amulet mod 1-2 explanation 16 october 2014

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1 A.M.U.L.E.T. Mod 1.2 Explanation & Description Created by: Messmann

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A.M.U.L.E.T. Mod 1.2

Explanation & Description

Created by: Messmann

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Content

Installation and Technical Info ................................................................................................................ 4

Installation ........................................................................................................................................... 4

Technical Information ......................................................................................................................... 5

Change log ........................................................................................................................................... 6

Introduction and Background.................................................................................................................. 8

Credits ................................................................................................................................................. 8

Basic Information ................................................................................................................................ 8

Difficulty .............................................................................................................................................. 9

Recommended Game Rules ................................................................................................................ 9

Reasons for Changes ........................................................................................................................... 9

Balance .............................................................................................................................................. 10

What the mod does for you .................................................................................................................. 12

Description ........................................................................................................................................ 12

Unit Changes at a Glance .................................................................................................................. 12

Movement type „car“ ............................................................................................................................ 14

Special units ........................................................................................................................................... 16

Grenadiere in defensive position ...................................................................................................... 16

Sturmpioniere ................................................................................................................................. 16

The Luftwaffenbauregiment ............................................................................................................. 20

List of Changes ....................................................................................................................................... 21

Infantry .............................................................................................................................................. 21

Tanks .................................................................................................................................................. 24

Recon Units ....................................................................................................................................... 25

Towed Anti-Tank Guns ...................................................................................................................... 25

Light Anti-Tank Vehicles .................................................................................................................... 26

Heavy Anti-Tank Vehicles .................................................................................................................. 26

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Assault Guns ...................................................................................................................................... 27

Hetzer and Jagdpanzer ...................................................................................................................... 27

Artillery Units ..................................................................................................................................... 28

Towed Light Anti-Air Units ................................................................................................................ 29

Anti-Air Vehicles ................................................................................................................................ 29

Heavy Flak Guns ................................................................................................................................ 30

Land Transports ................................................................................................................................. 31

Elite Air Units ..................................................................................................................................... 32

No Changes for Immobile Units ........................................................................................................ 33

Effects with regard to gameplay ........................................................................................................... 34

Structure of the Equipment File ............................................................................................................ 35

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Installation and Technical Info

Installation

Attention! This 1.01 version of the mod is not compatible with the old 1.00 or 1.01 version of the

mod. Unfortunately, a few changes were due and it couldn’t be avoided to mess things up a little.

However, please remember that any kind of changes will not be taken into the system as a

hardcoded matter of fact anyway, at least not without starting a new game from scratch.

If you want to continue with an army you have used for this mod the only option would be to take

this army in your old mod to the last scenario of a campaign and change all units to standard

Wehrmacht units. Change all transport vehicles to Opel Blitz trucks. Those the system will recognize

for sure.

Then, restart the last scenario, now playing with normal units. Afterwards save your core.

When beginning a new game, you could load this core to start anew. However, this is not possible

without some cheating and number noting, since the system won’t recognize the prestige points you

spent.

The following files or archives will be replaced or affected:

Audio (Attacksfx, movesfx folder and damage sounds); Data (equipment, movement and gamerules

file); Graphics folder (Animations, Units and the efx file); UI folder (bigunits folder, movement folder,

and startscreens folder, the latter to replace two pictures).

The steam version should be changeable as well, but only if the system does not correct game files

automatically. For this to avoid, you need to switch off the internet connection.

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How to install the mod:

1. Go to your Panzer Corps folder. Make safety copies of each of the files mentioned above and

store them somewhere else.

2. Copy the content of the Amulet mod into the Panzer Corps folder and overwrite the old files

and folders.

3. That’s it. You have to start a new campaign for this mod to be in effect, though.

4. It may impair cache capacity if you play for long hours. After two scenarios, I recommend

restarting the game.

5. For steam users: Disconnect steam from the internet. This is to avoid an automatic

“correction” of game files by the system.

As a hint, it’s possible to use a program like “Generic Mod Enabler”. So you could create a file called

“Mods” in your Panzer Corps folder and you would activate or deactivate this mod like any other

mod at your choice.

Technical Information

Equipment file: Equipment file has been restructured according to a scheme suggested by Guille (see

below). I recommend following this structure to allow for a better overview.

Improvised unit names in the equipment file: Units with the prefix “Imp” (=improvised) indicate that

the unit icon is not available and the most similar icon is used to replace it. In most cases, this “only”

affects the color scheme. Improvised elite unit icons for elite units are designated with the prefix

“SEImp” and “SSImp”.

Efx file: Efx file is sorted alphabetically. The majority of the sounds and animations were given by

VPaules from his redux sound mod, although self-created, changed and new sounds were included

(e.g. Panzerfaust/Panzerschreck). The sounds are allowed for this publication only. Do not publish

the sounds without permission of VPaulus (slitherine.com Forum).

Redundant small unit icons: There may be a couple of small unit icons which are redundant. I

haven’t had the time and the overview to sort them out. I suggest not caring about these icon

pictures because they won’t affect the game.

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Change log

Changes version 101 in comparison to version 1

Steyr RSO reduced price -10 (50), Fuel +18 (90)

Self-propelled anti-air units +1 movement except for 10/4 (reason is reconmove)

Panzer IVC Ground Defense -2 (4), Close Defense -1 (1), historical reasons

reduced cost of normal Infantry from 127 to 120

reduced cost of 43 Wehrmacht Inf from 187 to 180

Luftwaffenwagen with airstrip landing available

Elite cost are eclusive; upgrade from normal units only possible with full costs

Brückeninfanterie and Brückengrenadiere no switching anymore

Pioniertransport vehicles for all Brückenpioniere

Panzer II E movement type "car" (new movement for better wheeled movement)

Costs of Elilte tanks increased to +70 %

New Unit "Kübelwagen Aufklärer"

New Unit "Kübelwagen Transport"

New Unit "Sturminfanteriegeschütz 33"

Liberalized transport vehicle upgrade (except armored personell carriers)

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Changes 1.2

New Rules and stats

Transports: Transport vehicles without weapons cannot shoot anymore

(the only "shooting" transports are armored personell carriers)

Transports: All unit types may only use the transports assigned to them: normal units

may use normal transports, elite units only elite transports and SE units may only

use SE-transports.

All transport units of a certain unit type are upgradable among each other. The old costs

are taken into account.

new rule: All StuG have camo trait, but only during anti-tank mode

new stats: reduced movement of 3 to 2 for Elite/SE Grenadiere troops

new stats: reduced movement of 3 to 2 for Elite/SE Pioniere troops

new stats: reduced movement of 3 to 2 for Elite/SE bridge engineers troops

renamed Elite units: In the short description, elite units are designated with a "EL"

new stats for most of the elite and SE infantry units (mostly movement reductions)

New Units

new unit Sturmpioniere: Better pioniere who are able to cross rivers with boats. Expensive

unit.

new unit Sturmbootwagen: transport unit for Sturmpioniere

new unit: introduced Panzer 35 (t)

new unit: introduced Einheits-PKW transport car

new unit: le IG 18 light artillery, parachutable

(old 7.5 cm Fallschirmjäger artillery discarded)

Grenadiere can be switched to fortified Grenadiere

New icons (better Graphics)

new icon Bunkerflak, with artillery switch

new icon 15 sIG Sfl und AT available, repaired glitch

new icon Kübelwagen Inf and Kübelwagen Transport

new icon: Schwerer Wehrmachtsschlepper (SWS) heavy transport unit

new icon Luftwaffenbauregiment

new icon Feldflugplatz

new icon MBenz L4500 Flak

new icon 3.7 cm Opel Blitz Flak

new icon Brückengrenadiere

new icon Hetzer Schürzen

new icon Nashorn and Nashorn Artillery

new icon RSO-3 Raupenschlepper Ost

new icon MBenz L4500

new icon Opel Maultier transport vehicle

new icon SdKfz 251 Flakdrilling AA and AT

new icon SdKfz 251/22 antitank

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Introduction and Background

Credits

I’d like to mention the people who published icons and had ideas which in some way or another

found their way in this project. Most of them you will find in the Sliltherine Forum:

Airbornemongo (idea of elites which can be purchased like normal units)

Razz (some big icon photos; idea of switchable anti-air units and Panzerfaust units)

Guile, bebro, puma and many others as artists of small unit icons

Guille (idea of structure of equipment file)

VPaulus (sounds and large parts of the efx file)

and

Slitherine Company (for publishing an above-average strategy game which can be modified).

Basic Information

Thank you for your attention! If you read this, you belong to those players who share in interest in

different Panzer Corps. And I daresay you might find something new here.

Before continuing with my assuming remarks, I’d like to introduce you to the basic idea of this mod.

In essence, this is a unit mod of German units only – so far. However, several new units and the

abilities of old units have been changed and influence gameplay directly or indirectly.

A.M.U.L.E.T. means “Advanced Multipurpose Units and Limited Elites in its totality.” This is ironic, but

it points out at least one conspicuous thing.

The main concept is switchable units – which are available on a large scale now. You can switch most

anti-tank weapons to artillery, and most anti-air units as well; and most artillery units can be

switched to anti-tank weapons.

Another important change is purchasable elite units. You can buy all normal units as elite units now –

at a higher price, for sure, but with values which could make them unique. And you can get your

bonus SE units as well – every ground unit is available as SE unit.

In addition to this, you’ll get most of the sounds provided by VPaulus’ Redux sound mod. All sounds

and animations have been available by him– at times changed by myself, though, for example MG42

sounds. (Please do not publish any sounds without permission of VPaulus, slitherine.com Forum).

Modders could like the idea of a restructured equipment file, which is supposed to put everything in

a better order. No original recognition IDs have been changed, and it is totally compatible with Grand

Campaign, and, as of yet (January 2014), Legacy of Versailles. When changing this file, you may

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publish it if you mention the source, which is Messmann; otherwise, please do not change the order

of the equipment file, since it is meant to make things easier for all people who share an interest in

this.

Historical unit photos – at least for German units. Not all of them are in color, of course. Please do

not take the photos of SE units too seriously, since it is only meant to reflect military history as far as

I could; and many of the “SE” unit photos do not show actual SE units, because I couldn’t find

historical photographs of each unit type.

Gamerules have not been changed at all, although there is a gamerules file(version 1.21) ; but this

file is meant to be for your experimentation which would be limited to this mod only, such as if you

want to switch off the prestige soft cap or whatever without tinkering with the original file.

You can mod and publish (nearly) any of this stuff freely, as long as you mention this source, which is

Messmann. There is only one exception, the sounds. The majority of them are provided by VPaulus,

and you have to ask for his permission if you want to publish the sounds. Other than that, that’s it.

Difficulty

This mod is intended and built for high difficulties, especially for the Grand Campaign (the DLCs of

Panzer Corps).Unfortunately, some changes will not be visible to casual players, but this is not my

fault, at least not entirely.

I’d say you could start a new campaign which allows you to tinker around with some aspects of this

mod. Afterwards, read this description (or vice versa). Then, start an actual campaign.

Recommended Game Rules

Personally, I do not support the idea of a prestige soft cap as it was introduced by Slitherine for

version 1.20 onwards. I also don’t favor the higher costs of overstrengthening units. If you share my

skepticism, you may change the gamerules file. In its original state, it is unchanged.

Reasons for Changes

I will briefly explain why I have created this mod:

• Anti-Air units are most times not worth buying – at least if you are interested in a strong

core.

• Anti-Tank units are most times not worth buying, at least… – well, the same as above.

• Artillery units can only shoot suppressive fire – they do not have an anti-tank capability, not

even a meager one. Is this historical – if we dare use that term?

• Elite units are not that special, and you have no influence about purchasing them.

• The tactical options are limited, and they don’t make sense at times.

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An important aspect is that more than half of all available units are not purchased. The strict

limitation of core slots puts efficiency always in the foreground – at least if you are a game-person

which is not interested in taking risks. That means that more than half of the units have no function –

apart from decorating the purchase screen, that is.

I suppose this is connected with design flaws. At first, it’s the idea of limited “slots” for core units,

while it would make more sense to set a prestige cap for certain unit types that can bought and/or

used in each scenario. Moreover, it is highly subjective what a “unit” represented by a unit icon

actually stands for – and why it should have the stats it actually has.

Then, there are almost ridiculous variations of time and mile scales on the map. For example, you

fight in the streets of Warsaw in one scenario and in another one, you conquer Paris’ four little

hexes. What’s the common denominator of this?

A suggested solution for parts of these problems is the so-called prestige soft cap. In essence, it

decreases your prestige output which might be realized in late-war years especially.

The computer calculates the worth of all your units during deployment, deducing the average worth.

If this average is above 400, your prestige output is reduced gradually. The limit is 800 on average:

Here the maximum punishment is reached. Then, you’ll only get 20% of your normal prestige output.

Reserves and SE units do not count, but costs for overstrength do. Please consider that costs for

overstrength have been raised, above +12 quite dramatically so. A solution would be to vary and

rotate units, and to not use expensive stuff always.

But is there any kind of overview which allows you to see the prestige value of your units? And how

much can you buy with how much percentage decrease in the end? If you want to accept this, you

can; but I have included the gamerules file which allows you to switch it off or tinker with your own

variations.

The new rule changes of Panzer Corps Version 1.20 onwards lead to stronger heavy artillery, more

important and stronger infantry and a cost increase for elite replacements. The latter applies

especially for replacements beyond 11 or 12.

The Amulet Mod can equalize this a bit, but not in all points. In case of doubt or need, just change

the gamerules file.

Balance

I know that in-game balance is delicate issue, and have tried my best to include changes which won’t

impair game balance too much. I cannot say how much I have succeeded with that. Quite possibly,

future changes will happen that will occur here and there.

Be that as it may, I do not foresee that I will dismiss my concept altogether for balance reasons. This

is not how think, because I favor an increased opportunity for tactical variation. However, I have

structured the files as clear as I could to allow for personal changes.

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With the changes of PC version 1.20 the option is given to play on high or higher difficulty levels. The

mod is designed to allow this. The changes of Panzer Corps Version 1.20 onwards will lead to weaker

artillery, stronger infantry and a loss of prestige at later game stages. It will be difficult to play

Rommel difficulty with the new rule changes, especially 1943 onwards. In addition to this, difficulty

levels can be customized.

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What the mod does for you

Description

This mod was designed for gameplay at a very high difficulty. In brief, it does the following:

1) Most of the artillery can be switched, as well as anti-air and also most of the anti-tank units:

Artillery units switch to limited anti-tank units and back, many anti-tank units can turn into limited

artillery units; and anti-air units can switch to limited artillery units.

2) Each ground unit can be bought as elite unit with better stats, usually in the +1 range with some

additional traits. Costs usually are at about 150 % prestige, with maximum additional costs capped at

200 prestige. The better stats are in most cases different values, which give you elite units which are

unique.

3) There are some new German and some newly modified units. A few examples: The Sturmtiger

heavy mortar, a 12.8cm antitank-artillery gun, panzerfaust and panzerschreck Infantry, mobile Bridge

Engineers and so forth. Details see below.

4) Each ground unit is available as SE bonus unit. They have better stats than elite units, focusing

both on defense and attack capabilities.

5)It is only possible to upgrade elite units among themselves. If you want to change a normal unit

and upgrade it you’ll have to pay fully.

6) Better and somehow more original sounds.

7) As large pictures, there are only historical photos – all pictures have been revised and carefully

exchanged with wartime-only photographs (no photos of Allies so far, I’m afraid).

Unit Changes at a Glance

At first, a general remark: Only German units are affected. I haven’t had time to work at Allied units

so far. I also do not make any kind of promises regarding Allied or any other powers.

There are three types of German units:

1. Normal German units, among them Heer (army), Luftwaffe (air force) and Kriegsmarine

(navy). These are the standard units, or Panzer Corps version 1.21 units. However, there are

very many multipurpose units now, especially in the anti-tank, artillery and anti-air branch.

2. Elite units (Heer and Luftwaffe only). They represent well-trained and better equipped

Wehrmacht formations. An historical example would be the PanzerLehr Division. You can buy

the Elites at a high cost, usually 50% higher than normal units. On the map, they appear in

bright camo.

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3. SE units (Heer only). These types of units have high attack capabilities and can defend better,

even better than Elite units. Moreover, they are relatively cheap: Their cost is only 20%

higher than those of normal troops. But you cannot purchase them. You may only acquire

them as bonus units. On the map, they appear in dark camo.

Unit capabilities can differ, according to the type they belong to. However, there are certain things

they have in common. The most important things I will outline here.

Infantry: Fallschirmjäger were made the elites they were historically, while Kradschützen and Cavalry

can move like recon units (reconmove trait). This gives you the ability to shift around infantry quickly.

Grenadiere can fight in fortified conditions. Some new units, like Sturmpioniere.

Recon units: Elite recon units receive better stats, most importantly in spotting.

Tanks: It is worth noting that tanks receive a higher rate of fire like most Elite or SE units. That’s why

it really pays off to keep them at full strength. (The new Panzer II E tank was a tank which could drive

unhindered on roads only.)

Towed anti-tank guns: All light towed Pak guns have movement 2. All towed anti-tank guns have the

camo trait, which means they can’t be seen from an enemy which is not standing right next to it. This

gives you the opportunity to ambush the opponent. Elite towed anti-tanks get better stats, and

heavy towed guns have movement 2, as well.

Hetzer and Jagdpanzer: They are also “invisible” for enemies who are not standing right next to it.

StuGs: They all can switch to artillery and antitank. The values are usually lower than comparable

units in the artillery and/or anti-tank field; the range of artillery StuGs remains 1. All Stugs receive the

Camo trait – but only in anti-tank mode.

Artillery: They all can switch to anti-tank. Exceptions are heavy guns, like 21cm or rocket launcher

types. The anti-tank capability is usually low, such as a low initiative.

Towed anti-air guns: Similar to anti-tank weapons, they move at a rate of 2. They can also switch to

artillery use. In this effort, they attack like artillery, with low aim, but a high rate of fire. This is

effective against lowly entrenched targets with a low defense rating.

Anti-Air vehicles: They are similar to towed anti-air guns, but they can be moved more flexibly. In

this mod, anti-air vehicles move like recon vehicles. The spotting range does not change. (The new

SdKfz 8.8cm “Bunkerflak” was not a flak weapon, but an anti-tank gun. It can be switched to artillery,

though.)

Land transports: Among a few new motor vehicles, horses are now onboard (“Feldwagen”). Now you

can move your units as in “true history” (if there’s anything like that), with a usual movement of 4.

Air power: Elite airplanes have better attack and defense capabilities.

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Movement type „car“

There is a new movement type called „car“. It is a fusion of truck and all-terrain movement.

With that kind of movement a unit is in general able to move quicker and better than a truck, at least

if the terrain is unhindered (clear) and not, for example, countryside. Countryside tiles still require

two movement points to cross.

There are several units with this type of movement.

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In the middle of the picture above you see the „Stahlfeldwagen Hf7“, a steel field wagon, or a horse-

towed transport (movement 4). The tank in the bottom below is called “Panzer II E”, and was

dismissed because it could not cope with cross country terrain.

Yet this movement type is still useful, especially if you want to advance with light units. The VW

Kubelwagen can transport light units (available 01.09.1940).

It can also be used acquired as a recon unit (on the right).

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Special units

Grenadiere in defensive position

Grenadiere can be switched to a defensive position. In this case, they can defend slightly better, but

their movement is very slow.

Sturmpioniere

Sturmpioniere are pioneers who are equipped with boats, the „stormboats“ (Sturmboote). They are

able to attack slightly better than normal pioneers. So they are elite units in and of itself.

The boats are activated with the normal switch button. Boats can only travel on water, that means

rivers, straits and the sea. Boats can be activated on land hexes, so that it is possible to move onto

water in a single move:

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Sturmpioniere are also able to cross a river in one move only. They don’t need to switch to boats:

In this case, it is assumed that Sturmpioniere are especially trained and equipped, like with ponton

material, which allows them to cross rivers the quick way.

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Basically speaking Sturmpioniere can use each transport vehicle. However, in a normal situation, this

robs them of the possibility to cross rivers the way mentioned. An exception would be if the

transport vehicle is able to reach the location on the other side of the river - at least theoretically. An

example will show this.

The path is clear: The unit can

cross the river. They can do this

inspite of their transport vehicle,

a SdKfz halftrack, which is not

able to move this way.

The reason is the path in the

upper right, across the bridge.

Here, the halftrack would

(theoretically) be able to reach

the indicated location.

Now, however, a tank on the

right is blocking the path. The

halftrack could not reach the

location across the river.

So, the path is closed, and the

unit can only get over the river

the normal way. (Obviously, you

could switch to boats, but this

move is not important here.)

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The same situation with

pioneers on the left, now

starting from the forest.

Now, they cannot reach the

other side, even when the path

is free. The SdKfz halftrack is too

slow, so it could not

theoretically reach the location

across the river.

Thus, normal transport vehicles impair the special way Sturmpioniere can move. If not, they inhibit it

altogether. How far this goes is dependent on the type of movement of the vehicle and its speed.

How exactly the influence is cannot be stated explicitly, since it is a hardly calculable mistake of the

program, the hardcoded software.

In order to avoid this, you will need a faster transport vehicle. Or, you acquire a Sturmbootwagen

which can only be used by Sturmpioniere:

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This vehicle represents the better equipment with ponton material etc., so that Sturmpioniere may

move with trucks across rivers in one move only. It is not possible to move to open sea like this,

although the Sturmbootwagen may move into “shallow sea” locations at a snail’s speed.

Across deep seas, Sturmpioniere with Sturmbootwagens cannot move. Landings in these

environments can only work with normal landing crafts, like with every other unit.

The Luftwaffenbauregiment

Luftwaffenbauregiment means „air force‘s construction regiment“. It allows you to build an airfield

on clear, countryside, road and railroad tiles, even in cities (for technical reasons, but it is conceivable

somehow). A friendly airplane right on top of the airfield will be resupplied with fuel and ammo.

Strategic bombers will not be refueled. They need to move to a normal airfield. Otherwise, they

crash.

In principle, the Luftwaffe wagon does the same thing as an aircraft carrier. It can be found among

the anti-air-units.

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List of Changes

Infantry

Light Infantry

Units: Infanterie (former "Wehrmacht Inf"), 43 Infanterie, PzSchreck Infanterie

New Units:

Jäger: Infantry with higher movement and increased spotting range, available 01.01.1935

PzFaust Infanterie: Anti-Tank Infantry, available 01.09.1943

PzSchreck Infanterie: Anti-Tank Infantry, available 01.04.1944

Changes:

Normal Units: Elite Units: SE Units:

Infanterie : Cost -7 form 127 to Initiative +1 Initiative +2

120 Soft Attack +1 Soft Attack +2

43 Infanterie : Cost -7 form 187 Movement +1 (except Jäger) Movement +1 (except Jäger)

180

Air Defense +1 (only for Jäger) Air Defense +1 (only for Jäger)

Ground Defense +1 (only for Ground Defense +1 (only for

Jäger) Jäger Inf)

Close Defense +1 Close Defense +1

Ammo +1 Ammo +1

Costs +50%, max. +120 Costs +20%, max. +40

Fallschirmjäger

Units: Fallschirmjäger, Fallschirmjäger 43

Changes:

Normal Units: Elite Units: SE Units:

Fallschirmjäger: Initiative +1 Initiative +2

Ground Defense +2 from 5 to 7 Soft Attack +1 Soft Attack +2

Cost +30 from 140 to 170 Movement +1 Movement +1

Fallschirmjäger 43:

Ground Defense +3 from 5 to 8 Close Defense +1 Close Defense +1

Ammo +1 from 4 to 5 Ammo +1 Ammo +1

Cost +83 from 167 to 250

Costs +50%, max. +120 Costs +20%, max. +40

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Cavalry

Units: Kavallerie, Kavallerie 43

New Units:

Kavallerie 43: advanced Cavalry, with Reconmove

Changes:

Normal Units: Elite Units: SE Units:

Kavallerie Initiative +1 Initiative +2

added Reconmove Soft Attack +1 Soft Attack +2

Ground Defense +2 Ground Defense +2

Close Defense +1 Close Defense +1

Ammo +1 Ammo +1

Costs +50%, max. +120 Costs +20%, max. +40

Motorcycle Infantry

Units: Kradschützen, Kradschützen 43

New Units:

Kradschützen 43: advanced Kradschützen, with Reconmove

Changes:

Normal Units: Elite Units: SE Units:

Kradschützen Initiative +1 Initiative +2

added Reconmove Soft Attack +1 Soft Attack +2

Cost +30 from 147 to 177 Movement +1 Movement +1

made available in 1939 (29.04.1939) Close Defense +1 Close Defense +1

movement type car Ammo +1 Ammo +1

Costs +50%, max. +120 Costs +20%, max. +40

Pioniere Infantry

Units: Pioniere, Pioniere 43

New Units:

Sturmpioniere: Advanced pioneers with boats; can cross rivers in one move (available 30.06.1939)

Pioniere 43: advanced Pioniere with better attack values

Changes:

Normal Units: Elite Units: SE Units:

none Initiative +1 Initiative +2

Soft Attack +1 Soft Attack +2

Hard Attack +1 Hard Attack +1

Close Defense +1 Close Defense +1

Ammo +1 Ammo +1

Costs +50%, max. +120 Costs +20%, max. +40

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Gebirgsjäger Infantry

Units: Gebirgsjäger, Gebirgsjäger 43

Changes:

Normal Units: Elite Units: SE Units:

none Initiative +1 Initiative +2

Soft Attack +1 Soft Attack +2

Ground Defense +1 Ground Defense +1

Air Defense +1 Air Defense +1

Close Defense +1 Close Defense +1

Ammo +1 Ammo +1

Costs +50%, max. +120 Costs +20%, max. +40

Grenadiere

Units: Grenadiere, 43 Grenadiere, 44 Grenadiere

New Units:

44 Grenadiere: Anti-Tank Infantry, available 01.10.1943

All Grenadiere: can switch to Grenadiere Nest, better defense, movement 1

Changes:

Normal Units: Elite Units: SE Units:

None Initiative +1 Initiative +2

Soft Attack +1 Soft Attack +2

Hard Attack +1 Hard Attack +1

Ground Defense +1 Ground Defense +1

Close Defense +1 Close Defense +1

Ammo +1 Ammo +1

Costs +50%, max. +120 Costs +20%, max. +40

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Bridge Engineers

Units: Brückenpioniere

New Units:

Brückeninfanterie: better Brückenpioniere, available 01.01.1935 (pioneer wagon required)

Brückeninfanterie 43: as above, available 01.01.1943

Brückengrenadiere: better Brückenpioniere, available 01.01.1940 (pioneer wagon required)

Brückengrenadiere 43: s.o., verfügbar 01.01.1943

Changes:

Normal Units: Elite Units: SE Units:

None Initiative +1 Initiative +2

Soft Attack +1 Soft Attack +2

Ground Defense +1 Ground Defense +1

Air Defense +1 Air Defense +1

Close Defense +1 Close Defense +1

Vehicle has Elite stats Vehicle has SE stats

(Vehicle stats see below) (Vehicle stats see below)

Costs +50%, max. +120 Costs +20%, max. +40

Tanks

Tanks

Units: all Tanks

New Units:

Panzer IIA: early version of Panzer II tank, available 01.07.1937

Panzer IIE: faster version of Panzer II tanks, car movement, available 01.05.1938

Panzer IIG: refined version of Panzer II tank, available 01.04.1941

Panzer IIIA: early version of Panzer III tank, available 01.12.1938

Panzer IVC: early version of Panzer IV tank, available 01.09.1938

Panzer III M Schürzen: tank with better close defense, available 29.11.1943

Panzer 35(t): light Tank, available 28.04.1939

Flammpanzer 38 (t): alternative Flametank, available 01.11.1944

late Tiger: refined Tiger, available 01.10.1943

Changes:

Normal Units: Elite Units: SE Units:

Panzer II Flamm: Soft Attack +2 from Changes of normal units and: Changes of normal units and:

6 to 8 Initiative +1 Initiative +2

Panzer IIC: Rate of Fire +2 from 10 to Hard Attack +1 Hard Attack +2

12 Soft Attack +1 Soft Attack +2

Ammo +1 Ammo +1

Ground Defense +1 Ground Defense +1

Close Defense +1 Close Defense +1

Rate of Fire +20% Rate of Fire +20%

Costs +70%, max. +280 Costs +20%, max. +100

25

Recon Units

Recon Units

Units: all Recon Vehicles

New Units:

SdKfz 251/10 3.7cm Pak, light Anti-Tank Recon, available 02.04.1940

KdF 82 Kubelwagen, light recon car, movement type car, available 01.09.1940

Changes:

Normal Units: Elite Units: SE Units:

SdKfz 222: changed movement type Changes of normal units and: Changes of normal units and:

"wheeled" to "car" Initiative +1 Initiative +2

SdKfz 231: changed movement type Spotting +1 Spotting +1

"wheeled" to "car" Soft Attack +1 Soft Attack +2

Panzer IIF: Rate of Fire +2 from 10 to Hard Attack +1 Hard Attack +1

12 Ground Defense +1 Ground Defense +1

Panzer II Luchs: Rate of Fire +2 from Movement +1 Movement +1

10 to 12

Costs +50%, max. +200 Costs +20%, max. +100

Towed Anti-Tank Guns

Towed Anti-Tank Guns

Units: 3.7cm Pak 36, 3.7cm Pak 36 (Fj), 5cm Pak 38, 7.5cm Pak 40, 8.8cm Pak 43-41

New Units:

3.7cm Pak 36 (Fj): Light anti-tank gun for paratroops

Changes:

Normal Units: Elite Units: SE Units:

Movement 2 and movement type Changes of normal units and: Changes of normal units and:

alpine (Mountains) for 3.7cm and Initiative +1 Initiative +2

5cm Pak Hard Attack +1 Hard Attack +2

Soft Attack +1 Soft Attack +1

Movement +1 for 7.5cm and Movement +1 for 7.5cm and

Camo trait (cannot be seen except 8.8 cm Pak 43-41 8.8 cm Pak 43-41

when enemy unit is right next to it) Ground Defense +1 Ground Defense +1

Ammo +1 Ammo +1

Rate of Fire +20% Rate of Fire +20%

Costs +50%, max. +200 Costs +20%, max. +100

26

Light Anti-Tank Vehicles

Light Anti-Tank Vehicles

Units: Panzerjäger I, Marder Series, SdKfz 251/22 7.5cm Pak, SdKfz 8.8cm

New Units:

SdKfz 251/22 7.5cm Pak: Light anti-tank vehicle with reconmove ability

SdKfz 8.8cm: 8.8 cm anti-tank vehicle with improvised artillery (not Flak) switch

Changes:

Normal Units: Elite Units: SE Units:

Target type now soft target Changes of normal units and: Changes of normal units and:

(except SdKfz 8.8cm Pak/Flak) Initiative +1 Initiative +2

Hard Attack +1 Hard Attack +2

Soft Attack +1 Soft Attack +1

Ground Defense +1 Ground Defense +1

Ammo +1 Ammo +1

Movement +1 Movement +1

Rate of Fire +20% Rate of Fire +20%

Costs +50%, max. +250 Costs +20%, max. +100

Heavy Anti-Tank Vehicles

Heavy Anti-Tank Vehicles

Units: Jagdpanther, Elefant, Nashorn, Jagdtiger, 12,8cm PzSelbstfahrlafette

New Units:

12,8cm PzSelbstfahrlafette: Heavy anti-tank vehicle with artillery switch

Changes:

Normal Units: Elite Units: SE Units:

Initiative +1 Initiative +2

Hard Attack +1 Hard Attack +2

Soft Attack +1 Soft Attack +2

Ground Defense +2 Ground Defense +2

Ammo +1 Ammo +1

Rate of Fire +20% Rate of Fire +20%

Costs +50%, max. +250 Costs +20%, max. +100

27

Assault Guns

StuG Assault Guns (Sturmgeschütze)

Units: StuG (all types) and StuH 42

Changes:

Normal Units: Elite Units: SE Units:

anti-tank StuGs can be switched to Changes of normal units and: Changes of normal units and:

light artillery (range 1).

artillery StuGs can be switched to

low-initiative anti-tank mode. Initiative +1 Initiative +2

Hard Attack +1 Hard Attack +2

StuG IIIa: Ammo -2 from 8 to 6; Soft Attack +1 Soft Attack +2

cost -20 from 221 to 200; Ground Defense +1 Ground Defense +1

can be purchased (01.05.1940). Air Defense +1 Air Defense +1

Ammo +1 Ammo +1

Fortkiller trait for all. Rate of Fire + 20% Rate of Fire + 20%

Camouflage for all, but only in

anti-tank mode. Costs +50%, max. +250 Costs +20%, max. +100

Hetzer and Jagdpanzer

Hetzer and Jagdpanzer

Units: Hetzer, Hetzer Schürzen, Jagdpanzer IV/48 and IV/70

New Units:

Hetzer (Schürzen): Anti-tank vehicle with better close defense.

Changes:

Normal Units: Elite Units: SE Units:

Camo trait (cannot be seen except Changes of normal units and: Changes of normal units and:

when enemy unit is right next to it) Initiative +1 Initiative +2

Hard Attack +1 Hard Attack +2

Soft Attack +1 Soft Attack +2

Ground Defense +1 Ground Defense +1

Close Defense +1 Close Defense +1

Ammo +1 Ammo +1

Rate of Fire +20% Rate of Fire +20%

Costs +50%, max. +250 Costs +20%, max. +100

28

Artillery Units

Artillery

Units: All artillery units (except StuGs and StuH 42)

New Units:

7.5 cm le IG 18: light version of 7.5cm gun, can parachute, available 15.03.1935.

7.5 cm Geb.G. 36 (Gebirge): Mountain version of 7.5cm gun; available 15.03.1939.

15 cm sIG 33: Towed version of Sturmpanzer I gun; range is 2; available 01.01.1934.

sIG 33 II (Sf): better artillery vehicle for 15cm gun; available 08.11.1941.

Sturmtiger: mobile siege artillery; ignores entrechment (meng trait); available 01.10.1943.

Sturminfanteriegeschütz 33B: mobile precursor of Brummbar artillery; available 01.10.1942.

Changes:

Normal Units: Elite Units: SE Units:

All artillery units can be switched Changes of normal units and: Changes of normal units and:

to low-initiative anti-tank guns; Initiative +1 Initiative +2

except for 21cm, all rocket launchers Hard Attack +1 Hard Attack +2

and Karl-Gerät, Gustav and 280mm. Soft Attack +1 Soft Attack +2

Ammo +1 Ammo +1

7.5cm/ 10.5cm guns: movement +1 Ground Defense +1 Ground Defense +1

Air Defense +1 Air Defense +1

Sturmpanzer I: range -1 from 3 to 2; Rate of Fire +20% Rate of Fire +20%

17cm K 18: range +1 from 3 to 4;

Karl-Gerät, Gustav and 280mm K5: Karl-Gerät, Gustav and 280mm no Karl-Gerät, Gustav, 280mm

ammo +1 from 3 to 4; Ammo +3 available at +50% cost

can be purchased. no V1 and V2 no V1 and V2

Gustav and 280mm K5:

range +2 from 6 to 8 and 4 to 6;

280mm K5: cost +260 from 540 to 800. Costs +50%, max. +250 Costs +20%, max. +100

29

Towed Light Anti-Air Units

Towed Anti-air Guns

Units: 2cm Flak 38, 3.7cm Flak 37, 3.7 cm FlaK 37 (Fj), 2cm Flakvierling 38

New Units:

3.7 cm FlaK 37 (Fj): Parachute version of 3.7 cm FlaK 37.

Changes:

Normal Units: Elite Units: SE Units:

All units can be switched to light Changes of normal units and: Changes of normal units and:

artillery use with a rate of fire of +2. Initiative +1 Initiative +1

(No minekiller capability.) Hard Attack +1 Hard Attack +1

Soft Attack +1 Soft Attack +1

Movement +1 Air Attack +1 Air Attack +1

Close Defense +1 Air Defense +1 Air Defense +1

Ground Defense +1 Ground Defense +1

Close Defense +1 Close Defense +1

Rate of Fire +20% Rate of Fire +20%

Costs +50%, max. +200 Costs +20%, max. +100

Anti-Air Vehicles

Anti-Air Vehicles

Units: All anti-air vehicles.

New Units:

3.7cm FlaK Opel Blitz: 3.7cm flak on truck, available 05.04.1939.

SdKfz 251D 2cm Flakdrilling, 2cm triple flak on halftracks, available 03.04.1943.

Mbenz 2cm Flakvierling, quadruple flak on truck, available 07.03.1940.

8.8 cm FlaK 36 Eisenbahn, 8.8cm Flak on trains, available 27.05.1939.

12.8 cm FlaK 40 Eisenbahn, 12.8cm Flak on trains, available 01.01.1944.

Luftwaffenwagen: can build improvised airstrips for fighters and fighter-bombers. Not available

as elite or SE unit.

Changes:

Normal Units: Elite Units: SE Units:

All units can be switched to light Changes of normal units and: Changes of normal units and:

artillery use with a rate of fire of +2. Initiative +1 Initiative +2

(No minekiller capability.) Hard Attack +1 Soft Attack +2

Soft Attack +1 Hard Attack +1

All can move like a recon vehicle Air Attack +1 Air Attack +2

(reconmove trait); except trains. Air Defense +1 Air Defense +1

Ground Defense +1 Ground Defense +1

All units: increased movement +1 Close Defense +1 Close Defense +1

(except SdKfz 10/4) Rate of Fire +20% Rate of Fire +20%

Costs +50%, max. +200 Costs +20%, max. +100

30

Heavy Flak Guns

8.8cm and 12.8cm Flak

Units: 8.8cm Flak 36 and 12.8cm Flak 40

Changes:

Normal Units: Elite Units: SE Units:

8.8cm Flak 36: hard attack + 2 from Changes of normal units and: Changes of normal units and:

17 to 19. Movement +1 (only 8.8cm) Movement +1 (only 8.8cm)

12.8cm Flak 40: can switch to Initiative +1 Initiative +2

anti-tank mode. Hard Attack +1 Hard Attack +2

Soft Attack +1 Soft Attack +2

Air Attack +1 Air Attack +1

Air Attack +2 (only 12.8cm) Air Attack +2 (only 12.8cm)

Ground Defense +2 Ground Defense +2

Air Defense +1 Air Defense +1

Rate of Fire +20% Rate of Fire +20%

Costs +50%, max. +200 Costs +20%, max. +60

31

Land Transports

Land Transports

Units: All land transports.

New Units:

le Feldwagen Hf1: Light Horse Transport; towed movement, speed 4.

Maultiere (Gebirge): Mule Transport for mountains; speed 3; alpine movement, for mountain units.

s Feldwagen Hf2: Medium Horse Transport; all terrain movement, speed 4.

Stahlfeldwagen Hf7: Medium Horse Transport on wheels, car movement, speed 4.

SdKfz 10: fast halftrack vehicle, speed 8, available 01.01.1938.

Einheits-PKW: car for light transports; truck movement; available 01.01.1936.

MBenz L4500: Better truck, available 01.12.1940.

Opel Maultier: halftrack, for up to medium tasks, available 01.01.1942.

MBenz L4500 Maultier: halftrack for all tasks; can pull heavy artillery.

Steyr RSO-3: medium tracked transport vehicle, available 01.08.1943.

SWS: heavy-duty lightly armored halftrack transport vehicle, available 01.12.1943.

Pionierwagen: Transportation truck for bridge engineers only

Pionierwagen (Maultier): Transportation halftrack für bridge engineers only, available 01.01.1942

Sturmbootwagen Opel Blitz: special transport for Sturmpioniere, can cross rivers.

Sturmbootwagen Opel Maultier: special transport for Sturmpioniere, can cross rivers.

Kubelwagen: Swift land transport for light units; car movement; available 01.09.1940.

Changes:

Normal Units: Elite Units: SE Units:

None Initiative +1 Initiative +2

Soft Attack +1 (only SdKfz) Soft Attack +2 (only SdKfz)

Ground Defense +2 Ground Defense +2

Air Defense +2 Air Defense +2

Fuel +10 Fuel +10

No Elite horse transport. No SE horse transport.

Costs +20%, max. +100 Costs +20%, max. +100

32

Elite Air Units

Fighters

Units: All fighters.

Changes:

Normal Units: Elite Units: SE Units:

None. Initiative +2 No SE units available.

Air Attack +2

Soft Attack +1

Hard Attack +2

Ground Defense +1

Air Defense +3

Ammo +1

Spotting +1

Movement +1

Costs +50%, max. +200

Fighter-Bombers

Units: All fighter-bombers.

Changes:

Normal Units: Elite Units: SE Units:

None. Initiative +2 No SE units available.

Soft Attack +2

Hard Attack +2

Seeziele +2

Air Attack +2

Ground Defense +2

Air Defense +2

Munition +1

Movement +1

Costs +50%, max. +200

33

Bombers

Units: Bombers.

Changes:

Normal Units: Elite Units: SE Units:

None. Initiative +2 No SE units available.

Soft Attack +3

Hard Attack +2

Seeziele +2

Air Attack +1

Ground Defense +2

Air Defense +2

Munition +1

Movement +1

Costs +50%, max. +200

No Changes for Immobile Units

There are no changes regarding ships and immobile land units such as strongholds or forts.

34

Effects with regard to gameplay

As a general assessment, I think the majority of the changes affect early and middle time game play

most. Many +1 values lose significance in later years.

That’s why I have chosen some special features which keep their worth in all game periods, like a

higher rate of fire, the camo trait and the reconmove ability.

More artillery units could mean a disadvantage for the AI in low intensity scenarios without a tactical

challenge.

I do not think it’s possible to buy core units as elite units only – at least not at a high difficulty, and

certainly not in the early game. In many cases, the game will develop around bonus units.

35

Structure of the Equipment File

The following is a suggestion by guile of the Slitherine Forum. I have tried to follow his advice. I think

it makes sense if more modders were trying to establish this structure as well.

The idea is to release a "standard unit pack" to be used for the mods named above, with a

rationalized unit numbers structure in order to be able to easily update the pack in case of addition

of new units and maintain compatibility.

The proposed number structure would be:

0000 - 1699: PzCorps unmodded game units

1700 - 1999: Expanded Italian unit data

2000 - 3999: Elite Units Mod

4001 and up: Multipurpose units pack divided by country:

4001 - 5000: Germany (flag 0)

5001 - 6000: Great Britain (flag 1)

6001 - 7000: USA (flag 2)

7001 - 8000: Soviet Union (flag 3)

8001 - 9000: France (flag 4)

9001 - 10000: Italy (flag 5)

10001 - 11000: Poland (flag 6)

11001 - 12000: Belgium (flag 7)

12001 - 13000: Low Countries (flag 8)

13001 - 14000: - (Unused flag slot 9)

14001 - 15000: - (Unused flag slot 10)

15001 - 16000: Slovakia (flag 11)

16001 - 17000: Luxembourg (flag 12)

17001 - 18000: Hungary (flag 13)

18001 - 19000: Romania (flag 14)

19001 - 20000: Bulgaria (flag 15)

20001 - 21000: Yugoslavia (flag 16)

36

21001 - 22000: Greece (flag 17)

22001 - 23000: Canada (flag 18)

23001 - 24000: New Zealand (flag 19)

24001 - 25000: Australia (flag 20)

25001 - 26000: Training Germany (flag 21)

26001 - 27000: Germany (flag 22)

27001 - 28000: Norway (flag 23)

28001 - 29000: - (Unused flag slot 24)

29001 - 30000: Free Poland (flag 25)

30001 - 31000: Free France (flag 26)

31001 - 32000: - (Unused flag slot 27)

32001 - 33000: - (Unused flag slot 28)

33001 - 34000: South Africa (flag 29)

34001 - 35000: India (flag 30)

Each Country Slot would be divided in unit class segments:

x001 - x100: Infantry class (Machine gun units, snipers, special forces) (class 0)

x101 - x200: Tank (class 1)

x201 - x300: Recon (class 2)

x301 - x400: Anti Tank (class 3)

x401 - x500: Artillery (class 4)

x501 - x550: Anti Aircraft (class 5)

x551 - x600: Fortifications (class 6)

x601 - x700: Fighter (class 7)

x701 - x750: Tactical Bomber (class 8)

x751 - x800: Strategic Bomber (class 9)

37

x801 - x900: Naval Units: Submarine (class 10), Destroyer/Torpedo Boat (class 11) Capital Ships

(Battleship, Battlecruiser, Cruisers)(class 12), Carrier (class 13)

x901 - x930: Land Transport (class 14)

x931 - x960: Air transport (class 15)

x961 - x980: Sea Transport (class 16)

x981 - x000: Rail transport (class 17) - Armoured Train (class 18)

x981 - x000: Rail transport (class 17) - Armoured Train (class 18)