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#14 - Sidi Rezegh (21 November 1941) by Kuriltai.
07-24-2008, 08:44 AM, (This post was last modified: 09-03-2010, 11:31 PM by Mr Grumpy.)
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#14 - Sidi Rezegh (21 November 1941) by Kuriltai.
#14 - Sidi Rezegh (21 November 1941)
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 I now look at highly fatigued units as those that are temporarily withdrawn for ammo/fuel top ups or resupply.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

Small Scenario 6 turns, Designer(s) Wig Graves mod Kuriltai

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