AB1943 - World War II mod link/desc here [UPDATED 22/10/22]

KarlTaco
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AB1943 - World War II mod link/desc here [UPDATED 22/10/22]

Post by KarlTaco »

https://drive.google.com/file/d/1C6IA3P ... sp=sharing

Update 22/10/22: Mod isn't dead, just been slow going. New faction/s underway. This update includes ZiS-3 light field howitzers for the Soviets.

Hotfix 29/5/22: Fixed missing sprite names causing crashes when playing with US (thanks a lot Carnifex).

Note: Japanese tank crews have high morale, as do the infantry, however their tanks have notoriously poor armour thickness. Several Japanese tanks have thinner armour than German halftracks. Their guns are often almost as bad. I've added emplacements and pillboxes to try and compensate. Let me know how you go re balance.

To play the mod, select 'change settings' from the Armored Brigade launcher menu, then click AB 1943 in the dropdown box.
As always please let me know of any bugs or feedback.

From the recapture of Stalingrad in February 1943 until Germany's surrender in May 1945, the Wehrmacht, Waffen-SS, Red Army, Red Army Guards, Britain, the US, the USMC and Japan are the current playable factions. Future updates will aim to expand everything. In the long term I might expand the timeframe to begin earlier, depending on the popularity of the mod. Immediate goals include refining balance and sprites based on your constructive feedback. As every unit, weapon, formation etc must be researched and a sprite/s created, progress is slower than in my previous mod. That said, the mod currently contains a majority of units an factions and is definitely playable.

General changes/features:
- More of a focus on infantry combat than the base game. Most infantry can move slightly faster
- Detailed/varied infantry and vehicle sprites
- Infantry weapons are more specific. E.g, instead of bolt-action rifle, there is the Kar98k and Mosin, etc
- Most heavy weapons, including crewed anti-tank guns, can now move (slowly!).
- Overall, weapon ranges have been shortened, usually due to the timeframe of the mod
- SMGs and MGs are generally more lethal
- Formations are larger and often contain forced purchases for historical/balance reasons. This is an experimental change that I'm looking for feedback for,
especially regarding how well the AI uses them. E.g, Soviet rifle companies contain AT-rifle units and Fallschirmjaeger have light mortars in company formations
- Tanks have worse vision, with HQ tank units having comparatively better vision.
- Radios are less common, especially for Soviet and Japanese units.
- Motorised units are almost always mounted in trucks
- And more..

Post in the comments section below, visit the Matrix AB forums or message me if there is anything well out of whack, the mod crashes or if you have any comments regarding balance or gameplay. I'm openly looking for constructive feedback, so there's your chance to influence the development of the mod.

Enjoy.
Last edited by KarlTaco on Fri Oct 21, 2022 6:49 pm, edited 4 times in total.
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nikolas93TS
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RE: AB1943 - World War II mod link/desc here

Post by nikolas93TS »

What a nice way to start a day!
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Af1352pasha
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RE: AB1943 - World War II mod link/desc here

Post by Af1352pasha »

too many missing icons and sprites! did not playable until total overhaul!
KarlTaco
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RE: AB1943 - World War II mod link/desc here

Post by KarlTaco »

Ha, hope you enjoy it Nick. I hopefully haven't committed too many database sins.

@pasha: I don't quite follow. Which sprites/icons are missing?
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nikolas93TS
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RE: AB1943 - World War II mod link/desc here

Post by nikolas93TS »

I took it for a spin and it is very impressive, beyond what I have expected for a first iteration. Roughly 450 units at the moment, you have really made an effort!

In the fixed version, I found only a single game crashing bug. When loading July 1943, there is a missing Panzer III turret, pnz3ng_ts3. There might be others as I play more, but it is still very good. Also, while playing summer 1944, I noticed that one of the Panther variations has an offset turret. On a quick glance in database editor, they seem to have same coordinates so it might be a different sprite dimension (easily fixable anyway) and ISU-122 and ISU-152 maybe could just use the same sprite with different cannons.

I have to say that historical TO&Es are refreshing, albeit I find lack of manageable formations a bit problematic for smaller battles (I tend to rarely micromanage if possible). Large companies are clumsy in current AB iteration. In the official database, truck-mounted units would have AI purchase at zero, but since this is a mode it would be interesting to play test them more.

Also, mortars should be separated from the formations as I think AI cannot use them if they are not part of the proper formation AI type. In the official database small mortars (for example 51mm) that could be seen as part of platoon HQ or weapons squad in several armies are modelled as direct fire weapons given their “short” range.

Again, I am very impressed.
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woos1981
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RE: AB1943 - World War II mod link/desc here

Post by woos1981 »

Nice job well done!
Af1352pasha
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RE: AB1943 - World War II mod link/desc here

Post by Af1352pasha »

flag of Russian guard is missing at first try. in second try in 1943 game crashed because of missing sprite in force selection screen and in third attempt missing flag in loading screen before game start.

All three attempt for start the game was not successful.
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nikolas93TS
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RE: AB1943 - World War II mod link/desc here

Post by nikolas93TS »

It works on Steam, so I guess this is not an updated version or some extra files are missing.
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z1812
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RE: AB1943 - World War II mod link/desc here

Post by z1812 »

So installation would be unzipping into the main folder?
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nikolas93TS
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RE: AB1943 - World War II mod link/desc here

Post by nikolas93TS »

Yes, unzip it to the Armored Brigade\data\database folder. When you start the game, select Change Settings, and on the next screen, on the left where it says Database: use the drop down menu and select AB1943.

(although I would recommend using Steam if possible until CarlTaco update his repository, if it it true that this version is missing flags).
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z1812
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RE: AB1943 - World War II mod link/desc here

Post by z1812 »

ORIGINAL: nikolas93TS

Yes, unzip it to the Armored Brigade\data\database folder. When you start the game, select Change Settings, and on the next screen, on the left where it says Database: use the drop down menu and select AB1943.

(although I would recommend using Steam if possible until CarlTaco update his repository, if it it true that this version is missing flags).

Thanks for your reply!
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Perturabo
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RE: AB1943 - World War II mod link/desc here

Post by Perturabo »

Whoa. Cool.

Isn't T-34s gun a bit too easy too shoot? From what I've read, due to the faulty construction interfering with tank operation (T-34 was basically a failed prototype pressed into production and kept in it for years because of the German invasion. After they tested the prototype they designed T-34M with a large 3 man turret but couldn't start producing it because they couldn't afford to stop producing T-34 organize production of a new model), German tanks could get 3 shoots per one shoot of T-34[source].

Also, T-34 have the same level of visibility as Panzers that are lavishly equipped with quality optics?
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z1812
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RE: AB1943 - World War II mod link/desc here

Post by z1812 »

ORIGINAL: Perturabo

Whoa. Cool.

Isn't T-34s gun a bit too easy too shoot? From what I've read, due to the faulty construction interfering with tank operation (T-34 was basically a failed prototype pressed into production and kept in it for years because of the German invasion. After they tested the prototype they designed T-34M with a large 3 man turret but couldn't start producing it because they couldn't afford to stop producing T-34 organize production of a new model), German tanks could get 3 shoots per one shoot of T-34[source].

Also, T-34 have the same level of visibility as Panzers that are lavishly equipped with quality optics?

The problems you describe are accurate.............however they only made a difference in later years. Early war the German tanks had great difficulty in penetrating the t-34's armour. Where as the German tanks at that time did not have armour to defeat the T-34's gun. By the time the Germans had improved their armour, generally it was too little too late, with too few veterans left to man the vehicles, and too few vehicles to make a difference.

So it depends what time frame the mod is representing.

However I am very glad to have this mod, many thanks to KarlTaco
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RE: AB1943 - World War II mod link/desc here

Post by budd »

Question: Am i missing something, which is entirely possible but i don't see any shreks or fausts for the German infantry? No AT capability?
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z1812
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RE: AB1943 - World War II mod link/desc here

Post by z1812 »

ORIGINAL: budd

Question: Am i missing something, which is entirely possible but i don't see any shreks or fausts for the German infantry? No AT capability?

That would be a notable omission.
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Perturabo
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RE: AB1943 - World War II mod link/desc here

Post by Perturabo »

ORIGINAL: z1812
ORIGINAL: Perturabo

Whoa. Cool.

Isn't T-34s gun a bit too easy too shoot? From what I've read, due to the faulty construction interfering with tank operation (T-34 was basically a failed prototype pressed into production and kept in it for years because of the German invasion. After they tested the prototype they designed T-34M with a large 3 man turret but couldn't start producing it because they couldn't afford to stop producing T-34 organize production of a new model), German tanks could get 3 shoots per one shoot of T-34[source].

Also, T-34 have the same level of visibility as Panzers that are lavishly equipped with quality optics?

The problems you describe are accurate.............however they only made a difference in later years. Early war the German tanks had great difficulty in penetrating the t-34's armour. Where as the German tanks at that time did not have armour to defeat the T-34's gun. By the time the Germans had improved their armour, generally it was too little too late, with too few veterans left to man the vehicles, and too few vehicles to make a difference.

So it depends what time frame the mod is representing.
The mod covers 1943, from what I see, so the time when Germans had long-gunned Panzer IVs, not to mention Panthers and Tigers. Also, Germans still destroyed a lot of T-34 even before they got long-gunned tanks. They still had a 1:2 loss-kill ratio against T-34 in 1941 with weaker armour and weaker guns, so the design defects of T-34 crippled it even at the time it had advantage of long gun and thick sloped armour.
Though apparently model 1942 had larger turret, so maybe it was less cramped while still being 2 man.
ORIGINAL: budd

Question: Am i missing something, which is entirely possible but i don't see any shreks or fausts for the German infantry? No AT capability?
First Panzerfausts appeared in August, 1943. Some units have them in August in the mod.
People shouldn't ask themselves why schools get shoot up.
They should ask themselves why people who finish schools burned out due to mobbing aren't receiving high enough compensations to not seek vengeance.
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budd
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RE: AB1943 - World War II mod link/desc here

Post by budd »

AAAA...i was playing in July, what about shreks time frame?

According to Wikipedia, shreks weren't available until spring 44.
Enjoy when you can, and endure when you must. ~Johann Wolfgang von Goethe

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KarlTaco
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RE: AB1943 - World War II mod link/desc here

Post by KarlTaco »

Thanks for the feedback guys. Yeah some units have panzerschrecks and panzerfausts. Some units have quite a few more/higher quality than others. Regarding optics, I've stuck with giving all tanks poor optics for the time being. Will change it if it doesn't work out. HQ tank units have better optics. About to upload the latest update now.
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z1812
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RE: AB1943 - World War II mod link/desc here

Post by z1812 »

ORIGINAL: KarlTaco

Thanks for the feedback guys. Yeah some units have panzerschrecks and panzerfausts. Some units have quite a few more/higher quality than others. Regarding optics, I've stuck with giving all tanks poor optics for the time being. Will change it if it doesn't work out. HQ tank units have better optics. About to upload the latest update now.

Thanks again for this great mod!
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RE: AB1943 - World War II mod link/desc here

Post by nikolas93TS »

Early Soviet gunsights (TOP m.telescope 1930 and PT-1 periscope) were developed with Germans and were decent quality. Problem was that TOP was not articulated, hence inferior to TZF-5 in Pz-2/3/4.

Pre-war optic quality was satisfactory, not great but not bad either.

Optics quality drastically worsened during 1942, but then improved in 1943.

Later articulated gunsights (TSh-1x) were quite good. Design of those were based on German gun sights, same as British done with 75mm Cromwell's gunsight.

What Soviets lacked until 1943 were wide-angle vision devices, which combined with lack of tank commander cupola and 2-men turret crew on T-34 created all sort of issues. Also periscopes such as those on sides of KV turret and T-34's driver hatch were often mirror-type with polished metal acting as mirror and hence gave picture of low quality.


Early T-34 had:

- gunner - telescope and periscope gunsight, vision slit on turret side

- loader/TC - sometimes PT-K periscope, most often just vision slit on turret side

- driver - two mirror periscopes

- bow MG gunner - nothing, just iron sights on MK (which combined with mounting gave 1.5deg FoV)



In comparison, and nothing worse than Germans, T-34-85 had:

-Gunner - articulated telescope gunsight (so he did not have to chase it when he changed elevation of gun) and rotating wide-angle MK-4 periscope

- TC - cupola with 5 vision slits and MK-4 periscope on rotating hatch on cupola

- Loader had rotating MK-4 periscope and side turret vision slit

- Driver's hatch used two improved periscopes with glass prisms

- bow MG gunner got optical sight for his MG with IIRC 26deg FoV
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