Kuriltai's T41 Mod.

Purpose: It seems that T41 is the least popular game in the PzC 
         series. Many posts have debated the 88mm AT and its role
         in the game. This scenario has a number of changes that 
         i hope will give the game a better feel for those of us who
         felt frusterated by the low kill ratio. I do not think this 
         mod. is the final answer. I hope to show that with a little 
         tinkering this game can be a better simulation of the unique
         desert war.
Changes:
        KH_Tobruk_Winter.pdt
      
         (1) Changed high and low combat results from 10/50 to 20/100.
             This will make combat a little more violent.It didnt seem
             that casualties were high enough for a 2 hr turn.
         (2) Range results greaterthan 1 hex changed from 3(ie 1/3rd) 
             to 1. This should help out the 88 at 2 hex range.
         (3) Unit recovery changed from 10/10 to 10/20 favoring the
             axis. German armored recovery was considerably better
             than the British as the Germans consistently stayed on 
             the battlefield at night while the British drew back to 
             Laager for the night. The breakdown rate also favors the 
             Axis 9/6 so i left this alone.
         (4) Added EW from Modern Campaigns to simulate the Superior 
             German Wireless Intercept Service. (0/20)

        KH_Crusader.oob

         Changed:
          (1) 88mm AT morale to"A" and values to 200/2 and14/2
              50mm AT hard attack doubled
              All 50mm Tanks doubled
              All Tank assault values +5 Axis and Allied
              All Aircraft soft and hard attack doubled

        All this hopefully will result in the following:
            You are now able to attack and destroy a unit with fire 
          instead of wearing them down over the course of X number 
         of turns with fatigue results. Tanks are more effective 
         against infantry in the assault and therefore AT guns should 
         stick with the infantry to provide protection against tanks.
         AA units are now absolutley needed to protect key units and
         should not be used as recon. 
         Fatigue will be accumulated much faster of course so i feel
         that the optional"Faster Fatigue Recovery" rule is a must.
         I now look at highly fatigued units as those that are 
         temporarily withdrawn for ammo/fuel top ups or resupply.


          The scenario was chosen because it has 88s,lots of tanks and 
          only six turns.
    
          ALL thoughts,comments and suggested changes or embellishments
         encouraged.


                            Kuriltai


       
    
       

          

         
         
          
         
         