Unit issues 6.1.8

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Erik2
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Re: Unit issues 6.1.8

Post by Erik2 » Sat Jun 23, 2018 3:21 pm

The Chevrolet was an integral part of the Long Range Desert Group. I think it was intended as such a unit in OOB.

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Re: Unit issues 6.1.8

Post by Erik2 » Mon Jun 25, 2018 7:19 pm

The Oerlikon 20mm Portee costs 4 land command points while regular AA/AT with transport costs 3.

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Re: Unit issues 6.1.8

Post by GabeKnight » Tue Jun 26, 2018 3:04 pm

Erik2 wrote:The Oerlikon 20mm Portee costs 4 land command points while regular AA/AT with transport costs 3.
The German mobile AA also uses 4 supply, for example. I think that's okay for a mechanized switch unit.

But I have a similar question: Most mechanized recon verhicles use 2 supply, the British just one. Intended or an oversight from earlier versions where the Brit tanks also used less supply than similar other faction's units?
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Shards
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Re: Unit issues 6.1.8

Post by Shards » Tue Jun 26, 2018 4:50 pm

The Russian ones use 3...

They're different units though, so I'm not sure if it's justified?

terminator
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Re: Unit issues 6.1.8

Post by terminator » Wed Jun 27, 2018 2:24 pm

Hs129.png
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In units.csv available from 17/6/1944 :!:
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Erik2
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Re: Unit issues 6.1.8

Post by Erik2 » Wed Jun 27, 2018 2:53 pm

I just noted that a Bren carrier is able to attack ie an airstrip, but not a truck (at least an Italian).
A sling-shot should be able to attack a truck.

terminator
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Re: Unit issues 6.1.8

Post by terminator » Wed Jun 27, 2018 7:30 pm

StuH 42 :

Switching unit :

- StuH 42 ART : faction = germany and waffenSS
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- StuH 42 AT : faction = germany
StuH42AT.png
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:arrow: waffenSS faction missing for StuH 42 AT :?:

:arrow: StuH 42 AT : class = tank :shock:

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Re: Unit issues 6.1.8

Post by GabeKnight » Thu Jun 28, 2018 7:10 am

Erik2 wrote:I just noted that a Bren carrier is able to attack ie an airstrip, but not a truck (at least an Italian).
A sling-shot should be able to attack a truck.
The truck's defense type=mechanical, the hangar's defense type=infantry. The Bren, like the Sdkfz_251 have only inf attack values, no mech. attack...
Would it really be reasonable to change truck defense to infantry? Just asking, as this seems the only feasible solution other than making the transports "mech warriors". :wink:

Something else I've noticed: if you put the Brit SAS into air transports, those transport PLANES can be placed on infantry deployment hexes. I don't really mind, but it seems inconsistent with the game's usual mechanics and rules.
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airforce deployments
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SAS with Skytrain deployments
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Shards
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Re: Unit issues 6.1.8

Post by Shards » Thu Jun 28, 2018 1:48 pm

I think that's consistent with other paratroopers?

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Re: Unit issues 6.1.8

Post by Shards » Thu Jun 28, 2018 1:51 pm

terminator wrote:
:arrow: StuH 42 AT : class = tank :shock:
Assault guns / anti-Infantry support vehicles fall under Tanks in Order of Battle.

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Re: Unit issues 6.1.8

Post by GabeKnight » Thu Jun 28, 2018 3:25 pm

Shards wrote:I think that's consistent with other paratroopers?
Sorry then, I don't use those that much usually.

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Re: Unit issues 6.1.8

Post by terminator » Fri Jun 29, 2018 7:01 pm

Autoblinda AB 40

03/03/1941 = correct availability date :?:
In Panzer Corps, the availability date is 03/03/1940 :!:

The Autoblinda AB 40 was the first model produced, however in feeble quantity, with only 25 built. Its main feature was its twin machine gun, low-profile turret. There was no radio at first, only flag bearing poles installed on the four fenders for signals and units identification. The AB 40 was propelled by a Fiat SPA ABM 6-cylinder water-cooled inline gasoline engine. Production began in mid-1940. The handful of them played a minor role in the Italian invasion attempt of southern France, in June 1940. They were sent in Libya soon afterward. However, in the fall of 1940, a new specification requested a modified version, equipped with a high velocity, quick firing Breda 20 mm (0.79 in) autocannon. The fast solution was to adapt the L6/40 tank turret, which allowed cheaper production with standardized parts. The prototype was thoroughly tested. Production in limited quantities followed, but proved that this formula was much more potent and, ultimately, the upcoming series of the AB 40 were converted to this new version, the AB 41.
AB40.JPG
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http://www.tanks-encyclopedia.com/ww2/i ... 1_AB43.php

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Re: Unit issues 6.1.8

Post by GabeKnight » Sat Jun 30, 2018 1:22 pm

The British BB Admiral and BB Renown cost the same RP amount but the Admiral's stats are better in every (relevant) aspect. Intended?

Also I think the BB King George primary guns stats for small naval targets are wrong, as they usually don't go up that high with the other nation's BBs:
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Re: Unit issues 6.1.8

Post by GabeKnight » Sat Jun 30, 2018 5:42 pm

Now that's definitely not right:
I'm able to deploy my Brit land-based dogfighter on a carrier. (Although I can't take-off from it...EDIT: wait, yes it can. So the Spitfire's actually a carrier-plane or what?) :roll: :lol:
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Re: Unit issues 6.1.8

Post by Erik2 » Sun Jul 01, 2018 1:38 pm

Please add all French unit types to the Free French faction.
Please add relevant British unit types to the Canada, New Zealand and South Africa factions.
I assume these factions will never get their own campaigns/unit types anyway.

Copying unit types from one faction to another is a lot of extra mouse clicks.

The Germans have captured French and Soviet units in their inventory.
Wht not a few selected British units like Mathilda, Cruiser, Crusader, Valentine or lend-lease tanks like Stuart and Grant?

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Re: Unit issues 6.1.8

Post by GabeKnight » Mon Jul 30, 2018 12:47 pm

The Jap. BCV Ise (P) has the wrong model listed in the "models" column of the units.csv file:

Now it's "BCV_Ise 0 0" and should be "BCV_Ise_P". Otherwise the turrets of the Primary Guns won't turn towards the enemy.

Probably been like this forever...

Screenshot 650.jpg
(after the change)
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bebro
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Re: Unit issues 6.1.8

Post by bebro » Thu Aug 02, 2018 3:03 pm

terminator wrote:
Wed Jun 27, 2018 7:30 pm
StuH 42 :
:arrow: StuH 42 AT : class = tank :shock:
I think it is intentional that the StuG types that are primarily artillery can switch to AT setup, but are not AT class. The point is that AT class always provides AT cover, but those arty Stugs were usually not dedicated tank destroyers (or prominently used in that role).

So right now it's:

StuG III early short barrel, StuPz IV, StuH 42 - these can lower the gun to attack normally, but don't give AT cover

StuG III long barrel F, F8, G - no switch, AT class, so give AT cover

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Re: Unit issues 6.1.8

Post by terminator » Thu Aug 16, 2018 8:54 am

bebro wrote:
Thu Aug 02, 2018 3:03 pm
terminator wrote:
Wed Jun 27, 2018 7:30 pm
StuH 42 :
:arrow: StuH 42 AT : class = tank :shock:
I think it is intentional that the StuG types that are primarily artillery can switch to AT setup, but are not AT class. The point is that AT class always provides AT cover, but those arty Stugs were usually not dedicated tank destroyers (or prominently used in that role).

So right now it's:

StuG III early short barrel, StuPz IV, StuH 42 - these can lower the gun to attack normally, but don't give AT cover

StuG III long barrel F, F8, G - no switch, AT class, so give AT cover
The main problem is the explanation in the "Unit Traits" saying that the "Unit can switch to an Anti-Tank setup" but it will not be an Anti-Tank is very confusing (viewtopic.php?f=372&t=86770).
It would be more just to say : "Unit can switch to an Anti-Tank or Tank setup".

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Re: Unit issues 6.1.8

Post by GabeKnight » Fri Aug 17, 2018 1:00 pm

terminator wrote:
Thu Aug 16, 2018 8:54 am
The main problem is the explanation in the "Unit Traits" saying that the "Unit can switch to an Anti-Tank setup" but it will not be an Anti-Tank is very confusing
Fully agree. I found the wording very confusing and irritating at first, too, as "anti-tank" is a specific unit category in OoB providing support fire...

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Re: Unit issues 6.1.8

Post by terminator » Sat Aug 18, 2018 1:47 pm

The SU-76 and SU-76M in Anti-Tank version do not have the good weapon animation.

They pull two blows with a trajectory in bell as artillery (ex at the top) instead of having a direct shooting (ex below) :

SU-AT.png
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The version artillery fires only once while the version anti-tank fires twice :!:


Weapon animation actually :
- SU-76 & SU-76M version Anti-Tank : 2 indirect shootings every time
- SU-76 & SU-76M version Artillery : 1 indirect shooting every time

Weapon animation, like that should be :
- SU-76 & SU-76M version Anti-Tank : 1 direct shooting every time
- SU-76 & SU-76M version Artillery : 2 indirect shootings every time

I noticed it by playing this good scenario (Courland Pocket 1944) : viewtopic.php?f=374&p=742508#p742342

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