Some of my many Changes ofPZ2
written In Note Format

 

RECENT ADDITIONS:
-new prone infantry icons added for some nations (halberdier!)
-added Pats idea of BOMB SIZE to all artillery.This will hopefully add to suppresion
-Japan ,Canada,Croatia,Slovakia,china have been re-added today feb 14th many new units added-
                      -Also navies now have greater GD (Around 18-25gd) while retaining original attack-
                      values (they remain the same) and therefore naval battles are now more drawn
                      out and less short abloody afairs (Making air strikes more signifigant however)
                      US navy planes added as well....
Just added Halberdiers concept for dog fights to the efile
all aircraft can fight air to air up to 4 hexes (This mixed with the flight movment restrictions in my file will make air combat more vivid and realistic).When strafing or bombing a ground target however a plane still only has 1 range attack,must descend on the ground target
air combat is not on a land based scale....its 3 dimensional!

The oronzo file contains the Following Nations:
1-All Nation Units 2-Belgium 3-Bulgaria 4-Slovakia 5-Czeckoslovakia 6-Finland 7-Fance 8-Germany 9-Greece 10-U.S.A.  11-Hungary 12-Turkey 13-Italy 14-Netherlands 15-Norway 16- Poland 17-Croatia 18-Rumania 19-China 20- Russia  21-Sweden 22-Canada 23-UK + Commonwealths 24 Yugoslavia (Royal Army,Patisans,Sloveinia,Chetniks) 25- Japan 26-Republican Spain 27- Nationalist Spain

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AA units can now fire in ground role if in a scenario editior if you put the ground role variant (Available in my file) as the transport for the AA gun,then in the scenario you select the tranport for example of the 20mm Flak  and it is the 20mm Flak ground role,this represents the gun loering its elavation to attack ground targets,the ground unit will always have a AA of only 3 to represent the hasty elavation defense if attacked from the air while in ground role

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HISTORICAL FLAGS ADDED +6 new Nations added (26 nations all together)
-AA GUNS ARE MORE SUPPRESIVE FIRE THAN KILLS (Higher GD on Planes)
-ARTILLERY IS MORE SUPPRESIVE FIRE THAN KILLS allowing infantry to operate(Weaker stats)
-AIR MOVMENT HAS SPECIAL RULES (see here )

Now With  Anti Personell,Anti Tank,Sea mines ,plus Coastal Batteries,Artillery Bunkers,
 Factories,V2 rocket installations, All nation Units,Submarines,Level Bombers,and attack capability for Fighter Bombers and Halftrack Transports!ALSO Reduced Artillery Values (to represent More Suppresion instead of Kills)
Plus with a Spotting of 1 for enclosed armoured vehicles and a base movement of 1 for towed
pieces a tougher Computer opponent has been created (increased A.I.)

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-Japan ,Canada,Croatia,Slovakia,china have been re-added today feb 14th many new units added-
                      -Also navies now have greater GD (Around 18-25gd) while retaining original attack-
                      values (they remain the same) and therefore naval battles are now more drawn
                      out and less short abloody afairs (Making air strikes more signifigant however)
                      US navy planes added as well....
Just added Halberdiers concept for dog fights to the efile
all aircraft can fight air to air up to 4 hexes (This mixed with the flight movment restrictions in my file will make air combat more vivid and realistic).When strafing or bombing a ground target however a plane still only has 1 range attack,must descend on the ground targetair combat is not on a land based scale....its 3 dimensional!

 

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Range 2 file bonus:
all land units (with a few exeptions) have a minimum range of 2.

ive played with only this file for the last 2 years.
also i receive at least 10-20 emails per month praising the way the r2 system works.

I dont want to influence anyones opinion ,but i insist that you at least play a small campaign(maybe the UK one)with my r2 file and see how you feel.The reason why many are afraid to touch it(r2) is it seems to radical,but actually the game play is a little different but very fluid,this also offsets the 1 movment for all towed peices.the AI is a better opponent with R2 and mvt 1 for every aty & AT units..

advantage for attacker= movment and flexibility
advantage for defender = static,but entrenchment

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all towed weapons (A.T.,Artillery,FlaK) now have a base move of one.This will increase the computers artificial intellegence immensley by having the computer advance and manuever his weaponry on the attack and the defence,It will also cause the withdrawal(when possible) of a towed unit when nearly deystroyed -I see your argument,This is true ...but with the move of one the towed weapon will not be immediatly deystroyed,they will fall back(Gun Crew frantically withdrawing)Entrenchment does not really affect towed wepons remarkably,Maneuver is more important,(if you want static defense i have artillery bunkers and coastal batteries).It does affect infantry well though(anything else in a city is meat).With the move of one, Artillery can be manhandeled to support a creeping barrage with the infantry (moving with the infantry).also Anti Tank guns particulerly those with a range of one like the 37mm or 50mm will be far more useful to,It can be manhandeled and used for immediate guard and attacksituations as appropriate (as they were a lot more usefeul in real life then in the game system).Also when a towed flak unit get s aleader it can move and shoot(alas only one hex)I am replaying the new blitzkreig campaign and let me tell you with this new ability i was lucky to get a tactical victory in sedan!Some thoughts had been said about the larger calibre guns should not  have movement in regards to towed movement this is what i said at another forum:- "I agree with this and thought about it myself,the reason i think it is still a good idea though, is not neccaserily for realism sake(you can assume it is still towed but dismanteled very quickly for large caliber guns)but for game mechanics,the computers A.I. moves the weapon in a offensive way and tends to support the troops (inf)with a creeping barrage.I love the pakmovement by the way...it is now so much more fun to hit a t34 witha 50mm AT gun.They are now treated the way      they should be(and remember one hex movement is still defensive movement)" and sleighr stated:I agree with the 1 hex movement for all weapons. Since PG2 playson the battalion size level on average, one has to assume that at least SOME of the weapons are in transit. And you'll find several other SSI games following the same action: PG1, Pacific Gen, and People's Gen, they all have mobile dismounted artillery.Francesco Stated:having artillery that can move one hex by me is close to reality.assuming that a turn is about one day (or 3) they could loose a few shots and move one or two Km in a day and thus dismount  again.Think it tooks at least about one hour to mount dismount!

 

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I am giving tanks and other inclosed armoured fighting vehicles such as stugs IIIs and semoventes (excluding armoured cars) a spotting range of 1 (or 2 for light recon tanks such as pz35t,Stuarts,tankettes, Pz II,t-70 ,tetrachs etc...).This will encourage more of a combined arms mentality to escort your tanks with motorized infantry and to use recon.In real life it is pratically imposible to spot the enemy from the confines of a enclosed armoured vehicle particulerly in the heat of the advance and combat.In the tabletop miniature combat game Command Decision spotting is a priority over combat.Bocages are murder on armour and so are anti tank guns waiting to ambush them.Infantry is neccasery for the role.This will make anti tank guns more powerful and keep armour from over extending itself which is very important.I am aware some will not like this but not every change is to be a beneficial change for the player. we must remeber in a game of pz2 the advance is at a run and you know that the battle is raging, being buttoned up (tank fully enclosed) is important (less snipers remove the head),one hex aproximetly represents 3-5 kilometers,it is strange to think armour even with its commanders on the lookout in a open hatch (besides all the other duties!Think of those 3 man tank crews (like the H39)as well.their commanders role was Commander gunner and loader...oh and spotter!) could spot 2  hexes whilst in combat (6-10 kilometers! What about all those concealed infantry,mines ,and anti tank emplacemnts that are hiding for their one advantage over armour..They can see you but its hard to see them).The times commanders did stay out of hatch is brief and not as efficent as other types of units (also remember that modern day armoured vehicles with all their high technology still suffer from spotting,imagine the crude interiors of a sherman or pz3)this is what gives the armour its
      spotting of 1 (3-5 kilometrs!) which i beleive is being generous at that!Israeli tank commanders in the yom kippur war did go into battle open hatched so as to spot better,this led to many dead tank commanders.The one thing that always bothered me in pz2 is that you could not stack units on top of each other,by giving armour a spot of 1 this represents infantry flushing out and/or showing enemy positions and escorting(this is why the concept of mechanized infantry was
      so important in ww2/i also gave halftrack transports a increase of 1 point to their spotting so now they have 2 points of spotting range so mechanized inf in their open halftraks can still advance and see for the armour) also recon units singnaling and radioing to the armour enemy deployment and positions.Also note: open topped armoured vehicles such as the hellcat and wolverine tank destroyers,Nashorn, Marders etc..still have spotting of 
2 since they were used to hunt/stalk/ambush armour the open turret design was to allow maximum visibility. 

 

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ABOUT THE RANGE 2 FILE:This  now creates a game of Maneuver for Armoured warfare and infantry tactics and represents ASSAULTS when a infantry unit attacks another one at Hex to Hex basis (such as in a City)Flame Tanks can now be better represented since they will still only have a range of 0 therefore forcing them to close assault.Terrain still blocks line of sight so you can use this to your advantage,also shooting a unit from the other side of the river (suppresion fire) as other units cross the river helps give the game a real wargaming feeling.Thanks to First Surprise for the ideaTheir has been a update on the range file,units which had a range 3 had to be put back to 2,the reason is they ignored hills,forests and other terrain.(those previous 3 range units like 75mm pak,t34/85 etc will still have higher initiative and harder hitting power also remeber in order for a tigers gun to be able to use its range it would need flat open terrain a feature not often on the battlesite)-please try the range 2 file and then form a opinion on it,a nice trick is to watch the computer play the computer.As far as the hex being 2 km this is  not true and varies from map to map(also inf units have HMG,AT rifles,Mortars etc this is now better represented with the range2)watch as assaulting infantry cross a river wjile other infantry units provide suprresion fire at the defending inf on the other side of the river.soviet Shocktroops (smg infantry) and flame tanks have a range of 1 forcing them to close assault in hex to hex basis.Infantry can stil rugged defense against other inf at a range 2 which is a good thing(representing Mowing down the advancing infantry).A question i got was how is it that infantry fire as far as a tiger tank ?well the fact is the scale in pz2 is skewed and not theoretical to translation . so a infantry unit is firing at 2 represents tank hunter troops whitin the unit advancing up to the enemy tank and close assaulting it with Grenades ,satchel charges etc..Also The mortars whitin the unit as well as rifles and Mgs.When a unit advances in a hex to hex basis this now represents a "full close assault" on the enemy (in particuler in cities etc)

 

 

 

 

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last update : 1 Jan 2003 – by oronzo