Grossdeutschland, Historical Module for Heroes and Leaders mod
RE: Grossdeutschland Historical Module for Heroes and Leaders mod
Hello Chinchin,
Skorzeny:
I don't remember that I deliberately decided to repeat the same leader in this scenario. Most likely, I have repeated it without realizing it. In any case, I think this does not cause any problems.
LOS from hex D12:
I just checked the LOS from hex D12 and I don't see any errors. Can you tell me exactly where you've seen a LOS that shouldn't exist?
Skorzeny:
I don't remember that I deliberately decided to repeat the same leader in this scenario. Most likely, I have repeated it without realizing it. In any case, I think this does not cause any problems.
LOS from hex D12:
I just checked the LOS from hex D12 and I don't see any errors. Can you tell me exactly where you've seen a LOS that shouldn't exist?
Semper fidelis
RE: Grossdeutschland Historical Module for Heroes and Leaders mod
Of course it is not a problem, but having several leaders of 2 better not to repeat.
Attached image of the LOS, I understand that it should be possible to shoot from D12 to F13.

Attached image of the LOS, I understand that it should be possible to shoot from D12 to F13.

- Attachments
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- GD Tula.jpg (85.39 KiB) Viewed 680 times
My native language is Spanish, and no English language mastery, sorry.
RE: Grossdeutschland Historical Module for Heroes and Leaders mod
Hello Chinchin,
Many of the hexes on city streets are Narrow Street, meaning there are some buildings that extend into the street.
Using the area you have selected, I am attaching a partial analysis of the LOS traced from hex D12.
From D12 there is no LOS until C14 because the LOS is interrupted at the C13-D13 hexside.
From D12 there is no LOS until F12 because the LOS breaks at hexside E12-E13.
From D12 there is no LOS until D14 because the LOS is interrupted at hexside D12-D13 (due to D12's own building extending to D13).
Finally, from D12 there are no LOS to F13 because the LOS is interrupted in hexside E13-F13 precisely by the building of F13 itself that extends to hex E13.

Many of the hexes on city streets are Narrow Street, meaning there are some buildings that extend into the street.
Using the area you have selected, I am attaching a partial analysis of the LOS traced from hex D12.
From D12 there is no LOS until C14 because the LOS is interrupted at the C13-D13 hexside.
From D12 there is no LOS until F12 because the LOS breaks at hexside E12-E13.
From D12 there is no LOS until D14 because the LOS is interrupted at hexside D12-D13 (due to D12's own building extending to D13).
Finally, from D12 there are no LOS to F13 because the LOS is interrupted in hexside E13-F13 precisely by the building of F13 itself that extends to hex E13.

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- Narrow.jpg (183.64 KiB) Viewed 680 times
Semper fidelis
RE: Grossdeutschland Historical Module for Heroes and Leaders mod
Hello Asl3d,
Ok, cleared up.
Thank you
Ok, cleared up.
Thank you
My native language is Spanish, and no English language mastery, sorry.
RE: Grossdeutschland Historical Module for Heroes and Leaders mod
I just played the Zitadelle scenario, it seemed difficult, but in the end I crushed them with some ease, the AI was entertained trying to place an artillery attack and lost several impulses foolishly.
On the other hand, the terrain forces you to pass with the vehicles through minefields. About the mines does not put anything in the manual. Do you know if mines can be eliminated in some way?
On the other hand, the terrain forces you to pass with the vehicles through minefields. About the mines does not put anything in the manual. Do you know if mines can be eliminated in some way?
My native language is Spanish, and no English language mastery, sorry.
RE: Grossdeutschland Historical Module for Heroes and Leaders mod
Very good Chinchin. Congratulations on your victory, even though the scenario is not easy at all.
The defense of the Soviet forces, at this point in the war, was already very good. The Germans found it increasingly difficult to break through the increasingly well-structured Soviet defenses.
The Mines
Yes, in the rules of the game there is not much information. What I know about mines I have learned playing (it's sad, I already know).
The mines cannot be removed.
The AI runs a simulation regarding this matter. Every time you enter a minefield, after the mine attack is resolved, the AI analyzes whether this minefield has been removed or remains in the game. This can be interpreted as an automated Advanced Squad Leader-style mine clearance attempt.
I do not know any more.
The defense of the Soviet forces, at this point in the war, was already very good. The Germans found it increasingly difficult to break through the increasingly well-structured Soviet defenses.
The Mines
Yes, in the rules of the game there is not much information. What I know about mines I have learned playing (it's sad, I already know).
The mines cannot be removed.
The AI runs a simulation regarding this matter. Every time you enter a minefield, after the mine attack is resolved, the AI analyzes whether this minefield has been removed or remains in the game. This can be interpreted as an automated Advanced Squad Leader-style mine clearance attempt.
I do not know any more.
Semper fidelis
RE: Grossdeutschland Historical Module for Heroes and Leaders mod
I think I remember that in the editor you can configure something about the mines, it may be if they are eliminated or not, because in some scenario of "Heroes of the WWII mod" I remember that they were eliminated, but in the "Zitadelle" I spend many times over the mines with tanks and unarmored vehicles and not a single level of mines was removed.It may be that only the infantry can remove the mines.
My native language is Spanish, and no English language mastery, sorry.
RE: Grossdeutschland Historical Module for Heroes and Leaders mod
When I have used the editor, it only allows me to select the capacity (FP) and its visibility. I do not remember that their elimination can be influenced, not even the probability of eliminating them.
About the elimination probabilities based on the type of unit entering the minefield, I have no idea. This possibility had not even occurred to me.
About the elimination probabilities based on the type of unit entering the minefield, I have no idea. This possibility had not even occurred to me.
Semper fidelis
RE: Grossdeutschland Historical Module for Heroes and Leaders mod
Here the effectiveness of the mines is assigned. What I no longer know that they do exactly.


- Attachments
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- Mine.jpg (47.32 KiB) Viewed 680 times
My native language is Spanish, and no English language mastery, sorry.
RE: Grossdeutschland Historical Module for Heroes and Leaders mod
You're right. I have never used it.
I'll tell you what we're going to do. In some Pacific Scenario I will use this Special Scenario Rule to test its effects.
I'll tell you what we're going to do. In some Pacific Scenario I will use this Special Scenario Rule to test its effects.
Semper fidelis
RE: Grossdeutschland Historical Module for Heroes and Leaders mod
Hello Asl3d,
In the Russian tank BA 64 something is wrong, or it has no armament or it has no sound assigned.
In the Russian tank BA 64 something is wrong, or it has no armament or it has no sound assigned.
My native language is Spanish, and no English language mastery, sorry.
RE: Grossdeutschland Historical Module for Heroes and Leaders mod
Hello Chinchin,
If you're right. When I tested the scenarios, I already saw that, although the Russian tank BA 64 fired, nonetheless there was no attack. I tried to find out what was happening but could not find out.
To your questions, YES it has sound assigned, and YES it has FP and range in its main armament but ..... it does not work. Why?
I've already figured it out. I don't know what the reason is, but I have been able to solve it.
Although the vehicle has FP and Range in the main armament (LMG), it does not have FP and Range in the "Vehicle MG # 1" and "MG # 1 Range" cells of the Unit matrix. Now, I've copied the FP and Range of the main armament into these cells of the Units matrix, and everything works now. I don't understand why, but it works.
Not only the Russian tank BA 64 was affected but also the T27 LMG, the BA 20, and the T37 LMG.
I have already corrected the Units matrix and it's available, already corrected and can be downloaded now in the usual Scenarios pack.
I have taken the opportunity to modify also all the Spooters in the Units matrix ("Super Spotter (1-5)")
I no longer remember the many helps you are giving me so, for "n + 1" times, thank you very much.
If you're right. When I tested the scenarios, I already saw that, although the Russian tank BA 64 fired, nonetheless there was no attack. I tried to find out what was happening but could not find out.
To your questions, YES it has sound assigned, and YES it has FP and range in its main armament but ..... it does not work. Why?
I've already figured it out. I don't know what the reason is, but I have been able to solve it.
Although the vehicle has FP and Range in the main armament (LMG), it does not have FP and Range in the "Vehicle MG # 1" and "MG # 1 Range" cells of the Unit matrix. Now, I've copied the FP and Range of the main armament into these cells of the Units matrix, and everything works now. I don't understand why, but it works.
Not only the Russian tank BA 64 was affected but also the T27 LMG, the BA 20, and the T37 LMG.
I have already corrected the Units matrix and it's available, already corrected and can be downloaded now in the usual Scenarios pack.
I have taken the opportunity to modify also all the Spooters in the Units matrix ("Super Spotter (1-5)")
I no longer remember the many helps you are giving me so, for "n + 1" times, thank you very much.
Semper fidelis
RE: Grossdeutschland Historical Module for Heroes and Leaders mod
Hello Asl3d,
Thanks to you for this wonderful mod, I am happy to help.
On the Borodayenka scenario there is still a leader carried by a platoon in A8. Another thing I see that the SS units have the German nationality and not the SS nationality, why did you do it like that?
Thanks to you for this wonderful mod, I am happy to help.
On the Borodayenka scenario there is still a leader carried by a platoon in A8. Another thing I see that the SS units have the German nationality and not the SS nationality, why did you do it like that?
My native language is Spanish, and no English language mastery, sorry.
RE: Grossdeutschland Historical Module for Heroes and Leaders mod
Hello Chinchin,
Borodayenka:
You are right. It's another mistake. Now I have corrected it. The GD Borodyanka scenario, already corrected again, can be downloaded now in the usual Scenarios pack (release 4.38.3).
SS units:
There are several reasons why I have decided that the nationality of the SS units is the same as that of the rest of the units in Germany.
The first reason is that I do not share the point of view of the original designers of the HoS game (by the way, the SS units did not fight in Stalingrad).
It's true that Waffen SS units did not usually surrender, especially on the Eastern front, but in the HoS game there is no concept of surrender. That is, when a unit in Good Order invades a hex containing a Broken enemy unit, this unit is eliminated and NOT prisoner. Preventing the Broken unit from being automatically eliminated and first attempting to auto-rally prior to the invasion by the enemy Good Order unit is typical of desperate and fanatical units. The SS units were ideologized but not to this level, much less on any front.
What was true is that the Waffen SS were the best equipped troops in the German Army, so they had superior combat capacity and better training. But that is not fanaticism but technological superiority. It's something similar to what happened with the United States Army units, where its units, for most of the war, had a lot and, at times, better combat equipment.
In short, I have preferred to leave the qualities of Patriotism and Fanaticism to the Japanese Army.
The other reason is the matrix of nationalities. For some reason that I have not come to understand yet, it's only possible to use the original rows of the nationalities matrix. If we want to expand the number of nationalities, we will have to reuse the row of the SS as well as the rows of the Russian Guards, Romanians and civilians.
Borodayenka:
You are right. It's another mistake. Now I have corrected it. The GD Borodyanka scenario, already corrected again, can be downloaded now in the usual Scenarios pack (release 4.38.3).
SS units:
There are several reasons why I have decided that the nationality of the SS units is the same as that of the rest of the units in Germany.
The first reason is that I do not share the point of view of the original designers of the HoS game (by the way, the SS units did not fight in Stalingrad).
It's true that Waffen SS units did not usually surrender, especially on the Eastern front, but in the HoS game there is no concept of surrender. That is, when a unit in Good Order invades a hex containing a Broken enemy unit, this unit is eliminated and NOT prisoner. Preventing the Broken unit from being automatically eliminated and first attempting to auto-rally prior to the invasion by the enemy Good Order unit is typical of desperate and fanatical units. The SS units were ideologized but not to this level, much less on any front.
What was true is that the Waffen SS were the best equipped troops in the German Army, so they had superior combat capacity and better training. But that is not fanaticism but technological superiority. It's something similar to what happened with the United States Army units, where its units, for most of the war, had a lot and, at times, better combat equipment.
In short, I have preferred to leave the qualities of Patriotism and Fanaticism to the Japanese Army.
The other reason is the matrix of nationalities. For some reason that I have not come to understand yet, it's only possible to use the original rows of the nationalities matrix. If we want to expand the number of nationalities, we will have to reuse the row of the SS as well as the rows of the Russian Guards, Romanians and civilians.
Semper fidelis
RE: Grossdeutschland Historical Module for Heroes and Leaders mod
OK understood. How would you see giving them the Self-Rally feature, even if only to full squads?
My native language is Spanish, and no English language mastery, sorry.
RE: Grossdeutschland Historical Module for Heroes and Leaders mod
Yes, it is a solution that I have been considering for the SS units. In the end I decided to reserve the Self-Rally for the Japanese. Keep in mind that most SS units are already very powerful. I think it would be giving them too much advantage and, we must not forget the SS units were not superman although they were very well equipped and trained.
Semper fidelis
- MrsWargamer
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RE: Grossdeutschland Historical Module for Heroes and Leaders mod
Nice looking, I think I have made some of those models 
Wargame, 05% of the time.
Play with Barbies 05% of the time.
Play with Legos 10% of the time.
Build models 20% of the time
Shopping 60% of the time.
Exlains why I buy em more than I play em.
Play with Barbies 05% of the time.
Play with Legos 10% of the time.
Build models 20% of the time
Shopping 60% of the time.
Exlains why I buy em more than I play em.

