I may be mouthy but Im relevant and I still Luv ya Jason... ya threw me for a loop with that Artillery HQ thing... Im not even going to ask why they had HQs if the artillery never drew supply of em... all the hours ive spent fiddling around trying to keep the guns in command range =(... did you ever look at my arko post and using the HQs to direct the fire of sub units?
An please stop being so pleasant and efficient - makes it hard to take potshots at you.
nearly impossible to start for the germans. theres no battalion,regiment or divisions and the only way to beging a campaign is at corps level selecting infantry to control a panzer corps. the oob comes up blank and the game starts with no german troops. italian formations no longer exist. when a campaign does start even on a meeting engagement type scenario ( normally all units enter loaded ) individual units appear without vehicles.
nearly impossible to start for the germans. theres no battalion,regiment or divisions and the only way to beging a campaign is at corps level selecting infantry to control a panzer corps. the oob comes up blank and the game starts with no german troops. italian formations no longer exist. when a campaign does start even on a meeting engagement type scenario ( normally all units enter loaded ) individual units appear without vehicles.
totally unplayeable.
The Campaigns in West Front were not touched. They will be looked at in a future patch.
nearly impossible to start for the germans. theres no battalion,regiment or divisions and the only way to beging a campaign is at corps level selecting infantry to control a panzer corps. the oob comes up blank and the game starts with no german troops. italian formations no longer exist. when a campaign does start even on a meeting engagement type scenario ( normally all units enter loaded ) individual units appear without vehicles.
totally unplayeable.
The Campaigns in West Front were not touched. They will be looked at in a future patch.
Jason Petho
they were touched - theres truck units that say chevrolet and dodge now... maybe the oob editing in other areas did it - please take a minute to start a campaign using big red one.
I erred in the assigned units to the artillery battalions.
There should be 2 MGs per battery for 105mm and 150mm, so 6 MGs in an artillery battalion or 3 x 2SP MG sections. This is true for either wagon or truck borne batteries and fortress artillery units.
General Exceptions are:
Panzer artillery battalion had an additional battalion staff battery with 6 MGs and later in the war the staff Battery in a panzer artillery battalion had 2 MGs and 3 20mm FlaK.
Nebelwerfer Batteries had 3 MGs, mid 43 they had 2 MGs and 1 PaK, then 6 MGs and 1 PaK
they were touched - theres truck units that say chevrolet and dodge now... maybe the oob editing in other areas did it - please take a minute to start a campaign using big red one.
There was oob editing, but the Campaign files were not touched.
I started a Dynamic Campaign, there were ample infantry units to select from but there were no Panzer units. Whomever designed the Campaign, I would assume, decided that the Americans weren't facing armour units until after the start date of the Campaign.
no thats something that came out recently - theres armored units in the campaign just not the game you started.
the oob took out the whole italian contingent - its there but with no units. you should be able to select infantry or armor all the way to battalion.
it wont let you select.. and some campaigns it gives you a command and theres no un its - you need to start and restart it a few times using differing size units and look at what happens when the map opens up -
i used to play the scenario all the time and theres always been a full italian complement..
if you cant start the game as either inf or armor at any formation down to battalion theres a problem. and ya cant
I erred in the assigned units to the artillery battalions.
There should be 2 MGs per battery for 105mm and 150mm, so 6 MGs in an artillery battalion or 3 x 2SP MG sections. This is true for either wagon or truck borne batteries and fortress artillery units.
General Exceptions are:
Panzer artillery battalion had an additional battalion staff battery with 6 MGs and later in the war the staff Battery in a panzer artillery battalion had 2 MGs and 3 20mm FlaK.
Nebelwerfer Batteries had 3 MGs, mid 43 they had 2 MGs and 1 PaK, then 6 MGs and 1 PaK
Some heavy artillery batteries had 4 MGs
Of course, I will correct this.
Jason Petho
the mgs youre quoting are mounted on the vehicles - not sub units.. that includes the paks and flak most probably.
its and artillery unit they had light aa guns mounted wagons and they had em on the trucks and the PKWs youre not looking at a squad or even a section drstined for a combat role. the Kstn clearly show a single operator with 1 lmg. In a couple of the kstn you can see the PKW mounting the AA MG attached to the unit. Basically the MGs were there for march security - not as a gaurd force - 2 men cant pull 24 hour gaurd.
Yes, that makes sense. It also makes sense that in the event of an attack while the battery is set up for firing, the battery would use the MG as part of their defence. Looking over the tables, there are ample men to rotate a security especially with drivers, etc. Most everyone has rifles as well.
And, it would give the HQ's something to supply!
Jason Petho
< Message edited by Jason Petho -- 8/26/2007 8:47:19 PM >
as long as you can find a way to make sure all the units in the battery 9 including the security stuff can get on the setup in the same spot and mounted in vehicles i guess it has potential.
I have a question: Have the concealment values changed in the Game!????? I noticed many of the concealment values in the Manual are different in the game.
Some Examples: Village: Game -1 ; Manual -3 Marsh: Game -2 ; Manual -3 Industrail : Game -4 ; Manual -3 Suburb: Game -2 : Manual -3 Building Game -1 : Manual -3 Samp: Game -3 ; Manual -2 Rough: Game -1 ; Manual -2
Were these changes made on purpose or is this something that will be fixed??
I have a question: Have the concealment values changed in the Game!????? I noticed many of the concealment values in the Manual are different in the game.
Some Examples: Village: Game -1 ; Manual -3 Marsh: Game -2 ; Manual -3 Industrail : Game -4 ; Manual -3 Suburb: Game -2 : Manual -3 Building Game -1 : Manual -3 Samp: Game -3 ; Manual -2 Rough: Game -1 ; Manual -2
Were these changes made on purpose or is this something that will be fixed??
This is an error someone has noted. They should be remedied in 1.03.
I am studing the manual and files of the game!! I decided to wait to some of the concealment and moral values are corrected before I play any more. I hope the changes are made soon!?
Found another error in the manual: The values for the Swamp and Marsh are reversed from the orginal Manual data listlings. Please make sure that the correct values are placed in the game when the next patch comes out.
Keep up the good work. I have enjoyed your teaching video!! You are putting a great effort into updating the game.
If you need any help in determing OB data for the German Army I would be glad to help. I worked with Von Neimack in some of his work several years ago! I have been studing the German Panzer and Mot Infantry Divisions for almost 25 years.
ORIGINAL: schaef I am studing the manual and files of the game!! I decided to wait to some of the concealment and moral values are corrected before I play any more. I hope the changes are made soon!?
As noted above, they will be included with 1.03. It is a fairly comprehensive update, so it is still aways from being released.
quote:
ORIGINAL: schaef Found another error in the manual: The values for the Swamp and Marsh are reversed from the orginal Manual data listlings. Please make sure that the correct values are placed in the game when the next patch comes out.
Let me know what should be what, then I will ensure they are correct in the game for 1.03
quote:
ORIGINAL: schaef Keep up the good work. I have enjoyed your teaching video!! You are putting a great effort into updating the game.
Glad you enjoyed it. Still a long way to go though!
quote:
ORIGINAL: schaef If you need any help in determing OB data for the German Army I would be glad to help. I worked with Von Neimack in some of his work several years ago! I have been studing the German Panzer and Mot Infantry Divisions for almost 25 years.
I will have to take you up on that, if you don't mind!! You can contact me at jasonpetho [at) hotmail (dot] com
Hi, was playing east front campaign and ran into a loaded horse and took about 12 rounds from it as opfire...then moved another unit in its way and took another 5 or so. I am finding the game slows down after doing one turn and fast mode is closer to the slow mode. I am patched to 1.02b sometimes the message/details box goes for a wander off screen and trying to catch it to put back in position is a bit like fly fishing. Re starting game does resolve this. German machine gunners look a bit odd now from original am actually testing some mods for units images using real models of soldiers but of course much is lost due to size reduction and .bmp image form. will See how it goes anyway.
< Message edited by The Rattler -- 9/18/2007 1:05:23 PM >
Swamp and Marsh changes to Manual ? In the new Matrix manual (page 57) the factors have been reversed. The factors listed for the MARSH should be the Swamp factors. and the factors listed for the SWAMP should be the Marsh factors. Jason Please check to see that the factors in the game are correct.
Playing 'First try for Tobruk' as axis the MG motorcycle platoons were firing defensive fire while mounted on the cycles. The game froze up twice during the sound effect, but the third try it let me continue playing.
Hey Paul how are things? I came back around to this series after 7 or so years. I like the simplicity of the system and it's fun to pass the time now and then. I probably won't be designing any scenarios though - I got my hands full with the Ardennes project over at Panther Games.
Cavalry is suffering from the halftrack bug. After doing an overrun with mounted cavalry when using the next unit feature and arriving on the cavalry unit again the whole game goes poof and locks up.
Posts: 5368
Joined: 7/17/2007 From: South Carolina, USA Status: offline
I am playing a generated scenario, East Front, 1944, my Soviets, AI as Axis. I moved a T-34 M43 next to a stack of two mounted cavalry and they went into a continual, endless loop of fire with the Damage Report saying only "T-34 M43" and nothing else. I believe I have all patches. I can zip up the generated files and the battle.btl and you can try out.