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Italian Mod ... - 10/19/2017 6:03:09 AM   
Angiel


Posts: 105
Joined: 10/31/2006
From: Toscana Italy
Status: offline
Hi
can you create a Mod with Italian units?
But how is it possible to give the Italian units the values they have in ASL?


< Message edited by Peter Fisla -- 10/19/2017 10:52:18 AM >


_____________________________

Sorry for my bad English.
Post #: 1
RE: Italian Mod ... - 10/19/2017 10:52:43 AM   
Peter Fisla


Posts: 2435
Joined: 10/5/2001
From: Canada
Status: offline

quote:

ORIGINAL: Angiel

Hi
can you create a Mod with Italian units?
But how is it possible to give the Italian units the values they have in ASL?



You can change the graphics but you cannot change the values. Italian and French nationalities are part of the expansion that I will start working on in the near future.

(in reply to Angiel)
Post #: 2
RE: Italian Mod ... - 10/19/2017 11:42:26 AM   
Angiel


Posts: 105
Joined: 10/31/2006
From: Toscana Italy
Status: offline

quote:

ORIGINAL: Peter Fisla

You can change the graphics but you cannot change the values. Italian and French nationalities are part of the expansion that I will start working on in the near future.


Thanks for the answer and for the great news on the new Fra / Ita expansion.

For my Italian Mod ... for example if I replace (graphically) a Russian team 4-2-6 with an Italian team eg. 4-4-6, will it have the values of the Russian team ie 4-2-6?



_____________________________

Sorry for my bad English.

(in reply to Peter Fisla)
Post #: 3
RE: Italian Mod ... - 10/19/2017 12:20:47 PM   
UP844


Posts: 1522
Joined: 3/3/2016
From: Genoa, Republic of Genoa (occupied by Italy)
Status: offline
@Angiel:

The unit will retain its hard-coded values, regardless of what you put in its icon. I toyed with the idea of making some Italian scenarios using Germans units as stand-ins:
- 2nd line squads as Italian Elite
- Conscripts as Line
- Pz-35(t) as M13/40 (they are quite similar, and both derive from the Vickers 6-ton)
- StuG IIIB as Semovente da 75/18
- Pz-II as L6/40

The main issue is the lack of early British opponents: I am not especially eager to portray the Ariete at El Alamein against Shermans and Churchills.

quote:

ORIGINAL: Peter Fisla
Italian and French nationalities are part of the expansion that I will start working on in the near future.


Hooray for Peter!!!

_____________________________

Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP

(in reply to Angiel)
Post #: 4
RE: Italian Mod ... - 10/19/2017 12:37:18 PM   
Angiel


Posts: 105
Joined: 10/31/2006
From: Toscana Italy
Status: offline
@UP844
thanks for the reply ..... is hard the Ariete against the Shermans and Churchills.

_____________________________

Sorry for my bad English.

(in reply to UP844)
Post #: 5
RE: Italian Mod ... - 10/19/2017 1:31:12 PM   
UP844


Posts: 1522
Joined: 3/3/2016
From: Genoa, Republic of Genoa (occupied by Italy)
Status: offline
In my opinion, the M13/40 was a decent - if a bit underpowered - tank when it entered service: it quickly became obsolete like any other early war tank, but for a variety of reasons it was never replaced by newer models.

Some years ago I made a scenario for Steel Panthers about the Battle of Bir El Gobi and the M13/40s performed reasonably against the 2-pdr Crusaders . At Beda Fomm, the first M13s sent to Libya faced the early British cruiser tanks and it was a quite close affair.

_____________________________

Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP

(in reply to Angiel)
Post #: 6
RE: Italian Mod ... - 10/19/2017 2:09:32 PM   
Angiel


Posts: 105
Joined: 10/31/2006
From: Toscana Italy
Status: offline
You could deploy infantry and Italian SW, supported by German tanks. Maybe we will have a more balanced scenario (or campaign).

_____________________________

Sorry for my bad English.

(in reply to UP844)
Post #: 7
RE: Italian Mod ... - 10/19/2017 4:08:56 PM   
Cataphract88


Posts: 726
Joined: 10/5/2012
From: Britannia
Status: offline
Great news about a future French/Italian expansion, Peter. I'll be buying!

_____________________________

Richard

(in reply to Peter Fisla)
Post #: 8
RE: Italian Mod ... - 10/20/2017 8:22:05 AM   
fran52


Posts: 590
Joined: 6/4/2012
From: Italy
Status: offline
Yes,is a great news but the scenarios with the Italian are,mainly,in the desert and this imply other rules like trench,sand dune and so on.Remains one scenario in Russia and some in Sicily or Tunisia that can avoid the use of desert maps.

(in reply to Cataphract88)
Post #: 9
RE: Italian Mod ... - 10/20/2017 11:31:01 AM   
rico21

 

Posts: 2787
Joined: 3/11/2016
Status: offline
A very good thing, this game needs a second wind.

(in reply to Angiel)
Post #: 10
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