Hi all,
I've been doing quite some reading, looking through old posts, scenario tips, unit change proposals, AAR's and so on, as the goal of my "Gabe-Mod" is to, let's say, "correct" the game in a way to be able to make use of some units I have been neglecting due to a kind of "deadlocked" play-style as of late.
One major factor in my first real change of approach and tactics was playing Erik's Germany Grand Campaign, I suppose. The initial frustration over never-ending repairs and numbers of enemy units turned into a battle-hardened attitude and new strategies over time. Now I'm thinking about some units and/or unit types that I'd never deploy usually, and the reasons for that.
It'a pity as the graphics of many units models the are quite unique and I'd like to be able to use (at least some of) them reasonably within my core. Like subs.
"Gabe-Mod" v8.4.4 (works with v8.5.6)


Unzip files and move the extracted folder as described in this thread or here (just place it into the "Mod" folder instead).
English language only. To make it compatible with other languages, you'll need to copy/rename the file in the "language" folder to Russian/Spanish/French/German.
The changes in this mod are compatible with all official and custom scenarios and campaigns using the vanilla game version 8.4.4. Please note, that the skins don't work with the new models and any scenarios created out of a mod are most likely not playable in the vanilla game.
Still, should some objective in a stock scenario become unachievable due to the changes in the units/mechanics, please let me know!
I've included the complete changelog file, as well as my Excel sheet of the exported units file. It has been used to export the mod's units.csv file directly. All modifications in there are colour-marked as follows:
* green - fixes
* yellow - changes
* orange - new additions
Thanks to everybody for helping with this mod, especially Horst, terminator (and his Forgotten Units mod thread), Admiral Horthy (and for allowing me to use some units out of his Alternate Arsenal mod thread), Bob, LNDavoust and all the others.
Download link always in this post! Testing, feedback, bug reports and new ideas always appreciated. For private use. Have fun!

"The StuG III is probably the reason I speak Finnish as a mother tongue instead of Russian"

(Intro pics taken from one of "Lindybeige" youtube videos)
Fixes (v8.4.4)
- Too many to name them all (seriously)...please refer to the included changelog file's and Excel-units file's green entries...

Changes
- German StuG III variants B/D/E & StuH 42 changed to "anti-tank" class, to make the upgrade path more consistent
- Changed some German and Italian arty ranges (StuG, Nebelwerfer, 149/19). Set/corrected some availibility dates.
- LightCruiser (CL Leander) available for purchase (why not?)
- Extended/changed availability dates of some German (e.g. German PzKw I & II, PzKw. 38(t) E), Italian and other faction's units so that the player can actually buy them in stock campaigns
- Added naval (small/large) attack capability to all artillery units: approx. <105mm (+1/+2), 105mm-150mm (+2/+3), >150mm (+3/+4), HeavyInf (+1/+1), Nebelwerfer-types (+1/+1), some exceptions
- Naval transports have two steps: moving and debarking on the same turn is possible
- All cruisers and battleships: added the support AA fire trait
- BCV Ise changed from carrier to battleship-class, added carrier plane support accordingly
- Renamed a number of commanders according to Kondi's research (Thanks, Kondi!)
- Changed Ger. Panther traits according to Ichthyic's recommendation
- Changed and added multiple background pics (Thanks, terminator/Kondi/Bruce)
- Changed the pic for rail transport (thread)
- Historic German Wehmacht and Waffen-SS flags and markers (by "Der Kuenstler" and "Wargamer74"; Thanks again!)
- Increased all cavalry movement +2, added assault=1; The mod's annual cavalry upgrades are not balanced against stock cavalry units!
- Increased all recon plane movement to MP=8
- Increased all all destoyers (and CL Leander)movement to MP=5, all PT/S-boats to MP=6
- Increased PT/S-boats naval and air defense, added steps=2
- Reduced Universal Carrier speed to MP=8
- Added "guerrilla" trait to all rail units (=no efficiency loss from terrain disruption, makes sense to me)
- All subs receive a +4 torp attack boost, -1 turn cooldown and additional +2 torp attack when submerged
- All destoyers, PT/S-boat types: -1 turn torpedo cooldown (except Fin. MTB)
- Adjusted ("fixed"?) the defense stats (bomb/air/naval) of some Italian and Soviet armoured units
- Changed some stats with the Ger. Wurfrahmen (after all it's a speedy unit using fast "hit-and-run" tactics)
- Changed offense-abled structures to entrench; added costs; added radar ranges; increased some att./def. stats. Fixed the "bug" that caused efficiency loss of structures with encircled friendly units. Repairs of structures are not possible, sadly.
- Added new "Transport_AT" unit class for SdKfz 250/10 (transport with AT support capability)
- Assigned the new transport types to the respective units
- Unlocked German Char B1, M4A2 Sherman, T-34-40/43 (captured) into the "Beutepanzer" spec unit roster
- Reduced maximum range for all commanders to two hexes
- Added "bombard" ability to fortresses and heavy infantry mortars
- British Gloster Meteor jet now only available through the "Advanced Aeronautics" spec
- Adjusted/changed the stats of the US LVT-1 and DUKW amphibious transports
- Added effects for new units and changed some existing
- Many minor changes throughout, see the included changelog file for details
New units, transports & other additions
These are modified versions of the OoB stock models, not my own

The copyright's with Slitherine/Artistocrats. I'm doing this for non-commercial use and by permission from Slitherine.
*3A = NEW models courtesy of Admirals Alternate Arsenal; Thanks Admiral!
Cavalry unit templates courtesy of terminator's Forgotten Units mod (changed); Thanks terminator!
Britain
- Snipers
- Armadillo Mk.III (unlocked stock)
- QF 40mm Bofors AT (Mk.I & Mk.III)
- QF 3.7inch AT
- Sherman Crab (unlocked stock) - Available through the "Lend Lease Act" spec
- British PBY Catalina (unlocked stock)
Finland
- Snipers
- 75mm PAK 97/38 (*3A)
- 76mm ItK/29 Bofors M1929 AT
- 20mm ItK/35 Breda AT/AA (*3A)
- 40mm ItK/36 Bofors AT
Germany
- 20mm FlaK AA/AT (unlocked stock)
- 20mm FlaK-Vierling AT
- 37mm FlaK AT
- SdKfz 10/4 AT
- SdKfz 7/1 AT
- SdKfz 7/2 AT
- SdKfz 7/1 (Armoured) AA
- SdKfz 10 Transport (*3A)
- SdKfz 251/2 GrW 34 Transport with Mortar (*3A)
- SdKfz 250/10 PAK 36 Transport with AT-support capability (*3A)
- 75mm PAK 97/38 (*3A)
- 10.5cm leFH 18M ART/AT (*3A)
- 15cm sIG 33 (*3A)
- Flammpanzer I
- Flammpanzer II
- Snipers
- Cavalry '37-'45
- "Brandenburger" commandos '40-'45 with camouflaged transport (VW Kübelwagen)
- BCV Ise ("captured")
- Semovente 105/25 AT ("captured")
- 40mm Bofors AT (captured)
- KV-2 ART/AT (captured) - Available through the "Beutepanzer" spec
Italy
- Alpini '42 - '43 upgrades
- Bersaglieri '42 - '43 upgrades
- (proper) Cavalry '41 - '43
- Snipers
- Semovente 90/53 ART
- Semovente 75/18 AT
- Semovente 149/40 AT
- Semovente 105/25 AT
- 20mm Breda AT (*3A)
- L3/35 Lanciafiamme - Flamethrower (*3A)
Japan
- (missing) Commando annual upgrades ('40 - '45)
- Cavalry '37-'45
- Snipers
Soviet / USSR
- KV-2 ART
- 37mm_M1939 AT
- 85mm_M1939 AT
- GAZ-MM_25mm AT
- Snipers
- Cavalry '37-'45
- "Razvedchiki" commandos '40-'45 with camouflaged transport (GAZ-67)
- Universal Carrier as transport - available through the "Lend-Lease Logistics" spec
- TD-18 heavy tractor as transport for heavy artillery - available through the "Lend-Lease Logistics" spec
U.S.
- Snipers
- Commando '44 - '45 upgrades
- 155mm M1917 Howitzer
- Sherman Crab (unlocked stock)
- Added the US TD-18 heavy tractor as transport for the "Long Tom" artillery gun (unlocked stock)
All of the above nations
- Armoured Train ART/AT/AA switchable (*3A, AT version)

Future plans and considerations
- New or modified models

- To be solved: (Add bombard ability to all ships -- Problem with icon space/cargo hold)
- ... it's growing by playing

Scenarios
- BurmaRoad Imphal '44 reworked
Bookmarks (some advanced reading!)
- AI Team tests
- AI settings: Local / Static defense, defend hex
- AI move/attack tasks for ground units
- Artillery ranges
- Custom Unit Textures
- Modifying the Units File
- Test: Damage Types
- Exporting models (MAX)
Useful threads
- Where do custom campaigns and scenarios go?
- List of all console commands
- Unlocking campaign bonuses for single scen play
- Survey of Working Specialisations
Any suggestions or ideas are welcome as long as they serve to improve the overall gameplay (it's a game and I want to have fun playing it) and are not contradicting basic logic and facts, physics or engineering laws. But please, I mean like (more or less) major changes in the units mechanic within the given game limits, like adding non-utilized new (and cool



Thanks!