[REL] Satchel Charge MOD

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Mraah
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[REL] Satchel Charge MOD

Post by Mraah »

ATTENTION GERMAN COMMANDERS !!!!

High Command needs testing of Germany's new secret weapon ... Satchel Charge.

Please volunteer at once for a chance to test this new weapon !


SATCHEL CHARGE MOD : v1.1c

Contents :

- New Satchel Charge for all German Pioneer squads. 1941-1945.
- New Random Campaign (2 to 3 Battles) - 1st Infantry Div (Pioneer) 1941 Short.

Change Log :
v1.1c
- Added new changes to campaign briefing to reflect v1.1c
- Battle date reflects the whole week 6/21/41-6/31/41 (was only one day in previous versions!)
v1.1b
- Firepower = 3
- Range = 20
- Penetration = 5
- RoF = 2 (so now it has a chance to scatter!)

Notes :
1. Satchel Charge won't work vs Tank under 25m ... uses Close Combat rules.
2. Should work well vs infantry.
3. Suggestion ... try using it as area fire (no target selected).
4. Feel free to change the # of battles to 3 ... default is 2. If you want more battles tell me.


JSGE Ready ... Unzip to MODS folder. See attachment.

Suggestions Welcome !!!

Thank you!

Rob
Attachments
Satchel Charge v1.1c.zip
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Mraah
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RE: [REL] Satchel Charge MOD

Post by Mraah »

Campaign Breifing screen : 1st Inf Div (Pioneer) 1941 Short

V1.1c

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Mraah
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RE: [REL] Satchel Charge MOD

Post by Mraah »

Select Satchel ... And toss ... BOOM !!!

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Stridor
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RE: [REL] Satchel Charge MOD

Post by Stridor »

Wooo [:D]

I presume it is a thrown satchel charge? [;)]

Nice work!
Mraah
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RE: [REL] Satchel Charge MOD

Post by Mraah »

ORIGINAL: Stridor

Wooo [:D]

I presume it is a thrown satchel charge? [;)]

Nice work!


[:D][:D] ... yeah, I hope they toss it!! I used the same TO-HIT as Mobius' hand grenades.

I'm hoping to get back input ... based on the grenades I increase the penetration to 20. I need to increase the Fire Power next ... 2 seems low.

Rob

EDIT : Should be fun routing out pillboxes and gunpits ... not to mention building busting!!
Mraah
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RE: [REL] Satchel Charge MOD

Post by Mraah »


By the way ... NOTE ...

When you BUILD the campaign it will give you a message shown in screen shot ... just click OK .
It pop's up because the campaign is ony a week in time.

I hope they change this in future releases.

Rob



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Mraah
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RE: [REL] Satchel Charge MOD

Post by Mraah »


DESIGN NOTES :

This should increase your fun-factor during combat below 25 m vs infantry. Tank close assaults should be more interesting [:)].

Mobius has told me that there are unused grenade files in the GUNS folder. If folks like the satchel idea I can add grenades to your squaddies. Currently they have Russian grenades so I'll have to add the German potato masher (unless it's there under the real name ... I don't know the real name ... yet).

Anyway ... SUGGESTIONS WELCOME !!!

I haven't tested the new weapon in combat yet ... R&D has informed me that during lab test's their fun-factor increased dramaticaly [:D].

Enjoy.

Rob
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EagleMountainDK
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RE: [REL] Satchel Charge MOD

Post by EagleMountainDK »

Great work Mraah!
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Stridor
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RE: [REL] Satchel Charge MOD

Post by Stridor »

ORIGINAL: Mraah


By the way ... NOTE ...

When you BUILD the campaign it will give you a message shown in screen shot ... just click OK .
It pop's up because the campaign is ony a week in time.

I hope they change this in future releases.

Rob



Image

Done! I have already changed it, will be available in the next update.
Mraah
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RE: [REL] Satchel Charge MOD

Post by Mraah »

Ok ... I found that there are German hand grenades available ... the Geballte Ladung.

Also, they already have a German AT Bomb 5/1943 ... see screenshot.

Currently, my v1.1 mod is using the satchel charge with a caliber of 100 which equates to a firepower = 2.
The max I can up the caliber is 152 ... which equates to firepower = 4.

Anyway, you can see the Hafthohlladung has a caliber of 140.

PENDING CHANGES :

1. Replace the satchel change with the Hafthohlladung for Pioneer squads dating 1943, 1944, and 1945.
OR ...
2. Add the Hafthohlladung as another weapon.
3. Reduce the Satchel Charge penetration factor to between 12-14. Currently v1.1 is 20 (yikes!).

As you can see, the Hafthohlladung range is only 13 meters.

Hmmm... comments????

Rob


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Erik Rutins
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RE: [REL] Satchel Charge MOD

Post by Erik Rutins »

Hey,

Great work, I'm very happy to see this!

Some suggestions:

- I agree that the penetration should be toned down, I haven't read up on satchel charge capabilities lately enough to offer a suggested range, but I think the other examples are good to go by.
- I could see upping the caliber/firepower to 3 or 4
- Stun 1 seems a bit too good, lighter vehicles give a stun bonus, so you can probably set this a bit higher and still be quite effective. I think something more like 4 would be in line with other effects.
- Keeping the range to 25m is fine, under the same assumption as close assault that someone's running out and planting or tossing it, then running back
- A little known special rule in the game is that ROF=1 is equivalent to auto-hit. ROF 1 weapons do not "roll" accuracy. To use the accuracy numbers, change the ROF to 2. Because of initiative and ROF rounding effects, in effect, they will still get one shot and have to roll to hit.
Erik Rutins
CEO, Matrix Games LLC


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Mraah
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RE: [REL] Satchel Charge MOD

Post by Mraah »

ORIGINAL: Erik Rutins

Hey,

Great work, I'm very happy to see this!

Some suggestions:

- I agree that the penetration should be toned down, I haven't read up on satchel charge capabilities lately enough to offer a suggested range, but I think the other examples are good to go by.
- I could see upping the caliber/firepower to 3 or 4
- Stun 1 seems a bit too good, lighter vehicles give a stun bonus, so you can probably set this a bit higher and still be quite effective. I think something more like 4 would be in line with other effects.
- Keeping the range to 25m is fine, under the same assumption as close assault that someone's running out and planting or tossing it, then running back
- A little known special rule in the game is that ROF=1 is equivalent to auto-hit. ROF 1 weapons do not "roll" accuracy. To use the accuracy numbers, change the ROF to 2. Because of initiative and ROF rounding effects, in effect, they will still get one shot and have to roll to hit.

Good Morning Erik !!!

Great tips. I haven't read up on satchel charges either ... your suggestions sound very good. I will add them to v1.1b [:)].

Funny how our roles are reversed now! [;)]

Thanks again,

Rob
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Erik Rutins
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RE: [REL] Satchel Charge MOD

Post by Erik Rutins »

My guess is that a thrown satchel charge would not penetrate much unless it landed on the top deck of the tank, but one that was planted in the right spot on the tank could. The internet is not great as a primary source, but here's some info on penetration and satchel charges:

http://www.winterwar.com/Weapons/FinAT/ ... .htm#kasap

Interesting note: "It was quickly noted that a 1 - 2 kg charge was sufficient for severing the track of a tank, if blown under or next to the track.
A satchel charge with 6 kg of explosives, built around a stick hand grenade, was powerful enough to knock out any tank met in the war, if it exploded on top the tank (usually on the rear deck of a tank)."

See what you can find, I'm sure there's a lot of good info out there and Mobius will probably chime in as well.
Erik Rutins
CEO, Matrix Games LLC


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Mraah
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Joined: Wed Feb 20, 2008 6:11 am

RE: [REL] Satchel Charge MOD

Post by Mraah »


UPDATED --- new version 1.1b is now on first post attachment.

Change Log :
v1.1b
- Firepower = 3
- Range = 20
- Penetration = 5
- RoF = 2 (so now it has a chance to scatter!)

Notes :
1. Satchel Charge won't work vs Tank under 25m ... uses Close Combat rules.
2. Should work well vs infantry.
3. Suggestion ... try using it as area fire (no target selected).

Thank you Erik and Mobius for inputs!! [:)]

Rob
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Erik Rutins
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RE: [REL] Satchel Charge MOD

Post by Erik Rutins »

ORIGINAL: Mraah
UPDATED --- new version 1.1b is now on first post attachment.
Change Log :
v1.1b
- Firepower = 3
- Range = 20
- Penetration = 5
- RoF = 2 (so now it has a chance to scatter!)

Sounds good.
Notes :
1. Satchel Charge won't work vs Tank under 25m ... uses Close Combat rules.

Hm, I think that's correct, but should probably be tested to be sure. I don't recall 100% if close assault rules only replace the primary weapon or all weapons at <=25m.
Erik Rutins
CEO, Matrix Games LLC


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Mraah
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RE: [REL] Satchel Charge MOD

Post by Mraah »

UPDATED v1.1c

Minor stuff ... no change to weapon.

Change Log :
v1.1c
- Added new changes to campaign briefing to reflect v1.1c
- Battle date reflects the whole week 6/21/41-6/31/41 (was only one day in previous versions!)

Also, updated screen shots to reflect v1.1c

Rob

rickier65
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RE: [REL] Satchel Charge MOD

Post by rickier65 »

ORIGINAL: Mraah


Image


Mraah,

What are you using to get the display above? Is it from the xml file - when I look at xml it doesnt look like that at all.

Thanks,
Rick
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Mobius
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RE: [REL] Satchel Charge MOD

Post by Mobius »

Rick, look into the ShellKillpower table in the tables folder.
Under something labeled weapon type="*" see the different sizes.
This refers to the HE killpower and penetration.
HE penetration works differently than AP and other shells (See variable penetration table) It is rated at about half maximum penetration. So HE rated at 3.5 will be 3.5cm most of the time but 17% of the time it could penetrate 7.

If you make your satchel charge with a penetration of 20 and make it HE then 17% of the time it will penetrate 40cm (400mm).

Steve
All your Tanks are Belong to us!
panzer
Mraah
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RE: [REL] Satchel Charge MOD

Post by Mraah »

ORIGINAL: Rick
What are you using to get the display above? Is it from the xml file - when I look at xml it doesnt look like that at all.

Thanks,
Rick

I'm using XML NOTEPAD 2007. You can get it free from Microsoft ...

link ... http://www.microsoft.com/downloads/deta ... laylang=en

Rob
rickier65
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RE: [REL] Satchel Charge MOD

Post by rickier65 »

Thanks mobius - I was looking in the guns folder.

Rick
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