Re: ***[MOD] RUSSIA AT WAR:1941
Posted: Sat Nov 13, 2021 11:56 am
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I really like this change.captainjack wrote: Wed Nov 10, 2021 9:52 am 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.
Range 2, 5700 mIntenso82 wrote: Sun Nov 14, 2021 8:44 am - 120mm Mortar
Range = 1, SA = 9, HA = 2, Mov = 2, Prestige = 90
F-22 USV M39. At 22.06.41 - 1170 pcs
11800 m, Range 3. SA -10 (21,76 kg)Intenso82 wrote: Sun Nov 14, 2021 8:44 am - 122mm M-30 M1938
Range = 2, SA = 9, HA = 4, Mov = 1, Prestige = 270
Imho range scaling should be based on tactical considerations within the hex combat meta, and not be tied too much to the exact hex scaling.Intenso82 wrote: Sun Nov 14, 2021 3:32 pm In mod 1 hex=15km.
Therefore, as a playable distance assumption for divisional artillery, it is 2 hexes.
If she shoots 16-20 + km it counts as 3 hex long-range artillery.
There is artillery that shoots at 40 km, this is also 3 hexes.
A larger number will look strange 4 hexes is 60 km more suitable for short-range tactical missiles, lol![]()
Therefore, mortars are a compromise and were introduced only due to the fact that in one period of the war they were brought to the divisional level. Due to the general lack of artillery.
Therefore, it is only an option. The player's decision is which to choose arty or more limited mortars, albeit with a larger firepower.
I also tried scattering rule. "RangeAttackPenalty"
-1 SA for 1 hex.
Therefore, mortars are the most powerful unit of the 120mm family.
Because a conventional cannon usually shoots from a distance of 2.
And the strength there is 8, instead of 9 for mortars.
Since the AI is dumb, the units are not symmetrical in terms of characteristics.
German 10.5cm artillery has a range of 3.
Well, she's more mobile)
And in general, this reflects that the German artillery is more powerful than the Soviet one.
ROFLIntenso82 wrote: Sun Nov 14, 2021 3:32 pm Since the AI is dumb ...
And in general, this reflects that the German artillery is more powerful than the Soviet one.
Agreed.Locarnus wrote: Sun Nov 14, 2021 4:03 pm Imho range scaling should be based on tactical considerations within the hex combat meta, and not be tied too much to the exact hex scaling.
Thus I feel it is more important to make one arty outrange another arty, than sticking to 1hex=15km.
Range 1 for adjacent fire without counterfire, or defensive support fire
Range 2 for supporting an attack from the rear
Range 3 for possible counterbattery fire (above 1 friendly and 1 enemy frontline unit)
Range 4 and up for long range fire (eg above divisional level)
Mortars represent defensive support fire.Locarnus wrote: Sun Nov 14, 2021 4:03 pm Imho range scaling should be based on tactical considerations within the hex combat meta, and not be tied too much to the exact hex scaling.
Thus I feel it is more important to make one arty outrange another arty, than sticking to 1hex=15km.
Range 1 for adjacent fire without counterfire, or defensive support fire
Range 2 for supporting an attack from the rear
Range 3 for possible counterbattery fire (above 1 friendly and 1 enemy frontline unit)
Range 4 and up for long range fire (eg above divisional level)
Yes, there is much in the fog of war.McGuba wrote: Sun Nov 14, 2021 7:41 pm It is hard to say as some information is still missing like the maximum ammo of each arty unit, what are the available land transports for them and what is their price and also the amount of available prestige and unit slots.
If there is no core slot limit I may purchase more of the cheaper ones, especially if we are still talking about the year 1941, when defense and delaying is the most important goal. If there is limited core but plenty of prestige I buy more of the best. Other than that maximum ammo is also very important as even the best arty is useless if it runs out of ammo too often. And then there is the question of how many of these are already available in the map, what is the general strategic situation, for example at a certain objective city I would prefer to have one of them over another, because of the terrain or the other units already there, so I think it is more complex to answere it here just in theory.
Thanks for the answer.fgiannet wrote: Mon Nov 15, 2021 9:47 am I would probably upgrade 75% to the 76mm and 25% to the 122mm. I would not upgrade any artillery to mortars because of their low ammo stats. The mortars have great SA values but their lack of range will limit their utility. I want the option to use artillery defensively or offensively even if there is a penalty for shooting farther than 1 hex (it can still reduce entrenchment). If the mortars have a higher ROF I might consider their use but it is very challenging to take artillery out of the line and send them to the rear during your mod of Barbarossa. It would be difficult to invest that time in a range limited artillery unit. Lower SA values in artillery does not seem to be as detrimental as with direct fire units in my experience.
Yes, there are different situations. This is great for the game.fgiannet wrote: Mon Nov 15, 2021 9:47 am Speaking of artillery....I remember playing your mod and attacking a Wehrmacht infantry unit in a forest. It had nowhere to retreat and I wanted to force a surrender. Automatic entrenchment is 2 so....I had two conscripts attack before I used my artillery and sent in the regulars. It had to be done that way in order to remove the entrenchment and allow the artillery to be most effective. It was such a powerful example of some of the difficult decisions that had to be made during that critical time in history. Panzer Corps, with it’s standard equipment file and 10 strength units, never required me to make that tactical choice. Your mod brought that type of situation to life for the first time and reminded me of a quote by the great Rokossovsky: “They did not know their attack was a diversion, we couldn’t tell them, and their future losses weighed heavy on me” (I am paraphrasing because I do not remember the exact quote or where I read it).
Soviet units do not have much fuel.uzbek2012 wrote: Mon Nov 15, 2021 11:53 am Just one question will the tanks have a lot of fuel and shells + spare parts ( yes , Panzer Corps has a magic button that replenishes everything at once ) ? After all, half of the tanks were abandoned by the crews precisely for breakdowns, lack of fuel and ammunition .....
That there will be a T-35 tank is good)Intenso82 wrote: Mon Nov 15, 2021 9:08 pmSoviet units do not have much fuel.uzbek2012 wrote: Mon Nov 15, 2021 11:53 am Just one question will the tanks have a lot of fuel and shells + spare parts ( yes , Panzer Corps has a magic button that replenishes everything at once ) ? After all, half of the tanks were abandoned by the crews precisely for breakdowns, lack of fuel and ammunition .....
In the mod, the number of units is already calculated taking into account 50% of non-combat losses.
The Germans have enough strategic bombers to cope with the reduction of fuel and ammunition.
An interesting balance turns out.
Yes, I still added a T-35 with a strength of 5. For example, it has fuel = 7.
Returning to the question of artillery, which option would you choose?
It is interesting that the Zis-3 is repeatedly listed as having a rate of fire up to 25 rounds per minute (rpm). Even if the average crew’s rpm is lower, maybe only the best crews can achieve 25 rpm, they most likely have a much higher rate of fire than comparable German Artillery and 120mm Soviet Mortars. At 20 rounds per minute, if those numbers are based on a direct fire role, it would fire 25% faster than the 7.5cm PAK 40 but never seems to receive significant ROF bonuses. I understand having 120mm mortars fire faster for gameplay reasons but your mod typically keeps much closer to historical facts....although I am probably forgetting something.....Intenso82 wrote: Mon Nov 15, 2021 9:00 pm I think I will increase the mortars ROF to 12 and reduce the cost from 90 to 80.
My version.McGuba wrote: Mon Nov 15, 2021 10:24 pm I think max ammo 3 is a great restriction for an artillery unit and if it is like that I don't think I would purchase or upgrade many such units. Perhaps only 10-20% of my arty units or even less. It means that if it provides defensive fire to more than one adjacent friendly unit it likely runs out of ammo in every turn when these are attacked by the enemy repeatedly. On top of that if there is an enemy unit next (or above?) it can only get 2 (or just 1?) ammo when pressing the resupply button. And terrain (and bad weather?) can also affect it negatively. And then the noupgrade trait is yet another punch in the face for such a weak unit. So I think it would not be my favourite unit of choice.
And for the other two, I think the 76mm gun has only marginally more ammo than the 122mm one. 5 vs. 4 ammo is not a great difference and thus I would only buy or upgrade some of the 76mm gun, perhaps like 20-30% and then most would be the 122mm one. Even if it means that I have to wait more to get enough prestige to upgrade to it and I would be forced to use the understrength obsolete arty units longer. I think the 76mm gun should have 6 ammo at least to make it competative to the 122mm one.
The M1942 76mm gun looks nicer because of the AT mode, but again, it should have at least 6 ammo to compete the 122mm howitzer with 4 ammo.
One accurate hit is better than 25 rounds per minute.fgiannet wrote: Tue Nov 16, 2021 8:16 amIt is interesting that the Zis-3 is repeatedly listed as having a rate of fire up to 25 rounds per minute (rpm). Even if the average crew’s rpm is lower, maybe only the best crews can achieve 25 rpm, they most likely have a much higher rate of fire than comparable German Artillery and 120mm Soviet Mortars. At 20 rounds per minute, if those numbers are based on a direct fire role, it would fire 25% faster than the 7.5cm PAK 40 but never seems to receive significant ROF bonuses. I understand having 120mm mortars fire faster for gameplay reasons but your mod typically keeps much closer to historical facts....although I am probably forgetting something.....Intenso82 wrote: Mon Nov 15, 2021 9:00 pm I think I will increase the mortars ROF to 12 and reduce the cost from 90 to 80.