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.)
___________________________________________________________________________
-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!
___________________________________________________________________________
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