Panzer Vorwärts! MOD
Moderators: Joel Billings, Sabre21, bcgames
RE: Panzer Vorwärts! MOD
Hello
I created some pictures for the new "ground elem" 600-610 because it bothered me a little bit.
So if somebody, which using this mod, dont want to wait till good pictures are maded can use these ones in the meantime.
For some ground elem there a multiple pictures if you don`t like a specific ones. You have to rename the file e.g. from gp0608a.bmp to gp0608.bmp!
Picture are made for id 600-610.
NEW v2: New Sepia Style
Omat
I created some pictures for the new "ground elem" 600-610 because it bothered me a little bit.
So if somebody, which using this mod, dont want to wait till good pictures are maded can use these ones in the meantime.
For some ground elem there a multiple pictures if you don`t like a specific ones. You have to rename the file e.g. from gp0608a.bmp to gp0608.bmp!
Picture are made for id 600-610.
NEW v2: New Sepia Style
Omat
- Attachments
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- WitE-Mod V..anzer_v2.zip
- (675.02 KiB) Downloaded 57 times
"The whole problem with the world is that fools and fanatics are always so certain of themselves, and wiser people so full of doubts."
Bertrand Russell
Bertrand Russell
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- Posts: 248
- Joined: Mon Jun 14, 2004 1:33 pm
RE: Panzer Vorwärts! MOD
Hello
I created for the P204(f) Armored Car, Flamm Panzer B2 (f) and Panzer B2 740(f) the hex pop-up graphics. Hope they are ok. Also added for the missing ground elm. for 605,608,609 and 610.
You should only use them if your requirements are low
Did not added art for Panzer IIIf because it would cause problems with the stock scenarios.
Hope it helps..
Omat
I created for the P204(f) Armored Car, Flamm Panzer B2 (f) and Panzer B2 740(f) the hex pop-up graphics. Hope they are ok. Also added for the missing ground elm. for 605,608,609 and 610.
You should only use them if your requirements are low

Did not added art for Panzer IIIf because it would cause problems with the stock scenarios.
Hope it helps..
Omat
- Attachments
-
- VorwrtsPa..units_v1.zip
- (7.61 KiB) Downloaded 56 times
"The whole problem with the world is that fools and fanatics are always so certain of themselves, and wiser people so full of doubts."
Bertrand Russell
Bertrand Russell
RE: Panzer Vorwärts! MOD
Omat;
Thank you. Just the bit of chrome I desired. Now if you could create the recon version of the Sdkfz 250 or just the troop carrier I would be in your debt. Again, many thanks.
Thank you. Just the bit of chrome I desired. Now if you could create the recon version of the Sdkfz 250 or just the troop carrier I would be in your debt. Again, many thanks.
RE: Panzer Vorwärts! MOD
nevermind
"The whole problem with the world is that fools and fanatics are always so certain of themselves, and wiser people so full of doubts."
Bertrand Russell
Bertrand Russell
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- Posts: 248
- Joined: Mon Jun 14, 2004 1:33 pm
RE: Panzer Vorwärts! MOD
250/5 is an artillery observer. Personally, I would file it under "Support" and not include it.
However in the next version, I will cover up to Fall Blau and introduce some new Sdkfz 250 variants:
The 250/7 (82mm mortar - actually in the game but not used in any TOEs or produced.)
The 250/10 (37mm PaK)
The 250/11 (28mm Heavy Panzerbüsche)
Also there will be a new kind of armored recon squad which uses 250/1 as transport.
[8D]
However in the next version, I will cover up to Fall Blau and introduce some new Sdkfz 250 variants:
The 250/7 (82mm mortar - actually in the game but not used in any TOEs or produced.)
The 250/10 (37mm PaK)
The 250/11 (28mm Heavy Panzerbüsche)
Also there will be a new kind of armored recon squad which uses 250/1 as transport.
[8D]
AKA "Juggalo"
RE: Panzer Vorwärts! MOD
Hello
He wanted a "SdKfz 250 recon" vehicle:
The
250/5-I an artillery observer
250/5-II an "leichter Aufklärungspanzerwagen" which where uses in "Panzer-Aufklärungs Abteilungen"
So the 250/5-II should be ok for him, when he wanted a recon vehicle.
But I did not find find it in the ground elm list. I am a little bit confused. But I guess the demand of the SdKfz 250 recon has nothing to do with the Panzer Vorwärts! MOD... Or did I missed it? I found only new vehicle from 600-610 and the two renamed ones (IIIF and 221/232)
Omat
He wanted a "SdKfz 250 recon" vehicle:
The
250/5-I an artillery observer
250/5-II an "leichter Aufklärungspanzerwagen" which where uses in "Panzer-Aufklärungs Abteilungen"
So the 250/5-II should be ok for him, when he wanted a recon vehicle.
But I did not find find it in the ground elm list. I am a little bit confused. But I guess the demand of the SdKfz 250 recon has nothing to do with the Panzer Vorwärts! MOD... Or did I missed it? I found only new vehicle from 600-610 and the two renamed ones (IIIF and 221/232)
Omat
ORIGINAL: TAIL_GUNNER
250/5 is an artillery observer. Personally, I would file it under "Support" and not include it.
[8D]
"The whole problem with the world is that fools and fanatics are always so certain of themselves, and wiser people so full of doubts."
Bertrand Russell
Bertrand Russell
-
- Posts: 248
- Joined: Mon Jun 14, 2004 1:33 pm
RE: Panzer Vorwärts! MOD
Well you've enlightened me...I've never heard of this variant.
But it looks like it wasn't used until early '44....and that is still a ways off for me.
ChadG
But it looks like it wasn't used until early '44....and that is still a ways off for me.
ChadG
AKA "Juggalo"
RE: Panzer Vorwärts! MOD
Again thanks to both of you. What I was looking for was the SdKfz 250/9. This version had a turret mounted 2cm cannon and MG34'42 identical to the one found on the SdKfz 222. The image Omat provided was close enough. Like you Tail_Gunner the SdKfz 250/10 and the SfKfz 250/11 are also on my wish list... heck I want them all... Great chrome and a bit of realism.
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RE: Panzer Vorwärts! MOD
250/9 comes along around the time of Kursk. It'll be there..[:D]
AKA "Juggalo"
RE: Panzer Vorwärts! MOD
Never mind....found it!
RE: Panzer Vorwärts! MOD
Just as a general comment, you will have to adjust Armament production as well to account for the 251/1 using vehicle production and the Pz Gren MG now using Armament points. You will also have to factor the extra swap of Infantry Squads...which is very expensive.
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- Posts: 248
- Joined: Mon Jun 14, 2004 1:33 pm
RE: Panzer Vorwärts! MOD
ORIGINAL: MechFO
Just as a general comment, you will have to adjust Armament production as well to account for the 251/1 using vehicle production and the Pz Gren MG now using Armament points. You will also have to factor the extra swap of Infantry Squads...which is very expensive.
I think the 251/1 is misrepresented within the stock game. It is a strength of 11 men, and 3 HMGs of which two are mounted.
This would suggest to me that it is supposed to represent an armored HMG section with 2 HMGs with 5 men per HMG. The 11th man is the leader of the section.
However, the TOEs do not treat it as such. The 41 Panzer Division has just one armored company of PanzerGrenadiers (9 squads). This should require only two armored HMG troops, so the allocation of the 251/1 should be just 1. However, in the game there are 4 designated in the TOE.
In 1942 the allocation per PanzerGrenadier company does indeed jump up to 4 HMGs (and thus a requirement of two 251/1s), but the stock 42a Panzer Division requirement is double this.
Rather than try to sort out that mess, I opted to make a unit that is created "on the fly" like the PanzerGrenadier squad. It has the same Build Cost as the original 251/1 so I don't forsee a problem unless I am overlooking something.
Regarding the infantry squad updates in 1942, yes, that was a mistake. I overlooked the huge Armament cost that would of caused. The next version will not have the 1942 update, so the Rifle Grenades will be back. It's a pity you have to scrap a whole squad's worth of weapons just to add one new weapon...but it is what it is.
Thanks for the comments,
ChadG
AKA "Juggalo"
RE: Panzer Vorwärts! MOD
ORIGINAL: TAIL_GUNNER
ORIGINAL: MechFO
Just as a general comment, you will have to adjust Armament production as well to account for the 251/1 using vehicle production and the Pz Gren MG now using Armament points. You will also have to factor the extra swap of Infantry Squads...which is very expensive.
I think the 251/1 is misrepresented within the stock game. It is a strength of 11 men, and 3 HMGs of which two are mounted.
This would suggest to me that it is supposed to represent an armored HMG section with 2 HMGs with 5 men per HMG. The 11th man is the leader of the section.
However, the TOEs do not treat it as such. The 41 Panzer Division has just one armored company of PanzerGrenadiers (9 squads). This should require only two armored HMG troops, so the allocation of the 251/1 should be just 1. However, in the game there are 4 designated in the TOE.
In 1942 the allocation per PanzerGrenadier company does indeed jump up to 4 HMGs (and thus a requirement of two 251/1s), but the stock 42a Panzer Division requirement is double this.
Rather than try to sort out that mess, I opted to make a unit that is created "on the fly" like the PanzerGrenadier squad. It has the same Build Cost as the original 251/1 so I don't forsee a problem unless I am overlooking something.
Regarding the infantry squad updates in 1942, yes, that was a mistake. I overlooked the huge Armament cost that would of caused. The next version will not have the 1942 update, so the Rifle Grenades will be back. It's a pity you have to scrap a whole squad's worth of weapons just to add one new weapon...but it is what it is.
Thanks for the comments,
ChadG
What you are overlooking is that vehicles use supply for production, not armament points.
Good point about the 251/1's...I never noticed that they had that many men in them. I always thought they were supposed to represent the platoon leader/company cmdr HT's which otherwise are not represented in the game, though for that they have at least 1 MG too many.
If you are scrapping the update I would also think about adding back 1-2 MPi. There were too many for 41, but during 42 their allocation steadily increased.
EDIT: Another good ideas is to give the German Inf Divs their proper Artillery TOE from 42 onward. Right now they are missing a quarter.
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RE: Panzer Vorwärts! MOD
I guess it's a trade off. But personally I'd rather burn the armaments than having hundreds of 251/1s wasting away in the pool.What you are overlooking is that vehicles use supply for production, not armament points.
I'm just guessing what they're supposed to represent. But I was wrong before...two HMG groups of five men each, plus one driver for the 251 equals 11 for the whole section. Now that the unit is a non-vehicle, I added other weapons for the troops. I think it's 5 Kar98K, 4 Pistols, 2 MPi, 2 MG34 LMGs, and one swivel-mount MG34.Good point about the 251/1's...I never noticed that they had that many men in them. I always thought they were supposed to represent the platoon leader/company cmdr HT's which otherwise are not represented in the game, though for that they have at least 1 MG too many.
There was usually an extra MPi stowed on the SPWs....I'll include those for the armored troops at the least.If you are scrapping the update I would also think about adding back 1-2 MPi. There were too many for 41, but during 42 their allocation steadily increased.
yeah, they did this to the Panzer Divisions also...I forget which TOE..EDIT: Another good ideas is to give the German Inf Divs their proper Artillery TOE from 42 onward. Right now they are missing a quarter.
But der Infanterie-Einheiten must wait...[8D]
AKA "Juggalo"
RE: Panzer Vorwärts! MOD
ORIGINAL: TAIL_GUNNER
There was usually an extra MPi stowed on the SPWs....I'll include those for the armored troops at the least.If you are scrapping the update I would also think about adding back 1-2 MPi. There were too many for 41, but during 42 their allocation steadily increased.
Going through readiness reports it seems there were a lot of MPi's in mid-late war Divisions, so the allocation should increase with time.
http://forum.panzer-archiv.de/viewtopic.php?p=187084
http://www.forum-der-wehrmacht.de/threa ... r=0&page=1
RE: Panzer Vorwärts! MOD
I have played around some with this mod. As you said, this game is great for "tinkerers" and I love that aspect, as much , sometimes more, than actually playing.
I have a question regarding something you brought up early on in this thread, the attachable panzer regiments.
I loved the idea, and have played with it some, but it seems that in most tests I am doing, the panzer divisions created as a division, plus an attached panzer regiment, for the most part seem to be losing MP as the game wears along into late summer '41...while same divisions, but all entire as one piece, for the most part keep 50MP...so I am curious if you have seen results like this, and if perhaps something about the attached regiment ends up raisign fatigue so high to cost movement points(that is the main culprit I see thus far, is the "combined" divisions are showing more fatigue, even simply from moving, than the "original" divisions, even if the "original" divisions have been in action more.
By the way..GREAT mod.
I have a question regarding something you brought up early on in this thread, the attachable panzer regiments.
I loved the idea, and have played with it some, but it seems that in most tests I am doing, the panzer divisions created as a division, plus an attached panzer regiment, for the most part seem to be losing MP as the game wears along into late summer '41...while same divisions, but all entire as one piece, for the most part keep 50MP...so I am curious if you have seen results like this, and if perhaps something about the attached regiment ends up raisign fatigue so high to cost movement points(that is the main culprit I see thus far, is the "combined" divisions are showing more fatigue, even simply from moving, than the "original" divisions, even if the "original" divisions have been in action more.
By the way..GREAT mod.
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- Joined: Mon Jun 14, 2004 1:33 pm
RE: Panzer Vorwärts! MOD
That's strange. I have not tested it yet though, but my experiences have shown that the unmodified Panzer Divisions struggle to maintain even 35-40MPs after the first few turns.ORIGINAL: kg_1007
I have played around some with this mod. As you said, this game is great for "tinkerers" and I love that aspect, as much , sometimes more, than actually playing.
I have a question regarding something you brought up early on in this thread, the attachable panzer regiments.
I loved the idea, and have played with it some, but it seems that in most tests I am doing, the panzer divisions created as a division, plus an attached panzer regiment, for the most part seem to be losing MP as the game wears along into late summer '41...while same divisions, but all entire as one piece, for the most part keep 50MP...so I am curious if you have seen results like this, and if perhaps something about the attached regiment ends up raisign fatigue so high to cost movement points(that is the main culprit I see thus far, is the "combined" divisions are showing more fatigue, even simply from moving, than the "original" divisions, even if the "original" divisions have been in action more.
By the way..GREAT mod.
I have not played or tinkered in quite awhile...got sidetracked with Steel Panthers.
I'll get back into this soon though....
Thanks,
ChadG
AKA "Juggalo"
RE: Panzer Vorwärts! MOD
Thank you Chad!
Steel Panthers is a great game too, easy to get sidetracked with it!
Steel Panthers is a great game too, easy to get sidetracked with it!