Soliticing Input for SP unit rebalancing
Posted: Tue Dec 20, 2011 10:45 pm
This might be more appropriate in the mod subforum, and I may make a post there soon, but I wanted to get input from the general audience on balancing content for Single Player, especially with regards to the DLCs.
Thus far, I think most players agree that DLC 1940 was the most challenging in terms of unit balance. Those French/British tanks are quite a bit superior to the German panzers, and require advanced tactics to defeat. In comparison, the T-34 tanks for DLC 41 are not that great against the panzers, and the KV tanks are tough, but not too threatening either. Similarly, I feel German air power is a little too effective, to the point where the AI fighters are more of a nuisance to be cleared out in 1-2 turns than any serious threat.
What I would like is for players to suggest changes to the SP content, both in terms of German units and Allied units, so that unit stats are better balanced and perhaps reflect historical values even better.
For instance, I adjusted the Sturmpanzer I to be range 2, I increased its cost, and I changed the availability date significantly.
Experience growth halved for 0-2 stars while unchanged for 2-5 stars. The net effect should be that EXP gain as compared with Field Marshall difficulty is that it is the same for 0-2 stars and doubled for 2-5 stars.
Please review the changes below for v1.0. It does not include air units, which I feel are especially hard to balance, or unit stats for 1941. I would like people's input as much as possible.
Changes to units were only for those relevant to DLC 39 and 40. Only the campaign.pzdat is adjusted for DLC 39, but not for DLC 40.
All SE units now cost only 50% of their Wehrmacht counterparts. All SE transports cost half compared to those for standard infantry. These changes are meant to reflect that SE units are routinely provided with the best equipment. You are not meant to save and reload to obtain your SE units.
All SE infantry have +1 AMMO, +1 SA, and +1 INI compared to their Wehrmacht counterparts. All SE panzers have +2 AMMO, +20% fuel (to represent their higher priority in terms of resupply), +1 INI, and +1 HA compared to their Wehrmacht counterparts.
The vast majority of infantry in the Wehrmacht during WWII marched on foot and did not receive the use of trucks. Since it is assumed you command a panzer corps, to which motorized infantry divisions were assigned, the cost for transports is higher but not impossible to afford. ART, AT, and AA costs have been adjusted to reflect this. SE infantry, with their improved stats and cheaper motorized transports, should hopefully be much more desired.
Ammo count was changed for certain units in part to represent mechanical stability and in part for balance reasons, as opposed to historical values.
AttackExpBonusRel changed to 25. DefenseExpBonusRel changed to 25. This has the effect of making experience for early war units much more easily felt, without hopefully being overpowering.
Unit Changes:
Wehrmacht Infantry: Cost reduced to 107.
Kavallerie: Cost to 205, nopurchase flag added, INI to 2, GD to 5.
Fallschirmjäger: Cost to 305, GD to 6, AMMO to 5.
Gebirgsjäger: Cost to 254, INI to 3 to simulate their superior training, CD to 3 to simulate their training for fighting in close terrain.
Brückenpionere: Cost to 226.
Panzer IA: Cost to 124, GD to 5, AD to 6, CD to 1.
Panzer IB: Cost to 134, GD to 5, AD to 6, CD to 1.
Panzer IIC: Cost reduced to 163, AMMO to 9.
P38(t)A: AMMO to 11 (to represent superior mechanical reliability), GD to 7.
Panzer IIIE: AMMO to 9.
Panzer IIIF: AMMO to 9.
Panzer IVD: Cost to 320, AMMO to 8.
Panzerjäger IB: AMMO to 7, SA to 2.
SdKfz 222: Cost to 171, AMMO to 4 (mostly for balance reasons, so there is a reason to buy the PzIIC), GD to 5, AD to 6.
SdKfz 231 6rad: Cost to 195, AMMO to 6 (again, mostly for balance reasons).
SdKfz 232 8rad: Cost to 217, AMMO to 4 (balance reasons).
3.7 cm PaK 36: Cost to 56.
7.5 cm FK 16 nA: Cost to 90.
10.5 cm leFH 18: Cost to 156.
15 cm sFH 18: Cost to 243, ROF to 9.
Sturmpanzer I: Cost to 362, range to 2, availability date to 1.5.1940, end date to 1.7.1940.
The Sturmpanzer I is something that can be purchased for your operations in France, until the StuG IIIB comes along for DLC 41. Historically the Sturmpanzer I was made in very small numbers, thus the limited availability.
2 cm Flakvierling 38: Cost to 94.
2 cm FlaK 38: Cost to 51.
3.7 cm FlaK 37: Cost to 87.
8.8 cm FlaK 36: Cost to 224.
SdKfz 10/4: Cost to 204.
SdKfz 7/1: Cost to 226.
Opel Blitz: Cost to 100.
SdKfz 251/1: Cost to 200, SA to 3, GD to 5.
Ju 87B: AMMO to 4, SA to 8, HA to 5, AA to 5.
Ju 87R: Cost to 254, fuel to 64, AMMO to 3, HA to 5, AA to 5.
Bf 110C: Cost to 356, AA to 12.
Bf 110D: Cost to 374, AA to 12
Polish cavalry: SA to 4, HA to 2, GD to 5.
Polish Mnt: SA to 3, HA to 2.
Cavalry in WWII was mostly used as mounted infantry. One of the biggest myths of the Polish campaign is that Polish cavalry wielding lances charged German panzers. In fact their cavalry was considered the elite of the Polish army and were given the superb Wz. 35 AT rifle, which was effective in close range against all contemporary German tanks. The Polish Mnt have also been given +1 HA to represent being equipped with the Wz. 35 AT rifle.
Somua S35: HA to 7 (French tanks really were this good, with their 47mm SA AT gun), AMMO to 5 (French tanks were notoriously difficult to resupply and prone to mechanical problems), fuel to 30, INI to 3 (penalty reflects the 1-man turrets of the French tanks, which were highly inefficient), CD to 2.
Char B1: HA to 7, Speed to 3 (infantry tank), fuel to 12, INI to 3 (penalty reflects the 1-man turrets of the French tanks, which were highly inefficient).
The Char B1 was an unstoppable monstrosity… until it ran out of fuel, which was often, or until it met a 88 gun.
Panhard 178: AMMO to 6, GD to 7.
Matilda II: Fuel to 30, INI to 5.
Hotchkiss H39: HA to 5.
French Infantry: GD to 6.
French Engineers: INI to 1.
French Light Cavalry: GD to 4.
47 mm SA AT gun: HA to 7.
QF 2 Pounder: Spotting to 1.
T-26S: Speed to 5, GD to 6.
Soviet Cavalry: GD to 6.
Thus far, I think most players agree that DLC 1940 was the most challenging in terms of unit balance. Those French/British tanks are quite a bit superior to the German panzers, and require advanced tactics to defeat. In comparison, the T-34 tanks for DLC 41 are not that great against the panzers, and the KV tanks are tough, but not too threatening either. Similarly, I feel German air power is a little too effective, to the point where the AI fighters are more of a nuisance to be cleared out in 1-2 turns than any serious threat.
What I would like is for players to suggest changes to the SP content, both in terms of German units and Allied units, so that unit stats are better balanced and perhaps reflect historical values even better.
For instance, I adjusted the Sturmpanzer I to be range 2, I increased its cost, and I changed the availability date significantly.
Experience growth halved for 0-2 stars while unchanged for 2-5 stars. The net effect should be that EXP gain as compared with Field Marshall difficulty is that it is the same for 0-2 stars and doubled for 2-5 stars.
Please review the changes below for v1.0. It does not include air units, which I feel are especially hard to balance, or unit stats for 1941. I would like people's input as much as possible.
Changes to units were only for those relevant to DLC 39 and 40. Only the campaign.pzdat is adjusted for DLC 39, but not for DLC 40.
All SE units now cost only 50% of their Wehrmacht counterparts. All SE transports cost half compared to those for standard infantry. These changes are meant to reflect that SE units are routinely provided with the best equipment. You are not meant to save and reload to obtain your SE units.
All SE infantry have +1 AMMO, +1 SA, and +1 INI compared to their Wehrmacht counterparts. All SE panzers have +2 AMMO, +20% fuel (to represent their higher priority in terms of resupply), +1 INI, and +1 HA compared to their Wehrmacht counterparts.
The vast majority of infantry in the Wehrmacht during WWII marched on foot and did not receive the use of trucks. Since it is assumed you command a panzer corps, to which motorized infantry divisions were assigned, the cost for transports is higher but not impossible to afford. ART, AT, and AA costs have been adjusted to reflect this. SE infantry, with their improved stats and cheaper motorized transports, should hopefully be much more desired.
Ammo count was changed for certain units in part to represent mechanical stability and in part for balance reasons, as opposed to historical values.
AttackExpBonusRel changed to 25. DefenseExpBonusRel changed to 25. This has the effect of making experience for early war units much more easily felt, without hopefully being overpowering.
Unit Changes:
Wehrmacht Infantry: Cost reduced to 107.
Kavallerie: Cost to 205, nopurchase flag added, INI to 2, GD to 5.
Fallschirmjäger: Cost to 305, GD to 6, AMMO to 5.
Gebirgsjäger: Cost to 254, INI to 3 to simulate their superior training, CD to 3 to simulate their training for fighting in close terrain.
Brückenpionere: Cost to 226.
Panzer IA: Cost to 124, GD to 5, AD to 6, CD to 1.
Panzer IB: Cost to 134, GD to 5, AD to 6, CD to 1.
Panzer IIC: Cost reduced to 163, AMMO to 9.
P38(t)A: AMMO to 11 (to represent superior mechanical reliability), GD to 7.
Panzer IIIE: AMMO to 9.
Panzer IIIF: AMMO to 9.
Panzer IVD: Cost to 320, AMMO to 8.
Panzerjäger IB: AMMO to 7, SA to 2.
SdKfz 222: Cost to 171, AMMO to 4 (mostly for balance reasons, so there is a reason to buy the PzIIC), GD to 5, AD to 6.
SdKfz 231 6rad: Cost to 195, AMMO to 6 (again, mostly for balance reasons).
SdKfz 232 8rad: Cost to 217, AMMO to 4 (balance reasons).
3.7 cm PaK 36: Cost to 56.
7.5 cm FK 16 nA: Cost to 90.
10.5 cm leFH 18: Cost to 156.
15 cm sFH 18: Cost to 243, ROF to 9.
Sturmpanzer I: Cost to 362, range to 2, availability date to 1.5.1940, end date to 1.7.1940.
The Sturmpanzer I is something that can be purchased for your operations in France, until the StuG IIIB comes along for DLC 41. Historically the Sturmpanzer I was made in very small numbers, thus the limited availability.
2 cm Flakvierling 38: Cost to 94.
2 cm FlaK 38: Cost to 51.
3.7 cm FlaK 37: Cost to 87.
8.8 cm FlaK 36: Cost to 224.
SdKfz 10/4: Cost to 204.
SdKfz 7/1: Cost to 226.
Opel Blitz: Cost to 100.
SdKfz 251/1: Cost to 200, SA to 3, GD to 5.
Ju 87B: AMMO to 4, SA to 8, HA to 5, AA to 5.
Ju 87R: Cost to 254, fuel to 64, AMMO to 3, HA to 5, AA to 5.
Bf 110C: Cost to 356, AA to 12.
Bf 110D: Cost to 374, AA to 12
Polish cavalry: SA to 4, HA to 2, GD to 5.
Polish Mnt: SA to 3, HA to 2.
Cavalry in WWII was mostly used as mounted infantry. One of the biggest myths of the Polish campaign is that Polish cavalry wielding lances charged German panzers. In fact their cavalry was considered the elite of the Polish army and were given the superb Wz. 35 AT rifle, which was effective in close range against all contemporary German tanks. The Polish Mnt have also been given +1 HA to represent being equipped with the Wz. 35 AT rifle.
Somua S35: HA to 7 (French tanks really were this good, with their 47mm SA AT gun), AMMO to 5 (French tanks were notoriously difficult to resupply and prone to mechanical problems), fuel to 30, INI to 3 (penalty reflects the 1-man turrets of the French tanks, which were highly inefficient), CD to 2.
Char B1: HA to 7, Speed to 3 (infantry tank), fuel to 12, INI to 3 (penalty reflects the 1-man turrets of the French tanks, which were highly inefficient).
The Char B1 was an unstoppable monstrosity… until it ran out of fuel, which was often, or until it met a 88 gun.
Panhard 178: AMMO to 6, GD to 7.
Matilda II: Fuel to 30, INI to 5.
Hotchkiss H39: HA to 5.
French Infantry: GD to 6.
French Engineers: INI to 1.
French Light Cavalry: GD to 4.
47 mm SA AT gun: HA to 7.
QF 2 Pounder: Spotting to 1.
T-26S: Speed to 5, GD to 6.
Soviet Cavalry: GD to 6.