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New Panzer Campaigns Features & call for Manuals Updates
08-09-2020, 02:47 PM,
#1
New Panzer Campaigns Features & call for Manuals Updates
Hi Everyone,

Firstly as part of the push to get Scheldt '44 finished, I am currently working on updating the game manuals.

I have trolled through the threads here and seen Green's update for the revised description for 'man equivalents' for guns/vehicles as well as clarified artillery fire in tandem with dust spotting - does anyone else have anything for me?

Please post in this thread any areas that you have an issue with or require further clarification in the manuals, please.

Secondly, there are a number of code changes coming with Scheldt '44 that will be available for the earlier titles when we do the next patch cycle.

The first two, are new optional rules;
  1. Optional Amphibious Rules. As written in the manual: Some units are classified as being Amphibious.  Amphibious units in Travel Mode can cross River and Canal hex sides at the cost of their entire Movement Allowance. If the Optional Amphibious Rule is selected, Amphibious units can enter and exit a full water at the cost of their entire Movement Allowance.  It can only enter and exit the water hex via a non-water hex. Essentially this rule allows a unit to traverse through a single full water hex. Previously amphibious units could only cross hex side rivers and canals. This rule was needed for Walchern Island scenarios and will be useful for other titles.
  2. Extended Patrolling. Currently, While Patrolling, the unit will negate the ability of any Partisan unit within Deception range of having any Deception effects. If the Option Extended Patrolling Rule is selected, patrolling units will also negate the ability of any deployed Deception unit within Deception range of having any Deception effects. We have quite a number of irregular/resistance fighters in Scheldt and this change allows the German player to counter some of their effects. This is an optional rule as we don't want to mess up Deception units in earlier games.
The third change is to Recon Spotting. Recon units tend be weak combat units and rarely able of using their specialized capabilities. Players find that they move these forward to 'bump' into enemy units meaning that they are rarely used as they should be. From the manual; All units can spot enemy units if they are in clear hexes or have moved or fired in visible range. If the optional Recon Spotting rule is selected, units that are concealed or have not performed any action can be spotted by specialist reconnaissance units. By selecting recon spotting, a reconnaissance unit will use one third of its movement points to attempt to reveal concealed enemy units at a range of current visibility plus one hex. Any units revealed may be either fully spotted or marked as an unknown unit. Subsequent recon spotting attempts may reveal more information.   

This is an important change. Currently, all units within visible range are revealed at the start of any turn. Using Recon spotting is useless unless the recon unit moves at least one hex forward and then tries to spot units that would now be in visible range. This rule change allows recon units to spot units at one hex beyond visible range if they complete a successful recon spotting action. For example, if visibility is currently two, then recon spotting could reveal units that are three hexes away. There are some caveats here, unlike patrolling which reveals all units within two hexes, units at the +1 range must be in a hex that would be normally visible if the visibility was at that range. Secondly, spotting the unit at the extended range is not guaranteed. There are three possibilities; a unit is not spotted, a unit is spotted, but it is indicated as an unknown unit, or the unit is fully spotted. If further Recon spotting attempts are made, more units may be revealed or unknown units could become fully spotted units.

The reason this has been added is to take into account that Recon units are trained observers and have better optical and communication equipment. It means that players can use their recon units at the beginning of a turn to spot units that are one hex beyond the current visible range and move units accordingly. There is now less need to use recons to 'bump' into enemy units and there is value to use them as observer type units. We are still testing all the potential variables with this change, but this is expected to be part of the normal recon spotting rules.

Hope these are all welcome changes and again please let me know of any changes that are needed for the manuals.

Thanks!

David
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08-09-2020, 05:46 PM,
#2
RE: New Panzer Campaigns Features & call for Manuals Updates
(08-09-2020, 02:47 PM)Strela Wrote: Secondly, there are a number of code changes coming with Scheldt '44 that will be available for the earlier titles when we do the next patch cycle.

The first two, are new optional rules;
  1. Optional Amphibious Rules. As written in the manual: Some units are classified as being Amphibious.  Amphibious units in Travel Mode can cross River and Canal hex sides at the cost of their entire Movement Allowance. If the Optional Amphibious Rule is selected, Amphibious units can enter and exit a full water at the cost of their entire Movement Allowance.  It can only enter and exit the water hex via a non-water hex. Essentially this rule allows a unit to traverse through a single full water hex. Previously amphibious units could only cross hex side rivers and canals. This rule was needed for Walchern Island scenarios and will be useful for other titles.
  2. Extended Patrolling. Currently, While Patrolling, the unit will negate the ability of any Partisan unit within Deception range of having any Deception effects. If the Option Extended Patrolling Rule is selected, patrolling units will also negate the ability of any deployed Deception unit within Deception range of having any Deception effects. We have quite a number of irregular/resistance fighters in Scheldt and this change allows the German player to counter some of their effects. This is an optional rule as we don't want to mess up Deception units in earlier games.
The third change is to Recon Spotting. Recon units tend be weak combat units and rarely able of using their specialized capabilities. Players find that they move these forward to 'bump' into enemy units meaning that they are rarely used as they should be. From the manual; All units can spot enemy units if they are in clear hexes or have moved or fired in visible range. If the optional Recon Spotting rule is selected, units that are concealed or have not performed any action can be spotted by specialist reconnaissance units. By selecting recon spotting, a reconnaissance unit will use one third of its movement points to attempt to reveal concealed enemy units at a range of current visibility plus one hex. Any units revealed may be either fully spotted or marked as an unknown unit. Subsequent recon spotting attempts may reveal more information.   

Do these changes come also for the modern campaigns?
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08-09-2020, 06:13 PM,
#3
RE: New Panzer Campaigns Features & call for Manuals Updates
(08-09-2020, 05:46 PM)Crazy Dutch Wrote:
(08-09-2020, 02:47 PM)Strela Wrote: Secondly, there are a number of code changes coming with Scheldt '44 that will be available for the earlier titles when we do the next patch cycle.

The first two, are new optional rules;
  1. Optional Amphibious Rules. As written in the manual: Some units are classified as being Amphibious.  Amphibious units in Travel Mode can cross River and Canal hex sides at the cost of their entire Movement Allowance. If the Optional Amphibious Rule is selected, Amphibious units can enter and exit a full water at the cost of their entire Movement Allowance.  It can only enter and exit the water hex via a non-water hex. Essentially this rule allows a unit to traverse through a single full water hex. Previously amphibious units could only cross hex side rivers and canals. This rule was needed for Walchern Island scenarios and will be useful for other titles.
  2. Extended Patrolling. Currently, While Patrolling, the unit will negate the ability of any Partisan unit within Deception range of having any Deception effects. If the Option Extended Patrolling Rule is selected, patrolling units will also negate the ability of any deployed Deception unit within Deception range of having any Deception effects. We have quite a number of irregular/resistance fighters in Scheldt and this change allows the German player to counter some of their effects. This is an optional rule as we don't want to mess up Deception units in earlier games.
The third change is to Recon Spotting. Recon units tend be weak combat units and rarely able of using their specialized capabilities. Players find that they move these forward to 'bump' into enemy units meaning that they are rarely used as they should be. From the manual; All units can spot enemy units if they are in clear hexes or have moved or fired in visible range. If the optional Recon Spotting rule is selected, units that are concealed or have not performed any action can be spotted by specialist reconnaissance units. By selecting recon spotting, a reconnaissance unit will use one third of its movement points to attempt to reveal concealed enemy units at a range of current visibility plus one hex. Any units revealed may be either fully spotted or marked as an unknown unit. Subsequent recon spotting attempts may reveal more information.   

Do these changes come also for the modern campaigns?

Yes, they should be included in the next patch round. Aaron (BofB) was the one that suggested the change to Recon Spotting.

David
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08-09-2020, 09:04 PM,
#4
RE: New Panzer Campaigns Features & call for Manuals Updates
(08-09-2020, 06:13 PM)Strela Wrote:
(08-09-2020, 05:46 PM)Crazy Dutch Wrote:
(08-09-2020, 02:47 PM)Strela Wrote: Secondly, there are a number of code changes coming with Scheldt '44 that will be available for the earlier titles when we do the next patch cycle.

The first two, are new optional rules;
  1. Optional Amphibious Rules. As written in the manual: Some units are classified as being Amphibious.  Amphibious units in Travel Mode can cross River and Canal hex sides at the cost of their entire Movement Allowance. If the Optional Amphibious Rule is selected, Amphibious units can enter and exit a full water at the cost of their entire Movement Allowance.  It can only enter and exit the water hex via a non-water hex. Essentially this rule allows a unit to traverse through a single full water hex. Previously amphibious units could only cross hex side rivers and canals. This rule was needed for Walchern Island scenarios and will be useful for other titles.
  2. Extended Patrolling. Currently, While Patrolling, the unit will negate the ability of any Partisan unit within Deception range of having any Deception effects. If the Option Extended Patrolling Rule is selected, patrolling units will also negate the ability of any deployed Deception unit within Deception range of having any Deception effects. We have quite a number of irregular/resistance fighters in Scheldt and this change allows the German player to counter some of their effects. This is an optional rule as we don't want to mess up Deception units in earlier games.
The third change is to Recon Spotting. Recon units tend be weak combat units and rarely able of using their specialized capabilities. Players find that they move these forward to 'bump' into enemy units meaning that they are rarely used as they should be. From the manual; All units can spot enemy units if they are in clear hexes or have moved or fired in visible range. If the optional Recon Spotting rule is selected, units that are concealed or have not performed any action can be spotted by specialist reconnaissance units. By selecting recon spotting, a reconnaissance unit will use one third of its movement points to attempt to reveal concealed enemy units at a range of current visibility plus one hex. Any units revealed may be either fully spotted or marked as an unknown unit. Subsequent recon spotting attempts may reveal more information.   

Do these changes come also for the modern campaigns?

Yes, they should be included in the next patch round. Aaron (BofB) was the one that suggested the change to Recon Spotting.

David
David

Thanks for youre reply. This is good news. Do you mayby know when the new patch round is?
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08-09-2020, 09:27 PM,
#5
RE: New Panzer Campaigns Features & call for Manuals Updates
Not yet. We need to get Scheldt '44 out first and then we can start the patch cycle.

I have some personal things that are impacting my time this year (moving home to Australia from Singapore) which will influence timing of all the updates as well.

As all these patches will include the new hi-res graphics, all the graphical icons have to be redone. For the Modern Campaign series that is three different iterations across the the five games in the series, for example.

So it's not a simple process unfortunately and needs to be scheduled in with all our other existing projects.

David
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08-10-2020, 06:06 AM,
#6
RE: New Panzer Campaigns Features & call for Manuals Updates
Nice, interesting adds, the first one could be a great hit in MC serie and the recon change good in all series.

In other thread i talk about made recon units more usable, the new rule improve their value to find enemy but... what as i said in other thread... what about their survive ability? as recon units with superior optics and comunications i think they can evade enemy attacks simple moving to a new position... i remember read about german recon missions and the idea was that a sucessfull mission was one where you fire 0 bullets, in game recon units fight like other regular units and take excesive casualties, specially in the defender side.

Strela i expect all goes fine with your "reposition of HQ" and soon you return to control your minions  Whip

PD: of course first is have Scheltd44 out, maybe release is delayed a bit from your original plans? well, you allways can release another blog post with extra info about game... and future candies for little kids  Helmet Wink
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08-10-2020, 08:31 PM,
#7
RE: New Panzer Campaigns Features & call for Manuals Updates
Making recon units chances of survival a little better would be a nice thing, but it has to be tested extensively to avoid making them too powerful.
Would love to see them retreat when an enemy unit enter the recon unit zoc.
I am currently playing an Op Crusader campaign as British and have lost most of my scout cars.
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08-10-2020, 08:41 PM,
#8
RE: New Panzer Campaigns Features & call for Manuals Updates
(08-09-2020, 09:27 PM)Strela Wrote: Not yet. We need to get Scheldt '44 out first and then we can start the patch cycle.

I have some personal things that are impacting my time this year (moving home to Australia from Singapore) which will influence timing of all the updates as well.

As all these patches will include the new hi-res graphics, all the graphical icons have to be redone. For the Modern Campaign series that is three different iterations across the the five games in the series, for example.

So it's not a simple process unfortunately and needs to be scheduled in with all our other existing projects.

David

Thanks for the reply.
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08-10-2020, 11:37 PM,
#9
RE: New Panzer Campaigns Features & call for Manuals Updates
(08-09-2020, 02:47 PM)Strela Wrote: Hi Everyone,

  1. Optional Amphibious Rules. As written in the manual: Some units are classified as being Amphibious.  Amphibious units in Travel Mode can cross River and Canal hex sides at the cost of their entire Movement Allowance. If the Optional Amphibious Rule is selected, Amphibious units can enter and exit a full water at the cost of their entire Movement Allowance.  It can only enter and exit the water hex via a non-water hex. Essentially this rule allows a unit to traverse through a single full water hex. Previously amphibious units could only cross hex side rivers and canals. This rule was needed for Walchern Island scenarios and will be useful for other titles.
Hope these are all welcome changes and again please let me know of any changes that are needed for the manuals.

Thanks!

David

Hi David: Smoke7

In the Modern Campaigns Series, it is not possible to "force" an amphibious unit to cross adjacent River and Canal hex sides. For example, I have a WP mech unit adjacent to a river hex. I place it into Travel Mode and then attempt to move it to the adjacent hex on the other side of the River hex. Instead of crossing over the adjacent River hex, it speeds down the road network and tries to cross at the first available heavy bridge!  Yikes  

How can players avoid that misstep?   Batman Confused
Regards, Mike / "A good plan violently executed now is better than a perfect plan executed next week." - George S. Patton /
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08-11-2020, 02:25 AM,
#10
RE: New Panzer Campaigns Features & call for Manuals Updates
(08-10-2020, 11:37 PM)Kool Kat Wrote:
(08-09-2020, 02:47 PM)Strela Wrote: Hi Everyone,

  1. Optional Amphibious Rules. As written in the manual: Some units are classified as being Amphibious.  Amphibious units in Travel Mode can cross River and Canal hex sides at the cost of their entire Movement Allowance. If the Optional Amphibious Rule is selected, Amphibious units can enter and exit a full water at the cost of their entire Movement Allowance.  It can only enter and exit the water hex via a non-water hex. Essentially this rule allows a unit to traverse through a single full water hex. Previously amphibious units could only cross hex side rivers and canals. This rule was needed for Walchern Island scenarios and will be useful for other titles.
Hope these are all welcome changes and again please let me know of any changes that are needed for the manuals.

Thanks!

David

Hi David: Smoke7

In the Modern Campaigns Series, it is not possible to "force" an amphibious unit to cross adjacent River and Canal hex sides. For example, I have a WP mech unit adjacent to a river hex. I place it into Travel Mode and then attempt to move it to the adjacent hex on the other side of the River hex. Instead of crossing over the adjacent River hex, it speeds down the road network and tries to cross at the first available heavy bridge!  Yikes  

How can players avoid that misstep?   Batman Confused

Hi,

I just created a test scenario in Danube '85 and tried to cross a PT-76, Marines (in amphibious vehicles) and a 9P148 (AT-5) over a river.

I had no issue, I put them in travel mode and then clicked on the hex across the river and they moved there...!

David
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