SPWAW Enhanced FV (Final Version)
Moderator: MOD_SPWaW
SPWAW Enhanced FV (Final Version)
The final installment of SPWAW Enhanced will be released soon.
This will only be a patch, it will not be a large file, like Versions 1 and 2 were.
Here is what is included so far, mostly fixes but some 'changes' as well.
Instructions will be posted as to how to install this 'patch'
This should not affect scenarios or campaigns already designed with Enhanced.
1. A German Sqd should have been available in 42, but had 43 instead, now fixed
2. removed "SP" status for Russian 203mm Howie.
3. Fixed some Nat. Spain formations not showing up
4. Fixed Yugoslav Partisan Brgde formation not showing up.
5. Re did some Fort Icons and LBMs for a few OOBs, think these will work better.
6. One USA armored Inf Sqd still had HE ammo for its Bazooka, now removed.
7. Adjusted Weapon stats for the German 76mm ATG Pak36(r) also mounted on the Las and Pzjrg.
(using Russian Guns with German ammo.)
now they all match.
8. Looked at some of the rates of fire for artillery, offboard Vs Onboard, trying to get some sort of consistancy.
I think the Lighter offboard units were purposely given Higher ROF, (more tubes, more men)
except in the case of the BIG Guns wo have lower ROF Offboard, which possibly was done for Gameplay reasons maybe? Anyway, we'd like some sort of consistancy there.
9 Norway, fixed tank destroyer formation showing 75mm Gerbirgs FH, fixed Coastal Guns, 75mm GebirgsFH, not showing up, also changed date of special unit "arty+effects" to show up now in Jan 49 like other special effects.
10.Japanese "Guerillas" had wrong FC stat.
11. The OS arty in Yugoslavia is coming out cheaper than we had hoped, due to the fact of Yugoslavia ratings.
May have to give the formations elite code to keep their price up to or equal with the other guys.
12. Corrected start date for M3A1 halftrack, had wrong start date entered.
13. USA P47D in June 44 now has Napalm
14. Nat Spain Nebel 41 had wrong price, fixed to match German
15. 'earlier' Gebirgsjaegers had rifle grenade too early
gave them an alternate weapon in slot 3.
16. One version of SU 85 had better ROF than it should have had.
17. Added new unit. T34/57 (second incarnation only)
Classed as "Turreted Tank Destroyer"
In 1943 development and production of the Soviet 57mm AT gun resumed when it was realised that the 45mm and 76mm guns in current use were no longer able to combat the German’s heavier tanks.
A new batch of T-34/57 tanks were prepared, armed with the improved ZIS-4M 57mm gun. The gun now shared the same simplified breach as the F-34, ZIS-2, ZIS-3 and ZIS-5 guns.
Initially the new T-34/57s were issued with an improved anti-tank round, but this proved hard on the barrels and was with drawn after a short time.
This version of the T-34/57 saw service in the same tank-hunter role as their first incarnation, of which only a few were produced, and first went into action in August 1943.
Factory #92 made 192 ZIS-4Ms in 1943 before switching production to the 85mm gun in 1944.
18. Gave Waffen SS Sqd in Sept. 43 Pzschrek as oppsed to PzFst 30, The later war Waffen SS Sqd now has a different 3rd Weapon.
The SS Gew PzGr 46, altho this unit has rarity code 2, as this weapon was not produced in great numbers.
19. Noticed that the Japanese had no Lt Mortar formations, so added one of those.
and made it so that only the "Sqds" appear in the INF formations
the 'single' mortars will now appear in a "Knee Mortar Sec."
20. Name of SPAA Unit in India misnamed M17, should be M14 with twin AA.
21. India Sherman IIAY had wrong weapon, should have had 76mm M1A1 gun as oppsed to 76mm M1 gun
22. Italy had wrong stats for 76mm M1A1 Gun
corrected to match US stats for this weapon.
23. Changed all Shermans everywhere using the 75mm M3 Gun 'AP' to now using the 75mm M3 gun
24. Canadian Assault Inf had FT and SC in reversed weapon slots.
26. Doubled check all unit speeds, found some still not to be consistant with other units of same type in all oobs...adjusted accordingly, also noticed several reg Inf units in Czech oob that had speed of 20...umm a bit too high, adjusted to more reasonable speed.
27. USMC FO formation unclickable after 1942, thanks to that '3' radio code. fixed now.
28. USMC offboard howizter formations were not always showing all the units, once again thanks to the '3' code...fixed
29. Some Nations were missing the CO HQ or the PLT Hq
R Spain and C China.
Also some other nations still were missing them here and there.
30. Free French Captured Panther was not showing up, fixed
31. All engineer units increased to speed 9 to match at least standard Inf units speed.
32. Czech IND CO HQ had wrong ammo for its AT Mine.
33. India scout units had wrong ROF so cost was only coming out 3 points.
34.Reduced 'weight' of ammo boxes, crates etc etc...to 105 so pack mules can carry them....oh BTW Pack mules carry capacity reduced to 105.
unrealistic for them to be hauling 75mm ATGs and and 76mm howitzers around.
They can still haul the 75mm 'pack' howitzer and most 'MTN' guns.
35. Found some formations that had vehicles that would not carry intended unit..fixed
36. the BIGGY...Plt HQs will be removed form Airborne and Engineer formations.
PLT HQ Size will also be increased.
10 men – SO/JA
9 men – CC
8 men – US/UK/CA/IN/ANZAC/GE/CZ/IT
7 men – BE/NL/FR/FF/GK/HU/RU/BU/PO/NO/FI/USMC/YU
6 men – PI/NS/RS/NC
where room permits, "Special' Plt and CO HQ units will be created that have the same speed as the troops in certain formations,
basically the 'Elite" formations, such as Hungary has elite 'Guard' Infantry with speed of 10, so a special 'Guard Plt HQ' and 'Guard CO HQ' will be created just for the Guard formations.
this will require alot of using of the '3' code however.
In oobs where there is no room to create any of these special units, I suppose all PLT HQs and CO HQs should be given same speed as the 'elite' boys, so they at least can keep up with them.
More changes to these units may or may not happen later.
37. Alot of Encyclopedia files are being corrected and/or edited.
38. Changes to Finland oob listed below
A. Removed the "Axe" weapon from finnish conscripts (UNIT-131). They should only have rifles and grenades. Renamed the weapon-088 "Axe" to "knife" for use by scenario designers.
B.Changed (UNIT-029) "Lansverk 182" weapon #1 to 233 - "15mm besa TMG" after renaming it to "13.2mm TMG" also this required reduce AP and HE pen.
C. Remove the "sledges" and "HMG Plt's" from the two "SKI CO" formations (1040 and 1116). Leaving only ski troops in the companies.
39. Created some 'Airborne MG ' units in USA with airborne class so they do not suffer so much supression when paradropped.
If we can get the formation to work right..
40. Created 'Ranger MG' units, that can infiltrate with the 'Rangers' in their formation.
41. Added ammo crates to USA A&P formation
42. Fixed German "coastal Fort' not showing up.
43. Anzac Changes listed below.
A. Centurion tanks in Anzac oob now available only in 1949 for designer use only.
B. Cav Recce troop renamed to "Carrier Plt'
C. Chaffee Lt Tank removed.
D. Sherman Tanks removed from Aus Tank formations.
44.Panther F in Czech oob, start date moved back to April 45
45. Polish TKS nhm tank had 20mm Quad AA gun, should have just been single 20mm Cannon...fixed.
More changes farther on down in this thread
[:D]
This will only be a patch, it will not be a large file, like Versions 1 and 2 were.
Here is what is included so far, mostly fixes but some 'changes' as well.
Instructions will be posted as to how to install this 'patch'
This should not affect scenarios or campaigns already designed with Enhanced.
1. A German Sqd should have been available in 42, but had 43 instead, now fixed
2. removed "SP" status for Russian 203mm Howie.
3. Fixed some Nat. Spain formations not showing up
4. Fixed Yugoslav Partisan Brgde formation not showing up.
5. Re did some Fort Icons and LBMs for a few OOBs, think these will work better.
6. One USA armored Inf Sqd still had HE ammo for its Bazooka, now removed.
7. Adjusted Weapon stats for the German 76mm ATG Pak36(r) also mounted on the Las and Pzjrg.
(using Russian Guns with German ammo.)
now they all match.
8. Looked at some of the rates of fire for artillery, offboard Vs Onboard, trying to get some sort of consistancy.
I think the Lighter offboard units were purposely given Higher ROF, (more tubes, more men)
except in the case of the BIG Guns wo have lower ROF Offboard, which possibly was done for Gameplay reasons maybe? Anyway, we'd like some sort of consistancy there.
9 Norway, fixed tank destroyer formation showing 75mm Gerbirgs FH, fixed Coastal Guns, 75mm GebirgsFH, not showing up, also changed date of special unit "arty+effects" to show up now in Jan 49 like other special effects.
10.Japanese "Guerillas" had wrong FC stat.
11. The OS arty in Yugoslavia is coming out cheaper than we had hoped, due to the fact of Yugoslavia ratings.
May have to give the formations elite code to keep their price up to or equal with the other guys.
12. Corrected start date for M3A1 halftrack, had wrong start date entered.
13. USA P47D in June 44 now has Napalm
14. Nat Spain Nebel 41 had wrong price, fixed to match German
15. 'earlier' Gebirgsjaegers had rifle grenade too early
gave them an alternate weapon in slot 3.
16. One version of SU 85 had better ROF than it should have had.
17. Added new unit. T34/57 (second incarnation only)
Classed as "Turreted Tank Destroyer"
In 1943 development and production of the Soviet 57mm AT gun resumed when it was realised that the 45mm and 76mm guns in current use were no longer able to combat the German’s heavier tanks.
A new batch of T-34/57 tanks were prepared, armed with the improved ZIS-4M 57mm gun. The gun now shared the same simplified breach as the F-34, ZIS-2, ZIS-3 and ZIS-5 guns.
Initially the new T-34/57s were issued with an improved anti-tank round, but this proved hard on the barrels and was with drawn after a short time.
This version of the T-34/57 saw service in the same tank-hunter role as their first incarnation, of which only a few were produced, and first went into action in August 1943.
Factory #92 made 192 ZIS-4Ms in 1943 before switching production to the 85mm gun in 1944.
18. Gave Waffen SS Sqd in Sept. 43 Pzschrek as oppsed to PzFst 30, The later war Waffen SS Sqd now has a different 3rd Weapon.
The SS Gew PzGr 46, altho this unit has rarity code 2, as this weapon was not produced in great numbers.
19. Noticed that the Japanese had no Lt Mortar formations, so added one of those.
and made it so that only the "Sqds" appear in the INF formations
the 'single' mortars will now appear in a "Knee Mortar Sec."
20. Name of SPAA Unit in India misnamed M17, should be M14 with twin AA.
21. India Sherman IIAY had wrong weapon, should have had 76mm M1A1 gun as oppsed to 76mm M1 gun
22. Italy had wrong stats for 76mm M1A1 Gun
corrected to match US stats for this weapon.
23. Changed all Shermans everywhere using the 75mm M3 Gun 'AP' to now using the 75mm M3 gun
24. Canadian Assault Inf had FT and SC in reversed weapon slots.
26. Doubled check all unit speeds, found some still not to be consistant with other units of same type in all oobs...adjusted accordingly, also noticed several reg Inf units in Czech oob that had speed of 20...umm a bit too high, adjusted to more reasonable speed.
27. USMC FO formation unclickable after 1942, thanks to that '3' radio code. fixed now.
28. USMC offboard howizter formations were not always showing all the units, once again thanks to the '3' code...fixed
29. Some Nations were missing the CO HQ or the PLT Hq
R Spain and C China.
Also some other nations still were missing them here and there.
30. Free French Captured Panther was not showing up, fixed
31. All engineer units increased to speed 9 to match at least standard Inf units speed.
32. Czech IND CO HQ had wrong ammo for its AT Mine.
33. India scout units had wrong ROF so cost was only coming out 3 points.
34.Reduced 'weight' of ammo boxes, crates etc etc...to 105 so pack mules can carry them....oh BTW Pack mules carry capacity reduced to 105.
unrealistic for them to be hauling 75mm ATGs and and 76mm howitzers around.
They can still haul the 75mm 'pack' howitzer and most 'MTN' guns.
35. Found some formations that had vehicles that would not carry intended unit..fixed
36. the BIGGY...Plt HQs will be removed form Airborne and Engineer formations.
PLT HQ Size will also be increased.
10 men – SO/JA
9 men – CC
8 men – US/UK/CA/IN/ANZAC/GE/CZ/IT
7 men – BE/NL/FR/FF/GK/HU/RU/BU/PO/NO/FI/USMC/YU
6 men – PI/NS/RS/NC
where room permits, "Special' Plt and CO HQ units will be created that have the same speed as the troops in certain formations,
basically the 'Elite" formations, such as Hungary has elite 'Guard' Infantry with speed of 10, so a special 'Guard Plt HQ' and 'Guard CO HQ' will be created just for the Guard formations.
this will require alot of using of the '3' code however.
In oobs where there is no room to create any of these special units, I suppose all PLT HQs and CO HQs should be given same speed as the 'elite' boys, so they at least can keep up with them.
More changes to these units may or may not happen later.
37. Alot of Encyclopedia files are being corrected and/or edited.
38. Changes to Finland oob listed below
A. Removed the "Axe" weapon from finnish conscripts (UNIT-131). They should only have rifles and grenades. Renamed the weapon-088 "Axe" to "knife" for use by scenario designers.
B.Changed (UNIT-029) "Lansverk 182" weapon #1 to 233 - "15mm besa TMG" after renaming it to "13.2mm TMG" also this required reduce AP and HE pen.
C. Remove the "sledges" and "HMG Plt's" from the two "SKI CO" formations (1040 and 1116). Leaving only ski troops in the companies.
39. Created some 'Airborne MG ' units in USA with airborne class so they do not suffer so much supression when paradropped.
If we can get the formation to work right..
40. Created 'Ranger MG' units, that can infiltrate with the 'Rangers' in their formation.
41. Added ammo crates to USA A&P formation
42. Fixed German "coastal Fort' not showing up.
43. Anzac Changes listed below.
A. Centurion tanks in Anzac oob now available only in 1949 for designer use only.
B. Cav Recce troop renamed to "Carrier Plt'
C. Chaffee Lt Tank removed.
D. Sherman Tanks removed from Aus Tank formations.
44.Panther F in Czech oob, start date moved back to April 45
45. Polish TKS nhm tank had 20mm Quad AA gun, should have just been single 20mm Cannon...fixed.
More changes farther on down in this thread
[:D]
- Dragoon 45
- Posts: 434
- Joined: Tue Aug 10, 2004 2:57 am
RE: SPWAW Enhanced FV (Final Version)
Let me be the first to say THANK YOU. You guys developed an excellent product within the framework of the game. You will never get 100% agreement on anything, I figure you guys are at least 90% which is very, very good in anyone's book. I am looking forward to it.
ORIGINAL: Alby
The final installment of SPWAW Enhanced will be released soon.
This will only be a patch, it will not be a large file, like Versions 1 and 2 were.
Here is what is included so far, mostly fixes but some 'changes' as well.
Instructions will be posted as to how to install this 'patch'
This should not affect scenarios or campaigns already designed with Enhanced.
1. A German Sqd should have been available in 42, but had 43 instead, now fixed
2. removed "SP" status for Russian 203mm Howie.
3. Fixed some Nat. Spain formations not showing up
4. Fixed Yugoslav Partisan Brgde formation not showing up.
5. Re did some Fort Icons and LBMs for a few OOBs, think these will work better.
6. One USA armored Inf Sqd still had HE ammo for its Bazooka, now removed.
7. Adjusted Weapon stats for the German 76mm ATG Pak36(r) also mounted on the Las and Pzjrg.
(using Russian Guns with German ammo.)
now they all match.
8. Looked at some of the rates of fire for artillery, offboard Vs Onboard, trying to get some sort of consistancy.
I think the Lighter offboard units were purposely given Higher ROF, (more tubes, more men)
except in the case of the BIG Guns wo have lower ROF Offboard, which possibly was done for Gameplay reasons maybe? Anyway, we'd like some sort of consistancy there.
9 Norway, fixed tank destroyer formation showing 75mm Gerbirgs FH, fixed Coastal Guns, 75mm GebirgsFH, not showing up, also changed date of special unit "arty+effects" to show up now in Jan 49 like other special effects.
10.Japanese "Guerillas" had wrong FC stat.
11. The OS arty in Yugoslavia is coming out cheaper than we had hoped, due to the fact of Yugoslavia ratings.
May have to give the formations elite code to keep their price up to or equal with the other guys.
12. Corrected start date for M3A1 halftrack, had wrong start date entered.
13. USA P47D in June 44 now has Napalm
14. Nat Spain Nebel 41 had wrong price, fixed to match German
15. 'earlier' Gebirgsjaegers had rifle grenade too early
gave them an alternate weapon in slot 3.
16. One version of SU 85 had better ROF than it should have had.
17. Added new unit. T34/57 (second incarnation only)
Classed as "Turreted Tank Destroyer"
In 1943 development and production of the Soviet 57mm AT gun resumed when it was realised that the 45mm and 76mm guns in current use were no longer able to combat the German’s heavier tanks.
A new batch of T-34/57 tanks were prepared, armed with the improved ZIS-4M 57mm gun. The gun now shared the same simplified breach as the F-34, ZIS-2, ZIS-3 and ZIS-5 guns.
Initially the new T-34/57s were issued with an improved anti-tank round, but this proved hard on the barrels and was with drawn after a short time.
This version of the T-34/57 saw service in the same tank-hunter role as their first incarnation, of which only a few were produced, and first went into action in August 1943.
Factory #92 made 192 ZIS-4Ms in 1943 before switching production to the 85mm gun in 1944.
18. Gave Waffen SS Sqd in Sept. 43 Pzschrek as oppsed to PzFst 30, The later war Waffen SS Sqd now has a different 3rd Weapon.
The SS Gew PzGr 46, altho this unit has rarity code 2, as this weapon was not produced in great numbers.
19. Noticed that the Japanese had no Lt Mortar formations, so added one of those.
and made it so that only the "Sqds" appear in the INF formations
the 'single' mortars will now appear in a "Knee Mortar Sec."
20. Name of SPAA Unit in India misnamed M17, should be M14 with twin AA.
21. India Sherman IIAY had wrong weapon, should have had 76mm M1A1 gun as oppsed to 76mm M1 gun
22. Italy had wrong stats for 76mm M1A1 Gun
corrected to match US stats for this weapon.
23. Changed all Shermans everywhere using the 75mm M3 Gun 'AP' to now using the 75mm M3 gun
24. Canadian Assault Inf had FT and SC in reversed weapon slots.
26. Doubled check all unit speeds, found some still not to be consistant with other units of same type in all oobs...adjusted accordingly, also noticed several reg Inf units in Czech oob that had speed of 20...umm a bit too high, adjusted to more reasonable speed.
27. USMC FO formation unclickable after 1942, thanks to that '3' radio code. fixed now.
28. USMC offboard howizter formations were not always showing all the units, once again thanks to the '3' code...fixed
29. Some Nations were missing the CO HQ or the PLT Hq
R Spain and C China.
Also some other nations still were missing them here and there.
30. Free French Captured Panther was not showing up, fixed
31. All engineer units increased to speed 9 to match at least standard Inf units speed.
32. Czech IND CO HQ had wrong ammo for its AT Mine.
33. India scout units had wrong ROF so cost was only coming out 3 points.
34.Reduced 'weight' of ammo boxes, crates etc etc...to 105 so pack mules can carry them....oh BTW Pack mules carry capacity reduced to 105.
unrealistic for them to be hauling 75mm ATGs and and 76mm howitzers around.
They can still haul the 75mm 'pack' howitzer and most 'MTN' guns.
35. Found some formations that had vehicles that would not carry intended unit..fixed
36. the BIGGY...Plt HQs will be removed form Airborne and Engineer formations.
PLT HQ Size will also be increased.
US/USMC/SO 10 men, UK/CA/ANZAC/IN/GK 8 men, GE/RU/HU/BU/CZ/PO 9 men, IT/NL/BE/FR/FF/NO/FI 7 men, CC/NC/PI/NS/RS/YU 6 men,
JAP 12 men.
where room permits, "Special' Plt and CO HQ units will be created that have the same speed as the troops in certain formations,
basically the 'Elite" formations, such as Hungary has elite 'Guard' Infantry with speed of 10, so a special 'Guard Plt HQ' and 'Guard CO HQ' will be created just for the Guard formations.
this will require alot of using of the '3' code however.
In oobs where there is no room to create any of these special units, I suppose all PLT HQs and CO HQs should be given same speed as the 'elite' boys, so they at least can keep up with them.
More changes to these units may or may not happen later.
37. Alot of Encyclopedia files are being corrected and/or edited.
38. Changes to Finland oob listed below
A. Removed the "Axe" weapon from finnish conscripts (UNIT-131). They should only have rifles and grenades. Renamed the weapon-088 "Axe" to "knife" for use by scenario designers.
B. Changed (UNIT-029) "Lansverk 182" weapon #1 to 233 - "15mm besa TMG" after renaming it to "13.2mm TMG" also this required reduce AP and HE pen.
C. Remove the "sledges" and "HMG Plt's" from the two "SKI CO" formations (1040 and 1116). Leaving only ski troops in the companies.
39. Created some 'Airborne MG ' units in USA with airborne class so they do not suffer so much supression when paradropped.
If we can get the formation to work right..
40. Created 'Ranger MG' units, that can infiltrate with the 'Rangers' in their formation.
41. Added ammo crates to USA A&P formation
42. Fixed German "coastal Fort' not showing up.
Artillery always has the Right of Way
RE: SPWAW Enhanced FV (Final Version)
That's a lot of detail, on top of a lot of detail Alby..You and Flash are much appreciated by the Old Guard.............[&o]

RE: SPWAW Enhanced FV (Final Version)
Alby, most of this looks good, but I gotta take an exception with point 36.
Throughout the war, USMC platoon HQs had 7 men, so why bump them up to 10? This upsets the applecart, slightly, in making historical platoons having the correct number of men.
The Marines offer TOE problems in SPWaW, that's for sure. In 1942, they had 42 men, in 1943, there were 43, and in 1944-45, they had 46. You know how the breakdown worked amongst the squads.
The big bugaboo is in upgrade paths for long campaigns. The 1942 platoon had a platoon HQ and four squads, the fourth being that weird 8-man BAR squad. An unwieldy "square" setup, for sure. From 1943-45, they settled on the "triangular" platoon HQ and three-squad setup, with the BAR squad being discontinued.
In the game, you can't delete squads, only change then into something else. I still haven't figured out how to deal with this issue.
The same goes with tank platoons/companies. In 1942 you have an 18-light tank company ( three light tanks in the company HQ, and three 5-tank platoons.
For some inexplicable reason, when the USMC switched over to mediums in 1943-44, they elected for a company with 15 tanks: one 3-tank HQ platoon, and FOUR 3-tank platoons.
What's worse, the available flame-tanks were grouped into the regimental HQ companies, to be distributed as needed.
As I've discovered, trying to establish a sensible approach to these yearly TOE changes has created a headache of its own. [X(]
PS What's helpful is that all of these changes are well-documented, and I've accumulated some excellent source material. (Note: Mr. Gordon Rottmann is THE Marine TOE guy -- his research is wide-ranging, thorough and impeccable. [&o] )
Throughout the war, USMC platoon HQs had 7 men, so why bump them up to 10? This upsets the applecart, slightly, in making historical platoons having the correct number of men.
The Marines offer TOE problems in SPWaW, that's for sure. In 1942, they had 42 men, in 1943, there were 43, and in 1944-45, they had 46. You know how the breakdown worked amongst the squads.
The big bugaboo is in upgrade paths for long campaigns. The 1942 platoon had a platoon HQ and four squads, the fourth being that weird 8-man BAR squad. An unwieldy "square" setup, for sure. From 1943-45, they settled on the "triangular" platoon HQ and three-squad setup, with the BAR squad being discontinued.
In the game, you can't delete squads, only change then into something else. I still haven't figured out how to deal with this issue.
The same goes with tank platoons/companies. In 1942 you have an 18-light tank company ( three light tanks in the company HQ, and three 5-tank platoons.
For some inexplicable reason, when the USMC switched over to mediums in 1943-44, they elected for a company with 15 tanks: one 3-tank HQ platoon, and FOUR 3-tank platoons.
What's worse, the available flame-tanks were grouped into the regimental HQ companies, to be distributed as needed.
As I've discovered, trying to establish a sensible approach to these yearly TOE changes has created a headache of its own. [X(]
PS What's helpful is that all of these changes are well-documented, and I've accumulated some excellent source material. (Note: Mr. Gordon Rottmann is THE Marine TOE guy -- his research is wide-ranging, thorough and impeccable. [&o] )

- FlashfyreSP
- Posts: 1192
- Joined: Sat Jul 06, 2002 9:39 am
- Location: Combat Information Center
- Contact:
RE: SPWAW Enhanced FV (Final Version)
ORIGINAL: KG Erwin
Alby, most of this looks good, but I gotta take an exception with point 36.
Throughout the war, USMC platoon HQs had 7 men, so why bump them up to 10? This upsets the applecart, slightly, in making historical platoons having the correct number of men.
The Marines offer TOE problems in SPWaW, that's for sure. In 1942, they had 42 men, in 1943, there were 43, and in 1944-45, they had 46. You know how the breakdown worked amongst the squads.
The big bugaboo is in upgrade paths for long campaigns. The 1942 platoon had a platoon HQ and four squads, the fourth being that weird 8-man BAR squad. An unwieldy "square" setup, for sure. From 1943-45, they settled on the "triangular" platoon HQ and three-squad setup, with the BAR squad being discontinued.
In the game, you can't delete squads, only change then into something else. I still haven't figured out how to deal with this issue.
The same goes with tank platoons/companies. In 1942 you have an 18-light tank company ( three light tanks in the company HQ, and three 5-tank platoons.
For some inexplicable reason, when the USMC switched over to mediums in 1943-44, they elected for a company with 15 tanks: one 3-tank HQ platoon, and FOUR 3-tank platoons.
What's worse, the available flame-tanks were grouped into the regimental HQ companies, to be distributed as needed.
As I've discovered, trying to establish a sensible approach to these yearly TOE changes has created a headache of its own. [X(]
PS What's helpful is that all of these changes are well-documented, and I've accumulated some excellent source material. (Note: Mr. Gordon Rottmann is THE Marine TOE guy -- his research is wide-ranging, thorough and impeccable. [&o] )
We're doing it to make the Platoon HQ units more combat-capable; we've had some complaints that the preponderance of Platoon HQ units is a bad thing because they aren't "combat units". A compromise has been decided on, that keeps the units in the OOBs and makes them hardier.
RE: SPWAW Enhanced FV (Final Version)
yes we decided on 10 men for USA/USMC
however unhistorical it may be...
We came up with this compromise for players who didnt like the way they were before.
Many other things are fudged in this game, just add this one to the list.
[;)]
however unhistorical it may be...
We came up with this compromise for players who didnt like the way they were before.
Many other things are fudged in this game, just add this one to the list.
[;)]
RE: SPWAW Enhanced FV (Final Version)
thanks for making a great game even better truly a work of love
RE: SPWAW Enhanced FV (Final Version)
Alby, say it ain't so. You're taking away historicity for the sake of gameplay?
In that case, you're committing the same sin that earlier teams were accused of.
Yeah, yeah, yeah, I got the editor, too, I know. Solo players have a different set of standards, so I'll go my own way on this. Fuhgeddabouddit. No problem. [;)]
In that case, you're committing the same sin that earlier teams were accused of.
Yeah, yeah, yeah, I got the editor, too, I know. Solo players have a different set of standards, so I'll go my own way on this. Fuhgeddabouddit. No problem. [;)]

RE: SPWAW Enhanced FV (Final Version)
No we are trying to do both.
have historically correct game plus have good gameplay.
Historically, PLT Hq units were used,so we added them. For gameplay, maybe they should not have EXACT amout of men in them that they actually had.
You didnt see the 4 or 5 page thread at the Depot..[;)]
USMC can still be 7 men Plt HQ, it aint set in stone that just because the USA is 10, the USMC has to be too.
Maybe if you ask Kev Nicely...heheheh [:D]
On a side note.....
Once people figure out that not everything in this game is, or has ever been, 100% historical, and never will be, the quicker they will get on to playing it and enjoying it, instead of spending thier time trying to go thru and find every little thing that isnt 100% historical or correct, or doesnt fit their particular style of play.
[:)]
have historically correct game plus have good gameplay.
Historically, PLT Hq units were used,so we added them. For gameplay, maybe they should not have EXACT amout of men in them that they actually had.
You didnt see the 4 or 5 page thread at the Depot..[;)]
USMC can still be 7 men Plt HQ, it aint set in stone that just because the USA is 10, the USMC has to be too.
Maybe if you ask Kev Nicely...heheheh [:D]
On a side note.....
Once people figure out that not everything in this game is, or has ever been, 100% historical, and never will be, the quicker they will get on to playing it and enjoying it, instead of spending thier time trying to go thru and find every little thing that isnt 100% historical or correct, or doesnt fit their particular style of play.
[:)]
RE: SPWAW Enhanced FV (Final Version)
Yes, Alby, been there, done that in 8.2-8.3. Thanks for acknowledging that the Enhanced USMC OOB ISN'T my baby -- I make strong suggestions, but you and Kevin have the last word.
Now I know how Mike Wood felt sometimes -- "I made suggestions, and they were ignored". [8|]
I went out of my way to make MY USMC OOB a historical one (within narrow limits).
However, I thank you for the suggestions you did take heed. [;)]
Now I know how Mike Wood felt sometimes -- "I made suggestions, and they were ignored". [8|]
I went out of my way to make MY USMC OOB a historical one (within narrow limits).
However, I thank you for the suggestions you did take heed. [;)]

RE: SPWAW Enhanced FV (Final Version)
ORIGINAL: Alby
notice your new combat team??
[:)]
Yeah, I did. Thanks for putting it in. [;)]

RE: SPWAW Enhanced FV (Final Version)
The enhanced team has done excellent work and you should be proud. These final changes sound good but I must say I am more excited by the word FINAL. OOB's have been tinkered with for many years and I have been through literally all of them. Years ago I came to the conclusion that this game was a game that approximated history...not the other way round. It's always good to find a point that the SPWAW community can genrally agree on and Enhanced certainly seems all that. For those in the community who enjoy Hot seat or email games the need for an agreed on OOB is most important. For the solo player there is an editor or just grab up a bunch of disgruntled grogs and create a new version...nothing wrong with that. AGAIN: Great job. I haven't enjoyed the game this much in many years....
All Hail Marx and Lennon
RE: SPWAW Enhanced FV (Final Version)
ORIGINAL: Mark Ezra
The enhanced team has done excellent work and you should be proud. These final changes sound good but I must say I am more excited by the word FINAL. OOB's have been tinkered with for many years and I have been through literally all of them. Years ago I came to the conclusion that this game was a game that approximated history...not the other way round. It's always good to find a point that the SPWAW community can genrally agree on and Enhanced certainly seems all that. For those in the community who enjoy Hot seat or email games the need for an agreed on OOB is most important. For the solo player there is an editor or just grab up a bunch of disgruntled grogs and create a new version...nothing wrong with that. AGAIN: Great job. I haven't enjoyed the game this much in many years....
Thank you sir, Very good post.
I especially like this part...
"Years ago I came to the conclusion that this game was a game that approximated history...not the other way round."
[&o]
RE: SPWAW Enhanced FV (Final Version)
ORIGINAL: Alby
No we are trying to do both.
have historically correct game plus have good gameplay.
Historically, PLT Hq units were used,so we added them. For gameplay, maybe they should not have EXACT amout of men in them that they actually had.
You didnt see the 4 or 5 page thread at the Depot..[;)]
USMC can still be 7 men Plt HQ, it aint set in stone that just because the USA is 10, the USMC has to be too.
Maybe if you ask Kev Nicely...heheheh [:D]
On a side note.....
Once people figure out that not everything in this game is, or has ever been, 100% historical, and never will be, the quicker they will get on to playing it and enjoying it, instead of spending thier time trying to go thru and find every little thing that isnt 100% historical or correct, or doesnt fit their particular style of play.
[:)]
I believe yours will be the only mod to get the Napalm availability correct in the ETO,(for the battle of St Lo..)

RE: SPWAW Enhanced FV (Final Version)
the points 39 and 40 might even get me to stow away the 8.4 that I'm getting my guts fed to me by trying to give the russians a try from 39 in a long camp. Most of the haggling on forum lately was wonking about plt/hq's and I have to say that if it wasn't for these particular units,{and maybe their commisars[X(]} ALLL of my NCO'ed formations would have been runnin for the hills. That also includes all the branches cause I've had some awesomely quick learning junior tank commanders do greatly heroic deeds,and my rearset 122mm Arrty has finally after 18-20 battles learned to hit close to their target !! My whole grype with tryin 8.403 and any other MOD was things like not getting the choice of getting the old snipers to close assault anymore after version 8.4. my bitch about this is that if I as a sniper happened to be overlooking an oppertunity to have an unsuspecting staff car full of officers trying to make a dash past my behind the lines position I'd defineately try to smack that target any way I could for the moment at hand.
Not only trying to snipe the driver or imobilize by tyres or rad pierceing,but by closing range and pistol or grenade assault. ENOUGH about my glamorizing , another reason is why no work on the recovery during battle type of vehicles?? my point being as I've said in other posts { why would u worry about the plt/hq's when theres quite a few other issues with the playing aspects ?? like 39,40 and what u said about giveing ammo crates41. don't get me wrong I'm impressed as hell with the WHOLE spwaw community and havn't got time to play nearly enough of the beutiful variations of this fabulous game. keep up the great work and keep posting us with updates and progress.
WE LOOOOVVVVEEEE U HERE [;)]supposed to be reply to alby
Not only trying to snipe the driver or imobilize by tyres or rad pierceing,but by closing range and pistol or grenade assault. ENOUGH about my glamorizing , another reason is why no work on the recovery during battle type of vehicles?? my point being as I've said in other posts { why would u worry about the plt/hq's when theres quite a few other issues with the playing aspects ?? like 39,40 and what u said about giveing ammo crates41. don't get me wrong I'm impressed as hell with the WHOLE spwaw community and havn't got time to play nearly enough of the beutiful variations of this fabulous game. keep up the great work and keep posting us with updates and progress.
WE LOOOOVVVVEEEE U HERE [;)]supposed to be reply to alby
RE: SPWAW Enhanced FV (Final Version)
For the record, I use all but two of the Enhanced v2 OOBs. I have a bit of experience in using the editor [:D], and I'm a solo player (with one notable exception), so I use my own versions of the USMC and the Germans.
That being said, the Enhanced version of the USMC definitely has some "Gunny influence" in it.
All in all, the general consensus is that they are the best and cleanest OOBs ever presented for SPWaW.
We may quibble over details, but that's what this forum is all about. Everyone has their own particular field of expertise, and Alby & Co took full advantage of the player knowledge pool.
It's amazing what one can learn by using the Editor v5 -- just browse through the databases, if for no other reason than to get a grasp of the enormity of the revision project. It's literally a case of proofreading an encyclopedia, one page at a time, and ensuring that all references to the same subject are in synch. It's a hell of a job, and it requires infinite patience and a sharp eye. To extend the similies, it's also comparable to auditing a tax return, one line at a time. I know about that, because I'm a tax auditor.
I don't wanna belabor the point, but when you guys are busy blasting away at the bad guys, just remember that the program and the data feeding into it are pretty damn good. [;)]
That being said, the Enhanced version of the USMC definitely has some "Gunny influence" in it.
All in all, the general consensus is that they are the best and cleanest OOBs ever presented for SPWaW.
We may quibble over details, but that's what this forum is all about. Everyone has their own particular field of expertise, and Alby & Co took full advantage of the player knowledge pool.
It's amazing what one can learn by using the Editor v5 -- just browse through the databases, if for no other reason than to get a grasp of the enormity of the revision project. It's literally a case of proofreading an encyclopedia, one page at a time, and ensuring that all references to the same subject are in synch. It's a hell of a job, and it requires infinite patience and a sharp eye. To extend the similies, it's also comparable to auditing a tax return, one line at a time. I know about that, because I'm a tax auditor.
I don't wanna belabor the point, but when you guys are busy blasting away at the bad guys, just remember that the program and the data feeding into it are pretty damn good. [;)]

RE: SPWAW Enhanced FV (Final Version)
ORIGINAL: Alby
The final installment of SPWAW Enhanced will be released soon.
Exactly how soon is soon?
Retreat is NOT an option.


RE: SPWAW Enhanced FV (Final Version)
about a weekORIGINAL: Warrior
ORIGINAL: Alby
The final installment of SPWAW Enhanced will be released soon.
Exactly how soon is soon?