Gary Grigsby's War in the East: The German-Soviet War 1941-1945 ( WITE ) - Страница 50 - WITE1 - Strategium.ru Перейти к содержимому

Gary Grigsby's War in the East: The German-Soviet War 1941-1945 ( WITE )

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Frozzolly
48 минут назад, chegevara сказал:

 

Штрафы именно для мот. частей только для в 1941, в 42-м у танковых корпусов уже 50 MP, как у немцев. У бригад 25 MP, и с каждым годом растёт. Просто кол-во расходуемых очков по вражеской территории сильно зависит от морали.

Вот на старте немецкие дивизии с моралью 86+ проходят как нож сквозь масло, а у СССР в 42-м по дефолту 45 морали. Оно постепенно растёт с конца 1942, и моторизированные получают бонус +5, потом +10. Поэтому надо со старта прокачивать дивизии и армии до гвардейских (+10 морали), увеличивать мораль победами. Сильно просаженые по морали можно отводить в тыл, на рефите они могут по +3 морали за ход регенить. (Только вдали от фронта, кажется 10 хексов).

А у немцев базовая мораль падает уже с зимы 41/42,  очень важно сохранять юниты с большой моралью и опытом - при потере они пересоздадутся, но с дефолтной моралью и нулевым опытом, и никогда уже не прокачаются как на старте.

С авиацией аналогично, опыт и мораль ключевой момент.

Так игра практически и решается в 41-м, даже на первых ходах. Иногда может сыграть роль даже такой фактор как удачное или нет стартовое распределение морали/опыта у частей(к примеру, в Риге дивизия НКВД может срандомится с моралью под 50+, а может наоборот все такие "удачные" части окажутся "заморожены" где-нибудь на Кавказе).

 Если удаётся СССР удержать важные центры, то дальше уже куда легче всё. Но столько штрафов в самом начале у РККА это перебор. Да те же правила первого хода взять, там тоже урезка по движению. Те же самые мехкорпуса просто не могут совершить в игре те же самые перемещения которые они совершили в истории, выполняя приказы планов прикрытия и другие передвижения в самые первые дни.

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В порядке хвастовства. Читать голосом Левитана:

Спойлер

 

image.png.1069d2b09eba8f7fa90bcab157908f2d.png

 

image.png.36a77de0ccdb2f306195b4d0dc42773c.png

 

 

 

 

Жаль, что не хватило одного хода на то, чтобы пополнить список ещё на шесть дивизий, попавших в окружение. 

Изменено пользователем Smolnyi
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Забавно, что немецкая танковая дивизия разбивается на три танковых полка, а не на танковый полк и два мотопехотных. Прямо Kampfgruppe какие-то получаются. 

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Александр Малыхин

Фактически да! В игре нет танковых полков, это 1/3 дивизии!

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Frozzolly

Была одно время идея чтобы сделать дивизии с самого начала "сборными" по примеру советских корпусов. Причём не только немцам, но и для РККА. Неплохо было бы чтобы вместо случайных I-II-III полков были бы исторические номерные, возможно, даже с дополнительными какими названиями.

Одной из проблем помимо того, что это охренеть сколько надо всего перелопатить в поисках информации, было как раз-таки подобные группы в моторизованных частях. В принципе, у РККА можно было бы сделать и нормальное разделение на полки разных категорий(типа мсп+2 тп для танковой дивизии), потому что за редким исключением в начале войны взаимодействие разных видов войск было на низком уровне и такие полки действовали по отдельности в рамках дивизии.

Также возникала ещё проблема - некоторые части(кавалерийские,горные дивизии, ещё какие-то) состояли не из 3-х полков. Горнострелковая - 4 гсп, кавалерийская - 4 кп и тп.

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Тогда надо решать и проблему распределения частей дивизионного подчинения. Было бы хорошо, если б при разделении дивизии на полки появлялся ещё и штаб дивизии, который работал бы также, как и штабы корпусов/армий. Но это уже получится более трёх юнитов на гекс, к сожалению. Кто вообще придумал это глупое ограничение? 

Изменено пользователем Smolnyi
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Александр Малыхин

Хотелки это хорошо, но движок игры никто не переделает, да и смысла нет! В WITEII всё перечисленное не изменится!

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Frozzolly

Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

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GameForGame

Понерфили даже ремонт грузовиков к примеру, что как бы по идее лучше у немцев 🤦‍♂️

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Патч..., интересно, а в стиме он автоматом обновится?

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Александр Малыхин

Если игра куплена в стим, то если в настройках не отключено, то должно обновиться! Но это бета, тоже должно быть разрешено обновление до бета версий!

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Shamilboroda
3 часа назад, Александр Малыхин сказал:

Если игра куплена в стим, то если в настройках не отключено

Так в Стиме вообще нельзя отключить обновления. Бету, да, надо заходить в Свойства и включать.

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Александр Малыхин

Список изменений в патче 1.12.0

 

New Features

Спойлер

 

  1. Supply system was rewritten. There is now only a single resupply phase, which occurs after replacements (so that newly added elements have a chance to receive supplies), and before rail repair. Rail capacity is no longer unlimited. Units far away from their HQ will no longer resupply from the same city as that HQ. Isolated units and HQs will now be able to resupply from cities or HQs to which they have access. Units and HQs with no overland connection to rail network, will now specify their local port as source of supply, not a distant city on rail. Vehicle and fuel use will be based on the actual path between unit and its HQ or city (not railhead), excluding the cost of sea hexes and ports (in case of cities supplied over sea). Cities not on rail will be able to draw resources (and return surplus resources) from those on rail. Certain penalties are now applied at city level, not unit level (Axis Rail Supply modifier, First Winter modifier). Support units resupply now just like combat units, instead through them or the HQ they are attached to. Supply is now moved between cities and units in lbs instead of tons (1 ton=2000 lbs), which prevents smaller units to be in vastly better supply than larger units due to needs rounding. Unit supply detail window and supply information tabs in CR were rewritten to show as much details from the new system as possible. Penalties reducing supply delivered to units were altered. See Appendix A & B for details.

  2. Optimized certain functions to take into account that only 2000 out of 5000 locations are available in the game.

  3. Reworked ground element experience gain. Elements will be able to gain up to 9 experience per turn, from 3 sources:

    1. Elements with experience below 50% of unit’s morale will get 3 experience, elements with experience above 50% and below 75% of unit’s morale will get 2 experience, elements with experience above 75% and below unit’s morale will get 1 experience.

    2. Elements in units on refit, and not adjacent to enemy units, will randomly gain up to 3 experience. The chance to gain experience in this way is lower for units with high experience (for example: 37% for experience 25, 12% for experience 75 on default difficulty setting).

    3. Elements that have recently participated in combat, will randomly gain up to 3 experience. The chance to gain experience in this way is lower for units with high experience (as above), and it’s much higher than before.

  4. It will be now possible to manually change unit’s HQ with 0 AP remaining, user interface will not block the ability to see the list of possible candidates, since attachment to some is free (down the chain).

  5. Added day/night indicator to battle reports (next to terrain and weather). A tooltip over fort reduction text will show the impact of engineers and artillery during battle.

  6. Halved the effectiveness of AA fire.

  7. Instead of no load button, there will be an inactive button with a proper tooltip telling about the need to update the game, if you will attempt to load a game saved under a newer patch.

  8. It will be now impossible to evacuate factories to a city with the same or lower X (westward), as the city they are removed from.

  9. Rail will no longer be automatically repaired in a working port (this was introduced in 1.09.01).

  10. Unit’s construction value displayed in unit details screen will be more accurate, taking into account all possible factors affecting it (terrain and weather are taken from the hex unit is in, which may not apply to support units sent out from HQ to assist other units), with the exception of random factors, and the 50 points limit.

  11. It will be now possible to see maximum fort level allowed in hex. See Appendix C for details.

  12. Adjusted terrain defense modifiers, and introduced double dense terrain, in which infantry ground elements have their base CV quadrupled, while AFV ground elements have their base CV quartered. See Appendix D for details.

  13. Vastly improved the way cities pick hexes to build forts in. It is now based on scoring eligible hexes in several weighted categories (higher fort level, lower distance to city, lower distance to enemy - x3, lower distance to optimal hex - x2, higher number of combat units in hex, higher amount of fort points left to build - x2), and picking the best ones. Optimal hex lies to the east for Axis-controlled cities, to the west for Soviet-controlled cities, to the north for cities in the southern half of the map, and to the south for cities in the northern half of the map (in the end this gives a hex either NW, NE, SE, or SW of the city).

  14. Changed the way support units attached to HQs build forts, using scored selection process, just like cities do, with several differences. Maximum range depends on HQ type, and is equal to 20 for High Command, 15 for Army Group, 10 for Army, and 5 for Corps. Target hex must contain units attached to that HQ (directly or indirectly) to have a chance of being selected. Support units build forts in descending construction value order, picking eligible hexes in descending score order. Each hex may be only picked once, but if there are more support units in given HQ than eligible hexes, the process will restart from the highest scoring hex, as many times as required. HQs build forts after all combat units, starting with the lowest ranking HQs.

  15. Changed how engineer value works. It is now used to deconstruct fortifications with the same speed as construction value, which means it takes 0.33 engineer point to remove 2% of level 0 fort, 1 engineer point to remove 2% of level 1 fort, 4 engineer points to remove 2% of level 2 fort, 20 engineer points to remove 2% of level 3 fort, and 100 engineer points to remove 2% of level 4+ forts. Deliberate attacks that end up with a CV ratio between 1.50 to 1 and 2.00 to 1 result in a bonus fort removal with doubled engineer value (effectively tripling engineer value, but only after final odds were determined). Deliberate attacks that end up with a CV ratio between 1.00 to 1 and 1.00 to 1 result in a bonus fort removal with engineer value (effectively doubling engineer value, but only after final odds were determined).

  16. Engineer value will be now reduced to 25% for units in reserve.

  17. Added artillery value, which works just like engineer value, and replaces current method of fort destruction by artillery. Only heavy gun devices with blast*antiArmor equal to or greater than 2000 will generate that value. There is no bonus fort removal for deliberate attacks that end up with a CV ratio between 1.00 to 1 and 2.00 to 1.

  18. It will be now possible to see unit’s engineer value and artillery value, next to unit’s construction value in unit details screen.

  19. Defending units will not retreat from battle that ended with odds 2.00 to 1 or better for the attacker if the fort in hex will be at level 4 or better. For heavy urban, mountain terrain or working port level 10+ add 2 to fort level, for light urban, rough terrain or working port level 5+ add 1 to fort level.

  20. It will be now impossible to enter unit morale, ground element slot experience, air group morale & experience outside 10-99 bounds in the editor.

  21. Partisan units will no longer have fuel and vehicle requirements.

  22. Newly formed partisan units will no longer appear completely unsupplied.

  23. Partisan units will now appropriate up to 10% of their supply and ammo needs from the countryside each turn.

  24. Ammunition delivered to partisan units via air will now count for the purposes of morale increase and squad delivery (previously only supplies counted).

  25. Partisan units that recruited new squads from cities and/or countryside, received supplies via air, or spawned new partisan units, will be protected from being merged into other partisan units during that logistics phase. Merging partisan units will now occur after partisan recruitment and resupply.

  26. Introduced yearly multipliers to rail capacity. Axis: 5, 6, 7, 8, 7. Soviet: 7 (3.5 in June 1941), 7, 8, 9, 10. Previously Axis rail capacity was not multiplied, and Soviet rail capacity was multiplied by 5 (2.5 in June 1941). However, rail capacity was used only for unit transport, and was effectively unlimited for the purposes of resource transport.

  27. Adjusted maximum vehicle repair capacity, and introduced yearly growth. Vehicle repair capacity will be now correctly reduced according to scenario production usage. See Appendix E for details.

  28. Air bases will no longer try to carry resources (supply, ammo, fuel) required by air groups, they will only desire that those resources are made available in their supply city instead. Air bases will draw those resources from the supply grid as needed when launching missions (just like moving infantry units can draw extra fuel on the fly).

  29. Added ammo use attribute to devices, for possible future use.

  30. Added new test to scenario check tool looking for airbases stranded in the wrong terrain.

  31. Reworked file handling routines, improving support for non-ANSI characters in paths.

  32. Enhanced data exported to CSV file from Commander’s Report screen:

    1. Added offensive (Atk) and defensive (Def) CV, Max TOE, TOE Id, and TOE Name information to unit data. For air bases offensive CV represents total number of aircraft, defensive CV represents number of ready aircraft. Added visible information about enemy units.

    2. Added aircraft range, group range (0 means no limit), night mission, upgrade, and replacement information to air group data. Added visible information about enemy air groups.

    3. Added controlling player information to city data. Added visible information about enemy cities.

    4. Added factory data (row identifiers FH/F).

    5. Leader rows identifiers changed from AH/A to DH/D to remove conflict with aircraft row identifiers.

    6. Added visible information about enemy ground elements.

    7. Added visible information about enemy aircraft.

    8. Added battle data (row identifiers BH/B).

  33. Damaged manpower factories will now produce proportionally less manpower, like other factories, instead of all-or-nothing. Reduction percentage is still double the damage rate, so at 50 or more damage there will be no production at all.

  34. City, light urban, and heavy urban hexes will now show their type of terrain, instead of showing description based on population only.

  35. Increased repair rate of manpower factories from 3 to 5 per turn.

  36. Halved effectiveness of bombing manpower factories.

  37. Added new unit parameters for scenario designers: scenario supply level, and scenario vehicle level. This allows to easily resupply all units, even if their supply or vehicle needs change in the future. This can be done on unit level in Unit editor tab, for selected units in Commander’s Report (while in editor mode), or for all units in Main editor tab. Resupplying a HQ unit also sets the number of supply and fuel dump elements in that unit (to an average of supply level and vehicle level). To randomize values a bit, a “variance” parameter is specified when resupplying unit(s). Up to that much will be added or removed when determining actual level (separately for supplies, ammo, fuel, vehicles, supply dumps, and fuel dumps). Base and actual level may not end up lower than 1%, and higher than 200%.

  38. Units firing flak will now use ammunition to do so. Ammunition expenditure will depend on the number of enemy planes flying, and the percentage of unit ammunition need on hand. Lack of ammo will result in no fire.

  39. Slightly increased the cost of moving supplies through ports, the formula is 1 MP for port value above 20, otherwise (25 - port value) divided by 4, rounding up. Beachhead counts as port value 0 (and costs 7 MP).

  40. Added sudden death condition that triggers game end, once any player has no on-map non-routed combat units or no on-map cities under control. In a campaign game this gives a decisive victory (draw in the unlikely case of both sides knocked out). In normal scenarios (including Bitter End campaign), VP ratio decides outcome.

  41. Added information about MP lost and air transported cargo to battle reports.

  42. Simplified the impact of difficulty modifiers, so the game would scale better:

    1. Morale Level affects only national morale.

    2. Fort Level affects only construction value.

    3. Logistics Level affects only vehicle repair capacity.

    4. Transport Level affects only strategic rail capacity.

    5. Admin Level affects only admin points.

  43. Removed certain functions from the editor that were no longer relevant. Improved certain functions in the editor, mostly related to correctly refreshing unit supply requirements, motorized status, checking supply status.

  44. Improved battle reports so that every on-map unit in target hex will have its result properly displayed. This includes displaced HQs and other non-combatants. Disbanded units or merged partisan units will be reported as shattered. Unfortunately battle reports made in older version of the game will not be displayed correctly.

  45. Improved retreat logic, with every participating unit using the same formula to check whether it will shatter or not, and reducing the number of variants handled. New formula handles separately only: reserve units from hexes other than target hex, support units, non-combatants, routing units, and retreating units. Isolated HQs or air bases or rail repair units that are unable to retreat will be destroyed along with their attached support units, and appear on the Destroyed Units list. These units will be recreated immediately in the rear, and start rebuilding (at no AP cost to either player).

  46. Retreat moves and offset moves (like forcible relocation of HQs or routed units by enemy ZOC) will now pick hexes to retreat to in a different way. See Appendix F for details. Units will be able to expend only their maximum MP allowance during retreat (double that for offset moves), instead of 40 MP for all units. Isolated units making an offset move will be allowed to make a minimal move of 1 hex, and end their move in a hex adjacent to enemy controlled hexes, provided there will be some combat units there to protect them. Retreat attrition will be applied once for every 2 MP spent on retreat (4 MP during offset move), instead of being applied separately for every hex of retreat, rivers, or enemy units adjacent to retreat path.

  47. Restricted the option to relocate units only to supplied Military District and Defense Zone HQs on or after 10/41 (as these units are disbanded when forced to retreat). Attrition will be minimal, and there will be no chance of losing a leader.

  48. Added the possibility of losing a leader when HQ is destroyed. Reduced the possibility of losing a leader when HQ is forcibly relocated. 

 

 

Bug fixes

Спойлер

 

  1. Fixed a bug where manpower factory was not correctly damaged after population assisted in fort construction.

  2. Fixed a bug where it was impossible to gain extra experience from training at the rear (recent combat experience was required for any extra gain).

  3. Fixed a bug where National Reserve was treated as an isolated air base for the purposes of air group fatigue reduction, limiting it to just 5%. National Reserve will be now better than supplied air bases for fatigue reduction (as intended).

  4. Fixed a bug where the bonus to Soviet construction values added in 1.08.00, was unintentionally removed in 1.08.05.

  5. Fixed a bug where air group was lost by using undo after air transfer by disabling undo after air transfer.

  6. Fixed a bug where it was possible to load a game from server without proper patch version installed.

  7. Fixed a bug where Axis air groups were negatively affected (or Soviet air groups were positively affected) by June’41 surprise rules in some cases (AA evasion, interception flight size).

  8. Fixed Equipment - Weapon - Type tooltip in Commander’s Report. Adjusted Leaders - Restr tooltip to match column values.

  9. Fixed a bug where it was possible to evacuate factories to the same city they were removed from.

  10. Fixed a bug where some cities were shown as proper factory evacuation target (green highlight), even though some of them weren’t.

  11. Fixed a bug where fuel wasn’t used up during logistics phase.

  12. Fixed numerous bugs related to fort construction and decay (including memory corruption). They should now also follow the rules as written more closely.

  13. Fixed a bug where texts (mostly unit names) were not shortened properly, especially if additional shortening of the same word was required.

  14. Fixed a bug where high command HQ could be mistakenly reassigned to lower level HQ, causing the game to freeze when reassigning units.

  15. Fixed a crash bug in the AI.

  16. Fixed a bug where the game wasn’t properly checking save version for PBEM games.

  17. Fixed a bug where some aircraft kills on the ground might have been not recorded as specific aircraft model (and type) losses.

  18. Fixed a bug where it was possible to merge units of different nationalities.

  19. Fixed memory corruption related to radar-equipped aircraft flying interception missions.

  20. Made sure factories will not be deleted while opening production screen for ground elements or aircraft that lost their name due to unknown memory corruption.

  21. Fixed a bug where air groups sent to National Reserve using the MOVE function were immediately available for reassignment. They will be now properly delayed, but on the other hand they will get the morale increase like air groups sent to National Reserve using other means. This fix will not apply to the AI, which uses this method to rearrange its air force every turn.

  22. Fixed a bug where the game was not aware that ground elements with “no auto-build” flag set, but still before their last date, were impossible to produce, preventing timely TOE upgrade and high scale production of the ground element that replaced them.

  23. Fixed a bug where bombed unit’s name was revealed in combat messages on level 6, even if the unit’s detection level was too small.

  24. Fixed a bug where empty combat units destroyed by being adjacent to enemy hex (Auto Offset Moves) were not rebuilt correctly.

  25. Fixed multiple bugs occuring during unit destruction, including failure to rebuild support units.

  26. Fixed a bug where it was possible for units to get more than one morale adjustment from winning or losing combat.

  27. Possibly fixed a bug where some air losses from one battle could be delayed in resolution, and only reported in the next battle.

 

 

 

 

Scenario & data changes

Спойлер

 

  1. OB changes:

    1. Increased number of Sapper squads in Soviet units to a level from several versions back due to use of new Sapper squad type.

    2. Disabled building of new Sapper Regiments, existing ones will downgrade to Battalions in 10/41.

    3. Some changes to soviet AA unit composition, disabled building of large regiments.

    4. Unified rail construction HQs to 5000 men/250 support.

    5. Disabled building of 41 AT Artillery Brigade.

    6. Added NKVD (Rifle) Divisions.

  2. 1941-45 Campaign and smaller 1941 scenarios:

    1. Added three German SP AT units switched from Panzerjäger I to Panzerjäger 35R(f), added some PzJgr I/35R to pool.

    2. Added 1st Naval Inf Bde to Tallinn, and a delayed 7th Naval Rifle Bde to Kolpino.

    3. Verifying and reorganizing support units attached to Rifle Corp HQs.

    4. Adding tanks and armored cars to on-map Soviet cavalry divisions.

    5. Rebuilt AT Artillery Brigades, added 14th AT Artillery Brigade as reinforcement to Leningrad.

    6. Several changes to existing NKVD Division(s), added some more including the 70th Army with 5 Rifle Divisions.

  3. 1942-45 Campaign:

    1. Added NKVD-based 70th Army and 5 Rifle divisions.

  4. 1941 and 1942 scenarios and campaigns:

    1. Soviet Airborne Corps HQ changed to proper OB, they will disband at the end of 1942.

    2. German 11th Army changed from withdraw to disband, disband delayed to end of march 1943.

    3. Celere Cavalry Ital. Corps withdraws in 5/42.

    4. 32nd Marche Ital. Infantry Division: withdraws in 9/42.

    5. 12th Sassari Ital. Infantry Division: withdraws in 1/43.

  5. Stalingrad to Berlin Campaign:

    1. Fixed reinforcing Shock Army with Army HQ OB.

    2. Added NKVD-based 70th Army and 6 Rifle divisions.

    3. Army Group Don changed from withdraw to disband.

  6. Winter 1942-43:

    1. Fixed reinforcing Shock Army with Army HQ OB.

    2. Army Group Don changed from withdraw to disband.

  7. Various scenarios:

    1. Added Marder I, either in pool or via unit delivery (arrives late 9/42).

    2. Withdrawing SS motorized divisions will now downgrade to a regiment prior to withdraw, the main reason for withdraw was depletion/exhaustion.

    3. Axis minors (except Finnish) unit experience/morale altered to match new national levels.

 

 

Device changes

  1. [176] Hand Grenade: rate of fire changed from 2 to 1.

 

Ground element changes

Спойлер

 

  1. [4] Panzer IIL Lynx: fuel use changed from 21 to 30.

  2. [9] Panzer IIIL: import % changed from 2% to 5%.

  3. [17] Panzer IVe: import % changed from 5% to 10%.

  4. [21] Panzer IVh: import % changed from 3% to 10%.

  5. [23] Panther A: import % changed from 10% to 15%.

  6. [30] Stug IIIf: import % changed from 5% to 10%.

  7. [34] Panzerjaeger II: build limit changed from 10 to 14, import % changed from 3% to 10%.

  8. [35] Marder II: import % changed from 3% to 10%.

  9. [52] sIG33 Pz I: reliability changed from 25 to 30.

  10. [53] sIG33 Grille K: last year changed from 1944 to 1945, build limit changed from 5 to 3, upgrade changed from [410] sIG33/2 Grille to 0.

  11. [81] Rifle Squad 39: weapon 3 number changed from 1 to 2, weapon 3 ammo changed from 16 to 8.

  12. [82] Rifle Squad 43: weapon 3 number changed from 1 to 2, weapon 3 ammo changed from 12 to 6.

  13. [83] Rifle Squad (-): weapon 3 number changed from 1 to 2, weapon 3 ammo changed from 12 to 6.

  14. [84] Pioneer Squad 39: weapon 1 number changed from 1 to 2, weapon 1 ammo changed from 14 to 7.

  15. [85] Pioneer Squad 43: weapon 1 number changed from 1 to 2, weapon 1 ammo changed from 14 to 7.

  16. [87] Submachine Gun Squad: weapon 3 number changed from 1 to 2, weapon 3 ammo changed from 12 to 6.

  17. [88] Cavalry Squad: weapon 2 number changed from 1 to 2, weapon 2 ammo changed from 16 to 8.

  18. [89] Motorcycle Squad: weapon 2 number changed from 1 to 2, weapon 2 ammo changed from 16 to 8.

  19. [94] Motorized Rifle Squad 39: weapon 2 number changed from 1 to 2, weapon 2 ammo changed from 16 to 8.

  20. [95] Motorized Rifle Squad (+): weapon 2 number changed from 1 to 2, weapon 2 ammo changed from 16 to 8.

  21. [96] Motorized Rifle Squad 43: weapon 2 number changed from 1 to 2, weapon 2 ammo changed from 16 to 8.

  22. [97] Motorized Rifle Squad (-): weapon 3 number changed from 1 to 2, weapon 3 ammo changed from 14 to 7.

  23. [98] Panzer Grenadier Squad 41: weapon 2 number changed from 1 to 2, weapon 2 ammo changed from 10 to 5.

  24. [99] Panzer Grenadier Squad 43: weapon 2 number changed from 1 to 2, weapon 2 ammo changed from 10 to 5.

  25. [100] Panzer Grenadier Squad (-): weapon 4 number changed from 1 to 2, weapon 4 ammo changed from 12 to 6.

  26. [101] Panzer Pioneer Squad 39: weapon 1 number changed from 1 to 2, weapon 1 ammo changed from 10 to 5.

  27. [102] Panzer Pioneer Squad 43: weapon 1 number changed from 1 to 2, weapon 1 ammo changed from 14 to 7.

  28. [103] Panzer Pioneer Squad: last month changed from 10 to 9, weapon 1 number changed from 1 to 2, weapon 1 ammo changed from 14 to 7, scrap policy changed from INSTANT to DEFAULT (1 YEAR).

  29. [104] Panzer Pioneer Squad 44: weapon 1 number changed from 1 to 2, weapon 1 ammo changed from 14 to 7.

  30. [114] Fallschirmjaeger Squad 39: weapon 3 number changed from 1 to 2, weapon 3 ammo changed from 18 to 9.

  31. [115] Fallschirmjaeger Squad 43: weapon 3 number changed from 1 to 2, weapon 3 ammo changed from 12 to 6.

  32. [116] Fallschirmjaeger Squad 44: weapon 4 number changed from 1 to 2, weapon 4 ammo changed from 12 to 6.

  33. [118] Cavalry Squad (-): weapon 2 number changed from 1 to 2, weapon 2 ammo changed from 20 to 10.

  34. [129] Security Squad: weapon 1 number changed from 1 to 2, weapon 1 ammo changed from 8 to 4.

  35. [141] Ski Jaeger Squad: weapon 3 number changed from 1 to 2, weapon 3 ammo changed from 12 to 6.

  36. [142] Ski Sturm Squad: weapon 2 number changed from 1 to 2, weapon 2 ammo changed from 12 to 6.

  37. [151] Rifle Squad 44: weapon 2 number changed from 1 to 2, weapon 2 ammo changed from 14 to 7.

  38. [152] Rifle Squad 39: weapon 2 number changed from 1 to 2, weapon 2 ammo changed from 14 to 7.

  39. [153] Combat Engineer Squad: weapon 1 number changed from 1 to 2, weapon 1 ammo changed from 18 to 9.

  40. [154] Submachine Gun Squad: weapon 1 number changed from 1 to 2, weapon 1 ammo changed from 20 to 10.

  41. [155] Ski Squad: weapon 2 number changed from 1 to 2, weapon 2 ammo changed from 18 to 9.

  42. [161] Cavalry Squad: weapon 2 number changed from 1 to 2, weapon 2 ammo changed from 20 to 10.

  43. [199] Rifle Squad: weapon 2 number changed from 1 to 2, weapon 2 ammo changed from 16 to 8.

  44. [201] Assault Engineer Squad: weapon 2 number changed from 1 to 2, weapon 2 ammo changed from 22 to 11.

  45. [202] Cavalry Squad: weapon 1 number changed from 1 to 2, weapon 1 ammo changed from 18 to 9.

  46. [203] Motorcycle Squad: weapon 2 number changed from 1 to 2, weapon 2 ammo changed from 18 to 9.

  47. [215] Motorized Rifle Squad: weapon 2 number changed from 1 to 2, weapon 2 ammo changed from 16 to 8.

  48. [216] Panzerjaeger 38 H: import % changed from 3% to 10%.

  49. [253] Rifle Squad 44: weapon 1 number changed from 1 to 2, weapon 1 ammo changed from 16 to 8.

  50. [254] Rifle Squad 42: weapon 1 number changed from 1 to 2, weapon 1 ammo changed from 16 to 8.

  51. [255] Rifle Squad 39: weapon 1 number changed from 1 to 2, weapon 1 ammo changed from 30 to 15.

  52. [256] Assault Squad: weapon 3 number changed from 1 to 2, weapon 3 ammo changed from 22 to 11.

  53. [257] Cavalry Squad: weapon 1 number changed from 1 to 2, weapon 1 ammo changed from 16 to 8.

  54. [266] Motor Squad 44: weapon 1 number changed from 1 to 2, weapon 1 ammo changed from 12 to 6.

  55. [267] Motor Squad 39: weapon 1 number changed from 1 to 2, weapon 1 ammo changed from 12 to 6.

  56. [270] Assault Squad 44: weapon 3 number changed from 1 to 2, weapon 3 ammo changed from 22 to 11.

  57. [275] Combat Engineer Squad 44: weapon 3 number changed from 1 to 2, weapon 3 ammo changed from 18 to 9.

  58. [298] Rifle Squad 44: weapon 3 number changed from 1 to 2, weapon 3 ammo changed from 18 to 9.

  59. [299] Rifle Squad 39: weapon 3 number changed from 1 to 2, weapon 3 ammo changed from 18 to 9.

  60. [300] Combat Engineer Squad: weapon 3 number changed from 1 to 2, weapon 3 ammo changed from 18 to 9.

  61. [301] Cavalry Squad: weapon 1 number changed from 1 to 2, weapon 1 ammo changed from 16 to 8.

  62. [315] Rifle Squad 43: weapon 1 number changed from 1 to 2, weapon 1 ammo changed from 10 to 5.

  63. [316] Rifle Squad 39: weapon 1 number changed from 1 to 2, weapon 1 ammo changed from 14 to 7.

  64. [317] Combat Engineer Squad: weapon 1 number changed from 1 to 2, weapon 1 ammo changed from 16 to 8.

  65. [348] Marder II: import % changed from 3% to 10%.

  66. [354] Motorcycle Squad: weapon 1 number changed from 1 to 2, weapon 1 ammo changed from 12 to 6.

  67. [366] 76mm Anti-tank Gun ZiS: scrap policy changed from NONE to DEFAULT (1 YEAR).

  68. [377] Cavalry Squad 44: weapon 3 number changed from 1 to 2, weapon 3 ammo changed from 16 to 8.

  69. [380] Motorcycle Squad 44: weapon 3 number changed from 1 to 2, weapon 3 ammo changed from 12 to 6.

  70. [392] Panzer 35-S 739(f): name changed from Panzer 35-S 739(f) to Panzer 35S 739(f), last year changed from 1945 to 1941, last month changed from 9 to 12.

  71. [393] Panzer 35H 735(f): last year changed from 1945 to 1941, last month changed from 9 to 12.

  72. [394] Panzer 39H 735(f): last year changed from 1945 to 1941, last month changed from 9 to 12.

  73. [395] Panzer 35R 731(f): last year changed from 1945 to 1941, last month changed from 9 to 12.

  74. [410] sIG33/2 Grille: max import changed from 30 to 0, import from changed from [39] Jagdpanzer 38 to 0, minimum import changed from 3 to 0, import % changed from 5% to DEFAULT.

  75. [422] SdKfz-8 Flak-18: scrap policy changed from INSTANT to DEFAULT (1 YEAR).

  76. [427] Bicycle Recon Squad: weapon 3 number changed from 1 to 2, weapon 3 ammo changed from 14 to 7.

  77. [428] Bicycle Recon Squad 43: weapon 3 number changed from 1 to 2, weapon 3 ammo changed from 12 to 6.

  78. [431] Combat Engineer Squad 43: weapon 1 number changed from 1 to 2, weapon 1 ammo changed from 18 to 9.

  79. [462] 76mm Field Gun: scrap policy changed from DEFAULT (1 YEAR) to NONE.

  80. [463] 75mm Field Gun: scrap policy changed from DEFAULT (1 YEAR) to NONE.

  81. [732] Partisan Squad: supply use changed from 0 to 8.

  82. [776] Reconnaissance Squad: weapon 2 number changed from 1 to 2, weapon 2 ammo changed from 22 to 11.

  83. [777] Naval Rifle Squad: weapon 3 number changed from 1 to 2, weapon 3 ammo changed from 18 to 9.

  84. [778] Naval Rifle Squad (-): weapon 2 number changed from 1 to 2, weapon 2 ammo changed from 22 to 11.

  85. [790] 7.62mm Machine Gun: men changed from 4 to 5, supply use changed from 34 to 35, weapon 1 number changed from 3 to 4.

  86. [793] Rifle Squad 41: weapon 2 number changed from 1 to 2, weapon 2 ammo changed from 18 to 9.

  87. [794] Rifle Squad (-): weapon 3 number changed from 1 to 2, weapon 3 ammo changed from 22 to 11.

  88. [795] Rifle Squad 42: weapon 2 number changed from 1 to 2, weapon 2 ammo changed from 14 to 7.

  89. [796] Rifle Squad (+): weapon 2 number changed from 1 to 2, weapon 2 ammo changed from 10 to 5.

  90. [797] Rifle Squad 43: weapon 2 number changed from 1 to 2, weapon 2 ammo changed from 18 to 9.

  91. [798] Submachine Gun Squad: weapon 1 number changed from 1 to 2, weapon 1 ammo changed from 22 to 11.

  92. [799] Sapper Squad 41: name changed from Sapper Squad 41 to Engineer-Sapper Squad 41, type changed from Engineer Squad to Eng-Sapper Squad, supply use changed from 44 to 38, weapon 1 number changed from 1 to 2, weapon 1 ammo changed from 12 to 4, import cost changed from -3 to -2.

  93. [800] Sapper Squad 39: name changed from Sapper Squad 39 to Engineer-Sapper Squad 39, type changed from Engineer Squad to Eng-Sapper Squad, last month changed from 8 to 7, supply use changed from 69 to 46, build cost changed from 11 to 10, weapon 0 changed from [131] Flamethrower to [154] 7.62mm SVT40 Tokarev Rifle, weapon 1 changed from [154] 7.62mm SVT40 Tokarev Rifle to [149] 7.62mm PPSh-41 SMG, weapon 2 changed from [149] 7.62mm PPSh-41 SMG to [176] Hand Grenade, weapon 3 changed from [176] Hand Grenade to 0, weapon 0 number changed from 1 to 8, weapon 1 number changed from 7 to 2, weapon 3 number changed from 1 to 0, weapon 0 ammo changed from 10 to 80, weapon 1 ammo changed from 80 to 284, weapon 2 ammo changed from 284 to 5, weapon 3 ammo changed from 14 to 0, weapon 3 face changed from SIDE to FWD.

  94. [801] Cavalry Squad: weapon 1 number changed from 1 to 2, weapon 1 ammo changed from 18 to 9.

  95. [802] Cavalry Squad 41: weapon 1 number changed from 1 to 2, weapon 1 ammo changed from 18 to 9.

  96. [803] Cavalry Squad 43: weapon 1 number changed from 1 to 2, weapon 1 ammo changed from 18 to 9.

  97. [813] Motorcycle Squad: weapon 3 number changed from 1 to 2, weapon 3 ammo changed from 20 to 10.

  98. [815] Submachine Gun Squad (+): weapon 2 number changed from 1 to 2, weapon 2 ammo changed from 18 to 9.

  99. [821] NKVD Squad: weapon 1 number changed from 1 to 2, weapon 1 ammo changed from 22 to 11.

  100. [845] Sapper Squad 42: weapon 1 number changed from 1 to 2, weapon 1 ammo changed from 12 to 6.

  101. NEW [400] Panzerjaeger 35R(f).

  102. NEW [401] Marder I.

 

 

Aircraft changes

  1. [82] Me 262A-1a: to East Front percentage changed from 25% to 10%.

  2. [376] IL-2KR: sortie ammo changed from 140 to 170, weapon 2 changed from 0 to [27] 12.7mm UBT MG, weapon 2 number changed from 0 to 1, weapon 2 face changed from FWD to TR.

 

TOE(OB) changes

Спойлер

 

  1. [1] 41a Tank Division: element number 2 changed from 9 to 18.

  2. [4] 41 Motorized Division: element number 2 changed from 6 to 12.

  3. [5] 41a Rifle Division: element number 1 changed from 12 to 24.

  4. [6] 41b Rifle Division: element number 2 changed from 9 to 19.

  5. [7] 41c Rifle Division: element number 3 changed from 7 to 15.

  6. [8] 41 Rifle Brigade: element number 3 changed from 5 to 9.

  7. [9] 41a Airborne Brigade: element number 1 changed from 6 to 12.

  8. [10] 41b Airborne Brigade: element number 2 changed from 5 to 10.

  9. [11] 41a Cavalry Division: element 17 changed from [1501] Support to [779] BA-20 Armored Car, element 18 changed from 0 to [1501] Support, element number 1 changed from 13 to 26, element number 10 changed from 18 to 8, element number 17 changed from 311 to 10, element number 18 changed from 0 to 311.

  10. [12] 41b Cavalry Division: element 7 changed from [774] BA-10 Armored Car to 0, element number 1 changed from 3 to 6, element number 7 changed from 10 to 0.

  11. [13] 41 Guards Cavalry Division: element 7 changed from [739] T-40 M1941 to 0, element number 1 changed from 3 to 6, element number 7 changed from 10 to 0.

  12. [35] 42a Panzer Division: element 12 changed from [48] SdKfz-10/4 SP Flak to [456] SdKfz-10/5 SP Flak, element number 14 changed from 6 to 10.

  13. [46] 42 Elite Motorized Division: element 22 changed from [34] Panzerjaeger II to [37] Panzerjaeger 38, element number 22 changed from 24 to 20.

  14. [47] 42a SS Motorized Division: last month changed from 10 to 8, upgrade changed from [68] 43a SS Panzergrenadier Division to [621] 42bc SS Motorized Regiment, element 18 changed from [35] Marder II to [37] Panzerjaeger 38, element number 18 changed from 9 to 10.

  15. [48] 42 SS Motorized Division (-): name changed from 42 SS to 42bb SS, suffix changed from Motorized Division (-) to Motorized Regiment, last month changed from 10 to 7, upgrade changed from [389] 43b SS Panzergrenadier Division to 0, element 0 changed from [95] Motorized Rifle Squad (+) to [94] Motorized Rifle Squad 39, element 1 changed from [98] Panzer Grenadier Squad 41 to [89] Motorcycle Squad, element 2 changed from [89] Motorcycle Squad to [84] Pioneer Squad 39, element 3 changed from [84] Pioneer Squad 39 to [77] 81mm Mortar, element 4 changed from [77] 81mm Mortar to [74] 75mm Infantry Gun, element 5 changed from [74] 75mm Infantry Gun to [75] 150mm Infantry Gun, element 6 changed from [75] 150mm Infantry Gun to 0, element 8 changed from [69] 75mm Anti-tank Gun Pak40 to [110] 105mm Howitzer, element 9 changed from [105] 105mm Field Gun to [112] 150mm Howitzer, element 10 changed from [110] 105mm Howitzer to [72] 20mm Anti-aircraft Gun, element 11 changed from [112] 150mm Howitzer to [55] SdKfz-222 Armored Car, element 12 changed from [113] 150mm Nebelwerfer to [28] Stug IIIb, element 13 changed from [210] SdKfz-7/2 SP Flak to [76] 50mm Mortar, element 14 changed from [209] SdKfz-7/1 SP Flak to [79] 7.92mm MG34 Machine Gun, element 15 changed from [73] 88mm Anti-aircraft Gun to [91] 7.92mm Anti-tank Rifle, element 16 changed from [63] SdKfz-251/10 Halftrack to [1490] Support, element 17 changed from [64] SdKfz-251/2 Mortar Carrier to 0, element 18 changed from [62] SdKfz-251/1 MG Carrier to 0, element 19 changed from [48] SdKfz-10/4 SP Flak to 0, element 20 changed from [54] SdKfz-221 Armored Car to 0, element 21 changed from [55] SdKfz-222 Armored Car to 0, element 22 changed from [37] Panzerjaeger 38 to 0, element 23 changed from [30] Stug IIIf to 0, element 27 changed from [79] 7.92mm MG34 Machine Gun to 0, element 28 changed from [91] 7.92mm Anti-tank Rifle to 0, element 29 changed from [1490] Support to 0, element number 0 changed from 162 to 108, element number 1 changed from 9 to 12, element number 2 changed from 24 to 18, element number 3 changed from 54 to 18, element number 4 changed from 46 to 4, element number 5 changed from 26 to 4, element number 6 changed from 12 to 0, element number 7 changed from 28 to 18, element number 8 changed from 3 to 8, element number 10 changed from 28 to 12, element number 11 changed from 12 to 4, element number 13 changed from 18 to 30, element number 14 changed from 4 to 56, element number 15 changed from 12 to 33, element number 16 changed from 3 to 223, element number 17 changed from 6 to 0, element number 18 changed from 4 to 0, element number 19 changed from 25 to 0, element number 20 changed from 3 to 0, element number 21 changed from 18 to 0, element number 22 changed from 30 to 0, element number 23 changed from 21 to 0, element number 27 changed from 86 to 0, element number 28 changed from 66 to 0, element number 29 changed from 510 to 0.

  16. [51] 42a Rifle Division: element number 2 changed from 12 to 24.

  17. [52] 42a Guards Rifle Division: element number 2 changed from 12 to 24.

  18. [53] 42b Rifle Division: element number 2 changed from 12 to 24.

  19. [54] 42b Guards Rifle Division: element number 2 changed from 12 to 24.

  20. [55] 42c Rifle Division: element number 3 changed from 12 to 24.

  21. [56] 42c Rifle Corps: element number 3 changed from 36 to 72.

  22. [57] 43 Guards Rifle Division: element number 3 changed from 12 to 24.

  23. [58] 43 Guards Rifle Corps: element number 3 changed from 36 to 72.

  24. [59] 42a Rifle Brigade: element number 3 changed from 5 to 9.

  25. [60] 42b Rifle Brigade: element number 3 changed from 6 to 12.

  26. [61] 42 Cavalry Corps: element number 1 changed from 14 to 27.

  27. [62] 42 Cavalry Division: element number 1 changed from 5 to 9, element number 13 changed from 6 to 9.

  28. [63] 42 Guards Cavalry Corps: element number 1 changed from 27 to 54, element number 13 changed from 18 to 27.

  29. [64] 42 Guards Cavalry Division: element number 1 changed from 9 to 18, element number 13 changed from 6 to 9.

  30. [68] 43a SS Panzergrenadier Division: element 17 changed from [48] SdKfz-10/4 SP Flak to [456] SdKfz-10/5 SP Flak, element 22 changed from [37] Panzerjaeger 38 to [216] Panzerjaeger 38 H, element 26 changed from [20] Panzer IVg to [221] Panzer IVg '1943', element number 22 changed from 12 to 10.

  31. [73] 42 Mechanized Corps: element number 3 changed from 14 to 27.

  32. [74] 42 Motorized Division: element 11 changed from [35] Marder II to [37] Panzerjaeger 38, element number 11 changed from 12 to 10.

  33. [79] 42a Tank Corps: element number 2 changed from 5 to 9.

  34. [80] 42b Tank Corps: element number 3 changed from 5 to 9, element number 14 changed from 99 to 72.

  35. [83] 43 Elite Panzergrenadier Division: element 16 changed from [48] SdKfz-10/4 SP Flak to [456] SdKfz-10/5 SP Flak, element number 21 changed from 27 to 31, element number 23 changed from 35 to 31.

  36. [84] 43 Guards Mechanized Corps: element number 4 changed from 14 to 27, element number 11 changed from 30 to 52.

  37. [85] 44a Guards Mechanized Corps: element 8 changed from [783] 76mm Anti-tank Gun ZiS to [781] 45mm Anti-tank Gun M42, element number 4 changed from 14 to 27, element number 8 changed from 4 to 36, element number 9 changed from 40 to 8.

  38. [86] 43a Guards Tank Corps: element number 3 changed from 14 to 27, element number 11 changed from 24 to 30.

  39. [87] 43b Guards Tank Corps: element 9 changed from [783] 76mm Anti-tank Gun ZiS to [781] 45mm Anti-tank Gun M42, element 10 changed from [781] 45mm Anti-tank Gun M42 to [782] 57mm Anti-tank Gun, element number 5 changed from 14 to 27, element number 13 changed from 24 to 18.

  40. [90] 43 Mechanized Brigade: element number 3 changed from 5 to 9.

  41. [91] 43 Mechanized Corps: element number 4 changed from 14 to 27.

  42. [92] 44 Mechanized Corps: element 8 changed from [783] 76mm Anti-tank Gun ZiS to [781] 45mm Anti-tank Gun M42, element number 4 changed from 14 to 27, element number 8 changed from 4 to 36, element number 9 changed from 40 to 8, element number 12 changed from 63 to 52, element number 13 changed from 24 to 18.

  43. [94] 43 Motorcycle Regiment: element number 2 changed from 5 to 9.

  44. [96] 43a Panzer Division: element 15 changed from [48] SdKfz-10/4 SP Flak to [456] SdKfz-10/5 SP Flak, element 22 changed from [56] SdKfz-231 Armored Car to [455] SdKfz-232 Armored Car, element 26 changed from [20] Panzer IVg to [221] Panzer IVg '1943'.

  45. [97] 43a Elite Panzer Division: element 15 changed from [48] SdKfz-10/4 SP Flak to [456] SdKfz-10/5 SP Flak, element 22 changed from [56] SdKfz-231 Armored Car to [455] SdKfz-232 Armored Car, element number 26 changed from 20 to 21.

  46. [98] 43 Panzergrenadier Division: element 12 changed from [48] SdKfz-10/4 SP Flak to [456] SdKfz-10/5 SP Flak, element number 15 changed from 42 to 45.

  47. [100] 44 Rifle Division: element number 2 changed from 16 to 33.

  48. [101] 44 Guards Rifle Division: element number 2 changed from 17 to 33.

  49. [104] 43a Tank Corps: element number 2 changed from 14 to 27.

  50. [105] 43b Tank Corps: element 11 changed from [783] 76mm Anti-tank Gun ZiS to 0, element number 3 changed from 18 to 27, element number 7 changed from 16 to 28, element number 9 changed from 60 to 30, element number 10 changed from 24 to 18, element number 11 changed from 12 to 0.

  51. [108] 43 Airborne Brigade: element number 1 changed from 5 to 9.

  52. [109] 44 Airborne Brigade: element number 1 changed from 5 to 9.

  53. [110] 43 Cavalry Corps: element number 2 changed from 22 to 45.

  54. [111] 43 Cavalry Division: element number 2 changed from 7 to 15.

  55. [112] 43 Guards Cavalry Corps: element number 2 changed from 22 to 45.

  56. [113] 43 Guards Cavalry Division: element number 2 changed from 7 to 15, element number 4 changed from 18 to 12.

  57. [114] 44 Elite Panzer Division: element 22 changed from [21] Panzer IVh to [125] Panzer IVj.

  58. [115] 44d SS Panzer Division: element 14 changed from [48] SdKfz-10/4 SP Flak to [456] SdKfz-10/5 SP Flak, element 24 changed from [21] Panzer IVh to [125] Panzer IVj.

  59. [116] 44b Elite Panzergrenadier Division: element 23 changed from [21] Panzer IVh to [125] Panzer IVj, element number 14 changed from 9 to 8.

  60. [117] 44 SS Panzergrenadier Division: element number 16 changed from 7 to 8, element number 18 changed from 9 to 8, element number 24 changed from 17 to 14, element number 25 changed from 42 to 45.

  61. [120] 45 Mechanized Corps: element 8 changed from [783] 76mm Anti-tank Gun ZiS to [781] 45mm Anti-tank Gun M42, element number 4 changed from 14 to 27, element number 8 changed from 4 to 36, element number 9 changed from 40 to 8, element number 12 changed from 63 to 52, element number 13 changed from 24 to 16.

  62. [122] 44 Tank Corps: element 9 changed from [783] 76mm Anti-tank Gun ZiS to [781] 45mm Anti-tank Gun M42, element number 5 changed from 18 to 27, element number 11 changed from 36 to 30, element number 12 changed from 60 to 30, element number 13 changed from 24 to 16, element number 20 changed from 195 to 185.

  63. [126] 44 Infantry Division: element 1 changed from 0 to [428] Bicycle Recon Squad 43, element number 0 changed from 297 to 295, element number 1 changed from 0 to 6.

  64. [131] 44 Panzer Division: element 17 changed from [48] SdKfz-10/4 SP Flak to [456] SdKfz-10/5 SP Flak, element 25 changed from [21] Panzer IVh to [125] Panzer IVj.

  65. [132] 44 Panzergrenadier Division: element number 16 changed from 42 to 45.

  66. [143] 45 Guards Mechanized Corps: element 8 changed from [783] 76mm Anti-tank Gun ZiS to [781] 45mm Anti-tank Gun M42, element number 4 changed from 14 to 27, element number 8 changed from 4 to 36, element number 9 changed from 40 to 8.

  67. [144] 44b Guards Tank Corps: element 21 changed from [783] 76mm Anti-tank Gun ZiS to 0, element number 5 changed from 14 to 27, element number 9 changed from 16 to 28, element number 11 changed from 33 to 34, element number 18 changed from 207 to 185, element number 21 changed from 12 to 0.

  68. [146] 41 Mountain Division: element number 1 changed from 13 to 25.

  69. [147] 45 Rifle Division: element number 2 changed from 16 to 33.

  70. [149] 45 Guards Rifle Division: element number 2 changed from 21 to 42.

  71. [150] 44 Guards Rifle Corps: element number 2 changed from 50 to 99.

  72. [151] 41 Fortified Region: element number 4 changed from 2 to 3.

  73. [152] 44 Mountain Division: element number 2 changed from 12 to 24.

  74. [153] 45 SS Panzergrenadier Division: element number 18 changed from 29 to 31.

  75. [154] 45 SS Panzer Division: element number 26 changed from 29 to 31.

  76. [155] 45 Panzer Division: element number 23 changed from 9 to 10, element number 26 changed from 22 to 21, element number 27 changed from 20 to 21, element number 28 changed from 20 to 21.

  77. [157] 45 Panzergrenadier Division: element 17 changed from [31] Stug IIIg to [41] Jagdpanzer IV/70(V), element number 16 changed from 23 to 21.

  78. [170] 41 SP Light Flak Battalion: element number 0 changed from 24 to 27, element number 1 changed from 6 to 9.

  79. [171] 41 Motorized Flak Battalion: name changed from 41 to 41 Motorized, suffix changed from Motorized Flak Battalion to LW Light Flak Battalion, element 0 changed from [106] 20mm Quad Anti-aircraft Gun to [124] 37mm Anti-aircraft Gun, element 1 changed from [72] 20mm Anti-aircraft Gun to [106] 20mm Quad Anti-aircraft Gun, element 2 changed from [1490] Support to [72] 20mm Anti-aircraft Gun, element 3 changed from 0 to [1490] Support, element number 1 changed from 27 to 6, element number 2 changed from 20 to 18, element number 3 changed from 0 to 30, motorization changed from Default to Motorized.

  80. [174] 41 PVO AA Regiment: first month changed from 6 to 5, last year changed from 1943 to 1941, last month changed from 1 to 5, element number 0 changed from 100 to 96, element number 1 changed from 8 to 12, element number 2 changed from 25 to 24, element number 3 changed from 20 to 24.

  81. [176] 41 Heavy AA Battalion: suffix changed from Heavy AA Battalion to PVO AA Battalion, first month changed from 1 to 5, last year changed from 1943 to 1941, last month changed from 1 to 5.

  82. [177] 41 AT Artillery Brigade: first month changed from 6 to 5, last year changed from 1942 to 1941, last month changed from 1 to 5, element 5 changed from [1501] Support to [790] 7.62mm Machine Gun, element 6 changed from 0 to [799] Engineer-Sapper Squad 41, element 7 changed from 0 to [1501] Support, element number 4 changed from 72 to 12, element number 5 changed from 275 to 80, element number 6 changed from 0 to 20, element number 7 changed from 0 to 190.

  83. [193] 41 Light AA Regiment: suffix changed from Light AA Regiment to Light AA Battalion.

  84. [194] 43 Light AA Regiment: suffix changed from Light AA Regiment to Light AA Battalion.

  85. [195] 42b Rifle Corps: element number 3 changed from 36 to 72.

  86. [199] 42b Guards Rifle Corps: element number 3 changed from 36 to 72.

  87. [219] 41 NKVD Border Regiment: element 3 changed from [733] Labor Squad to [799] Engineer-Sapper Squad 41.

  88. [225] 41a Panzerjager Battalion: element 0 changed from [33] Panzerjaeger I to [1] Panzer Ib, element 1 changed from [1490] Support to [33] Panzerjaeger I, element 2 changed from 0 to [1490] Support, element number 0 changed from 27 to 3, element number 1 changed from 10 to 27, element number 2 changed from 0 to 10.

  89. [226] 41 LW SP Light Flak Battalion: element number 1 changed from 27 to 24.

  90. [227] 42 LW Heavy Flak Battalion: element number 2 changed from 28 to 20.

  91. [228] 41 LW Mixed Flak Battalion: element number 2 changed from 24 to 30, element number 3 changed from 44 to 40.

  92. [229] 41 LW Heavy Flak Battalion: element number 2 changed from 24 to 16.

  93. [233] 42 Panzerjager Battalion: element 0 changed from [35] Marder II to [3] Panzer IIf, element 1 changed from [33] Panzerjaeger I to [35] Marder II, element number 0 changed from 18 to 3, element number 1 changed from 9 to 27.

  94. [240] 41 Separate Tank Battalion: suffix changed from Separate Tank Battalion to Tank Battalion.

  95. [241] 42 Separate Tank Battalion: suffix changed from Separate Tank Battalion to Tank Battalion.

  96. [242] 42 Separate Tank Regiment: suffix changed from Separate Tank Regiment to Tank Regiment.

  97. [243] 43 Separate Tank Regiment: suffix changed from Separate Tank Regiment to Tank Regiment.

  98. [244] 44a Separate Tank Regiment: suffix changed from Separate Tank Regiment to Tank Regiment.

  99. [245] 44b Separate Tank Regiment: suffix changed from Separate Tank Regiment to Tank Regiment.

  100. [255] 41 Ski Battalion: element number 2 changed from 1 to 2.

  101. [256] 42 Ski Battalion: element number 2 changed from 2 to 3.

  102. [258] 45 Mountain Brigade: element number 2 changed from 5 to 9.

  103. [268] 41 Mountain Cavalry Division: element number 1 changed from 10 to 20.

  104. [270] 43 Separate Tank Battalion: suffix changed from Separate Tank Battalion to Tank Battalion, last year changed from 1943 to 1942, element 0 changed from [740] T-60 M1941 to [741] T-70 M1942, element 1 changed from [745] T-34 M1941 to [746] T-34 M1942, element 2 changed from [756] KV-1 M1941 to [1501] Support, element 3 changed from [1501] Support to 0, element number 0 changed from 20 to 11, element number 1 changed from 11 to 20, element number 2 changed from 5 to 10, element number 3 changed from 5 to 0.

  105. [278] 42a Panzerjager Battalion: element 0 changed from [35] Marder II to [3] Panzer IIf, element 1 changed from [33] Panzerjaeger I to [35] Marder II, element number 0 changed from 18 to 3, element number 1 changed from 9 to 27.

  106. [287] 45 Heavy Panzerjager Battalion: element number 0 changed from 42 to 45.

  107. [289] 41 Hun. AA Battalion: element number 0 changed from 4 to 8, element number 1 changed from 18 to 12.

  108. [337] 43 Sturm Division: element number 12 changed from 26 to 21, element number 13 changed from 33 to 31.

  109. [340] 43 Infantry Division: element 10 changed from [76] 50mm Mortar to [37] Panzerjaeger 38, element 11 changed from [80] 7.92mm MG42 Machine Gun to [76] 50mm Mortar, element 12 changed from [91] 7.92mm Anti-tank Rifle to [80] 7.92mm MG42 Machine Gun, element 13 changed from [1490] Support to [91] 7.92mm Anti-tank Rifle, element 14 changed from 0 to [1490] Support, element number 10 changed from 84 to 6, element number 11 changed from 116 to 84, element number 12 changed from 84 to 116, element number 13 changed from 544 to 84, element number 14 changed from 0 to 544.

  110. [377] 43 Rifle Corps: element number 3 changed from 36 to 72.

  111. [378] 44 Rifle Corps: element number 2 changed from 50 to 99.

  112. [379] 45 Rifle Corps: element number 2 changed from 50 to 99.

  113. [382] 45 Guards Rifle Corps: element number 2 changed from 63 to 126.

  114. [388] 42b SS Motorized Division: element 18 changed from [35] Marder II to [37] Panzerjaeger 38, element number 18 changed from 9 to 10.

  115. [389] 43b SS Panzergrenadier Division: element 22 changed from [37] Panzerjaeger 38 to [216] Panzerjaeger 38 H, element number 22 changed from 12 to 10.

  116. [390] 44a SS Panzer Division: element 15 changed from [48] SdKfz-10/4 SP Flak to [456] SdKfz-10/5 SP Flak, element 20 changed from [55] SdKfz-222 Armored Car to [349] SdKfz-250/9 Halftrack, element number 23 changed from 33 to 31.

  117. [391] 44b SS Panzer Division: element 15 changed from [48] SdKfz-10/4 SP Flak to [456] SdKfz-10/5 SP Flak, element 20 changed from [55] SdKfz-222 Armored Car to [349] SdKfz-250/9 Halftrack, element number 23 changed from 33 to 31.

  118. [392] 44a Elite Panzergrenadier Division: element 16 changed from [48] SdKfz-10/4 SP Flak to [456] SdKfz-10/5 SP Flak, element 20 changed from [454] SdKfz-222B Armored Car to [349] SdKfz-250/9 Halftrack, element number 21 changed from 18 to 21, element number 23 changed from 35 to 31.

  119. [394] 42a Rifle Corps: element number 3 changed from 36 to 72.

  120. [395] 42a Guards Rifle Corps: element number 3 changed from 30 to 60.

  121. [399] 42 Fortified Region: element number 5 changed from 3 to 6.

  122. [400] 43 Fortified Region: element number 5 changed from 5 to 9.

  123. [402] 42b Guards Tank Corps: element number 3 changed from 5 to 9.

  124. [403] 42 Guards Mechanized Corps: element number 3 changed from 14 to 27.

  125. [404] 42a Guards Tank Corps: element number 2 changed from 5 to 9.

  126. [411] 41b LW Light Flak Battalion: element 0 changed from [106] 20mm Quad Anti-aircraft Gun to [124] 37mm Anti-aircraft Gun, element 1 changed from [124] 37mm Anti-aircraft Gun to [106] 20mm Quad Anti-aircraft Gun, element number 0 changed from 6 to 9, element number 1 changed from 9 to 6.

  127. [412] 41 PVO AA Battalion: name changed from 41 to 41b, suffix changed from PVO AA Battalion to PVO AA Regiment, element number 0 changed from 20 to 24, element number 1 changed from 5 to 6, element number 2 changed from 17 to 18.

  128. [413] 41a Naval Infantry Brigade: element number 2 changed from 3 to 5.

  129. [416] 41 Cavalry Corps: element 7 changed from [774] BA-10 Armored Car to 0, element number 1 changed from 9 to 18, element number 7 changed from 30 to 0.

  130. [417] 42 Mountain Corps: element number 1 changed from 36 to 72.

  131. [418] 44 Mountain Corps: element number 2 changed from 36 to 72.

  132. [419] 42 Guards Airborne Division: element number 2 changed from 12 to 24.

  133. [420] 43 Guards Airborne Division: element number 2 changed from 12 to 24.

  134. [421] 44 Guards Airborne Division: element number 1 changed from 17 to 33.

  135. [422] 41 Guards Cavalry Corps: element 7 changed from [739] T-40 M1941 to 0, element number 1 changed from 9 to 18, element number 7 changed from 30 to 0.

  136. [444] 41a Sapper Regiment: first month changed from 6 to 5, last month changed from 7 to 5, upgrade changed from [445] 41b Sapper Regiment to [384] 41b Sapper Battalion.

  137. [445] 41b Sapper Regiment: first month changed from 8 to 5, last month changed from 9 to 5, element number 0 changed from 48 to 63.

  138. [447] 41a Guards Rifle Division: element number 2 changed from 10 to 19.

  139. [448] 41b Guards Rifle Division: element number 3 changed from 8 to 15.

  140. [463] 42c SS Motorized Division: element 16 changed from [35] Marder II to [37] Panzerjaeger 38, element number 16 changed from 9 to 10.

  141. [464] 43c SS Panzergrenadier Division: element 17 changed from [35] Marder II to [216] Panzerjaeger 38 H, element number 17 changed from 9 to 10.

  142. [470] 44c SS Panzer Division: element 11 changed from [48] SdKfz-10/4 SP Flak to [456] SdKfz-10/5 SP Flak, element 21 changed from [55] SdKfz-222 Armored Car to [349] SdKfz-250/9 Halftrack, element number 24 changed from 33 to 31.

  143. [487] 43b Panzer Division: element 15 changed from [48] SdKfz-10/4 SP Flak to [456] SdKfz-10/5 SP Flak, element 22 changed from [56] SdKfz-231 Armored Car to [455] SdKfz-232 Armored Car, element 26 changed from [20] Panzer IVg to [21] Panzer IVh.

  144. [488] 43b Elite Panzer Division: element 15 changed from [48] SdKfz-10/4 SP Flak to [456] SdKfz-10/5 SP Flak, element 22 changed from [56] SdKfz-231 Armored Car to [455] SdKfz-232 Armored Car, element number 26 changed from 20 to 21.

  145. [489] 43d SS Panzergrenadier Division: element 22 changed from [37] Panzerjaeger 38 to [36] Marder III, element number 22 changed from 12 to 10.

  146. [490] 43e SS Panzergrenadier Division: element 22 changed from [37] Panzerjaeger 38 to [36] Marder III, element number 22 changed from 12 to 10.

  147. [496] 44a Panzergrenadier Brigade: element number 13 changed from 11 to 14.

  148. [497] 44b Panzergrenadier Brigade: element number 13 changed from 11 to 14.

  149. [498] 42b Panzer Division: element 12 changed from [48] SdKfz-10/4 SP Flak to [456] SdKfz-10/5 SP Flak, element 13 changed from [56] SdKfz-231 Armored Car to [455] SdKfz-232 Armored Car, element 14 changed from [34] Panzerjaeger II to [35] Marder II, element number 14 changed from 6 to 10.

  150. [520] 41b Panzerjager Battalion: element 0 changed from [33] Panzerjaeger I to [1] Panzer Ib, element 1 changed from [1490] Support to [33] Panzerjaeger I, element 2 changed from 0 to [1490] Support, element number 0 changed from 27 to 3, element number 1 changed from 10 to 27, element number 2 changed from 0 to 10.

  151. [521] 42b Panzerjager Battalion: element 0 changed from [35] Marder II to [3] Panzer IIf, element 1 changed from [33] Panzerjaeger I to [35] Marder II, element number 0 changed from 18 to 3, element number 1 changed from 9 to 27.

  152. [522] 44 Panzerjager Battalion: element number 0 changed from 27 to 45, element number 1 changed from 10 to 15.

  153. [536] HQ Shock Army: upgrade changed from 0 to [775] 42 HQ Shock Army.

  154. [543] HQ Combined Arms Army: last year changed from 1945 to 1942, last month changed from 9 to 5, upgrade changed from 0 to [777] 42 HQ Combined Arms Army.

  155. [544] HQ Front: last year changed from 1945 to 1943, last month changed from 9 to 5, upgrade changed from 0 to [774] 43 HQ Front.

  156. [582] Eisenbahn : element number 0 changed from 1000 to 250.

  157. [583] SU Rail NKPS: element number 0 changed from 200 to 250.

  158. [626] 44c Infantry Division: element 12 changed from [31] Stug IIIg to [36] Marder III.

  159. [637] 42d Panzer Division: element 12 changed from [48] SdKfz-10/4 SP Flak to [456] SdKfz-10/5 SP Flak, element 13 changed from [56] SdKfz-231 Armored Car to [455] SdKfz-232 Armored Car, element 14 changed from [34] Panzerjaeger II to [35] Marder II, element number 14 changed from 6 to 10.

  160. [638] 42c Panzer Division: element 12 changed from [48] SdKfz-10/4 SP Flak to [456] SdKfz-10/5 SP Flak, element number 14 changed from 6 to 10.

  161. [651] 43 LW Light Flak Battalion: element 0 changed from [106] 20mm Quad Anti-aircraft Gun to [124] 37mm Anti-aircraft Gun, element 1 changed from [124] 37mm Anti-aircraft Gun to [106] 20mm Quad Anti-aircraft Gun, element number 0 changed from 9 to 12, element number 1 changed from 12 to 9.

  162. [653] 42 Mixed Flak Battalion: element 2 changed from [106] 20mm Quad Anti-aircraft Gun to [72] 20mm Anti-aircraft Gun, element 3 changed from [72] 20mm Anti-aircraft Gun to [1490] Support, element 4 changed from [1490] Support to 0, element number 0 changed from 12 to 8, element number 1 changed from 9 to 3, element number 2 changed from 6 to 9, element number 3 changed from 18 to 31, element number 4 changed from 53 to 0.

  163. [654] 43 LW Mixed Flak Battalion: element number 1 changed from 15 to 6, element number 4 changed from 56 to 40.

  164. [655] 43a SS Ttk Panzergrenadier Division: element 17 changed from [48] SdKfz-10/4 SP Flak to [456] SdKfz-10/5 SP Flak, element 22 changed from [37] Panzerjaeger 38 to [216] Panzerjaeger 38 H, element number 22 changed from 12 to 10.

  165. [656] 43d SS Ttk Panzergrenadier Division: element 17 changed from [48] SdKfz-10/4 SP Flak to [456] SdKfz-10/5 SP Flak, element 22 changed from [37] Panzerjaeger 38 to [36] Marder III, element number 22 changed from 12 to 10.

  166. [657] 44a SS Ttk Panzer Division: element 15 changed from [48] SdKfz-10/4 SP Flak to [456] SdKfz-10/5 SP Flak, element number 23 changed from 33 to 31.

  167. [658] 44d SS Ttk Panzer Division: element 14 changed from [48] SdKfz-10/4 SP Flak to [456] SdKfz-10/5 SP Flak, element 24 changed from [21] Panzer IVh to [125] Panzer IVj, element number 23 changed from 14 to 31.

  168. [659] 45 SS Ttk Panzer Division: element number 26 changed from 29 to 31.

  169. [678] 42b Motorized Division: element 11 changed from [35] Marder II to [37] Panzerjaeger 38, element number 11 changed from 12 to 10.

  170. [691] 44a SS Panzergrenadier Division: element number 16 changed from 7 to 8, element number 18 changed from 9 to 8, element number 24 changed from 17 to 14, element number 25 changed from 42 to 45.

  171. [697] Feldherrnhalle Panzer Division: element 17 changed from [48] SdKfz-10/4 SP Flak to [456] SdKfz-10/5 SP Flak, element 26 changed from [32] Jagdpanzer IV to [41] Jagdpanzer IV/70(V).

  172. [701] 42a Motorized Division: element 11 changed from [35] Marder II to [37] Panzerjaeger 38, element number 11 changed from 12 to 10.

  173. [702] 43a Infantry Division: element 10 changed from [76] 50mm Mortar to [37] Panzerjaeger 38, element 11 changed from [80] 7.92mm MG42 Machine Gun to [76] 50mm Mortar, element 12 changed from [91] 7.92mm Anti-tank Rifle to [80] 7.92mm MG42 Machine Gun, element 13 changed from [1490] Support to [91] 7.92mm Anti-tank Rifle, element 14 changed from 0 to [1490] Support, element number 10 changed from 84 to 6, element number 11 changed from 116 to 84, element number 12 changed from 84 to 116, element number 13 changed from 544 to 84, element number 14 changed from 0 to 544.

  174. [731] 42 Naval Infantry Brigade: element number 3 changed from 6 to 11.

  175. [732] 42 Mountain Division: element number 1 changed from 12 to 24.

  176. [738] 43 Rifle Division: element number 3 changed from 12 to 24.

  177. [739] 43a Rifle Corps: element number 3 changed from 36 to 72.

  178. [740] 43 Rifle Brigade: element number 3 changed from 6 to 12.

  179. [741] 44 Rifle Brigade: element number 3 changed from 6 to 12.

  180. [747] 44a Guards Tank Corps: element 9 changed from [783] 76mm Anti-tank Gun ZiS to [781] 45mm Anti-tank Gun M42, element 10 changed from [781] 45mm Anti-tank Gun M42 to [782] 57mm Anti-tank Gun, element number 5 changed from 14 to 27, element number 13 changed from 24 to 18.

  181. [748] 44b Guards Mechanized Corps: element number 4 changed from 14 to 27.

  182. [760] 44 Cavalry Corps: element number 2 changed from 31 to 63.

  183. [761] 44 Guards Cavalry Corps: element number 2 changed from 31 to 63.

  184. [764] 45 Guards Airborne Division: element number 1 changed from 21 to 42.

  185. [765] 43 PVO AA Battalion: name changed from 43 to 43b, suffix changed from PVO AA Battalion to PVO AA Regiment, element number 0 changed from 20 to 32, element number 1 changed from 8 to 12, element number 2 changed from 5 to 8, element number 3 changed from 20 to 28.

  186. [766] 43 PVO AA Regiment: element number 0 changed from 100 to 96, element number 2 changed from 25 to 24, buildable changed from Yes to No.

  187. [768] 43 Heavy AA Battalion: suffix changed from Heavy AA Battalion to PVO AA Battalion, buildable changed from Yes to No.

  188. [769] 41 Motorized Sapper Battalion: element number 0 changed from 18 to 24, element number 1 changed from 17 to 21.

  189. [773] 41a PVO AA Regiment: upgrade changed from 0 to [779] 43a PVO AA Regiment, element 1 changed from [792] 12.7mm Anti-Aircraft MG to [787] 37mm Anti-aircraft Gun, element 2 changed from [1501] Support to [792] 12.7mm Anti-Aircraft MG, element 3 changed from 0 to [814] 7.62mm Quad Anti-Aircraft MG, element 4 changed from 0 to [1501] Support, element number 1 changed from 15 to 12, element number 2 changed from 30 to 20, element number 3 changed from 0 to 12, element number 4 changed from 0 to 45.

  190. [621] 42bc SS Motorized Regiment.

  191. [622] 41ba SS Motorized Division.

  192. [623] 42ba SS Motorized Regiment.

  193. [774] 43 HQ Front.

  194. [775] 42 HQ Shock Army.

  195. [776] 43 HQ Shock Army.

  196. [777] 42 HQ Combined Arms Army.

  197. [778] 43 HQ Combined Arms Army.

  198. [779] 43a PVO AA Regiment.

  199. [780] 41 AA Battalion.

  200. [781] 43 AA Battalion.

  201. [782] 41a NKVD Rifle Regiment.

  202. [783] 41a NKVD Rifle Division.

  203. [784] 42b NKVD Rifle Division.

  204. [785] 42c NKVD Rifle Division.

  205. [786] 41c NKVD Rifle Division.

  206. [787] 42a NKVD Rifle Division.

 

 

Appendix A - supply modifiers

Спойлер

 

All values shown are percentages. All modifiers are multiplied together (rounding up in each step).

 

Range to railhead modifier: 0-10: 100, 11: 99, 12: 97, 13: 93, 14: 89, 15: 83, 16: 75, 17: 66, 18: 57, 19: 48, 20: 40, 21: 34, 22: 30, 23: 26, 24-25: 24, 26+: 0.

 

MP to railhead modifier: 0-10: 100, 11-16: 99, 17-19: 98, 20-21: 97, 22-23: 96, 24-25: 95, 26: 94, 27: 93, 28-29: 92, 30: 91, 31: 90, 32: 89, 33: 88, 34: 87, 35: 86, 36: 85, 37: 83, 38: 82, 39: 81, 40: 80, 41: 78, 42: 77, 43: 76, 44: 74, 45: 73, 46: 71, 47: 69, 48: 68, 49: 66, 50: 64, 51: 63, 52: 61, 53: 59, 54: 57, 55: 55, 56: 53, 57: 51, 58: 49, 59: 47, 60: 46, 61: 44, 62: 42, 63: 41, 64: 39, 65: 37, 66: 36, 67: 34, 68: 33, 69: 32, 70: 30, 71: 29, 72: 28, 73: 27, 74: 25, 75: 24, 76: 23, 77: 22, 78: 21, 79: 20, 80: 19, 81-82: 18, 83: 17, 84: 16, 85-86: 15, 87-88: 14, 89-90: 13, 91-93: 12, 94-100: 11, 101+: 0.

 

Movement modifier (does not apply to the AI, units closer than 6 MP to railhead, units that have 100% movement points left, units attached to cities, static units, fort units, construction units, Flakturm units, Static LW Flak units, and units with immobile elements): 105 - MP to railhead, no less than 25.

 

Local Vehicles modifier (does not apply to units attached to cities, static units, fort units, construction units, Flakturm units, Static LW Flak units, and units with immobile elements): 50 + percentage of needed vehicles present in the unit / 2, no more than 100.

 

Independent modifier: unit supplied via beachhead or air: 25, combat unit that is not supplied via HQ (does not apply to the AI, frozen units, security units, units attached to cities, static units, fort units, construction units, Flakturm units, Static LW Flak units, and units with immobile elements): 50, all other units: 100.

 

Admin modifier: failed Admin roll: 90, otherwise 100.

 

City’s Rail Network modifier consists of Axis Rail Supply modifier, First Winter modifier, and Isolated modifier. Cities are also subject to Global Vehicles modifier.

 

Axis Rail Supply modifier (applies only to on-map Soviet-nationality cities controlled by Axis player, that are not Finnish nor Rumanian “manpower” cities, that is those in Soviet Karelia up to Finnish No Attack Line, and those in Soviet Bessarabia up to Dnestr river): (165 + (5 * the number of months from December 1941, but not to be a negative number) / weather adjustment) - x coordinate of city)) + ((y coordinate of city - 69) / 2), no less than 33, no more than 100. The weather adjustment is equal to 1 in clear weather, 2 in mud or snow, and 3 in blizzard.

 

First Winter modifier (applies to the same cities as Axis Rail Supply modifier that are located in First Winter zone): in 1941: 50, in 1942: 75, otherwise 100.

 

Isolated modifier (applies to any city that is completely isolated, or is more than 25 hexes or 100 MP from railhead): 50, otherwise 100.

 

Global Vehicles modifier is not applied when requesting resources, but when actually moving them between cities (once global shortage has been determined), or when taking vehicles from the global pool and adding them to units.

 

 

Appendix B - permanent supply sources

Спойлер

 

Axis: 1,42 (NW of Rostock), 1,47 (SW of Rostock), 1,50 (SW of Schwerin), 1,52 (SW of Ludwigslust), 1,56 (W of Stendal), 1,57 (SW of Stendal), 1,60 (SW of Magdeburg), 1,64 (W of Leipzig), 1,68 (W of Chemnitz), 1,75 (W of Pilsen), 1,77 (SW of Pilsen), 1,82 (NW of Linz), 1,87 (W of Linz), 1,95 (W of Klagenfurt).

 

Finnish (Axis until Finland surrenders): 55,0 (NW of Tampere), 59,0 (N of Tampere), 80,0 (NW of Janisjarvi).

 

Italian (Axis until Italy surrenders): 1,102 (W of Postumia), 1,105 (W of Gorizia).

 

Soviet: 88,0 (Soujarvi), 94,0 (N of Petrozavodsk), 114,0 (N of Konosha), 148,0 (N if Syktyvkar), 183,32 (Sverdlovsk), 182,43 (Chelyabinsk), 183,54 (Magnitogorsk), 183,75 (SE of Orsk), 171,138 (Baku).

 

 

Appendix C - current max fort level and decay rules

Спойлер

 

  • Max fort level:

    • 5.10 (3.10 in swamp) if fort above 4.10, or this hex contains a fort unit and port,

    • 4.10 (3.10 in swamp) if fort above 3.10, or this hex contains a fort unit,

    • 3.10 if fort above 2.10, or this hex is city, light urban, heavy urban, or adjacent hex contains a fort unit or enemy unit,

    • 2.10 if none of the conditions above are met.

    • Unless 4.10 or better is allowed, reduce max fort level to:

      • 2.10 if this hex is more than 25 hexes from supplied enemy combat units,

      • 1.10 if this hex is more than 50 hexes from supplied enemy combat units,

      • 0.00 if this hex is more than 75 hexes from supplied enemy combat units.

  • Fort decay:

    • no decay if fort above 3.10,

    • no decay if not-depleted not-routed combat unit in hex,

    • up to 25% chance for no decay if fort above 2.10, otherwise:

      • base decay is 0.04,

      • x2 if there are no supplied enemy combat units within 25 hexes,

      • x4 if fort below 3.00 and weather is blizzard or mud,

      • x2 if fort below 3.00 and weather is snow,

      • x5 if fort below 1.00,

      • x3 if fort below 2.00.

 

 

 

 

Appendix D - current terrain combat modifiers

Спойлер

 

  • Clear +0

  • City +2

  • Light Urban +6 (+3 if unit is not in normal supply), double dense

  • Heavy Urban +8 (+4 if unit is not in normal supply), double dense

  • Light Woods +1

  • Heavy Woods +2, dense

  • Rough +3, dense

  • Mountain +3, double dense

  • Swamp +2, dense

 

In addition to terrain listed above, any hex with fort above 3.10 is double dense terrain, while any hex with fort above 2.10 and up to 3.10 is dense terrain.

 

 

Appendix E - vehicle repair capacity

Спойлер

 

  • Germany: 20000, x0.8 in mud or blizzard (x0.5 in 1941), grows by 1000/year.

  • Finland: 1000, x0.9 in mud or blizzard, grows by 50/year.

  • Italy, Rumania, Hungary: 2000, x0.8 in mud or blizzard (x0.5 in 1941), grows by 100/year.

  • Slovakia: 1000, x0.8 in mud or blizzard (x0.5 in 1941), grows by 50/year.

  • Soviet Union: 20000, x0.9 in mud or blizzard, grows by 5000/year.

 

 

 

 

Appendix F - retreat priorities

Спойлер

 

  • lowest retreat cost in MP

  • lowest MP to supply source (if in supply)

  • lowest land hexes to supply source (if in supply)

  • lowest rail hexes to supply source (if in supply)

  • lowest number of combat units in hex (if combat unit)

  • highest number of non-combat units in hex (if combat unit, and less than 3 units in hex)

  • lowest number of non-combat units in hex (if non-combat unit)

  • highest number of combat units in hex (if non-combat unit, and less than 3 units in hex)

  • lowest number of units in hex

  • preferred direction of retreat

  • random pick (50% chance)

 

 

_________
добавлено 2 минуты спустя

Блин! Как его перевести, гада! Раньше выкладывали на форуме и можно было перевод сайта сделать! А теперь гугл док долбаный! Неудобно!

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Frozzolly

@Александр Малыхин  Так в гугл какой-нить по частям пихать и потом редактировать. К тому же совсем уж всё переводить не надо, только какие-то уж важные вещи.

Страшно уже и представить что они там снова намудрили со штатами частей, ещё и добавили НКВД.

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Александр Малыхин

Да я полностью и не переводил никогда! Хотел для себя просто почитать! А то так туго доходит в оригинале! Перевод нужен кому-то? Стоит время тратить?

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Frozzolly
11 минуту назад, Александр Малыхин сказал:

Да я полностью и не переводил никогда! Хотел для себя просто почитать! А то так туго доходит в оригинале! Перевод нужен кому-то? Стоит время тратить?

Я бы почитал, на русском всё же куда более понятно.

Например, стоит перевести  48 пунктов новых возможностей, а далее не знаю, только если там действительно что-то стоящее.

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Александр Малыхин

Обычно я только их и переводил! Если лень не одолеет, может переведу! Не обещаю!

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Какую из предложенных кампаний 41-45 гг. следует выбрать, если я хочу играть за СССР?

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GameForGame

@Smolnyi Тренируйся лучше в микро сценария ) Там обнова будет в пределах двух недель примерно.

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Frozzolly
3 часа назад, Smolnyi сказал:

Какую из предложенных кампаний 41-45 гг. следует выбрать, если я хочу играть за СССР?

Если против компа, то лучше взять сценарии Сталинграда, "Багратион" или Дунай, тупость ИИ когда игроку приходится самому атаковать не так заметна. Потому что, если играть те,  в которых немцы(комп) владеют инициативой, то на такое невозможно смотреть без слёз.

Так что лучше всего взять любую кампанию или сценарий и играть против человека.

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Александр Малыхин

В общем, после месяца танцев с бубном, мне удалось заменить родной немецкий перевод в игре на русский, которым и хочу с вами поделиться! Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. Для перехода на рус

Michael

Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. Дата выхода: 07 декабря 2010 Разработчик: 2by3 Games  

moonkeyfromua

Может кому будет полезно: Портативная версия WITE [1.11.03] + DTTD + LB на английском: Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. Портативная версия WITE [1.11.03] + DTTD + LB на русском с русской ка

martinsmit

Значит пишу подробно: 1. Запускаем WITEsetup 2. Нажимаем NEXT 2 раза 3. Ставим галочку соглашения  4. Запускаем DWSetupCrack и нажимаем взломать установщик 5. Возвращаемся к о

Northern Neighbour

Обновил шапку игры ,добавил рабочие ссылки и множество другой информации.

Александр Малыхин

В связи с тем, что не могу зайти на свой привычный форум war-game, выкладываю здесь перевод последнего патча 1.11.01. Оказывается, срабатывала защита стима, так что перевел обычную игру. Перевод до уп

Massaraksh

Нашел, таки, душевные силы для того что бы взяться за этого мастодонта. Нда... То ли я избалован Panzer Campaing, в который играть невозможно, но вся механика там подается открыто и поддается проверке

ROTOR

Авиация для Восточного фронта не имела слишком важного значения?  Да все успехи немецкой армии в 1941, 42 и даже в 43 на Курской дуге, были возможны только благодаря четкому взаимодействию наземн

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