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V1.08.05 Public Beta is Available

 
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V1.08.05 Public Beta is Available - 10/14/2015 11:43:04 AM   
Andrew Loveridge


Posts: 606
Joined: 7/20/2009
Status: offline
Hello All,

We have a significant new update ready for Public Beta. If you have registered your copy of War in the East, you can download the latest beta update from our Members Club.
If you have the Steam version you can select the Beta under the games Properties.

V1.08.05 Beta October 12, 2015

    New features

      1. Units with a withdrawal turn set can be now marked as disbanding instead of withdrawing using the editor and clicking on the “Withdrawal turn:” text. Such units return all their men and equipment to the pool before disappearing from the map, never become frozen for refit if under 75% TOE on the turn of disbandment, and are listed on the losses screen just like units disbanded manually.
      2. Air groups with a withdrawal turn set can be now marked as disbanding instead of withdrawing using the editor and clicking on the “Withdraws:” text. Such air groups return all their aircraft to the pool before disappearing from the map.
      3. The losses screen was adjusted, so that only really destroyed units are accounted in the right side statistics, and turn headers on the left show the number of destroyed units separately from the number of disbanded units.
      4. Morale of non-HQ units and air groups will be now shown on the hex popup window (listed after the letter “M”).
      5. Added the ability to assign air groups using recon aircraft from National Reserve to German army air bases.
      6. Added the ability to assign construction support units to rail repair units (FBD or NKPS).
      7. Movement point allowance of rail repair units (FBD or NKPS) will now depend on their RRV (rail repair value) and TOE percentage. Base allowance will be equal to RRV+1 (with a maximum of 16), multiplied by 10%+TOE% (with a maximum of 100%). To maintain full repair speed it is necessary to keep the rail repair unit at over 90% TOE, and have enough construction units attached to get RRV 15.
      8. Only fresh air groups will be able to participate in bombing airbases, with the exception of first German turn during June 1941.
      9. Airbases in all scenarios were converted to use new air support squads. They work as regular support squads, but are smaller (only 10 men), and can’t use HiWis. These squads will never replace regular support squads in other units. Previously, all air bases had 250 regular support squads in their TOE. After the update they consist of 220 air support squads and 30 regular support squads (AA weapons unchanged). German forward (army) air bases have their own TOE now, with just 130 air support squads, 20 regular support squads, no 88mm Flak and 4 each of the other AA weapons.
      10. Added two more German army group redesignations (Army Group South Ukraine to Army Group South in 10/44 and Army Group North Ukraine to Army Group A in 10/44). Disabled the undocumented rule renaming Army Group B to Army Group South as soon as Rostov was Soviet controlled, since it was causing problems. Army Group B will be redesignated Army Group South in 4/43. Updated some AI rules that assigned armies to various army groups during the entire campaign, to take into account these changes.
      11. For the purposes of leader rolls, Soviet cavalry units on or after 3/43 will be classified as motorized, together with armor, motorized, mechanized and SP gun units. This means they will fight better under leaders with high mech skill, rather than infantry skill, and is related to the introduction of 2/43 Cavalry Corps TOE, that is tank-heavy.
      12. Improved the withdrawal screen in the editor, and renamed it to “Timetable”. It is possible to see (and filter out) ground units and air groups, arrivals and withdrawals. Turn numbers and dates shown are now more accurate, and related to which side goes first. Air group names are clickable and lead to air group editor screen.
      13. It will be now possible to set MAX TOE% to as low as 20% (previously 50%). For human players, rebuilt Soviet units will have their MAX TOE% set to 20%, while rebuilt German units to 50% and will be frozen for 3 turns instead of 6 turns. Other arriving units will not have their MAX TOE% automatically adjusted to 100%.
      14. Adjusted rules calculating vehicle requirements and fuel use of non-motorized units, to keep roughly the same vehicle numbers, but increase fuel use (partially because fuel use was generally very low, partially just to get rid of the artificial “999%” fuel stocks percentage, which was caused by units requiring little to no fuel) . Such units will now assume some (20% for Axis, 10% for Soviet) of their support squads are motorized, requiring vehicles and using fuel while moving. At the same time the need for “supply column” vehicles (used to carry supplies, ammo and fuel stored in the unit), which didn’t use fuel while the unit was moving (some fuel was spent during the logistics phase to resupply units, possibly representing the usage of those “supply column” vehicles), was reduced by this number. For a German 41a Infantry Division at 100% strength and 100% stocks, vehicle requirement changes from 244 to 246, fuel requirement from 1 to 6. For a German 41 Cavalry Division, vehicle requirement changes from 230 to 229, fuel requirement from 2 to 7, supply requirement from 297 to 288 (less fodder for horses, since 20% of support squads are now motorized). For a Soviet 41a Rifle Division vehicle requirement stays at 64, fuel requirement changes from 2 to 3. For a Soviet 41a Cavalry Division vehicle requirement changes from 80 to 79, fuel requirement from 26 to 28, supply requirement from 203 to 200.
      15. In all games started under this patch (and newer), factories will no longer upgrade after element’s or aircraft’s factory upgrade’s first date, but always after element’s or aircraft’s last date.
      16. Disabled TOE upgrades for withdrawing units frozen on refit.
      17. Morale game difficulty modifier will be no longer used to directly modify combat values. It was nearly impossible to use morale parameter to adjust game difficulty, since even a small adjustment resulted in huge changes in unit strength (5% morale change - 15-20% unit strength difference), which wasn’t realized by many players until it was too late.
      18. Added new victory condition called “Bitter End”. It works in the same way as “Campaign”, with one exception. No auto-victory conditions will apply, and the game will always last the full number of turns. Victory points will be counted as in a regular scenario.
      19. Changed supply sources for both sides. Axis supply sources are now: 55,0 NW of Tampere, 59,0 N of Tampere, 1,42 NW of Rostock, 1,47 NW of Schwerin, 1,50 SW of Schwerin, 1,52 NW of Wittenberge, 1,56 W of Stendal, 1,57 NW of Magdeburg, 1,60 SW of Magdeburg, 1,64 W of Leipzig, 1,68 west of Chemnitz, 1,75 W of Pilsen, 1,77 SW of Pilsen, 1,82 NW of Linz, 1,87 W of Linz, and 1,95 W of Klagenfurt. Soviet Union keeps 182,43 Chelyabinsk, and 171,138 Baku. New Soviet supply sources are: 94,0 N of Petrozavodsk, 114,0 N of Konosha, 148,0 N of Syktyvkar, 183,14 Serov, 183,32 Sverdlovsk, 183,54 Magnitogorsk, and 183,75 S of Orsk. Those supply sources were added to increase the ability of both sides to fight closer to the map edge. Before this change it was too easy to capture just one or two cities at map’s edge, and all enemy forces ended up without supply on the next turn, even though they still controlled a large part of territory along said edge and should be able to resupply.
      20. Improved the way in which victory points are counted and victory point ratio is determined. No longer will a side get 1 victory point, where it should have none. Victory point ratio will be set to 999.9 if one side has 1 or more VP and the other side none. When both sides will have 0 VP the ratio will be set to 1.0.
      21. Added several new and improved existing checks in the editor. It will be now possible to disable messages about TOE availability status. Unit and air group names will be checked for commas, which shouldn’t be used as they break CSV import/export function. Unit guard status of Axis units will be checked. Support units and air groups arriving before their parent or having wrong parent will be reported. Overstacks and units with wrong corps/division/subunit information will be reported as well.
      22. Reworked the way in which resources from off-map cities are moved to on-map cities. Instead of going to a single city with greatest need in given category (resources, oil, supplies, fuel), each resource will now have a chance to be sent to multiple cities, sorted by need (largest first), distance to national supply nexus (closest first), and population (largest first). In case all cities will be filled to the max, first city on the list for given category will get the rest. Added support for Finnish off-map cities and for moving resources to off-rail cities (previously only movement from those cities was allowed), including Finnish, Rumanian, Hungarian and Slovakian cities. National supply nexuses are: 1,59 Magdeburg (for Germany, also used for Italian off-map cities), 58,4 Tampere (for Finland), 57,121 Bucharest (for Rumania), 26,96 Budapest (for Hungary), 18,90 Bratislava (for Slovakia), and 182,43 Chelyabinsk (for Soviet Union).
      23. Added two new ground element types: “HT Mortar” and “Medium Artillery”. “HT MG/Mor” was changed to “HT MG”. This is to allow the replacement procedures to differentiate between MG and Mortar halftrack (like the German 251/1 and 251/2), and between lighter and heavier guns in the middle group (like the Soviet 76mm and 152mm).
      24. To improve replacement procedures, SP/HT artillery, anti-tank and anti-air were separated from towed artillery, anti-tank and anti-air ground element type families.
      25. In order to be able to use an airbase for airhead supply, or to prevent cargo loss during regular air drops, the airbase must not have moved this turn.
      26. After receiving air dropped cargo, target unit will have its movement points and strategic movement points reduced by 1/7 of default allowance (rounding up). This doesn’t apply to units receiving airhead supply or isolated units.
      27. Units in airhead (or beachhead) supply state will not be susceptible to surrender like isolated units, if they can retreat or rout somewhere.
      28. Maximum size of German “Gruppe” and “Staffel” air groups, equipped with Fighters, Fighter-Bombers, Jet Fighters and Night Fighters, will increase in June 1944 from 40 to 68, and from 12 to 16, respectively. The same will happen for German “Gruppe” and “Staffel” air groups, equipped with Tactical Bombers, in July 1944. For the purposes of checking whether the group has enough aircraft to fly, maximum sizes above 40 will still be treated as 40.
      29. Added the ability to define some combat or support OBs as multirole. This allows to convert units, using those OBs, between combat and support roles. This operation is allowed only once per turn, disabled for units performing a HQ Build Up, units attached to cities, or support units which changed their HQ this turn. Units involved may not be frozen, routed or loaded. To convert from a support unit to a combat unit, there must be free space in the hex in which the parent unit is located. To convert from a combat unit to a support unit, both units must be located in the same hex. No actual TOEs were defined as multirole, so this is only an option for modders.
      30. Units smaller than a division will be more likely to rout after lost battle in reserve role.
      31. It will be now impossible to switch German air groups using Tactical Bombers to Fighter Bombers.
      32. HQ build up will not be allowed when more than 20 hexes or 80 MP from railhead.
      33. It will be now possible to reassign units that performed a HQ build up on previous turn. They will be blocked from taking part in another HQ build up as before.
      34. It will be now possible to see the number of combat units, that will be included in a HQ build up, before executing it.
      35. Reworked the fire penalty for large attacking forces, introduced in 1.04.28. It is no longer based on abstract stack points tied to unit's nominal size, but to the number of men in the attacking and defending forces. It is also applied evenly to all elements, instead of being partially random, and affecting elements firing at shorter ranges. When the ratio of attacking to defending men exceeds 3:1, the penalty will be applied. However, the ratio is affected by the strength of enemy fortifications and terrain. So it's possible to attack strong positions with more troops than enemy than in the open, and not suffer from the penalty. The actual formula is ROUNDDOWN(SQRT(MIN(1,mend*(fl+2)/mena)),2) where mend is the number of defending men, fl is fort level (including terrain bonus, equal to 1 in clear terrain with no fortifications), and mena is the number of attacking men. The resulting multiplier is never larger than 1, and is applied to the number of attacker's firing elements. On the other hand, when fort level will exceed 1 and the attackers will outnumber defenders, defending forces will be able to fire more times. The actual formula is ROUNDDOWN(MAX(1,SQRT(MIN(fl-1,mena/menb))),2). The resulting multiplier is never less than 1, and is applied to the number of defender's firing elements. These two multipliers work together to represent a few things. First, the diminishing returns when using overwhelming forces to accomplish an objective that could be achieved by using much less forces. Second, the bloodier nature of combat in defensible terrain and/or fortifications. Third, the higher effectiveness of smaller forces that are of better quality, which will be able to deal more damage when defending, and retain most (or all) of their strength when attacking. On the other hand (comparing to older rules) these multipliers will allow to attack with hordes of poor quality troops, and they will be able to deal some significant damage too, albeit suffering increased losses. Ammo restrictions apply as before, so elements won't be able to fire if they exhaust unit's ammo. However, usually only a fraction of elements gets to fire due to other multipliers that are applied, thus there are natural limits to how many elements will fire, even if the defender's multiplier will be large. In a sample battle where 109641 men attacked 22870 in clear terrain with level 5 fort, attacker's multiplier was 1.0 and defender's multiplier was 2.18. In another battle, where 52213 men attacked 8672 men in level 1.4 fort (level 1 and 40% of next level), attacker's multiplier was 0.85 and defender's multiplier was 1.18. So in the second battle the effectiveness of attacking elements was 85% and of defending elements 118%.
      36. Reworked the way in which engineer value is calculated during battles, to reduce issues occurring because of integer math on small numbers. Infantry as well as flamethrower elements will also contribute to engineer value. Typical rifle squad is worth 1/10 of an engineer squad, but commando and flamethrower squads are as effective as engineers. Reduced the impact of fatigue and ammo shortages on engineer value. Made sure artillery chance to damage fortifications, based on ammo use, is calculated properly. Heavier artillery will have more chances to damage fortifications.
      37. When either side will take hexes north of Finnish No Attack Line, rail will be captured with little damage (between 1% and 16%, with 25% chance for 1% damage).
      38. It will be now possible for isolated units to attain airhead supply status, when enough supplies will be dropped to them, even without using standard airhead supply procedure via an air base.
      39. CV of airhead supplied units or defending isolated units will not drop below 50% of original value due to resource shortages (was 33% and 25%).
      40. In case of defending isolated or airhead supplied units, CV will drop only due to ammo shortages. Attacking isolated or airhead supplied units will still suffer from supply (non-motorized) or fuel (motorized) shortages.
      41. Units in heavy urban, light urban and city terrain will be never considered surrounded.
      42. Units in airhead supply will not suffer from double retreat attrition.
      43. Elements of class "self-propelled artillery" will be included in "AFVs" total (instead of "Guns" total) on victory screen, battle losses screen, and in unit/formation totals. This means they will be now worth more victory points in scenarios. They will still fire and get the same level of protection as artillery in combat.
      44. Changed color codes used to mark unit and air group entries on the list in the editor, so major errors in scenario data will be easier to spot, just by scrolling the list. Grey will be used for comments (entries with only a name specified, containing four stars ****) and properly disabled units (delay 250, no or valid parent). Black will be used for empty entries, missing all of: player, nationality, type, and name. Red will be used for partially empty entries, missing one or more, but not all of: player, nationality, type, and name. Orange will be used for entries with wrong delay (outside scenario bounds, and not 250) or invalid parent (exact details can be seen in scenario check report). Pink will be used for otherwise “grey” units to which special game rules apply, namely to German “Army Group B” unit or Soviet units that are or are attached to “1st Rum. Army”, “4th Rum. Army” and “2nd Polish Army” (indirectly too). Green will be used for delayed units with correct arrival location, and (in case of support units) those units which do not arrive before their parent, as well as for delayed air groups that arrive to national reserve, or (in case of air groups with base unit set) those air groups which do not arrive before their parent and whose parent has correct arrival location. Magenta will be used for delayed entries, which do not fit into the “green” category. White will be used for not delayed units with correct location, as well as for not delayed air groups that are in national reserve, or (in case of air groups with base unit set) those air groups whose parent has correct location. Blue will be used for not delayed entries, which do not fit into the “white” category. To sum it up: black, white, green, grey and pink entries are fine; orange, blue and magenta entries should be fixed; red entries should be cleared.
      45. Added new function to the editor, called “CLEAN UP”, which consists of four blocks. Each block can be activated separately. First block erases all “red” entries (see above) and sets all “orange”, “magenta” and “blue” entries to delay 250, no withdrawal, and no parent. For some “magenta” entries (support units and air groups arriving before their “green” parent unit), the function will only adjust their delay to correct value, if by doing this they can become “green” too. Second block clears subunit and corps status from units that should not have that information. Third block resets unit motorized status, resupplying them to previous levels (supplies are capped at 200%, vehicles at 125%, for delayed units a minimum of 75% supplies and 50% vehicles will be granted). Fourth block erases duplicates by clearing disabled units and air groups that have the same name as other disabled (or not) units and air groups.
      46. Added the ability to see and change parent unit of a German Division or Soviet Tank and Mechanized Corps directly in the editor, without using map build up function.
      47. Added the ability to clear corps data in the editor (for Soviet rifle, cavalry, and mountain divisions and corps).
      48. Reduce unit delays function in the editor now works also for air groups and properly handles withdrawals as well (disabling units that should have withdrawn after turn shift).
      49. When a unit will be disbanded subordinate units will be reassigned to that unit's HHQ instead of national HQ.
      50. In dense terrain infantry elements will have a chance to inflict more casualties, whereas AFVs, armored cars and self-propelled weapons will be less effective, in a similar way as their CV changes.
      51. Reduced the impact of fort level on engineer value of assaulting units. Previously fort level 2 reduced engineer value by 50%, level 3 by 66%, level 4 by 75%, and level 5 by 80%. Now fort level 2 will reduce engineer value by 20%, level 3 will reduce it by 40%, level 4 by 60%, and level 5 still by 80%.
      52. Units performing a HQ Build Up will not get reduction of failed leader roll penalty to movement points. Supply penalties applied to units performing a HQ Build Up will be proportional and 20% of the penalty will be rescinded only when doing a 100% build up (for example: a 75% multiplier becomes 83% multiplier when doing a 50% build up, previously it would be 88%).
      53. Supply deliveries will be reduced above 20 MP from railhead (instead of 25).
      54. The chance to upgrade/swap ground elements will be affected by range to rail (100% when 0 MP from railhead, 10% when 90 or more MP from railhead). For Axis units it will be also affected by Axis rail supply effect.
      55. Added the ability to toggle unit Air HQ status in the editor (by clicking on the "non-Air HQ"/"Air HQ" text).
      56. Support units attached to cities will be included in defensive battles for their hex, provided there are some on-map combat units there. Otherwise they will be simply overrun as before, without combat.
      57. The cost to detach a support unit assigned to a city will be reduced with supplied, unfrozen enemy units nearby. Between 1 and 5 hexes the cost will be reduced to 1 AP. Between 6 and 10 hexes the cost will be reduced to 25% of the original value. Between 11 and 15 hexes the cost will be reduced to 50% of the original value. The cost will not be reduced for Axis units before August 1941.
      58. Leaders will be allowed to take a command position two levels lower than their rank optimum suggests.
      59. Decreased attractiveness of armored cars, SP weapons and SP artillery as preferred targets in combat, which was huge due to thin armour (changed reduction of multiplier from 33% to 90%).
      60. Improved ammo type selection for anti-armor shots. Penetration reduction from range for AP and HVAP ammo types will be applied at the selection stage, to increase the chance that HE shots will be used at longer ranges. In addition, unless being primary ammo type, AP ammo will not be selected for shots over 2000m, HEAT ammo for shots over 1500m and HVAP ammo for shots over 500m.
      61. Fort unit cost increase will start over 75 fort units, not 50 as before. Hard limit of 150 remains unchanged.
      62. Added the option to export an existing script from a scenario. Made the script replay function properly ignore off-map units and target hexes.
      63. Element load cost divided by 5 (rounding up) will be taken into account when calculating unit load cost. Previously element load cost was not included in calculations.
      64. Trucks in eligible units will suffer damage during First Winter. Trucks will become damaged with the same speed as elements in the unit.
      65. Changed German national morale for 1943 from 65 to 67, for 1944 from 60 to 64, and for 1945 from 55 to 61. Changed Soviet national morale for April-September 1942 from 40 to 45, and for January-March 1944 from 60 to 55.
      66. It will be now impossible to para drop or air transport a unit with support units attached.
      67. Up to 2000 tons of extra resources and 500 tons of extra oil will be eligible for transport from captured Soviet cities to German (and Rumanian in case of oil) cities each turn.
      68. Armaments export from Germany to Axis Allies will vary with year and will work differently than before. 5% of current German stockpile (but no more than 5k, affected by German and Axis Allies production percentages) will be eligible for export to each allied country that has not surrendered and is below its desired armaments level for that year. The levels for 1941-1945 are as follows: Finland - 5k, 2k, 2k, 2k, 2k; Italy - 2k, 5k, 5k, 0k, 0k; Rumania - 15k, 10k, 10k, 15k, 15k; Hungary - 5k, 5k, 10k, 15k, 15k; Slovakia - 1k, 1k, 1k, 1k, 1k. The amount of exported armaments will be adjusted so that the target pool will never exceed its desired level.
      69. Withdrawing units will be automatically reduced to 85% MAX TOE if above that value upon reaching the point in time at which they are marked for withdrawal.
      70. Withdrawing units will not upgrade or swap elements, unless they are below 85% TOE.
      71. Withdrawing air groups will not upgrade or swap aircraft automatically (manual change is still allowed).
      72. Units will immediately return unwanted elements in the last two slots (30-31) in order to make space for required elements, which is important for TOEs that use all (or nearly all) slots.
      73. Duplicate element types (with lowest count) will be deemed unwanted in a unit, much like high match elements in wrong slot.
      74. Base cost to enter enemy hexes for non-motorized (TOE type decides) combat units will be (120-morale)/20 instead of the usual (115-morale)/15.
      75. There will be no longer a minimum of 5 MP assumed when calculating the number of trucks required to move supplies from railhead to units. Also, non-motorized (TOE type decides) combat units will treat all costs below 3 MP as 0 MP, with the exception of German units in 1941 (German army started the campaign with motorized supply columns in their divisions, but due to high losses and low production of trucks the level of motorization within the Wehrmacht quickly dropped).
      76. Reworked vehicle repairs, so that 75% of vehicles are eligible for repairs each turn, but there is a maximum limit to the number of repaired vehicles. Maximum repair capacity of Germany and Soviet Union is 25k, and 2k for Axis allies. When the weather in Central Soviet Zone is mud or blizzard this capacity is reduced to 10k for Germany, 15k for Soviet Union, and 1k for Axis allies, with the exception of Finland.
      77. Certain mid-to-late war German divisions may upgrade to bigger or smaller TOE variant. If, at the moment of upgrade, German manpower pool (including transfer pool) is below 100k or German armaments pool is below 50k, smaller variant will be chosen automatically. If manpower pool is above 200k and armaments pool is above 100k, bigger variant will be chosen automatically. Between those values the variant will be determined randomly, with probability increasing together with the size of the pools. There are two variants of 44 Infantry Division, 45 Infantry Division, 44 Jager Division, 45 Jager Division, and 44 Mountain Division TOEs.
      78. Axis ally units which are on the wrong side of the "no move" line (most likely due to retreat), will be now able to move (in any direction).
      79. Flak units attached to cities will fire with the same effectiveness against all types of air missions instead of only against bomb city missions targeting their city.
      80. Flak units attached to cities will fire with double effectiveness against air missions flying over their location.
      81. Flak strength from non-AA ground element types armed with AA weapons will be reduced as if for non-AA weapons. Flak strength of such elements in combat will be reduced further. Only those elements that fire with full effectiveness will be shown on the AA weapons list in combat report window. Flak strength will be affected by altitude of targets in relation to weapon's ceiling. Reduced flak strength of units in combat.
      82. Weather determination code was adjusted so that it would follow rules as written with 100% accuracy. Forecast of next turn's weather will be shown as well, but it will only have 75% chance to really happen. Because of forecast, weather information will now also be shown in Soviet logistics log.
      83. Changed repair after movement bonus for infantry from 0 to -5, SP weapons from 10 to 20, armored cars from 5 to 15, SP artillery from 20 to 30, and AFVs from 0 to 10. Changed Soviet bonus for vehicle and gun categories to -20, and for infantry weapon and infantry categories to -15.
      84. Synthetic fuel production efficiency reduced to 50%, while maintaining previous resource usage (500 resources give 250 fuel).
      85. Fuel production efficiency reduced to 80%, while maintaining previous oil usage (300 oil give 240 fuel).
      86. It will be now possible to damage ports in combat again.
      87. Damage to factories in a city due to combat will be scaled by factory size, to reduce excessive damage to larger factories (5% damage for a size 20 factory was 20 times larger than 5% damage for a size 1 factory). For this purpose, port size will count double. Remainder from division will be rounded up or down randomly. However, sustained damage will never be less than 1.
      88. Decreased the chance of armored targets being destroyed or damaged in combat, but increased the chance they might be disrupted.
      89. Added the ability to see and edit the number of turns that a unit is frozen directly from the editor's "Units" tab. Improved the way in which MP and SMP are (re)set when changing this value.
      90. ZG groups will not be able to switch between Night Fighters and Fighter-Bombers anymore.
      91. Rewritten Soviet AI routines dealing with assigning air groups to air bases and building new air bases. Now it should be better at placing proper number and type of air groups in each air base, rotating exhausted air groups to national reserve, maintaining reserve, supplying partisans, using U-2 without affecting "regular" air force, and building new air bases.
      92. OSNAZ air base will be treated as VVS air base when performing partisan supply drops.
      93. German manpower multiplier for 1941 changed from 9 to 7, and for 1943 from 8 to 9.
      94. Added "decomposition" process for certain infantry and mechanized infantry elements, which removes them from active pool (and refunds full build cost) in case they are no longer required in large numbers by units in the field. This is similar to scrapping, but may happen for "in production" elements as well, and represents redistribution of squad weapons from the "bundle" that a squad element really is for other uses. This should help to reduce the burden on armaments pool in case some new TOE dictates squad change that cannot be represented by upgrade or conversion (most likely because old and new squads are not related to each other), and instead results in massive returns of one element to the pool, while building huge amount of some other element.
      95. During June 22nd 1941 turn Soviet AA will fire with 25% efficiency.
      96. Increased the speed of returns from transfer to active pool for ground elements from 25% to 75%, and for manpower from 25% to 90%.
      97. Introduced new weather tables, separate for each weather zone. This allows random weather to follow similar pattern as non-random weather in all zones. The weather type specified for given month in non-random table always has 80% chance to happen when using random table, with 20% dedicated to other weather types. See Appendix A.
      98. Replaced random number generator with a better one, that should produce uniformly distributed numbers with much greater accuracy, and made sure it is properly initialized when game is started. Courtesy of Pavel Zagzin.
      99. Decreased the chance that men from a destroyed element will be disabled instead of killed from 40% to 20% (in earlier versions it was 10%). Increased the percentage of disabled men in damaged elements returning to pool from 30% to 40% for the Soviets.
      100. Soviet infantry and mechanized infantry will be again requiring high match elements in or after 1944, instead of medium match elements.
      101. Reduced core and Snow/March/April defender's bonuses from +3 to +2 for Reduced Blizzard rules, making them weaker when defending, but retaining attack strength.
      102. Soviet Rifle Brigades (including Naval Rifle Brigades, but not Naval Infantry Brigades) will no longer have a minimum National Morale of 50.
      103. The chance to rout and retreat losses will be now slightly affected by final combat odds divided by 5 (so between 1:4.99 and 4.99:1 there should be no change, but beyond those ratios losses may be larger and rout may happen more often, also for units with morale above 55).
      104. Axis AI will not launch interdiction attacks from 5/43, Soviet AI before 11/41.
      105. All nations will be able to use staging bases that belong to the same army-level air HQ, as bases of origin (including indirect attachment through intermediate HQs). In case both bases will have no such HQ, it will be enough to be part of the same army group/front HQ (such as VIII Fliegerkorps and Fliegerfuhrer Hungary belonging to Army Group North Ukraine in 1944-45 Campaign).
      106. Automated escorts will not be limited to 120 aircraft per strike, they will always try to maintain required ratio to bombers/recons, as specified in air doctrine settings. AI will always want at least 100% of required escorts, more if it can expect larger enemy force.
      107. Odds used to determine ground support need and reserve commitment will be based on expected CV, not random CV.
      108. Reworked ground support need to be based on expected CV, and to be reduced symmetrically for both sides, as odds move away from 1:1, and the impact of airforce becomes irrelevant.
      109. Increased the chance of tactical (dive) bombers to evade flak, in a similar way as for fighter-bombers doing a fighter sweep, though less so.
      110. Renamed device types: “Flak” to “AA gun”, and “AA weapon” to “AAMG”. All AA weapons were properly reassigned between those two types. AAMG weapons will be less effective in generating flak strength, which was inflated by high rate of fire, and not compensated by low anti-air strength and/or accuracy when compared to AA guns.
      111. Improved live air supply drop message. It will now show how many tons were dropped, how many actually delivered, and actual composition (how many tons of supply, ammo, fuel were delivered).
      112. Soviet cavalry units will no longer get +5 to their national morale after March 1942.
      113. Increased base chance of Finland, Rumania and Slovakia not surrendering from 20% to 30%, in order to allow the player to increase the chance to 90% (with two elite SS units in capital city), which is a maximum that is possible (and wasn't reachable with one stack space occupied by national High Command HQ unit).
      114. Units below their National Morale, not routed, supplied, more than 9 hexes away from supplied enemy units, and not adjacent to an enemy hex will be eligible to regain 1-4 morale points per turn, even when having morale 50 or greater. Units below their National Morale, not routed and supplied will have the greater chance to regain up to 10% of their National Morale (not to exceed it) the lower their morale. The second rule will not apply to Axis units suffering from First Winter.
      115. Limited partisan units' morale growth from successful attacks to 60.
      116. Unit details window will now display National Morale level for given unit next to that unit's current morale.
      117. Increased minimum chance of not surrendering (when AI controlled) from 70% to 80% for Finland, from 50% to 60% for Rumania, and from 30% to 60% for Slovakia.
      118. Units will be eligible for morale drop due to too high morale when 20 points above National Morale, instead of 30. Units will be eligible for morale drop due to low supplies when above National Morale - 10, instead of 50.
      119. Units recovering up to 10% of National Morale will be more likely to recover a number of points near the middle of the range of possible values.
      120. Improved messages about forts in combat, to show changes in fractions and impact of artillery (if any). Since one point of Engineer Value reduces fort level by 2% it will be now shown doubled, to correspond with fort reduction. Bear in mind that if the final odds are between 1.00 and 1.49 (for the attacker), fort level is reduced again by 0.25 of Engineer Value (rounding down), and if the final odds are between 1.50 and 1.99 (for the attacker), fort level is reduced by one full level (1.00 or 100%) plus by 0.5 of Engineer Value (rounding down).

    Bug fixes

      1. Fixed a bug where a withdrawing unit could be stuck frozen on refit indefinitely, in case there were shortages of men or equipment, and the unit couldn’t reach 75% TOE. Units will be always withdrawn after up to three turns of such refit. To compensate for this shorter period of refit, such units will be trying to refill up to 85% TOE instead of 80%. This gives them greater chance to reach the desired level of 75%, in case of shortages.
      2. Fixed a bug where a static unit wasn’t properly reactivated before withdrawing.
      3. Fixed a bug where a withdrawing HQ was shown as a disbanded unit on the losses screen, as opposed to combat units, which simply disappeared.
      4. Fixed a bug related to recent name switch between FBD 2 and FBD 3, and delayed arrival of FBD 5 in campaign scenarios, that caused problems for the AI. FBD 2 will now follow 9th Army (previously a task of FBD 3), FBD 3 - 2nd Panzer Group (previously a task of FBD 2), and FBD 1 - 17th Army (previously a task of FBD 5). FBD 1 was following 1st Panzer Group, but this resulted in not enough rail being repaired in the south, so it was better to switch it to 17th Army.
      5. Fixed a bug where it was possible to use manual mode to launch air recon missions without recon air groups and air transport missions without bomber or transport air groups. In case only fighter air groups will be selected on the list for those two missions, the LAUNCH button will be disabled.
      6. Fixed a bug where a Soviet unit wasn’t properly destroyed when it tried to reorganize into a rifle division (or tank brigade) and failed.
      7. Fixed a bug where it was impossible to bomb empty air bases.
      8. Fixed a bug where the Army Group B HQ was renamed too early to Army Group South, which in turn prevented Army Group South being split into army groups A and B. Added a workaround for games in progress that are affected by this bug, but it will work only for games that have not yet advanced past 3/43.
      9. Fixed a bug where the AI could think that 16th Army is 6th Army, and 18th Army is 8th Army.
      10. Fixed a bug with overlapping text in the editor when using German version of the game.
      11. Fixed a bug where routed units remained frozen.
      12. Fixed a bug in the morale recovery process where support units were not treated as units on refit. They will be treated as being on refit whenever assigned to a city, a HQ unit or a combat unit that is on refit itself.
      13. Fixed a bug where the city selected to receive off-map resources was partially chosen based on greatest requirement, not greatest shortage, contrary to intentions.
      14. Fixed a bug where inactive leaders assigned to active units were not shown on the leaders tab in Commander’s Report. Such leaders usually were below the minimum rank allowed by the game that were actually appointed to lead given HQ. They operate normally, but once unassigned, they can’t be assigned again, until they become available.
      15. Fixed a bug in retreat procedure, which could result in wrong result reported for units taking part in combat if there were some other units in the hex that didn’t take part in that combat.
      16. Fixed a bug in supply consumption, where amount of supplies consumed was based on weekly need percentage on hand, rather than biweekly need.
      17. Fixed a bug in vehicle requirement calculations for HQ units, which resulted in no vehicle usage increase or leaving supply and fuel dumps behind, when moving those units.
      18. Fixed a bug where scenario/campaign AI mode was selected based on the number of turns in a given scenario (more than 50 turn long scenarios were considered to be “campaigns”) in most cases. It will be now solely dependent on victory condition type used.
      19. Fixed a bug where a Soviet HQ, built in a hex already containing another HQ, would be subordinated to that HQ for a turn, even if it was of the same or lower HQ level. All newly built Soviet on-map units will be assigned to STAVKA now.
      20. Fixed a bug where support units attached to combat units taking part in battle from reserve, were not marked as reserves too.
      21. Fixed a bug where Soviet Polish armies could be converted to Guards.
      22. Fixed a bug where fuel drop penalty was not applied when air dropping generic supplies (without using strike list selection).
      23. Fixed a bug where drop penalties were applied to airhead supply drops, which were in fact representing overland transport of supplies from source airbase to target unit.
      24. Fixed a bug where moving an airbase reset its airhead supply tonnage. This was done to prevent airhead supply via moved airbases. Now a separate variable will be used to track this.
      25. Fixed a bug where supply and fuel dumps were added to HQ units supplied via airhead supply. Instead, standard airhead supply delivery to HQ unit will be performed, as if to a combat unit.
      26. Fixed a bug where air group miles flown variable was not cleared when loading a scenario, causing an instant reduction to parent airbase movement points when clicked. Some other status variables will also be correctly reset for units and air groups.
      27. Fixed a bug where corps number for Soviet cavalry and mountain divisions was shown incorrectly if not specified (-1000 and -2000 instead of 0).
      28. Fixed a bug where Axis armies changed their HHQs, for Axis human player vs Soviet AI, when there was no Axis player-turn on turn 1.
      29. Fixed a bug where Army Detachment Kempf wasn't transformed to 8th Army when the Axis side was not AI-controlled.
      30. Fixed a bug where supply and fuel dumps were not listed in the editor when picking ground elements for use in TOE. In addition, ground elements on this list will be now correctly filtered for both units and TOEs (only own or captured equipment will be shown, as well as supply/fuel dumps).
      31. Fixed a bug where Soviet guards air bases lost their guards status in the next logistics phase (name remained, but the counter was no longer red).
      32. Fixed a bug where lost Soviet Rifle Guards Divisions were rebuilt as regular Rifle Divisions, but retained their number which led to name conflicts. Those units will now keep their guards status and rifle corps affiliation.
      33. Fixed a bug where unit current ground element instead of TOE proscribed ground element was used to check whether there is an acceptable match between them.
      34. Fixed a bug where AI could fail to merge rifle brigades, but would still change one into a rifle division.
      35. Fixed a bug where attached support units were not included in parent unit load cost.
      36. Fixed a bug where supply and ammo was not affected by the percentage of successfully transported load cost (in which they are included).
      37. Fixed a bug where elements and men could be lost completely and not accounted for (even as losses) during distribution of leftover elements from an air transported unit.
      38. Fixed a bug where elements could be transformed into other elements or end up in units of different side and/or nationality during distribution of leftover elements from an air transported unit.
      39. Fixed a bug where experience and fatigue of target elements was not affected by experience and fatigue of elements transferred during distribution of leftover elements from an air transported unit.
      40. Fixed a bug where construction unit size was not correctly detected when selecting units for rail repair.
      41. Fixed a bug where for hexes with rail damage between 2 and 19 the check to see whether they are next to repaired rail was not working.
      42. Fixed a bug where plane damage could exceed 255 (and restart from 0), resulting in saving the plane from destruction.
      43. Fixed a bug where some planes have not their flight number or status cleared properly after concluding air mission, resulting in damaged planes from that mission being eligible to be destroyed when another mission concluded.
      44. Fixed a bug where the number of missing men was not counted for empty slots, which resulted in incorrect number of men assigned from the pool for the two refit phases. In some rare cases, where only some totally empty units were on refit, this resulted in no replacements at all for these units.
      45. Fixed a bug where only the first 500 aircraft types were accounted for in various screens and game procedures instead of all 1024 possible types.
      46. Fixed a bug where factory upgrade date was displayed incorrectly on various screens.
      47. Fixed a bug where ground element and aircraft availability check was incorrectly looking at factory upgrade start date for newer games.
      48. Fixed a bug where ground element and aircraft production span was calculated incorrectly in the editor.
      49. Fixed a bug where support units destroyed with parent unit were not recorded on the list.
      50. Fixed a bug where arriving units were unfrozen automatically, whereas it should be possible for the scenario designer to mark them as frozen on arrival.
      51. Fixed a bug where build limits were applied to Soviet air base building, where resources should not be taken into consideration because of low build limit (1 per turn).
      52. Fixed a bug where some newly created Soviet air groups had wrong mission set.
      53. Fixed a bug where there was no morale increase for air groups sent to reserve using CR function.
      54. Fixed a bug in the upgrade/swap procedure where it could take more men from the active pool than available when adding existing elements from the pool.
      55. Fixed a bug where damaged (captured) supply/fuel dumps were not converted to ready dumps. This will be done during HQ resupply.
      56. Fixed a bug where elements having no nationality were shown on German loss list.
      57. Fixed a bug where initial build of elements was not using up vehicles when building mechanized infantry elements.
      58. Fixed a bug where only half of 1024 possible aircraft models (those with id below 500) were moved from transfer to active pool each turn.
      59. Fixed a bug where failed (instead of successful) leader roll protected from greater than 1 morale loss in lost combat.
      60. Fixed a bug where offensive CV was not allowed to be greater than defensive CV when using "Better CV Math" mode, which is common in that mode and should be allowed.
      61. Fixed a bug where an extra division of FoW-ed CV by 80 could make the AI think a Brigade unit is weak and should be disbanded. AI will now check actual CV of said unit.
      62. Fixed a bug where the auto assign function showed a cost to transfer of no less than 999999 AP, if a High Command or Army Group/Front HQ unit was selected in given stack. Improved auto assign function to ignore such units (even if selected), and to select new HQ only from those units for which the transfer cost does not exceed the number of available AP.
      63. Fixed a bug where looking whether an air base is under the same Front HQ as units in battle could not work correctly in all cases (for example where an air base was attached to a regular Army HQ instead of the expected Air Army/Command HQ, which happens in some scenarios). An air base not under Front HQ will be allowed to support units in battle that are not under Front HQ as well.
      64. Fixed a bug where looking whether German air bases are attached to the same Luftflotte could not work correctly in all cases (for example where each base was attached to different corps-level HQ within the same Luftflotte).
      65. Fixed a bug which caused no bombers or tactical bombers fly automated air missions, for nations other than Germany, because the code checking for nationality/front units in battle was also tested when outside of battle, and then none of those groups could fly. This bug was made active after applying bug fix 63, previously it was working (in most cases) due to unintended side effect.
      66. Changed misleading description when entering Scroll Speed setting in Preferences.
      67. Fixed a bug where a very slow operation of checking whether a supply path can be traced between a unit and possible new HQ exists was invoked before other faster checks, and unnecessarily slowed down unit reassignment.
      68. Fixed some problems in sound configuration file.
      69. Fixed a bug where aircraft were too good at hitting armored targets, with chance of 1% or better giving 100% accuracy.
      70. Fixed a bug where aircraft could attack soft targets in on-map units, as if they were armored targets. AP attacks should be limited to elements belonging to SP Weapon, Armored Car, SP Artillery and AFV classes.
      71. Fixed a bug where ammo type other than HE was shown as used to fire at soft targets, which in fact was an ammo type pre-selected in case of armored targets.
      72. Fixed a bug where scouting attacks were showing pre-battle CV and odds as final, but effects were resolved using final odds that were not shown.
      73. Fixed a bug where scouting attacks removed 1 fort level if they ended up with odds above 1.50 to 1 (for the attacker).

    Scenario changes

      1. Added new “1941-45 Campaign - Bitter End” scenario.
      2. Added new “Operation Sleigh Ride” scenario, courtesy of Randy Seger.
      3. Reorganization of Hungarian Air Force in all campaigns and certain scenarios.
      4. Multiple land units had their withdrawal changed to disband if:
      a. They were destroyed in battle, rebuilt and not used in East.
      b. They were merged with/into other/larger units which are present in the east and are considered reforming in the East.
      5. Multiple land units had their withdrawal removed if the only reason was to re-appear under a new name or with a non-standard reorganization.
      6. Multiple land units have been disabled if they only appeared as a new incarnation of existing units which are considered to reform in the East.
      7. Multiple air units had their withdrawal removed if the only reason was to re-appear under a new name.
      8. Multiple air units have been disabled if they only appeared as new incarnation of an existing unit.
      9. Some missing units have been added, some others were disabled or had a withdrawal/disband turn set close to their historical transfer to other fronts.
      10. Duplicate land and air units (mostly among those delayed) were deleted.
      11. Some army or corps HQs had their delay adjusted to a smaller value, in order to arrive with their first units and keep command structure.
      12. Some support units had their delay adjusted, in order to arrive with their parent unit and keep command structure.
      13. Deleted hundreds of disabled identical airbases present in some scenarios, created by some kind of data corruption. Air units assigned to them were also deleted or disabled.
      14. Fixed hundreds of errors reported by scenario check tool, including (but not limited to): incorrect assignments (sometimes to units from other side), guards status mismatch, invalid names using forbidden characters, overstacks, units placed outside of playable map area, wrong motorized status, non-standard SS unit names (using name instead of number, required by special game rules), non-standard Soviet air force organization (aviation divisions being represented as air groups, not air bases), non-standard Soviet air unit names (using long English names instead of short Russian names, required by special game rules), non-standard split units (only German and Finnish division-sized units should be split, not smaller units, and they should follow common naming pattern), missing leaders, incorrect AI flags, incorrect production percentages, incorrect map boundaries, incorrect HQ types, supply dumps in construction units, incorrect pilot quality, missing nation command HQ, and elements of different nationality in units.
      15. Added missing AI scripts for first turn of: “1942-45 Campaign”, “1943-45 Campaign”, “Decision in the Ukraine 43-44”, “Operation Barbarossa”, “Operation Blue”, “Operation Konrad”, “Operation Sturgeon Catch 1942”, “Operation Typhoon”, “Road to Dnepropetrovsk”, “Road to Kiev”, “Road To Leningrad”, “Road to Minsk”, “Road To Moscow”, “Road To Smolensk”, and “Velikie Luki '42 Tutorial”.
      16. Fixed “1941-45 Campaign--Sudden Death” scenario to enable its special victory conditions, as it was actually impossible to obtain a Sudden Death victory.
      17. Converted Soviet IAK and BAK air commands to use smaller, corps-sized TOE, in order to work well with army-sized Air Commands and Air Armies.
      18. Converted German army air bases to use smaller Forward Air Base TOE.
      19. Adjusted stockpiles of supply, ammo and fuel in units, so that no unit has over 200% needs at scenario start (which happened because the rules for calculating needs changed in previous versions, but actual stockpiles were not updated).
      20. Deleted 1st Tank Army HQ from “1942-45 Campaign” and “Operation Blue” scenarios, as it was created after scenario start from 38th Army commanded by K.Moskalenko, which is present at start of scenario and has no withdrawal date set.
      21. Added 3 missing Soviet air armies to “1942-45 Campaign”. They will arrive as reinforcements.
      22. Changed production percentage for Germans and Soviets from 60% to 75% in the “Vistula to Berlin” scenario.
      23. Adjusted the location of frozen Axis Ally top-level HQs in multiple scenarios, to allow proper protection from surrender, by having the ability to put at least two German units in the capital hex. This mostly affects Rumanians.
      24. Added Rumanian fort unit in Constanta where applicable. Such a major port and naval base would never be left empty and unguarded.
      25. Added missing Italian units in Yugoslavia in “1942-45 Campaign”.

    Device changes

      1. [5] .303 Browning MG: name changed from .303 Browning MG to .303 AN/M2 MG.
      2. [23] .50 Browning MG: name changed from .50 Browning MG to .50 AN/M2 MG.
      3. [70] RS-82 Rocket: heat changed from 80 to 40.
      4. [74] RS-132 Rocket: accuracy changed from 8 to 6, heat changed from 125 to 62.
      5. [81] 75 gal Drop Tank: name changed from 75 gal Drop Tank to 75 gal Drop Tank.
      6. [142] 6.5mm M1893 Rifle: name changed from 6.5mm M1893 Rifle to 6.5mm Mannlicher Rifle.
      7. [145] 9mm vz.42 SMG: name changed from 9mm vz.42 SMG to 9mm ZK383 SMG, rate of fire changed from 30 to 35.
      8. [158] .30in Browning Automatic Rifle: name changed from .30in Browning Automatic Rifle to .30in M1918 BAR.
      9. [162] 7.92mm vz.24 HMG: type changed from Squad Weapon to Heavy Squad Weapon, penetration changed from 7 to 0, accuracy changed from 15 to 750, anti-armor changed from 10 to 0.
      10. [163] 8mm Schwarzlose HMG: name changed from 8mm Schwarzlose HMG to 8mm Schwarzlose 07/12 HMG, type changed from Squad Weapon to Heavy Squad Weapon, penetration changed from 7 to 0, accuracy changed from 15 to 750, anti-armor changed from 10 to 0.
      11. [164] 8mm Hotchkiss Mle 14 HMG: type changed from Squad Weapon to Heavy Squad Weapon, penetration changed from 7 to 0, accuracy changed from 15 to 750, anti-armor changed from 10 to 0.
      12. [204] .50in Browning HMG: name changed from .50in Browning HMG to .50in M2HB HMG.
      13. [205] .30in Browning MMG: name changed from .30in Browning MMG to .30in M1919A4 MMG.
      14. [206] .30in Browning HMG: name changed from .30in Browning HMG to .30in M1917A1 HMG.
      15. [224] .30in Browning AAMG: name changed from .30in Browning AAMG to .30in M1919A4 AAMG.
      16. [226] 7.92mm ZB53 AAMG: name changed from 7.92mm ZB53 AAMG to 7.92mm ZB53 AAMG, rate of fire changed from 40 to 45.
      17. [231] 7.5mm Chatellerault Mle 29 AAMG: name changed from 7.5mm Chatellerault Mle 29 AAMG to 8mm Schwarzlose 07/31 HMG, type changed from AAMG to Heavy Squad Weapon, range changed from 20 to 30, accuracy changed from 500 to 750, range changed from 1000 to 1500, rate of fire changed from 25 to 50.
      18. [232] .50in Browning AAMG: name changed from .50in Browning AAMG to .50in M2HB AAMG.
      19. [238] .50in Browning Quad AAMG: name changed from .50in Browning Quad AAMG to .50in M2HB Quad AAMG.
      20. [239] 25mm AA Gun: type changed from AAMG to AA Gun, rate of fire changed from 60 to 55.
      21. [240] 25mm Hotchkiss M39 AA Gun: type changed from AAMG to AA Gun, rate of fire changed from 80 to 55.
      22. [241] 20mm vz.36 AA Gun: type changed from AAMG to AA Gun.
      23. [242] 20mm Oerlikon AA Gun: type changed from AAMG to AA Gun, rate of fire changed from 120 to 60.
      24. [243] 20mm Flak38 AA Gun: type changed from AAMG to AA Gun.
      25. [244] 20mm Quad Flak38 AA Gun: type changed from AAMG to AA Gun.
      26. [245] 37mm Flak36 AA Gun: type changed from AAMG to AA Gun.
      27. [246] 37mm Flak43 AA Gun: type changed from AAMG to AA Gun.
      28. [247] 37mm 61-K AA Gun: type changed from AAMG to AA Gun, rate of fire changed from 60 to 40.
      29. [249] 40mm Bofors AA Gun: type changed from AAMG to AA Gun.
      30. [250] 40mm Twin Bofors AA Gun: type changed from AAMG to AA Gun.
      31. [251] 25mm Twin AA Gun: type changed from AAMG to AA Gun.
      32. [252] 20mm Twin Flak38 AA Gun: type changed from AAMG to AA Gun.
      33. [253] 88mm Flak18 AA Gun: type changed from AAMG to AA Gun.
      34. [254] 105mm Flak39 AA Gun: name changed from 105mm Flak39 AA Gun to 105mm Flak38 AA Gun, type changed from AAMG to AA Gun.
      35. [266] 7.92mm vz.37 CMG: rate of fire changed from 40 to 45.
      36. [267] 7.92mm MG37 CMG: rate of fire changed from 40 to 45.
      37. [268] 7.92mm vz.37 BMG: rate of fire changed from 40 to 45.
      38. [269] 7.92mm MG37 BMG: rate of fire changed from 40 to 45.
      39. [275] 8mm Danuvia CMG: name changed from 8mm Danuvia CMG to 8mm Gebauer CMG.
      40. [278] 8mm Danuvia BMG: name changed from 8mm Danuvia BMG to 8mm Gebauer BMG.
      41. [280] 6.5mm Breda BMG: name changed from 6.5mm Breda BMG to 7.92mm Schwarzlose HMG, type changed from Light Gun to Heavy Squad Weapon, range changed from 15 to 30, accuracy changed from 350 to 750, ceiling changed from 0 to 1500, anti-air changed from 0 to 3, range changed from 750 to 1500, rate of fire changed from 24 to 50.
      42. [282] .30in Browning TMG: name changed from .30in Browning TMG to .30in M1919A4 TMG.
      43. [283] 15mm Besa TMG: name changed from 15mm Besa TMG to 7.92mm vz.26 BMG, range changed from 40 to 30, penetration changed from 19 to 0, accuracy changed from 1000 to 400, anti-soft changed from 5 to 3, range changed from 2000 to 750, rate of fire changed from 25 to 27.
      44. [292] .30in Browning CMG: name changed from .30in Browning CMG to .30in M1919A4 CMG.
      45. [293] .30in Browning BMG: name changed from .30in Browning BMG to .30in M1919A4 BMG.
      46. [337] 75mm KwK40 L/43 Gun: penetration changed from 125 to 130, hvap changed from 166 to 170.
      47. [338] 75mm StuK40 L/43 Gun: penetration changed from 125 to 130, hvap changed from 166 to 170.
      48. [339] 75mm KwK40 L/48 Gun: hvap changed from 185 to 180.
      49. [340] 75mm StuK40 L/48 Gun: hvap changed from 185 to 180.
      50. [341] 75mm PaK39 L/48 Gun: hvap changed from 185 to 180.
      51. [343] 75mm PaK40 L/46 Gun: penetration changed from 135 to 140, hvap changed from 185 to 190.
      52. [344] 75mm KwK42 L/70 Gun: penetration changed from 172 to 175.
      53. [345] 75mm StuK42 L/70 Gun: penetration changed from 172 to 175.
      54. [371] 75mm Skoda L/48 AA Gun: type changed from AAMG to AA Gun.
      55. [372] 85mm KS-12 AA Gun: type changed from AAMG to AA Gun.
      56. [373] 83.5mm vz.22 AA Gun: type changed from AAMG to AA Gun.
      57. [374] 76mm M31/38 AA Gun: type changed from AAMG to AA Gun.
      58. [375] 75mm AA Gun: name changed from 75mm AA Gun to 75mm Vickers AA Gun, type changed from AAMG to AA Gun.
      59. [383] 90mm 90/53 AA Gun: type changed from AAMG to AA Gun.
      60. [386] 90mm M3 Gun: type changed from AAMG to Heavy Gun, ceiling changed from 39500 to 0, anti-air changed from 98 to 0.
      61. [398] 105mm StuH42 L/28 Gun: name changed from 105mm StuH42 L/28 Gun to 149mm vz.37 Howitzer, range changed from 40 to 240, penetration changed from 81 to 0, accuracy changed from 350 to 250, anti-armor changed from 30 to 59, anti-soft changed from 119 to 238, warhead changed from 6 to 8, range changed from 2000 to 15500, rate of fire changed from 7 to 4, heat changed from 90 to 0, blast changed from 6 to 10.
      62. [409] 160mm MT-13 Mortar: name changed from 160mm MT-13 Mortar to 75mm PaK 97/38 L/36 Gun, type changed from Heavy Gun to Medium Gun, range changed from 203 to 40, penetration changed from 0 to 75, accuracy changed from 250 to 450, anti-armor changed from 24 to 20, anti-soft changed from 288 to 78, warhead changed from 8 to 4, range changed from 5600 to 2000, rate of fire changed from 3 to 12, heat changed from 0 to 90, blast changed from 14 to 4.
      63. [414] 150mm sIG33 L/11 Gun: rate of fire changed from 7 to 3.
      64. [415] 150mm StuH43 L/12 Gun: rate of fire changed from 7 to 3.
      65. [443] 5in Naval Gun: penetration changed from 0 to 4.
      66. [577] 80mm Bofors AA Gun: type changed from AAMG to AA Gun.
      67. [610] 20mm Triple MG151 AA Gun: type changed from AAMG to AA Gun.
      68. [625] 128mm Twin Flak40 AA Gun: type changed from AAMG to AA Gun.
      69. [629] 128mm Flak40 AA Gun: type changed from AAMG to AA Gun.
      70. [630] 20mm M35 AA Gun: type changed from AAMG to AA Gun.
      71. [648] .30 Browning MG: name changed from .30 Browning MG to .30 AN/M2 MG.
      72. [651] 20mm Flak30 AA Gun: type changed from AAMG to AA Gun, rate of fire changed from 70 to 60.
      73. [653] 7.92mm ZB 53 HMG: name changed from 7.92mm ZB 53 HMG to 7.92mm ZB53 HMG, type changed from Squad Weapon to Heavy Squad Weapon, penetration changed from 7 to 0, accuracy changed from 15 to 750, anti-armor changed from 10 to 0, rate of fire changed from 52 to 54.
      74. NEW [567] 105mm 31M Gun.
      75. NEW [584] 75mm IG 37 Gun.
      76. NEW [585] 75mm K51 L/24 Gun.
      77. NEW [655] 7.92mm 43M Rifle.
      78. NEW [656] 8mm Solothurn LMG.
      79. NEW [657] 7.92mm Solothurn LMG.
      80. NEW [658] 9mm Danuvia SMG.
      81. NEW [659] 7.92mm Mannlicher Rifle.
      82. REMOVED [121] 20mm Flak38 AA Gun.
      83. REMOVED [122] 37mm Flak36 AA Gun.
      84. REMOVED [123] 37mm Flak43 AA Gun.
      85. REMOVED [124] 37mm 61-K AA Gun.
      86. REMOVED [125] 88mm Flak18 AA Gun.
      87. REMOVED [126] 20mm Quad Flak38 AA Gun.
      88. REMOVED [127] 105mm Flak38 AA Gun.
      89. REMOVED [128] 128mm Flak40 AA Gun.
      90. REMOVED [173] 6.5mm Type 96 LMG.
      91. REMOVED [191] Bazooka.
      92. REMOVED [296] 7.62mm DT TMG.
      93. REMOVED [297] 12.7mm DShK TMG.
      94. REMOVED [444] 127mm Naval Gun.
      95. REMOVED [445] 150mm Naval Gun.
      96. REMOVED [446] 6in Naval Gun.
      97. REMOVED [638] 6.5mm M1891 Rifle.

    Ground element changes

      1. [2] Panzer IIc: last year changed from 1942 to 1941, last month changed from 1 to 2.
      2. [6] Panzer IIIe: last year changed from 1941 to 1939, last month changed from 1 to 12.
      3. [7] Panzer IIIg: last year changed from 1941 to 1940, last month changed from 2 to 9, import % changed from 3% to 5%.
      4. [8] Panzer IIIh: upgrade changed from [9] Panzer IIIL to [10] Panzer IIIm, import % changed from 20% to 25%.
      5. [9] Panzer IIIL: import % changed from 1% to 2%.
      6. [10] Panzer IIIm: import % changed from 20% to 25%.
      7. [13] Panzer 35(t): upgrade changed from [9] Panzer IIIL to [219] Panzer IIIj, factory upgrade changed from 0 to [14] Panzer 38(t).
      8. [14] Panzer 38(t): last year changed from 1941 to 1940, last month changed from 1 to 10.
      9. [15] Panzer 38(t)E: import % changed from 5% to 10%.
      10. [16] Panzer IVc: last year changed from 1941 to 1939, last month changed from 1 to 12.
      11. [18] Panzer IVf: import % changed from 5% to 25%, factory upgrade changed from [19] Panzer IVf2 to [20] Panzer IVg.
      12. [19] Panzer IVf2: last month changed from 4 to 5.
      13. [20] Panzer IVg: first month changed from 5 to 3, import % changed from 50% to 100%.
      14. [23] Panther A: last year changed from 1945 to 1944, last month changed from 1 to 4, scrap policy changed from DEFAULT (1 YEAR) to NONE.
      15. [25] Tiger: factory upgrade changed from 0 to [26] King Tiger.
      16. [26] King Tiger: build limit changed from 5 to 3, start limit changed from 0 to 1.
      17. [27] Sturmpanzer IV: build limit changed from 3 to 2, weapon 0 rate of fire changed from -3 to -1.
      18. [29] StuH42: start limit changed from 0 to 1.
      19. [30] Stug IIIf: import % changed from 3% to 5%.
      20. [35] Marder II (SdKfz-131): last month changed from 2 to 1.
      21. [48] SdKfz-10/4 SP Flak: update TOE changed from YES to NO.
      22. [50] Wirbelwind: last year changed from 1945 to 1944, last month changed from 1 to 11.
      23. [59] SdKfz-234/3 Armored Car: last year changed from 1945 to 1944, last month changed from 1 to 11, weapon 0 changed from [335] 75mm KwK37 L/24 Gun to [585] 75mm K51 L/24 Gun.
      24. [61] SdKfz-250/7 Mortar Carrier: type changed from HT MG to HT Mortar.
      25. [62] SdKfz-251/1 MG Carrier: last year changed from 1944 to 1943, last month changed from 1 to 8.
      26. [63] SdKfz-251/10 Halftrack: last year changed from 1944 to 1943, last month changed from 2 to 12.
      27. [64] SdKfz-251/2 Mortar Carrier: type changed from HT MG to HT Mortar, last year changed from 1944 to 1943, last month changed from 1 to 8.
      28. [67] 37mm Anti-tank Gun: upgrade changed from [69] 75mm Anti-tank Gun to [362] 75mm Anti-tank Gun, scrap policy changed from DEFAULT (1 YEAR) to NONE, update TOE changed from YES to NO.
      29. [69] 75mm Anti-tank Gun: name changed from 75mm Anti-tank Gun to 75mm Anti-tank Gun PaK40, first month changed from 2 to 6.
      30. [70] 76mm Anti-tank Gun: name changed from 76mm Anti-tank Gun to 76mm Anti-tank Gun F-22, import cost changed from 1 to 3.
      31. [74] 75mm Infantry Gun: upgrade changed from 0 to [365] 75mm Infantry Gun.
      32. [77] 81mm Mortar: max import changed from 0 to ALL, import from changed from 0 to [788] 82mm Mortar, import cost changed from 0 to 1, minimum import changed from 0 to 1, import % changed from DEFAULT to 100%.
      33. [82] Rifle Squad 43: import cost changed from 2 to 1.
      34. [83] Rifle Squad (-): import cost changed from 2 to 1.
      35. [85] Pioneer Squad 43: import cost changed from 1 to 0.
      36. [86] Pioneer Squad 44: import cost changed from 1 to 0.
      37. [90] SdKfz-251/17 SP Flak: first year changed from 1943 to 1944, first month changed from 10 to 1.
      38. [91] 7.92mm Anti-tank Rifle: last month changed from 6 to 1.
      39. [96] Motorized Rifle Squad 43: import cost changed from 3 to 2.
      40. [97] Motorized Rifle Squad (-): import cost changed from 2 to 1.
      41. [99] Panzer Grenadier Squad 43: import cost changed from 2 to 0.
      42. [102] Panzer Pioneer Squad 43: import cost changed from 3 to 1.
      43. [104] Panzer Pioneer Squad 44: import cost changed from 1 to 0.
      44. [109] 75mm Field Gun: type changed from Artillery to Light Artillery.
      45. [115] Fallschirmjager Squad 43: import cost changed from 2 to 1.
      46. [116] Fallschirmjager Squad 44: import cost changed from 1 to 0.
      47. [124] 37mm Anti-aircraft Gun: last year changed from 1944 to 1945, last month changed from 3 to 9, max import changed from 0 to ALL, import from changed from 0 to [787] 37mm Anti-Aircraft Gun, import cost changed from 0 to 2, minimum import changed from 0 to 1, import % changed from DEFAULT to 100%.
      48. [126] SdKfz-251/9 Halftrack: last year changed from 1945 to 1943, last month changed from 9 to 12, upgrade changed from 0 to [461] SdKfz-251/9D Halftrack, scrap policy changed from DEFAULT (1 YEAR) to NONE.
      49. [147] 81mm Mortar: max import changed from 0 to ALL, import from changed from 0 to [788] 82mm Mortar, import cost changed from 0 to 1, minimum import changed from 0 to 1, import % changed from DEFAULT to 100%.
      50. [151] Rifle Squad 44: import cost changed from 2 to 1.
      51. [158] 75mm Infantry Gun: name changed from 75mm Infantry Gun to 76mm Infantry Gun, load cost changed from 4 to 5, men changed from 5 to 4, supply use changed from 365 to 351, build cost changed from 11 to 10, weapon 0 changed from [356] 75mm leIG 18 Gun to [370] 76mm M27/39 Gun, weapon 1 number changed from 5 to 4, weapon 0 accuracy changed from 50 to 0, initial build number changed from 45 to 15.
      52. [162] 75mm Anti-aircraft Gun: build flags changed from NONE to NO AUTO-BUILD.
      53. [164] 150mm Howitzer: max import changed from 0 to ALL, import from changed from 0 to [827] 152mm Howitzer, import cost changed from 0 to 1, minimum import changed from 0 to 1, import % changed from DEFAULT to 100%.
      54. [165] 152mm Howitzer: type changed from Heavy Artillery to Artillery, upgrade changed from [223] 155mm Howitzer to 0.
      55. [169] 76mm Field Gun: name changed from 76mm Field Gun to 76mm Field Gun F-22, last year changed from 1944 to 1945, last month changed from 12 to 9.
      56. [175] StuIG33B: weapon 0 rate of fire changed from -3 to -1.
      57. [177] CV-33: last year changed from 1942 to 1941.
      58. [178] L6/40: last year changed from 1943 to 1942, last month changed from 1 to 9.
      59. [179] M-11/39: last year changed from 1941 to 1940, last month changed from 1 to 10.
      60. [180] M-13/40: last year changed from 1943 to 1942, last month changed from 1 to 12.
      61. [189] 75mm Anti-tank Gun: weapon 1 changed from [638] 6.5mm M1891 Rifle to [142] 6.5mm Mannlicher Rifle.
      62. [190] 20mm Anti-tank Gun: weapon 1 changed from [638] 6.5mm M1891 Rifle to [142] 6.5mm Mannlicher Rifle.
      63. [191] 37mm Anti-tank Gun: weapon 1 changed from [638] 6.5mm M1891 Rifle to [142] 6.5mm Mannlicher Rifle.
      64. [192] 47mm Anti-tank Gun: weapon 1 changed from [638] 6.5mm M1891 Rifle to [142] 6.5mm Mannlicher Rifle.
      65. [193] 20mm Anti-aircraft Gun: weapon 1 changed from [638] 6.5mm M1891 Rifle to [142] 6.5mm Mannlicher Rifle.
      66. [194] 90mm Anti-aircraft Gun: weapon 1 changed from [638] 6.5mm M1891 Rifle to [142] 6.5mm Mannlicher Rifle.
      67. [195] 65mm Infantry Gun: weapon 1 changed from [638] 6.5mm M1891 Rifle to [142] 6.5mm Mannlicher Rifle.
      68. [196] 81mm Mortar: max import changed from 0 to ALL, import from changed from 0 to [788] 82mm Mortar, weapon 1 changed from [638] 6.5mm M1891 Rifle to [142] 6.5mm Mannlicher Rifle, import cost changed from 0 to 1, minimum import changed from 0 to 1, import % changed from DEFAULT to 100%.
      69. [197] 8mm Machine Gun: weapon 1 changed from [638] 6.5mm M1891 Rifle to [142] 6.5mm Mannlicher Rifle.
      70. [199] Rifle Squad: weapon 0 changed from [141] 7.35mm M1938 Rifle to [142] 6.5mm Mannlicher Rifle.
      71. [200] 45mm Mortar: weapon 1 changed from [638] 6.5mm M1891 Rifle to [142] 6.5mm Mannlicher Rifle.
      72. [201] Assault Engineer Squad: weapon 0 changed from [141] 7.35mm M1938 Rifle to [142] 6.5mm Mannlicher Rifle.
      73. [202] Cavalry Squad: weapon 0 changed from [141] 7.35mm M1938 Rifle to [142] 6.5mm Mannlicher Rifle.
      74. [203] Motorcycle Squad: weapon 0 changed from [141] 7.35mm M1938 Rifle to [142] 6.5mm Mannlicher Rifle.
      75. [204] 75mm Field Gun: type changed from Artillery to Light Artillery, weapon 1 changed from [638] 6.5mm M1891 Rifle to [142] 6.5mm Mannlicher Rifle.
      76. [205] 100mm Howitzer: weapon 1 changed from [638] 6.5mm M1891 Rifle to [142] 6.5mm Mannlicher Rifle.
      77. [206] 105mm Howitzer: weapon 1 changed from [638] 6.5mm M1891 Rifle to [142] 6.5mm Mannlicher Rifle.
      78. [207] 149mm Howitzer: weapon 1 changed from [638] 6.5mm M1891 Rifle to [142] 6.5mm Mannlicher Rifle.
      79. [208] 210mm Howitzer: weapon 1 changed from [638] 6.5mm M1891 Rifle to [142] 6.5mm Mannlicher Rifle.
      80. [211] CV-33 Flame Tank: last month changed from 12 to 1.
      81. [213] 75mm Anti-aircraft Gun: weapon 1 changed from [638] 6.5mm M1891 Rifle to [142] 6.5mm Mannlicher Rifle.
      82. [214] Labor Squad: weapon 0 changed from [141] 7.35mm M1938 Rifle to [142] 6.5mm Mannlicher Rifle.
      83. [215] Motorized Rifle Squad: weapon 0 changed from [638] 6.5mm M1891 Rifle to [142] 6.5mm Mannlicher Rifle.
      84. [216] Panzerjager 38 H: symbol changed from [37] Panzerjager 38 to 0, last year changed from 1944 to 1943, last month changed from 1 to 3.
      85. [220] SdKfz-251/2 Mortar Carrier: type changed from HT MG to HT Mortar.
      86. [221] Panzer IVg '1943': import % changed from 20% to 25%.
      87. [222] 105mm Field Gun: weapon 1 changed from [638] 6.5mm M1891 Rifle to [142] 6.5mm Mannlicher Rifle.
      88. [223] 155mm Howitzer: max import changed from 0 to ALL, import from changed from 0 to [808] 152mm Gun-Howitzer, import cost changed from 0 to 1, minimum import changed from 0 to 1, import % changed from DEFAULT to 100%.
      89. [224] 8in Mk 7 Howitzer: max import changed from 0 to ALL, import from changed from 0 to [822] 203mm Howitzer, import cost changed from 0 to 1, minimum import changed from 0 to 1, import % changed from DEFAULT to 100%.
      90. [225] OA vz.30(R) Armored Car: weapon 1 changed from [263] 7.92mm vz.26 TMG to [283] 7.92mm vz.26 BMG.
      91. [226] CKD-R1: first year changed from 1939 to 1938, weapon 0 changed from [267] 7.92mm MG37 CMG to [266] 7.92mm vz.37 CMG, weapon 2 changed from [269] 7.92mm MG37 BMG to [268] 7.92mm vz.37 BMG, factory upgrade changed from [228] CKD-R2 to 0.
      92. [227] FT-17(R): factory upgrade changed from [226] CKD-R1 to 0.
      93. [228] CKD-R2: weapon 1 changed from [267] 7.92mm MG37 CMG to [266] 7.92mm vz.37 CMG, weapon 3 changed from [269] 7.92mm MG37 BMG to [268] 7.92mm vz.37 BMG, import % changed from DEFAULT to 50%, factory upgrade changed from [231] T-38E(R) to 0.
      94. [229] R-35: weapon 1 changed from [267] 7.92mm MG37 CMG to [266] 7.92mm vz.37 CMG.
      95. [231] T-38E(R): first year changed from 1943 to 1942, first month changed from 1 to 10, weapon 1 changed from [267] 7.92mm MG37 CMG to [266] 7.92mm vz.37 CMG, weapon 3 changed from [269] 7.92mm MG37 BMG to [268] 7.92mm vz.37 BMG, import % changed from DEFAULT to 50%.
      96. [232] T-3(n): last year changed from 1942 to 1943, last month changed from 11 to 2.
      97. [239] 149mm Field Gun: weapon 1 changed from [638] 6.5mm M1891 Rifle to [142] 6.5mm Mannlicher Rifle.
      98. [242] 20mm Anti-aircraft Gun: weapon 0 changed from [242] 20mm Oerlikon AA Gun to [243] 20mm Flak38 AA Gun, weapon 1 changed from [142] 6.5mm M1893 Rifle to [659] 7.92mm Mannlicher Rifle.
      99. [243] 37mm Anti-tank Gun: weapon 1 changed from [142] 6.5mm M1893 Rifle to [659] 7.92mm Mannlicher Rifle, turn build limit changed from NONE to 15 PER TURN, turn build % changed from 49% to DEFAULT.
      100. [244] 47mm Anti-tank Gun: weapon 0 changed from [323] 47mm 47/32 M35 Gun to [583] 47mm SA 37 Gun, weapon 1 changed from [142] 6.5mm M1893 Rifle to [659] 7.92mm Mannlicher Rifle, turn build limit changed from 25 PER TURN to 15 PER TURN.
      101. [245] 50mm Anti-tank Gun: turn build limit changed from 20 PER TURN to 15 PER TURN.
      102. [246] 75mm Anti-tank Gun: turn build limit changed from 15 PER TURN to 10 PER TURN.
      103. [247] 60mm Mortar: weapon 1 changed from [142] 6.5mm M1893 Rifle to [659] 7.92mm Mannlicher Rifle.
      104. [248] 81mm Mortar: max import changed from 0 to ALL, import from changed from 0 to [788] 82mm Mortar, weapon 1 changed from [142] 6.5mm M1893 Rifle to [659] 7.92mm Mannlicher Rifle, import cost changed from 0 to 1, minimum import changed from 0 to 1, import % changed from DEFAULT to 100%.
      105. [249] 120mm Mortar: weapon 1 changed from [142] 6.5mm M1893 Rifle to [659] 7.92mm Mannlicher Rifle.
      106. [250] 8mm Machine Gun: name changed from 8mm Machine Gun to 7.92mm Machine Gun, upgrade changed from 0 to [337] 7.92mm ZB53 Machine Gun, weapon 0 changed from [163] 8mm Schwarzlose HMG to [280] 7.92mm Schwarzlose HMG, weapon 1 changed from [142] 6.5mm M1893 Rifle to [132] 7.92mm vz.24 Rifle, scrap policy changed from DEFAULT (1 YEAR) to NONE, build flags changed from NONE to NO AUTO-BUILD, update TOE changed from NO to YES.
      107. [251] 7.92mm Machine Gun: name changed from 7.92mm Machine Gun to 7.92mm MG34 Machine Gun, id changed from 233 to 272, import % changed from 1% to DEFAULT.
      108. [253] Rifle Squad 44: weapon 2 changed from [166] 7.92mm MG42 LMG to [169] 7.92mm vz.26/30 LMG.
      109. [254] Rifle Squad 42: import cost changed from -4 to -5.
      110. [258] 37mm Anti-aircraft Gun: max import changed from 0 to ALL, import from changed from [124] 37mm Anti-aircraft Gun to [787] 37mm Anti-Aircraft Gun, weapon 1 changed from [142] 6.5mm M1893 Rifle to [659] 7.92mm Mannlicher Rifle, import cost changed from 0 to 2, minimum import changed from 0 to 1, import % changed from 1% to 100%.
      111. [259] 25mm Anti-aircraft Gun: weapon 1 changed from [142] 6.5mm M1893 Rifle to [659] 7.92mm Mannlicher Rifle.
      112. [260] 14.5mm Anti-tank Rifle: first year changed from 1942 to 1941, first month changed from 1 to 6, upgrade changed from 0 to [261] 7.92mm Anti-tank Rifle.
      113. [261] 7.92mm Anti-tank Rifle: first year changed from 1939 to 1942, last year changed from 1943 to 1945, last month changed from 6 to 9, upgrade changed from [260] 14.5mm Anti-tank Rifle to 0, initial build number changed from 0 to 15.
      114. [262] 75mm Field Gun: type changed from Artillery to Light Artillery, weapon 1 changed from [142] 6.5mm M1893 Rifle to [659] 7.92mm Mannlicher Rifle, turn build limit changed from 10 PER TURN to 15 PER TURN.
      115. [263] 100mm Howitzer: build cost changed from 42 to 48, weapon 0 changed from [396] 100mm vz.35 Howitzer to [400] 100mm vz.30 Howitzer, weapon 1 changed from [142] 6.5mm M1893 Rifle to [659] 7.92mm Mannlicher Rifle.
      116. [264] 122mm Howitzer: weapon 1 changed from [142] 6.5mm M1893 Rifle to [659] 7.92mm Mannlicher Rifle.
      117. [265] 13.2mm Anti-aircraft MG: weapon 1 changed from [142] 6.5mm M1893 Rifle to [659] 7.92mm Mannlicher Rifle.
      118. [266] Motor Squad 44: weapon 2 changed from [166] 7.92mm MG42 LMG to [169] 7.92mm vz.26/30 LMG.
      119. [268] 105mm Howitzer: last year changed from 1944 to 1945, last month changed from 12 to 9, weapon 1 changed from [142] 6.5mm M1893 Rifle to [659] 7.92mm Mannlicher Rifle.
      120. [269] 149mm Howitzer: max import changed from 0 to ALL, import from changed from 0 to [809] 152mm Howitzer, weapon 0 changed from [417] 149mm vz.25 Howitzer to [398] 149mm vz.37 Howitzer, weapon 1 changed from [142] 6.5mm M1893 Rifle to [659] 7.92mm Mannlicher Rifle, import cost changed from 0 to 1, minimum import changed from 0 to 1, import % changed from DEFAULT to 100%.
      121. [271] 45mm Anti-tank Gun: weapon 1 changed from [142] 6.5mm M1893 Rifle to [659] 7.92mm Mannlicher Rifle.
      122. [272] Labor Squad: weapon 0 changed from [142] 6.5mm M1893 Rifle to [659] 7.92mm Mannlicher Rifle.
      123. [273] 75mm Anti-aircraft Gun: weapon 0 changed from [371] 75mm Skoda L/48 AA Gun to [375] 75mm Vickers AA Gun, weapon 1 changed from [142] 6.5mm M1893 Rifle to [659] 7.92mm Mannlicher Rifle.
      124. [279] Turan-I: upgrade changed from [280] Turan-II to 0, update TOE changed from YES to NO.
      125. [280] Turan-II: type changed from Medium Tank to CS Tank.
      126. [281] T-38E(H): upgrade changed from [283] Panzer IVf(H) to [284] Panzer IVh(H), weapon 1 changed from [267] 7.92mm MG37 CMG to [266] 7.92mm vz.37 CMG, weapon 3 changed from [269] 7.92mm MG37 BMG to [268] 7.92mm vz.37 BMG, import % changed from DEFAULT to 50%, factory upgrade changed from [283] Panzer IVf(H) to 0.
      127. [282] Panzer IIIh(H): name changed from Panzer IIIh(H) to Panzer IIIm(H), load cost changed from 99 to 103, front armor changed from 55 to 66, upgrade changed from [283] Panzer IVf(H) to [284] Panzer IVh(H), fuel use changed from 52 to 56, supply use changed from 576 to 573, build cost changed from 268 to 277, max import changed from 0 to 30, import from changed from 0 to [10] Panzer IIIm, weapon 0 changed from [317] 50mm KwK38 L/42 Gun to [318] 50mm KwK39 L/60 Gun, weapon 0 ammo changed from 99 to 92, weapon 1 ammo changed from 1500 to 2250, weapon 3 ammo changed from 1200 to 1500, weapon 0 accuracy changed from 300 to 350, factory upgrade changed from [283] Panzer IVf(H) to [284] Panzer IVh(H).
      128. [283] Panzer IVf(H): type changed from Medium Tank to CS Tank, first year changed from 1943 to 1942, last year changed from 1944 to 1943, first month changed from 1 to 10, upgrade changed from [284] Panzer IVh(H) to [280] Turan-II, max import changed from 50 to 20, import % changed from DEFAULT to 50%, factory upgrade changed from [284] Panzer IVh(H) to [280] Turan-II.
      129. [289] 37mm Anti-tank Gun: scrap policy changed from DEFAULT (1 YEAR) to NONE, update TOE changed from NO to YES.
      130. [291] 75mm Anti-tank Gun: name changed from 75mm Anti-tank Gun to 75mm Anti-tank Gun PaK40, first month changed from 1 to 8.
      131. [294] 81mm Mortar: max import changed from 0 to ALL, import from changed from 0 to [788] 82mm Mortar, import cost changed from 0 to 1, minimum import changed from 0 to 1, import % changed from DEFAULT to 100%.
      132. [296] 8mm Machine Gun: last year changed from 1945 to 1943, last month changed from 9 to 12, weapon 0 changed from [163] 8mm Schwarzlose HMG to [231] 8mm Schwarzlose 07/31 HMG.
      133. [297] 7.92mm Machine Gun: name changed from 7.92mm Machine Gun to 7.92mm MG34 Machine Gun, weapon 0 changed from [197] 7.92mm MG42 MMG to [196] 7.92mm MG34 MMG, weapon 1 changed from [652] 8mm 35M Rifle to [655] 7.92mm 43M Rifle.
      134. [298] Rifle Squad 44: supply use changed from 98 to 96, weapon 0 changed from [652] 8mm 35M Rifle to [655] 7.92mm 43M Rifle, weapon 2 changed from [166] 7.92mm MG42 LMG to [657] 7.92mm Solothurn LMG, weapon 2 ammo changed from 500 to 300, import cost changed from 2 to 1.
      135. [299] Rifle Squad 39: supply use changed from 32 to 30, weapon 2 changed from [169] 7.92mm vz.26/30 LMG to [656] 8mm Solothurn LMG, weapon 2 ammo changed from 300 to 200.
      136. [300] Combat Engineer Squad: weapon 4 changed from [134] 9mm MP38/40 SMG to [658] 9mm Danuvia SMG.
      137. [301] Cavalry Squad: supply use changed from 51 to 49, weapon 2 changed from [169] 7.92mm vz.26/30 LMG to [656] 8mm Solothurn LMG, weapon 2 ammo changed from 450 to 250.
      138. [304] 100mm Howitzer: weapon 0 changed from [396] 100mm vz.35 Howitzer to [401] 100mm vz.14/19 Howitzer.
      139. [307] Zrinyi II: expansion rate changed from 0 to 1.
      140. [311] 105mm Howitzer: load cost changed from 14 to 11, first year changed from 1939 to 1941, supply use changed from 1445 to 1805, weapon 0 changed from [394] 105mm 105/28 Gun to [393] 105mm leFH18 Howitzer, weapon 1 changed from [654] 8mm 31M Rifle to [652] 8mm 35M Rifle, weapon 0 ammo changed from 40 to 50.
      141. [312] 75mm Field Gun: type changed from Artillery to Light Artillery.
      142. [313] 75mm Howitzer: type changed from Artillery to Light Artillery.
      143. [315] Rifle Squad 43: import cost changed from 3 to 2.
      144. [319] 81mm Mortar: max import changed from 0 to ALL, import from changed from 0 to [788] 82mm Mortar, import cost changed from 0 to 1, minimum import changed from 0 to 1, import % changed from DEFAULT to 100%.
      145. [323] 75mm Mountain Gun: type changed from Artillery to Light Artillery.
      146. [324] 80mm Field Gun: type changed from Artillery to Light Artillery.
      147. [331] OA vz.30(S) Armored Car: weapon 1 changed from [263] 7.92mm vz.26 TMG to [283] 7.92mm vz.26 BMG.
      148. [332] LT vz.35: factory upgrade changed from [333] LT-38 to 0.
      149. [336] Marder III(S): load cost changed from 47 to 50, first year changed from 1943 to 1944, last year changed from 1945 to 1944, last month changed from 9 to 6, speed changed from 26 to 22, front armor changed from 21 to 43, side armor changed from 12 to 16, first month changed from 9 to 2, build limit changed from 6 to 0, fuel use changed from 30 to 27, supply use changed from 464 to 683, build cost changed from 113 to 115, import from changed from [36] Marder III to [216] Panzerjager 38 H, weapon 1 changed from [227] 7.92mm MG34 AAMG to [268] 7.92mm vz.37 BMG, weapon 0 ammo changed from 27 to 38, weapon 0 rate of fire changed from -1 to -2, weapon 1 face changed from SM to FWD, scrap policy changed from DEFAULT (1 YEAR) to NONE.
      150. [350] Elefant: factory upgrade changed from [42] Jagdpanther to 0.
      151. [353] Toldi I: last month changed from 12 to 4.
      152. [354] Motorcycle Squad: weapon 2 changed from [169] 7.92mm vz.26/30 LMG to [656] 8mm Solothurn LMG.
      153. [355] 80mm Field Gun: type changed from Artillery to Light Artillery.
      154. [356] 45mm Anti-tank Gun: upgrade changed from [69] 75mm Anti-tank Gun to [68] 50mm Anti-tank Gun.
      155. [359] 40mm Anti-tank Gun: max import changed from 0 to ALL, import from changed from 0 to [289] 37mm Anti-tank Gun, import cost changed from 0 to 10, minimum import changed from 0 to 1, import % changed from DEFAULT to 50%.
      156. [360] 75mm Anti-tank Gun: name changed from 75mm Anti-tank Gun to 75mm Anti-tank Gun PaK40, last year changed from 1944 to 1945, last month changed from 2 to 9, first month changed from 7 to 8, photo changed from [246] 75mm Anti-tank Gun to 0, scrap policy changed from DEFAULT (1 YEAR) to NONE, update TOE changed from YES to NO, initial build number changed from 17 to 20, turn build limit changed from 15 PER TURN to 10 PER TURN.
      157. [369] 76mm Field Gun: name changed from 76mm Field Gun to 76mm Field Gun F-22, type changed from Artillery to Light Artillery.
      158. [381] T-26 M1931: last year changed from 1933 to 1932, scrap policy changed from 8 YEARS to 9 YEARS.
      159. [390] Panzer B-2 740(f): reliability changed from 36 to 35.
      160. [391] Flammpanzer B-2(f): reliability changed from 38 to 35.
      161. [413] Panhard P204(f) Armored Car: reliability changed from 97 to 5.
      162. [421] SdKfz-251/21 SP Flak: build limit changed from 5 to 6.
      163. [451] Stug IIIF/8: build limit changed from 9 to 8, import % changed from 10% to 25%.
      164. [456] SdKfz-10/5 SP Flak: update TOE changed from YES to NO.
      165. [662] Matilda II: weapon 0 face changed from FWD to TURRET, weapon 1 face changed from FWD to TURRET.
      166. [727] 76mm Field Gun ZiS: type changed from Artillery to Light Artillery.
      167. [730] Flamethrower Squad: first year changed from 1942 to 1941, first month changed from 7 to 8, initial build number changed from 100 to 50.
      168. [735] BT-7 M1937: last year changed from 1939 to 1938, scrap policy changed from 2 YEARS to 3 YEARS.
      169. [738] T-38 M1937: weapon 0 changed from [296] 7.62mm DT TMG to [259] 7.62mm DT TMG.
      170. [739] T-40 M1941: weapon 0 changed from [297] 12.7mm DShK TMG to [260] 12.7mm DShK TMG.
      171. [745] T-34 M1941: last month changed from 7 to 6.
      172. [753] T-28 M1940: last month changed from 12 to 1, scrap policy changed from DEFAULT (1 YEAR) to 2 YEARS.
      173. [772] GAZ-AAMG: last year changed from 1942 to 1941.
      174. [775] BA-64 Armored Car: weapon 0 changed from [296] 7.62mm DT TMG to [259] 7.62mm DT TMG.
      175. [779] BA-20 Armored Car: weapon 0 changed from [296] 7.62mm DT TMG to [259] 7.62mm DT TMG.
      176. [781] 45mm Anti-tank Gun M42: turn build limit changed from 150 PER TURN to 200 PER TURN.
      177. [785] 76mm Field Gun F-22: type changed from Artillery to Light Artillery.
      178. [794] Rifle Squad (-): last year changed from 1943 to 1942, last month changed from 6 to 12, scrap policy changed from DEFAULT (1 YEAR) to NONE.
      179. [795] Rifle Squad 42: import cost changed from 0 to -1.
      180. [796] Rifle Squad (+): import cost changed from 1 to 0.
      181. [797] Rifle Squad 43: import cost changed from 2 to 1.
      182. [799] Sapper Squad 41: first month changed from 1 to 8, import cost changed from 1 to -1.
      183. [800] Sapper Squad 39: last year changed from 1942 to 1941, last month changed from 12 to 8, upgrade changed from 0 to [799] Sapper Squad 41, scrap policy changed from DEFAULT (1 YEAR) to NONE.
      184. [802] Cavalry Squad 41: import cost changed from 1 to 0.
      185. [803] Cavalry Squad 43: turn build limit changed from 200 PER TURN to 250 PER TURN.
      186. [806] 85mm Anti-aircraft Gun: max import changed from 0 to ALL, import from changed from 0 to [811] 76mm Anti-aircraft Gun, import cost changed from 0 to 20, minimum import changed from 0 to 1, import % changed from DEFAULT to 30%.
      187. [811] 76mm Anti-aircraft Gun: scrap policy changed from 2 YEARS to NONE.
      188. [1483] Vehicle: build limit changed from 20 to 0.
      189. [1489] Armaments Production: build limit changed from 16 to 0.
      190. NEW [337] 7.92mm ZB53 Machine Gun.
      191. NEW [361] 75mm Anti-tank Gun.
      192. NEW [362] 75mm Anti-tank Gun.
      193. NEW [363] 75mm Anti-tank Gun.
      194. NEW [364] 105mm Field Gun.
      195. NEW [365] 75mm Infantry Gun.
      196. NEW [366] 76mm Anti-tank Gun ZiS.
      197. NEW [367] 76mm Field Gun ZiS.
      198. NEW [368] 76mm Field Gun ZiS.
      199. NEW [397] Panzer M15/42 738(i).
      200. NEW [407] Stug M42 851(i).
      201. NEW [409] StuG M43 853(i).
      202. NEW [422] SdKfz-8 Flak-18.
      203. NEW [457] Panzer T-34B 747(r).
      204. NEW [458] Panzer T-34D 747(r).
      205. NEW [459] 88mm Anti-aircraft Gun.
      206. NEW [460] 47mm Infantry Gun.
      207. NEW [461] SdKfz-251/9D Halftrack.

    Aircraft changes

      1. [10] Bf 109G-14: climb changed from 3938 to 4268, max load changed from 552 to 1104, upgrade changed from 0 to [441] Bf 109G-10, build limit changed from 30 to 35, last year changed from 1945 to 1944, last month changed from 9 to 12.
      2. [12] Bf 109G-6: build limit changed from 30 to 55.
      3. [15] Bf 109K-4: name changed from Bf 109K-4 to Bf 109G-14/AS, max speed changed from 443 to 429, cruise speed changed from 330 to 320, climb changed from 4900 to 4514, range changed from 605 to 586, maneuver changed from 38 to 37, first month changed from 9 to 7, upgrade changed from 0 to [456] Bf 109K-4, build cost changed from 478 to 463, build limit changed from 25 to 20, last year changed from 1945 to 1944, last month changed from 9 to 12, weapon 0 changed from [45] 30mm Cannon MK108 to [32] 20mm Cannon MG151.
      4. [20] Bf 110D-1/R2: factory upgrade changed from [22] Bf 110E-2 to 0.
      5. [30] Do 215B-1: factory upgrade changed from [77] Ju 88D-1 to 0.
      6. [32] Do 217E-2: build limit changed from 4 to 3.
      7. [39] Fw 189A: maneuver changed from 24 to 28.
      8. [40] Fw 190A-4: upgrade changed from [90] Fw 190A-8 to [466] Fw 190A-6, build limit changed from 9 to 14, last month changed from 12 to 6, factory upgrade changed from [90] Fw 190A-8 to [466] Fw 190A-6.
      9. [43] Fw 190D-9: build limit changed from 10 to 20.
      10. [44] Fw 190F: first year changed from 1942 to 1943, first month changed from 12 to 1, build limit changed from 7 to 10, last year changed from 1943 to 1944, last month changed from 12 to 3.
      11. [51] He 111H-20/R2: weapon 3 changed from [650] 7.92mm MG 81Z to [11] 7.92mm MG 81, weapon 3 number changed from 1 to 2.
      12. [54] He 111P: factory upgrade changed from [77] Ju 88D-1 to 0.
      13. [63] Hs 126B-1: build limit changed from 0 to 7, last year changed from 1940 to 1941, last month changed from 8 to 10, expansion rate changed from 0 to 1, factory upgrade changed from 0 to [64] Hs 129B, change to modifier changed from 0 to 25.
      14. [64] Hs 129B: start limit changed from 0 to 1.
      15. [69] Ju 86E-2: first year changed from 1939 to 1937, first month changed from 9 to 1, last year changed from 1940 to 1939, last month changed from 12 to 8.
      16. [77] Ju 88D-1: max altitude changed from 29530 to 30000, cruise speed changed from 252 to 239, climb changed from 1060 to 1100, endurance changed from 360 to 450, range changed from 1512 to 1792, build limit changed from 7 to 13.
      17. [81] Me 210A-1: first month changed from 11 to 8, build limit changed from 4 to 3, last month changed from 5 to 3.
      18. [84] Me 410A: first month changed from 6 to 4.
      19. [90] Fw 190A-8: build limit changed from 20 to 30, expansion rate changed from 1 to 2.
      20. [91] Fw 190F-8: first month changed from 1 to 4, build limit changed from 14 to 31, expansion rate changed from 1 to 5.
      21. [96] Ju 188F: cruise speed changed from 274 to 269, endurance changed from 335 to 380, range changed from 1529 to 1703.
      22. [115] Hurricane I(F): max altitude changed from 33000 to 33500, max speed changed from 328 to 320, cruise speed changed from 240 to 212, climb changed from 2300 to 2400, endurance changed from 115 to 205, range changed from 460 to 724, durability changed from 26 to 28, sortie fuel changed from 705 to 729.
      23. [166] Bf 109E-3(R): max import changed from 34 to 20, last year changed from 1943 to 1942, last month changed from 2 to 5.
      24. [168] Bf 109G-6(R): build limit changed from 2 to 1.
      25. [172] Hurricane I(R): max altitude changed from 33000 to 33500, max speed changed from 328 to 320, cruise speed changed from 240 to 212, climb changed from 2300 to 2400, endurance changed from 115 to 205, range changed from 460 to 724, durability changed from 26 to 28, sortie fuel changed from 705 to 729.
      26. [176] He 111H-6(R): first year changed from 1943 to 1942, first month changed from 1 to 6, max import changed from 22 to 15, last year changed from 1944 to 1943, last month changed from 7 to 6.
      27. [177] Do 17M(R): max import changed from 10 to 12.
      28. [178] Fi 156C(R): max import changed from 32 to 37, last year changed from 1944 to 1942.
      29. [179] He 111H-3(R): last year changed from 1942 to 1941.
      30. [182] IAR 38 Rcn: name changed from IAR 38 Rcn to IAR 39 Rcn, max altitude changed from 22969 to 26248, max speed changed from 168 to 206, cruise speed changed from 128 to 165, climb changed from 1479 to 1709, endurance changed from 220 to 190, range changed from 469 to 522, first year changed from 1942 to 1943, first month changed from 1 to 6, import from changed from [184] IAR 38 to [185] IAR 39, import % changed from 100% to 40%.
      31. [184] IAR 38: cruise speed changed from 125 to 128, endurance changed from 200 to 220, range changed from 416 to 469, maneuver changed from 24 to 25, type changed from Tactical Bomber to Recon, upgrade changed from [185] IAR 39 to [182] IAR 39 Rcn, sortie ammo changed from 720 to 60, last year changed from 1939 to 1943, last month changed from 7 to 5, weapon 2 changed from [60] 50kg GP Bomb to 0, weapon 2 number changed from 6 to 0, weapon 2 face changed from EXT to FWD, factory upgrade changed from [185] IAR 39 to [182] IAR 39 Rcn.
      32. [194] PZL 11F(R): first year changed from 1940 to 1939, upgrade changed from [195] PZL 24E(R) to [186] IAR 80A, last year changed from 1941 to 1940, last month changed from 12 to 9, factory upgrade changed from [195] PZL 24E(R) to [186] IAR 80A.
      33. [195] PZL 24E(R): factory upgrade changed from 0 to [187] IAR 81A.
      34. [204] Ju 88D-1(R): max altitude changed from 29530 to 30000, cruise speed changed from 252 to 239, climb changed from 1060 to 1100, endurance changed from 360 to 450, range changed from 1512 to 1792.
      35. [208] Bf 109G-10(H): name changed from Bf 109G-10(H) to Bf 109G-10/U4(H), first year changed from 1944 to 1945, first month changed from 11 to 1, build cost changed from 460 to 463, import from changed from [15] Bf 109K-4 to [441] Bf 109G-10, weapon 0 changed from [32] 20mm Cannon MG151 to [45] 30mm Cannon MK108.
      36. [209] Bf 109F-4(H): max import changed from 66 to 42, factory upgrade changed from [231] Me 210Ca-1(H) to 0.
      37. [210] Bf 109G-14(H): name changed from Bf 109G-14(H) to Bf 109G-14/U4(H), climb changed from 3938 to 4268, build limit changed from 1 to 2, weapon 0 changed from [32] 20mm Cannon MG151 to [45] 30mm Cannon MK108.
      38. [213] Bf 109G-8(H): max import changed from 12 to 22.
      39. [218] Bf 110G-4(H): first month changed from 9 to 1, max import changed from 15 to 5.
      40. [219] Fw 189A(H): last year changed from 1945 to 1944, last month changed from 9 to 5.
      41. [222] He 170A: factory upgrade changed from 0 to [229] Ju 88D-1(H).
      42. [223] He 46C(H): name changed from He 46C(H) to He 46E-2(H), max altitude changed from 19688 to 21328, max speed changed from 161 to 174, cruise speed changed from 137 to 140, range changed from 502 to 513, sortie ammo changed from 20 to 60, weapon 1 changed from 0 to [14] 7.92mm Gebauer MG, weapon 0 number changed from 1 to 2, weapon 1 number changed from 0 to 1, weapon 0 face changed from TR to FWD, weapon 1 face changed from FWD to TR.
      43. [225] Ju 52/3m(H): last month changed from 6 to 5.
      44. [227] Ju 87D(H): max import changed from 48 to 26.
      45. [228] Ju 88A(H): last year changed from 1945 to 1944, last month changed from 9 to 5.
      46. [229] Ju 88D-1(H): max altitude changed from 29530 to 30000, cruise speed changed from 252 to 239, climb changed from 1060 to 1100, endurance changed from 360 to 450, range changed from 1512 to 1792, last year changed from 1945 to 1944, last month changed from 9 to 5.
      47. [231] Me 210Ca-1(H): upgrade changed from [210] Bf 109G-14(H) to 0, factory upgrade changed from 0 to [210] Bf 109G-14/U4(H).
      48. [232] Re.2000 Heja: first month changed from 8 to 6, max import changed from 70 to 50.
      49. [234] SM.75(H): factory upgrade changed from [225] Ju 52/3m(H) to 0.
      50. [235] WM 21: name changed from WM 21 to WM 21 Solyom, first year changed from 1941 to 1939, first month changed from 1 to 9, last year changed from 1945 to 1942, last month changed from 9 to 8.
      51. [241] B-534: last year changed from 1945 to 1942, last month changed from 9 to 10.
      52. [243] Bf 109E-7(S): first month changed from 11 to 7.
      53. [245] Bf 109G-6(S): max import changed from 30 to 15, last year changed from 1945 to 1944, last month changed from 9 to 8.
      54. [247] Bk-534: last year changed from 1945 to 1942, last month changed from 9 to 10.
      55. [249] Fi 156C(S): last year changed from 1945 to 1944, last month changed from 9 to 8.
      56. [251] Fw 189A(S): last year changed from 1945 to 1944, last month changed from 9 to 3.
      57. [252] He 111H-3(S): last year changed from 1945 to 1944, last month changed from 9 to 8.
      58. [253] Ju 87D(S): max import changed from 40 to 30, last year changed from 1945 to 1944, last month changed from 9 to 8.
      59. [281] MiG-3: factory upgrade changed from [282] MiG-3 '1942' to [317] IL-2.
      60. [288] Yak-9D: first month changed from 3 to 4.
      61. [298] LaGG-3 '11 Series': last month changed from 8 to 4.
      62. [314] SB-2 Rcn: cruise speed changed from 215 to 220, endurance changed from 290 to 300, range changed from 1039 to 1100.
      63. [317] IL-2: start limit changed from 0 to 1.
      64. [326] U-2 Rcn: cruise speed changed from 72 to 75, endurance changed from 236 to 250, range changed from 283 to 312.
      65. [332] Pe-3: durability changed from 39 to 35.
      66. [333] Pe-3bis: max altitude changed from 29858 to 29530, max speed changed from 336 to 345, cruise speed changed from 218 to 230, climb changed from 1856 to 1922, range changed from 962 to 1015, build limit changed from 3 to 2, last year changed from 1942 to 1945, last month changed from 12 to 9.
      67. [342] TB-3G-2: endurance changed from 750 to 760, range changed from 1787 to 1811.
      68. [356] Hurricane IIB: cruise speed changed from 256 to 199, climb changed from 2300 to 2600, endurance changed from 105 to 190, range changed from 448 to 630, sortie fuel changed from 705 to 729.
      69. [357] Hurricane IIC: max speed changed from 334 to 336, cruise speed changed from 245 to 195, climb changed from 2780 to 2550, endurance changed from 105 to 190, range changed from 428 to 617, sortie fuel changed from 705 to 729.
      70. [364] P-40B: max altitude changed from 29500 to 33300, cruise speed changed from 231 to 202, climb changed from 2500 to 2600, endurance changed from 175 to 300, range changed from 673 to 1010, sortie fuel changed from 839 to 926.
      71. [369] P-47D Thunderbolt: max speed changed from 435 to 430, cruise speed changed from 210 to 235, climb changed from 2800 to 3000, endurance changed from 265 to 220, range changed from 927 to 861, reliability changed from 10 to 8.
      72. [371] Spitfire LF.IX: max altitude changed from 40000 to 42000, max speed changed from 408 to 404, cruise speed changed from 228 to 220, climb changed from 3400 to 3700, endurance changed from 120 to 160, range changed from 456 to 586, durability changed from 28 to 29.
      73. [372] Spitfire Vb: name changed from Spitfire Vb to Spitfire VB, max speed changed from 368 to 378, cruise speed changed from 210 to 215, climb changed from 2670 to 2800, endurance changed from 135 to 178, range changed from 472 to 637.
      74. [374] C-47: max speed changed from 230 to 232, cruise speed changed from 185 to 175, climb changed from 1130 to 1070, endurance changed from 400 to 520, range changed from 1233 to 1516, last month changed from 8 to 9.
      75. [442] Bf 109G-6/R2: climb changed from 3938 to 4268.
      76. [450] Me 210Ca-1: factory upgrade changed from 0 to 0.
      77. [455] Do 217E-4: build limit changed from 4 to 6.
      78. [469] Fw 190A-9: build limit changed from 10 to 25.
      79. NEW [50] He 111H.
      80. NEW [224] Ju 86K(H).
      81. NEW [230] He 111P(H).
      82. NEW [233] Do 215B-4(H).
      83. NEW [441] Bf 109G-10.
      84. NEW [456] Bf 109K-4.
      85. NEW [466] Fw 190A-6.

    TOE changes

      1. [10] 41b Airborne Brigade: squad 2 changed from [800] Sapper Squad 39 to [799] Sapper Squad 41, squad 9 changed from [1501] Support to [730] Flamethrower Squad, squad 10 changed from 0 to [1501] Support, squad number 2 changed from 12 to 10, squad number 9 changed from 38 to 2, squad number 10 changed from 0 to 38.
      2. [32] 41 Jager Division: upgrade changed from [127] 44 Jager Division to [682] 44a Jager Division.
      3. [34] 41 Panzer Division: last year changed from 1942 to 1941, last month changed from 3 to 7, upgrade changed from [35] 42a Panzer Division to [685] 41a Panzer Division, squad 16 changed from [18] Panzer IVf to [6] Panzer IIIe, squad 17 changed from 0 to [18] Panzer IVf, squad 18 changed from [76] 50mm Mortar to [16] Panzer IVc, squad 19 changed from [79] 7.92mm MG34 Machine Gun to [76] 50mm Mortar, squad 20 changed from [91] 7.92mm Anti-tank Rifle to [79] 7.92mm MG34 Machine Gun, squad 21 changed from [98] Panzer Grenadier Squad 41 to [91] 7.92mm Anti-tank Rifle, squad 22 changed from [64] SdKfz-251/2 Mortar Carrier to [98] Panzer Grenadier Squad 41, squad 23 changed from [62] SdKfz-251/1 MG Carrier to [64] SdKfz-251/2 Mortar Carrier, squad 24 changed from [63] SdKfz-251/10 Halftrack to [62] SdKfz-251/1 MG Carrier, squad 25 changed from [1490] Support to [63] SdKfz-251/10 Halftrack, squad 26 changed from 0 to [1490] Support, squad number 14 changed from 45 to 55, squad number 15 changed from 105 to 71, squad number 16 changed from 20 to 34, squad number 17 changed from 0 to 20, squad number 18 changed from 45 to 10, squad number 19 changed from 70 to 45, squad number 20 changed from 52 to 70, squad number 21 changed from 9 to 52, squad number 22 changed from 2 to 9, squad number 23 changed from 4 to 2, squad number 24 changed from 1 to 4, squad number 25 changed from 559 to 1, squad number 26 changed from 0 to 559.
      4. [35] 42a Panzer Division: squad 18 changed from [19] Panzer IVf2 to [20] Panzer IVg, squad number 16 changed from 90 to 105, squad number 17 changed from 15 to 16, squad number 18 changed from 20 to 12.
      5. [38] 41 Rum. Infantry Division: squad 8 changed from [262] 75mm Field Gun to [460] 47mm Infantry Gun, squad 9 changed from [263] 100mm Howitzer to [262] 75mm Field Gun, squad 10 changed from [247] 60mm Mortar to [263] 100mm Howitzer, squad 11 changed from [250] 8mm Machine Gun to [247] 60mm Mortar, squad 12 changed from [1493] Support to [250] 7.92mm Machine Gun, squad 13 changed from 0 to [1493] Support, squad number 1 changed from 36 to 48, squad number 2 changed from 72 to 48, squad number 3 changed from 18 to 21, squad number 7 changed from 30 to 12, squad number 8 changed from 36 to 18, squad number 9 changed from 16 to 36, squad number 10 changed from 54 to 16, squad number 11 changed from 148 to 60, squad number 12 changed from 433 to 146, squad number 13 changed from 0 to 445.
      6. [39] 41a Rum. Mountain Brigade: squad 5 changed from [244] 47mm Anti-tank Gun to [242] 20mm Anti-aircraft Gun, squad 6 changed from [262] 75mm Field Gun to [244] 47mm Anti-tank Gun, squad 7 changed from [263] 100mm Howitzer to [262] 75mm Field Gun, squad 8 changed from [247] 60mm Mortar to [263] 100mm Howitzer, squad 9 changed from [250] 8mm Machine Gun to [247] 60mm Mortar, squad 10 changed from [1493] Support to [250] 7.92mm Machine Gun, squad 11 changed from 0 to [1493] Support, squad number 1 changed from 60 to 14, squad number 2 changed from 60 to 24, squad number 3 changed from 27 to 24, squad number 4 changed from 16 to 12, squad number 6 changed from 24 to 12, squad number 7 changed from 8 to 24, squad number 8 changed from 36 to 12, squad number 9 changed from 74 to 36, squad number 10 changed from 308 to 76, squad number 11 changed from 0 to 308.
      7. [47] 42a SS Motorized Division: squad 19 changed from [3] Panzer IIf to 0, squad 20 changed from [9] Panzer IIIL to 0, squad 21 changed from [18] Panzer IVf to 0, squad number 19 changed from 15 to 0, squad number 20 changed from 36 to 0, squad number 21 changed from 4 to 0.
      8. [48] 42 SS Motorized Division (-): squad 24 changed from [3] Panzer IIf to 0, squad 25 changed from [19] Panzer IVf2 to 0, squad 26 changed from [18] Panzer IVf to 0, squad number 22 changed from 36 to 30, squad number 24 changed from 12 to 0, squad number 25 changed from 27 to 0, squad number 26 changed from 3 to 0.
      9. [54] 42b Guards Rifle Division: squad 9 changed from [727] 76mm Field Gun ZiS to [785] 76mm Field Gun F-22.
      10. [55] 42c Rifle Division: squad 8 changed from [727] 76mm Field Gun ZiS to [785] 76mm Field Gun F-22.
      11. [57] 42c Guards Rifle Division: squad 8 changed from [727] 76mm Field Gun ZiS to [785] 76mm Field Gun F-22.
      12. [58] 42c Guards Rifle Corps: squad 8 changed from [727] 76mm Field Gun ZiS to [785] 76mm Field Gun F-22.
      13. [63] 42 Guards Cavalry Corps: squad 6 changed from [727] 76mm Field Gun ZiS to [785] 76mm Field Gun F-22.
      14. [64] 42 Guards Cavalry Division: squad 6 changed from [727] 76mm Field Gun ZiS to [785] 76mm Field Gun F-22.
      15. [65] 42 Hun. Armored Division: squad 12 changed from [279] Turan-I to [283] Panzer IVf(H).
      16. [73] 42 Mechanized Corps: squad 9 changed from [727] 76mm Field Gun ZiS to [785] 76mm Field Gun F-22.
      17. [75] 42 Rum. Armored Division: squad 7 changed from [360] 75mm Anti-tank Gun to [361] 75mm Anti-tank Gun, squad 12 changed from [241] SdKfz-222(R) Armored Car to [460] 47mm Infantry Gun, squad 13 changed from [232] T-3(n) to [241] SdKfz-222(R) Armored Car, squad 14 changed from [233] T-4(g) to [232] T-3(n), squad 15 changed from [228] CKD-R2 to [233] T-4(g), squad 16 changed from [247] 60mm Mortar to [228] CKD-R2, squad 17 changed from [250] 8mm Machine Gun to [247] 60mm Mortar, squad 18 changed from [1493] Support to [250] 7.92mm Machine Gun, squad 19 changed from 0 to [1493] Support, squad number 5 changed from 68 to 48, squad number 12 changed from 10 to 20, squad number 13 changed from 11 to 10, squad number 15 changed from 109 to 11, squad number 16 changed from 37 to 109, squad number 17 changed from 56 to 38, squad number 18 changed from 325 to 56, squad number 19 changed from 0 to 325.
      18. [77] 42 Rum. Infantry Division: squad 6 changed from [244] 47mm Anti-tank Gun to [259] 25mm Anti-aircraft Gun, squad 7 changed from [360] 75mm Anti-tank Gun to [243] 37mm Anti-tank Gun, squad 8 changed from [262] 75mm Field Gun to [244] 47mm Anti-tank Gun, squad 9 changed from [263] 100mm Howitzer to [361] 75mm Anti-tank Gun, squad 10 changed from [247] 60mm Mortar to [460] 47mm Infantry Gun, squad 11 changed from [250] 8mm Machine Gun to [262] 75mm Field Gun, squad 12 changed from [1493] Support to [263] 100mm Howitzer, squad 13 changed from 0 to [247] 60mm Mortar, squad 14 changed from 0 to [250] 7.92mm Machine Gun, squad 15 changed from 0 to [1493] Support, squad number 0 changed from 324 to 340, squad number 1 changed from 48 to 32, squad number 2 changed from 54 to 66, squad number 3 changed from 36 to 24, squad number 5 changed from 14 to 16, squad number 6 changed from 56 to 6, squad number 7 changed from 6 to 18, squad number 8 changed from 36 to 30, squad number 9 changed from 24 to 6, squad number 10 changed from 87 to 16, squad number 11 changed from 149 to 24, squad number 12 changed from 337 to 24, squad number 13 changed from 0 to 66, squad number 14 changed from 0 to 144, squad number 15 changed from 0 to 332.
      19. [78] 42 Rum. Mountain Division: squad 1 changed from [256] Assault Squad to [257] Cavalry Squad, squad 2 changed from [248] 81mm Mortar to [256] Assault Squad, squad 3 changed from [249] 120mm Mortar to [248] 81mm Mortar, squad 4 changed from [265] 13.2mm Anti-aircraft MG to [249] 120mm Mortar, squad 5 changed from [242] 20mm Anti-aircraft Gun to [265] 13.2mm Anti-aircraft MG, squad 6 changed from [244] 47mm Anti-tank Gun to [242] 20mm Anti-aircraft Gun, squad 7 changed from [262] 75mm Field Gun to [244] 47mm Anti-tank Gun, squad 8 changed from [263] 100mm Howitzer to [460] 47mm Infantry Gun, squad 9 changed from [247] 60mm Mortar to [262] 75mm Field Gun, squad 10 changed from [250] 8mm Machine Gun to [263] 100mm Howitzer, squad 11 changed from [1493] Support to [247] 60mm Mortar, squad 12 changed from 0 to [250] 7.92mm Machine Gun, squad 13 changed from 0 to [1493] Support, squad number 1 changed from 18 to 12, squad number 2 changed from 24 to 30, squad number 3 changed from 12 to 24, squad number 6 changed from 24 to 12, squad number 7 changed from 24 to 12, squad number 9 changed from 22 to 24, squad number 10 changed from 72 to 12, squad number 11 changed from 275 to 66, squad number 12 changed from 0 to 96, squad number 13 changed from 0 to 275.
      20. [79] 42a Tank Corps: squad 6 changed from [783] 76mm Anti-tank Gun ZiS to [817] 76mm Anti-tank Gun F-22.
      21. [80] 42b Tank Corps: squad 7 changed from [783] 76mm Anti-tank Gun ZiS to [817] 76mm Anti-tank Gun F-22, squad 8 changed from [727] 76mm Field Gun ZiS to [785] 76mm Field Gun F-22.
      22. [82] 42b Tank Brigade: squad 3 changed from [783] 76mm Anti-tank Gun ZiS to [817] 76mm Anti-tank Gun F-22.
      23. [85] 44 Guards Mechanized Corps: squad 17 changed from [779] BA-20 Armored Car to 0, squad number 17 changed from 9 to 0, squad number 18 changed from 41 to 50.
      24. [87] 43b Guards Tank Corps: squad 17 changed from [779] BA-20 Armored Car to 0, squad number 17 changed from 9 to 0, squad number 18 changed from 27 to 36.
      25. [92] 44 Mechanized Corps: squad 17 changed from [779] BA-20 Armored Car to 0, squad number 17 changed from 9 to 0, squad number 18 changed from 41 to 50.
      26. [95] 43 Panzer Battalion: name changed from 43 to 43a.
      27. [96] 43a Panzer Division: squad number 26 changed from 74 to 71, squad number 27 changed from 20 to 15.
      28. [102] 43 Rum. Security Division: squad number 6 changed from 107 to 42.
      29. [105] 43b Tank Corps: squad 14 changed from [779] BA-20 Armored Car to 0, squad number 14 changed from 9 to 0, squad number 15 changed from 27 to 36.
      30. [120] 45 Mechanized Corps: squad 17 changed from [779] BA-20 Armored Car to 0, squad number 17 changed from 9 to 0, squad number 18 changed from 44 to 53.
      31. [122] 44 Tank Corps: squad 17 changed from [779] BA-20 Armored Car to 0, squad number 17 changed from 9 to 0, squad number 18 changed from 27 to 36.
      32. [131] 44 Panzer Division: squad 24 changed from [21] Panzer IVh to [23] Panther A, squad 25 changed from [24] Panther G to [21] Panzer IVh, squad number 24 changed from 78 to 84, squad number 25 changed from 73 to 76.
      33. [134] 44 Rum. Armored Division: squad 10 changed from [246] 75mm Anti-tank Gun to [360] 75mm Anti-tank Gun PaK40, squad 13 changed from [241] SdKfz-222(R) Armored Car to [460] 47mm Infantry Gun, squad 14 changed from [238] TACAM R-2 to [241] SdKfz-222(R) Armored Car, squad 15 changed from [236] TA(g) to [237] TACAM T-60, squad 16 changed from [234] T-4(h) to [236] TA(g), squad 17 changed from [247] 60mm Mortar to [234] T-4(h), squad 18 changed from [251] 7.92mm Machine Gun to [247] 60mm Mortar, squad 19 changed from [1493] Support to [251] 7.92mm MG34 Machine Gun, squad 20 changed from 0 to [1493] Support, squad number 8 changed from 24 to 9, squad number 13 changed from 22 to 11, squad number 14 changed from 10 to 6, squad number 15 changed from 22 to 10, squad number 16 changed from 48 to 22, squad number 17 changed from 27 to 48, squad number 18 changed from 72 to 27, squad number 19 changed from 329 to 60, squad number 20 changed from 0 to 329.
      34. [135] 44 Rum. Cavalry Division: squad 7 changed from [246] 75mm Anti-tank Gun to [360] 75mm Anti-tank Gun PaK40, squad number 1 changed from 9 to 7, squad number 7 changed from 27 to 15, squad number 10 changed from 24 to 67, squad number 11 changed from 30 to 56.
      35. [136] 43 Rum. Infantry Division: squad 1 changed from [256] Assault Squad to [257] Cavalry Squad, squad 2 changed from [248] 81mm Mortar to [256] Assault Squad, squad 3 changed from [249] 120mm Mortar to [248] 81mm Mortar, squad 4 changed from [265] 13.2mm Anti-aircraft MG to [249] 120mm Mortar, squad 5 changed from [242] 20mm Anti-aircraft Gun to [265] 13.2mm Anti-aircraft MG, squad 6 changed from [244] 47mm Anti-tank Gun to [242] 20mm Anti-aircraft Gun, squad 7 changed from [245] 50mm Anti-tank Gun to [244] 47mm Anti-tank Gun, squad 8 changed from [360] 75mm Anti-tank Gun to [245] 50mm Anti-tank Gun, squad 9 changed from [262] 75mm Field Gun to [360] 75mm Anti-tank Gun PaK40, squad 10 changed from [263] 100mm Howitzer to [460] 47mm Infantry Gun, squad 11 changed from [247] 60mm Mortar to [262] 75mm Field Gun, squad 12 changed from [251] 7.92mm Machine Gun to [263] 100mm Howitzer, squad 13 changed from [1493] Support to [247] 60mm Mortar, squad 14 changed from 0 to [250] 7.92mm Machine Gun, squad 15 changed from 0 to [1493] Support, squad number 1 changed from 54 to 16, squad number 2 changed from 36 to 48, squad number 3 changed from 18 to 36, squad number 4 changed from 16 to 18, squad number 5 changed from 12 to 16, squad number 6 changed from 34 to 12, squad number 8 changed from 21 to 18, squad number 9 changed from 48 to 21, squad number 11 changed from 81 to 24, squad number 12 changed from 141 to 24, squad number 13 changed from 397 to 90, squad number 14 changed from 0 to 144, squad number 15 changed from 0 to 395.
      36. [138] 44 Heavy Panzer Battalion: squad 4 changed from [1490] Support to [89] Motorcycle Squad, squad 5 changed from 0 to [1490] Support, squad number 4 changed from 20 to 2, squad number 5 changed from 0 to 27.
      37. [143] 45 Guards Mechanized Corps: squad 16 changed from [779] BA-20 Armored Car to 0, squad number 16 changed from 9 to 0, squad number 17 changed from 44 to 53.
      38. [144] 44 Guards Tank Corps: squad 16 changed from [779] BA-20 Armored Car to 0, squad number 16 changed from 9 to 0, squad number 17 changed from 27 to 36.
      39. [146] 41 Mountain Division: last year changed from 1942 to 1941, last month changed from 12 to 8, squad 3 changed from [789] 120mm Mortar to [729] 107mm Mortar.
      40. [148] 42d Guards Rifle Corps: squad 6 changed from [781] 45mm Anti-tank Gun M42 to [780] 45mm Anti-tank Gun M37, squad 8 changed from [727] 76mm Field Gun ZiS to [785] 76mm Field Gun F-22.
      41. [152] 44 Mountain Division: squad 4 changed from [789] 120mm Mortar to [729] 107mm Mortar.
      42. [195] 42b Rifle Corps: squad 8 changed from [727] 76mm Field Gun ZiS to [785] 76mm Field Gun F-22.
      43. [199] 42b Guards Rifle Corps: squad 8 changed from [727] 76mm Field Gun ZiS to [785] 76mm Field Gun F-22.
      44. [220] 41 Pioneer Battalion: squad number 1 changed from 33 to 21.
      45. [273] 41 Rum. Security Division: squad number 6 changed from 36 to 18, squad number 7 changed from 102 to 42.
      46. [285] 43 Heavy Panzer Battalion: first month changed from 6 to 3, squad 1 changed from [1490] Support to [209] SdKfz-7/1 SP Flak, squad 2 changed from 0 to [101] Panzer Pioneer Squad 39, squad 3 changed from 0 to [98] Panzer Grenadier Squad 41, squad 4 changed from 0 to [89] Motorcycle Squad, squad 5 changed from 0 to [1490] Support, squad number 1 changed from 25 to 3, squad number 2 changed from 0 to 2, squad number 3 changed from 0 to 3, squad number 4 changed from 0 to 2, squad number 5 changed from 0 to 27.
      47. [286] 43 Heavy Panzerjager Battalion: squad 1 changed from [82] Rifle Squad 43 to [81] Rifle Squad 39.
      48. [290] 41 Hun. Artillery Battalion: squad 0 changed from [309] 149mm Howitzer to [364] 105mm Field Gun.
      49. [327] 41 Fin. Heavy Artillery Battalion: squad 0 changed from [165] 152mm Howitzer to [223] 155mm Howitzer.
      50. [335] 42 Jager Division: upgrade changed from [127] 44 Jager Division to [682] 44a Jager Division.
      51. [337] 43 Sturm Division: squad 0 changed from [82] Rifle Squad 43 to [81] Rifle Squad 39, squad 2 changed from [85] Pioneer Squad 43 to [84] Pioneer Squad 39.
      52. [340] 43 Infantry Division: upgrade changed from [126] 44 Infantry Division to [680] 44a Infantry Division.
      53. [342] 43 Slov. Mobile Division: squad 0 changed from [315] Rifle Squad 43 to [316] Rifle Squad 39.
      54. [346] 43 Slov. Security Division: upgrade changed from [343] 43 Slov. Infantry Division to [715] 43a Slov. Infantry Division, squad 0 changed from [315] Rifle Squad 43 to [316] Rifle Squad 39.
      55. [350] 41 Rum. Armored Division: squad 9 changed from [225] OA vz.30(R) Armored Car to [460] 47mm Infantry Gun, squad 10 changed from [241] SdKfz-222(R) Armored Car to [225] OA vz.30(R) Armored Car, squad 11 changed from [228] CKD-R2 to [241] SdKfz-222(R) Armored Car, squad 12 changed from [229] R-35 to [228] CKD-R2, squad 13 changed from [247] 60mm Mortar to [229] R-35, squad 14 changed from [250] 8mm Machine Gun to [247] 60mm Mortar, squad 15 changed from [1493] Support to [250] 7.92mm Machine Gun, squad 16 changed from 0 to [1493] Support, squad number 3 changed from 38 to 22, squad number 9 changed from 14 to 16, squad number 11 changed from 56 to 14, squad number 12 changed from 38 to 103, squad number 13 changed from 12 to 69, squad number 14 changed from 21 to 16, squad number 15 changed from 305 to 62, squad number 16 changed from 0 to 305.
      56. [352] 42 Mountain Division: upgrade changed from [128] 44 Mountain Division to [684] 44a Mountain Division.
      57. [362] 42 Heavy Panzer Battalion: last month changed from 5 to 2, squad 2 changed from [1490] Support to [72] 20mm Anti-aircraft Gun, squad 3 changed from 0 to [84] Pioneer Squad 39, squad 4 changed from 0 to [89] Motorcycle Squad, squad 5 changed from 0 to [1490] Support, squad number 2 changed from 15 to 6, squad number 3 changed from 0 to 2, squad number 4 changed from 0 to 2, squad number 5 changed from 0 to 20.
      58. [364] 43 Hun. Infantry Division: squad 13 changed from [297] 7.92mm Machine Gun to [296] 8mm Machine Gun.
      59. [367] 44 Hun. Reserve Division: squad 11 changed from [297] 7.92mm Machine Gun to [296] 8mm Machine Gun.
      60. [370] 43 Hun. Armored Division: squad 12 changed from [279] Turan-I to [282] Panzer IIIm(H), squad 13 changed from [280] Turan-II to [279] Turan-I, squad 14 changed from [293] 50mm Mortar to [280] Turan-II, squad 15 changed from [296] 8mm Machine Gun to [293] 50mm Mortar, squad 16 changed from [302] 20mm Anti-tank Rifle to [296] 8mm Machine Gun, squad 17 changed from [1494] Support to [302] 20mm Anti-tank Rifle, squad 18 changed from 0 to [1494] Support, squad number 12 changed from 94 to 30, squad number 13 changed from 27 to 64, squad number 14 changed from 20 to 27, squad number 15 changed from 42 to 20, squad number 16 changed from 22 to 42, squad number 17 changed from 365 to 22, squad number 18 changed from 0 to 365.
      61. [371] 41 Rum. Infantry Brigade: squad 8 changed from [262] 75mm Field Gun to [460] 47mm Infantry Gun, squad 9 changed from [263] 100mm Howitzer to [262] 75mm Field Gun, squad 10 changed from [247] 60mm Mortar to [263] 100mm Howitzer, squad 11 changed from [250] 8mm Machine Gun to [247] 60mm Mortar, squad 12 changed from [1493] Support to [250] 7.92mm Machine Gun, squad 13 changed from 0 to [1493] Support, squad number 7 changed from 20 to 6, squad number 8 changed from 24 to 12, squad number 9 changed from 12 to 24, squad number 10 changed from 36 to 12, squad number 11 changed from 98 to 36, squad number 12 changed from 289 to 98, squad number 13 changed from 0 to 289.
      62. [372] 41b Rum. Mountain Brigade: squad 5 changed from [244] 47mm Anti-tank Gun to [242] 20mm Anti-aircraft Gun, squad 6 changed from [262] 75mm Field Gun to [244] 47mm Anti-tank Gun, squad 7 changed from [263] 100mm Howitzer to [262] 75mm Field Gun, squad 8 changed from [247] 60mm Mortar to [263] 100mm Howitzer, squad 9 changed from [250] 8mm Machine Gun to [247] 60mm Mortar, squad 10 changed from [1493] Support to [250] 7.92mm Machine Gun, squad 11 changed from 0 to [1493] Support, squad number 1 changed from 60 to 14, squad number 2 changed from 60 to 24, squad number 3 changed from 27 to 24, squad number 4 changed from 16 to 12, squad number 6 changed from 24 to 12, squad number 7 changed from 8 to 24, squad number 8 changed from 36 to 12, squad number 9 changed from 74 to 36, squad number 10 changed from 308 to 76, squad number 11 changed from 0 to 308.
      63. [376] 42 Mechanized Brigade: squad 6 changed from [727] 76mm Field Gun ZiS to [785] 76mm Field Gun F-22.
      64. [377] 42d Rifle Corps: squad 8 changed from [727] 76mm Field Gun ZiS to [785] 76mm Field Gun F-22.
      65. [388] 42b SS Motorized Division: squad 19 changed from [3] Panzer IIf to 0, squad 20 changed from [9] Panzer IIIL to 0, squad 21 changed from [18] Panzer IVf to 0, squad number 19 changed from 15 to 0, squad number 20 changed from 36 to 0, squad number 21 changed from 4 to 0.
      66. [390] 44a SS Panzer Division: squad number 24 changed from 102 to 96, squad number 25 changed from 102 to 104.
      67. [391] 44b SS Panzer Division: squad number 24 changed from 102 to 96, squad number 25 changed from 102 to 104.
      68. [402] 42b Guards Tank Corps: squad 7 changed from [783] 76mm Anti-tank Gun ZiS to [817] 76mm Anti-tank Gun F-22, squad 8 changed from [727] 76mm Field Gun ZiS to [785] 76mm Field Gun F-22.
      69. [403] 42 Guards Mechanized Corps: squad 9 changed from [727] 76mm Field Gun ZiS to [785] 76mm Field Gun F-22.
      70. [404] 42a Guards Tank Corps: squad 6 changed from [783] 76mm Anti-tank Gun ZiS to [817] 76mm Anti-tank Gun F-22, squad 7 changed from [727] 76mm Field Gun ZiS to [785] 76mm Field Gun F-22.
      71. [417] 42 Mountain Corps: squad 1 changed from [800] Sapper Squad 39 to [799] Sapper Squad 41, squad 3 changed from [789] 120mm Mortar to [729] 107mm Mortar, squad 14 changed from [1501] Support to [730] Flamethrower Squad, squad 15 changed from 0 to [1501] Support, squad number 1 changed from 108 to 86, squad number 14 changed from 1323 to 22, squad number 15 changed from 0 to 1323.
      72. [418] 44 Mountain Corps: squad 4 changed from [789] 120mm Mortar to [729] 107mm Mortar.
      73. [419] 42 Guards Airborne Division: squad 2 changed from [800] Sapper Squad 39 to [799] Sapper Squad 41, squad 8 changed from [1501] Support to [730] Flamethrower Squad, squad 9 changed from 0 to [1501] Support, squad number 2 changed from 36 to 30, squad number 8 changed from 114 to 7, squad number 9 changed from 0 to 114.
      74. [451] 41 Nebelwerfer Regiment: name changed from 41 to 41a.
      75. [457] 44 Volks Werfer Brigade: suffix changed from Volks Werfer Brigade to Volkswerfer Brigade.
      76. [463] 42c SS Motorized Division: squad number 17 changed from 15 to 6, squad number 19 changed from 4 to 10.
      77. [470] 44c SS Panzer Division: squad number 25 changed from 102 to 96, squad number 26 changed from 102 to 104.
      78. [487] 43b Panzer Division: squad number 26 changed from 74 to 71, squad number 27 changed from 20 to 15.
      79. [541] HQ Air Base: squad 3 changed from [1501] Support to [1601] Air Support, squad 4 changed from 0 to [1501] Support, squad number 3 changed from 250 to 220, squad number 4 changed from 0 to 30.
      80. [550] HQ Hun. Air Base: squad 2 changed from [1494] Support to [1594] Air Support, squad 3 changed from 0 to [1494] Support, squad number 2 changed from 250 to 220, squad number 3 changed from 0 to 30.
      81. [555] HQ Ital. Air Base: squad 2 changed from [1492] Support to [1592] Air Support, squad 3 changed from 0 to [1492] Support, squad number 2 changed from 250 to 220, squad number 3 changed from 0 to 30.
      82. [561] HQ Fin. Air Base: squad 2 changed from [1491] Support to [1591] Air Support, squad 3 changed from 0 to [1491] Support, squad number 2 changed from 250 to 220, squad number 3 changed from 0 to 30.
      83. [566] HQ Air Base: squad 4 changed from [1490] Support to [1590] Air Support, squad 5 changed from 0 to [1490] Support, squad number 4 changed from 250 to 220, squad number 5 changed from 0 to 30.
      84. [570] HQ Rum. Air Base: squad 2 changed from [1493] Support to [1593] Air Support, squad 3 changed from 0 to [1493] Support, squad number 2 changed from 250 to 220, squad number 3 changed from 0 to 30.
      85. [574] HQ Flak Division: type changed from Anti Air to Corps HQ.
      86. [576] HQ Slov. Air Base: squad 2 changed from [1495] Support to [1595] Air Support, squad 3 changed from 0 to [1495] Support, squad number 2 changed from 250 to 220, squad number 3 changed from 0 to 30.
      87. [641] 43a Cavalry Brigade: squad 2 changed from [85] Pioneer Squad 43 to [84] Pioneer Squad 39.
      88. [707] 43 Sturmpanzer Battalion: last year changed from 1945 to 1944, last month changed from 9 to 2, upgrade changed from 0 to [709] 44 Sturmpanzer Battalion, squad number 0 changed from 36 to 42, squad number 1 changed from 5 to 3.
      89. [710] 41 Fortress Rum. Infantry Brigade: squad 8 changed from [262] 75mm Field Gun to [460] 47mm Infantry Gun, squad 9 changed from [263] 100mm Howitzer to [262] 75mm Field Gun, squad 10 changed from [247] 60mm Mortar to [263] 100mm Howitzer, squad 11 changed from [250] 8mm Machine Gun to [247] 60mm Mortar, squad 12 changed from [1493] Support to [250] 7.92mm Machine Gun, squad 13 changed from 0 to [1493] Support, squad number 7 changed from 20 to 6, squad number 8 changed from 24 to 12, squad number 9 changed from 12 to 24, squad number 10 changed from 36 to 12, squad number 11 changed from 98 to 36, squad number 12 changed from 289 to 98, squad number 13 changed from 0 to 289.
      90. [711] 42 Rum. Security Division: squad number 6 changed from 36 to 18, squad number 7 changed from 102 to 42.
      91. [712] 41a Rum. Infantry Brigade: squad 8 changed from [262] 75mm Field Gun to [460] 47mm Infantry Gun, squad 9 changed from [263] 100mm Howitzer to [262] 75mm Field Gun, squad 10 changed from [247] 60mm Mortar to [263] 100mm Howitzer, squad 11 changed from [250] 8mm Machine Gun to [247] 60mm Mortar, squad 12 changed from [1493] Support to [250] 7.92mm Machine Gun, squad 13 changed from 0 to [1493] Support, squad number 7 changed from 20 to 6, squad number 8 changed from 24 to 12, squad number 9 changed from 12 to 24, squad number 10 changed from 36 to 12, squad number 11 changed from 98 to 36, squad number 12 changed from 289 to 98, squad number 13 changed from 0 to 289.
      92. [732] 43 Mountain Division: name changed from 43 to 41a, first year changed from 1943 to 1941, first month changed from 1 to 9, squad 4 changed from [789] 120mm Mortar to [729] 107mm Mortar.
      93. [733] 43 Mountain Corps: squad 0 changed from [793] Rifle Squad 41 to [795] Rifle Squad 42, squad 4 changed from [789] 120mm Mortar to [729] 107mm Mortar.
      94. [738] 43 Rifle Division: squad 8 changed from [727] 76mm Field Gun ZiS to [785] 76mm Field Gun F-22.
      95. [739] 43 Rifle Corps: squad 8 changed from [727] 76mm Field Gun ZiS to [785] 76mm Field Gun F-22.
      96. [740] 43 Rifle Brigade: squad 8 changed from [727] 76mm Field Gun ZiS to [785] 76mm Field Gun F-22.
      97. NEW [581] HQ Forward Air Base.
      98. NEW [665] 41 Panzer Battalion.
      99. NEW [666] 41 Panzer Regiment.
      100. NEW [667] 41 Security Regiment.
      101. NEW [668] 42 Cavalry Squadron.
      102. NEW [669] HQ Aviation Corps.
      103. NEW [672] 43b Panzer Battalion.
      104. NEW [680] 44a Infantry Division.
      105. NEW [681] 45a Infantry Division.
      106. NEW [682] 44a Jager Division.
      107. NEW [683] 45a Jager Division.
      108. NEW [684] 44a Mountain Division.
      109. NEW [685] 41a Panzer Division.
      110. NEW [686] 41b Panzer Division.
      111. NEW [687] 41c Panzer Division.
      112. NEW [688] HG Flak Regiment.
      113. NEW [689] 41a SS Motorized Brigade.
      114. NEW [690] 41b SS Motorized Brigade.
      115. NEW [691] 44a SS Panzergrenadier Division.
      116. NEW [692] 41a Panzerjager Company.
      117. NEW [693] 43a Heavy Nebelwerfer Regiment.
      118. NEW [694] 42a Heavy Nebelwerfer Regiment.
      119. NEW [695] 42a Security Division.
      120. NEW [696] 43 Field Training Division.
      121. NEW [697] Feldherrnhalle Panzer Division.
      122. NEW [698] 44a Panzergrenadier Division.
      123. NEW [699] 43a Panzergrenadier Division.
      124. NEW [709] 44 Sturmpanzer Battalion.
      125. NEW [715] 43a Slov. Infantry Division.

    Leader changes

      1. [102] Friedrich Koch: replaced incorrect picture.
      2. [874] Fyodor Falakeev: last name changed from Falakeev to Falaleev.
      3. NEW [279] Eduard von Sass.


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Post #: 1
RE: V1.08.05 Public Beta is Available - 10/14/2015 11:53:48 AM   
Manstein63


Posts: 688
Joined: 6/30/2010
Status: offline
Thank You Especially Morvael & Dennis

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'There is not, nor aught there be, nothing so exalted on the face of god's great earth, as that prince of foods. THE MUFFIN!!!'

Frank Zappa (Muffin Man)

(in reply to Andrew Loveridge)
Post #: 2
RE: V1.08.05 Public Beta is Available - 10/14/2015 12:29:06 PM   
Commanderski


Posts: 927
Joined: 12/12/2010
From: New Hampshire
Status: offline
quote:

Thank You Especially Morvael & Dennis




+1

(in reply to Manstein63)
Post #: 3
RE: V1.08.05 Public Beta is Available - 10/14/2015 1:22:46 PM   
loki100


Posts: 10920
Joined: 10/20/2012
From: Utlima Thule
Status: offline
many thanks ... and an awful lot to absorb

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(in reply to Commanderski)
Post #: 4
RE: V1.08.05 Public Beta is Available - 10/14/2015 2:08:24 PM   
chaos45

 

Posts: 1889
Joined: 1/22/2001
Status: offline
So my take away from all the changes is a fair amount of buffs to the Germans for 1942+, with a slight nerf to German mobility in 1941 to hopefully only restrict them to historical 1941 gains.......

A huge Soviet Nerf for 1942.........

Can I ask the reason you decided to strip 5 morale from Soviet Cavalry from the start of 1942 on....its one of the only effective Soviet units in 1942 as is......Guess the game is only meant to be played German player vs Soviet AI?

Cant say I have alot of interest re-playing the slaughter of 1942 over again with even worse Soviet units....no thanks.

As the NM of 45 for the Soviets in 1942 is balanced by RB no longer being 50 morale.....So on top of that you nerf Soviet Cavalry...guessing this was a Pelton change because he was unhappy I stumped him with Cav Corps?

All of the German changes are pretty much buffs except for a slight nerf to 1941 supply....trying to figure out how all this makes sense but hey, guess I just wont be starting a .05 game.

Not to mention the cavalry change to mechanized leadership....thats huge AP sink for me to fix/change out like 5 army commanders to mech commanders now.....

So the Soviets already starved for AP just ate even more AP costs at the start of 1943....who thought this up? Any chance to start increasing Soviet AP from say 1943 on to make up for 60+ AP cost just to replace army commanders to mech commanders? or move all those Cav Corps to new army commands?

As you will have a fair amount of cavalry corps now who were well commanded suddenly under completely crappy commanders due to a ToE change.


(in reply to loki100)
Post #: 5
RE: V1.08.05 Public Beta is Available - 10/14/2015 2:21:01 PM   
Freyr Oakenshield


Posts: 541
Joined: 4/25/2014
Status: offline
I am impressed

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(in reply to chaos45)
Post #: 6
RE: V1.08.05 Public Beta is Available - 10/14/2015 2:31:39 PM   
Acidman

 

Posts: 11
Joined: 4/23/2015
Status: offline

quote:

ORIGINAL: chaos45


As the NM of 45 for the Soviets in 1942 is balanced by RB no longer being 50 morale.....So on top of that you nerf Soviet Cavalry...guessing this was a Pelton change because he was unhappy I stumped him with Cav Corps?


Haha! You're such a crybaby.

--------------------------------------------

Is this a typo?

76. [450] Me 210Ca-1: factory upgrade changed from 0 to 0.


(in reply to chaos45)
Post #: 7
RE: V1.08.05 Public Beta is Available - 10/14/2015 3:10:32 PM   
Bozo_the_Clown


Posts: 890
Joined: 6/25/2013
From: Bozotown
Status: offline
quote:

Haha! You're such a crybaby.


chaos45 makes a valid point. Stop trolling Acidman.

(in reply to Acidman)
Post #: 8
RE: V1.08.05 Public Beta is Available - 10/14/2015 3:22:39 PM   
VigaBrand

 

Posts: 303
Joined: 12/19/2014
From: Germany
Status: offline

quote:

ORIGINAL: chaos45

So my take away from all the changes is a fair amount of buffs to the Germans for 1942+, with a slight nerf to German mobility in 1941 to hopefully only restrict them to historical 1941 gains.......

A huge Soviet Nerf for 1942.........

Can I ask the reason you decided to strip 5 morale from Soviet Cavalry from the start of 1942 on....its one of the only effective Soviet units in 1942 as is......Guess the game is only meant to be played German player vs Soviet AI?

Cant say I have alot of interest re-playing the slaughter of 1942 over again with even worse Soviet units....no thanks.

As the NM of 45 for the Soviets in 1942 is balanced by RB no longer being 50 morale.....So on top of that you nerf Soviet Cavalry...guessing this was a Pelton change because he was unhappy I stumped him with Cav Corps?

All of the German changes are pretty much buffs except for a slight nerf to 1941 supply....trying to figure out how all this makes sense but hey, guess I just wont be starting a .05 game.

Not to mention the cavalry change to mechanized leadership....thats huge AP sink for me to fix/change out like 5 army commanders to mech commanders now.....

So the Soviets already starved for AP just ate even more AP costs at the start of 1943....who thought this up? Any chance to start increasing Soviet AP from say 1943 on to make up for 60+ AP cost just to replace army commanders to mech commanders? or move all those Cav Corps to new army commands?

As you will have a fair amount of cavalry corps now who were well commanded suddenly under completely crappy commanders due to a ToE change.



Hi Chaos,
with the increase of the moral for all units +5 the decrease of cav in march will effectivly not change anything for cav in comparison to 1.08.04. But you inf and tanks are now better.
RB where used for exploiting (you could create 50 moral inf with that).
In history cav was never that strong after the first winter, so it should be okay.
One important think is, the patch was not apply for you game, it was applied for all games. I understand your disappointment because, many changes strengthen the germans in 43+, where you are in your game, but the nerfs in 41 will not help in your game.
Sorry, for that. But please ask pelton to resume your game with 1.08.04. It should be better.
For players which starts new, I think it will be good changes and now, everybody nows what happening.
Sorry, that your fight with Pelton will be so much harder.


_____________________________




(in reply to chaos45)
Post #: 9
RE: V1.08.05 Public Beta is Available - 10/14/2015 3:37:46 PM   
morvael


Posts: 11762
Joined: 9/8/2006
From: Poland
Status: offline
Cavalry change represents lack of good horses. There was a reason Soviets didn't rebuild lost Cavalry Corps and had only a few and had to supplement them with tanks. Players use 20+ for entire war.

(in reply to VigaBrand)
Post #: 10
RE: V1.08.05 Public Beta is Available - 10/14/2015 4:11:07 PM   
chaos45

 

Posts: 1889
Joined: 1/22/2001
Status: offline
Yes morvael- AP is a massive reason for this...something not considered it seems.

You need the cavalry early in the war 41-43 to survive....after which you have spent a ton of AP making sure they have support units are in proper armies and built.....then if you just disband them all where does that leave the Soviet Player?

Ohhh it leaves them with nothing to show for a ton of wasted extremely limited AP. Without those 20 Cav Corps good luck taking the war back to the Germans on anything like a historical time frame. As the game has such limited Soviet AP and such limited Soviet trucks you cant build more mobile units, you cant build enough rifle corps and artillery divisions to effectively attack the massive German army in late 1942-1943 without those 20 cav corps.

Soviet Tank and Mech corps are virtually useless until late 1942 based on how the game models them at current. I mean completely useless against how powerful the game has modeled the Germans. So, the Soviets will need the cav corps to survive 1942....we have already seen what happens in several games to Soviet players that dont build alot of Cav Corps to blunt German 1942 offensives....they lose badly, and much worse losses than historical....if not outright lose the game.

You can look at my AAR vs Pelton and Im sure easily see that the Cav Corps are the only thing that held my Soviet Army together all of 1942. You can probably also look and see that the 20+ cav corps are the only reason Im successfully driving him back in early 1943. An now your saying ohh its unhistorical and it shouldnt work that way?

Then how do you propose the Germans are ever defeated in the game? I dont see any buffs to Soviet offensive capability at all in this patch just nerfs. Some of us like to actually play the game not just be a punching back until the NM changes to the point the Soviets auto-win.

Viga-Yes the -5 Morale to Soviet cav and the NM change keeps them roughly the same as current for Mar-OCT 1942 after that now the Soviet Cav corps will be weaker from OCT 1942 to the end of the war while this patch just increased German NM.

I disagree with the change and have better things to do with my time than spend months playing a game getting my butt kicked with almost no ability to fight back for 1941/1942....and then to have a patch make the soviets ability to fight in 1943 be greatly reduced as well. Its just not worth my time is how i see it.

Also Cav Corps build/rebuilding- good horses an such----well Cav squads cost a ton more armaments points to build than infantry squads...more motivation for the Germans to take industry IMO. So this cost is already built into the unit. If you want less cavalry LW then make them harder to build/cost more AP in Latewar. Give more motivation for the German player to encircle and destroy cav corps in the EW period. Historically most were encircled and destroyed. If I as the Soviet player dont get them all wiped out why should I penalized????

Germans are getting the Stalingrad units refunded if they arent wiped out...if I dont get all my cavalry corps wiped out why are the Soviets penalized???? good question right.


< Message edited by chaos45 -- 10/14/2015 5:24:23 PM >

(in reply to morvael)
Post #: 11
RE: V1.08.05 Public Beta is Available - 10/14/2015 4:32:43 PM   
VigaBrand

 

Posts: 303
Joined: 12/19/2014
From: Germany
Status: offline
Hi Chaos,
I disagree!
All soviet formations get a +5NM in 1942 (compare with 1.08.04). This means, the hole soviet army is stronger in '42 and so, they should depend on the cav corps.
The pocket units, didn't loss 90% of there cv. They loss now 50% in defence. Maybe the hold out longer.
The supply nerfs in '41 made the germans less effectiv. Means better results for the soviets and that built up the snowball!
I'm not sure how that will end.
I know, you had a very good strategy and that strategy depends on the powerfull cav and yes, it is hard, if such a patch weak your strategy. But life goes on and new strategys will be built.

@Moravel: It sounds very well and big thank for all the changes, your time and sometimes your nerv. You will everytime have somebody who will be unpleasant. For me (and I'm not the best, maybe a average player maybe weaker than average)the changes sounds nice and only games will show, if there will be well or unbalance some side. My impression is, you made many things right!



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(in reply to chaos45)
Post #: 12
RE: V1.08.05 Public Beta is Available - 10/14/2015 5:30:41 PM   
Bozo_the_Clown


Posts: 890
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From: Bozotown
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chaos45, I think it's too early to say what effect this patch will have on the game. Time will tell.

I would just ask Pelton to not upgrade and finish the game you are playing with .04. You can have the normal version and the Steam version on the same computer so it's no problem to have both versions of the game running at the same time.

(in reply to chaos45)
Post #: 13
RE: V1.08.05 Public Beta is Available - 10/14/2015 5:30:59 PM   
Peltonx


Posts: 7250
Joined: 4/9/2006
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quote:

ORIGINAL: chaos45

So my take away from all the changes is a fair amount of buffs to the Germans for 1942+, with a slight nerf to German mobility in 1941 to hopefully only restrict them to historical 1941 gains.......

A huge Soviet Nerf for 1942.........

Can I ask the reason you decided to strip 5 morale from Soviet Cavalry from the start of 1942 on....its one of the only effective Soviet units in 1942 as is......Guess the game is only meant to be played German player vs Soviet AI?

Cant say I have alot of interest re-playing the slaughter of 1942 over again with even worse Soviet units....no thanks.

As the NM of 45 for the Soviets in 1942 is balanced by RB no longer being 50 morale.....So on top of that you nerf Soviet Cavalry...guessing this was a Pelton change because he was unhappy I stumped him with Cav Corps?

All of the German changes are pretty much buffs except for a slight nerf to 1941 supply....trying to figure out how all this makes sense but hey, guess I just wont be starting a .05 game.

Not to mention the cavalry change to mechanized leadership....thats huge AP sink for me to fix/change out like 5 army commanders to mech commanders now.....

So the Soviets already starved for AP just ate even more AP costs at the start of 1943....who thought this up? Any chance to start increasing Soviet AP from say 1943 on to make up for 60+ AP cost just to replace army commanders to mech commanders? or move all those Cav Corps to new army commands?

As you will have a fair amount of cavalry corps now who were well commanded suddenly under completely crappy commanders due to a ToE change.




The 20 MP's + the fuel drops is a major nerf to 1941, which has a snowball effect as Russians will or should lose far less in 41.

Which means a stronger 41/42 winter and in turn Russians should have an easyer time in 42.

The 43+ stuff will help germans from getting stream rolled from what should be larger Russian OOB's closer to historical lines

Also its not like the cav units are now magicly usless

< Message edited by Pelton -- 10/14/2015 6:32:54 PM >


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(in reply to chaos45)
Post #: 14
RE: V1.08.05 Public Beta is Available - 10/14/2015 5:36:27 PM   
swkuh

 

Posts: 1034
Joined: 10/5/2009
Status: offline
Got it, finally. Thanks to all.


(in reply to Andrew Loveridge)
Post #: 15
RE: V1.08.05 Public Beta is Available - 10/14/2015 7:19:18 PM   
STEF78


Posts: 2094
Joined: 2/19/2012
From: Versailles, France
Status: offline
Huge work

What does mean:
41. Units in heavy urban, light urban and city terrain will be never considered surrounded.

(in reply to swkuh)
Post #: 16
RE: V1.08.05 Public Beta is Available - 10/14/2015 7:27:48 PM   
Callistrid

 

Posts: 669
Joined: 8/11/2011
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quote:

ORIGINAL: STEF78

Huge work

What does mean:
41. Units in heavy urban, light urban and city terrain will be never considered surrounded.


Yep, interesting question. Leningrad could never fall?

(in reply to STEF78)
Post #: 17
RE: V1.08.05 Public Beta is Available - 10/14/2015 7:38:12 PM   
chaos45

 

Posts: 1889
Joined: 1/22/2001
Status: offline
Eventually it would run out of supplies.

Honestly alot of changes sound good- but im very unhappy about the cav corps changes with no type of AP refund to fix the massive amount of AP issue this causes.

Not to mention the lack of effective soviet leaders to command a sudden doubling of effective "mechanized" Corps units the soviets will now have on their OOB after 1943.

Anyone that has played alot knows command and control and the appropriate commander skill is massively important to influencing CV for final calculations...so this change basically cuts all Soviet Cav Corps CV by 25-50% until the Soviet player can re-organzie their armies at the start of 1943 thats what I find unacceptable about the change.

As until this change hits you have to have the cav corps under infantry leaders....Cav Corps need to be one way or the other, infantry or mech for the entire war to many AP issues with a massive change like this.

The German players dont have to deal with any nonsense ToE changes making them re-organize entire armies and army groups to stay effective.

< Message edited by chaos45 -- 10/14/2015 8:39:20 PM >

(in reply to Callistrid)
Post #: 18
RE: V1.08.05 Public Beta is Available - 10/14/2015 7:44:26 PM   
Callistrid

 

Posts: 669
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Chaos45,

The german manpower number is to high. That is why the soviet army can't operate in 1943 like historically did. The german OOB has extra 1 million men, then historically had those days. Cavalry corps don't really count.

(in reply to chaos45)
Post #: 19
RE: V1.08.05 Public Beta is Available - 10/14/2015 7:50:41 PM   
STEF78


Posts: 2094
Joined: 2/19/2012
From: Versailles, France
Status: offline
quote:

If you have the Steam version you can select the Beta under the games Properties.


I'm desesperatly looking at my Steam screen.... any picture to help finding the beta patch?

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Post #: 20
RE: V1.08.05 Public Beta is Available - 10/14/2015 7:58:41 PM   
Bozo_the_Clown


Posts: 890
Joined: 6/25/2013
From: Bozotown
Status: offline
quote:

I'm desesperatly looking at my Steam screen.... any picture to help finding the beta patch?


Right-click on the game in Steam, chose Properties and then the tab BETAS. There you can enable the public beta. I don't know what it says in French off course (maybe "le Properties" .)

(in reply to STEF78)
Post #: 21
RE: V1.08.05 Public Beta is Available - 10/14/2015 8:09:15 PM   
Aurelian

 

Posts: 3916
Joined: 2/26/2007
Status: offline
Nvm

< Message edited by Aurelian -- 10/14/2015 9:10:31 PM >


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Post #: 22
RE: V1.08.05 Public Beta is Available - 10/14/2015 8:10:41 PM   
loki100


Posts: 10920
Joined: 10/20/2012
From: Utlima Thule
Status: offline

quote:

ORIGINAL: chaos45

Yes morvael- AP is a massive reason for this...something not considered it seems.

You need the cavalry early in the war 41-43 to survive....after which you have spent a ton of AP making sure they have support units are in proper armies and built.....then if you just disband them all where does that leave the Soviet Player?

Ohhh it leaves them with nothing to show for a ton of wasted extremely limited AP. Without those 20 Cav Corps good luck taking the war back to the Germans on anything like a historical time frame. As the game has such limited Soviet AP and such limited Soviet trucks you cant build more mobile units, you cant build enough rifle corps and artillery divisions to effectively attack the massive German army in late 1942-1943 without those 20 cav corps.

Soviet Tank and Mech corps are virtually useless until late 1942 based on how the game models them at current. I mean completely useless against how powerful the game has modeled the Germans. So, the Soviets will need the cav corps to survive 1942....we have already seen what happens in several games to Soviet players that dont build alot of Cav Corps to blunt German 1942 offensives....they lose badly, and much worse losses than historical....if not outright lose the game.

You can look at my AAR vs Pelton and Im sure easily see that the Cav Corps are the only thing that held my Soviet Army together all of 1942. You can probably also look and see that the 20+ cav corps are the only reason Im successfully driving him back in early 1943. An now your saying ohh its unhistorical and it shouldnt work that way?

Then how do you propose the Germans are ever defeated in the game? I dont see any buffs to Soviet offensive capability at all in this patch just nerfs. Some of us like to actually play the game not just be a punching back until the NM changes to the point the Soviets auto-win.

Viga-Yes the -5 Morale to Soviet cav and the NM change keeps them roughly the same as current for Mar-OCT 1942 after that now the Soviet Cav corps will be weaker from OCT 1942 to the end of the war while this patch just increased German NM.

I disagree with the change and have better things to do with my time than spend months playing a game getting my butt kicked with almost no ability to fight back for 1941/1942....and then to have a patch make the soviets ability to fight in 1943 be greatly reduced as well. Its just not worth my time is how i see it.

Also Cav Corps build/rebuilding- good horses an such----well Cav squads cost a ton more armaments points to build than infantry squads...more motivation for the Germans to take industry IMO. So this cost is already built into the unit. If you want less cavalry LW then make them harder to build/cost more AP in Latewar. Give more motivation for the German player to encircle and destroy cav corps in the EW period. Historically most were encircled and destroyed. If I as the Soviet player dont get them all wiped out why should I penalized????

Germans are getting the Stalingrad units refunded if they arent wiped out...if I dont get all my cavalry corps wiped out why are the Soviets penalized???? good question right.



I think you are being a bit unreasonable here on several levels.

First, from 43 the whole point of what had been the cavalry corps was the concept of the Cav-Mech group. Two things went with this, first the cavalry corps became exploitation units and second the best way to look at the relationship between the cavalry and the armour was to see the cavalry as forming the role of Mot/mech inf in other armies.

Pictures of late war cavalry almost invariable show Su-76/85/122s etc at the same time.

Also this change has been long trailled on the forum. I've always had my cav corps under decent mech skill commanders but that is because I brigade them with tank corps from mid-42 onwards.

The other bit is having to re-organise your formations and SUs is part of building the second generation Red Army. Frustrating? yep ... but its a given. As an eg, you want by 1944 to be making use of those SU-76s and to remove the tank regiments as the T34/85 is produced in lower numbers and takes horrific losses ... you need to keep your corps ToEs filled out. I've had a lot of joy out the ski bns with cav corps, by the end of the winter of 42-43 those go and are replaced by ... SU-76s.

Equally you will find as you move on to mass corps formations that you need to shuffle a lot of units around to build your key armies.

Oh and raise lots of artillery, and those very useful Eng-Sapper brigades and the essential heavy tank regiments (or your very effective IS-2s will just rust in the Urals).



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Post #: 23
RE: V1.08.05 Public Beta is Available - 10/14/2015 8:12:17 PM   
STEF78


Posts: 2094
Joined: 2/19/2012
From: Versailles, France
Status: offline

quote:

ORIGINAL: Bozo_the_Clown

quote:

I'm desesperatly looking at my Steam screen.... any picture to help finding the beta patch?


Right-click on the game in Steam, chose Properties and then the tab BETAS. There you can enable the public beta. I don't know what it says in French off course (maybe "le Properties" .)

Thanks a lot Bozo!

French and English have a lot of similar words: "properties" is "propriétés" in french...

Always remind that except between 1870 and 1945, England and France were the "best" ennemies

(in reply to Bozo_the_Clown)
Post #: 24
RE: V1.08.05 Public Beta is Available - 10/14/2015 8:25:12 PM   
boudi

 

Posts: 346
Joined: 1/7/2007
From: France
Status: offline
Steam is the devil, Stef. Sure only you can understand.

(in reply to STEF78)
Post #: 25
RE: V1.08.05 Public Beta is Available - 10/14/2015 8:39:12 PM   
morvael


Posts: 11762
Joined: 9/8/2006
From: Poland
Status: offline

quote:

ORIGINAL: Callistrid
quote:

ORIGINAL: STEF78
What does mean:
41. Units in heavy urban, light urban and city terrain will be never considered surrounded.

Yep, interesting question. Leningrad could never fall?


It can fall, but in an honest fight. All that "surrounded" gives is a random (morale-based) reduction to 1/10 CV. These units will already have lower CV due to supply shortages affecting isolated units (unlike shortages in non-isolated units that have no impact on CV, only on actual firepower). Usually cornered troops fight to the last, as the alternatives to fighting and dying are usually worse. So you will have to mount a more-or-less regular attack against an isolated city, rather than mopping up the defenders with one division.

(in reply to Callistrid)
Post #: 26
RE: V1.08.05 Public Beta is Available - 10/14/2015 8:43:55 PM   
morvael


Posts: 11762
Joined: 9/8/2006
From: Poland
Status: offline
Cavalry is still a very good unit. Early war it has the morale bonus, corps forming is cheapest of all corps with no exp loss. These can then take up to 3 support units and become biggest (CV-wise) and fastest Soviet units in Dec41-May42 period, quite an important one. All those corps can convert to Guards, getting +10 NM, unlike other formations which are capped. And during the entire game they have reduced costs to enter enemy ZOC (which matters most if you want to penetrate enemy lines/convert terrain). With Guards Tank Armies at 16AP it's easy to put 1 mech, 2 tank and 1 cav corps in each army, giving them the chance to work under best mech leaders. Just not all 20-25 of them.

(in reply to morvael)
Post #: 27
RE: V1.08.05 Public Beta is Available - 10/14/2015 8:48:35 PM   
Callistrid

 

Posts: 669
Joined: 8/11/2011
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It's true, all location with 4+ manpower counts as city?
If yes, thats really harm the german in 41.

(in reply to morvael)
Post #: 28
RE: V1.08.05 Public Beta is Available - 10/14/2015 9:09:34 PM   
chaos45

 

Posts: 1889
Joined: 1/22/2001
Status: offline
We can agree to disagree, anyway once I upgrade to .05 will just be playing in hard mode from 1943 on nothing new as a soviet player since .04 on cept .04 on was hard mode 41/42, guess hard mode 43+ needed added.

I really dont understand how you dont see with these changes are stealing/taking months of AP from the Soviets for no gain no matter how you wrap it up or word it. Effectively no matter what kind of Bow u put on this change it makes the Soviet army worse over the long term of the game. No if, ands, or buts its a fact. This change weakens the Soviet army from early 1943 on. Either by not building as many cav corps to survive 1942 or building those cav corps and then being forced to spend a bunch of AP to fix Command and control.

Either option sucks for Soviet players and in effect makes the Army weaker.

Soviet players found a force structure that worked and now it was determined the one strategy that worked needed nerfed even though all it was getting was close to historical results in the game. This nerf wasn't needed especially for an army that was already getting badly pummeled much worse than historical in 1941/1942 in the game as is.



< Message edited by chaos45 -- 10/14/2015 10:12:07 PM >

(in reply to Callistrid)
Post #: 29
RE: V1.08.05 Public Beta is Available - 10/14/2015 9:24:03 PM   
morvael


Posts: 11762
Joined: 9/8/2006
From: Poland
Status: offline

quote:

ORIGINAL: Callistrid

It's true, all location with 4+ manpower counts as city?
If yes, thats really harm the german in 41.


I think it's 5+. Those that have special hex graphics.

(in reply to Callistrid)
Post #: 30
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