Oberst_Klink -> RE: Kharkov '43 now ready for beta-testing (7/29/2013 1:12:40 PM)
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There's no documentation, but here's an overview about the 'design philosophy', e.g. the modified .EQP file and some house-rules: OK Gentleman, attached the latest version with specific equipment, mostly Rifle Squads and some other localized equipment. I made some tweaks with in the range of existing combat values, so don't expect some 'Wunderwaffen' on either side. I based the tweaks on the following facts and Norm's design and intention: The AP (Anti-Personal) values are, as per Norm: A 10 men Rfl Sqd has a AP of 19. This is represented in the game as Light Rifle Squad - 1 x Sqd Ldr + 9 x Rfl Men. Each soldier contributes an AP value of 2, except the Sqd Ldr who's foremost task is to lead. He is represented with half the AP value. So 1(1) + 9(2) = 19 One LMG has an AP value of 6, as we know a regular Rifle Squad in the game got a value of 25. This is represented in my .EQP as e.g. Rfl Sqd + le.MG34/42 for the Germans. Other Rifle Squads with non-specific LMGs are simply represented with adding a (+). Hence, a Hungarian Rifle Squad WITH an LMG is called: Rifle Squad FEG 35M(+). Now, a Heavy Rifle Squad, and I refer to Bob Cross' analysis, is NOT equipped with one HMG BUT 2 x LMG. It's reflected and shown in the AP value. Remember, Norm's HRS has an AP value of 31 19 + 6 + 6 = 31! Talking about the HMG. Norm's AP values reflect a 12.7mm or .50 calibre weapon such as the US M2 HMG or the Soviet DShK-38 12.7mm HMG. Those calibres naturally got some AT value, in this case 2. NOW, how did I come up with the German MG42 s.MG (HMG) value of 24? Easy. I am aware it has not the punch of the M2 HMG, but the accuracy and the rate of fire while mounted on a tripod. I simply used the standard value for the 2 x MMG (AP=12) and voilà - here's the 24. For one MG34/42 (a mix of them) is used the value 18. 1 x LMG (6) + 1 x MMG (12) = 18. Some weapons or teams are represented with the amount of the specific weapons in parentheses. Most notably the MG34/42(1) m.MG team :) I used the same philosophy for the German Motorized Rifle and Panzergrenadier, as well as Pioneer Squads, especially the AT and HEAT/Kinetic values. An early Panzerfaust or PIAT got an AT value of 5 Late war PzF and the US Bazooka an AT value of 8 The Panzerschreck and post-WW2 Bazookas an AT value of 15. We can assume that an AT team with an AP value of 16 got a mix of SMG and Rfl men, probably 4-6. But that's nicely represented as well. Attrition Divider (AD) = 14 (seehttp://www.matrixgames.com/forums/tm.asp?m=3045873&mpage=1&key=Attrition%2CDivider) Maximum Rounds Per Battle (MRPB) = 3 AAA Lethality Level = 100 (no change so far, even with the AAA-bug fix, the Lw/VVS didn't play a major role, interdiction works as designed anyway) Engineering Building Rate = 100 (Construction engineers still have a chance to assist units to dig in; however I also created 'pure' combat engineers who just fight, not dig e.g. Sapper, Utaz, Pinoneer, etc.) Hex Conversion Rate = 75 (Adjusted because of the poxy weather, lack of reece, etc.) Entrenchment Rate = 33 (It was bloody cold, frozen ground and no side had the time or much gusto to start digging in; remember, 1 day turns...) Combat Density Penalty = 125 (try to avoid 'over-stacking' at all costs, unless you want to lose your men!) Supply Movement Cost = 100 Readiness Movement Cost = 100 Klink, Oberst
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