v 6.1 question

SPWaW is a tactical squad-level World War II game on single platoon or up to an entire battalion through Europe and the Pacific (1939 to 1945).

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Belisarius
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v 6.1 question

Post by Belisarius »

Hi all.

I wonder if there's a need for a patch concerning the older campaigns with v6.1?

The reason? I'm currently playing the old 'Rommel to the Rescue' campaign. (Easy version, mind you) Now, I know 37mm PAK's are an utter piece of crap, but just how bad can they be? Currently, I'm having difficulties taking out even such small things as Matilda I's!! And of all this recent hubbub on the forum concerning 'über-MG's, all I can say is that so far I'd be better of with butterknives for my squads. :mad:

As this campaign doesn't exactly spoil you with points, I can't be expected to buy 88's for my full point allowment, can I?

I'm in the second battle, and I'm getting crushed! Granted, I may have been better of going defensive, but so far I've managed to take out ONE tank, and that with my 8-rad 20mm at 2 hexes. That's all. And I've used about half the ammo for my PAK's. (I currently have five within range)


...artillery splash damage: How large do the guns have to be?

So, is it just me having a bad day, or is there something wrong with the picture?
:confused: I mean, although a tad weak, there must have been some use for the PAK36?

(btw, how are units upgraded??)
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Warrior
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Post by Warrior »

Tankhead's site has a great article called "Making Changes in a Custom/Generated Campaign" about halfway down the page. You can fix what you don't like. Go here: http://www.tankheadcentral.com/main.html

[ August 05, 2001: Message edited by: Warrior ]
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Paul Vebber
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Post by Paul Vebber »

I am constantly causing Wild Bill's stomach to churn as we keep "improving" OOBs (with the help of a great many of you!!) which unfortunately often cause problems in existing scenarios. With several hundred around it becomes very difficult to keep them updated.

Now the upcoming version 7, will have OOBs that once again tweak a great many things, that do not automatically "update" in scenarios. Unit date for the most part is stored in teh scenario file, so if unit data changes, the scenarios need "updating". And that involves either deleting and rebuying all teh units and repositionaing them and reediting them, or editing each unit to the new updated characteristics. We have tried to keep those tweaks "minor" and for the most part they do not detract from existing scenarios which are balanced based on the older OOB values.

The game looks to the OOB files for weapon data, so updates there DO update with scenarios, so we have a constant problem keeping scenarios updated with the scenarios.

SO the newest version of OOBs will have some weapon modes that will "update". But unit mods (most notably an "armor tweak" that accounts for the fact that armor penetration assumes US testplate, and many countries armor was better or worse than that. er 7 updates all the major country armor based on a "hardness and quality" profile that takes thickness ranges and multiplies the existing armor by a national modifier rangin from .8 to 1.2 by thickness bins. Changes in Ammo load out will not update either.

Updating a singel ecenario is quite a bit of work, but anyone interested in updating one of their favorites should let The Raiders know.
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Paul Vebber
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Post by Paul Vebber »

As regards splash damage - you can get it on rare occasions with warhead size as small as 5, but it does not get common until 7 or 8. At 11 or 12 you can start getting 2 hex splash damage, but that is not common until warhead size 15 or 16.

The way it works is you get a "effect value" = warhaed + die(warhead) when that value hits 9 you have a chance to affect adjacent hexes, when it reaches 18 it can affect 2 hexes away and at 27 three hexes away. THe higher over that threshold, the greater the chances of an effect being seen. Now teh way "collateral damage" works some odd things do happen, but changing things too much and we get more bugs than fixes...
kao16
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Post by kao16 »

Originally posted by Belisarius:
Hi all.

<snip>
The reason? I'm currently playing the old 'Rommel to the Rescue' campaign. (Easy version, mind you) Now, I know 37mm PAK's are an utter piece of crap, but just how bad can they be? Currently, I'm having difficulties taking out even such small things as Matilda I's!!


Compare armour penetration of the 37mm with the armour of the Matilda. You should find that it is less than the armour of all but the rear of the turret of the Matilda I. Thus it is not suprising that you can't pentrate them.


As this campaign doesn't exactly spoil you with points, I can't be expected to buy 88's for my full point allowment, can I?


I went through the "easy" version (V4.5) buying at least two (2) extra 88's and tows (support forces not core, although I did upgrade my 37mm ATG to 88mm when I could afford them), plus when possible, ammo trucks (I managed to run out of AP more than once and its no fun trying to rearm while the Matilda's advance to MG range). Through out the campaign my side never had fewer than 4 88's (made up of auxillary, support, and at the end core).


I'm in the second battle, and I'm getting crushed! Granted, I may have been better of going defensive, but so far I've managed to take out ONE tank, and that with my 8-rad 20mm at 2 hexes. That's all. And I've used about half the ammo for my PAK's. (I currently have five within range)


As the Pak's won't penetrate the Matildas you are wasting you ammo shooting at them. Use the 37mm on ACs, APCs and trucks. At least they can have some effect on these.



So, is it just me having a bad day, or is there something wrong with the picture?
:confused: I mean, although a tad weak, there must have been some use for the PAK36?


PAK36 can be used against lesser armoured vehicles (trucks, bren carriers, Armoured cars, also dismounted infantry and heavy weapons) saving the 88's to only engage tanks.


(btw, how are units upgraded??)


At the end of each battle you have the option to "FIX" or "CHANGE" units using available build points. By highlighting a unit to upgrade and then depressing the "change" button you are taken to a page where the left column is units you can afford to change the highlighted existing unit to, while the right column shows your current OOB.

Run the cursor down the units on the left hand table, allow time for the pop-up dialog box. This box will tell you how much it will cost to change/upgrade the current highlighted unit (right hand list) to the new unit/item.

NOTE: you should look at this dialog box because the actual cost to change old for new is usually less than the cost listed for the new unit - probably representing some degree of salvage value.

Note: Make changes BEFORE fixing the unit you want to change - when you change (upgrade) the new unit starts with no damage and thus some or all of the points spent "fixing" a unit before the upgrade may be lost.
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Post by sinner »

Paul,

I still have to post the proper airplanes availabe for Spanish Republican OOB! The Nationalist Spanish is already posted on the OOB group. http://www.matrixgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic&f=26&t=000250

Shame on me!

Too much asaulting and too little research!

Now. I have to go back to my bombardment planning, talk to you latter :D

P.S.: what a great game :)

Salut,
Sinner from the Prairy<br />"Thalassa! Thalassa!"
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Belisarius
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Post by Belisarius »

Thanks for the info!

Paul: So it does seem that the upgrades alter the conditions and balance for 'old' scenarios and stuff. Thanks, just needed to know. I guess I can tweak the OOB or adapt my gameplay..

Kao: I found out how to upgrade just after my post.. :rolleyes: Another q though; It seems like my squads don't get replenished after battle? I start the next with 7, 8, 4, 9 or whatever was left, even though they are listed with damage 0 in the fix/repair menu. Hmm is it just me being new to campaigns, or does it reflect some historical accuracy that reinforcments drop in from time to time, you can't expect full strength at all times.. :p

Yup, I threw my PAK 36s at the scrap heap and got four nice 88s instead, with SdKfz 11's as tows. Works wonders with enemy armor.. *relief* Actually, only one lucky chap (of 21!) made it closer than max visual range..hyuk hyuk..on the other hand, that 'tilda I took 9 direct hits from 88s, a few PAK36 hits and various small arms (yeah, I was getting desperate) before it finally succumbed a good 350 m from the line. :D

MG's are still a very balanced weapon. I can't believe people were upset about their efficiency with their latest upgrade. Of course they mow down troops caught in the open, but if they're prepared, they're only good for suppression. Heh heh. Or is it just that the Tommies are of an extremely tough nature? :D
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kao16
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Post by kao16 »

Originally posted by Belisarius:
Thanks for the info!
<SNIP>

Kao: I found out how to upgrade just after my post.. :rolleyes: Another q though; It seems like my squads don't get replenished after battle? I start the next with 7, 8, 4, 9 or whatever was left, even though they are listed with damage 0 in the fix/repair menu. Hmm is it just me being new to campaigns, or does it reflect some historical accuracy that reinforcments drop in from time to time, you can't expect full strength at all times.. :p
Re squad size....
Do you have "reduced squads" (or whatever its called on the preferences screen) on?

If so this could be your problem as (IIRC) squads appear at random strengths (which your post suggest is happening)
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