crushingleeek_slith
Posts: 89
Joined: 11/24/2008 Status: offline
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Below is a list of mods that I have been playing with. Let me know if you are interested in testing any or all of them out. I could post the actual file changes. This mod has been tested from playing the Allied side. AMERICAN teams: Platoon leader teams, Rifle teams, Engineer teams and assault teams are half-squads (6 men each. Two teams make a squad.) -a platoon leader team + one rifle team makes what I'll call "1st squad." -above teams have one rifleman equipped with grenadelauncher/garand. -Plt. lead teams have 1 bazooka roound. -Rifle teams and Engineer teams have 2 bazooka rounds. BAR Squads are 10 men each (this single unit represents two teams that stick together.) Squads were typically 12 men, but since CCWaR only allows a max of ten, my story is that men are spread a little thin due to casualties. So a bar "team" in my modded game is actually a squad; I'll call "2nd squad." -This squad is the main firepower, suppressing fire squad. Historically, most squads had a .30 cal team. Thus, BAR squads have been equipped with a light .30 cal MG with limited ammo. -MG loader carries an M1 Carbine. -BAR squads do not have any bazookas. The average platoon had between 30 and 40 men. 1st squad: [one Plt lead team (6 men), one rifleteam (6 men)], 2nd squad: [one BAR squad (12 men)], 3rd squad: [another rifleteam (6 men), and a .30 cal HMG team (5 men)] = 35 total men. historically typical number of men in a platoon. bazooka teams (still 4 men) have 3 bazooka rounds. (Decreased from 5 rounds originally.) Historically, entire platoons dealt with as little as 3 bazooka rounds. Combined with 1 or 2 rounds available for Platoon leader and rifle teams, it just spreads out rounds more. On average, you'll still have ~5 rounds per platoon if you have a plt leader, rifleteam and bazooka team. increased bazooka accuracy and power slightly. (debate this in the other thread). The changes have slight effect, and its still very wise to ambush with bazookas. Point blank missing is reduced, but a platoon of panther tanks will still run you over.) Sniper teams: -added spotter to sniper. They were getting lonely. Experience: decreased Regular infantry experience from seen combat (3) to combat training (2). (There is still variation up or down 1 built-in to the game when choosing from force pool.) This is to simulate the green soldiers of the 106th, and 99th. Airborne troops are veterans.(value = 5) Weapons: -all thompson MG fires at rate of 1 round per 0.10th of a second (600 rounds/min); input value 1 at bursts of 5 rounds -all 30 cal MG fires at rate of 1 round per 0.10th of a second (600 rounds/min); input value 1 at bursts of 12 rounds (longer burst) -all 50 cal MG fires at rate of 1 round per 0.13th of a second (480 rounds/min); input value 1.3 at bursts of 10 rounds (longer burst) -BAR 1 round per 0.17th of a second (350 rounds/min); input value 1.7 -all mortars have larger animated explosions. (no gameplay effect) GERMAN Teams: Axis teams: -All Command infantry teams, Volksgreandiers, Panzergrenadiers, Fallschirmjager, Pioneers (engineers) teams have 10 men. These "teams" are more precisely squads now, and the extra manpower represents the huge advantage in number of troops that the Germans had in the first half of the battle. Now, instead of 1 german company attacking 1 american company, the effect can be up to 2 companies attacking one, depending on the forcepool selection. -MG infantry teams increased to 8 men; (now squads). Same reason as above. --Squad sizes increased with mauser riflemen (6 per squad, as was typical.) -MG's (not to be confused with MG infantry), still have 2 to 3 men. Hvy MG's still have 5 to 6 men. - And all other team sizes unchanged. Sniper: added spotter to sniper Experience: increased experience of all SS troops to elite. (Even though many of the SS troops in this sector were not typical SS-trained elite troops, there still existed some of the best troops Germany still had.) increased experience of combat training germans (level2) to seen battle (level3). (This is to aid German AI attacks more than anything. Historically, some German units were pretty green.) weapons: all MG42 MG fires at rate of 1 round per 0.05 th of a second (1200 rounds/min); input value 0.5 at bursts of 32 rounds all MG34 MG fires at rate of 1 round per 0.07th of a second (~900 rounds/min); input value 0.7 all mortars have larger animated explosions. (no gameplay effect) Terrain: -halved all the soldier moving times [(soldier move low, soldier move med, soldier move high) x 0.5] -increased vehicle and tracked armor speeds by 1.5. THIS HELPS AI ATTACKS cONSIDERABLY. -increased hull rotation speeds by 1.5. -increased rubble/debris cover. (398 --> 431) -Soldiers can only enter buildings through doors and windows. -Soldiers can dig in on more terrain (brush, making digging in in forests easier.) -Bogged-down/Immobilize chances have been scaled down by an order of magnitude. Grand Campaign: Howitzer Artillery increased for both sides.
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