Battlefield: Europe MOD v2.4

A forum to discuss custom scenarios, campaigns and modding in general.

Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design

Uhu
Colonel - Fallschirmjäger
Colonel - Fallschirmjäger
Posts: 1437
Joined: Fri Nov 04, 2011 9:16 pm
Location: Hungary

Re: Battlefield: Europe MOD v1.6

Post by Uhu »

Well, not exactly: on what I remembered, making a MV from Kursk on, it was my game, my save, so I could start in much better position.
Actually I'm plying the Kursk-save right now, already being after several reloads... OK, I will wrote my experiences in that topic.
McGuba wrote:Uhu, if we are here, if I remember well you were able to achieve an MV starting at the Kursk save? If so I would be happy if you could share your experience here: http://slitherine.com/forum/viewtopic.php?f=145&t=69570 as GeneralWerner tried to do it as well twice, but could only achieve a draw, even though he tried really hard. I wonder how it is possible to make it if it is possible at all...
Image
Image
Uhu
Colonel - Fallschirmjäger
Colonel - Fallschirmjäger
Posts: 1437
Joined: Fri Nov 04, 2011 9:16 pm
Location: Hungary

Re: Battlefield: Europe MOD v1.6

Post by Uhu »

I made the "Guide to effective fighting partisans". You can read it in the tipps topic:
http://slitherine.com/forum/viewtopic.p ... 60#p588611

Uhu wrote:
slowgtp wrote:Partisans are a giant pain in the ass
They are really stubborn and won't let us in peace ( :mrgreen: ) , but if you know their regions of activity, you can set up guards and they will mostly handle them alone.
Best units for that in Russia are the Romanian Reserves and Hungarian Security Inf divisions. Plus a few other units are needed: Pz I is the best, because it's cheap for the replacements for example. If you are interested, I can show you in pictures the main partisan regions and my guarding system.
Image
Image
Uhu
Colonel - Fallschirmjäger
Colonel - Fallschirmjäger
Posts: 1437
Joined: Fri Nov 04, 2011 9:16 pm
Location: Hungary

Re: Battlefield: Europe MOD v1.6

Post by Uhu »

Update: I finished it right now - with a MV. Again - as in the movies with disarming the bomb - in the last turn. :)
I was one turn away of capturing Malta. Still it has no use, so I would not advise to recapture Sicily and trying to capture Malta, as it has not the worth of it and these forces - especially the air forces could be used against the bomber formations/fighters over west Europe.
And if somebody wants to try these saves, I advise not to be shy to not make reloads. I made many times, since even losing a major unit can effect the end results. And these reloads are not for better results of the given turn, but making another decisions, so I do not find it cheating.

Oh and one final word: luck is really a big factor, especially in the term of weather! At turn 96, I had a forewarning of rain. If that would happened, I could not get the MV. Luckily, this time I had luck and instead of the rain, cleat weather came. :lol:

There is one last task to do: continue the Stalingrad-save and making a DV. 8)

I would make gladly - beside the AAR, which is a huge work -, replay-videos and put it on youtube. My question is, just with what free software can it be done in relative good quality? What do you recommend?
McGuba wrote:Uhu, if we are here, if I remember well you were able to achieve an MV starting at the Kursk save? If so I would be happy if you could share your experience here: http://slitherine.com/forum/viewtopic.php?f=145&t=69570 as GeneralWerner tried to do it as well twice, but could only achieve a draw, even though he tried really hard. I wonder how it is possible to make it if it is possible at all...
Image
Image
JimmyC
Sergeant Major - SdKfz 234/2 8Rad
Sergeant Major - SdKfz 234/2 8Rad
Posts: 632
Joined: Tue Jan 14, 2014 10:31 am

Re: Battlefield: Europe MOD v1.6

Post by JimmyC »

Cost/performance wise, what is the best AA unit in this mod?

Also, when an aircraft attacks an AA or unit adjacent to an AA, i believe there is some bonus modifier for the AA to cause more damage (compared to the AA attacking the aircraft in its own turn). Can anyone tell me what this is and how it works?

I'm very interested in AA recently as i am facing many Allied bombers over France!!
Uhu
Colonel - Fallschirmjäger
Colonel - Fallschirmjäger
Posts: 1437
Joined: Fri Nov 04, 2011 9:16 pm
Location: Hungary

Re: Battlefield: Europe MOD v1.6

Post by Uhu »

There are not big differences between them. The 20mm AA's are a little weak, the German type should be upgraded to the 37mm version. The Italian type can also be upgraded later to the superior 90/53. I never upgrade the 37mm's to 88mm, because the difference in the performance is almost nothing, while the upgrade price and the reinforcement price has a big difference. While the calibers above 37mm have better AA stats, but they have lower Rate Of Fire. The worst performance have the Romanian and Italian 75mm AA guns, because they have lower stats, while also lower ROF. Still, they get also mostly a 1 point score and after they reach at least 1 star, they perform better. Anyway, except replacing high losses, I would recommend that 1-2 losses should be replaced with elite reinforcements until 300 xp, because the experience make the difference!

- I always transport the Italian and Romanian stationary guns with train to Germany. Even, if they needed later elsewhere, until that they add their power to the defense of the key German cities and gather a lot of xp's.
- I always gather all of the German AA guns in west Europe together, making a killing zone in the Wilmhelmshafen-Bremen-Essen triangle. The AA's together make a much better performance: they even can get planes fully destroyed and when attacked from the sky, they defend each other better. The fort next to Wilmhelmshafen get constantly attacked, so you always get shooting/xp gathering possibilities there. But beware! When the Home Fleet get active, they will make havoc from the AA batteries, if they are in their 4-hexes range, so if you recognize, that the Home Fleet started their tour, quickly move the given batteries deeper in the country. I made a 9 battery-gathering at Duisburg-Essen-Dortmund area, which became an AA stronghold, even at the darkest weeks of enemy bombardment.
- Mobile AA's are nice extra, to accompany moving armor and arty. My experiences are, that even the Sdkfz 10/4 is good as it is. Lower caliber, but very high mobility makes it useful. If you give it one extra overstrength point, than it will be about on the level of the higher stat guns.
JimmyC wrote:Cost/performance wise, what is the best AA unit in this mod?

Also, when an aircraft attacks an AA or unit adjacent to an AA, i believe there is some bonus modifier for the AA to cause more damage (compared to the AA attacking the aircraft in its own turn). Can anyone tell me what this is and how it works?

I'm very interested in AA recently as i am facing many Allied bombers over France!!
Image
Image
McGuba
Colonel - Ju 88A
Colonel - Ju 88A
Posts: 1555
Joined: Thu Mar 15, 2012 7:34 pm

Re: Battlefield: Europe MOD v1.6

Post by McGuba »

JimmyC wrote:Cost/performance wise, what is the best AA unit in this mod?
I think it has to be the "88" for most of the time. But it depends on many factors, the year, the available prestige, etc. The 8,8cm FlaK should be the best long term investment as apart from having long range AA attack it can also be used as a fairly good anti tank unit on defense when the allied tanks get closer. But it is quite expensive and if the player is short of prestige the 3.7 cm could be a better deal. Even if it has only 2 hex range, which means it will be able to reach and attack less enemy air units. And then there are those mobile AAs which can go after a specific enemy air unit, but are more expensive. So it is not easy to answere this question, IMO.
Also, when an aircraft attacks an AA or unit adjacent to an AA, i believe there is some bonus modifier for the AA to cause more damage (compared to the AA attacking the aircraft in its own turn). Can anyone tell me what this is and how it works?
I have no idea. :oops:
I'm very interested in AA recently as i am facing many Allied bombers over France!!
Well, historically the Germans made a huge investment in AA guns. Some sources claim that as much as 25% or even more of the defense budget went to producing AA guns and ammunition. However, their effectiveness was not that good and it is well reflected in this mod, which uses deducter's reduced attack stats for the AA instead of the highly effective AAs of the base game. One of the main reasons for such an investment was propaganda: they beleived that having hundreds of heavy AA guns firing in rage on the streets of the main cities was better to show the population that "we do our best", than having less visible, but more effective high flying figther planes. For most of the war the Luftwaffe shot down a lot more enemy bombers than the AA batteries. The AA arm only started to claim more enemy planes destroyed from late 1944 when the Luftwaffe had become mostly inoperational due to the high losses and the lack of fuel. Wikipedia has a really nice article on the air defense of the Reich which worth reading if you have the time:

https://en.wikipedia.org/wiki/Defence_of_the_Reich

Uhu wrote: I never upgrade the 37mm's to 88mm, because the difference in the performance is almost nothing, while the upgrade price and the reinforcement price has a big difference.
Which is true, but as I wrote the 88 has two big advantages: longer range, meaning it will be able to attack more enemy air units during its lifespan and the switch to AT mode.

But the fundamental problem here is with the game engine itself: there should be low flying and high flying air units as in OOB:Pacific and "low firing" and "high firing" AA guns accordingly. Historically the 3,7 cm AA guns were useless against enemy heavy bombers as they could not fire that high.
- I always transport the Italian and Romanian stationary guns with train to Germany. Even, if they needed later elsewhere, until that they add their power to the defense of the key German cities and gather a lot of xp's.
Ah, yeah and I would really like to make the players defend those vital targets instead of moving those guns away, but I have no more free AI zones. :evil: If I had I could define them similarily to the German cities and give a penalty for allied bombers hanging over.
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
P210
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 40
Joined: Wed Jul 23, 2014 11:26 am

Re: Battlefield: Europe MOD v1.6

Post by P210 »

Hello,

Normandy start, result Draw.

Tough, tough fight. Lost Italy, France, Warsaw and, unfortunately, Budapest on turn 98. Would have been able to recapture Budapest and Warsaw with few more turns. Analysis of battle map indicated that both Western and Eastern Allied forces were pretty much depleted by turn 99. So the front lines along the Rhine in west and behind the Vistula vere solid. Have to say that I'm happy with the result. :)

About the AA discussion. I guess that making all AA units dual purpose would ruin the game balance? Just asking because the ground target use is definitely included in most Nations AA doctrine. Especially German. And the very useful dual purpose 40M Nimrod already exists in the game.

Minor gripe, those pain in the *** Sturmoviks are way too deadly. My precious 502. took -6 in one attack run. :D
Uhu
Colonel - Fallschirmjäger
Colonel - Fallschirmjäger
Posts: 1437
Joined: Fri Nov 04, 2011 9:16 pm
Location: Hungary

Re: Battlefield: Europe MOD v1.6

Post by Uhu »

Breaking!
I just made an experiment, concentrating only on the defense of Sicily (Kursk-save). And it turned out - it is defensible! Even on Rommel. Even, without buying 2-3 Semovente 105/25's. I bought one, but I'm not sure, if it was necessary. On the other hand, luck is a big factor at this party, because, Allied planes and ships move and attack really not predictable. I upgraded the JG 27 to G-6 type and brought south the entire airpower from west Europe. With that, and with the pathetic rest of the Italian naval fleet (plus the German sub), I decimated and mostly destroyed the invasion fleet, let only one Brit HW inf to touch the soil of the island. I could even annihilate it, but I let it to capture the Island.
Why?
Because, if Sicily will not be captured, you will have almost no usable Italian forces, except an Alpini and a 75 mnt arty. The 2 fighters are gone, and they were anyway weak. But, when Sicily is captured, you get a lof of strong units! So, it is partical to let for one Allied inf unit to take the island, then land with the Fallschirmjäger on the island in one of the city (the vulnerable transport plane should have surrounded by Axis planes) and recapture the island. Than you have just a minor invasion force in South Italy, while you get all the new, strong forces, plus the recapture-trophy of the two major cities and one airport.
Image
Image
McGuba
Colonel - Ju 88A
Colonel - Ju 88A
Posts: 1555
Joined: Thu Mar 15, 2012 7:34 pm

Re: Battlefield: Europe MOD v1.6

Post by McGuba »

P210 wrote:About the AA discussion. I guess that making all AA units dual purpose would ruin the game balance?
Hm... I would love the idea, but it would definitely change the gameplay significantly. Also as far as I know those lighter AA guns were mostly used against ground units in emergency situations. This is already simulated in the game: when attacked by another ground unit they shoot back on self defence. While the 88 for instance was also used actively against tanks and was an integral part of the AT assests. It is like that in the base game and changing it would be a significant departure, and would need a lot of consideration at this point. Having a number of extra AA/AT units all of a sudden would considerably change the balance of the mod. But I am open to discussion. The main question is how often they were employed offensively against ground targets.

As for the Nimrod, it was special as it was designed to be dual purpose from the beginning, and it was used like that.
Minor gripe, those pain in the *** Sturmoviks are way too deadly. My precious 502. took -6 in one attack run. :D
I think it was bad luck, but you are right. I also felt they are bit too effective and decided to reduce their stats a bit for the next version.
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
P210
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 40
Joined: Wed Jul 23, 2014 11:26 am

Re: Battlefield: Europe MOD v1.6

Post by P210 »

http://www.lonesentry.com/manuals/germa ... rgets.html

I have seen pictures of 10/4 in Russia actively engaging enemy position in support to infantry attack. Beyond effective enemy small arms fire range. I think the loose quote would be "using 2 cm gun excellent accuracy and optics" (unfortunately I do not remember in which book).

Just finished Antony Beevor book Ardennes 1944 and there were some anecdotes from both sides about using M16's and Self Propelled Flak against ground forces during periods of bad weather. Americans mostly defensively and Germans offensively in support of an attack.

I do not mind if AA units stay as they are, but just thinking about ways to have even more possibilities and variation in already fantastic mod. :)
JimmyC
Sergeant Major - SdKfz 234/2 8Rad
Sergeant Major - SdKfz 234/2 8Rad
Posts: 632
Joined: Tue Jan 14, 2014 10:31 am

Re: Battlefield: Europe MOD v1.6

Post by JimmyC »

McGuba wrote:...if the player is short of prestige the 3.7 cm could be a better deal. Even if it has only 2 hex range, which means it will be able to reach and attack less enemy air units. And then there are those mobile AAs which can go after a specific enemy air unit, but are more expensive. So it is not easy to answere this question, IMO.
Uhu wrote:There are not big differences between them. The 20mm AA's are a little weak, the German type should be upgraded to the 37mm version.
I’m not so sure. Looking at the AA stats, the 2 cm Flakvierling 38 looks attractive to me for its high ROF of 12, compared to the 3.7 cm FlaK 37’s ROF of 10. So that means it gets 2 extra shots off compared to the 3.7cm. The downside being that its air attack is 13, compared to the 3.7cm’s 14. So does 2 extra shots make up for 1 less air attack? I don’t know, as I don’t fully understand the mechanics behind the combat results.
Uhu wrote:- Mobile AA's are nice extra, to accompany moving armor and arty. My experiences are, that even the Sdkfz 10/4 is good as it is. Lower caliber, but very high mobility makes it useful. If you give it one extra overstrength point, than it will be about on the level of the higher stat guns.
Fully agree here. Absolutely no reason to upgrade as the extra 3 movement more than makes up for anything the other 2 vehicles offer in firepower.

The only exception is late war, when I like to have an ArmoFlaK unit if I can afford it (Ostwind or Wirbelwind). They have very high ground defence (14) and also a higher air defence (13). Expensive though.
Uhu
Colonel - Fallschirmjäger
Colonel - Fallschirmjäger
Posts: 1437
Joined: Fri Nov 04, 2011 9:16 pm
Location: Hungary

Re: Battlefield: Europe MOD v1.6

Post by Uhu »

Yes, the Flakvierling's performance is absolute satisfying. I meant under "20mm's" the simple 20mm's. :)
JimmyC wrote:I’m not so sure. Looking at the AA stats, the 2 cm Flakvierling 38 looks attractive to me for its high ROF of 12
Image
Image
JimmyC
Sergeant Major - SdKfz 234/2 8Rad
Sergeant Major - SdKfz 234/2 8Rad
Posts: 632
Joined: Tue Jan 14, 2014 10:31 am

Re: Battlefield: Europe MOD v1.6

Post by JimmyC »

Uhu wrote:Yes, the Flakvierling's performance is absolute satisfying. I meant under "20mm's" the simple 20mm's. :)
JimmyC wrote:I’m not so sure. Looking at the AA stats, the 2 cm Flakvierling 38 looks attractive to me for its high ROF of 12
Yes, i wondered perhaps that was the case when i was writing my reply.

When i first started playing PzC, i spent a lot of time reading up on the rules and am sure there was some modifier bonus for AA when they are attacked by aircraft (also if aircraft attack units adjacent to AA). It is a bit like AT receiving an initiative bonus if attacked by tanks. But if my memory serves me correctly, the air defense value of the attacking aircraft suffers a negative modifier (-3 or something) if it is attacking. When it is the AA's turn and it is used offensively to attack an aircraft, then no such bonus applies.

So i'm thinking that where used defensively (protecting units from attack), higher ROF might be a bigger advantage than higher air attack, as the attacking aircrafts air defense is lowered. But where used offensively (chasing after and attacking aircraft), higher air attack is probably preferable. This would apply to the SPAA i guess.

Then again, maybe i am just overthinking the whole thing and have to try and move on from my experiences of Operation Overlord :shock:
slowgtp
Senior Corporal - Destroyer
Senior Corporal - Destroyer
Posts: 100
Joined: Tue Nov 11, 2014 3:30 am

Re: Battlefield: Europe MOD v1.6

Post by slowgtp »

I take every German AA gun, sans the two Flakvierlings which I don't convert, convert them to 88s if they aren't already, and move them to the English channel on a constant line from Le Havre to the airfield north of Amsterdam. I call it the 'Großbelt'.

The results are devastating. I always ensure my aircraft in this sector are always upgraded to latest models, and over strength.

I ship the Italian AA to Africa and convert it to the 90mm, and the AA on Crete to 88mm and moved to N. Africa as well. I don't worry too much about AA on the Eastern Front.
captainjack
Brigadier-General - 15 cm Nblwf 41
Brigadier-General - 15 cm Nblwf 41
Posts: 1912
Joined: Thu Sep 13, 2012 7:42 am

Re: Battlefield: Europe MOD v1.6

Post by captainjack »

Uhu wrote:But if my memory serves me correctly, the air defense value of the attacking aircraft suffers a negative modifier (-3 or something) if it is attacking.
I think it's called "Low Level attack modifier" and is -5 off ground defence (but feel free to check with control +L after setting your tac bomber on an AA gun), so it can make quite a difference. It only applies to fighters and tac bombers - presumably strategic bombers can stay high while attacking, so they are unaffected by the -5 penalty. Strat bombers also immune to passive air attack AA[-x], which also makes sense as they are attacking from a long way up and won't be worried by a few MGs.
JimmyC
Sergeant Major - SdKfz 234/2 8Rad
Sergeant Major - SdKfz 234/2 8Rad
Posts: 632
Joined: Tue Jan 14, 2014 10:31 am

Re: Battlefield: Europe MOD v1.6

Post by JimmyC »

captainjack wrote: I think it's called "Low Level attack modifier" and is -5 off ground defence (but feel free to check with control +L after setting your tac bomber on an AA gun), so it can make quite a difference. It only applies to fighters and tac bombers - presumably strategic bombers can stay high while attacking, so they are unaffected by the -5 penalty. Strat bombers also immune to passive air attack AA[-x], which also makes sense as they are attacking from a long way up and won't be worried by a few MGs.
Thanks for clarifying CJ. That makes sense about the strategic bombers not suffering from the same penalty, but it weakens my argument a bit about ROF being more important defensively (at least against strategic bombers).
captainjack
Brigadier-General - 15 cm Nblwf 41
Brigadier-General - 15 cm Nblwf 41
Posts: 1912
Joined: Thu Sep 13, 2012 7:42 am

Re: Battlefield: Europe MOD v1.6

Post by captainjack »

ROF vs extra attack is a tough one to work out.

Clearly more attacks is a good thing, but unless you are at a very high attack/defence difference, +2 attack could be 8 or 9 percentage points better (ie 48 or 49% kill chance rather than 40%) which would make as much or more difference than extra attacks.

In most cases, this would probably work out OK for lower ROF as well. However, if you have enough prestige for overstrength, low ROF can means that overstrength is less effective, so 11 strength with 90% Rof = 9 shots, same as 10 strength at 90%.

Doing a proper analysis is quite hard work - there was a recent analysis of combat stats for two different fighter types which showed this, although it did reveal some interesting patterns so worth a look if you have the time.

My experience (backed up by only enough analysis to check I wasn't miles off track) is that 120% RoF is good when you have a good kill percentage, but higher attack is useful more often.
JimmyC
Sergeant Major - SdKfz 234/2 8Rad
Sergeant Major - SdKfz 234/2 8Rad
Posts: 632
Joined: Tue Jan 14, 2014 10:31 am

Re: Battlefield: Europe MOD v1.6

Post by JimmyC »

Thanks for the details analysis CJ. I've never overstrengthed anything in this mod as generally prestige is too precious. I can see it could possibly be worth overstrengthing a 3.7cm or Flakveirling though, as its unlikely these units would take damage if based on the western front in the early years. For sure its a waste to overstrength the 8.8 though, as you'd need 2 overstrength just to get 1 extra attack.

I believe that experience (stars) gained also has a significant affect on this. Every star gained on an AA increases its attack by 2 https://steamcommunity.com/sharedfiles/ ... =305486619

In that case, an experienced Flakerveirling would be very potent. For example, a 2 star Flakerveirling would have air attack 17 (13+2+2) and would get 12 attacks. This compares with a 2 star 3.7cm with air attack 18 and 10 attacks (still good, but i think the 2 extra attacks are better). So i think the most economical option might be to give your flak experienced replacements, rather than overstrengthing them.

And yes, i read the thread analysing the 2 fighters although to be honest most of it went over my head!
McGuba
Colonel - Ju 88A
Colonel - Ju 88A
Posts: 1555
Joined: Thu Mar 15, 2012 7:34 pm

Re: Battlefield: Europe MOD v1.6

Post by McGuba »

P210 wrote:http://www.lonesentry.com/manuals/germa ... rgets.html

I have seen pictures of 10/4 in Russia actively engaging enemy position in support to infantry attack. Beyond effective enemy small arms fire range. I think the loose quote would be "using 2 cm gun excellent accuracy and optics" (unfortunately I do not remember in which book).

Just finished Antony Beevor book Ardennes 1944 and there were some anecdotes from both sides about using M16's and Self Propelled Flak against ground forces during periods of bad weather. Americans mostly defensively and Germans offensively in support of an attack.

I do not mind if AA units stay as they are, but just thinking about ways to have even more possibilities and variation in already fantastic mod. :)
Thank you for sharing your thoughts. Now I am also under the impression that the Germans used their AA guns against ground targets possibly more often than other nations and on many cases offensively. Even in the intro of this mod there is such a light AA gun fired horizontally, most likely against ground targets. Still I am a bit undecided firstly because in the vanilla game most of the AA guns (apart from the German 88 mm and the Soviet 85 mm and maybe a few others) are not multipurpose and changing them would be a major departure from the original game rules IMO. Secondly, this mod has a very fine balance which could be broken easily by such a major change. So it needs some serious thinking and testing for sure. On the other hand, the next version of the mod will be again harder than the current one with more enemy units possibly appearing on the map, so this could be a part of the "compensation". I would love to hear the opinion of other experienced players on this matter. Also, if I am right there are several mods out there having mulitpurpose AAs, and I would love to hear how it affects the general gameplay, mainly difficulty wise.

Whatever happens, I have made new animations for the 20 mm and 37 mm AA guns as I was not happy with their vanilla MG animations. So there is already some improvement. :)
ImageImage
slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
JimmyC
Sergeant Major - SdKfz 234/2 8Rad
Sergeant Major - SdKfz 234/2 8Rad
Posts: 632
Joined: Tue Jan 14, 2014 10:31 am

AA change

Post by JimmyC »

Whilst open to the idea, I don’t think it is necessary in this mod. In the vanilla game it would be a great idea, as there is absolutely no incentive to use any AA other than the 88. But that’s more a problem of the structure of the main game and this issue doesn’t apply to yours.

If you do decide to implement it for your mod, I would want their attack stats to be quite weak, such that attacking with them would be an option of last resort. Looking at their stats, they already appear quite weak actually... maybe just reduce their initiative a bit? I don’t feel there is a need to increase their price, but that’s up to you. How about the animation though for when they are in AT mode? Are there such animations around? Are you also intending to implement this function for the self propelled AA? I think that SPAA would benefit a lot more from this option compared to towed AA.
Post Reply

Return to “Panzer Corps : Scenario Design”