CURRENT REVISION PLANS FOR v1.2
1. Drop $DEFAULT.BSF into the campaign folder to see if this activates 'dead unit LOS' code - Am not convinced that this is fully working yet (when it does, players should lose line of sight LOS from units when they die, not at the end of the next turn)
2. Reduce the purchase cost of Jagdpanther (currently 246) ... If a Tiger II costs only 12 more, it's a no brainer to buy... Jagdpanther isn't worth 36 more than a Tiger I
3. Consider removing the elite extra move from all scouts? They're fast enough without it!
4. Let the defending Germans move first
5. Tidy up messily placed barbed wire in southeast square of Kustrin
6. Review whether it's working for infantry to 'ride' on tanks (Players views welcome?)
7. Review ZiS-3 bombardment? It's too inaccurate (so on average 0-1 of 3 shot salvo will hit, having minimal effect on their target)
8. Review whether 82mm mortars are now too weak? (early feedback suggesting that 2-man 82mm is too weak; consider going back to 120mm)
9. Make smoke removal even more gradual (tweak to 10% chance for smoke removal, increasing by +10% every turn; rather than 25% chance, increasing by +25% every
other turn)
10. Add back the GJS'44 'merge units' code (to permit two damaged units to merge together to become a single stronger one; with thanks to Enric & Amaris for that one

)
11. Remove the trench corner at 32,48
12. Tank riders are kicked off if (i) the tank fires, or (ii) the tank is fired upon; (iii) tank riders lose men/morale if tank is attacked with HE (has anyone coded anything like this before?)
13. Fix/remove barbed wire by the stream; if it is damaged it somehow turns the stream into open ground
14. Modify AP for 88s so that they can still load into a transport, even when they're suppressed (suppression should stop them firing, not stop them running away lol; check if mortars/ZiS-3 are equally rabbit-like when in headlights)
15. Stop T70 and Pumas from breaking down (otherwise T70 can get stuck on the Oder bridge for turn 1, doh!)
16. Tweak victory objectives so that Russians must take
and hold all four VPs
until the end of the game to win
17. Add achievements, eg. Zhukov unit must survive, 3/4 ZiS-3 guns must survive, Take the Hardenberg within x turns, etc...
18. Remove ability for snipers to take out anti-tank guns/artillery with a single shot
19. Restrict sniper skill to scouts only
As always, all feedback welcome...