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Kursk 1943

Posted: Tue Apr 29, 2008 5:22 pm
by Vorsteher
first impressions from Operation Zitadelle 1943.
The second SS Panzerkrops against the 6. Guardarmy.Tigers against KV-1S.
"Nebelwerfer" and "Stalinorgel".Heavy Tankbrigades.Day(or 2?) Turns.Ju 87G "Kanonenvögel".
Elefanten against forts
Image
Image

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RE: Kursk 1943

Posted: Tue Apr 29, 2008 6:33 pm
by IRONCROM
Nice. Battle of Kursk would make for a great scenario.

RE: Kursk 1943

Posted: Tue Apr 29, 2008 8:28 pm
by Joshuatree
Blimey, look at the stack size of LAH...
Uhm, LAH has a 5% staff influence?

RE: Kursk 1943

Posted: Tue Apr 29, 2008 8:54 pm
by seille
The XP values for LAH are also not bad.
Don´t think it will funny for the russian units to meet them....

RE: Kursk 1943

Posted: Wed Apr 30, 2008 6:17 am
by Vorsteher
Blimey, look at the stack size of LAH...
Uhm, LAH has a 5% staff influence?
The scenario is in work.

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RE: Kursk 1943

Posted: Wed Apr 30, 2008 9:03 am
by Joshuatree
ORIGINAL: Vorsteher
Blimey, look at the stack size of LAH...
Uhm, LAH has a 5% staff influence?
The scenario is in work.

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Ofcourse, thanks.
I already feared the entire staff had gone to Paris.

RE: Kursk 1943

Posted: Wed Apr 30, 2008 9:12 am
by seille
Looks promising.
 
Will you rename the generic sftype names like Medium Tank III ?

RE: Kursk 1943

Posted: Wed Apr 30, 2008 9:55 am
by Vorsteher
Ofcourse, thanks.
I already feared the entire staff had gone to Paris.
Scheint so ,das die Kettenhunde jemand wegen Wehrkraftzersetzung verhaften müssen :-))
Will you rename the generic sftype names like Medium Tank III ?
Think not.



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RE: Kursk 1943

Posted: Mon May 12, 2008 4:33 pm
by Vorsteher
new screenshots from Kursk.

The second Sturzkampgeschwader ready for attack
Image


The Steppes Front with the Stavka Reserves.
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Ferdinands should break the defense.Tons of steel against red army forts.
Image

variants : Muds/Rain turns,german airgroups out of the west,Manstein Bonus,Zhukow Bonus etc...

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RE: Kursk 1943

Posted: Mon May 12, 2008 6:57 pm
by Captain Cruft
I like the Mines icon. Is it a terrain type or a location?

RE: Kursk 1943

Posted: Tue May 13, 2008 11:29 am
by Vorsteher
it´s a location.Engineers can blow the locations.But artillery too.
Russian units can move normaly through red army minefields.But more move points through axis
minefields , and reversed.


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RE: Kursk 1943

Posted: Sat May 17, 2008 5:21 am
by serg3d1
Will both side be AI capable ?

RE: Kursk 1943

Posted: Sat May 17, 2008 7:08 am
by Vorsteher
again, AI is only for training.Search a human player and you enjoy it [:D]


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RE: Kursk 1943

Posted: Tue May 20, 2008 5:12 pm
by Ande
all the 999's makes it hard to grasp the situation, mabe you could alter the powerpoints in the diffrent unittypes

RE: Kursk 1943

Posted: Wed May 21, 2008 3:47 pm
by Vorsteher
ORIGINAL: Ande

all the 999's makes it hard to grasp the situation, mabe you could alter the powerpoints in the diffrent unittypes
we see.
OOB : 95 % ready ---> over 350(!) units
Events : 50 % ready
Map : is ready 98 % (perhaps some mines still :)) )
Actions Card (25% ready) no production--> Units with actioncards

My tests says : hard way for german advance....

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RE: Kursk 1943

Posted: Thu May 22, 2008 1:31 pm
by Joshuatree
"My tests says : hard way for german advance.... "
 
Well, that's the way it should be, it was sure no walk in the park...

RE: Kursk 1943

Posted: Sun May 25, 2008 9:02 am
by Vorsteher
citadell is online.A beta.Too many PP´s for the german.I correct this in the next update.

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RE: Kursk 1943

Posted: Sun May 25, 2008 3:42 pm
by Joshuatree
Vielen dank [&o]
 
Too many PP´s for the german..... not to worry, I like it that way, hehe

RE: Kursk 1943

Posted: Mon May 26, 2008 12:04 pm
by Khanti
I tried to test this beta v.058.

In my oppinion few things should be corrected:

1. Trucks and halftracks are useless in Pz or PzG formations. They have zero combat value and 20 passenger capacity. But every single AFV has 5 carry capacity, so all infantrymen goes by tanks/assault guns/etc. They just don't need transport ;)
I know it can be sensible in grand strategy scale, but it's not good in tactical scale.
Also halftracks should have some firepower with all that machineguns on them!

2. Powerpoints/stackpoints are TOO BIG. If all units have 999 (around Belogorod) so why do we need points?

Actual power points system is based mostly on hitpoints. But with units of 10 heavy tanks (80 power points each) it has no sense. I suggest something like: infantry 1 point, arty 2-5 points, light tanks 10 points, med tanks 20 points, heavy tanks 30 points.
Example LAH: 30 points infantry + 5x30=150 hTD + 10x20=200 mTanks + 10x30=300 hTanks + 4x2=8 arty, 5x10=50 assault guns + 5x1=5 halftraks + 4x2=8 armored cars = 751 points all units in LAH.

Most units have max increased stack limits (many 185 points, instead max 100!). If AT engine treats it as overmaxed, then the casualities will be higher than natural (combat penalties).

RE: Kursk 1943

Posted: Mon May 26, 2008 3:04 pm
by Vorsteher
ORIGINAL: Hanti

I tried to test this beta v.058.

In my oppinion few things should be corrected:

1. Trucks and halftracks are useless in Pz or PzG formations. They have zero combat value and 20 passenger capacity. But every single AFV has 5 carry capacity, so all infantrymen goes by tanks/assault guns/etc. They just don't need transport ;)
I know it can be sensible in grand strategy scale, but it's not good in tactical scale.
Also halftracks should have some firepower with all that machineguns on them!
this is right,i modify this.

2. Powerpoints/stackpoints are TOO BIG. If all units have 999 (around Belogorod) so why do we need points?

Actual power points system is based mostly on hitpoints. But with units of 10 heavy tanks (80 power points each) it has no sense. I suggest something like: infantry 1 point, arty 2-5 points, light tanks 10 points, med tanks 20 points, heavy tanks 30 points.
Example LAH: 30 points infantry + 5x30=150 hTD + 10x20=200 mTanks + 10x30=300 hTanks + 4x2=8 arty, 5x10=50 assault guns + 5x1=5 halftraks + 4x2=8 armored cars = 751 points all units in LAH.

Most units have max increased stack limits (many 185 points, instead max 100!). If AT engine treats it as overmaxed, then the casualities will be higher than natural (combat penalties).
This is okay.But why the game not warn ? If I reinforces to a unit would bring should a reference come the reinforces further not possible are !
Or the programming must modify the stack problem.
I could modify this in the scenario.But it is not better,we found a better solution ?


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