McGuba wrote:Right, now I would like to attempt to sort out the StuG artillery problem as I think there are several inconsistencies with the vanilla units.
I know it is a dangerous area, but it has to be done. I would like to make a distinction based on how these vehicles were used in the first place. Those which were mainly used as assault (infantry support) guns (StuG IIIA-E and StuH 42) should be multipurpose, and those which were mainly used in the AT role should only be mobile AT.
Any input on this is welcome.
Excellent. I don't think it is a dangerous area, just one with a lot of opinions. I have a slightly different logic with respect to the switchability (I'll explain further down), but I think the most important thing is what Delta66 mentions, and I agree with:
Delta66 wrote:Overall I tend to agree with you, most of your suggestions feels good. It would probably be more consistent to do as you say from a gameplay point of view.
So, I'll try to be critical but constructive, with some numbers sprinkled around.
McGuba wrote:StuG IIIB: GD up to 11 from 10 (it had 50 mm max solid front armour and all other tanks with such armour have GD 11) - even 12 could be considered due to its low silhouette (?)
GD: I put it at 11 for now, but 12 is not too high I think. In armour thickness, it is equal to a PzIVF, which is easier to hit, so the StuG's GD can be a little higher.
From the StuG III C/D model on a vulnerable 'shot-trap' was eliminated from the front plate (there was a cutout for the gunsight on the A/B models). So I thought I'd put the 'B' at 11 and he 'C' through 'F' model at 12. I might make them both a little higher in the future. Why? Well, the vanilla 'F' model has GD 14 but in reality has the same defensive properties as the 'C'. So arguably the 'B' can be put at 12 or even 13 GD.
Should be made multipurpose with secondary role as AT as it was often used in the AT role, and also its successor, the StuH 42 has AT switch by default in the vanilla game, so why the StuG IIIB does not have it?
In AT mode it should have SA 8 and HA 7 as it had the same short 7.5 cm KwK 37 L/24 gun as the Pz IV D-F giving it a limited AT capability and a much increased assault gun role. Because of the multi switch its price would go up to like 420 (currently the 105 mm gun equipped StuH 42 costs 460 in the mod).
I am making it multipurpose. I agree with Delta66 that is wasn't designed as an AT weapon, and was only supposed to defend itself against tanks.
Delta66 wrote:There is no doubt that the Stug IIIB or StuH42 were occasionally used in AT roles but it was often as an emergency measure, or maybe early in the war vs weakly armored AFVs. However their primary role was certainly mobile armored direct fire artillery. I'm not sure if they were used as deliberately as AT guns as the Soviets did with there SU assault guns. I think it was more a sort of self defense measure.
I'll re-quote myself from here:
viewtopic.php?f=125&t=33153#p363885
The StuG (B) had a maximum range of indirect fire (ARTY mode) of 6000 metres. Simple, as that was the design demand and the range to where to sights were calibrated. It had no doctrinal anti-tank role unless in self-defence or when nothing else was available. It was to be used as an attached unit to deal with enemy strongpoints, preferably attached to infantry units, secondarily tanks. Tertiary use was as divisional artillery (indirect firing) but this was advised against as it was a waste of their abilities.
Direct fire range (against enemy bunkers or tanks) was max. 1500 metres, design specs called for 500m direct firing range and at this range all existing tanks should be penetrated (which ment 40mm armour penetretation at the time). So these 1500m/6000m ranges were the maximum ranges allowed by the sighting equipment. The gunner had to physically switch the sight unit to be able to change between direct and indirect fire. So this is actually pretty consistent with the switching modes in the game! Note that a lot of people think this was just a Panzer III chassis with the gun of the Panzer IV (D) mounted, but the frontal armor was far heavier than those tanks (early Panzer III=30mm, similar StuG III=50mm), it was specifically designed to attack well-defended hard targets. They were very succesful during the Battle for France, especially when supporting infantry.
All the doctrine went out of the window during Barbarossa, and they started to operate more and more as offensive mobile anti-tank units, out of pure necessity.
McGuba wrote:At the start of Barbarossa there were about 300 produced and thus there is one StuG IIIB already placed on the map (one tank unit represents about 200 vehicles in the mod) so it should be made 'nopurchase' to avoid that the player can have more in turn 1. Thus a later version, the StuG IIIE would become available for purchase or upgrade at around Oct 1941 with the same stats so that the player can have more later if he wants. (About 450 StuG IIIC-E were produced by March 1942 and in July 1942 there were 619 StuG IIIIA-E combat ready.)
Just referencing my StuG book by Spielberger, it lists 272 availabe at the start of Barbarossa. And check my modded unit list below, a few months ago I actually put the 'E' start of availability at October, so that looks very nice.
StuH 42: in artillery mode its SA would go down to 9 from 12 as it had the same 10.5 cm gun as the Wespe. However, in AT mode its HA would go up to 11-12 to represent the increased AT capability of the 105 mm gun over the previous 75 mm one. Its max ammo would go down to 5 from 6 (it could carry only 36 shells).
What range are you going to give it? I've been looking at the possible gun ranges for these units, and estimated these max. range stats as a guidance for ARTY modes:
StuG III Short barrel: 6000m
StuG III Long barrel/StuG IV : est. 7500m
StuH : est. 8000m
To give some perspective:
Sturmpanzer I (SiG33): 4700m (in-game range: 3)
Nebelwerfer 15cm: 6000m (range: 2)
Nebelwerfer 21cm: 7800m (range: 2)
Nebelwerfer 30cm: 4500m (range: 2)
7,5cm FK16nA: 12300m (range: 2)
10,5cm leFH 18: 10600m (12325m with long-range charge) (range: 3)
15cm sFH 18: 13325m (range: 3)
17cm K18: 29600m (range: 3)
21cm mrs.18: 16700m (range: 3)
The biggest problem for me is not just the range, but the damage they can inflict. They may have the same caliber shells, but they were not equally effective. A towed artillery piece had a decent rate of fire (large crew and room to operate), but a small crew in a cramped metal box would be far less effective in keeping a good rate of fire. So if you take the 10.5cm leFH as a baseline, the StuH should have less SA in indirect mode or a lower RoF. The Wespe would sit right in between those two. I use this same principle to 'cheat' with ammo stats, because these units would not consume their ammo at the same rates.
StuG IIIF-G would stay the same (only AT) as these were mainly used in the AT role.
StuG IV: it was basically a StuG IIIG superstructure fitted on a Pz IV chassis (instead of the Pz III). It was used together with the StuG IIIG in the very same manner in the AT role. Thus it should not be multipurpose with artillery role. It should be the same as the StuG IIIG with +1 ammo and more range and thus slightly more expensive. Additionally, it should be in the same upgrade family with the JagdPz IV/48 and 70.
Sound logic. But to play the devil's advocate here: I'm not sure about the lack of a switchable mode for these units. My doubts come from the fact that unlike tanks, these assault guns were often assigned as direct support weapons for infantry, and technically were still considered artillery.
And personally, I have an unreasonable/irrational wish to keep all of the StuG IIIs in the same unit family, so if it suddenly lacks a switch it would be a bit weird perhaps. Although the true upgrade for the IIIB etc. is the StuH, as that was supposed to fill the direct fire role when the longer barreled versions started to be used as AT guns. This seems to be the logic used by the game, and it basically comes down to personal preference I guess.
My preference for now is giving the long-barreled StuG models an 'arty' switch but with range 1 and both HA and low SA lower than the AT version. This way they can be put behind other units (entrenched infantry) and help defend against armored attacks, and for offensive action you'd have to switch them. Same with the Soviet SU models. But, I haven't tested it yet, and it might turn out to be a bad idea. If anything, I think this works best if they have lower SA/HA in arty mode, to make sure the AT switch is the most effective.
Another subject you mention is ammo/fuel and availability dates. I'm using these numbers for now, which are not very accurate because I adjusted them for 'gaming purposes'. I'm not using all of these versions, but I was making a list so I added them all in case I needed it for reference.
unitname fuel/ammo (available from)
StuG IIIA 5/40 (1.5.1940)
StuG IIIB 5/36 (1.7.1940)
StuG IIIC 5/36 (1.4.1941)
StuG IIID 5/36 (1.6.1941)
StuG IIIE 6/36 (1.10.1941)
StuG IIIF 5/33 (1.4.1942)
StuG IIIF8 5/33 (1.9.1942)
StuG IIIG 5/32 (12.1.1943)
StuH 42 4/33 (22.11.1942)
StuG IV 6/45 (28.12.1943)
I am thinking of adding a 'late' model StuG IIIG , to represent the continuous stream of improvements that were still added to this 'final' version.
So, that is all for now... I'll check back later, but I think you are on the right track already.