Custom Units Traits

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AnalogGamer
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 210
Joined: Sun Feb 01, 2015 6:56 pm

Custom Units Traits

Post by AnalogGamer »

Greetings all,

As I delve deeper into this project, more unit tweaks come to mind. Wanted to get input from the experienced hands out there if anyone is interested. Adding traits, and tweaking stats to balance, could lead to more variety and some greater realism in my opinion. If those out there could share their reasoning behind the custom units they have created, I think it could lead to a helpful discussion.

Partisans - Glad to see I am not alone thinking of these. Camo and no zone of control. "Nopurchase" trait as well, to keep the ninja divisions off the field. Weak attack stats, but hard to find. In PG a unit could earn these traits. Making partisans for the Soviet side just seems natural.

Towed A/T - Every gun that is =/< 76.2mm gets camo trait. Germany didn't have the fuel for the swarm of S/P we use in our campaigns. Towed A/T was the backbone of every army's response to armor. We don't use them because they die like flies. The initiative boost fix does not help if planes spot them. The camo function stays in effect while under transport, but that cannot be avoided, and adds incentive. If there is a way to increase cost of transport for just those guns I will do it.

Forts/Strongpoints - Hundreds of kilometers of coastline + a multiplayer environment = forts. A player could take mobile coastal defense units and run off with them. Can't have someone breaking my scenario. :P The game only provides two of each type. By adding traits and tweaking stats, more variety can be introduced. Some strongpoints have the camo trait and lowered stats, turning them into Observation Posts/Bunkers. These units can keep visual watch on the coast, exact a toll for any landings, and provide time for response forces to move forward. All without being prep-bombed to death. Land strongpoints in forest or hills may have reduced spotting and camo, as well as being geared toward infantry. A large fort variant for guarding ports will have the "radar" trait(along with 'shiffsmörder' stats). By adding to the number of different types, an attacking player can no longer rely on a formulaic approach that "works all the time".

Recon - All recons should get a +1 or 2 move bump to make up for the point burned with every recon move. The recon move trait could be useful in other areas as well.

Now that I have the GC, some of those "special" units make me cringe. Recon Rudel indeed(don't even get me started on the +3 move mtn troops). My version of a reconnaissance aircraft is probably more accurate. Me-109 with 18 move and recon move. 2/1/2 soft/hard/air attack stats. High air defense stats. 3 spot. The "Gingerbread Man". Was considering putting camo on it as well, but that is a bridge too far. It would be a WW2 Predator drone then.

What about giving EVERY aircraft the recon move trait? This HAS to have been discussed before, but has anyone tried it? It seems that it would more accurately represent the time scales and actions/reactions involved. A "bounced" plane is well within range of a plane on direct flight. Loitering over a target long enough for towed AAA to be dragged into range, set up, and fired seems a bit much. It may require an across-the-board price hike to balance, but I like the idea. May have to reduce the price of AAA to compensate as well. Or make more AAA switchable.

Imagine this for a "special" unit... E 555i with camo and recon move. :twisted: PzC version of the B-2 Spirit. Bring on those P-51s and P-47s...

While I am not trying to pile on traits just for the cool factor, it does seem like a few can be added here and there to make things a tad more fun and immersive. Advice and learned counsel is always welcome.

What say ye? Why do you make custom-traited units? How do you balance them and introduce them into your projects?

Thanks for your attention.
guille1434
Major-General - Jagdtiger
Major-General - Jagdtiger
Posts: 2856
Joined: Sun Jul 01, 2012 5:32 pm

Re: Custom Units Traits

Post by guille1434 »

Very interesting ideas... One German aircraft that probably deserves the "camo" trait (does it work on air units?) was the Horten 229 flying wing. I remember to have read somewhere that being made almost entirely of wood, with its wing only shape and lack of propellers, was indeed very difficult for radar equipment of that era to detect it.

The camo trait for light and medium AT guns (up to 75/76 mm caliber) is a must for me... I have though sometime about this, and the fact that the unit retains the camo trait after being mounted on its transport (I think is the same for land, sea and air transports). So I think the best is to add the transport not as an organic transport but as a "switch" stance, where the "regular" switched unit will have the camo trait, but lose it when switched to its towed or mounted (portee) mode.

In fact, I'm working on some icons for the 3,7 cm Pak 36/37 with the following switches:

- Ambush mode: Movement = 0, Camo trait, high iniative, Ground Defense and Hard Attack values (may be classing this unit as a fort, in order to avoid a premature surrender if the gun is suppresed).
- Mobile mode: Movement = 2, No Camo trait, lower initiative, Defense and HA values (I never liked very much the possibility of a towed AT gun rolling in to attack and destroy tanks, specially in open terrain)
This two modes would be used by non-mechanized units, which would also be air portable.

The third mode would be added for mechanized (or motorized) AT units:
- Transport mode: High movement, No camo, only passive (and lowered) soft and hard attack values. Possibly glider-borne, but only for the lighter guns, and that so when coupled to a very light tow vehicle (Sdkfz.2 halftracked motorbike or Kubelwagen, for example).

I think I would be able to upload some icons for this "experimental" unit soon. Stay tuned! 8)
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