WIP: Panzer Division Campaign/Gameplay Mod
Posted: Thu Nov 12, 2020 1:52 am
I am planning a Singleplayer Campaign where the Player assumes the roll of Divisional Commander of a single Panzer Division starting with the invasion of the Soviet Union. I intend to focus on gameplay, interesting objectives and tactical dilemmas - not exact recreations of historical battles... Though it will be historically themed, especially in regards to the players core units, available units and gameplay changes along with terrain that would reflect that of a given area and season. The concept of the missions will be loosely based on the actions of the 11th Panzer Division (which has a very interesting history indeed!). I want the player to really value each of their units and encourage them to pull back units once their strength, ammo or fuel gets low. Taking bonus objectives might not be worth the losses. I rather have substantial refitting take place in-between some missions, not during them. Objectives will be smaller in scale and more tactical than maps where a city is represented by a single hex and a unit is represented as an entire battalion or division. This doesn't mean the maps will be small. They will be medium to as large as the game engine can handle without imploding. You might not deploy the whole division for a mission, but form a Kampfgruppe instead.
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Gameplay Changes:
- Prestige -
This represents how often units get replacements and new equipment. Unlike the Vanilla campaigns, you will not have the luxury of magically rebuilding a tank or infantry company in a matter of an in game day, let along "buying" new ones. There will be designated times to "refit" your division. This will truly force the player to send battered companies to his reserve and deploy fresh ones for the next mission. Available units to purchase and upgrade will be historically based. The campaign will be designed and tested with the use of the new player trait "Old Guard". (At the end of each mission all dead units are reformed with 1 point of strength and halved experience.) This way your Division structure is always present, waiting to be rebuilt.
- Supply -
The player will have an Ammo and Fuel "Pool" that units will pull from at the start of every turn. The player will have a to be determined (mission specific) amount of fuel and ammo every turn. If all units have full ammo and fuel, the excess goes into the "pool" - think of it as a supply dump. This system is already present in the Vanilla game with UI display at the top center ect ...just nobody uses it...
Other potential options are: Supply Dumps behind the front are the "source" of your supply - ie if the enemy destroys or captures them, your pool gets depleted. Also, if LUA scripting permits, (there are ZERO vanilla game examples of this to copy!!!) an increase or decrease of supply upon capturing or losing strategic hexes (railways, bridges, cross roads ect).
- Air and Artillery Support -
Some missions will provide a Luftwaffe Liaison Officer and/or an Artillery Forward Observer in a halftrack. These auxiliary units under your command will direct fire missions and close air support for friendly German AI. For example, friendly AI units such as Stukas, 21cm Howitzers or even a K5 Rail Gun, will only fire upon/attack enemy units within 3 hexes of the Forward Observer! Not only will not have direct control over combat aircraft, the AI Luftwaffe might not be there to support you every day, or they might have a certain amount of fuel and ammo for a mission and you'll have to utilize them smartly!
Another change will be the removal of the "Counter Battery" trait to the larger Artillery units. This becomes over powered or rather annoying when the ranges of these weapons get increased.
Scale Changes:
1 Turn = tbd amount of hours instead of days
1 Unit = 1 Company (Artillery = 1 Battery)
1 Hex = 1 Kilometer
Realistic Artillery Ranges based on new "Hex resolution" (ie artillery that has a real life range of 13km will have a 13 hex range)
Realistic Aircraft Ranges (basically reach anywhere on the map!)
Limited Supply (read below)
-----------------------
The following list is the players core forces. This order of battle is based on the book "The First Day On The Eastern Front" among other resources. Still, unit variants and transportation details aren't always clear. I am open to changes and suggestions - that is why I am creating this thread. I want my core force template solidified before I make missions and test them. NOTE: the player will start with only 2 Panzer Battalions, a 3rd will be added to your Division later in the Campaign.
1941 Panzer Division Order of Battle:
2 x Panzer Battalions each with:
1 x HQ Company - or "Command Tank" (1 x Panzer IIIE)
2 x Light Panzer Companies (1 x Panzer IIC & 1 x Panzer IIIH)
1 x Heavy Panzer Company (1 x Panzer IVE)
4 x Rifle Battalions each with:
3 x Rifle Companies (3 x Wehr w/opel)
1 x *MG Company (1 x Grenadier w/opel)
1 x **Heavy Company (1 x 7.5cm w/opel) (range = 3 hexes)
1 x Heavy Artillery Battalion with:
2 x 15cm sFH batteries w/sdkfz (range = 13 hexes)
2 x Artillery Battalions each with:
3 x 10.5cm LeFH batteries w/opel (range = 10 hexes)
1 x Motorcycle Battalion with:
3 x Motorcycle Companies (3 x Wehr/Kradshutzen)
1 x *Motorcycle MG Company (1 x Grenadier/Kradshutzen)
1 x **Heavy Company (1 x 7.5cm w/opel) (range = 3 hexes)
1 x Armored Reconnaissance Battalion with:
1 x Armored Scout Company (1 x Sdkfz 231 6rad)
1 x Motorcycle Company (1 x Kradshutzen)
1 x **Heavy Company (1 x 7.5cm w/opel) (range = 3 hexes)
1 x Armored Engineer Battalion with:
3 x Pioniere Companies w/Sdkfz
1 x Armored Combat Company (1 x Wurfrahmen 40) (range = 2 hexes)
2 x Bridging Columns (2 x Bruckenpiniere w/opel)
1 x Self propelled Artillery Company:
1 x Sturmpanzer I (range = 4 hexes)
1 x Anti Tank Battalion with:
3 x AT Companies (2 x 3.7cm pak, 1 x 5cm pak)
1 x Armored Signal Battalion with:
1 x Armored Telephone Company (1 x sdkfz 251)
1 x Armored Radio Company (1 x sdkfz 251)
1 x SP Light Flak Battalion***
4 x 2cm FlaK 38 w/opel
4 x Sdkfz 10/4
2 x Sdkfz 7/1
Additionally, the player will own and have direct control over Divisional Reconnaissance (1 x Fi 156 Storch)
UNIT NOTES:
*MG Companies (which I will represent with a Grenadier unit) had 8 x Heavy MGs and 6 x 8cm Mortars. Therefor it seems only logical to give these MG Companies the infantry support trait so they will support adjacent friendly units that are attacked by enemy infantry. The MG Company of the Motorcycle Battalion will mount as Kradshutzen rather than Opel ect.
**Heavy Companies (which I will represent using the 7.5 cm FK 18 unit) technically should have the 7.5 cm le.IG 18. The range will be changed to reflect that of the 7.5 cm le.IG 18 for infantry support along with other unit stat changes that seem appropriate.
***Technically this Battalion is not part of the Panzer Division OOB, but it was common practice to attach a self-propelled/motorized Light Flak Battalion to the Panzer Divisions. Numbers increased for gameplay, ratios of types taken into consideration.
- All Artillery will be given the Anti tank Support Trait. (for example, in real life it was not uncommon for a 10.5cm battery to engage soviet armor)
- All Anti Tank Guns will be given the Infantry Support Trait in addition to their default Anti Tank Support Trait (in real life they received a substantial amount of HE rounds)
- Motorcycle Infantry will be reworked to "switch" between mounted Motorcycle/Recon mode and dismounted Wehr/Rifleman
- Sdkfz 251's of the Armored Signal Battalion along with the Command Tanks, will have special attributes to assist friendly units to simulate improved communication and control:
⦁Leadership (+1 initiative to all adjacent friendly units)
⦁FierceFighter (+1 attack for each adjacent enemy unit)
⦁TenaciousDefender (+1 defense for each adjacent enemy unit)
⦁AimingAssistance (+10 accuracy to all adjacent friendly units)
Support Battalions
The following were common Battalions attached to the Divisions within a Panzer Corps. The player will receive Commendation Points for certain accomplishments. These points can be used to purchase these Battalions:
- Mixed Flak Battalion (3 x 8.8cm Flak 36 Batteries)
- Heavy Werfer Battalion (3 x 28/30cm Nebelwerfer Batteries)
- Pioniere Battalion (3 x Pioniere Companies)
- Flamm Panzer Battalion (3 x Panzer II Flamm Companies)
- Stug Battalion (3 x Stug Batteries)
- Panzerjager Battalion (3 x Panzerjager IB Companies)
Additional New Units:
- Brandenburgers (elite infantry with a plethora of cool traits)
- SS Cavalry (will prove useful to protect rear areas)
- Construction Battalion A (switches to Forward Airfield)
- Construction Battalion B (switches to Bunker - not tested)
- Construction Battalion M (switches to Minefield - not tested)
-----------------------
Let me know your thoughts. I'm sure there are a couple obvious things I have overlooked or other things that could be improved. I am at the mercy of the games limitations and lack of LUA script examples to work off of.
I think these gameplay changes will really change the feel of the game. It won't be for everyone though.
-----------------------
Gameplay Changes:
- Prestige -
This represents how often units get replacements and new equipment. Unlike the Vanilla campaigns, you will not have the luxury of magically rebuilding a tank or infantry company in a matter of an in game day, let along "buying" new ones. There will be designated times to "refit" your division. This will truly force the player to send battered companies to his reserve and deploy fresh ones for the next mission. Available units to purchase and upgrade will be historically based. The campaign will be designed and tested with the use of the new player trait "Old Guard". (At the end of each mission all dead units are reformed with 1 point of strength and halved experience.) This way your Division structure is always present, waiting to be rebuilt.
- Supply -
The player will have an Ammo and Fuel "Pool" that units will pull from at the start of every turn. The player will have a to be determined (mission specific) amount of fuel and ammo every turn. If all units have full ammo and fuel, the excess goes into the "pool" - think of it as a supply dump. This system is already present in the Vanilla game with UI display at the top center ect ...just nobody uses it...
Other potential options are: Supply Dumps behind the front are the "source" of your supply - ie if the enemy destroys or captures them, your pool gets depleted. Also, if LUA scripting permits, (there are ZERO vanilla game examples of this to copy!!!) an increase or decrease of supply upon capturing or losing strategic hexes (railways, bridges, cross roads ect).
- Air and Artillery Support -
Some missions will provide a Luftwaffe Liaison Officer and/or an Artillery Forward Observer in a halftrack. These auxiliary units under your command will direct fire missions and close air support for friendly German AI. For example, friendly AI units such as Stukas, 21cm Howitzers or even a K5 Rail Gun, will only fire upon/attack enemy units within 3 hexes of the Forward Observer! Not only will not have direct control over combat aircraft, the AI Luftwaffe might not be there to support you every day, or they might have a certain amount of fuel and ammo for a mission and you'll have to utilize them smartly!
Another change will be the removal of the "Counter Battery" trait to the larger Artillery units. This becomes over powered or rather annoying when the ranges of these weapons get increased.
Scale Changes:
1 Turn = tbd amount of hours instead of days
1 Unit = 1 Company (Artillery = 1 Battery)
1 Hex = 1 Kilometer
Realistic Artillery Ranges based on new "Hex resolution" (ie artillery that has a real life range of 13km will have a 13 hex range)
Realistic Aircraft Ranges (basically reach anywhere on the map!)
Limited Supply (read below)
-----------------------
The following list is the players core forces. This order of battle is based on the book "The First Day On The Eastern Front" among other resources. Still, unit variants and transportation details aren't always clear. I am open to changes and suggestions - that is why I am creating this thread. I want my core force template solidified before I make missions and test them. NOTE: the player will start with only 2 Panzer Battalions, a 3rd will be added to your Division later in the Campaign.
1941 Panzer Division Order of Battle:
2 x Panzer Battalions each with:
1 x HQ Company - or "Command Tank" (1 x Panzer IIIE)
2 x Light Panzer Companies (1 x Panzer IIC & 1 x Panzer IIIH)
1 x Heavy Panzer Company (1 x Panzer IVE)
4 x Rifle Battalions each with:
3 x Rifle Companies (3 x Wehr w/opel)
1 x *MG Company (1 x Grenadier w/opel)
1 x **Heavy Company (1 x 7.5cm w/opel) (range = 3 hexes)
1 x Heavy Artillery Battalion with:
2 x 15cm sFH batteries w/sdkfz (range = 13 hexes)
2 x Artillery Battalions each with:
3 x 10.5cm LeFH batteries w/opel (range = 10 hexes)
1 x Motorcycle Battalion with:
3 x Motorcycle Companies (3 x Wehr/Kradshutzen)
1 x *Motorcycle MG Company (1 x Grenadier/Kradshutzen)
1 x **Heavy Company (1 x 7.5cm w/opel) (range = 3 hexes)
1 x Armored Reconnaissance Battalion with:
1 x Armored Scout Company (1 x Sdkfz 231 6rad)
1 x Motorcycle Company (1 x Kradshutzen)
1 x **Heavy Company (1 x 7.5cm w/opel) (range = 3 hexes)
1 x Armored Engineer Battalion with:
3 x Pioniere Companies w/Sdkfz
1 x Armored Combat Company (1 x Wurfrahmen 40) (range = 2 hexes)
2 x Bridging Columns (2 x Bruckenpiniere w/opel)
1 x Self propelled Artillery Company:
1 x Sturmpanzer I (range = 4 hexes)
1 x Anti Tank Battalion with:
3 x AT Companies (2 x 3.7cm pak, 1 x 5cm pak)
1 x Armored Signal Battalion with:
1 x Armored Telephone Company (1 x sdkfz 251)
1 x Armored Radio Company (1 x sdkfz 251)
1 x SP Light Flak Battalion***
4 x 2cm FlaK 38 w/opel
4 x Sdkfz 10/4
2 x Sdkfz 7/1
Additionally, the player will own and have direct control over Divisional Reconnaissance (1 x Fi 156 Storch)
UNIT NOTES:
*MG Companies (which I will represent with a Grenadier unit) had 8 x Heavy MGs and 6 x 8cm Mortars. Therefor it seems only logical to give these MG Companies the infantry support trait so they will support adjacent friendly units that are attacked by enemy infantry. The MG Company of the Motorcycle Battalion will mount as Kradshutzen rather than Opel ect.
**Heavy Companies (which I will represent using the 7.5 cm FK 18 unit) technically should have the 7.5 cm le.IG 18. The range will be changed to reflect that of the 7.5 cm le.IG 18 for infantry support along with other unit stat changes that seem appropriate.
***Technically this Battalion is not part of the Panzer Division OOB, but it was common practice to attach a self-propelled/motorized Light Flak Battalion to the Panzer Divisions. Numbers increased for gameplay, ratios of types taken into consideration.
- All Artillery will be given the Anti tank Support Trait. (for example, in real life it was not uncommon for a 10.5cm battery to engage soviet armor)
- All Anti Tank Guns will be given the Infantry Support Trait in addition to their default Anti Tank Support Trait (in real life they received a substantial amount of HE rounds)
- Motorcycle Infantry will be reworked to "switch" between mounted Motorcycle/Recon mode and dismounted Wehr/Rifleman
- Sdkfz 251's of the Armored Signal Battalion along with the Command Tanks, will have special attributes to assist friendly units to simulate improved communication and control:
⦁Leadership (+1 initiative to all adjacent friendly units)
⦁FierceFighter (+1 attack for each adjacent enemy unit)
⦁TenaciousDefender (+1 defense for each adjacent enemy unit)
⦁AimingAssistance (+10 accuracy to all adjacent friendly units)
Support Battalions
The following were common Battalions attached to the Divisions within a Panzer Corps. The player will receive Commendation Points for certain accomplishments. These points can be used to purchase these Battalions:
- Mixed Flak Battalion (3 x 8.8cm Flak 36 Batteries)
- Heavy Werfer Battalion (3 x 28/30cm Nebelwerfer Batteries)
- Pioniere Battalion (3 x Pioniere Companies)
- Flamm Panzer Battalion (3 x Panzer II Flamm Companies)
- Stug Battalion (3 x Stug Batteries)
- Panzerjager Battalion (3 x Panzerjager IB Companies)
Additional New Units:
- Brandenburgers (elite infantry with a plethora of cool traits)
- SS Cavalry (will prove useful to protect rear areas)
- Construction Battalion A (switches to Forward Airfield)
- Construction Battalion B (switches to Bunker - not tested)
- Construction Battalion M (switches to Minefield - not tested)
-----------------------
Let me know your thoughts. I'm sure there are a couple obvious things I have overlooked or other things that could be improved. I am at the mercy of the games limitations and lack of LUA script examples to work off of.
I think these gameplay changes will really change the feel of the game. It won't be for everyone though.