Re: Battlefield: Europe MOD v1.8
Posted: Sun Dec 25, 2016 11:59 am
What if make Bridge Unit (instead territory) - for destroy/build purpose ? And use Brandenburges for destroy enemy Bridges ?
Thanks!Ag0range wrote:Hi! I managed to come to the very start of the Barbarossa! Again. Really impressive mod, transmits the sadness and the dimensions of the depicted events. Now it really is a piece of art.
That's a Ju 88D, which is a recon plane with no attack capability. It should be used for air recon thanks to its good spotting range.Was really surprised that one of the Ju88 (do not quite remember which one, guess it was Ju88A) was not suppressing ground units, even not able to attack them.
Yes, English is not my first language and I am sure there are also some other unintended typing or grammatical errors due to the large amounts of text that I added. I found and fixed the one you mentioned, but I cannot really fix something that is just there, somewhere...I absolutely love the event messages. Though, a pair of typos are still present (one I have seen just at the end of the first message text of Barbarossa that follows the briefing, the word "manGage" in the last frase. That one is visible. Another in the library, somewhere, does not matter much, just mentioning).
No. It is only the extra experience and prestige.Now the question. Do major victories in France or the Balkans give any special opportunities, or the only difference is the amount of the prestige rewards?
I guess the game manual is a good place to start:And could someone please clarify for me the close defence? It has just dawned on me....
CLOSE DEFENCE
Unit’s defence rating when it is being shot at from short distance. In this situation the enemy can exploit any weak spots in the unit’s protection, and so the Close Defence is often much less than its Ground Defence. In close terrain (like cities, forests and mountains) infantry always shoots against the opponent’s Close Defence rating.
This makes infantry especially dangerous in close terrain. Also, Close Defence is used if the unit is ambushed by the enemy.
6.11. CLOSE TERRAIN
Close terrain types (like cities, forests and mountains) are special because they make it difficult to use long-range weapons. This is modelled by the fact that each terrain imposes a certain initiative cap on the fighting unit’s initiative. Infantry is specifically trained to fight in close terrain, and their initiative rating reflects their training, not the range of their weapons, so infantry units are immune to the initiative cap.
Also, close terrain makes it easier for infantry to exploit weak spots in an enemy unit’s protection, so in such terrain infantry units shoot against the opponent’s close defence rating.
The early Pz.IV variants were not suppposed to be used aginst enemy tanks, they only had a short barrel 75 mm gun which fired low velocity shells with poor armour penetration. The early Pz.IV was to be used against infantry and the Pz.III was to be used against enemy tanks. (However, in the late variants they swopped their role.) Nevertheless, the early Pz.IV was generally better than most Soviet tanks, except for the T-34/KV tanks, but was also vulnerable to the lighter Soviet tanks and AT guns at 500 m or bellow due to its poor armour protection, especially in the sides (20-30 mm). In the later versions its armour was also increased.I felt weird for my beleifs to find out that a BT7 might be that dangerous for a PZIV... Even with Dice chess... And to find out that the Brest fort can be actually destroyed in one turn just applying Karl, another arty, one infantry unit from a river (!) and just one more AT unit coming from the south.
I think those "paper division" were there, but were just not mobilized. The fact is that the Red Army managed to raise a staggering amount of new divisons out of nothing in the first year of the war despite the horrendous territorial and human losses. Which means they DID have the necessary supplies, resources, weapons, officers and NCOs, etc. in 1941. The German's only hope was a quick collapse of the communist regime which did not happen - "we just have to kick in the door and the whole rotten building will collapse..."Actually I have heard several times (including in the University) and have read as well that the crazy numbers of the soviet divisions in 1941 just existed on paper for deception reasons, to scare off the nazis.
Interesting idea, but the problem is it would make the mod a bit unbalanced as it would only work for those who do make air recon, but do not check the actual stats of the unit or do not read this forum here...Edit: Ahahahha I know! Just put a structure that has a precise icon of a full 10 KV-1 near Moscow, that has parameters of pure 0-s, so to be destroyed with one sneeze!
Organaized defend was gone about week. But separate and isolated groups was fighting about month. Last commander Major Gavrilov was captured 23.07.41.McGuba wrote: Historically Brest was held for one week and in this mode one turn means two weaks, so if you can take it in the first turn it is absolutely all right.
In real war tanks not good in close combat and street fighting. (Historical: Warsaw siege 1939. 4 Panzer Division lost about half own tanks after enter in Warsaw street fighting.)Ag0range wrote:Does that really mean that the tanks are virtually unable to defend themselves but in plains? And are these almost helpless in all the woods and all the hills? I always used to think (from the Civilization series ahahha) that defending in the hills, in the woods and in the cities is an excellent idea and is much more secure that in the open fields... So that is the reason I always suffer horrible tank losses, right?
Yes, it was indeed heroic, but at this scale, where one infantry unit normally represents 2-4 infantry divisions or an army corps, individual heroism cannot really be simulated.Yrfin wrote:Organaized defend was gone about week. But separate and isolated groups was fighting about month. Last commander Major Gavrilov was captured 23.07.41.McGuba wrote: Historically Brest was held for one week and in this mode one turn means two weaks, so if you can take it in the first turn it is absolutely all right.
Good luck! And prepare for the Russian winter. It will always be worse than you would think.fixative wrote:I just downloaded mod... and im going to try it. I love hexa grand strategy maps (my addiction to hexa maps started with Commander: Europe at War... it was my 1st Slitherine game ever)

McGuba did not play yet with OOB, but I did. It could be a great game, it has many new, exciting feautures, but overall it is a Kindergarten compared to BE. I would see a game - and I would gladly join the dev crew! - which joins the good aspects of PzC: BE, OOB and Gary Grigsby's War series together with some extras. I think it would be the ultimate WW 2 strat game! So, we need just a few programmers and graphicians.steelwarrior wrote:Awesome mod - do you plan something like this for order of battle also?
steelwarrior wrote:What do you mean with BE? I like decisive campaigns also and Gary GHrigsbys is great to - but I want more decisions like in the DC series
As far as I remeber, you can rename units with Alt-N. On the other hand, as McGuba stated, one unit represents a couple of divisions on this scale, that is why naming a unit for an individual hero looks weird, though, handy for game reasons. For my taste, it diminishes the flavor, though, that is why I never rename units, or just rename some really outstanding ones. The same might go with recon Ju88Ds - you can put some semi funny name for them not to confuse them.Uhu wrote: - It would be helpful, if the different inf units would have different names. Why? While transporting, it avoids confusion, when you see, what type of inf sits in the train.
- Units with hero values shall be also named in their names.
-> I always start the game renaming all the given units: PzGren (Mot, 6-Mot),(Tr), Pioniere, GebJäger, Brückenpioniere, Art (horse), (horse+), (Mot), (Tr), Security Inf, Reserve Inf. Heroes: +2A, +1D, +3I, +M, +S
I do not really understand, but I guess you mean they should get the camo trait when in periscope depth. Actually I am quite happy with the U-boats now. They are better when used in larger groups or when supported by the Fw-200 and/or another long range strat bomber. You can check the 42 and 43 save games: in my historical test play I managed to keep 3 U-boats on the convoy routes in late 1942 with 6 more on the way or moving back to base which is quite close to historical facts.Uhu wrote:- Normal dived subs should have the contact trait. It would be more realistic and they would have more chance against the LOS 3 destroyers (and everything else. Probably some balance tuning is needed for that.
Yes, it is completely true, and I did order all the Meteors to patrol British airspace, but sadly the AI did not follow my orders.- As I found out in the internet, there were a very few British Meteors existing over Europe. Even they did not make a fight with Germans. So, I would suggest to take them out and replace them with more experienced Tempests, or Tempests with heroes.
Probably true, even having more presitge playing on General, sometimes I hesitated to upgrade to these. And in some cases it is not even the prestige, but the time required for the upgrade is insufficient, those guns being so busy during the decisive year of 1943.- RSO movers are still too expensive, no use to upgrade them. I would suggest 25 max 30 prestige price.
Yes, I was very disappointed when they did not add it, even though I and others repeatedly asked for it.- With the traits now showed in the unit character sheet, the ROF numbers could be also created to be showed.
It is intentional, a compromise to stop naval units from sailing up the Nile river (as it would be the case as if it was canal/strait all over). It cannot be a river terrain either, as then during the winter it could freeze and ground units could move through it too fast. So I just ended up making those coastal hexes swamp.- In the Nile delta there are some confusing river/swamp hexes - it shows "Nile river" and also a river icon is there, but the terrains are swamps.
Oh, come one, are you serious? It is already a big help for orientation, but even real commanders had no idea when to expect a certain new type to reach the front in numbers. Probably the nicest example is the battle of Kursk, which was postponed because there were not enough new Panthers and Ferdinands available. But Me 262s and Type XXI U-boats were also expected much earlier. IMO it is more than enough to know if a certain type will soon be available for upgrade or purchase. Bear in mind that the majority of players are not "50 turn time-runners" like you,- Upgrade chart is nice, but exact date should be wrote there (or even the turn).
Sure, but there is no AI zone to do so.- At least the Allied forces in Tunis should be go to passive mode after the peace.
True, will fix it.- "Tirpitz unsuccessful attack by manned torpedos" message should be cancelled, if major objective in England is captured.
Probably, yes, it would be helpful. All 5 oil fields on the map has the same AI zone, so it does not matter which ones you take.- I did not got any message after I captured two more oil fields. It would be useful. I also do not know, if this effect also works, if I capture a Soviet and a British oil field (from an earlier reload I remember so, that it does not make the effect).
Yeah, probably would help. Somewhere I saw small binocular symbols, I like them, probably that would be the best. Also, some players are seemingly not aware that they are recon planes:- Recon planes, but especially the Ju88D's need an additional recon symbol to their icons, because they can be really easily mistached with the rest of the Ju88's.
So yes, something should be done here.Ag0range wrote:Was really surprised that one of the Ju88 (do not quite remember which one, guess it was Ju88A) was not suppressing ground units, even not able to attack them. The only possible target for that one are the cities.
I think you are right. For example 15. PzGrn would be better than just 15. Inf.- It would be helpful, if the different inf units would have different names. Why? While transporting, it avoids confusion, when you see, what type of inf sits in the train.
Because there seems to be one:- Why was a forest grown next to Voronezh east?I just curious, it does not makes a big difference.
As far as I know OOB does not allow such large maps. Even if it would I do not really see the point in doing the same once again.steelwarrior wrote:Awesome mod - do you plan something like this for order of battle also?
As I know the smaller Würzburg had a shorter range. Even the bigger Würzburg Riese, which is depicted in the mod, had a rather modest range (70 km which means 3 hex in the mod) and I guess any smaller than that would be pretty much useless (the smaller mobile Würzburg had a range of 29 km which in the mod should be only one hex).Yrfin wrote:What do you think about add features in Battlefield 1.9 :
1. Ability buy Mobile Würzburg Radar (weight 1500 kg-transport SdKfz 10) and add Fw 200C-4 trait Radar (from Feb 1942). It was in real.
The Panhard 178 was not used in large numbers and its production most likely ceased in October 1940. I was thinking to add armoured trains for a while, but decided not to as these would make anti-partisan war a little too easy in my opinion. Historically tens of thousands of German and Minor Axis troops were deployed for anti-partisan duty, mainly to patrol the railroads with more or less success. I guess this part is well simulated in the mod and the addition of such armoured trains would brake the existing balance and would make partisan war easier than it is, relieving many of those anti-partisan units.2. Ability buy railroad version Panhard 178(f)/BA-64(r) and Armoured Trains (for anti-partisan purpose)
I do not think it is a good idea to add paradrop Strongpoints. I never heard anything like that doubt it would be feasble in real life in large numbers.3. Ability buy and paradrop Strongpoints (for winter defense in Russia for example)?
These ideas are more valid. Before v1.8 I was thinking to add camo trait to towed AT guns, but dropped the idea in the end. I think most players would not like it, just as they generally did not like naval mines with camo trait. I might add it later, though.What do you think about change:
- move to 0 for heavy artillery (15 cm and more)
- make AT switchable to "ambush" mode (move 0 / ini +1/ camo) ?
Heavy AA have range 3 (about 20 km in real) so mobile Würzburg can have same.McGuba wrote:As I know the smaller Würzburg had a shorter range. Even the bigger Würzburg Riese, which is depicted in the mod, had a rather modest range (70 km which means 3 hex in the mod) and I guess any smaller than that would be pretty much useless (the smaller mobile Würzburg had a range of 29 km which in the mod should be only one hex).Yrfin wrote:What do you think about add features in Battlefield 1.9 :
1. Ability buy Mobile Würzburg Radar (weight 1500 kg-transport SdKfz 10) and add Fw 200C-4 trait Radar (from Feb 1942). It was in real.
https://en.wikipedia.org/wiki/W%C3%BCrzburg_radar
May be not Strongpoint but something like Wirefield/minefield for building defense line. Just idea. And paradrop - only for purpose delivery in game (not for reality), cos in game not ability "drop' from truck.McGuba wrote:I do not think it is a good idea to add paradrop Strongpoints. I never heard anything like that doubt it would be feasble in real life in large numbers.Yrfin wrote:3. Ability buy and paradrop Strongpoints (for winter defense in Russia for example)?