Khanti
Posts: 317
Joined: 8/28/2007 From: Poland Status: offline
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quote:
ORIGINAL: Khanti https://www.vrdesigns.net/scenario.php?nr=310 (edited as I uploaded it to scenario bank) _WaR-H2.dc4 985.1 KB version: 17 Dec 21 Tank does matter. It's my version of main scenario Wacht Am Rhein. I use it as demonstrator - what changes I would like to see and to find out what other people think. The main reason was to increase importance of armored vehicles on battlefield. They just die in assaults too fast and are too fragile to my liking (yes, it's a matter of taste). So I've improved their ranged fire form 50% to 65%. Firing from distance now makes sense. Second chance is adding some missing replacements and making them more unpredictable. Work in progress, but it's done partially. It' mostly done by +1 random unit a turn for some common types. Unfortunately I don't know how to FORCE the game to actually use horse carriages as replacements for artillery units. Third thing is increased number of panzerschrecks in all German units. Right now, only by replacements, as I did not want to manually rearrange units on map. But if replacements will arrive, then every battalion could have up to 9 of them. I've 2 turns for increased panzerschrecks arrival. Should fill some vacates. Fourth thing is fuel for Germans that is increased from 4k to 4.5k every turn. This should help. As the real nightmare were narrow roads and interdiction by allied airplanes, not shortages of fuel in rear area depots. Fifth. I've added 2 small battalions to HGB. Nothing fancy, just to test how it works in editor with disbanding battlegroups. Six. Recon points for standard recon vehicles are 5. Jeeps and Kubelwagens have 2 points. Seven. Removed 50% probability of drawing artillery fire by some mortars. There were two such types. I've set linear 20% probability for many units. Still don't know why some artillery units have this flag set up and some not. I'm tempted to set it the same for all trucks, artillery and mortars (20%) and the same for all infantry (10%). This way artillery/mortars will not shot vs. tanks if other units are near. 8. I've added a few officer's cards for a few German and British officers. Brits have generally weak officers, don't know why. Replaced commander of 6 para brigade with proper one and added commander for 5 para brigade. 9. I've replaced German Feldersatz battalion that costs 20 PP with more valuable Kampfgruppe. Feldersatz battalions can be acquired by officer's cards, by the way (without paying PP). 10. Added ability to raise units for Montgomery, but I don't know how to make it to raise Brits. Right now, he just calls American Rear Area units. 11. I've set auxiliary infantry Reinforcement Type for both sides, so no more secondary infantry appear in frontline units. 12. I've set Heavy Mortar flag for German 120 mm, so they no more appear in infantry regiments. Artillery regiments dont' accepts 81 mm too. 13. There are working horses replacements for Germans. 14. Some other changes in Reinforcement Types. 15. Some small random replacements for Brits from 50 turn. 16. I've set all Road Block units short names as RB. This new version will be uploaded to scenario bank soon. I don't have other plans for changes righ now. I'd like to play it a while :-)
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