JaM's Unit stats Mod
Posted: Mon Mar 16, 2015 3:58 pm
I'm long time Panzer General player, it was probably first game i ever modded. Since then, i spent a lot of time working on mods for Total War games, anyway after some time, that didnt satisfied me anymore, so i spent less and less time modding those games. Anyway to somehow occupy my new free time, i decided to start working on my own mod for Panzer Corps. Shame i couldn't find my old files for Panzer General, anyway i'll try to revive some of those approaches in this mod.
At first let me explain my main approach to unit stats, to answer you the question why it is worth trying this mod (once available) in comparation to others already released mods.
My long term goal for every game i modded so far was to adjust mechanics so game would give player a bit more realistic experience. While Panzer Corps is not primarily a "simulation" and hex based combat is far from it, game itself can be still adjusted for better realism, by adjusting the stats and mechanics to resemble real life situations, benefits and penalties of real life units. I'm not big fan of strict table numbers, even though i try to use them as a base, but they are not a dogma for me. Instead, i try to adjust the stats so they give player realistic penalties instead. For example, If you look at date sheets for early T34 tanks, they were stated to have combat range of 300km. yet, first batches of these tanks had huge mechanical issues, so a lot of them broke down the road. Yet, if you take TTD data as a norm, you will end up with tank with impressive range, but that was not what happened in reality with tanks breaking down on the road. Instead, fuel will also simulate the technical reliability of tanks. This will greatly increase value of reliable tanks, while it will decrease the value of tanks with technical issues. You could decide to upgrade your whole tank force to Panthers, but if you do, you will end up with tanks that will have limited strategic range. There was a reason why German tankers valued those PzIV instead of Panthers..
Another thing i would like to cover is related to fighters. In reality, there was a big difference between fighters optimized for fighting in medium height, and fighters optimized for high ceiling. Fighters that could get high would automatically have advantage over fighters that cannot get that high. Ceiling was something that allowed fighter to chose his fight, engage when he wanted or avoid combat if necessary. Because of this fact, service ceiling will be one of things impacting combat initiative for all fighters. Another very important stat for all planes was rate of climb. Fighters with high rate of climb could dictate the course of battle, so this would be another stat that will impact the initiative. one of most important factors for plane survivability was its speed.slower plane would have hard time to attack the faster plane, using speed was common tactics to avoid the combat.
So with these changes, in air battle you will have option to buy high performance fighters with high ceiling, so you will be able to engage other planes more effectively, but that would also limit your ability to scout the area (it was impossible to spot enemy units from 10km height). Plus these planes will be the best choice to attack heavy strategical bombers with high ceiling (high initiative), which were practically immune to planes that couldn't get that high - so technically you will be able to attack them but because of lower initiative, you will have to face their defensive HMGs that could damage you before you can hit them. There was a reason why Germans developed those high performance planes like Ta152H armed with heavy 30mm guns..
And of course infantry will also bring some changes. One of the biggest realism killers in all WW2 games is complete underestimation of German infantry. WW2 German infantry was equipped with the first GPMG in the world, General Purpose Machine Gun, that could cover roles of light and heavy MMG gave German infantry huge advantage over its adversaries. MG32 was practically the best weapon of the war, to some degree this MMG caused more casualties than any other german "wonder-weapon". German infantry tactics was heavily based on use of machine guns,while MG32 thanks to its design was capable providing heavy fire at long range,fast switching barrel, and ability to fire from bipod (as LMG) and tripod (HMG) for the same weapon. German stosstaktik involved heavy section to provide heavy fire while rifle platoons were supposed to flank the enemy while under cover. The only difference between 39' Infantry and 43' infantry was not in their firepower, as 43' used MG42 which was just simplified and cheaper to build version of MG32, but in more and more infantry anti tank weapons carried, practically, against soft targets, both 39' and 43' infantry should have very similar stats. Because of MG32 and stosstaktik, German infantry was the most effective force, which was practically never matched during war,yet their stats are far from it, and my mod will try to adjust that. but of course, dont expect them to be all destroying force, they will be effective, but they will be defeatable if used incorrectly. Goal here is to give German player infantry similar in capability to what they had in reality.
At this point, i'm sitll working on version 1.0 Once ready, i will post full list of changes, with explanation why some stats are the way they are. Right now, my main priority will be unit stats only,as im not a graphician, so i wont be doing any graphical adjustments for now, but of course it doesnt mean i wont be doing any changes in that area in the future.
At first let me explain my main approach to unit stats, to answer you the question why it is worth trying this mod (once available) in comparation to others already released mods.
My long term goal for every game i modded so far was to adjust mechanics so game would give player a bit more realistic experience. While Panzer Corps is not primarily a "simulation" and hex based combat is far from it, game itself can be still adjusted for better realism, by adjusting the stats and mechanics to resemble real life situations, benefits and penalties of real life units. I'm not big fan of strict table numbers, even though i try to use them as a base, but they are not a dogma for me. Instead, i try to adjust the stats so they give player realistic penalties instead. For example, If you look at date sheets for early T34 tanks, they were stated to have combat range of 300km. yet, first batches of these tanks had huge mechanical issues, so a lot of them broke down the road. Yet, if you take TTD data as a norm, you will end up with tank with impressive range, but that was not what happened in reality with tanks breaking down on the road. Instead, fuel will also simulate the technical reliability of tanks. This will greatly increase value of reliable tanks, while it will decrease the value of tanks with technical issues. You could decide to upgrade your whole tank force to Panthers, but if you do, you will end up with tanks that will have limited strategic range. There was a reason why German tankers valued those PzIV instead of Panthers..
Another thing i would like to cover is related to fighters. In reality, there was a big difference between fighters optimized for fighting in medium height, and fighters optimized for high ceiling. Fighters that could get high would automatically have advantage over fighters that cannot get that high. Ceiling was something that allowed fighter to chose his fight, engage when he wanted or avoid combat if necessary. Because of this fact, service ceiling will be one of things impacting combat initiative for all fighters. Another very important stat for all planes was rate of climb. Fighters with high rate of climb could dictate the course of battle, so this would be another stat that will impact the initiative. one of most important factors for plane survivability was its speed.slower plane would have hard time to attack the faster plane, using speed was common tactics to avoid the combat.
So with these changes, in air battle you will have option to buy high performance fighters with high ceiling, so you will be able to engage other planes more effectively, but that would also limit your ability to scout the area (it was impossible to spot enemy units from 10km height). Plus these planes will be the best choice to attack heavy strategical bombers with high ceiling (high initiative), which were practically immune to planes that couldn't get that high - so technically you will be able to attack them but because of lower initiative, you will have to face their defensive HMGs that could damage you before you can hit them. There was a reason why Germans developed those high performance planes like Ta152H armed with heavy 30mm guns..
And of course infantry will also bring some changes. One of the biggest realism killers in all WW2 games is complete underestimation of German infantry. WW2 German infantry was equipped with the first GPMG in the world, General Purpose Machine Gun, that could cover roles of light and heavy MMG gave German infantry huge advantage over its adversaries. MG32 was practically the best weapon of the war, to some degree this MMG caused more casualties than any other german "wonder-weapon". German infantry tactics was heavily based on use of machine guns,while MG32 thanks to its design was capable providing heavy fire at long range,fast switching barrel, and ability to fire from bipod (as LMG) and tripod (HMG) for the same weapon. German stosstaktik involved heavy section to provide heavy fire while rifle platoons were supposed to flank the enemy while under cover. The only difference between 39' Infantry and 43' infantry was not in their firepower, as 43' used MG42 which was just simplified and cheaper to build version of MG32, but in more and more infantry anti tank weapons carried, practically, against soft targets, both 39' and 43' infantry should have very similar stats. Because of MG32 and stosstaktik, German infantry was the most effective force, which was practically never matched during war,yet their stats are far from it, and my mod will try to adjust that. but of course, dont expect them to be all destroying force, they will be effective, but they will be defeatable if used incorrectly. Goal here is to give German player infantry similar in capability to what they had in reality.
At this point, i'm sitll working on version 1.0 Once ready, i will post full list of changes, with explanation why some stats are the way they are. Right now, my main priority will be unit stats only,as im not a graphician, so i wont be doing any graphical adjustments for now, but of course it doesnt mean i wont be doing any changes in that area in the future.