"Kaiserschlacht" WWI Mod v3.3 (Mar 5, 2016)
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
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- 2nd Lieutenant - Panzer IVF/2
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- Joined: Wed Oct 05, 2011 6:39 pm
- Location: Eifel / south of Aachen
Re: Panzer Corps is being made a World War I game!
According to wikipedia SMGs were used in WWI since 1915. So it seems correct ?
Re: Panzer Corps is being made a World War I game!
Hm. I suppose this is the article you are reffering to:According to wikipedia SMGs were used in WWI since 1915. So it seems correct ?
http://en.wikipedia.org/wiki/Submachine_gun
Perhaps you did not read it carefully as it says:
and this:The submachine gun appeared during the later stages of World War I.
So in practise it was a light machine gun, not a submachine gun. The SMG version came after the war.The Italians developed the Villar Perosa, introducing it in 1915. It fired pistol caliber 9 mm Glisenti ammunition, but was not a submachine gun in the sense that the weapon type would later be defined, as it could not be fired from the shoulder and without support. Originally developed as an aircraft weapon, it also saw some use by infantry as a light machine gun. This odd design was eventually modified to become a traditional submachine gun, the OVP 1918 that evolved into the Beretta 1918 after the end of World War I.
Thus:
WhichThe Bergmann MP18 is the first true submachine gun and had been used intensively starting with Operation Michael in March 1918.
http://en.wikipedia.org/wiki/MP18was the first practical submachine gun used in combat.


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- Lieutenant-General - Do 217E
- Posts: 3231
- Joined: Mon Jul 01, 2013 6:35 am
Re: Panzer Corps is being made a World War I game!
The way I am using the units with the supposed SMG are just called "Machinegun" divisions - and are mostly the type used in the trenches during 1915-18. At the start of the campaign the CP don't start with any MG units - although they can be purchased. It is (although not shown) actually treated as though the MG 1914 units are weaker, with less speed with their gun - they probably use a gatling gun rather than a machine gun. MG 1917 are the MG units mostly used in WW1.
About unit helmets - I don't see why I should make another 75 infantry graphics just to change the helmet, but anyway - WWI and WWII helmets would look nearly identical if they are the size that they are in game. The "WWI helmet" I am reffering to is the type I used for the header on the side.
The Zeppelin (and other wwi air units) don't have shadows, mostly because I wasn't able to find any decent ones that I could photoshop into the game files.
Paris 14 scenario is done (I tried it - it is quite hard. Most WWI scenarios so fr have an approximate difficulty equivalent with Rush to Moscow in the vanilla campaign). Try crossing the Seine with a Bridge Engineer - Oh wait you can't!
- In this scenario, the Seine is quite large, being a string of sea tiles rather than land tiles with a river enabled. That and that Bridge Engineers aren't included in the WWI unit list - so few rivers in the campaign - all have quite a few bridges. Prepare yourself for a nasty surprise included in that scenario!
Only one issue so far - Enemies don't fire back at you when you attack (and artillery no supporrting fire). Anyone know how to fix this? Once thats done and the "Race to the Sea" scenario is done I will be able to release a 4-scenario demo. (Campaign tree soon)
- BNC
About unit helmets - I don't see why I should make another 75 infantry graphics just to change the helmet, but anyway - WWI and WWII helmets would look nearly identical if they are the size that they are in game. The "WWI helmet" I am reffering to is the type I used for the header on the side.
The Zeppelin (and other wwi air units) don't have shadows, mostly because I wasn't able to find any decent ones that I could photoshop into the game files.
Paris 14 scenario is done (I tried it - it is quite hard. Most WWI scenarios so fr have an approximate difficulty equivalent with Rush to Moscow in the vanilla campaign). Try crossing the Seine with a Bridge Engineer - Oh wait you can't!

Only one issue so far - Enemies don't fire back at you when you attack (and artillery no supporrting fire). Anyone know how to fix this? Once thats done and the "Race to the Sea" scenario is done I will be able to release a 4-scenario demo. (Campaign tree soon)
- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
Re: Panzer Corps is being made a World War I game!
OK. You are the maker of this mod we have to respect your creative decisions.
So far it looks like:
Some unit icons will have a shadow (stock ones), others will not (new ones).
Some units will be presented from a slightly top-down view (stock ones), others will sport a full profile view (new ones).
While some units are represented correctly (no examples here...), in other cases we have to use our imagination a bit.
However, there are many talented icon makers here (I do not regard myself one of them, I am just an amateurish hobbyist...), so if you feel that the workload overwhelms you, do not hesitate to ask for a little help. I am quite sure that many would be happy to give a helping hand if needed.
P.S.
On adding shadows and new unit icons:
http://slitherine.com/forum/viewtopic.php?f=147&t=44363
viewtopic.php?f=147&t=27378&p=253047
So far it looks like:
Some unit icons will have a shadow (stock ones), others will not (new ones).
Some units will be presented from a slightly top-down view (stock ones), others will sport a full profile view (new ones).
While some units are represented correctly (no examples here...), in other cases we have to use our imagination a bit.
However, there are many talented icon makers here (I do not regard myself one of them, I am just an amateurish hobbyist...), so if you feel that the workload overwhelms you, do not hesitate to ask for a little help. I am quite sure that many would be happy to give a helping hand if needed.
P.S.
On adding shadows and new unit icons:
http://slitherine.com/forum/viewtopic.php?f=147&t=44363
viewtopic.php?f=147&t=27378&p=253047


slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
Re: Panzer Corps is being made a World War I game!
I think you are exaggerating things a bit, there are much less infantry unit icons, I guess...About unit helmets - I don't see why I should make another 75 infantry graphics just to change the helmet,
But, it is Christmas, after all, so in case you want to use these anyway, feel free to do so...

(Note that the infantry icon is fully compatible with the "Bridge Engineer" animation - it only fires rifles.)

German Inf '14:

Kavallerie '14:

Cannot tell you without taking a look on the beta version... just guessing... maybe the AI behaviour is set to "Hold position (passive)"?Only one issue so far - Enemies don't fire back at you when you attack (and artillery no supporrting fire).


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- Lieutenant-General - Do 217E
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- Joined: Mon Jul 01, 2013 6:35 am
Re: Panzer Corps is being made a World War I game!
75 is approx. how many infantry units are in the game (haven't counted, but there are about 15 aircraft, 3 tanks and 3 barbed wires - got ~90 units)
What I am interested in is that Horse + "Cart" graphic - at this stage no units have transports, as I can't really use the Opel truck. Could you send me that graphic and respective effects etc. for it?
I don't think the issue with "0 defence strength" is because of AI. It just happens whenever there is a combat (not involving barbed wire), the attacker never takes damage. The only time I really want this to happen is an attack on a Zeppelin (Zeppelins have no ammo value). I will PM you a link to the Alpha codes (Tanks and Air Units haven't been fully set up with animations but work properly without them (don't know about damage issues with tanks yet - only with 1914 units)
- BNC
What I am interested in is that Horse + "Cart" graphic - at this stage no units have transports, as I can't really use the Opel truck. Could you send me that graphic and respective effects etc. for it?
I don't think the issue with "0 defence strength" is because of AI. It just happens whenever there is a combat (not involving barbed wire), the attacker never takes damage. The only time I really want this to happen is an attack on a Zeppelin (Zeppelins have no ammo value). I will PM you a link to the Alpha codes (Tanks and Air Units haven't been fully set up with animations but work properly without them (don't know about damage issues with tanks yet - only with 1914 units)
- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
Re: Panzer Corps is being made a World War I game!
The original horse drawn wagon icon was made by rezaf. I just modified it for the different nations and for the horse drawn artillery for my campaign. It has wheeled movement = 4. Therefore it is slightly faster on roads, but considerably slower off-road (movement = 2) than infantry units. On hard / rough terrain it can only move 1 hex. Other than that is has the same crap stats as the stock wheeled trucks (soft target and such). In WWI one of the main reasons for the unsuccessful breakthroughs was that artillery units always lagged behind the advancing infantry and could not provide supporting fire to them on time.
German / Austro Hungarian horse transport:

French / English (?) / other Entente horse transport:

Russian version:

And yet another for another possible nation (I used it for the Hungarians):

And here is the movement sound that I used for it:
http://www.sendspace.com/file/y6iq4l
There is no animation for it as it cannot attack.
German / Austro Hungarian horse transport:

French / English (?) / other Entente horse transport:

Russian version:

And yet another for another possible nation (I used it for the Hungarians):

And here is the movement sound that I used for it:
http://www.sendspace.com/file/y6iq4l
There is no animation for it as it cannot attack.


slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
Re: Panzer Corps is being made a World War I game!
Sorry, there must be some misunderstanding here. A possible language issue, or the fog of war in my brain. Frankly, I just still don't get it.Only one issue so far - Enemies don't fire back at you when you attack (and artillery no supporrting fire). Anyone know how to fix this?
What do you mean by that? Which enemy do not fire back when attacked? I have checked the files but it seems to be all right. I attacked the strongpoints at the Schlieffen plan scen with the infantry and both sides suffered losses.

Again, which attacker never takes damage? I mean which unit? The Zeppelin? Or the one who attacks the Zeppelin? Currently the Zeppelin should not cause any damage to any attacker as it has 0 attack value against all unit types.It just happens whenever there is a combat (not involving barbed wire), the attacker never takes damage. The only time I really want this to happen is an attack on a Zeppelin (Zeppelins have no ammo value).



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- Lieutenant-General - Do 217E
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- Joined: Mon Jul 01, 2013 6:35 am
Re: Panzer Corps is being made a World War I game!
The easiest way to show you is if you play the Schlieffen Scenario - try attacking a fortress of Liege with Infantry. That explains everything. The Zeppelin stuff is best explained in Paris 14 Scenario
- BNC
- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
Re: Panzer Corps is being made a World War I game!
I did. No problems encountered so far. I destroyed two of the Belgian strongpoints with German infantry while losing some strenght points.The easiest way to show you is if you play the Schlieffen Scenario - try attacking a fortress of Liege with Infantry. That explains everything.
I tried this one as well. And it did not explain anything to me. Nothing unusual. Moved the "Zeppelin" unit over Paris and then it was attacked by the enemy fighter. It lost some strenght points, without returning fire. (It has air attack = 0).The Zeppelin stuff is best explained in Paris 14 Scenario
So I think this is the end of the road for me, I am afraid. I do not know what the issue is. Sorry. It seems to work as it should.


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- Lieutenant-General - Do 217E
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Re: Panzer Corps is being made a World War I game!
Odd, I will have to play around with it a bit then
.
Thnaks for trying though,
BNC

Thnaks for trying though,
BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
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- Lieutenant-General - Do 217E
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Re: Panzer Corps is being made a World War I game!
Just tested on the Marne scenario (against other WWI units, not WWII strongpoints) and found out that my changes I did to it about a 1/2 hour before I sent you the files actually fixed the issue (Issue being unit rage was set to -1 when in equipment.pzdat it showed nothing instead), but 'cause I tested against strongpoints nothing seemed to change.
If you want, go thru the files and see if you have any recommendations about the first 4 scenarios.
- BNC
If you want, go thru the files and see if you have any recommendations about the first 4 scenarios.
- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
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- Lieutenant-General - Do 217E
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Re: World War I (1914 Scenarios Done)
I am now up to the stage of developing the "Poland 15" scenario! (5 are done now).
Some stuff about the four I most recently completed.
MARNE
Historical Background: After the fall of Brussels on the 20th of August 1914, and Antwerp being placed under siege on the 28th, German forces began to execute the swing part of the Schlieffen Plan, expecting to reach Paris via the West. However, a German Commander that had crossed into France near Mons was in trouble from French forces attacking him. The swing of the Schlieffen Plan had to be changed, to deal with the new threat, and so the Germans would end up east of Paris. They ended up reaching the Marne River, but French General Joffre had set up a counterattack, which caused the Germans to retreat on the 9th September 1914, thus crippling the Schlieffen Plan and ending the March on Paris.
Designer's Description: This is the scenario that will prove if you are worthy to play Paris 14 or not! You have to advance from Charleroi (near Brussels) all the way down to the Marne River, where there is a French counterattack waiting for you to overextend yourself. When you first play it, You will think it is easy, until about Turn 10, when you begin to reach the fortress Reims. Sometime around Turn 15 the counterattack comes. The main objective of the scenario is not so much the capture of Reims and some other cities like Soissons, rather the destruction of EVERY LAST FRENCH CORE UNIT ON THE MAP! - Including the counterattack. You only have 6-7 turns to destroy it (anyone brave enough to take on the bonus level with -5 turns will get 1-2 to destroy 10+ units.).
Final Rating: Evil Scenario
Screen:
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PARIS 14
Historical Background: As the scenario is not historical, a backstory needs to be made up: After the success at the Marne, Germany had nearly ruined France's army. They stood 100 miles from Paris, ready to attack. As the French regrouped their remaining army, the civilians of Paris built a ring of forts around the northern half of Paris. The German Plan, however, took this into account and told the German army to move their forces to Dijon, then swing around and take Paris from the South. It is the 27th of September, 1914, and Germany begins the final push towards Paris...
Designer's Description: France no longer has a real army, as you destroyed the majority of their remaining forces at the Marne. All you have to do is to cross the Seine River and swing around to take Paris while avoiding the strongpoints in the fortifications in the north. Send a blocking force towards Dijon as well, as this is an objective. You want to capture all of your marked objectives by the end of turn 18, otherwise you will lose the chance at a DV, and France will keep fighting. This scenario depends heavily on just how far south do you send your forces. Go too far, and you will not make it back to Paris in time. Go west too early, and your forces will be beaten up by the Parisian Strongpoints.
Final Rating: Needs to be timed well, but easy otherwise.
Screens:
Most of the scenario map (not Dijon) Paris, zoomed in: Forum only allows 3 images, so I have to continue this on a new post
Some stuff about the four I most recently completed.
MARNE
Historical Background: After the fall of Brussels on the 20th of August 1914, and Antwerp being placed under siege on the 28th, German forces began to execute the swing part of the Schlieffen Plan, expecting to reach Paris via the West. However, a German Commander that had crossed into France near Mons was in trouble from French forces attacking him. The swing of the Schlieffen Plan had to be changed, to deal with the new threat, and so the Germans would end up east of Paris. They ended up reaching the Marne River, but French General Joffre had set up a counterattack, which caused the Germans to retreat on the 9th September 1914, thus crippling the Schlieffen Plan and ending the March on Paris.
Designer's Description: This is the scenario that will prove if you are worthy to play Paris 14 or not! You have to advance from Charleroi (near Brussels) all the way down to the Marne River, where there is a French counterattack waiting for you to overextend yourself. When you first play it, You will think it is easy, until about Turn 10, when you begin to reach the fortress Reims. Sometime around Turn 15 the counterattack comes. The main objective of the scenario is not so much the capture of Reims and some other cities like Soissons, rather the destruction of EVERY LAST FRENCH CORE UNIT ON THE MAP! - Including the counterattack. You only have 6-7 turns to destroy it (anyone brave enough to take on the bonus level with -5 turns will get 1-2 to destroy 10+ units.).
Final Rating: Evil Scenario
Screen:
-----------------
PARIS 14
Historical Background: As the scenario is not historical, a backstory needs to be made up: After the success at the Marne, Germany had nearly ruined France's army. They stood 100 miles from Paris, ready to attack. As the French regrouped their remaining army, the civilians of Paris built a ring of forts around the northern half of Paris. The German Plan, however, took this into account and told the German army to move their forces to Dijon, then swing around and take Paris from the South. It is the 27th of September, 1914, and Germany begins the final push towards Paris...
Designer's Description: France no longer has a real army, as you destroyed the majority of their remaining forces at the Marne. All you have to do is to cross the Seine River and swing around to take Paris while avoiding the strongpoints in the fortifications in the north. Send a blocking force towards Dijon as well, as this is an objective. You want to capture all of your marked objectives by the end of turn 18, otherwise you will lose the chance at a DV, and France will keep fighting. This scenario depends heavily on just how far south do you send your forces. Go too far, and you will not make it back to Paris in time. Go west too early, and your forces will be beaten up by the Parisian Strongpoints.
Final Rating: Needs to be timed well, but easy otherwise.
Screens:
Most of the scenario map (not Dijon) Paris, zoomed in: Forum only allows 3 images, so I have to continue this on a new post
Ryan O'Shea - Developer - Strategic Command American Civil War
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- Lieutenant-General - Do 217E
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Re: World War I (1914 Scenarios Done)
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RACE TO THE SEA
Historical Background: The Marne Battle ended the movements towards Paris, and much of the frontline has been dug into trenches. Germany looks towards the Channel Ports as the only other offensive possible before the Winter of 1914. They are unguarded now, but Great Britain is rushing forces there. Only if one nation's flank is attacked can there be any victory here. The Race to the Sea faded into the 1st Battle of Ypres, which was inconclusive and ended with trenches from Antwerp all the way to the Swiss Border.
Designer's Description: I haven't allowed you very long in this scenario (12 Turns)
, so it will be necessary for you to brush aside only the enemies that are in your immediate path towards Dunkirk and Nieuport. If you get more than a couple of muddy turns, you are unlikely to have much chance at winning though. Zeppelins will be of less use here than anywhere previously, as clouds and rain will limit their sight range considerably. 35% chance of rain a turn! (I got 2 rain turns /12, which is quite rare, and got a DV on T11)
Final Rating: The clock is more of a threat to you than the British are!
Screens:
North of the map: South of the map: ------------------------
GALLIPOLI
Historical Background: After the trenches were made in October/November 1914, a fierce debate arose in Britain. Some officers argued that the war could only be won on the Western Front, who were known as "Westerners". Others thought Germany would best be defeated by knocking out her allies first, which had been joined by the Ottoman Empire in October 1914, and these were called "Easterners". Winston Churchill, who was an Easterner, came up with a strategy that could, in theory, knock Turkey out of the war AND create a supply route to Russia via the Black Sea, as Russia had a large but ill-equipped army. The Plan was to use naval bombardment to punch a hole through the Dardanelles straits and land some troops at the gates of Constantinople. The British naval officers abandoned the attack as they thought they were losing too many ships (though the Ottomans had nearly been crushed). So, Churchill decided to land on the Gallipoli Peninsula, allowing a march northwards aimed at the Turkish Capital. The Turks guessed that this would happen following the naval attack and built up a garrison there, with German help.
Designer's Description: You have to face the landings, and provided you can use the Ottoman forces in the North to defend against the attack until German help arrives (your core force (8 units of...) which starts with deployment hexes in the middle of the map), you should do fine. In the South, there is a weaker attack to defend against, but the Turks are in a better position here and should be able to beat the British without too much force. This is also the first scenario in the campaign (coupled with Poland 15) that you can use Poison Gas Artillery in. Poison Gas is incredibly powerful, so 1 or 2 shells are a good idea.
Final Rating: Easy if you use gas, Medium without!
Screen: (I took this in a "hotseat" against myself were I just skipped Entente T1 so there wouldn't be any beaten up Turks)
- BNC
RACE TO THE SEA
Historical Background: The Marne Battle ended the movements towards Paris, and much of the frontline has been dug into trenches. Germany looks towards the Channel Ports as the only other offensive possible before the Winter of 1914. They are unguarded now, but Great Britain is rushing forces there. Only if one nation's flank is attacked can there be any victory here. The Race to the Sea faded into the 1st Battle of Ypres, which was inconclusive and ended with trenches from Antwerp all the way to the Swiss Border.
Designer's Description: I haven't allowed you very long in this scenario (12 Turns)

Final Rating: The clock is more of a threat to you than the British are!
Screens:
North of the map: South of the map: ------------------------
GALLIPOLI
Historical Background: After the trenches were made in October/November 1914, a fierce debate arose in Britain. Some officers argued that the war could only be won on the Western Front, who were known as "Westerners". Others thought Germany would best be defeated by knocking out her allies first, which had been joined by the Ottoman Empire in October 1914, and these were called "Easterners". Winston Churchill, who was an Easterner, came up with a strategy that could, in theory, knock Turkey out of the war AND create a supply route to Russia via the Black Sea, as Russia had a large but ill-equipped army. The Plan was to use naval bombardment to punch a hole through the Dardanelles straits and land some troops at the gates of Constantinople. The British naval officers abandoned the attack as they thought they were losing too many ships (though the Ottomans had nearly been crushed). So, Churchill decided to land on the Gallipoli Peninsula, allowing a march northwards aimed at the Turkish Capital. The Turks guessed that this would happen following the naval attack and built up a garrison there, with German help.
Designer's Description: You have to face the landings, and provided you can use the Ottoman forces in the North to defend against the attack until German help arrives (your core force (8 units of...) which starts with deployment hexes in the middle of the map), you should do fine. In the South, there is a weaker attack to defend against, but the Turks are in a better position here and should be able to beat the British without too much force. This is also the first scenario in the campaign (coupled with Poland 15) that you can use Poison Gas Artillery in. Poison Gas is incredibly powerful, so 1 or 2 shells are a good idea.
Final Rating: Easy if you use gas, Medium without!
Screen: (I took this in a "hotseat" against myself were I just skipped Entente T1 so there wouldn't be any beaten up Turks)
- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
Re: World War I (1914 Scenarios Done)
Good stuff! WWI games are very like a chess games ie almost Napoleonic as opposed to WWII battles etc. Can this be ported to IOS as per a current Battle Academy mod?
Gilles
Gilles
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- Lieutenant-General - Do 217E
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Re: World War I (1914 Scenarios Done)
I have tried to make this campaign play almost like a WWII game, using WWI units and battles. I don't think it would be possible for me to get it on to Battle Academy, but you could send a message to the people in charge of BA and ask them to look in to this.
- BNC
- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
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- Lance Corporal - Panzer IA
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Re: World War I (1914 Scenarios Done)
I would really like to see the gas shells in action. Could you show me Chomphead?
Sincerely,
Justus Ivo Wegner
Sincerely,
Justus Ivo Wegner
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- Lieutenant-General - Do 217E
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Re: World War I (1914 Scenarios Done)
OK, I finished Poland 15. Send me a PM if you are interested in testing what I have done so far.
- BNC
- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
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Re: World War I (Pre-Beta 1914-15 Scenarios avaliable via PM
Don't hesitate to ask me for the pre-beta files. The more feedback I can get the better. I do plan to release a more public beta in campaign form once some graphical things are sorted out and I have edited my mod files a bit. This will probably go from 1914 to the Somme.
Stay tuned,
- BNC
Stay tuned,
- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
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- Lieutenant-General - Do 217E
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Re: World War I (Pre-Beta 1914-15 Scenarios avaliable via PM
If anyone has some time, do you think it would be possible to make some WWI warship graphics for Germany and Britain. I need Dreadnoughts, Pre-Dreadnoughts, BCs, CAs and DDs.
Thanks,
BNC
Thanks,
BNC
Ryan O'Shea - Developer - Strategic Command American Civil War