Pz 35(t) and Pz 38(t) - Where are they?

VR designs has been reinforced with designer Cameron Harris and the result is a revolutionary new operational war game 'Barbarossa' that plays like none other. It blends an advanced counter pushing engine with deep narrative, people management and in-depth semi-randomized decision systems.

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RE: Pz 35(t) and Pz 38(t) - Where are they?

Post by budd »

ORIGINAL: 76mm
ORIGINAL: **budd**
for sure there cookie cutter, by design. From the perspective you play the game from not sure it matters, they put the chrome in other places...I like the spread sheet games also, its probably just a matter of personal perspective and taste.

I don't see how:
--this game's design requires cookie-cutter divisions? It seems perfectly consistent with having historically accurate OOBs;
--having accurate OOBs (for a game which claims to have them)! can be considered "chrome";
--a game can be called a "spreadsheet game" simply for having accurate OOBs; I'm sure there are plenty of board games which take into account the varying strength of Sov tank divisions--are those spreadsheet games too??

As to the absence of specific models of tanks: since the model doesn't seem to finely distinguish between similar tank models, so including them wouldn't add much other than a bit of chrome. At this level its not a big deal to me, much less so than getting the basic OOBs right.

didn't say it requires cookie cutter divisions by design. Just a design choice.
It's what it all basically boils down too, design choice. Cameron explains it all very well in the manual. Hence my comment about people wanting the game to be something it's not or probably more accurate wanting it to be something different then the designers vision.
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RE: Pz 35(t) and Pz 38(t) - Where are they?

Post by Templer_12 »

The point is, at least for me:
The Panzers 35(t) and 38(t) belong to the standard repertoire of the Wehrmacht at the beginning of the Barbarossa campaign.
I have no problems when exotic armor, such as the Sturmpanzer VI for examples, is rationalized.

„…wouldn’t add much other than historical window dressing“, the manual says.
I would love such dressing…
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RE: Pz 35(t) and Pz 38(t) - Where are they?

Post by barkhorn45 »

I believe at least one pz div.was equiped exclusively with the pz38t.
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RE: Pz 35(t) and Pz 38(t) - Where are they?

Post by morvael »

From Nigel Askey's Operation Barbarossa Volume IIA, about those divs that started Barbarossa:

Number of tanks in Panzer Division TOE varied from 162 to 305. Actual number varied from 143 to 265.

6 divs had 2-battalion regiment with German tanks (1st, 9th, 11th, 13th, 14th, 16th) - authorized 162 tanks
5 divs had 3-battalion regiment with Czech tanks (6th, 8th, 12th, 19th, 20th) - authorized 239 tanks
3 divs had 3-battalion regiment with German tanks (3rd, 17th, 18th) - authorized 233 tanks
2 divs had 2-battalion regiment and two extra light tank companies with German tanks (4th, 10th) - authorized 206 tanks
1 div had 3-battalion regiment with Czech tanks and three extra light tank companies with Czech tanks (7th) - authorized 305 tanks

11 divs used Pz III as their medium tank, but only 3 divs were fully equipped with latest Pz III that had 5cm gun (1st, 10th, 17th), 1 div was mostly (87%) equipped with old Pz III (18th), and the rest had a mix of rougly 2/3 new Pz III and 1/3 old Pz III
5 divs used Pz 38 as their medium tank (7th, 8th, 12th, 19th, 20th)
1 div used Pz 35 as its medium tank (6th)

Other differences:
Most divs had just one mechanized infantry company (in halftracks), but 1st had two battalions, 10th had one battalion, while 14th, 16th and 19th had no mechanized infantry company at all
6 divs had one battery of 10cm guns replacing 15cm howitzers (3rd, 4th, 7th, 10th, 11th, 14th)
5 divs had one motorized engineer company replacing one mechanized engineers company (11th, 12th, 13th, 14th, 16th)
5 divs had double the usual amount of 5cm AT guns and half the usual amount of 3.7cm AT guns in AT battalion (6th, 7th, 8th, 19th, 20th)
4 divs had sIG SP gun company (1st, 7th, 9th, 10th)
4 divs had no mechanized engineers company at all (17th, 18th, 19th, 20th)
2 divs had two armored car companies instead of one and used French Panhard armored cars (7th, 20th)
1st PzD had PzIV-based armored bridgelayers
3rd PzD had 2.8cm sPzB instead of 5cm AT guns
12th PzD had 4.7cm Czech AT guns instead of 5cm AT guns
13th PzD had more infantry squads but less MG, because its infantry was organized like in a motorized division (with the exception of mechanized infantry company)

It's interesting to look where the better divs were located (in which Panzergruppen), this may say something about German focus.

I don't think it's necessary to show all these differences in a game of DC:B scope, but I guess differentiating between smaller divs with German tanks and bigger divs with Czech tanks would be good. Special case would be 1st and 10th PzD which were really powerful (all new panzers, battalion(s) of mechanized infantry, SP guns).
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RE: Pz 35(t) and Pz 38(t) - Where are they?

Post by Templer_12 »

Thanks for this interessting list.
If I got the math right 17 Div used Panzer, 6 of them 35(t)/38(t).
So 35% of the Div. used 35(t)/38(t). DC:B none at all.
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RE: Pz 35(t) and Pz 38(t) - Where are they?

Post by morvael »

I will check numbers in Askey books. Would be interesting to compare combat power. It well may be that 162 German tanks had similar power to 239 Czech tanks, so making divs equal in DC:B would not matter that much. Of course there would be questions whether they used same amount of fuel and whether they were equally reliable, but combat power is most important.
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RE: Pz 35(t) and Pz 38(t) - Where are they?

Post by gunnergoz »

ORIGINAL: morvael

I will check numbers in Askey books. Would be interesting to compare combat power. It well may be that 162 German tanks had similar power to 239 Czech tanks, so making divs equal in DC:B would not matter that much. Of course there would be questions whether they used same amount of fuel and whether they were equally reliable, but combat power is most important.

Combat power is irrelevant if the tank can't move because it is out of fuel or won't start for mechanical reasons. So yeah, all those should be factored in to some degree at any scale. The problem is that these issues become harder to differentiate the higher up you go in terms of abstraction. Here we are speaking of a game using aggregate units (divisions) and not tactical entities (homogeneous tank companies and battalions all comprised of the same type of tank.) Combat is abstracted too. Designers have to make a lot of choices and this game seems streamlined in this area so that there could be greater focus on the Big Picture. It sounds like some people want their cake and eat it too, which is not wrong, just asking a lot.
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RE: Pz 35(t) and Pz 38(t) - Where are they?

Post by 76mm »

ORIGINAL: gunnergoz
Designers have to make a lot of choices and this game seems streamlined in this area so that there could be greater focus on the Big Picture. It sounds like some people want their cake and eat it too, which is not wrong, just asking a lot.

Maybe... I don't have a problem with just having generic light and medium tank classes rather than differentiating (with incremental effect) between various types of tanks, but getting the basic number of tanks per tank/panzer division is actually relevant, and not very difficult at all to find (and therefore include in the game).

For instance, just within the Southwest Front, the differences were enormous--the 4th Mech Corps had 460 T-34s/KV-1s, while Rokossovsky's 9th Mech Corps had none. Other fronts had similar disparities.

So I don't really understand how this is asking to have your cake and eat it too, it is not like it would take a major investment in time in include proper OOBs.

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RE: Pz 35(t) and Pz 38(t) - Where are they?

Post by elmo3 »

ORIGINAL: gunnergoz

Combat power is irrelevant if the tank can't move because it is out of fuel or won't start for mechanical reasons. ....

Here is an interesting footnote from Operation Barbarossa Hitler's Invasion of Russia 1941 by Glantz that perfectly illustrates your point. I added the bold lettering for emphasis.
Kurkin’s 3rd Mechanized Corps, whose strength was 651 tanks, including 110 new models, threw a fright into the 6th Panzer Division, which led the XXXXI Motorized Corps’ advance. Attacking just east of Raseinai with its 2nd Tank Division, two battalions of T-34 and KV tanks crushed the 6th Panzer Division’s reconnaissance elements and drove the division to the outskirts of the town. After the Soviets failed to exploit their success, German sappers systematically destroyed the Soviet tanks with explosive charges. Later they learned that the Soviet tanks ran out of fuel and had orders to ‘ram’ the German tanks, since the T-34s and KV’s had not been bore-sighted and thus could not fire a round. Within 24 hours after the engagement, German forces bypassed, encircled and destroyed the immobile Soviet tank division.

So while I think there is value in getting the numbers right for 22 June 1941 there is only so much DC3 can do at the chosen design level to recreate the actual conditions faced by commanders during the campaign. Yes, fuel is modeled in the game but certainly not whether guns have been bore sighted or not. Given that fact for 3rd Mech Corps somebody could argue that those tanks should not even be included in the game.
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RE: Pz 35(t) and Pz 38(t) - Where are they?

Post by 76mm »

ORIGINAL: elmo3
Yes, fuel is modeled in the game but certainly not whether guns have been bore sighted or not. Given that fact for 3rd Mech Corps somebody could argue that those tanks should not even be included in the game.

Yes, you could make that argument, it would be better than simply using the same number of tanks for every unit. While I think the story quoted above might have been garbled in translation (failure to boresight a tank doesn't mean you can't fire it), other Sov tank/mech units certainly had serious issues, such as no ammunition for their main guns (!), no gunsights, etc. Not good...
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RE: Pz 35(t) and Pz 38(t) - Where are they?

Post by morvael »

No wonder 6th was afraid of T-34 and KV-1, they had the worst tank model of all divisions...
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RE: Pz 35(t) and Pz 38(t) - Where are they?

Post by morvael »

From the Barbarossa books: assuming a Pz III with 5cm gun to have a "combat power" score of 1.0, a Pz III with 3.7cm gun has a score of 0.79, a Pz 38 a score of 0.56, and a Pz 35 a score of 0.32. The system takes many physical parameters into account, and I think it's quite accurate when comparing elements of the same class and role.

155 Pz 35 tanks from 6th Panzer were worth just 50 Pz III with 5cm gun, so its medium tank component had just 47% of 17th Panzer's combat power (it had 106 Pz III with 5cm gun).

On the other hand supply demand factor (I admit it may be less accurate than combat power factor) is calculated at 0.82 for Pz III with 3.7cm gun, 0.47 for Pz 38 and 0.46 for Pz 35.

Continuing the example, 155 Pz 35 tanks from 6th Panzer were using (on average) 67% of supply that 17th Panzer's 106 Pz III with 5cm gun.

Comparing that to combat power it can be seen that 6th Panzer was much weaker than 17th Panzer, yet it was using more supplies per point of "combat power".

So on one hand the cookie cutter design may be OK for a game that isn't that much into detail at unit level, on the other hand relative strengths of divisions (and the forces opposing them, especially Mechanized Corps with their T-34/KV-1s ones vs T-26 and BT-7 ones) should be somehow represented, because they differed vastly (one value being double of other value is not something to be ignored).

I want to repeat once more that I'm not judging this game for its simplified unit TOEs, this game focuses on other aspects and IMHO they were more important. If the game is balanced as is, I'd say let the matter rest.
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RE: Pz 35(t) and Pz 38(t) - Where are they?

Post by amatteucci »


ORIGINAL: elmo3
ORIGINAL: gunnergoz

Combat power is irrelevant if the tank can't move because it is out of fuel or won't start for mechanical reasons. ....

Here is an interesting footnote from Operation Barbarossa Hitler's Invasion of Russia 1941 by Glantz that perfectly illustrates your point. I added the bold lettering for emphasis.
Kurkin’s 3rd Mechanized Corps, whose strength was 651 tanks, including 110 new models, threw a fright into the 6th Panzer Division, which led the XXXXI Motorized Corps’ advance. Attacking just east of Raseinai with its 2nd Tank Division, two battalions of T-34 and KV tanks crushed the 6th Panzer Division’s reconnaissance elements and drove the division to the outskirts of the town. After the Soviets failed to exploit their success, German sappers systematically destroyed the Soviet tanks with explosive charges. Later they learned that the Soviet tanks ran out of fuel and had orders to ‘ram’ the German tanks, since the T-34s and KV’s had not been bore-sighted and thus could not fire a round. Within 24 hours after the engagement, German forces bypassed, encircled and destroyed the immobile Soviet tank division.

So while I think there is value in getting the numbers right for 22 June 1941 there is only so much DC3 can do at the chosen design level to recreate the actual conditions faced by commanders during the campaign. Yes, fuel is modeled in the game but certainly not whether guns have been bore sighted or not. Given that fact for 3rd Mech Corps somebody could argue that those tanks should not even be included in the game.
Glantz himself in "When titans clashed" (I'm quoting from the expanded and revised edition recently published) says, referring to the above mentioned actions, that:
This halted the 6th for two days even though the Soviet tanks had run out of gas and become immobile pillboxes on the river's western bank.
This to underline that it wasn't exactly a walkover for the Germans. This is also confirmed by what is reported in another book, edited by Glantz, i.e. "The initial period of war on the Eastern Front", a collection of the proceedings of a symposium held by the US Army War College focused on discussing the operations at the start of Barbarossa using archive material and the recollections of German veterans that were speaking guests at the symposium itself.

The actions that involved the 6. Panzerdivision at the start of Barbarossa were described with abundance of details in the aforementioned book by General Johann von Kielmansegg and Oberst Helmut Ritgen, respectively the senior staff officer in the HQ of the 6th Panzer, and an adjutant in the second battalion of the armoured regiment of the same division. So, if one wants to know what was the German perspective on what happened when the czech tanks of the 6th Panzer met the KVs of the 2nd Tank Division, well, I dare to say that it's impossible to get better info than this.

After a brief description of the internal organization of the 6th Panzer, including the fact that the division was equipped with 105 PzKpfw 35(t), von Kielmansegg chimes in declaring that:
6th Panzer division was the only division in the German Army which had such equipement. That compelled us, from the very beginning to fight only in mixed combat groups. That was the rule at this time.

So, it seems that, after all, how the single divisions were actually equipped was a concern for German officers.

Colonel Ritgen describes the action on the 24th of June:
On 24 June, at first light, Soviet tanks in great numbers crossed the Dubyssa River supported by artillery. Some of our riflemen were cut off by the assault. These hiterto unknown Soviet tanks created a crisis in Battle Group Seckendorff, since apparently no weapon of the division was able to penetrate their armor.
[...]
I suppose the Soviet tank crews had no time to familarize themselves with the guns of their tanks or zero them in, since their fire was very inaccurate. Furthermore the Soviets were poorly led. Nevertheless the appearance of these heavy tanks was dramatic.
This explains that the supposed absence of zeroing-in was, for all practical purposes, indistinguishable from poor training. So, it can be simulated in the game giving a poor experience rating to the unit considered.

In the end, the Germans were victorious but the 6th Panzer was stopped for two days (that is half a move, in game terms) and suffered a numbers of casualties (especially in the 114th Motorized Infantry Regiment). This, probably wouldn't have occurred if the confrontation were between two different equipped divisions.

The game already has all what is needed to simulate this.

I'm not asking the designers to rethink their base assumptions and decision, just to be always consistent with what they themselves said.

If they said that the inferior czech tanks are considered, in game terms, more comparable to the light Panzer II rather than to the medium Panzer III, that's totally fine with me. But why, then, do not represent these tanks with the Pz II?

If they decided to include the KV in the game because they deemed opportune to differentiate it from the T-34, that's good, so why not give it to the divisions that were actually equipped with that tank?

The argument that the 51 KVs of the 2nd Tank Division were, in the end, dispatched, so they could also be not included at all in the game is not convincing, in my opinion. If this is the case, the entire first two echelons of the Red Army could be not included in the game, since they didn't manage to stop the German advance or to inflict crippling casualties to the Axis troops.

The point is not whether the Red Army can stop cold the German in the border battles, it cannot. The point is: did German advance rates and casualties depend on how well equipped and led were the Soviet divisions they were facing? My answer is a resounding yes.
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RE: Pz 35(t) and Pz 38(t) - Where are they?

Post by ernieschwitz »

I find it funny that the people who are advocating more realism in the OOBs, want less realism in the decisions. Obviously if you first increase the complexity of the OOBs, the decisions will become more complex. I.e. do we re-equip this or that division with new tanks, of perhaps a similar class, or do you mix and match. And if you do mix and match, then it becomes, more complex getting the right parts to the right divisions... I can imagine the logistics nightmare quite vividly.

Honestly a game has two decisions it needs to overcome: Is this a game, or a simulation. Finding the sweet spot is not easy. If you lean towards simulation, you have to give less choices to the player, or the simulation would not become that at all. If you lean towards game, then you have to have some inaccuracies, like players being able to do something that is not supposed to happen, and then you have to "guess" what the appropriate reaction would be.

So the game doesn't have Pz 38(t)s. Nor any of the other czech types. I am sure that it doesn't have a complete list of the men that participated in each division either, nor does it account for how many handgrenades this division had pr. man, compared to any other division. Some things need to be simplified, because realism is simply too complex. It is the designers choice to decide what is important and what is not. What can be approximated, and what can not. In the end what really matters is:

1). Is it playable
2). Does the game achieve what it has tried to

In this case you have a game that is centered around command decisions. Not OOBs. If that is not your taste, leave some kind words, and a suggestion to make an improvement. Don't say, oh this is bad because it omitted the type of toothpaste the germans used (did they use any btw).

It is always easy to find a mistake, if you really want to. It is harder to convey that mistake in a way not sounding like you are overly critical, and demanding something of a game it doesn't focus on bringing. This game will never be WITE, and that is actually good. You won't be buying the same game two times then. It tries to do something different. Which is applaudable. Did it succeed: try finding out. Also there is the obvious copyright infringement if it actually was WITE.

Enough said. Had to say it at some point i guess.





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RE: Pz 35(t) and Pz 38(t) - Where are they?

Post by Aurelian »

ORIGINAL: ernieschwitz

I find it funny that the people who are advocating more realism in the OOBs, want less realism in the decisions. Obviously if you first increase the complexity of the OOBs, the decisions will become more complex. I.e. do we re-equip this or that division with new tanks, of perhaps a similar class, or do you mix and match. And if you do mix and match, then it becomes, more complex getting the right parts to the right divisions... I can imagine the logistics nightmare quite vividly.

Honestly a game has two decisions it needs to overcome: Is this a game, or a simulation. Finding the sweet spot is not easy. If you lean towards simulation, you have to give less choices to the player, or the simulation would not become that at all. If you lean towards game, then you have to have some inaccuracies, like players being able to do something that is not supposed to happen, and then you have to "guess" what the appropriate reaction would be.

So the game doesn't have Pz 38(t)s. Nor any of the other czech types. I am sure that it doesn't have a complete list of the men that participated in each division either, nor does it account for how many handgrenades this division had pr. man, compared to any other division. Some things need to be simplified, because realism is simply too complex. It is the designers choice to decide what is important and what is not. What can be approximated, and what can not. In the end what really matters is:

1). Is it playable
2). Does the game achieve what it has tried to

In this case you have a game that is centered around command decisions. Not OOBs. If that is not your taste, leave some kind words, and a suggestion to make an improvement. Don't say, oh this is bad because it omitted the type of toothpaste the germans used (did they use any btw).

It is always easy to find a mistake, if you really want to. It is harder to convey that mistake in a way not sounding like you are overly critical, and demanding something of a game it doesn't focus on bringing. This game will never be WITE, and that is actually good. You won't be buying the same game two times then. It tries to do something different. Which is applaudable. Did it succeed: try finding out. Also there is the obvious copyright infringement if it actually was WITE.

Enough said. Had to say it at some point i guess.






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RE: Pz 35(t) and Pz 38(t) - Where are they?

Post by elmo3 »

Well said ernieschwitz. And of course the Germans used toothpaste. If the game doesn't use this brand then it must be crap! [:D]

Edit - "German toothpaste advertisement found in Nazi Germany wartime magazine Wehrmacht from 1943.". So it's from '43 but close enough.



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RE: Pz 35(t) and Pz 38(t) - Where are they?

Post by Michael T »

I am not so concerned about types as long as they are roughly the same. But I do think the numbers in each unit should be close to historical.
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RE: Pz 35(t) and Pz 38(t) - Where are they?

Post by etsadler »

To start with I really like the game. I think it does a fantastic job hitting what it is trying to be.

My only suggestion regarding the OOB is that IRL these differences in composition, be it tanks, half tracks, number of troops, etc. had an impact on the capabilities of the individual divisions. One of the things I would think would fit extremely well into the idea of Operational Command is the Fire Brigade concept. Any top commander would know which of his units was could be relied upon to complete the task above the others. The 1st Panzer had more stuff, it would be a stronger division. Which ever Panzer had all the Czech tanks might well be weaker. If you wanted a division to break the enemy line you would likely choose the 1st Panzer, if to plug a hole, maybe the 6th would do, etc. And please, you can disagree but I know that the above is a simplification and does not include aspects like experience, morale, leader skill etc.

I think it would add to the Operational Command aspect of the game to have more of the real like variations in the units so that there would be another level of decisions that needed to be made.
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RE: Pz 35(t) and Pz 38(t) - Where are they?

Post by amatteucci »

In deciding what is important and what is not, are designers also free to decide to be not consistent with their own choices?

Did someone miss the fact that the designers clearly stated in the manual what was their stance regarding the issue discussed in this threat?

As it was already said, the manual reads:
The Germans fielded two types of light tanks,the Panzer II and the Panzer 38(t). While these were different beasts manufactured in different countries they have been combined into a single light tank, the Panzer Mk.II with appropriate tweaks to its combat stats to reflect an hybrid of the two.

Yet, in the game, PzKpfw 38(t) tanks are not modelled by this Mk. II hybrid.

As you see, there's an evident contradiction between the stated intent and the actual implementation.

Of course the designers are free to say: well, we eventually realized that it wan't worth bothering with this, regardless of our previous intent. Or to say: well, thanks for pointing out this, we forgot to give 6th Panzer a unique TOE to reflect what we stated in the manual, we'll eventually correct this in a future patch.

But pointing out this issue and asking for a clarification is hardly to be considered as a cheap shot or a useless attempt at nit-picking. Considering this stance on par with an absurd request of toothpaste modelling seems a little ungenerous to me.
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RE: Pz 35(t) and Pz 38(t) - Where are they?

Post by morvael »

The quoted text is not accurate, Pz 38(t) was used as Pz III equivalent, not Pz II (so as medium not light tank) it those divisions that had Czech tanks.
Anyway, I just wanted to show some data, I'm not nit-picking, I love the game as is.
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