https://www.vrdesigns.net/scenario.php?nr=310
(edited as I uploaded it to scenario bank)
_WaR-H2.dc4 985.1 KB
version: 17 Dec 21
Tank does matter.
It's my version of main scenario Wacht Am Rhein.
I use it as demonstrator - what changes I would like to see and to find out what other people think.
The
main reason was to increase importance of armored vehicles on battlefield.
They just die in assaults too fast and are too fragile to my liking (yes, it's a matter of taste). So I've improved their ranged fire form 50% to 65%. Firing from distance now makes sense.
Second chance is adding some missing replacements and making them more unpredictable. Work in progress, but it's done partially. It' mostly done by +1 random unit a turn for some common types. Unfortunately I don't know
how to FORCE the game to actually use horse carriages as replacements for artillery units.
Third thing is increased number of panzerschrecks in all German units. Right now, only by replacements, as I did not want to manually rearrange units on map. But if replacements will arrive, then every battalion could have up to 9 of them. I've 2 turns for increased panzerschrecks arrival. Should fill some vacates.
Fourth thing is fuel for Germans that is increased from 4k to 4.5k every turn. This should help. As the real nightmare were narrow roads and interdiction by allied airplanes, not shortages of fuel in rear area depots.
Fifth. I've added 2 small battalions to HGB. Nothing fancy, just to test how it works in editor with disbanding battlegroups.
Six. Recon points for standard recon vehicles are 5. Jeeps and Kubelwagens have 2 points.
Seven. Removed 50% probability of drawing artillery fire by some mortars. There were two such types. I've set linear 20% probability for many units. Still don't know why some artillery units have this flag set up and some not. I'm tempted to set it the same for all trucks, artillery and mortars (20%) and the same for all infantry (10%). This way artillery/mortars will not shot vs. tanks if other units are near.