Kursk 1943

Discuss and post your mods and scenarios here for others to download.

Moderator: Vic

User avatar
Vorsteher
Posts: 251
Joined: Sat Apr 01, 2000 10:00 am
Contact:

Kursk 1943

Post by Vorsteher »

first impressions from Operation Zitadelle 1943.
The second SS Panzerkrops against the 6. Guardarmy.Tigers against KV-1S.
"Nebelwerfer" and "Stalinorgel".Heavy Tankbrigades.Day(or 2?) Turns.Ju 87G "Kanonenvögel".
Elefanten against forts
Image
Image

V.

Image
User avatar
IRONCROM
Posts: 679
Joined: Sun Aug 19, 2007 2:01 am
Location: Las Vegas, Nevada

RE: Kursk 1943

Post by IRONCROM »

Nice. Battle of Kursk would make for a great scenario.
Joshuatree
Posts: 507
Joined: Sun Dec 30, 2007 9:58 am
Location: Netherlands

RE: Kursk 1943

Post by Joshuatree »

Blimey, look at the stack size of LAH...
Uhm, LAH has a 5% staff influence?
seille
Posts: 2048
Joined: Tue Jun 19, 2007 8:25 am
Location: Germany

RE: Kursk 1943

Post by seille »

The XP values for LAH are also not bad.
Don´t think it will funny for the russian units to meet them....
User avatar
Vorsteher
Posts: 251
Joined: Sat Apr 01, 2000 10:00 am
Contact:

RE: Kursk 1943

Post by Vorsteher »

Blimey, look at the stack size of LAH...
Uhm, LAH has a 5% staff influence?
The scenario is in work.

V.


Image
Joshuatree
Posts: 507
Joined: Sun Dec 30, 2007 9:58 am
Location: Netherlands

RE: Kursk 1943

Post by Joshuatree »

ORIGINAL: Vorsteher
Blimey, look at the stack size of LAH...
Uhm, LAH has a 5% staff influence?
The scenario is in work.

V.



Ofcourse, thanks.
I already feared the entire staff had gone to Paris.
seille
Posts: 2048
Joined: Tue Jun 19, 2007 8:25 am
Location: Germany

RE: Kursk 1943

Post by seille »

Looks promising.
 
Will you rename the generic sftype names like Medium Tank III ?
User avatar
Vorsteher
Posts: 251
Joined: Sat Apr 01, 2000 10:00 am
Contact:

RE: Kursk 1943

Post by Vorsteher »

Ofcourse, thanks.
I already feared the entire staff had gone to Paris.
Scheint so ,das die Kettenhunde jemand wegen Wehrkraftzersetzung verhaften müssen :-))
Will you rename the generic sftype names like Medium Tank III ?
Think not.



V.
Image
User avatar
Vorsteher
Posts: 251
Joined: Sat Apr 01, 2000 10:00 am
Contact:

RE: Kursk 1943

Post by Vorsteher »

new screenshots from Kursk.

The second Sturzkampgeschwader ready for attack
Image


The Steppes Front with the Stavka Reserves.
Image

Ferdinands should break the defense.Tons of steel against red army forts.
Image

variants : Muds/Rain turns,german airgroups out of the west,Manstein Bonus,Zhukow Bonus etc...

V.

Image
User avatar
Captain Cruft
Posts: 3636
Joined: Wed Mar 17, 2004 12:49 pm
Location: England

RE: Kursk 1943

Post by Captain Cruft »

I like the Mines icon. Is it a terrain type or a location?
User avatar
Vorsteher
Posts: 251
Joined: Sat Apr 01, 2000 10:00 am
Contact:

RE: Kursk 1943

Post by Vorsteher »

it´s a location.Engineers can blow the locations.But artillery too.
Russian units can move normaly through red army minefields.But more move points through axis
minefields , and reversed.


V.
Image
serg3d1
Posts: 82
Joined: Fri Nov 16, 2007 7:48 am

RE: Kursk 1943

Post by serg3d1 »

Will both side be AI capable ?
User avatar
Vorsteher
Posts: 251
Joined: Sat Apr 01, 2000 10:00 am
Contact:

RE: Kursk 1943

Post by Vorsteher »

again, AI is only for training.Search a human player and you enjoy it [:D]


V.
Image
Ande
Posts: 197
Joined: Thu Jul 05, 2007 12:12 pm
Location: Göteborg/Sweden

RE: Kursk 1943

Post by Ande »

all the 999's makes it hard to grasp the situation, mabe you could alter the powerpoints in the diffrent unittypes
User avatar
Vorsteher
Posts: 251
Joined: Sat Apr 01, 2000 10:00 am
Contact:

RE: Kursk 1943

Post by Vorsteher »

ORIGINAL: Ande

all the 999's makes it hard to grasp the situation, mabe you could alter the powerpoints in the diffrent unittypes
we see.
OOB : 95 % ready ---> over 350(!) units
Events : 50 % ready
Map : is ready 98 % (perhaps some mines still :)) )
Actions Card (25% ready) no production--> Units with actioncards

My tests says : hard way for german advance....

V.


Image
Joshuatree
Posts: 507
Joined: Sun Dec 30, 2007 9:58 am
Location: Netherlands

RE: Kursk 1943

Post by Joshuatree »

"My tests says : hard way for german advance.... "
 
Well, that's the way it should be, it was sure no walk in the park...
User avatar
Vorsteher
Posts: 251
Joined: Sat Apr 01, 2000 10:00 am
Contact:

RE: Kursk 1943

Post by Vorsteher »

citadell is online.A beta.Too many PP´s for the german.I correct this in the next update.

V.

Image
Joshuatree
Posts: 507
Joined: Sun Dec 30, 2007 9:58 am
Location: Netherlands

RE: Kursk 1943

Post by Joshuatree »

Vielen dank [&o]
 
Too many PP´s for the german..... not to worry, I like it that way, hehe
Khanti
Posts: 321
Joined: Tue Aug 28, 2007 3:02 pm
Location: Poland

RE: Kursk 1943

Post by Khanti »

I tried to test this beta v.058.

In my oppinion few things should be corrected:

1. Trucks and halftracks are useless in Pz or PzG formations. They have zero combat value and 20 passenger capacity. But every single AFV has 5 carry capacity, so all infantrymen goes by tanks/assault guns/etc. They just don't need transport ;)
I know it can be sensible in grand strategy scale, but it's not good in tactical scale.
Also halftracks should have some firepower with all that machineguns on them!

2. Powerpoints/stackpoints are TOO BIG. If all units have 999 (around Belogorod) so why do we need points?

Actual power points system is based mostly on hitpoints. But with units of 10 heavy tanks (80 power points each) it has no sense. I suggest something like: infantry 1 point, arty 2-5 points, light tanks 10 points, med tanks 20 points, heavy tanks 30 points.
Example LAH: 30 points infantry + 5x30=150 hTD + 10x20=200 mTanks + 10x30=300 hTanks + 4x2=8 arty, 5x10=50 assault guns + 5x1=5 halftraks + 4x2=8 armored cars = 751 points all units in LAH.

Most units have max increased stack limits (many 185 points, instead max 100!). If AT engine treats it as overmaxed, then the casualities will be higher than natural (combat penalties).
There is no such thing as a historically accurate strategy game. Every game stops being historically accurate from the very first move player do. First unit that moves ahistorically, first battle with non-historical results, mean we ride in unknown.
User avatar
Vorsteher
Posts: 251
Joined: Sat Apr 01, 2000 10:00 am
Contact:

RE: Kursk 1943

Post by Vorsteher »

ORIGINAL: Hanti

I tried to test this beta v.058.

In my oppinion few things should be corrected:

1. Trucks and halftracks are useless in Pz or PzG formations. They have zero combat value and 20 passenger capacity. But every single AFV has 5 carry capacity, so all infantrymen goes by tanks/assault guns/etc. They just don't need transport ;)
I know it can be sensible in grand strategy scale, but it's not good in tactical scale.
Also halftracks should have some firepower with all that machineguns on them!
this is right,i modify this.

2. Powerpoints/stackpoints are TOO BIG. If all units have 999 (around Belogorod) so why do we need points?

Actual power points system is based mostly on hitpoints. But with units of 10 heavy tanks (80 power points each) it has no sense. I suggest something like: infantry 1 point, arty 2-5 points, light tanks 10 points, med tanks 20 points, heavy tanks 30 points.
Example LAH: 30 points infantry + 5x30=150 hTD + 10x20=200 mTanks + 10x30=300 hTanks + 4x2=8 arty, 5x10=50 assault guns + 5x1=5 halftraks + 4x2=8 armored cars = 751 points all units in LAH.

Most units have max increased stack limits (many 185 points, instead max 100!). If AT engine treats it as overmaxed, then the casualities will be higher than natural (combat penalties).
This is okay.But why the game not warn ? If I reinforces to a unit would bring should a reference come the reinforces further not possible are !
Or the programming must modify the stack problem.
I could modify this in the scenario.But it is not better,we found a better solution ?


V.


Image
Post Reply

Return to “Mods and Scenarios”