ORIGINAL: Bil H
Central Blue, what I am doing for LOTB is determine the actual fighters in a unit, and that becomes the Infantry Value, regardless of how many troops are in a unit. For example: A German Infantry Platoon with 36 men has an Infantry value of 30; while a 105mm Howitzer Gun Section has an Infantry Value of 0... the lower value in the Infantry Platoon accounts for LMG assistant gunners (x6) who will not normally be actively engaging, but will instead be calling out targets and helping the gunner reload, change barrels, etc.... while if the Gun Section gets engaged at close range by an infantry platoon they should stand little chance.
I have not noticed anything being broken by this in my tests, so do what you think is best.
Thanks Bill. I appreciate the feedback.
I've been going with adding the LMG's and light mortars, and by the time I saw your response there was too much water over the bridge. I've been leaving out the HMG's and 8omm mortars where typically attached, or organic to a company.
I'ld say about 95% of the units I have worked on have ended leaner on total numbers and/or infantry value. If there's no impact on the game, there is at least an impact on this gamer.
Haven't added any infantry value to non-infantry units, but do add recon or engineering where appropriate. Not sure that 4 observers, or a point or two of engineering makes a whole heck of a lot of difference -- but at least they are counted.
So far, things are working out smooth as silk as I update. By mainly editing existing unit types, and adding very few new ones, the transition to tweaking the scenarios is pretty well seamless and uneventful. I tip my cap to the devs. Please consider this an advertisement for anyone browsing through and thinking about buying the game.
I can't wait to get started on maps and building a new scenario. I do find some time to play the game too.
USS St. Louis firing on Guam, July 1944. The Cardinals and Browns faced each other in the World Series that year