs a boost to encourage its use for the late war, especially considering the Panzer IV series has much better AT capabilities.
I like this idea.
deducter wrote: This is why I don't want to introduce new units or new unit modes. Just adding new units can be cool to play with for a while... but if they don't add something distinct, soon you'll find yourself not using them. If they're too good, then you'll stop using the old units. I have enough trouble with the existing units.
My current thoughts on the "new" units I've used: I now think that the only acceptable way having direct fire modes for the artillery and flak units would be if the movement was 0. The whole idea is that an attacking unit enters into the enemy hex (which I'd forgotten). These units, with the exception of half-track and panzer-flak units, were not mobile enough to do this. The game already models a unit's ability with attack values in parenthesis + high enough initiative to shoot first.
deducter wrote: Re 4Key: Your core is incredibly strong. You are obviously too good of a player for your current difficulty to feel a challenge. Given your current prestige levels, you should be able to win DV on every single map.
Your observation is noted, Deducter. I have seriously considered for the first time playing on Rommel, or perhaps subtracting -75% of my prestige. I'm not too clear on what the differences would be by switching to Rommel - I've never found a clear and distinct answer regarding the bonus difficulties. I don't want to work with less core slots, and I don't want to fight inflated strength values (it would be interesting HAVING to do encirclements - I imagine this is why it's called Manstein). I also don't want artificial restrictions on my experience growth. I quite like the growth rate of General compared to Field Marshall. I AM open to working with less prestige. I see your point that I may now have so much in the bank that I might never experience any "stress", "sweating", or be locked in survival mode. These experiences were exactly what I had anticipated with your mod.

I like Panther Option #2.
orlinos
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Re: Grand Campaign Unit Revisions - Update for GC42-43West

Post by orlinos »

4kEY wrote:Your observation is noted, Deducter. I have seriously considered for the first time playing on Rommel, or perhaps subtracting -75% of my prestige. I'm not too clear on what the differences would be by switching to Rommel - I've never found a clear and distinct answer regarding the bonus difficulties. I don't want to work with less core slots, and I don't want to fight inflated strength values (it would be interesting HAVING to do encirclements - I imagine this is why it's called Manstein). I also don't want artificial restrictions on my experience growth. I quite like the growth rate of General compared to Field Marshall.
Image

The above is the Excel view of the file diff.pzdat in Panzer Corps\Data folder. I contains all information on differences between difficulties and is read by the game engine. The only difference between Rommel and General is amount of prestige (received from any source). Core slots are unaffected, although you might find it a bit hard to use them to maximum in the early Polish days. ;-)

If you want to customize your difficulty (for example to give yourself 25% of normal prestige, instead of 50% of Rommel) you may either modify the vanilla file directly, or even better copy it to DLC folders (that way you can easily set different amounts for different years and the vanilla game will be unnafected).
Piotr 'Orlinos' Kozlowski
Uhu
Colonel - Fallschirmjäger
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Re: Grand Campaign Unit Revisions - Update for GC42-43West

Post by Uhu »

deducter wrote:
You cannot judge an experience system having play only a few scenarios in 1939, no matter how fast you gain exp. There are about 70 scenarios in the whole Grand Campaign, not counting the new western front DLCs.
You are absolutely right. But maybe in the first years (at least 39-40) there will be anyway not a big difference, because there is the xp limit. The only difference can be that if I want to give elite replacement than it will cost me more. But until Warsaw I never gave elite replacement because there was not much prestige to spend. As I said later I will look how my version works. I'm always open to edit something if other works better. :)
monkspider
Lieutenant Colonel - Panther D
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Re: Grand Campaign Unit Revisions - Update for GC42-43West

Post by monkspider »

Hey Deducter, great work on the new update! I nearly finished a campaign of Afrika Korps on Rommel but I find that difficulty level just too stressful, I still think the ultimate experience is your mod on general level. I started a new campaign and I am already about to start France. I am looking forward to seeing how your new replacement settings play out, I did find myself using normal replacements more than normal during the 1939 campaign.

Have you ever considered creating your own difficulty levels for the mod, say "Heinrici, Model, and Kesselring" that might offer difficulty levels that are somewhere between General/Field Marshall and the bonus difficulties?
4kEY
Sergeant First Class - Panzer IIIL
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Re: Grand Campaign Unit Revisions - Update for GC42-43West

Post by 4kEY »

orlinos wrote: The above is the Excel view of the file diff.pzdat in Panzer Corps\Data folder. I contains all information on differences between difficulties and is read by the game engine.
Most-Excellent, Orlinos. Thank you :idea:
4kEY
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Re: Grand Campaign Unit Revisions - Update for GC42-43West

Post by 4kEY »

Novoanninsky: Required 9 to 10 turns to seize half the map and the main objective. I noted there were only 14 turns at the beginning, but then lost track of time. I had to make one of those mad dash gambles and it paid off, seizing the second half of the map on turn 13 except for one minor flag in the southwest . Novoanninsky was the first time I noticed the AI had a very large number of tanks available to attack with – and it did, though with limited success. The AI had a new fighter too, the La-7, I think, which seemed tougher. I’m beginning to see more Guard units - I’ve learned to respect them.

Storming Stalingrad: Nasty Shock. I relapsed when I hit the first SMG infantry entrenched at an 8. I probably reloaded five times before I caught on. I’d equate what I did to forgetting to look both ways before crossing the street and getting hit by a bus, and then reloading.

Experienced infantry and artillery support were especially vital in this scenario. A certain pace, not too fast, not so slow that you bog down, seemed to be the key to the city. DV on turn 22. Left the remaining minor flags alone.

Stalingrad Docks. Dropped my Fallschirmjager north of the T-34 factory thinking they’d link up with my northern battle group, which had the least infantry/ranged artillery of all. Because of this lack they lost pace and the Fallschrimjager had to fend for themselves for a couple turns, but they made good use of the three 88s just east of their location. I should have started moving the aux 7.5 Pak units toward their location earlier. They might have occupied a certain annoying russian artillery piece. This was about the same time I redirected Luftflotte 4 to support operations in the north.

This scenario seemed harder to keep a steady pace with. DV on turn 16. Left the remaining minor flags alone (most of the coast).

Notes: I felt it to be essential to protect my most important pieces, infantry and artillery, from taking heavy casualties. Often this meant staying put. I also felt it essential to protect my auxiliary italian pieces from being totally destroyed. My thinking is that they absorb most of the AI attacks, and without them MY infantry might become primary targets = heavy casualties for my most important pieces. The Italians served the role that my cannon fodder units usually serve in an ordinary scenario, though I don't really attack with either. That's a great way to prematurely destroy them, for hardly any gain - especially in Stalingrad. At the end I used them to wear down entrenchment, totally destroying them in the process. I find that setting them up as a most-tempting-for-dummies target works best for me. Like Kursk, but not. Maybe like an SMG infantry entrenched at an 8 :mrgreen:

The new mov.4 Bersaglieri have been highly useful. All of these aux Italian units have been highly useful.

Stalingrad docks, area around the rail-station: so much Russian infantry...they didn’t have room to deploy tanks.

Changing the name of the M4 was a good idea. For a tank, "Sherman" sounds retarded. If I’d known this I might not have bypassed Buzinovka...

I deployed my Ju 87B in the south because I felt it would help my advance be as steady as possible. It ended up stuck at the airport. I suppose I didn’t think that through.

The game tried giving me a spotting hero on artillery three or four times during the last few scenarios. In my opinion this is the only truly useless hero, unless I intend on turning it into a StuG IV. On the other hand, spotting heroes are very useful on melee units. Before starting this mod I played ’43 East with a preset core and the SS Tiger ended up with two spotting heroes. This Tiger became my favorite unit. Point being: if I get a spotting bonus on an artillery piece I reload and take nothing instead. A spotting hero on artillery should in some way simulate "artillery observers", maybe increasing effectiveness (ROF?) in crappy weather. That would be highly useful, but impossible to mod.

Overall, very enjoyable. Not nearly as "grinding", cramped, or monotonous as Stalingrad felt during previous campaigns.
Uhu
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Re: Grand Campaign Unit Revisions - Update for GC42-43West

Post by Uhu »

Deducter,

may I have two suggestions for the next update?

1., Modifiing the stats of the KV-2
KV-2: MOV = 3 INI = 5 Ammo: 3 SA = 12 HA = 7 GD = 18 AD = 12
Availability: march 1941 - may 1943
It would represent a more historical approach.

2., What type of equipment have the Italians in the Eastern front? I didn't yet played 1942-43, but I saw a pic where Italian M14/41's an other AVFs were shown. In reality only the tiny L6/40 and the L40 47/32 was there (maybe L3/35 too?). If needed could this changed too?
deducter
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Re: Grand Campaign Unit Revisions - Update for GC42-43West

Post by deducter »

Uhu wrote:Deducter,

may I have two suggestions for the next update?

1., Modifiing the stats of the KV-2
KV-2: MOV = 3 INI = 5 Ammo: 3 SA = 12 HA = 7 GD = 18 AD = 12
Availability: march 1941 - may 1943
It would represent a more historical approach.
A long time ago I already thought about doing something as per this suggestion. I had reduced the movement of all KV tanks by 1. It turns out that the AI is incapable of using its KV tanks in an sufficiently threatening manner for many of the counterattacks in 1941-1942, so I had to leave the KV tank moves as is. Also, the AI is completely incapable of handling low ammo units. The weakness of the ISU-122, IS-2, etc. is in part due to their very low ammo count, and that's 4. I've found that for all practical purposes, ammo of 4 is the absolute lowest that a combat unit should get. Otherwise the unit is borderline useless, no matter its other stats. It doesn't matter if it has the stats of a Maus, it would be much too easy to simply hit once with a strategic bomber and to ignore it subsequently. As for that attack values, they are currently SA = 11 and HA = 8. I'm a bit hesitant to raise SA too high, since all units with the 152 mm howitzer in direct fire mode has SA = 11 against infantry (for SU-152/ISU-152 this means SA = 13). Since this unit is rather scarce, though, I'll take this into consideration. Lastly, the availability date of the AI's units is irrelevant, since in the GCs pretty much all units are preplaced, and I didn't place any of the units on the map. I could change the entries of the KV-2 for 1944-1945 to something else, but it's such a rare unit, so I think it's best to leave it in for some variety. I only completely change the entry of a unit for an automatic upgrade (La-5 -> La-5FN).
2., What type of equipment have the Italians in the Eastern front? I didn't yet played 1942-43, but I saw a pic where Italian M14/41's an other AVFs were shown. In reality only the tiny L6/40 and the L40 47/32 was there (maybe L3/35 too?). If needed could this changed too?
Sadly, on the Eastern Front all the Italian units are in an auxiliary role. I did not place those units, nor do I intend to add/remove units from a map, which is beyond the purview of this mod. Basically they are all cannon fodder, so I revised them only slightly.
Uhu
Colonel - Fallschirmjäger
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Re: Grand Campaign Unit Revisions - Update for GC42-43West

Post by Uhu »

deducter wrote:
Uhu wrote:Deducter,

may I have two suggestions for the next update?

1., Modifiing the stats of the KV-2
KV-2: MOV = 3 INI = 5 Ammo: 3 SA = 12 HA = 7 GD = 18 AD = 12
Availability: march 1941 - may 1943
It would represent a more historical approach.
A long time ago I already thought about doing something as per this suggestion. [...]
Well, you got more experience with that. I used the above stats in IC 2.0 but there were only one scn where the player met a KV-2: as best armor the M14/41 and as an enemy before the very last (DV) objective guarded by a 85mm AA it was good for a stationary, last, shock-defense unit.

2., What type of equipment have the Italians in the Eastern front? I didn't yet played 1942-43, but I saw a pic where Italian M14/41's an other AVFs were shown. In reality only the tiny L6/40 and the L40 47/32 was there (maybe L3/35 too?). If needed could this changed too?[/quote]
deducter wrote:I did not place those units, nor do I intend to add/remove units from a map. [...]
Maybe I will do that. As I read now Italian troops had not take part of the assault/siege of Stalingrad. I will see what the briefings are saying but I can imagine that I change these troops for Romanian and the AVFs to german counterparts.
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