Desert terrain and units


Tunisian terrain

Features include:
1) Units included:
British sniper
German Panzerbusche
German mortar 120mm
German paratrooper
German Scout
German para mg42
German para mg34
German para scout
German para mortar
Panzer II
Panzer III
Panzer III M
Panzer IV A
Panzer IV F
Panzer IV G
German truck
Sdkfz251/2 Mortar
sdkfz251/21
sdkfz251 halftrack
Sdkfz251/16 flame
Sdkfz 10/4
Stug A
Stug G
Tiger
88mm
75mm Pak 40
37mm AT gun
37mm Stielgranate
50mm Pak 38
8rad
marder III
Panzerjager I
Wespe
Stuka zu FuB
15cm Artillery
Panzer IV D
Panzer III J
German flamethrower
Panzer IV F1
German sniper
StuH 42
Panzer I
FLAK 30
SDKFZ 222
Sherman
6pdr
17pdr
25pdr
Brencarrier
Bishop
British truck
Churchill III
Matilda II
Priest
SP bofors
Stuart M3
2pdr
2pdr portee
MKVI AA
British para
British flamethrower
British Scout
M3 HalfTrack
British Boyes
Para bren
Para vickers mg
Para mortar
Para flamethrower
Para Scout
Daimler
6pdr Para
Bren Carrier Boys
Guy armoured car
MkVI light tank
A10 Tank
A13 Tank
Humber MkIII
Valentine
Valentine 6pdr
18pdr
Afrika Korps Infantry
8thArmy Infantry
Afrika korps engineer
Desert rat engineer
Desert rat bren
Afrika korps mg34
Desert rat mortar
Desert rat vickers
Afrika korps mg42
Afrika korps mortar
Crusader
Crusader 6pdr
M3 LEE
15cm Lorraine
Chevy
Jeep LRDG
These are mostly straight from Battle Academy 1 with a bit of conversion work, apart from the Chevy, Jeep LRDG, M3 LEE, 18pdr, and Panzer I, which have been created by other modders, with a few stats changes by me. Many thanks to Tim1966, Amaris and Petcat for these models.
2) I have given the British a fighter plane by converting the Hurricane Ground Attack plane into a fighter, it is also still available as a Ground attack plane.
3) There is a North Africa terrain pack included which you can select. It uses the Desert terrain and objects from BA1. In the Skirmish Generator screen you should select Style "North Africa", and then Map Type "Desert" or "Tunisia" or "Urban" as you wish.

The Desert terrain is an adaption of the BA2 Wilderness terrain script to produce a desert environment.
The Tunisia terrain is adapted from the BA2 Farmland script to produce battlefields more reminiscent of the terrain found in Tunisia.
Known problems with the terrain generation;
Sometimes bunkers and sandbag positions will be facing the wrong way.
Sometimes there is not much defensible terrain in the Desert maps, this can make it hard for the defending player/AI. I have tried very hard to overcome this, but there is a limit to how much terrain you can put in a desert map without it becoming unrealistic! Hopefully I have achieved a balance between playability and realism.
How to install
The mod is available for download within the game using the Download Community Scenarios button.
How to use
Open BA2 and select "Skirmish" from the main menu. Click the "Advanced" button in the middle of the screen. Click "Use Default Data" in the bottom right of the screen. This will bring up a list of campaigns and mods that you have installed, so select "North Africa British v German Skirmish 1.4". Then just select your Skirmish preferences in the normal way and click "Create".
This mod also includes the Improved Engineer Mod by Amaris:
http://amaris-games.com/ba-amaris/improved-engineer/
Engineers, including Engineer vehicles such as the Soviet PT34 and US Sherman Rhino, can now use the following new functions:
Add Tank Traps: Select Engineer unit. Right click and select "ADD TANK TRAP" icon.
Remove Tank Traps: Move Engineer unit into Tank Trap Tile. Right click and select "REMOVE TANK TRAP" icon.
Cut hedgerows: To use, start the Engineer unit adjacent to a hedgerow and right click on the other side, select "CUT HEDGE".
Burn High Vegetation: Move Engineer unit into a High Vegetation Tile. Right click and select "BURN" icon.
Destroy Bridge: To use, start the Engineer unit adjacent to a destroyable bridge, and right click on the bridge tile, select "BLOW UP".
Remove Wire: This option is redundant in Skirmish games because the Skirmish generator does not place any wire.
Add Minefield: To use, start the Engineer unit adjacent to a tile you want to mine, and right click on that tile, select "ADD MINEFIELD".
All these actions uses up all the Engineer unit's APs for the turn.
For more instructions and screenshots, see Amaris' page above. Note that I have not added the "Add Pontoon Bridge" function, as it was not working properly in this mod.
The AI does not appear to use these Engineering functions, so it is up to the player if he wants to use these or not. Some may feel that it gives the player an unfair advantage, so just don't use them.
Engineers retain their vanilla abilities of laying smoke and clearing minefields etc.
Enjoy!
Paul