Re: Grand Campaign Unit Revisions - Update for GC42-43West
Posted: Thu Dec 13, 2012 9:47 pm
Brummbar is the German nickname.
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Good thing I have such a big core waiting to be annihilated.deducter wrote:Re Orlinos: In 1944, it is possible with careful play to get through with your core mostly unscathed. But 1945 is, well, an exercise in destroying your core.
Now that I think about it, I should have relied on my infantry even more. So many Initiative heroes…deducter wrote:The reason why Budapest44 is so hard is because of the bad weather, which not only removes the river as an obstacle, but also equalizes the IN of your units with the Red Army. One big advantage of the German over the Soviets is high IN. Without your IN advantage, units like the Nashorn are useless, and Panthers/Tigers are much more vulnerable.
I understand spotting range. I use my fighters a lot to cover my units – if even a single tries attacking them, the covering fighter is seen. Obviously, I also cover my units with AA guns, but there are often single units at the very front, that cannot be covered by AA without sacrificing the AA and need fighter protection (unless I only use AA, no artillery cover, like I did in the early Tiger days).deducter wrote: […]I usually keep 1, or 2 fighters with the best IN and attack heroes overstrength at max exp. The rest of the fighters can sit comfortably at 3-4 stars, or even lower is fine, if you know how to employ them. The trick is to make sure your low exp fighters are safe from the viewing range of the Soviets. Also (although it depends) I usually will attack with a 10-strength fighter first, then attack with my elite fighter, which makes it so that I rarely lose overstrength points on my best fighter. In conjunction with AA and reinforcing mid-scenario, the air war is manageable.
Being prestige broke, I’ll probably like Panzer IVJ.deducter wrote:The Panzer IVJ has the advantage of lots of extra fuel. I use it to mop up infantry in clear terrain, and also to destroy weak Soviet tanks. Combine it with a move hero, and it can zip across the map in no time.
The StuG IV is an interesting vehicle. I personally still think it's overpowered, despite a reduction to HA and an increase to cost, because I find the switching ability to be incredibly powerful when used correctly. The unit also gains exp very fast because of its artillery mode. But there's not too much else I can do about this unit, so until there are more modding options, it'll remain more or less as is.
Mine is not doing so great, but that’s because I nearly killed it a few times and it’s low on experience. I think I always only normal-reinforce him.deducter wrote:I might need to reduce the price of the JagdPanther a bit more. I hesitate to do so because it is my favorite unit due to its speed, armor, and high attack. I think it is the best German AT unit.
I haven’t yet bought any jet fighters. I probably should have…deducter wrote: The Me 262 is really, really good. Unlike in the base game, it doesn't have an air defense penalty, and I gave it extra ground defense to protect it from AA. It will wipe the floor with all Soviet planes without effort. But it is too expensive to field in large numbers, mostly due to the exorbitant elite reinforcement costs. Still, even at 1-2 stars it is still almost invincible.
A misunderstanding, I meant “too expensive considering my current needs”, not “too expensive for everyone and it should be cheaper”. I enjoy Wirbelwind as a mobile and tough suppressor, which doesn’t need overstrength to repel attacks. I use other of my AA units to really hurt the enemy.deducter wrote:I don't understand how the Ostwind is considered too expensive. In the latest update, it should cost about 430 prestige, compared with 390 with the Wirbelwind. I actually like the Ostwind much more, because I find the extra attack necessary to bring down Soviet aircraft.
I have only played few scenarios from Africa and had yet seen any of the West content, since I want to finish East first, so I do not know how well the new patch features work in practice. With more and more of scripting being possible – I thought that in the future it might maybe be possible to introduce such randomness – to the AI and to scenarios. Maybe different difficulties should also have more or less enemy units?deducter wrote: Don't forget the Volkssturm in 1945. Use them as your conscripts. If you lose 4-5 a scenario, that's okay. To put it in perspective, that's about 1 overstrength point on a Tiger II.
There are also other tricks that involve knowing the AI's move order and exploiting that to position your units. The biggest flaw with the AI is that it is too predictable. The game would be much, much harder if the AI adds an element of randomness to how it moves its units, and if it knows how to pull frontline units back.
I've found the Wespe and Hummel to be extremely useful. They seemed to have gained their experience real fast even though I give them green replacements when they get clobbered.orlinos wrote: I have not yet bought Wespe or Hummel. The trouble with ‘44 is that there is so many units and so little of the core can be deployed. Since I carry tons of AA guns, I often find myself fielding too few units on the ground.
I use Fw 190G much more and probably I should have upgraded Stukas to it, instead of buying a new unit.
No, since the graphics don't include shurtzen I didn't given it extra CD. This is also the case for the Panther G. The only exception is the Panzer IIIM.4kEY wrote:
Deducter, do you model the Jagdpanther with schurtzen even though the graphics don't have them? There's an icon in DCS which has them AND, without glossy camo, looks like it belongs in the game. I'm not suggesting you add it to your mod. Just pointing it out.
I like the style of the vanilla graphics for PzC, they are simple and functional. It is easy to tell the units apart at a glance. In general I don't care too much about fancy graphics, my interest is more in the gameplay side of things.Orlinos, you mentioned PC playing like an arcade game. I've recently had an insight into 'why' I used to play PC like an arcade game - because I was obsessed with the aesthetic aspect of the game with DCS camo patterns. I spent far more time perfecting and implementing camo patterns than I did actually playing, and who wants their shiny new high gloss paintjob to get ruined? A while ago I went back to the original gray icons and just recently went back to the original base SS icons because I realized the glare on DCS camos look out of place. The base "SE" have no glare to blind me from becoming a better player. Just my opinion, no offense intended toward anyone. I did get alot of enjoyment out of DCS.
Direct modes are tricky to implement. I'm not against adding direct fire modes to FlaK someday, but there are enough units in the German arsenal that I see little reason to include them for now. Giving more German artillery, especially the 10.5 cm and 15 cm arty, direct fire modes also isn't out of the question in the future. As for railguns, I would never include them for this mod, since I consider it completely ahistorical for any Panzer Corps to get its own, dedicated railgun unit. They are given out as AUX in certain scenarios, and I'm happy with that.I've completely removed direct fire modes for artillery and flak units. I reasoned that the attacking unit enters into the enemy hex, unless ranged. I considered everything I've read and my gut told me it was not appropriate to give artillery and flak units direct fire ability at all. The developers already modeled their ability to defend themselves with attack values in parenthesis, which to my knowledge is how the Germans used them. It would be madness to attack enemy postions with a lone battalion a Sdkfz 7/2s with their guns aimed forward, or drive your trucks up in front of the enemy to set up your 10.5 cm leFH, let alone occupy enemy controlled cities with them. Sort of the same way it seems like madness to give railguns the ability to move and shoot. I submit the only way that seems reasonable to implement K5 railguns as purchasable units is to make a switch mode. One can shoot but not move, the other can move but not shoot. With the new range of 4 this might work.
You may find them to be too useful for capturing unoccupied enemy hexes. I did.deducter wrote:
I'm not against adding direct fire modes to FlaK someday, but there are enough units in the German arsenal that I see little reason to include them for now.
I did say explicitly that this mod makes the game much harder after 1943. However, I want it to be challenging while maintaining a historical feeling, adding consistency to unit stats, expanding strategic options (experience, upgrade, and reinforcement rules), and maintain a sense of fairness (yes, the Red Army should be very tough, but not by simply adding 5-strength points to all their units). I can assure you that the mod is beatable without having to cheat, although I define "beatable" as getting to Berlin 1945 with parts of your core still intact. Personally I have never won a DV on Berlin (although I think it is quite possible in my mod at least on General setting), and I too sign the surrender papers after a hard-fought battle.4kEY wrote: The further I get the more I notice the holes in my armor, weaknesses in the cohesion of my tactics and strategy. If I intend to play without cheating I'm probably gonna get annihilated. The only thing that could make the game better at this point is a bottle of Frank's Hot Sauce, which to my knowledge is not moddable.
Uhu wrote:You are absolutely right. But maybe in the first years (at least 39-40) there will be anyway not a big difference, because there is the xp limit. The only difference can be that if I want to give elite replacement than it will cost me more. But until Warsaw I never gave elite replacement because there was not much prestige to spend. As I said later I will look how my version works. I'm always open to edit something if other works better.deducter wrote:You cannot judge an experience system having play only a few scenarios in 1939, no matter how fast you gain exp. There are about 70 scenarios in the whole Grand Campaign, not counting the new western front DLCs.
Even in 1942 I doubt the Russians will challenge you too much outside of Sevastopol, Stalingrad, and Tatinskaya. And I only consider the last scenario to be actually hard.Uhu wrote:I'm almost at the end of 1941 so I can write my experience with my own xp-growing system in Deducter's mod. With the gamerules set to 40-15-5-1-1-1 the system worked very well: apart of the "quick-growers" (arty, bombers), all other units have gained xp in ideal speed - this means that the yearly xp gap was only touched about at the last two scenarios or even not at that point. So, I don't plan to change it - maybe it will be harder to buy elite replacements but I like this way better.
About the non-family upgrade: I think I will use some xp-modifiing effect but maybe not so hard as your version: I would say, the goal would be to go on 300, or little fewer xp when upgrading on Tiger, Panther, Fw 190, etc.
What difficulty are you playing on?Uhu wrote:My question is: when will end the extreme amount of prestige?
I'm not used to it from the vanilla or the Italian campaign, where you have carefully plan what to buy/upgrade/resupply from the few prestige points.
orlinos wrote:What difficulty are you playing on?Uhu wrote:My question is: when will end the extreme amount of prestige?
I'm not used to it from the vanilla or the Italian campaign, where you have carefully plan what to buy/upgrade/resupply from the few prestige points.
Stop complaining and go down to 25%.Uhu wrote:Rommel...
orlinos wrote:What difficulty are you playing on?Uhu wrote:My question is: when will end the extreme amount of prestige?
I'm not used to it from the vanilla or the Italian campaign, where you have carefully plan what to buy/upgrade/resupply from the few prestige points.
orlinos wrote:
Stop complaining and go down to 25%.
Sometimes I don't understand how could the developers make such an easy gameplay in the GCs after they made such hard battles in the vanilla campaign (on Rommel level). It's OK that there should be easier levels for players but it had to be also a made a level which brings challenge for the hardcore players.orlinos wrote: Stop complaining and go down to 25%.