Page 1 of 1

American army ID numbers

Posted: Mon Jan 09, 2017 5:02 am
by Steely Glint
The game includes a number of American army's with ID's that are even numbers (2nd Army, etc.). This is impossible, as even numbered American armies were only deployed in either the United States or in the Pacific, but never in the ETO.

RE: American army ID numbers

Posted: Mon Jan 09, 2017 6:17 am
by sPzAbt653
It's not an historical OOB. Not for any country.

RE: American army ID numbers

Posted: Mon Jan 09, 2017 7:17 am
by Mountaineer
It could be closer to historical OOB, that is worth consideration for some. The good news is, there is always the editor!

RE: American army ID numbers

Posted: Mon Jan 09, 2017 7:45 am
by Ironclad
I know you'd have to do it everygame, but a quick method is to use right-click renaming as they arrive.

RE: American army ID numbers

Posted: Mon Jan 09, 2017 8:13 am
by sPzAbt653
Or you can get the 653H Mod, which has historical OOB's for every country, along with some modifications for balance [;)]

RE: American army ID numbers

Posted: Wed Jan 11, 2017 6:57 pm
by SlickWilhelm
You have to admit that it's a bit odd to have historically correct ships like HMS Warspite, and yet have generic tank unit names like "2nd Tanks". But I can live with that as long as we can rename or use mods. Speaking of which, I'm going to have to check that 653H mod out, sPzAbt653. [8D]

RE: American army ID numbers

Posted: Thu Jan 12, 2017 12:54 am
by James Taylor
Yeah, I kind of wish we had full editing capability for naming units rather than keeping the generic Tanks, Army, Corps etc.

That way it could be 2nd Panzer, 2nd Armored, 2nd whatever.

And while we're at it expand the list of attachments/upgrades. WE need things like artillery, tanks, anti-tanks, recon, etc. for attachments instead of units, or we could keep the units, just allow more upgrades.

Artillery = ability to strike two hexes away and then attack. Tanks=better hard and soft attack, better soft defense. Anti-tanks = better hard defense. Recon = additional hex spotting.

Get the targets types right, Infantry = soft , Armored = hard. Forget motorization for additional AP and make it dependant upon HQ attachment, simulating motor pool attachment, command & control structure. Mobile formations shouldn't get additional AP, theyre made that way.

There's more, but in this manner you could really customize your units through attachments, the way it was really done.