New Allied Units List
Moderators: Slitherine Core, The Lordz, Panzer Corps Moderators, Panzer Corps Design
New Allied Units List
The following is the list of new units added to Allied Corps. The list includes units using new models for icons, re-rendered old models or simply reused old icons.
Among elite units we have infantry and fighters as a base plus one land recon whose differentiation is being a soft target and one recon plane.
There are novelties in various classes for ordinary equipment that also includes some exotic examples. Not all equipment is purchasable. Some switchers are included as well.
Minor Allied countries got expansion of units in infantry class.
For captured equipment we have good old German tanks.
SAS
Commando
SE Rangers
SE Airborne
SE Truck
SE M3 Halftrack
SE Lorry
SE Bren Carrier
SE Willys Jeep
SE Westland Lysander
SE Spitfire Mk.I
SE Spitfire Mk.II
SE Spitfire Mk.VB
SE Spitfire Mk.IX
SE Spitfire Mk.XIV
SE Tempest Mk.V
SE Meteor Mk.III
SE P-51B Mustang
SE P-51D Mustang
SE P-51H Mustang
SE P-47B
SE P-47D
SE P-47N
Westland Lysander
Avro Anson
Willys Jeep
Lorry - changed icon
Matador
Quad
Kangaroo
Bridgelayer
Crocodile
Scorpion
Tortoise
Sherman Crab
T28 Super Heavy
Calliope
Cromwell CS
Churchill AVRE
76mm Land Mattress
114mm T-27 E2
M3 75 GMC - switcher
2pdr portee
6pdr portee
Deacon
QF 25pdr AT - switcher
M3 75 GMC - switcher
Vickers AA
Crusader AA
40 mm SPAA
Battle Mk.II
Boston Mk.III
Beaufighter Mk.IF
Wellington Mk.IC
Wellington Mk.III
Wellington Mk.X
Mosquito Mk.VI S1
Mosquito Mk.VI S2
Swordfish Mk.I
Halifax Mk.II
Halifax Mk.III
Stirling Mk.III
Lancaster Mk.III
B-32 Dominator
Horsa
Hamilcar
New Zealand HW Inf
43 New Zealand Inf
43 New Zealand HW
43 Canadian Inf
43 Canadian HW
43 Free Polish Inf
Free Polish Paras
French Colonial Mnt
43 South African Inf
43 South African HW
43 Indian Inf
43 Indian HW
Panzer IIIF
Panzer IIIG
Panzer IIIH
Panzer IIIJ
Panzer IIIJ/1
Panzer IIIL
Panzer IIIM
Panzer IIIN
Panzer IVD
Panzer IVE
Panzer IVF
Panzer IVF/2
Panzer IVG
Panzer IVH
Panzer IVJ
Panther D
Panther A
Panther G
Tiger I
Tiger II
Maus
Among elite units we have infantry and fighters as a base plus one land recon whose differentiation is being a soft target and one recon plane.
There are novelties in various classes for ordinary equipment that also includes some exotic examples. Not all equipment is purchasable. Some switchers are included as well.
Minor Allied countries got expansion of units in infantry class.
For captured equipment we have good old German tanks.
SAS
Commando
SE Rangers
SE Airborne
SE Truck
SE M3 Halftrack
SE Lorry
SE Bren Carrier
SE Willys Jeep
SE Westland Lysander
SE Spitfire Mk.I
SE Spitfire Mk.II
SE Spitfire Mk.VB
SE Spitfire Mk.IX
SE Spitfire Mk.XIV
SE Tempest Mk.V
SE Meteor Mk.III
SE P-51B Mustang
SE P-51D Mustang
SE P-51H Mustang
SE P-47B
SE P-47D
SE P-47N
Westland Lysander
Avro Anson
Willys Jeep
Lorry - changed icon
Matador
Quad
Kangaroo
Bridgelayer
Crocodile
Scorpion
Tortoise
Sherman Crab
T28 Super Heavy
Calliope
Cromwell CS
Churchill AVRE
76mm Land Mattress
114mm T-27 E2
M3 75 GMC - switcher
2pdr portee
6pdr portee
Deacon
QF 25pdr AT - switcher
M3 75 GMC - switcher
Vickers AA
Crusader AA
40 mm SPAA
Battle Mk.II
Boston Mk.III
Beaufighter Mk.IF
Wellington Mk.IC
Wellington Mk.III
Wellington Mk.X
Mosquito Mk.VI S1
Mosquito Mk.VI S2
Swordfish Mk.I
Halifax Mk.II
Halifax Mk.III
Stirling Mk.III
Lancaster Mk.III
B-32 Dominator
Horsa
Hamilcar
New Zealand HW Inf
43 New Zealand Inf
43 New Zealand HW
43 Canadian Inf
43 Canadian HW
43 Free Polish Inf
Free Polish Paras
French Colonial Mnt
43 South African Inf
43 South African HW
43 Indian Inf
43 Indian HW
Panzer IIIF
Panzer IIIG
Panzer IIIH
Panzer IIIJ
Panzer IIIJ/1
Panzer IIIL
Panzer IIIM
Panzer IIIN
Panzer IVD
Panzer IVE
Panzer IVF
Panzer IVF/2
Panzer IVG
Panzer IVH
Panzer IVJ
Panther D
Panther A
Panther G
Tiger I
Tiger II
Maus
Re: New Allied Unit List
A very impressive list, I'll try to make use of the new units and review them.
I already have one remark about the QF 25-pdr gun, the regular artillery version seems OK, but the QF 25pdr AT version has range 1 (instead of 0). This makes them very good when attacking, as the opponent can't retaliate. I'm not sure if this is intentional but this range 1 seems a bit overpowered?
EDIT: the QF 25pdr AT is very good at killing minefields, as well... Takes no losses, due to its range 1, and it has the 'minekiller' trait.
I already have one remark about the QF 25-pdr gun, the regular artillery version seems OK, but the QF 25pdr AT version has range 1 (instead of 0). This makes them very good when attacking, as the opponent can't retaliate. I'm not sure if this is intentional but this range 1 seems a bit overpowered?
EDIT: the QF 25pdr AT is very good at killing minefields, as well... Takes no losses, due to its range 1, and it has the 'minekiller' trait.
Re: New Allied Units List
Hi ThvN,
Thanks for feedback. Both of your observation could be regarded as bugs. Fixed now as well as unintentionally higher rate of fire.
P.S. Added B-32 Dominator to the list.
Thanks for feedback. Both of your observation could be regarded as bugs. Fixed now as well as unintentionally higher rate of fire.
P.S. Added B-32 Dominator to the list.
Re: New Allied Units List
I also listed a repir for the 25lbr switch in one of the scenario feed back.
The portee's are too powerful movement wise. I suggest:
2pdr portee movement 6 as those truck were very low horse power ant the AT unit should not be another mobile tank.
6pdr portee movement 5, also the animation needs to be fixed when is shoots left.
Now this is a little weird as the gun on the trucks face away from the enemy and then fire with the animation.
If you wish, you could do as I did in the AT and AA Mod and make the unit switchable to a transport. Gave it a little better defense so it won't get killed easily in transport mode.
I switched the icons and reverse them. So when the icon shoots the rear of the truck is facing the enemy and when moving the front of the truck faces the enemy.
The left right configuration should be be reviewed.
Also, I think the initiative should be raised by one. Still testing, it's only my opinion about the initiative.
The portee's are too powerful movement wise. I suggest:
2pdr portee movement 6 as those truck were very low horse power ant the AT unit should not be another mobile tank.
6pdr portee movement 5, also the animation needs to be fixed when is shoots left.
Now this is a little weird as the gun on the trucks face away from the enemy and then fire with the animation.
If you wish, you could do as I did in the AT and AA Mod and make the unit switchable to a transport. Gave it a little better defense so it won't get killed easily in transport mode.
I switched the icons and reverse them. So when the icon shoots the rear of the truck is facing the enemy and when moving the front of the truck faces the enemy.
The left right configuration should be be reviewed.
Also, I think the initiative should be raised by one. Still testing, it's only my opinion about the initiative.
Re: New Allied Units List
Also, listed the L3/35 bug: when facing Left; animation needs to be fixed when firing.
Re: New Allied Units List
Hi Razz, isn't this a good thing to give players some more incentive to use anti-tank guns in their somehow limited core. Their combat stats should also be relooked with that in mind. Not so sure how much people are keen to use it instead of tanks anyway.Razz1 wrote:The portee's are too powerful movement wise.
Re: New Allied Units List
Any way we can upgrade the Chevy WB icon?
Animation is good, but a machine gun on a tall tripod would enhance it.
Animation is good, but a machine gun on a tall tripod would enhance it.
Re: New Allied Units List
I found too much fuel on the Crocodile &
would like to see the hard attack of M7 Priest go up
would like to see the soft attack of Calliope go up
raise cost of 155 mm M12 GMC a little
Sherman Crab is too fast vs. normal Sherman
UK elite Commando should be able get the Kangaroo transporter as update if available
i don't like the design of Hamilcar, the perspective of cabin vs. wings looks odd
Cromwell Cs tank gun becomes blurred with tank background
One of my favorite gameplay units is the M18 Hellcat, nicely done
My favorite unit art is the Deacon & M4A1(74)W
[edited]
would like to see the hard attack of M7 Priest go up
would like to see the soft attack of Calliope go up
raise cost of 155 mm M12 GMC a little
Sherman Crab is too fast vs. normal Sherman
UK elite Commando should be able get the Kangaroo transporter as update if available
i don't like the design of Hamilcar, the perspective of cabin vs. wings looks odd
Cromwell Cs tank gun becomes blurred with tank background
One of my favorite gameplay units is the M18 Hellcat, nicely done
My favorite unit art is the Deacon & M4A1(74)W
[edited]
Last edited by omegabet on Sun May 05, 2013 10:58 am, edited 1 time in total.
Re: New Allied Units List
I was a little disappointed my new unit recommendation wasn't considered.

lol

lol
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morge4
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Re: New Allied Units List
Kerensky wrote:I was a little disappointed my new unit recommendation wasn't considered.
lol
Re: New Allied Units List
Umm... am I wrong?
I just compared the M3 and M5 Stuart tanks.
Why is the M3 better than the M5?
Funny thing I never noticed that.
I believe the statistics need to be reversed.
I just compared the M3 and M5 Stuart tanks.
Why is the M3 better than the M5?
Funny thing I never noticed that.
I believe the statistics need to be reversed.
Re: New Allied Units List
Is the Camo trait going to be looked at?
It is not working correctly.
It is not working correctly.
Re: New Allied Units List
Remind me what the issue is.Razz1 wrote:Is the Camo trait going to be looked at?
It is not working correctly.
Re: New Allied Units List
It is posted in the tech section.
Camo units disappear when next to a unit. If another unit moves next to it, it is revealed.
Camo units are supposed to be invisible one hex away, not when they are adjacent to an enemy unit.
The results are the same in single or multi-player games.
Camo units disappear when next to a unit. If another unit moves next to it, it is revealed.
Camo units are supposed to be invisible one hex away, not when they are adjacent to an enemy unit.
The results are the same in single or multi-player games.
Re: New Allied Units List
So, I've been looking at the new units in more detail, as well as the existing ones. And I also found the issues that Razz1 mentions, the Italian L3/35 has one attack animation a bit off, and the QF 25-pdr in AT version has the wrong movement sound. So I can confirm his observations.
Apart from that, I have made a list with some small bugs/errors/observations, it's a bit hard to put it in a neat list, so I'll try to group the issues as much as possible.
First about the icons: overall a very good job, but still two observations: the icon for the SE Lorry is bigger than the regular version. More importantly, all the US towed anti-tank guns use the same icon. I have already mentioned this several times during previous betas, so I'll say it again:
The towed US antitank guns: '37mm M3', '57mm M1' and the '76mm 3 Inch M5' all still use the same icon, '76mm_3_Inch_M5.png'. This is rather strange, especially because the game has icons to more accurately portray them. The 76mm has the correct icon, so can stay like it is now. The 57mm is the same gun as the British 6-pounder, so why not use the same icon for it: 'QF_6_pounder.png' ? The 37mm is a bit more difficult, but the '47mm_SA_37.png' (French 47mm AT gun) is a good match, or maybe '25mm_SA_34.png'.
And I have discovered a strange situation with the UI overlays for the transport types. In the stock PzC, there are only UI sidebar icons/movement overlays for (wheeled) trucks and halftrack transports. But the Quad artillery tractor is 'all-terrain', and it shows in the sidebar as a halftrack icon (next to the unit class icon) but the movement overlay on the map shows a truck? Similarly, the Kangaroo has a tracked movement type, but has the same problem, which looks even weirder because it is obviously a fully tracked vehicle.
Other little bugs:
(Sherman) Calliope: no movement sound, no attack sounds/animation.
Churchill Crocodile: no firing sound (but it does have a nice animation and normal movement sound)
Willys Jeep: uses infantry attack animation/sound, looks strange
Kangaroo: idem, uses infantry attack animation/sound, should be more like the transport halftracks
Land Mattress + 114mm T-27 E2 (Allied rocket launchers): attack animation offsets are incorrect, should be further back and a little lower. And I would call the 114mm T-27 E2 by its nickname: Xylophone. Just like 'Calliope' is also just a nickname, so this way it's more consistent, and easier to remember as well
.
Tortoise + T-28 Super Heavy: both have an attack animation offset that is a tiny little bit too low.
Hurricane Mk IID: It now uses a normal plane attack animation, but it would be better to use the animation from the Ju87G (the one with the two big guns), as it had two big 40mm cannons under its wings.
Apart from that, I have made a list with some small bugs/errors/observations, it's a bit hard to put it in a neat list, so I'll try to group the issues as much as possible.
First about the icons: overall a very good job, but still two observations: the icon for the SE Lorry is bigger than the regular version. More importantly, all the US towed anti-tank guns use the same icon. I have already mentioned this several times during previous betas, so I'll say it again:
The towed US antitank guns: '37mm M3', '57mm M1' and the '76mm 3 Inch M5' all still use the same icon, '76mm_3_Inch_M5.png'. This is rather strange, especially because the game has icons to more accurately portray them. The 76mm has the correct icon, so can stay like it is now. The 57mm is the same gun as the British 6-pounder, so why not use the same icon for it: 'QF_6_pounder.png' ? The 37mm is a bit more difficult, but the '47mm_SA_37.png' (French 47mm AT gun) is a good match, or maybe '25mm_SA_34.png'.
And I have discovered a strange situation with the UI overlays for the transport types. In the stock PzC, there are only UI sidebar icons/movement overlays for (wheeled) trucks and halftrack transports. But the Quad artillery tractor is 'all-terrain', and it shows in the sidebar as a halftrack icon (next to the unit class icon) but the movement overlay on the map shows a truck? Similarly, the Kangaroo has a tracked movement type, but has the same problem, which looks even weirder because it is obviously a fully tracked vehicle.
Other little bugs:
(Sherman) Calliope: no movement sound, no attack sounds/animation.
Churchill Crocodile: no firing sound (but it does have a nice animation and normal movement sound)
Willys Jeep: uses infantry attack animation/sound, looks strange
Kangaroo: idem, uses infantry attack animation/sound, should be more like the transport halftracks
Land Mattress + 114mm T-27 E2 (Allied rocket launchers): attack animation offsets are incorrect, should be further back and a little lower. And I would call the 114mm T-27 E2 by its nickname: Xylophone. Just like 'Calliope' is also just a nickname, so this way it's more consistent, and easier to remember as well
Tortoise + T-28 Super Heavy: both have an attack animation offset that is a tiny little bit too low.
Hurricane Mk IID: It now uses a normal plane attack animation, but it would be better to use the animation from the Ju87G (the one with the two big guns), as it had two big 40mm cannons under its wings.
Re: New Allied Units List
And another little list, but this one is not that important, I have a few notes as well on unit statistics. Overall, they are quite good, but there some things I feel I should mention. I already made a writeup on allied units a while ago for Deducter, so I have done some research for most suggestions:
First, some old requests: The Bf 109K has 56 fuel, but the SE version still has the old amount of 36. And maybe the Ta 152 could be added to the 'Focke' unit family?
Other bits:
Like Razz1 said, the light tanks M3 and M5 seem to have switched stats? I already made a note of this when making my writeup for Deducter.
The Vickers Mk.VI would perhaps be better if put in the recon class, not in the tank class.
All Churchill tanks should have move 3 I think, right now most have move 4, which is a bit strange because they are now faster than early Valentine tanks. And about the Valentine, it was developed from the Cruiser Mk I, so maybe add them to the same unit family? Right now most people will skip the Valentines and go straight for the Churchill. The Valentine would become a cheap alternative to the Churchill.
Personally, I would have the Cruiser Mk IV not in the same family as the Mk I, but instead make it a family together with the Crusader tanks, to make them a more distinct upgrade path. And the Crusader Mk I and II have virtually no differences in stats, maybe make the Mk I a bit like the early T-34/Panther, less reliable with less fuel/ammo than the later versions. This may give a bit more character to the tanks, and like the Valentine, a cheap alternative to just buying the best tanks each time a new one becomes available.
The AT portee units are unfortunately very expensive to upgrade because they do not share a family. Which is strange because the Achilles and Archer are in a family, and they are entirely different? So maybe add the portees as well? And I love using the portees, but I find it remarkable that they all have the same (fairly high) Air Defense (10). For the Deacon is seems OK, but the 2-pdr and 6-pdr could be lower. The Deacon might have a little less movement, to represent its heavier armor. But this is just nitpicking, overall I'm very pleased with them.
Same goes for the new AAA units, I really like them (thanks for adding them!), but again not a single one of them is in any unit family, although the orginal M14 MGMC has its own family? Makes them very expensive to upgrade.
The Calliope has a lot of ammo; 10 is just too much I think. Same goes for the Bishop, it has 11, more realistic would be 4 or 5. It's also a bit strange that the Bishop had move 4 but the Valentine has 3 (same basic vehicle...). The Sexton is now heavily armored like the Bishop, but it should basically be similar to the M7 Priest in defenses. The gun and ammo are correct, but it has too much defense, in the stock game I nerfed it and made the M7 more expensive, so the Sexton remains as a cheap alternative to the M7.
The M4A3(105) would be a bit more interesting if it had range 2 instead of 3 in artillery mode.
The new planes are very nice and I use them a lot; the Boston is a bit expensive, though, and not a very logical choice at the moment. But I got my Beaufighter so I'm very happy
.
First, some old requests: The Bf 109K has 56 fuel, but the SE version still has the old amount of 36. And maybe the Ta 152 could be added to the 'Focke' unit family?
Other bits:
Like Razz1 said, the light tanks M3 and M5 seem to have switched stats? I already made a note of this when making my writeup for Deducter.
The Vickers Mk.VI would perhaps be better if put in the recon class, not in the tank class.
All Churchill tanks should have move 3 I think, right now most have move 4, which is a bit strange because they are now faster than early Valentine tanks. And about the Valentine, it was developed from the Cruiser Mk I, so maybe add them to the same unit family? Right now most people will skip the Valentines and go straight for the Churchill. The Valentine would become a cheap alternative to the Churchill.
Personally, I would have the Cruiser Mk IV not in the same family as the Mk I, but instead make it a family together with the Crusader tanks, to make them a more distinct upgrade path. And the Crusader Mk I and II have virtually no differences in stats, maybe make the Mk I a bit like the early T-34/Panther, less reliable with less fuel/ammo than the later versions. This may give a bit more character to the tanks, and like the Valentine, a cheap alternative to just buying the best tanks each time a new one becomes available.
The AT portee units are unfortunately very expensive to upgrade because they do not share a family. Which is strange because the Achilles and Archer are in a family, and they are entirely different? So maybe add the portees as well? And I love using the portees, but I find it remarkable that they all have the same (fairly high) Air Defense (10). For the Deacon is seems OK, but the 2-pdr and 6-pdr could be lower. The Deacon might have a little less movement, to represent its heavier armor. But this is just nitpicking, overall I'm very pleased with them.
Same goes for the new AAA units, I really like them (thanks for adding them!), but again not a single one of them is in any unit family, although the orginal M14 MGMC has its own family? Makes them very expensive to upgrade.
The Calliope has a lot of ammo; 10 is just too much I think. Same goes for the Bishop, it has 11, more realistic would be 4 or 5. It's also a bit strange that the Bishop had move 4 but the Valentine has 3 (same basic vehicle...). The Sexton is now heavily armored like the Bishop, but it should basically be similar to the M7 Priest in defenses. The gun and ammo are correct, but it has too much defense, in the stock game I nerfed it and made the M7 more expensive, so the Sexton remains as a cheap alternative to the M7.
The M4A3(105) would be a bit more interesting if it had range 2 instead of 3 in artillery mode.
The new planes are very nice and I use them a lot; the Boston is a bit expensive, though, and not a very logical choice at the moment. But I got my Beaufighter so I'm very happy
Re: New Allied Units List
The problem is: the Valentine's are useless. Way too slow. So to compensate give them close defense of 2 to 3. They were infantry tanks so make them have the ability to kill infantry.
When they have 3 they are worth having if you do not have to travel too far or are defending.
Don't add they Portee's to the anti tank class of archer. One is a truck and the other a tracked vehicle. Completely different. The Portee's are a stop gap measure. They can have their own class, just raise their initiative by 1 to make them worth keeping. Their movement value is too high.
I agree the M4A3 105 should have a range of 2
I would't put the Vickers Mk.VI in recon class. It's a light tank. There are plenty of British recon units already.
When they have 3 they are worth having if you do not have to travel too far or are defending.
Don't add they Portee's to the anti tank class of archer. One is a truck and the other a tracked vehicle. Completely different. The Portee's are a stop gap measure. They can have their own class, just raise their initiative by 1 to make them worth keeping. Their movement value is too high.
I agree the M4A3 105 should have a range of 2
I would't put the Vickers Mk.VI in recon class. It's a light tank. There are plenty of British recon units already.
Re: New Allied Units List
Good thing you mention this, the Valentines were in reality quite heavily armored. They were ment to replace the Matilda II and had about 70-80% of its protection, but were a lot cheaper to build and quite reliable. Their side/rear armor was better than that of the Sherman, so a higher CD would make sense, like you say. Overall, Valentine armor levels should be at least comparable to the Sherman, maybe a bit better.Razz1 wrote:The problem is: the Valentine's are useless. Way too slow. So to compensate give them close defense of 2 to 3. They were infantry tanks so make them have the ability to kill infantry.
That's up to uran21, I guess. But as long as the portees can be cheaply upgraded, it should be fine. INI is ok, I think, movement as well, maybe the Deacon should be a bit slower. It's mainly the lack of a cheap upgrade path and good Air Defense that I noticed. And the game already has units in unit families that at the very most have about 1% parts commonality, so the 'wheels/tracks are completely different' argument is a bit of a red herring.Don't add they Portee's to the anti tank class of archer. One is a truck and the other a tracked vehicle. Completely different. The Portee's are a stop gap measure. They can have their own class, just raise their initiative by 1 to make them worth keeping. Their movement value is too high.
Thanks.I agree the M4A3 105 should have a range of 2.
True, but calling it a 'light tank' is a bit of an oversimplification. For example, the Panzer IIF, which was a real light tank, not designed to be a recon unit like the light Vickers, is also in the recon class. To be honest, it depends on your point of view I guess. They were used as 'tanks' only in the colonies and early on where there weren't enough tanks to fill out the armoured regiments. Due to the lack of medium tanks in the Middle-East the Vickers Mk VI were press-ganged into the 'heavier' units. Remember that the Middle East did not have any priority in delivering new equipment at the time. They still had horse-mounted cavalry and lots of 1920'ies equipment.I would't put the Vickers Mk.VI in recon class. It's a light tank. There are plenty of British recon units already.
The Vickers was actually designed for a reconnaissance role, and was chiefly deployed with Hussar regiments, and only as a stop-gap 'filler' unit with the Royal Tank Regiments. The Hussars still had a doctrinally different role, and in the British army Hussars were light cavalry, ie scouting, flanking, armed reconaissance. The Vickers already has a large spotting radius. So that's were I base my argument on. Maybe just give them the 'reconmove' trait and leave them in the tank class, that would work as well.
About recon units, on a further note, about the British armoured cars:
Humber and the big Daimler AC have very heavy armor in the game, and the Humber only received a cannon somewhere in 1943 I believe (they had a 15mm Besa machinegun until then, also mounted on the Vickers Mk VI). I understand these high numbers were so the AI could use them more effectively, but they are a bit overpowered right now. And both Daimlers and the Humber now have 'wheeled' movement, 'all-terrain' would be more fitting perhaps, especially for the small Daimler Dingo.
And I forgot to add to my earlier list: the four different German 8-wheel recon units should be in two unit families, maybe all in the same family.
Anyway, the unit stats are generally OK, and since I can easily mod them myself I am not really worried about them, but if any changes and/or finetuning is considered, there are still some inconsistencies here and there that can be improved.
Re: New Allied Units List
I just checked the the Stuart M3 and that little bugger seems to have a close defense of 5. Isn't that a bit extensive for a paper tank ?
Another thing that strikes me odd is the Chevy-WB recon having all-terrain movement type while as far i know it was just a wheeled truck.
Another thing that strikes me odd is the Chevy-WB recon having all-terrain movement type while as far i know it was just a wheeled truck.
Re: New Allied Units List
After testing and then some play in the game,
40mm SPAA is way under powered. It was one of the best weapons in the war. Even ships used 40mm plus several countries including the Axis powers.
The towed version is 14 attack strength.
The mobile unit should be 12.
Since the gun weighed well over 4,000 pounds, the movement should be reduced to 6.
Cost should increase to 200
40mm SPAA is way under powered. It was one of the best weapons in the war. Even ships used 40mm plus several countries including the Axis powers.
The towed version is 14 attack strength.
The mobile unit should be 12.
Since the gun weighed well over 4,000 pounds, the movement should be reduced to 6.
Cost should increase to 200



