"Kaiserschlacht" WWI Mod v3.3 (Mar 5, 2016)
Posted: Fri Dec 20, 2013 9:42 am
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Download v3.3: https://www.mediafire.com/?7o0bvpi5939z00u
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Jun 8, 2015
For the benefit of anyone who wants to start playing the mod and wants a more in-depth view of how the various units work, or just want to become better, here's a little guide to the various units:
Infantry
Infantry will generally be the dominant force on the battlefield, and 50% or more of your core should be made up of it if you want success in most scenarios.
Generic Infantry Unit: No particular bonus or penalty. Good supply stats, and low cost. Upgrades in 1916, 1918 and 1920
Machine Gunner 'MG': Excellent on defense, adequate on attack. Higher supply stats and cost, but slower movement. Upgrades in 1917 and 1920
Minesweepers: Supporting unit ideal for clearing minefields and barbed wire (similar to ww2 Pionieres). Although it can fight, it is not for frontline combat and should only engage other infantry in serious circumstances. No upgrades.
Flamethrowers 'Flm': Strongest attacker in the early war. Expensive and with low supply stats. Arrives in 1915, upgrades in 1918.
Sturmtruppen: Late war assault team, unmatched when attacking. Low supply stats but more movement than other infantry. Arrives in 1918.
Sturmpionieres: Combination of Minesweepers, Flamethrowers and Sturmtruppen that arrives in 1920. Extremely powerful assault team.
Tanks
Tanks in WWI generally are slow and with horrid supply stats, but are far stronger than any opponent they will likely encounter. Unlike in WWII, WWI tanks can safely hold close positions due to the lack of decent AT weaponry carried by any unit (apart from the Fahrpanzer).
Germany has access to one tank unit - the A7V, which is very useful during the breakthrough stages of the Spring Offensive in 1918, when it first becomes available. Should you reach the USA scenario, it can be upgraded to the much more powerful A11V, which comes with a specialised anti-tank 75mm gun.
Recon
Ground based recon units have very limited effectiveness on the WWI battlefield, as its role has largely been replaced by aircraft. However, Armoured Cars are very useful units in any offensive situation and can fight competently with infantry (though not tanks). Armoured Cars generally unlock in the middle of the war.
Artillery
Artillery dooms all! Simply, it has an extreme ground attack stat and decent ammo, and should probably make up 25% of your core. Remember, the Somme battle was decided by the lack of British Artillery batteries, and ammunition for them. In WWI there are several types, each with a specific purpose. Also, unlike any other mod, artillery range as a standard is around 6, making it a dangerous opponent.
Light Artillery: Cheap and effective unit. Most useful in defensive situations as it disrupts enemy attacks without causing major damage.
Medium Artillery: Mighty artillery that specialises in the destruction of soft targets. Cost is equal to 2 early-war infantry divisions but perofrmance is equal to several.
Heavy Artillery: Great all-rounder artillery that deals some damage to tanks. Costs 33% more than a medium gun but deals similar damage to infantry. Keep in mind that it is the lightest type capable of fighting armoured targets.
Siege Artillery: Expensive artillery that ruins all hard objects with ease. Low supply stats and lack of power against soft targets makes it less important than a heavy gun, but useful in heavily fortified regions such as Verdun and Cambrai.
Gas Artillery: Not really an artillery as much as a transport. Converts to a gas shell that causes maximal damage to soft targets (similar to a v2)
Paris Gun: Arrives in 1918 and isn't very useful in your core. Many late-war scenarios provide it as an auxillary, and those are the only times it will be able to move very far (limited to railroads). Extremely long range.
AA and AT have limited use, bombers only really exist in 1920 and fighters will steadily improve over the course of the war. Keep enough fighters around to fight of the enemy planes, but artillery and infantry should be the main component of your offensives.
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I have started making a World War I campaign and mod for Panzer Corps.
At this stage:
- New Graphics: Done
- New Units (85 of them) : Nearly done
- Scenarios: Not started
- Campaign linking and other stuff: Not started.
At this stage it looks like this:
Scenarios: Schlieffen Plan, Marne, Paris 14, Race to the Sea, Gallipoli, Poland 15, Serbia, Verdun, Jutland, Somme, Romania, Arras 17, Estonia, Cambrai, Michael, Georgette, Paris 18, UK 18, Arras 18, Mons 18, German Revolution.
And some new units: Fokker Dr. I , Sopwith Camel, Mark IV Tank, Zeppelin, Paris Gun and Bolsheviks. These are just a few.
I have tried to structure the campaign (as an idea) so that there would be very few trench-based scenarios. (I think that Verdun, Somme and a few 1917 scenarios are the only ones like this - and most of those are avoided by winning Paris 14)
You play as the Central Powers (Germany in every scenario, but Austria-Hungary, Turkey and Bulgaria can join you as auxillaries)
Feel free to ask me any questions about this or about WWI in general, it may help you to have a bit of an understanding of WW1 when you want to play my mod later (I will be releasing it in 2014, but am not sure when exactly yet)
- BNC
Download v3.3: https://www.mediafire.com/?7o0bvpi5939z00u
----------------------------------------------------------------------------------
Jun 8, 2015
For the benefit of anyone who wants to start playing the mod and wants a more in-depth view of how the various units work, or just want to become better, here's a little guide to the various units:
Infantry
Infantry will generally be the dominant force on the battlefield, and 50% or more of your core should be made up of it if you want success in most scenarios.
Generic Infantry Unit: No particular bonus or penalty. Good supply stats, and low cost. Upgrades in 1916, 1918 and 1920
Machine Gunner 'MG': Excellent on defense, adequate on attack. Higher supply stats and cost, but slower movement. Upgrades in 1917 and 1920
Minesweepers: Supporting unit ideal for clearing minefields and barbed wire (similar to ww2 Pionieres). Although it can fight, it is not for frontline combat and should only engage other infantry in serious circumstances. No upgrades.
Flamethrowers 'Flm': Strongest attacker in the early war. Expensive and with low supply stats. Arrives in 1915, upgrades in 1918.
Sturmtruppen: Late war assault team, unmatched when attacking. Low supply stats but more movement than other infantry. Arrives in 1918.
Sturmpionieres: Combination of Minesweepers, Flamethrowers and Sturmtruppen that arrives in 1920. Extremely powerful assault team.
Tanks
Tanks in WWI generally are slow and with horrid supply stats, but are far stronger than any opponent they will likely encounter. Unlike in WWII, WWI tanks can safely hold close positions due to the lack of decent AT weaponry carried by any unit (apart from the Fahrpanzer).
Germany has access to one tank unit - the A7V, which is very useful during the breakthrough stages of the Spring Offensive in 1918, when it first becomes available. Should you reach the USA scenario, it can be upgraded to the much more powerful A11V, which comes with a specialised anti-tank 75mm gun.
Recon
Ground based recon units have very limited effectiveness on the WWI battlefield, as its role has largely been replaced by aircraft. However, Armoured Cars are very useful units in any offensive situation and can fight competently with infantry (though not tanks). Armoured Cars generally unlock in the middle of the war.
Artillery
Artillery dooms all! Simply, it has an extreme ground attack stat and decent ammo, and should probably make up 25% of your core. Remember, the Somme battle was decided by the lack of British Artillery batteries, and ammunition for them. In WWI there are several types, each with a specific purpose. Also, unlike any other mod, artillery range as a standard is around 6, making it a dangerous opponent.
Light Artillery: Cheap and effective unit. Most useful in defensive situations as it disrupts enemy attacks without causing major damage.
Medium Artillery: Mighty artillery that specialises in the destruction of soft targets. Cost is equal to 2 early-war infantry divisions but perofrmance is equal to several.
Heavy Artillery: Great all-rounder artillery that deals some damage to tanks. Costs 33% more than a medium gun but deals similar damage to infantry. Keep in mind that it is the lightest type capable of fighting armoured targets.
Siege Artillery: Expensive artillery that ruins all hard objects with ease. Low supply stats and lack of power against soft targets makes it less important than a heavy gun, but useful in heavily fortified regions such as Verdun and Cambrai.
Gas Artillery: Not really an artillery as much as a transport. Converts to a gas shell that causes maximal damage to soft targets (similar to a v2)
Paris Gun: Arrives in 1918 and isn't very useful in your core. Many late-war scenarios provide it as an auxillary, and those are the only times it will be able to move very far (limited to railroads). Extremely long range.
AA and AT have limited use, bombers only really exist in 1920 and fighters will steadily improve over the course of the war. Keep enough fighters around to fight of the enemy planes, but artillery and infantry should be the main component of your offensives.
----------------------------------------------------------------------------------
I have started making a World War I campaign and mod for Panzer Corps.
At this stage:
- New Graphics: Done
- New Units (85 of them) : Nearly done
- Scenarios: Not started
- Campaign linking and other stuff: Not started.
At this stage it looks like this:
Scenarios: Schlieffen Plan, Marne, Paris 14, Race to the Sea, Gallipoli, Poland 15, Serbia, Verdun, Jutland, Somme, Romania, Arras 17, Estonia, Cambrai, Michael, Georgette, Paris 18, UK 18, Arras 18, Mons 18, German Revolution.
And some new units: Fokker Dr. I , Sopwith Camel, Mark IV Tank, Zeppelin, Paris Gun and Bolsheviks. These are just a few.
I have tried to structure the campaign (as an idea) so that there would be very few trench-based scenarios. (I think that Verdun, Somme and a few 1917 scenarios are the only ones like this - and most of those are avoided by winning Paris 14)
You play as the Central Powers (Germany in every scenario, but Austria-Hungary, Turkey and Bulgaria can join you as auxillaries)
Feel free to ask me any questions about this or about WWI in general, it may help you to have a bit of an understanding of WW1 when you want to play my mod later (I will be releasing it in 2014, but am not sure when exactly yet)
- BNC