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RE: GE Special Ops Sqd - 3/30/2004 12:49:32 PM   
BulletMagnet


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I have suggested this so many times... It would save so much hassle instead of looking through all the oob's.

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RE: GE Special Ops Sqd - 3/30/2004 3:19:04 PM   
Kevin E. Duguay

 

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Right now there are German units in the Spanish, Italian, Belgian, Norwegian, Czechoslovakian, OOB's and I may have missed one or two! IMHO it would be better to dedicate on of these less full OOB's (Nor., CZ.) to the early War years of the German OOB. I think it's an idea whose time has come.

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Post #: 122
RE: GE Special Ops Sqd - 3/30/2004 3:49:57 PM   
Renaud

 

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I prefer the idea of several German OOB's as it's not only the weapons and units that changed, but the whole organisation.

I can assure you it's impossible to concentrate all formations for 1930-1945 in one OOB, I tried !

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Post #: 123
RE: GE Special Ops Sqd - 3/30/2004 4:36:19 PM   
Kevin E. Duguay

 

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I agree!

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Post #: 124
Pz II L Gun problem - 3/30/2004 5:46:55 PM   
Kevin E. Duguay

 

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Dear sirs;

While playing a game the other day I noticed that when my rocket armed Mustangs were comming in to attack a German tank platoon that the Pz II L's were able to fire at the fighters. I belive that this is wrong. The gun on the Pz II L had a elevation of -9 to +18 degrees. This would not allow for AA fire. The propper gun is the KwK38 L55 but not in the Hangelafette (swinging mount). This mount was only used on late modle SdKfz 222 armored cars and SdKfz 234/1 armored cars where the mount could be used to it's full advantage due to the open top turrets on these vehicles.

Thank you and, good day!

< Message edited by Kevin E. Duguay -- 3/31/2004 10:45:46 AM >


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Post #: 125
RE: GE Special Ops Sqd - 3/30/2004 6:18:10 PM   
RockinHarry


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quote:

ORIGINAL: Renaud

quote:

ORIGINAL: Kevin E. Duguay

As you may know the German OOB is filled to capacity.


What about creating a 2 German OOB's, say one for 1930-41 and the other for 1942-49 ? It could work just in the same way as the French OOB and it would solve so many problems...


The idea is as nice as it´s not new! Splitting of french/free french OOB in SPWAW is hardcoded. It´s more than unlikely that the SPWAW code once more again will be changed and any new features added...unfortunately.

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Post #: 126
RE: GE Special Ops Sqd - 3/31/2004 10:38:26 AM   
Renaud

 

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quote:

ORIGINAL: RockinHarry

The idea is as nice as it´s not new! Splitting of french/free french OOB in SPWAW is hardcoded. It´s more than unlikely that the SPWAW code once more again will be changed and any new features added...unfortunately.


Too bad for long campaigns... But you can still have 2 German OOB's and easily change between the two according to the period you're playing.

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Post #: 127
RE: GE Special Ops Sqd - 3/31/2004 5:44:51 PM   
Wild Bill

 

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Any game has limitations. Even with that thought in mind, this game never ceases to amaze me with its versatility!

WB

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Post #: 128
RE: GE Special Ops Sqd - 4/1/2004 5:40:08 PM   
RockinHarry


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quote:

ORIGINAL: Renaud

quote:

ORIGINAL: RockinHarry

The idea is as nice as it´s not new! Splitting of french/free french OOB in SPWAW is hardcoded. It´s more than unlikely that the SPWAW code once more again will be changed and any new features added...unfortunately.


Too bad for long campaigns... But you can still have 2 German OOB's and easily change between the two according to the period you're playing.


Yes, off course that´s true! I rather meant that this feature most likely wont be supported (or coded) by MatrixGames in the future. I know of a split SPWAW german OOB by KlausMB (Klaus Mueller Buschbaum) which is just great! He already did similar stuff for the camo SP2WW2 game in the past and it included a split russian OOB as well.

Modders are most likely now waiting in their starting holes.....(waiting for V8.2 realease)

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Post #: 129
RE: GE Special Ops Sqd - 4/9/2004 8:47:59 PM   
Irsmert

 

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Unit number 117 of the USMC Oob, 105mm Howitzer, is available from Dec. 1949 to 1949. But the offboard variant of this same arilery piece (#123 105mm How Bty) is available from Aug 1942-1949.This seems to me to be a rather apparent error (once it's found). Please fix this or explain to my why this makes sense.

Edit: Oh, and yes I changed it in my personal Oob.

< Message edited by Irsmert -- 4/9/2004 11:52:36 AM >

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RE: GE Special Ops Sqd - 4/10/2004 1:53:08 AM   
KG Erwin


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This is another one of those scenario designer units. This is an onboard unit, which in SPWaW terms is usually not part of the core force purchases.
In game play, the ubiquitous 105 is available as off-map arty in both battery or battalion size for the USMC from August 1942 onwards. I left this as is for 8.2.
The 155's are treated a little differently. These heavy batteries were not unloaded at Guadalcanal in the initial landings, so you can't purchase these until October-November 1942. With rarity set "on", these guns are seldom available, but you can usually count on having off-board 75s and 105s, which were the workhorses of the Marine artillery units.

< Message edited by KG Erwin -- 4/9/2004 7:02:54 PM >


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RE: GE Special Ops Sqd - 4/10/2004 7:13:07 PM   
Irsmert

 

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Ahh, thanks makes sense now

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RE: GE Special Ops Sqd - 4/14/2004 5:28:20 PM   
o4r

 

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Sorry guys, question again.

(1) The weapon sloted in the infantry, when it stated that it has a rifle, does that value represent the whole squad or section or just an indiviual rifle valve. The program will mutilple by itself.

(2) When the unit is in retreat, why the value to hit was always lower, only when I hit him with something (normally I used a indirect shot) will the unit recover and become pinned. Once pinned, I have actually a higher value or proability to hit it. Is it a SP flaw? I understand about infantry will tends to take cover when fire, but does tank take cover or hit the dirt too. :) If it is forget I ask this question.

(3) Can the program have a button to on and off the main weapon on the main screen whilst playing the game, I hate to press the space bar or right mouse click on the unit and use the H button to off it and use my mouse to on it again. If the program limitation is there, also again, you may forget I ask this question.

Thanks guy.


Miss something. how does we determine the size of our vehicle, the height, or the area. or volume (which meant the length, width and height).

< Message edited by o4r -- 4/14/2004 11:47:02 PM >

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RE: GE Special Ops Sqd - 4/15/2004 2:51:41 AM   
Major Destruction


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quote:

ORIGINAL: o4r


(1) The weapon sloted in the infantry, when it stated that it has a rifle, does that value represent the whole squad or section or just an indiviual rifle valve. The program will mutilple by itself.



The first weapon is abstracted to be fired by up to the full number of men in a unit.
The "primary infantry weapon" (rifle or smg) has the value of a single weapon.
You will notice that some units use a multiple weapon which may be named riflex3 or lmgx2 etc.

AFAIK, if there is a "secondary infantry weapon" in slot 2, the number of men available for firing the slot 1 weapon is reduced.

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Post #: 134
RE: GE Special Ops Sqd - 4/15/2004 3:07:34 AM   
Major Destruction


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quote:

ORIGINAL: o4r

how does we determine the size of our vehicle, the height, or the area. or volume (which meant the length, width and height).


vehicle size is related to the height of a vehicle.

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Post #: 135
RE: GE Special Ops Sqd - 4/15/2004 3:30:09 PM   
o4r

 

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quote:

ORIGINAL: Major Destruction

quote:

ORIGINAL: o4r

how does we determine the size of our vehicle, the height, or the area. or volume (which meant the length, width and height).


vehicle size is related to the height of a vehicle.


Thank Major Destruction

As for 1, example are you saying something like this,

Infantry squad *8
Rifle
MG
Grenade

So Rfile *6, MG*1 and Grenade *1?


Height of the vehicle that is interesting, so how does we determine the size

Man height = 1
? to ? = 2
? to ? = 3
? to ? = 4
? to ? = 5
4 men = 0
more than 4 men = 1?

more question on equation.

Page 54 first paragraph , Fire control times five added to weapon accuracy.

Does the that meant added to below

Against moving target is 70 - (target move *3) + (FC * 3) then add 5FC
You move to hit is 66 - (you move *6 ) + (targeting * 8) then Add 5FC
or page 54 is an error and the formulae is without that add 5FC?

< Message edited by o4r -- 4/19/2004 12:06:03 AM >

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Post #: 136
RE: GE Special Ops Sqd - 4/24/2004 6:42:26 PM   
o4r

 

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Is it too late to make some more amendment now? Like the Germany LGM in Cezh, had an LMG but not given a rate of fire. The rate of fire is zero.

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Post #: 137
RE: GE Special Ops Sqd - 4/30/2004 7:14:57 PM   
Kevin E. Duguay

 

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Is it done yet! I want to look at it so I can complain!!

Only kidding, just getting antsy!

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Pz IVd & Pz IVe reversed - 5/3/2004 5:31:44 PM   
Vathailos

 

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PzKpfw IVd & PzKpfw IVe have their pictures/images transposed.

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Post #: 139
RE: Pz IVd & Pz IVe reversed - 5/4/2004 12:06:51 AM   
Major Destruction


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quote:

ORIGINAL: Vathailos

PzKpfw IVd & PzKpfw IVe have their pictures/images transposed.

Easy do-it-yourself fix.
Rename the PIC files.

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They struggled with a ferocity that was to be expected of brave men fighting with forlorn hope against an enemy who had the advantage of position......knowing that courage was the one thing that would save them.

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Post #: 140
RE: GE Special Ops Sqd - 5/4/2004 12:48:42 AM   
Major Destruction


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quote:

ORIGINAL: o4r



As for 1, example are you saying something like this,

Infantry squad *8
Rifle
MG
Grenade

So Rfile *6, MG*1 and Grenade *1?


Yes, something like that, although the number of men firing the rifle might be any number from 0 to 8, depending on the squad value for experience and morale. There is a dice roll involved.

You will notice this in game play. A full squad of 10 or 12 men will score more kills with their rifles than a depleted squad with 6 men. Depleted squads score as many kills with their light MG and grenade as does a full squad.

Similarly, a full squad from a minor nation is les likely to score kils than a full squad from a major nation (all other factors remaining equal).

quote:

ORIGINAL: o4r
Height of the vehicle that is interesting, so how does we determine the size

Man height = 1
? to ? = 2
? to ? = 3
? to ? = 4
? to ? = 5


According to instructions I received from the programmer, small vehicles should be size 0 but when this edit was made for v6 it was rejected by Matrix.
Vehicles of size 5 or more are excessively easy to hit.

Here is the breakdown that I used as a guideline
Size 1 = Height<1.8m
Size 2 = Height <2.4m
Size 3 = 2.41-2.70m
Size 4 = 2.71-2.99m
Size 5 = 3.0-3.29m
Size 6 = >3.5m

You may find some vehicles that certainly do not fit in this guideline. Some instances may be the result of an arbitrary decision while others may be the result of a mistake.



quote:

ORIGINAL: o4r
4 men = 0
more than 4 men = 1?


yes. this was hard coded for version 7 although the OOB's were built assuming that squads of 6 men or fewer would have size 0. I asked for this to be corrected in v8.2

quote:

ORIGINAL: o4r
more question on equation.

Page 54 first paragraph , Fire control times five added to weapon accuracy.

Does the that meant added to below

Against moving target is 70 - (target move *3) + (FC * 3) then add 5FC
You move to hit is 66 - (you move *6 ) + (targeting * 8) then Add 5FC
or page 54 is an error and the formulae is without that add 5FC?


I don't know.

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They struggled with a ferocity that was to be expected of brave men fighting with forlorn hope against an enemy who had the advantage of position......knowing that courage was the one thing that would save them.

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Post #: 141
RE: GE Special Ops Sqd - 5/4/2004 9:57:42 AM   
Voriax

 

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quote:

ORIGINAL: Major Destruction

Similarly, a full squad from a minor nation is les likely to score kils than a full squad from a major nation (all other factors remaining equal).



You serious? So if I have 2 squads, both having exactly same weapons, firecontrol, morale, experience etc values but one is say, US and other is Greek the US squad is still better?
And if it is so, what can be done to remove this obvious bug?

Voriax

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RE: GE Special Ops Sqd - 5/5/2004 7:11:09 PM   
o4r

 

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Thanks. Still Waiting for formulae question to be answered

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RE: GE Special Ops Sqd - 5/6/2004 6:58:18 AM   
Major Destruction


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quote:

ORIGINAL: Voriax

quote:

ORIGINAL: Major Destruction

Similarly, a full squad from a minor nation is less likely to score kills than a full squad from a major nation (all other factors remaining equal).



You serious? So if I have 2 squads, both having exactly same weapons, firecontrol, morale, experience etc values but one is say, US and other is Greek the US squad is still better?
And if it is so, what can be done to remove this obvious bug?

Voriax


The Greek squad costs less than the US squad in this example so long as True Troop option is ON.
To remove this, you need to set troop quality to some equal value.
Maybe it would not hurt to set National Characteristics to OFF, too. Maybe not.

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They struggled with a ferocity that was to be expected of brave men fighting with forlorn hope against an enemy who had the advantage of position......knowing that courage was the one thing that would save them.

Julius Caesar, 57 BC

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Post #: 144
RE: GE Special Ops Sqd - 5/20/2004 12:16:16 AM   
FlashfyreSP


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Ok, folks...I've looked all over the threads on the 8.0/8.01 OOBs, and haven't seen this addressed:

The US OOB has 3 HQ units (2 variations) -

  • US HQ - cost = 200pts
  • US Inf HQ - cost = 20pts


The US Inf HQ has two versions (with different weapons and availability dates).

Problem:
When playing as the US, the game selects one of the new US Inf HQ's as the "battalion commander" (the A0 unit), instead of the original HQ unit. Since it only costs 20 points, the US player is gaining 180 points over his opponent during force purchase. I believe, as most people will, that this is grossly unfair in any PBEM situation.

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Post #: 145
RE: GE Special Ops Sqd - 5/20/2004 5:55:24 AM   
Major Destruction


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quote:

ORIGINAL: FlashfyreSP

Ok, folks...I've looked all over the threads on the 8.0/8.01 OOBs, and haven't seen this addressed:

The US OOB has 3 HQ units (2 variations) -

  • US HQ - cost = 200pts
  • US Inf HQ - cost = 20pts



This has been fixed.
The problem was that those platoon Inf HQ's were given the same 'class' as the Battalion HQ (A0)

This was corrected in v8.2

< Message edited by Major Destruction -- 5/19/2004 7:50:55 PM >


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They struggled with a ferocity that was to be expected of brave men fighting with forlorn hope against an enemy who had the advantage of position......knowing that courage was the one thing that would save them.

Julius Caesar, 57 BC

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Post #: 146
RE: The new improved 8.1 oob thread - 6/27/2004 8:33:57 AM   
CAPT Steve Rogers

 

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The M-3/5 Stuart tanks have a problem - when they fire, the effect looks like n auto cannon, not a single shot gun.

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Post #: 147
RE: The new improved 8.1 oob thread - 6/27/2004 9:12:33 AM   
Kevin E. Duguay

 

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This also should have been fixed. Don't worry be happy!!

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Post #: 148
RE: The new improved 8.1 oob thread - 6/28/2004 3:51:50 PM   
Roo

 

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I guess my comments will come in time for 8.2>8.3, but what the heck...

First off, it looks good. Like the improvements made, seeing as the last version I played properly was 7.0, usually as British. Not had much chance to test it yet unfortunately :(

I notice that the British force doesn't appear to have a Patrol Boat equivalent for the early war period. I appreciate that there probably isn't any room left in the British OOB but maybe ANZAC, Indian or Canadian can have one? Don't have much data on dates unfortunately, but Jane's lists 2 which seem appropriate: "Grey" series built 1941-1942 (Grey Goose, Grey Wolf, Grey Owl, Grey Shark, Grey Fox and Grey Seal). Armament consisted of 1 3", 2 20mm AA or 2 2pdr., 4-8 MGs. Alternative craft would be based on the Fairmile "D" armed with 2 6pdrs, 2 20mm AA, 8MGs. Both listed had TTs as well, but these AFAIK can't be modeled anyway.

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