Create your playable V1

Moderators: Order of Battle Moderators, The Artistocrats

Post Reply
Horst
Brigadier-General - 15 cm Nblwf 41
Brigadier-General - 15 cm Nblwf 41
Posts: 1927
Joined: Mon Feb 18, 2013 1:22 pm

Create your playable V1

Post by Horst »

As short amusement, I show here how I created a playable V1 unit.

As kamikaze-like unit, it doesn't require any CP and is cheap to purchase, similar like the vanilla lunge miners (15-rp, 1-cp) and suicide boats (10-rp, 0-cp).
The ground variant is an artillery-class unit, as it fits best there as extreme long-range artillery.
Can't do much about the default Bombard ability, but as you can see in one of the frames below with the X button, it doesn't have any target hexes to waste RP on.
If you click on the artillery-mode switch, it turns permanently into the flying V1 missile-class variant.
As I still wanted the ground variant to be still slightly moveable like in vanilla, the game carries over the movement range and fuel value as it doesn't properly update these stats when using switches.
It doesn't matter, as the single-hex move after switch can still be seen as launch phase.
On the next turn, the V1 variant is ready to fly with one less intended fuel value and properly updated movement range value.
As it should still be interceptable like in history, it is slower (13) than the vanilla (20) one, but has more range with fuel-3 compared to vanilla 1.
I think it can be neglected that you can change its course during flight, as it can't land anymore on airfields as missile-class unit.
Even with fuel-1, a player could keep it flying several turns while losing strength per turn due out-of-fuel, although surely loosing combat prowess this way.
The V1 has LoS-0, so you only discover what's on the flight path and below the target destination to attack whatever is visible. Otherwise, like a typical kamikaze plane, it can also target adjacent units if spotted by allied units.
There is no way to make it totally blind AFAIK, what would be useful for attacking only known structures.
The V1 is certainly no precision-strike missile, so rather piloted kamikaze planes deserve such trait.

Image


Below you can see how the AI uses it by AI Task behavior Local Defense 40.
Sadly, there is no way this way to make the switch working with an AI behavior where you could define specific unit classes a target.
As the V1 still requires an extra turn to start flying, it shouldn't be problematic to create a trigger that detects any flying V1 unit variant and change its AI task to e.g. Air Seek & Destroy for structures only.

Image
GabeKnight
Lieutenant-General - Karl-Gerat 040
Lieutenant-General - Karl-Gerat 040
Posts: 3710
Joined: Mon Nov 27, 2017 10:24 pm

Re: Create your playable V1

Post by GabeKnight »

I wonder if you could use the "build" mechanic to create V1s? Or does this only work with the "structure" class?

(You know: construction group -> airstrip, jap. infantry -> bunkers, foxholes)
bondjamesbond
Major-General - Jagdtiger
Major-General - Jagdtiger
Posts: 2780
Joined: Mon Jun 27, 2022 10:10 pm

Re: Create your playable V1

Post by bondjamesbond »

Image
Image
https://en.topwar.ru/88684-yaponskie-in ... obzor.html

The use of kamikaze and suicide bombers were practiced by the Japanese military ) To die for one's emperor was considered an honor )
On Saipan, the Japanese went into the last battle, supporting the cripples under their arms, who were raised for an honorable death in battle. 300 bedridden were stabbed in advance.

25-year-old Hajime Fujii was one of the first to come to enroll in kamikaze, but unexpectedly received a stamp "Refused" due to the presence of a family. When he returned home, he told his wife about his grief. The faithful took this as a guide to action and that same night stabbed herself and her one-year-old children, whispering finally: "Go. I'm not a hindrance to you anymore." History is silent about what happened to Hajime Fujii, but the Japanese command classified that case in order to avoid numerous relapses.
https://en.topwar.ru/22732-uzkoglazye-b ... zumcy.html


Image
It was all the same tactics with the official name "Ten Men Against a Tank" that were used for effective anti-tank weapons. I remember that Dmitry Loza, Hero of the Soviet Union, in his memoirs "The Tanker in a Foreign Car" (I highly recommend it to everyone) described that after the surrender of the Japanese garrison, the tankers went to see Japanese armored vehicles out of professional interest. "I and other battalion control officers went to the place where they were parked, taking a Japanese captain with them. I went around one of the tanks in a circle. These tanks could only be used to chase the Papuans in the colonies; they were no match for serious modern warfare.
- Captain, how were you going to fight Soviet T-34s and American Shermans with such tanks?
- Captain, if there was a war it would be seen - for your five thousand tanks we would have twelve thousand soldiers ready to sacrifice themselves, - answered Japanese, not hiding his enormous hatred to us. I thought that in the words of the defeated enemy there was a small, but irrefutable truth.
Image
During the attack on Pearl Harbor, the emblem of one of the units of the U.S. Navy was a swastika.
https://www.yaplakal.com/forum2/topic1371322.html
Translated with www.DeepL.com/Translator (free version)
Image
Image
One of the Japanese methods of destroying tanks is to hand carry a large artillery shell and hit the tank with it. "Lack of weapons is no excuse for defeat," said Lieutenant General Mutaguchi.
https://eto-fake.livejournal.com/924327.html

Kamikaze: heroism on the conveyor belt
https://zvezdaweekly.ru/news/2020827117-IHi7M.html

Image
Type 1 torpedo sample "Kayten" in the museum
Kamikazes in the Navy
Image
6,000 kamikaze submariners World War II Navy Japan.
This is what a fukuryu armed with a pole and contact mine looked like
https://www.shkolazhizni.ru/history/articles/107337/

Image
https://amp.topwar.ru/159322-protivotan ... vojne.html

Image
https://www.arms-expo.ru/articles/weapo ... -yaponiya/

The Chinese also used the youth as kamikazes !
Image
A Chinese suicide soldier donning a hand grenade vest to attack Japanese tanks in the Battle of Taierzhuang, 1938
https://vod-str.ru/100-i-odin-sposob-po ... ja-tankov/
https://vod-str.ru/100-i-odin-sposob-po ... ja-tankov/
Image
https://polzam.ru/index.php/istorii/ite ... tso-foto-1
https://alternathistory.com/pilotiruemy ... xy-7-ohka/
Last edited by bondjamesbond on Tue Dec 20, 2022 2:35 am, edited 1 time in total.
https://mynickname.com/id73473
Image
Horst
Brigadier-General - 15 cm Nblwf 41
Brigadier-General - 15 cm Nblwf 41
Posts: 1927
Joined: Mon Feb 18, 2013 1:22 pm

Re: Create your playable V1

Post by Horst »

GabeKnight wrote: Mon Dec 19, 2022 2:10 am I wonder if you could use the "build" mechanic to create V1s? Or does this only work with the "structure" class?

(You know: construction group -> airstrip, jap. infantry -> bunkers, foxholes)
Yep, it's possible to build any unit by the construction column in units.csv.

bunker -1 3 0 Defensive_Doctrine

unit
a) RP cost (-1: original cost of built unit) b) Strength cost of constructing unit c) construction time, using the Construction_Site unit as placeholder
required spec, but entry can be empty like used for bulldozer constructing airstrips

Unfortunately, buildings with Steps-0, seem to have already spent their movement action, thus aren't able to construct anything (pic #1)
With Steps-1, they still need to move away from the current hex to make room for the new unit, what looks really silly.
In the end, it's better to use something like a Bautruppe unit or better a variant of it, as unit-availability dates are ignored for these construction abilities (pic #2).
However, simply purchasing and placing them on deployable hexes, shouldn't be a big deal. It should also be possible to move them around by train or ship for free. Adding transports to the trolley variant gets too expensive RP-wise or requires a special dedicated one.

As far as I have tested it, the disadvantage of using a timely build via construction site is that the spawned unit will have 0-fuel what is not useful for constructing planes, as long as you don't use triggers for correction.
Instant builds, like the bunkers, will spawn units with their default fuel value (pic #3)
I had already tested adding a fuel value to construction sites, but these weren't taken over either.
Construct-1.jpg
Construct-1.jpg (465.72 KiB) Viewed 1047 times
Construct-2.jpg
Construct-2.jpg (457.33 KiB) Viewed 1047 times
Construct-3.jpg
Construct-3.jpg (469.68 KiB) Viewed 1047 times
Last edited by Horst on Tue Dec 20, 2022 12:22 pm, edited 5 times in total.
Horst
Brigadier-General - 15 cm Nblwf 41
Brigadier-General - 15 cm Nblwf 41
Posts: 1927
Joined: Mon Feb 18, 2013 1:22 pm

Re: Create your playable V1

Post by Horst »

As the V1 is rather a strategic than tactical weapon, a Bomb value to reduce supply is also desired.
I know, vanilla already got it but inappropriate as tactical bomber class, which can land on airfields.
Adding strategicAttack under [MISSILE] in classes.txt enables these attacks for all missile units (hello V2?).
This has the big advantage that the V1 will also be able to attack any supply point without need for any visible enemy unit.
The included air alert sound only adds further to the missile's terror flair.
V1-SB.jpg
V1-SB.jpg (304.69 KiB) Viewed 1040 times
Horst
Brigadier-General - 15 cm Nblwf 41
Brigadier-General - 15 cm Nblwf 41
Posts: 1927
Joined: Mon Feb 18, 2013 1:22 pm

Re: Create your playable V1

Post by Horst »

bunker -1 3 0 Defensive_Doctrine

unit
a) RP cost (-1: original cost of built unit) b) Strength cost of constructing unit c) construction time, using the Construction_Site unit as placeholder
required spec, but entry can be empty like used for bulldozer constructing airstrips
Post Reply

Return to “Order of Battle : World War II - Scenario Design”