***[MOD] RUSSIA AT WAR:1941

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Intenso82
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Re: ***[MOD] RUSSIA AT WAR:1941

Post by Intenso82 »

Winter War #1

Small update. ;-)

1. A new Soviet red-green border marker has added.
Which will also be used in the 1941 scenario to mark the so-called Old Soviet Union frontier from 1939, later known as the so-called "Stalin Line".
At the same time, the new border in Poland will use the current white-red marker.

2. Now in the northern regions, north of Petrozavodsk, there will be field airfields.
To show the limitations of northern latitudes in the use of aviation.
It is implemented as a unit (stationary aircraft carrier). Which can refuel only 1 unit per turn. And it has a limitation on the action of strategic bombers.

Image


3. Climatic zones.
There will be a division into conditional four climatic zones.
1. Karelian Isthmus.
2. Karelia. Petrozavodsk direction.
3. Kemiyarva direction.
4. Murmansk direction.

In each of which the troops of the Soviets will receive certain penalties.
Suppression of units and others.

The Karelian Isthmus will receive minimal penalties. Because the supply is very close.
But the farther north the unit is, the more it will receive penalties, which will affect the intensity of hostilities.
Image
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
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Re: ***[MOD] RUSSIA AT WAR:1941

Post by Кэп »

Author good evening! Will the Winter War be over? 8)
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Re: ***[MOD] RUSSIA AT WAR:1941

Post by Кэп »

Thank you for the mod of the USSR in 1941.It was hard, border battles, the exit from the cauldrons and encirclements of the defeated Soviet aircraft at the airfields. Heavy 1941.
Intenso82
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Re: ***[MOD] RUSSIA AT WAR:1941

Post by Intenso82 »

Кэп wrote: Fri May 14, 2021 6:32 pm Thank you for the mod of the USSR in 1941.It was hard, border battles, the exit from the cauldrons and encirclements of the defeated Soviet aircraft at the airfields. Heavy 1941.
Привет, Кэп!)

Thank you for rating.
I'm glad you liked it.

So far, the project is frozen.
Now, I spend all my free time on sports activities, travel and personal life.
So there is no time to play and mod in PanzerCorps. And in other games too)

But PanzerCorps remains one of my favorite games.
Which gave a lot of positive emotions.
Against the background of studying the history of the Second World War.

Maybe someday I'll come back to this project ...

Hooray! 8)
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
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Re: ***[MOD] RUSSIA AT WAR:1941

Post by Кэп »

Intenso82 wrote: Sat May 15, 2021 7:55 am
Кэп wrote: Fri May 14, 2021 6:32 pm Thank you for the mod of the USSR in 1941.It was hard, border battles, the exit from the cauldrons and encirclements of the defeated Soviet aircraft at the airfields. Heavy 1941.
Привет, Кэп!)

Thank you for rating.
I'm glad you liked it.

So far, the project is frozen.
Now, I spend all my free time on sports activities, travel and personal life.
So there is no time to play and mod in PanzerCorps. And in other games too)

But PanzerCorps remains one of my favorite games.
Which gave a lot of positive emotions.
Against the background of studying the history of the Second World War.

Maybe someday I'll come back to this project ...

Hooray! 8)
Принято, удачи тебе! 8)
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Re: ***[MOD] RUSSIA AT WAR:1941

Post by fgiannet »

Well I just finished your Russia at War mod on Field Marshal and I have to say you are a brilliant modder/military historian. I did not read these posts before playing so there was plenty of frustration with not understanding why some units could not replenish or upgrade. Once I read these posts I thought it was genius! Other things (like the low fuel numbers for the t-26) immediately made sense as a mechanical reliability issue (which required them to be sent by train to low intensity defense only sectors).

I did not even look at the enemy units to see what enhancements were done to their stats but assumed they remained normal. It was very costly in the beginning as I thought they were over-strength so I tried to knock them down in hopes the AI would waste precious Prestige bringing them back up (which of course it did not need to). I realized there was no stopping the enemy except at Odessa so I started to extricate what artillery I could and then used new troops to setup defensive positions behind the impassable rivers. I needed to create a ratio of two of my units backed with 4 artillery next to a hex where only one enemy could go (the last city hex of kiev has two impassable river hex’s North and South as an example). Two units to one enemy means they can not advance even if they kill one. I would shell them with 4 artillery and then attack and force that unit to surrender. I blunted the Armored tips of Army Group South (Kiev) and Center (at Orsha and Mogilev) but even this strategy consumed units.

The whole thing seemed under control. Then a pontoon bridge was setup unobserved (wonderful addition by the way!), some German infantry split the Center and Southern Fronts (because you intelligently gave them so much movement), and panic ensued (along with a long loooong stream of expletives). The Kiev Front packed their artillery on trains, yet again, and were relocated to defensive positions further back while everyone else tried to cover wounded units so they could rebuild and then cover the men who were previously covering them. That wall of infantry, artillery and AA guns in the forests behind Mogilev held with significant losses, a massive amount of conscripts and reserve artillery ferried to the North of them (were they eventually ground down the tank and infantry in the forests), and a solid position on the river before Vyazma that killed almost everything that tried to cross it. Eventually, I started to see German artillery in transport and I knew I had killed enough to go on the offensive. Such an intense, fast paced, emotional rollercoaster! I have never, in more than 30 years, played a game like it. It was awesome and you are a genius.

I want to thank you very very much. You have made a great mod that is a wonderful tribute to history and the men and women who unfortunately had to go through it. Playing your mod communicates not only the tactics but the emotions of the time. The seeming impossibility of any kind of success starts to weigh heavily on the player and you get the slightest glimpse into how incredibly remarkable that stopping of the undefeated Wehrmacht really was. It is just amazing to think about all your plans and equipment (along with more than a MILLION of your standing army!) being lost, the enemy advancing far far beyond expectations, seemingly unstoppable, and yet you continue to fight on. It is truly one of the most awe inspiring events in terms of the history of this entire world (and I am an American writing this).

I had to reevaluate everything. I kept my infantry out of the cities (unless they could get deeply entrenched) because the German infantry would easily destroy them, would only attack their infantry with my infantry if they were in close terrain and I could gang up on them, and developed a pessimistic attitude to all attacks unless the enemy was stuck in a choke point (in fact I was only concerned about attacking when I had a reasonable chance of killing the unit with multiple attacks). Killing a unit, instead of turns left or objectives, became my only priority (“Do not count the days, do not count the miles....”). I think that way of thinking was key to victory . I never really had enough prestige to even take advantage of the upgrades...everyone had to stay at the front.

I am so grateful to you for making this. It has really reinvigorated my health and mind in a lot of ways.

I hope you are enjoying your travel, sport, and personal life to the fullest (things go quickly). In terms of modding....you have already released a great masterpiece.
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Re: ***[MOD] RUSSIA AT WAR:1941

Post by Intenso82 »

fgiannet wrote: Sat Jul 17, 2021 8:46 pm Well I just finished your Russia at War mod on Field Marshal and I have to say you are a brilliant modder/military historian. I did not read these posts before playing so there was plenty of frustration with not understanding why some units could not replenish or upgrade. Once I read these posts I thought it was genius! Other things (like the low fuel numbers for the t-26) immediately made sense as a mechanical reliability issue (which required them to be sent by train to low intensity defense only sectors).

I did not even look at the enemy units to see what enhancements were done to their stats but assumed they remained normal. It was very costly in the beginning as I thought they were over-strength so I tried to knock them down in hopes the AI would waste precious Prestige bringing them back up (which of course it did not need to). I realized there was no stopping the enemy except at Odessa so I started to extricate what artillery I could and then used new troops to setup defensive positions behind the impassable rivers. I needed to create a ratio of two of my units backed with 4 artillery next to a hex where only one enemy could go (the last city hex of kiev has two impassable river hex’s North and South as an example). Two units to one enemy means they can not advance even if they kill one. I would shell them with 4 artillery and then attack and force that unit to surrender. I blunted the Armored tips of Army Group South (Kiev) and Center (at Orsha and Mogilev) but even this strategy consumed units.

The whole thing seemed under control. Then a pontoon bridge was setup unobserved (wonderful addition by the way!), some German infantry split the Center and Southern Fronts (because you intelligently gave them so much movement), and panic ensued (along with a long loooong stream of expletives). The Kiev Front packed their artillery on trains, yet again, and were relocated to defensive positions further back while everyone else tried to cover wounded units so they could rebuild and then cover the men who were previously covering them. That wall of infantry, artillery and AA guns in the forests behind Mogilev held with significant losses, a massive amount of conscripts and reserve artillery ferried to the North of them (were they eventually ground down the tank and infantry in the forests), and a solid position on the river before Vyazma that killed almost everything that tried to cross it. Eventually, I started to see German artillery in transport and I knew I had killed enough to go on the offensive. Such an intense, fast paced, emotional rollercoaster! I have never, in more than 30 years, played a game like it. It was awesome and you are a genius.

I want to thank you very very much. You have made a great mod that is a wonderful tribute to history and the men and women who unfortunately had to go through it. Playing your mod communicates not only the tactics but the emotions of the time. The seeming impossibility of any kind of success starts to weigh heavily on the player and you get the slightest glimpse into how incredibly remarkable that stopping of the undefeated Wehrmacht really was. It is just amazing to think about all your plans and equipment (along with more than a MILLION of your standing army!) being lost, the enemy advancing far far beyond expectations, seemingly unstoppable, and yet you continue to fight on. It is truly one of the most awe inspiring events in terms of the history of this entire world (and I am an American writing this).
Hello!
I'm glad you enjoyed playing this mod and thanks for the nice review)

I was really trying to make historical correspondence in Orders of the sides and the course of action and it took a lot of time to study and research.
Another task for me was to create the necessary emotional pressure. I hope I succeeded :twisted:
After all, it would seem that the number of own units exceeds that of the enemy's units.
Usually in games the opposite is true (the player has few units, but there are many enemies).
Of course, I wanted to add more immersion elements to that environment, photos and all sorts of historical events, but there was not enough time for that.
fgiannet wrote: Sat Jul 17, 2021 8:46 pm I had to reevaluate everything. I kept my infantry out of the cities (unless they could get deeply entrenched) because the German infantry would easily destroy them, would only attack their infantry with my infantry if they were in close terrain and I could gang up on them, and developed a pessimistic attitude to all attacks unless the enemy was stuck in a choke point (in fact I was only concerned about attacking when I had a reasonable chance of killing the unit with multiple attacks). Killing a unit, instead of turns left or objectives, became my only priority (“Do not count the days, do not count the miles....”). I think that way of thinking was key to victory . I never really had enough prestige to even take advantage of the upgrades...everyone had to stay at the front.

I am so grateful to you for making this. It has really reinvigorated my health and mind in a lot of ways.

I hope you are enjoying your travel, sport, and personal life to the fullest (things go quickly). In terms of modding....you have already released a great masterpiece.
And you used a very reasonable tactic to kill the enemy unit in 1 turn.
In fact, in 41, the Red Army constantly counterattacked and was not in a passive defense.
Despite the losses, many consider this to be one of the key factors in the Axis's failure to take Moscow.
It wasn't General Frost or General Mud.
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
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Re: ***[MOD] RUSSIA AT WAR:1941

Post by Yrfin »

Intenso82 is alive ? Unbefuckinleaveable :)
When im died - I must be a killed.
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Re: ***[MOD] RUSSIA AT WAR:1941

Post by Yrfin »

BTW: You can make for "landing aircraft" Move = 1 (for rotate - N).
I-16.jpg
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Re: ***[MOD] RUSSIA AT WAR:1941

Post by fgiannet »

Intenso82 wrote: Wed Sep 22, 2021 7:30 pm I was really trying to make historical correspondence in Orders of the sides and the course of action and it took a lot of time to study and research.
After all, it would seem that the number of own units exceeds that of the enemy's units.
Usually in games the opposite is true (the player has few units, but there are many enemies).
It works. It works perfectly. I understand the need to do things for gameplay purposes (have more enemy German units than friendly Soviet) but sometimes it starts to look a little too divorced from reality to be enjoyable. I had wondered if there was not a better way to model the situation, someway closer to what actually happened, while still providing a great challenge....

You did it Ace! You are one hell of a problem solver. Those giant German infantry divisions decimating the smaller, prewar staffed, Soviet divisions is a work of war gaming art (and a great window into history). It seemed, from what I had read, that people thought there was no way to accurately model this aspect. Just do the Soviet perspective like the Germans (Smolensk 1941, Soviets outnumbered 4 to 1, etc). Like an engineer you accurately identified how to do it and delivered it perfectly.

Yeah, there was emotional tension alright. I hurled expletives and often had to take walks after playing a turn (I got good exercise!). Couple hours later I would often come up with a new plan despite vowing to leave it alone. This scenario required me to constantly reevaluate the situation and that is something that does not happened in PC defensive scenarios very often. You really showed how incredible this game can be in the hands of a true master. It was one of the greatest and most memorable gaming experiences of my life. I am playing much better due to your mod (making sure I have units spotting everywhere, etc.). You identified key aspects of the historical situation and made exciting/intelligent changes to the game with the precision of a neurosurgeon.

You have actually inspired me. I am now playing the Soviet Inferno Mod and have modified the equipment file (using some concepts from your mod as well as adding new ones in the same spirit). Now, with the tweaks I have made, I can model/see why the KV tanks become less useful as the war goes on and why a T-60 is better than nothing at all. The base game does not model that but you have shown me the way to get so much more from the game (while learning about history as I play and having to use better tactics).

I agree with you in regards to the biased deprecating view that Gen Snow and Gen Mud stopped the Germans as well. A lot of the books I had read in my youth often said that and I held that belief for many decades. Panzer Corps actually helped me to look a little deeper (as well as traveling and realizing that people are people, despite differing cultures, where ever you go). One thing your model shows; German casualties, especially during Barbarossa, are a big deal. To lose a Soviet Division is not good but the frontline will survive. To destroy a German Division is a BIG deal. There are only so many of them. Once again, you modeled that perfectly Ace!

It can be hard to find information from the Soviet side but I have since found German sources that talk about the fatigue brought about by the unceasing nature of the Eastern Front. I have even read an interview about a German officer frustrated with the amount of ammunition his soldiers wasted because they thought every attack was going to be a big one (their mental state was worn down from the near daily combat they experienced). One of the reasons, according to the officer, they could not get cold weather gear was due to the amount of ammunition they constantly needed resupplied through an already overstretched logistics network. Everything mattered, everything contributed to the end result. The Soviets didn’t win by luck or bad weather.

So thanks again man....I really mean that and I hope the next brain surgery you lead or the next bridge you build goes smoothly (I am sure you are in one of the elite professions).....you are too precise for it to go any other way!
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Re: ***[MOD] RUSSIA AT WAR:1941

Post by Intenso82 »

fgiannet wrote: Sat Sep 25, 2021 4:26 am Yeah, there was emotional tension alright. I hurled expletives and often had to take walks after playing a turn (I got good exercise!). Couple hours later I would often come up with a new plan despite vowing to leave it alone. This scenario required me to constantly reevaluate the situation and that is something that does not happened in PC defensive scenarios very often. You really showed how incredible this game can be in the hands of a true master. It was one of the greatest and most memorable gaming experiences of my life. I am playing much better due to your mod (making sure I have units spotting everywhere, etc.). You identified key aspects of the historical situation and made exciting/intelligent changes to the game with the precision of a neurosurgeon.
So many compliments :)
But there is still a lot that can be improved.
One aspect is a more historically accurate correspondence to the number of types of Soviet units.
For example, there were too many Cavalry units in the mod, due to the fact that 1 unit is presented as a division.
Although in the case of the cavalry, it is closer to the corps of the 3 divisions.
But, a large number of new cavalry formations in 1941(about 60), this is the so-called "raid cavalry division".
According to the state, this is 3000 man. Therefore, 1 cavalry unit should be about 5 cavalry divisions.
In the next version, the number of cavalry will be reduced.

Also, a long time ago, we discussed with MсGuba about Soviet artillery, with his help, many new icons appeared.
Now in mod there are more than 25 types of Soviet artillery. I think in war games this is the most complete unit roster.
Of course, their characteristics are not so different))
fgiannet wrote: Sat Sep 25, 2021 4:26 am You have actually inspired me. I am now playing the Soviet Inferno Mod and have modified the equipment file (using some concepts from your mod as well as adding new ones in the same spirit). Now, with the tweaks I have made, I can model/see why the KV tanks become less useful as the war goes on and why a T-60 is better than nothing at all. The base game does not model that but you have shown me the way to get so much more from the game (while learning about history as I play and having to use better tactics).
Yes, not all ideas have been implemented yet.
Basic for the Soviets are:
Infantry is a limitation on the number and type in the path of upgrades (regular(cadre), conscripts, sappers, marines, etc.)
Armored vehicles are fuel limitation.
Artillery is the limitation of ammunition.
Aviation is a spot range limit.
Transport is a limitation of the availability of an upgrade.
Ships are the impossibility of replace.
fgiannet wrote: Sat Sep 25, 2021 4:26 am I agree with you in regards to the biased deprecating view that Gen Snow and Gen Mud stopped the Germans as well. A lot of the books I had read in my youth often said that and I held that belief for many decades. Panzer Corps actually helped me to look a little deeper (as well as traveling and realizing that people are people, despite differing cultures, where ever you go). One thing your model shows; German casualties, especially during Barbarossa, are a big deal. To lose a Soviet Division is not good but the frontline will survive. To destroy a German Division is a BIG deal. There are only so many of them. Once again, you modeled that perfectly Ace!
"If General Mud and General Snow had served in the Red Army, they would have been shot for treason" :lol:

Historians believe that in November, when the Germans were advancing, light frosts helped the Germans and made the roads more passable. Because they reduced the mud.
At the same time, severe frosts began after December 7, when the counter-offensive of the Red Army began.
In this situation, the Germans were already in stationary positions and the Soviet troops in less favorable conditions in the snow.
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
Intenso82
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Re: ***[MOD] RUSSIA AT WAR:1941

Post by Intenso82 »

A few thoughts on movement.
In general, the movement of mobile units on different types of terrain has been improved.

Wheeled, All Wheel, All Terrain are now more tied to 4x2, 4x4, 6x6 (6x4) and have more differences from each other.
For example, most Soviet trucks are Wheeled, All Wheel is Zis-6 and Studebaker is All Terrain.
Therefore, it was used as artillery tractors.

Horse movement is more suitable for difficult terrain.

I decided to add several types of movement.

Firstly, it is -
Light infantry
Which will better move in difficult terrain.
They will be German jaeger (not Gebirgsjäger! They will have an alpine mov. type),
Soviet mountain infantry, they did not have mountaineering training and in structure are more suitable for light infantry,
Paratroopers and SpecOps units, partisans.

Sub-merged- for submarines.
Which will not be able to enter ports in this mode, only in the surface mode.
Which would of course represent a better target for aviation.
By the way, now there are air defense zones that cover ports and important industrial areas.

Boat - mainly for Soviet torpedo boats with limited seaworthiness.
Which could only act in good weather.
During autumn and winter they could not operate.

Towed heavy - for heavy arty,
which will have restrictions in the highlands and when crossing rivers in winter.

There are also thoughts to add the ability to use small ports - only for boats and submarines.
Naval bases for the capital ships.
But this is later)
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
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Re: ***[MOD] RUSSIA AT WAR:1941

Post by Intenso82 »

BE mod uses a switchable transport mode for AT guns instead of organic transport.
It allows to use the cammo trait more correctly.
During the game, it was somewhat unusual to switch modes for transportation.
But how convenient it will be if the AT guns have 3 modes: normal with movement - cammo trait without movement - transport. Is it too difficult?

Interested in additional opinions.
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Re: ***[MOD] RUSSIA AT WAR:1941

Post by Yrfin »

My AT gun conseption:

(Since AI cant switch AT/Transport correctly).
AT (Light/Mid) have standart Transport. But have ability to Switch :
1."Ambush" stance (Default)
- "Camo" Trait,
- HA +1,
- Ini +1,
- Spot =1 (vanilla),
- trait "close",
- movement type "Hide" (Move=1 and only on Close Terrain ).
(or Move = 0 if you dont use movement type "Hide")
Switchable to
2. "Attack" Stance (Germany only ? Russian mb ?)
- Spot =2,
- Standart "Towed" movement (for Arty of coz) .

Additional:
1. Light AT (37-50 mm). Close Defence = 1 . Move 2. (!)
2. Medium AT (75-76 mm). Switchable to Arty. Close Defence = 0 (vanilla).
3. Heavy AT (85-88 mm). Switchable to Arty/Transport. Range = 1.
Attachments
AT.png
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Last edited by Yrfin on Wed Nov 10, 2021 6:30 pm, edited 2 times in total.
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Re: ***[MOD] RUSSIA AT WAR:1941

Post by captainjack »

I like the idea of AT ambush/normal mode. As the AI doesn't do switching properly, I sometimes use a non-switching anbush version randomly distributed in a zone to slow player attacks and encourage proper scouting.
Higher CD for selected lighter AT guns seems reasonable. Apart from being easy to conceal, some guns had canister round (French, US and I think Soviet) while some armies would (officially) assign a rifle section or LMG team (French) for close protection.
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Re: ***[MOD] RUSSIA AT WAR:1941

Post by Intenso82 »

Yrfin wrote: Fri Nov 05, 2021 12:59 pm I think AI cant use switchable trasport for AT correct. Maybe its good for MP only.
Yes, maybe the AI ​​will have another unit, immediately mixed with the transport) I have not decided yet. But then he will get ahead.
This has already been done for motorized infantry. She immediately has a lot of movement. But this is just a plus for her.
Otherwise, with organic PZC transport, it's just cannon fodder.
Yrfin wrote: Fri Nov 05, 2021 12:59 pm
AT.png
Yes, I use similar icons made by Guille.
Actually we are talking about the Soviet 45mm AT М1937.
I consider it a light gun. Therefore, in normal mode, Speed = 2.
In ambush mode, Speed ​​= 0. She won't be able to retreat!

I don't plan on overloading the unit switch modes too much.
But for the AT family, I would like them to be. Perhaps this can increase their value in the eyes of the player.
For example, in the spring of 42, a sub-caliber projectile appeared, which will increase HA by 1-2.
I think this is a reason to upgrade to the 45mm version of the 42 year AT gun. (And this is not a long-barreled M-42 which will only be in 43)
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
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Re: ***[MOD] RUSSIA AT WAR:1941

Post by Intenso82 »

captainjack wrote: Fri Nov 05, 2021 7:00 pm I like the idea of AT ambush/normal mode. As the AI doesn't do switching properly, I sometimes use a non-switching anbush version randomly distributed in a zone to slow player attacks and encourage proper scouting.
Higher CD for selected lighter AT guns seems reasonable. Apart from being easy to conceal, some guns had canister round (French, US and I think Soviet) while some armies would (officially) assign a rifle section or LMG team (French) for close protection.
Yes, the main innovation here is the replacement of organic transport into a separate switch transport mode.
Also a kind of compromise.
I also think that AT cannons are too easy target for infantry.
Therefore, they already have СD = 2.
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
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Re: ***[MOD] RUSSIA AT WAR:1941

Post by Intenso82 »

Western Ukraine. The Red Army retreats but counterattacks locally.
(Test of the first few turns in the next version).

red10.jpg
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Re: ***[MOD] RUSSIA AT WAR:1941

Post by captainjack »

That's a good point on the 45 being a light gun. It was a slightly scaled up 37mm PaK, so should also be mobile.
I've got some SE AT gun transports that have passive SA and HA, and guns used en portee (25mm French, the 2pounder and 6 pounder) switch between portee mode and normal AT mode. I haven't had inspiration to do a proper equipment overhaul or mod work for a while but some of your ideas look very useful.
Yrfin
1st Lieutenant - 15 cm sFH 18
1st Lieutenant - 15 cm sFH 18
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Re: ***[MOD] RUSSIA AT WAR:1941

Post by Yrfin »

captainjack wrote: Fri Nov 05, 2021 7:00 pm I like the idea of AT ambush/normal mode. As the AI doesn't do switching properly, I sometimes use a non-switching anbush version randomly distributed in a zone to slow player attacks and encourage proper scouting.
Im use AI AT in Patrol Zone mode.
For example: French AT.Cie(47 mm) "ambush mode" Patrol Zone 19.
Fra AT.Cie in 19th Zone.JPG
Fra AT.Cie in 19th Zone.JPG (37.55 KiB) Viewed 4959 times
Fra AT.Cie in 19th Zone (2).JPG
Fra AT.Cie in 19th Zone (2).JPG (17.8 KiB) Viewed 4957 times
When im died - I must be a killed.
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