All SUs playable MOD
Posted: Thu Nov 24, 2011 3:40 am
Just for kicks I've made all German and Soviet SU's as playable on-map combat units in the 41-45 GC.
Why in the hell would anyone do that you ask?[X(]
Well, two main reasons...
First, I don't like the "chancey" way SU commitment is handled. If I want a particular SU to participate in battle, it's gonna participate!
Second, I hate the fact that it's a rare occaision to actually destroy a SU. They get to magically warp out of any pocket with their HQ.
So, to do this I had to invoke some trickery. For some reason, a battalion or smaller on-map unit will fade into the ether if it moves next to an enemy unit...so I had to make them all Regiments.
Battalion-sized units are depicted as 'Regiment (-)'
and Company/Battery-sized untis are depicted as 'Regiment (--)'
Please note that I have not play-tested this at all beyond half of the first turn as the Germans. I have no idea on the effect on Armaments, supplys, movement points and other such things...I have made all German arty battalions into 'reserve' status and the commitment level seems quite high despite the overloaded HQs. No combat units on the stock scenario were moved to different locations except for several HQs. I also do not know the exact locations where these new units should be on the map, but I've generally kept them close to their supporting HQs.
One other problem (besides wildly overloaded HQs[8D]), is that after turn 1, all artillery, AA, and engineer Motorized units will automatically revert to Non-Motorized. It sucks, but nothing I can do about it. If you really need that unit to the front, you can burn a few trucks to temporarily Motorize it. Historically, the Panzer and Motorized troops frequently left their own internal artillery support way behind, so this does not bother me so much.
I also made a few TOE changes:
1. SP Infantry Gun Coys (701. - 706.) are now part of the relevant Panzer Division TOEs.
1.,2.,5.,7.,9.,10. Pz.Div. use 41b to 42c to 42d to 43a Panzer Division TOEs.
2. Several Soviet Artillery Regiments had their names changed from "Corps" to "Corp". These were causing a Corp-sized graphic in the game.
3. Hanko now has one Fort unit, a new fort TOE that has double the weapons of a Fortified Region, plus the 1st and 2nd Sapper Regiments, the 124th Sapper Battalion, and the 18th, 93rd, and 236th PVO AA Battalions. The 297th Separate Tank Battalion and 8th Rifle Brigade are also at Hanko.
4. The Soviet 8th Rifle Brigade also has an new unique TOE. In stock, the unit is 310% over TOE, and will lose most of this punch after the first turn. If it survives the onslaught, it will revert to a regular Rifle Brigade in 3/42.
Lastly, all AA units assigned to cities are also on the map. I've set them for both sides to 'Static'. The German AA Regiments I've renamed to "Stab/XX AA Regiment".
Extract the 1941-45 Campaign TEST.scn to C:\Matrix Games\Gary Grigsby's War in the East\Dat\scen
It uses the new internal data feature so will not mess up any other scenarios and all data is updated to 1.05.42.
Have fun and Happy Thanksgiving to all!
Why in the hell would anyone do that you ask?[X(]
Well, two main reasons...
First, I don't like the "chancey" way SU commitment is handled. If I want a particular SU to participate in battle, it's gonna participate!
Second, I hate the fact that it's a rare occaision to actually destroy a SU. They get to magically warp out of any pocket with their HQ.
So, to do this I had to invoke some trickery. For some reason, a battalion or smaller on-map unit will fade into the ether if it moves next to an enemy unit...so I had to make them all Regiments.
Battalion-sized units are depicted as 'Regiment (-)'
and Company/Battery-sized untis are depicted as 'Regiment (--)'
Please note that I have not play-tested this at all beyond half of the first turn as the Germans. I have no idea on the effect on Armaments, supplys, movement points and other such things...I have made all German arty battalions into 'reserve' status and the commitment level seems quite high despite the overloaded HQs. No combat units on the stock scenario were moved to different locations except for several HQs. I also do not know the exact locations where these new units should be on the map, but I've generally kept them close to their supporting HQs.
One other problem (besides wildly overloaded HQs[8D]), is that after turn 1, all artillery, AA, and engineer Motorized units will automatically revert to Non-Motorized. It sucks, but nothing I can do about it. If you really need that unit to the front, you can burn a few trucks to temporarily Motorize it. Historically, the Panzer and Motorized troops frequently left their own internal artillery support way behind, so this does not bother me so much.
I also made a few TOE changes:
1. SP Infantry Gun Coys (701. - 706.) are now part of the relevant Panzer Division TOEs.
1.,2.,5.,7.,9.,10. Pz.Div. use 41b to 42c to 42d to 43a Panzer Division TOEs.
2. Several Soviet Artillery Regiments had their names changed from "Corps" to "Corp". These were causing a Corp-sized graphic in the game.
3. Hanko now has one Fort unit, a new fort TOE that has double the weapons of a Fortified Region, plus the 1st and 2nd Sapper Regiments, the 124th Sapper Battalion, and the 18th, 93rd, and 236th PVO AA Battalions. The 297th Separate Tank Battalion and 8th Rifle Brigade are also at Hanko.
4. The Soviet 8th Rifle Brigade also has an new unique TOE. In stock, the unit is 310% over TOE, and will lose most of this punch after the first turn. If it survives the onslaught, it will revert to a regular Rifle Brigade in 3/42.
Lastly, all AA units assigned to cities are also on the map. I've set them for both sides to 'Static'. The German AA Regiments I've renamed to "Stab/XX AA Regiment".
Extract the 1941-45 Campaign TEST.scn to C:\Matrix Games\Gary Grigsby's War in the East\Dat\scen
It uses the new internal data feature so will not mess up any other scenarios and all data is updated to 1.05.42.
Have fun and Happy Thanksgiving to all!