A.M.U.L.E.T. Mod 1.01

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1 A.M.U.L.E.T. Mod 1.01 Explanation & Description Created by: Messmann 1

2 Content Installation and Technical Info... 4 Installation... 4 Technical Information... 5 Introduction and Background... 6 Credits... 6 Basic Information... 6 Difficulty... 7 Recommended Game Rules... 7 Reasons for Changes... 7 Balance... 8 What the mod does for you... 9 Description... 9 Unit Changes at a Glance... 9 Movement type car Special units The Luftwaffenbauregiment List of Changes Infantry Tanks Recon Units Towed Anti-Tank Guns Light Anti-Tank Vehicles Heavy Anti-Tank Vehicles Assault Guns Hetzer and Jagdpanzer Artillery Units

3 Towed Light Anti-Air Units Anti-Air Vehicles Heavy Flak Guns New Land Transports Elite Air Units No Changes for Immobile Units Effects with regard to gameplay Structure of the Equipment File

4 Installation and Technical Info Installation Attention! This 1.01 version of the mod is not compatible with the 1.00 version of the mod. Unfortunately, a few changes were due and it couldn t be avoided to mess things up a little. However, please remember that any kind of changes will not be taken into the system as a hardcoded matter of fact anyway, at least not without starting a new game from scratch. If you want to continue with an army you have used for this mod the only option would be to take this army in your old mod to the last scenario of a campaign and change all units to standard Wehrmacht units. Those the system will recognize for sure. Then, restart the last scenario, now playing with normal units. Afterwards save your core. When beginning a new game, you could load this core to start anew. However, this is not possible without some cheating and number noting, since the system won t recognize the prestige points you spent. The following files or archives will be replaced or affected: Audio (Attacksfx, movesfx folder and damage sounds); Data (equipment, movement and gamerules file); Graphics folder (Animations, Units and the efx file); UI folder (bigunits folder, movement folder, and startscreens folder, the latter to replace two pictures). How to install it: 1. Go to your Panzer Corps folder. Make safety copies of each of the files mentioned above and store them somewhere else. 2. Copy the content of the Amulet mod into the Panzer Corps folder and overwrite the old files and folders. 3. That s it. You have to start a new campaign for this mod to be in effect, though. 4. It may impair cache capacity if you play for long hours. After two scenarios, I recommend restarting the game. As a hint, it s possible to use a program like Generic Mod Enabler. So you could create a file called Mods in your Panzer Corps folder and you would activate or deactivate this mod like any other mod at your choice. 4

5 Technical Information Equipment file: Equipment file has been restructured according to a scheme suggested by Guille (see below). I recommend following this structure to allow for a better overview. Improvised unit names in the equipment file: Units with the prefix Imp (=improvised) indicate that the unit icon is not available and the most similar icon is used to replace it. In most cases, this only affects the color scheme, except for the sig 33 self-propelled gun. Here, no anti-tank version is available yet. Improvised elite unit icons for elite units are designated with the prefix SEImp and SSImp. Efx file: Efx file is sorted alphabetically. The majority of the sounds and animations were given by VPaules from his redux sound mod, although self-created, changed and new sounds were included (e.g. Panzerfaust/Panzerschreck). The sounds are allowed for this publication only. Do not publish the sounds without permission of VPaulus (slitherine.com Forum). Redundant small unit icons: There may be a couple of small unit icons which are redundant. I haven t had the time and the overview to sort them out. I suggest not caring about these icon pictures because they won t affect the game. 5

6 Introduction and Background Credits I d like to mention the people who published icons and had ideas which in some way or another found their way in this project. Most of them you will find in the Sliltherine Forum: Airbornemongo (idea of elites which can be purchased like normal units) Razz (some big icon photos; idea of switchable anti-air units and Panzerfaust units) Guile, bebro, puma and many others as artists of small unit icons Guille (idea of structure of equipment file) VPaulus (sounds and large parts of the efx file) and Slitherine Company (for publishing an above-average strategy game which can be modified). Basic Information Thank you for your attention! If you read this, you belong to those players who share in interest in different Panzer Corps. And I daresay you might find something new here. Before continuing with my assuming remarks, I d like to introduce you to the basic idea of this mod. In essence, this is a unit mod of German units only so far. However, several new units and the abilities of old units have been changed and influence gameplay directly or indirectly. A.M.U.L.E.T. means Advanced Multipurpose Units and Limited Elites in its totality. This is ironic, but it points out at least one conspicuous thing. The main concept is switchable units which are available on a large scale now. You can switch most anti-tank weapons to artillery, and most anti-air units as well; and most artillery units can be switched to anti-tank weapons. Another important change is purchasable elite units. You can buy all normal units as elite units now at a higher price, for sure, but with values which could make them unique. And you can get your bonus SE units as well every ground unit is available as SE unit. In addition to this, you ll get most of the sounds provided by VPaulus Redux sound mod. All sounds and animations have been available by him at times changed by myself, though, for example MG42 sounds. (Please do not publish any sounds without permission of VPaulus, slitherine.com Forum). Modders could like the idea of a restructured equipment file, which is supposed to put everything in a better order. No original recognition IDs have been changed, and it is totally compatible with Grand Campaign, and, as of yet (January 2014), Legacy of Versailles. When changing this file, you may 6

7 publish it if you mention the source, which is Messmann; otherwise, please do not change the order of the equipment file, since it is meant to make things easier for all people who share an interest in this. Historical unit photos at least for German units. Not all of them are in color, of course. Please do not take the photos of SE units too seriously, since it is only meant to reflect military history as far as I could; and many of the SE unit photos do not show actual SE units, because I couldn t find historical photographs of each unit type. Gamerules have not been changed at all, although there is a gamerules file(version 1.21) ; but this file is meant to be for your experimentation which would be limited to this mod only, such as if you want to switch off the prestige soft cap or whatever without tinkering with the original file. You can mod and publish (nearly) any of this stuff freely, as long as you mention this source, which is Messmann. There is only one exception, the sounds. The majority of them are provided by VPaulus, and you have to ask for his permission if you want to publish the sounds. Other than that, that s it. Difficulty This mod is intended and built for high difficulties, especially for the Grand Campaign (the DLCs of Panzer Corps).Unfortunately, some changes will not be visible to casual players, but this is not my fault, at least not entirely. I d say you could start a new campaign which allows you to tinker around with some aspects of this mod. Afterwards, read this description (or vice versa). Then, start an actual campaign. Recommended Game Rules Personally, I do not support the idea of a prestige soft cap as it was introduced by Slitherine for version 1.20 onwards. I also don t favor the higher costs of overstrengthening units. If you share my skepticism, you may change the gamerules file. In its original state, it is unchanged. Reasons for Changes I will briefly explain why I have created this mod: Anti-Air units are most times not worth buying at least if you are interested in a strong core. Anti-Tank units are most times not worth buying, at least well, the same as above. Artillery units can only shoot suppressive fire they do not have an anti-tank capability, not even a meager one. Is this historical if we dare use that term? Elite units are not that special, and you have no influence about purchasing them. All in all, I have come to the conclusion that more than half of all available units are not purchased. The strict limitation of core slots puts efficiency always in the foreground at least if you are a game- 7

8 person which is not interested in taking risks. That means that more than half of the units have no function apart from decorating the purchase screen, that is. I suppose this is connected with design flaws. At first, it s the idea of limited slots for core units, while it would make more sense to set a prestige cap for certain unit types that can bought and/or used in each scenario. Moreover, it is highly subjective what a unit represented by a unit icon actually stands for and why it should have the stats it actually has. Then, there are almost ridiculous variations of time and mile scales on the map. For example, you fight in the streets of Warsaw in one scenario and in another one, you conquer Paris four little hexes. What s the common denominator of this? A suggested solution for parts of these problems is the so-called prestige soft cap. In essence, it decreases your prestige output which might be realized in late-war years especially. The computer calculates the worth of all your units during deployment, deducing the average worth. If this average is above 400, your prestige output is reduced gradually. The limit is 800 on average: Here the maximum punishment is reached. Then, you ll only get 20% of your normal prestige output. Reserves and SE units do not count, but costs for overstrength do. Please consider that costs for overstrength have been raised, above +12 quite dramatically so. A solution would be to vary and rotate units, and to not use expensive stuff always. But is there any kind of overview which allows you to see the prestige value of your units? And how much can you buy with how much percentage decrease in the end? If you want to accept this, you can; but I have included the gamerules file which allows you to switch it off or tinker with your own variations. On the other hand, the mod allows you to play on high or even high-end difficulties. Thus, it could be seen as a gift mod. But you could play with the normal version of Panzer Corps 1.20 ongoing, and increase the difficulty according to your liking. So I tried to create a somehow balanced game, which was not intended to be a game for outside players, originally. But now I m making it available. Balance I know that in-game balance is delicate issue, and have tried my best to include changes which won t impair game balance too much. I cannot say how much I have succeeded with that. Quite possibly, future changes will happen that will occur here and there. With the changes of PC version 1.20 the option is given to play on high or higher difficulty levels. The mod is designed to allow this. Be that as it may, I do not foresee that I will dismiss my concept altogether for balance reasons. This is not how think, because I favor an increased opportunity for tactical variation. However, I have structured the files as clear as I could to allow for personal changes. 8

9 What the mod does for you Description This mod was designed for gameplay at a very high difficulty. In brief, it does the following: 1) Most of the artillery can be switched, as well as anti-air and also most of the anti-tank units: Artillery units switch to limited anti-tank units and back, many anti-tank units can turn into limited artillery units; and anti-air units can switch to limited artillery units. 2) Each ground unit can be bought as elite unit with better stats, usually in the +1 range with some additional traits. Costs usually are at about 150 % prestige, with maximum additional costs capped at 200 prestige. The better stats are in most cases different values, which give you elite units which are unique. 3) There are some new German and some newly modified units. A few examples: The Sturmtiger heavy mortar, a 12.8cm antitank-artillery gun, panzerfaust and panzerschreck Infantry, mobile Bridge Engineers and so forth. Details see below. 4) Each ground unit is available as SE bonus unit. They have better stats than elite units, focusing both on defense and attack capabilities. 5)It is only possible to upgrade elite units among themselves. If you want to change a normal unit and upgrade it you ll have to pay fully. 6) Better and somehow more original sounds. 7) As large pictures, there are only historical photos all pictures have been revised and carefully exchanged with wartime-only photographs (no photos of Allies so far, I m afraid). Unit Changes at a Glance At first, a general remark: Only German units are affected. I haven t had time to work at Allied units so far. I also do not make any kind of promises regarding Allied or any other powers. There are three types of German units: 1. Normal German units, among them Heer (army), Luftwaffe (air force) and Kriegsmarine (navy). These are the standard units, or Panzer Corps version 1.21 units. However, there are very many multipurpose units now, especially in the anti-tank, artillery and anti-air branch. 2. Elite units (Heer and Luftwaffe only). They represent well-trained and better equipped Wehrmacht formations. An historical example would be the PanzerLehr Division. You can buy the Elites at a high cost, usually 50% higher than normal units. On the map, they appear in bright camo. 9

10 3. SE units (Heer only). These types of units have high attack capabilities and can defend better, even better than Elite units. Moreover, they are relatively cheap: Their cost is only 20% higher than those of normal troops. But you cannot purchase them. You may only acquire them as bonus units. On the map, they appear in dark camo. Unit capabilities can differ, according to the type they belong to. However, there are certain things they have in common. The most important things I will outline here. Infantry: There are not many changes in the infantry area. Fallschirmjäger were made the elites they were historically, while Kradschützen and Cavalry can move like recon units (reconmove trait). This gives you the ability to shift around infantry quickly. Recon units: Elite recon units receive better stats, most importantly in spotting. Tanks: It is worth noting that tanks receive a higher rate of fire like most Elite or SE units. That s why it really pays off to keep them at full strength. (The new Panzer II E tank was a tank which could drive unhindered on roads only.) Towed anti-tank guns: All light towed Pak guns have movement 2. All towed anti-tank guns have the camo trait, which means they can t be seen from an enemy which is not standing right next to it. This gives you the opportunity to ambush the opponent. Elite towed anti-tanks get better stats, and heavy towed guns have movement 2, as well. Hetzer and Jagdpanzer: They are also invisible for enemies who are not standing right next to it. StuGs: They all can switch to artillery and antitank. The values are usually lower than comparable units in the artillery and/or anti-tank field; the range of artillery StuGs remains 1. As Elites or SE- Units, Stugs receive the Camo trait but only in anti-tank mode. Artillery: They all can switch to anti-tank. Exceptions are heavy guns, like 21cm or rocket launcher types. The anti-tank capability is usually low, such as a low initiative. Towed anti-air guns: Similar to anti-tank weapons, they move at a rate of 2. They can also switch to artillery use. In this effort, they attack like artillery, with low aim, but a high rate of fire. This is effective against lowly entrenched targets with a low defense rating. Anti-Air vehicles: They are similar to towed anti-air guns, but they can be moved more flexibly. In this mod, anti-air vehicles move like recon vehicles. The spotting range does not change. (The new SdKfz 8.8cm Bunkerflak was not a flak weapon, but an anti-tank gun. It can be switched to artillery, though.) Land transports: Among a few new motor vehicles, horses are now onboard ( Feldwagen ). Now you can move your units as in true history (if there s anything like that), with a usual movement of 4. Air power: Elite airplanes have better attack and defense capabilities. 10

11 Movement type car There is a new movement type called car. It is a fusion of truck and all-terrain movement. With that kind of movement a unit is in general able to move quicker and better than a truck, at least if the terrain is unhindered (clear) and not, for example, countryside. Countryside tiles still require two movement points to cross. There are several units with this type of movement. 11

12 In the middle of the picture above you see the Stahlfeldwagen Hf7, a steel field wagon, or a horsetowed transport (movement 4). The tank in the bottom below is called Panzer II E, and was dismissed because it could not cope with cross country terrain. Yet this movement type is still useful, especially if you want to advance with light units. The VW Kubelwagen can transport light units (available ). It can also be used acquired as a recon unit (on the right). 12

13 Special units The Luftwaffenbauregiment Luftwaffenbauregiment means air force s construction regiment. It allows you to build an airfield on clear, countryside, road and railroad tiles, even in cities (for technical reasons, but it is conceivable somehow). A friendly airplane right on top of the airfield will be resupplied with fuel and ammo (bombers will not be fueled). In principle, the Luftwaffe wagon does the same thing as an aircraft carrier. It can be found among the anti-air-units. 13

14 List of Changes Infantry Light Infantry Units: Wehrmacht Inf, 43 Wehrmacht Inf, Panzerfaust Inf, Panzerschreck Inf Jäger Inf: Infantry with higher movement and increased spotting range, available Panzerfaust Inf: Anti-Tank Infantry, available Panzerschreck Inf: Anti-Tank Infantry, Movement 2, available Wehrmacht Inf: Cost -7 form 127 to Initiative +1 Initiative Soft Attack +1 Soft Attack Wehrmacht Inf: Cost -7 form 187 Movement +1 (except Jäger Inf)Movement +1 (except Jäger Inf) 180 Ground Defense +1 (only for Ground Defense +1 (only for Jäger Inf) Jäger Inf) Close Defense +1 Close Defense +1 Ammo +1 Ammo +1 Costs +50%, max Costs +20%, max. +40 Fallschirmjäger Units: Fallschirmjäger, Fallschirmjäger 43 Fallschirmjäger: Initiative +1 Initiative +2 Ground Defense +2 from 5 to 7 Soft Attack +1 Soft Attack +2 Cost +30 from 140 to 170 Hard Attack +1 Hard Attack +1 Fallschirmjäger 43: Movement +1 Movement +1 Ground Defense +3 from 5 to 8 Close Defense +1 Close Defense +1 Ammo +1 from 4 to 5 Ammo +1 Ammo +1 Cost +83 from 167 to 250 Costs +50%, max Costs +20%, max

15 Cavalry Units: Kavallerie, Kavallerie 43 Kavallerie 43: advanced Cavalry, with Reconmove Kavallerie Initiative +1 Initiative +2 added Reconmove Soft Attack +1 Soft Attack +2 Movement +1 Movement +1 Ground Defense +1 Ground Defense +1 Close Defense +1 Close Defense +1 Ammo +1 Ammo +1 Costs +50%, max Costs +20%, max. +40 Motorcycle Infantry Units: Kradschützen, Kradschützen 43 Kradschützen 43: advanced Kradschützen, with Reconmove Kradschützen Initiative +1 Initiative +2 added Reconmove Soft Attack +1 Soft Attack +2 Cost +30 from 147 to 177 Movement +1 Movement +1 made available in 1939 ( ) Close Defense +1 Close Defense +1 movement type car Ammo +1 Ammo +1 Costs +50%, max Costs +20%, max

16 Pioniere Infantry Units: Pioniere, Pioniere 43 Pioniere 43: advanced Pioniere with better attack values none Initiative +1 Initiative +2 Soft Attack +1 Soft Attack +2 Hard Attack +1 Hard Attack +1 Movement +1 Movement +1 Ground Defense +1 Ground Defense +1 Close Defense +1 Close Defense +1 Air Defense +1 Air Defense +1 Ammo +1 Ammo +1 Costs +50%, max Costs +20%, max. +40 Gebirgsjäger Infantry Units: Gebirgsjäger, Gebirgsjäger 43 none Initiative +1 Initiative +2 Soft Attack +1 Soft Attack +2 Ground Defense +1 Ground Defense +1 Movement +1 Movement +1 Close Defense +1 Close Defense +1 Air Defense +1 Air Defense +1 Ammo +1 Ammo +1 Costs +50%, max Costs +20%, max

17 Grenadiere Units: Grenadiere, 43 Grenadiere, Panzerschreck Grenadiere Panzerschreck Gren: Anti-Tank Infantry, available None Initiative +1 Initiative +2 Soft Attack +1 Soft Attack +2 Hard Attack +1 Hard Attack +1 Movement +1 Movement +1 Ground Defense +1 Ground Defense +1 Air Defense +1 Air Defense +1 Close Defense +1 Close Defense +1 Munition +1 Munition +1 Costs +50%, max Costs +20%, max. +40 Bridge Engineers Units: Brückenpioniere Brückeninfanterie: better Brückenpioniere, available (pioneer wagon required) Brückeninfanterie 43: as above, available Brückengrenadiere: better Brückenpioniere, available (pioneer wagon required) Brückengrenadiere 43: s.o., verfügbar None Initiative +1 Initiative +2 Soft Attack +1 Soft Attack +2 Ground Defense +1 Ground Defense +1 Air Defense +1 Air Defense +1 Close Defense +1 Close Defense +1 Movement +1 Movement +1 Vehicle has Elite stats Vehicle has SE stats (Vehicle stats see below) (Vehicle stats see below) Costs +50%, max Costs +20%, max

18 Tanks Tanks Units: all Tanks Panzer IIA: early version of Panzer II tank, available Panzer IIE: faster version of Panzer II tanks, car movement, available Panzer IIG: refined version of Panzer II tank, available Panzer IIIA: early version of Panzer III tank, available Panzer IVC: early version of Panzer IV tank, available Panzer III M Schürzen: tank with better close defense, available Flammpanzer 38 (t): alternative Flametank, available late Tiger: refined Tiger, available Panzer II Flamm: Soft Attack +2 from Changes of normal units and: Changes of normal units and: 6 to 8 Initiative +1 Initiative +2 Panzer IIC: Rate of Fire +2 from 10 to Hard Attack +1 Hard Attack Soft Attack +1 Soft Attack +2 Ammo +1 Ammo +1 Ground Defense +1 Ground Defense +1 Close Defense +1 Close Defense +1 Rate of Fire +20% Rate of Fire +20% Recon Units Costs +70%, max Costs +20%, max Recon Units Units: all Recon Vehicles SdKfz 251/10 3.7cm Pak, light Anti-Tank Recon, available KdF 82 Kubelwagen, light recon car, movement type car, available SdKfz 222: changed movement type Changes of normal units and: Changes of normal units and: "wheeled" to "car" Initiative +1 Initiative +2 SdKfz 231: changed movement type Spotting +1 Spotting +1 "wheeled" to "car" Soft Attack +1 Soft Attack +2 Panzer IIF: Rate of Fire +2 from 10 to Hard Attack +1 Hard Attack Ground Defense +1 Ground Defense +1 Panzer II Luchs: Rate of Fire +2 from Movement +1 Movement to 12 Costs +50%, max Costs +20%, max

19 Towed Anti-Tank Guns Towed Anti-Tank Guns Units: 3.7cm Pak 36, 3.7cm Pak 36 (Fj), 5cm Pak 38, 7.5cm Pak 40, 8.8cm Pak cm Pak 36 (Fj): Light anti-tank gun for paratroops Movement 2 and movement type Changes of normal units and: Changes of normal units and: alpine (Mountains) for 3.7cm and Initiative +1 Initiative +2 5cm Pak Hard Attack +1 Hard Attack +2 Soft Attack +1 Soft Attack +1 Movement +1 for 7.5cm and Movement +1 for 7.5cm and Camo trait (cannot be seen except 8.8 cm Pak cm Pak when enemy unit is right next to it) Ground Defense +1 Ground Defense +1 Ammo +1 Ammo +1 Rate of Fire +20% Rate of Fire +20% Light Anti-Tank Vehicles Costs +50%, max Costs +20%, max Light Anti-Tank Vehicles Units: Panzerjäger I, Marder Series, SdKfz 251/22 7.5cm Pak, SdKfz 8.8cm SdKfz 251/22 7.5cm Pak: Light anti-tank vehicle with reconmove ability SdKfz 8.8cm: 8.8 cm anti-tank vehicle with improvised artillery (not Flak) switch Target type now soft target Changes of normal units and: Changes of normal units and: (except SdKfz 8.8cm Pak/Flak) Initiative +1 Initiative +2 Hard Attack +1 Hard Attack +2 Soft Attack +1 Soft Attack +1 Ground Defense +1 Ground Defense +1 Ammo +1 Ammo +1 Movement +1 Movement +1 Rate of Fire +20% Rate of Fire +20% Costs +50%, max Costs +20%, max

20 Heavy Anti-Tank Vehicles Heavy Anti-Tank Vehicles Units: Jagdpanther, Elefant, Nashorn, Jagdtiger, 12,8cm PzSelbstfahrlafette 12,8cm PzSelbstfahrlafette: Heavy anti-tank vehicle with artillery switch Initiative +1 Initiative +2 Hard Attack +1 Hard Attack +2 Soft Attack +1 Soft Attack +2 Ground Defense +2 Ground Defense +2 Ammo +1 Ammo +1 Rate of Fire +20% Rate of Fire +20% Assault Guns Costs +50%, max Costs +20%, max StuG Assault Guns (Sturmgeschütze) Units: StuG (all types) and StuH 42 anti-tank StuGs can be switched to Changes of normal units and: Changes of normal units and: light artillery (range 1). Camo Trait (invisible from afar) Camo Trait (invisible from afar) artillery StuGs can be switched to only in anti-tank mode only in anti-tank mode low-initiative anti-tank mode. Initiative +1 Initiative +2 Hard Attack +1 Hard Attack +2 StuG IIIa: Ammo -2 from 8 to 6; Soft Attack +1 Soft Attack +2 cost -20 from 221 to 200; Ground Defense +1 Ground Defense +1 can be purchased ( ). Air Defense +1 Air Defense +1 Ammo +1 Ammo +1 Fortkiller trait for all. Rate of Fire + 20% Rate of Fire + 20% Costs +50%, max Costs +20%, max

21 Hetzer and Jagdpanzer Hetzer and Jagdpanzer Units: Hetzer, Hetzer Schürzen, Jagdpanzer IV/48 and IV/70 Hetzer (Schürzen): Anti-tank vehicle with better close defense. Camo trait (cannot be seen except Changes of normal units and: Changes of normal units and: when enemy unit is right next to it) Initiative +1 Initiative +2 Hard Attack +1 Hard Attack +2 Soft Attack +1 Soft Attack +2 Ground Defense +1 Ground Defense +1 Close Defense +1 Close Defense +1 Ammo +1 Ammo +1 Rate of Fire +20% Rate of Fire +20% Artillery Units Costs +50%, max Costs +20%, max Artillery Units: All artillery units (except StuGs and StuH 42) 7.5 cm FK16 na (Fj): Parachute version of 7.5cm gun, available cm Geb.G. 36 (Gebirge): Mountain version of 7.5cm gun; available cm sig 33: Towed version of Sturmpanzer I gun; range is 2; available sig 33 II (Sf): better artillery vehicle for 15cm gun; available (No different small picture for anti-tank sig 33 II.) Sturmtiger: mobile siege artillery; ignores entrechment (meng trait); available Sturminfanteriegeschütz 33B: mobile precursor of Brummbar artillery; available All artillery units can be switched Changes of normal units and: Changes of normal units and: to low-initiative anti-tank guns; Initiative +1 Initiative +2 except for 21cm, all rocket launchers Hard Attack +1 Hard Attack +1 and Karl-Gerät, Gustav and 280mm. Soft Attack +1 Soft Attack +2 Ammo +1 Ammo cm/ 10.5cm guns: movement +1 Ground Defense +1 Ground Defense +1 Air Defense +1 Air Defense +1 Sturmpanzer I: range -1 from 3 to 2; Rate of Fire +20% Rate of Fire +20% 17cm K 18: range +1 from 3 to 4; Karl-Gerät, Gustav and 280mm K5: Karl-Gerät, Gustav and 280mm no Karl-Gerät, Gustav, 280mm ammo +1 from 3 to 4; Ammo +3 available at +50% cost can be purchased. no V1 and V2 no V1 and V2 Gustav and 280mm K5: range +2 from 6 to 8 and 4 to 6; 280mm K5: cost +260 from 540 to 800. Costs +50%, max Costs +20%, max

22 Towed Light Anti-Air Units Towed Anti-air Guns Units: 2cm Flak 38, 3.7cm Flak 37, 3.7 cm FlaK 37 (Fj), 2cm Flakvierling cm FlaK 37 (Fj): Parachute version of 3.7 cm FlaK 37. All units can be switched to light Changes of normal units and: Changes of normal units and: artillery use with a rate of fire of +2. Initiative +1 Initiative +1 (No minekiller capability.) Hard Attack +1 Hard Attack +1 Soft Attack +1 Soft Attack +1 Movement +1 Air Attack +1 Air Attack +1 Close Defense +1 Air Defense +1 Air Defense +1 Ground Defense +1 Ground Defense +1 Close Defense +1 Close Defense +1 Rate of Fire +20% Rate of Fire +20% Anti-Air Vehicles Costs +50%, max Costs +20%, max Anti-Air Vehicles Units: All anti-air vehicles. 3.7cm FlaK Opel Blitz: 3.7cm flak on truck, available SdKfz 251D 2cm Flakdrilling, 2cm triple flak on halftracks, available Mbenz 2cm Flakvierling, quadruple flak on truck, available cm FlaK 36 Eisenbahn, 8.8cm Flak on trains, available cm FlaK 40 Eisenbahn, 12.8cm Flak on trains, available Luftwaffenwagen: can build improvised airstrips for fighters and fighter-bombers. Not available as elite or SE unit. All units can be switched to light Changes of normal units and: Changes of normal units and: artillery use with a rate of fire of +2. Initiative +1 Initiative +2 (No minekiller capability.) Hard Attack +1 Soft Attack +2 Soft Attack +1 Hard Attack +1 All can move like a recon vehicle Air Attack +1 Air Attack +2 (reconmove trait); except trains. Air Defense +1 Air Defense +1 Ground Defense +1 Ground Defense +1 All units: increased movement +1 Close Defense +1 Close Defense +1 (except SdKfz 10/4) Rate of Fire +20% Rate of Fire +20% Costs +50%, max Costs +20%, max

23 Heavy Flak Guns 8.8cm and 12.8cm Flak Units: 8.8cm Flak 36 and 12.8cm Flak cm Flak 36: hard attack + 2 from Changes of normal units and: Changes of normal units and: 17 to 19. Movement +1 (only 8.8cm) Movement +1 (only 8.8cm) 12.8cm Flak 40: can switch to Initiative +1 Initiative +2 anti-tank mode. Hard Attack +1 Hard Attack +2 Soft Attack +1 Soft Attack +2 Air Attack +1 Air Attack +1 Air Attack +2 (only 12.8cm) Air Attack +2 (only 12.8cm) Ground Defense +2 Ground Defense +2 Air Defense +1 Air Defense +1 Rate of Fire +20% Rate of Fire +20% Costs +50%, max Costs +20%, max

24 New Land Transports Land Transports Units: All land transports. le Feldwagen Hf1: Light Horse Transport; towed movement, speed 4. Maultiere (Gebirge): Mule Transport for mountains; speed 3; alpine movement, for mountain units. s Feldwagen Hf2: Medium Horse Transport; all terrain movement, speed 4. Stahlfeldwagen Hf7: Medium Horse Transport on wheels, car movement, speed 4. Fiat: Italian truck. MBenz L4500: Better truck, available Opel Maultier: halftrack, for up to medium tasks, available MBenz L4500 Maultier: halftrack for all tasks; can pull heavy artillery. Steyr RSO-3: medium tracked transport vehicle, available SWS: heavy-duty lightly armored halftrack transport vehicle, available Pionierwagen: Transportation truck for bridge engineers only Pionierwagen (Maultier): Transportation halftrack für bridge engineers only, available Kubelwagen: Swift land transport for light units; car movement; available None Initiative +1 Initiative +2 Soft Attack +1 Soft Attack +2 Ground Defense +2 Ground Defense +2 Air Defense +2 Air Defense +2 Fuel +10 Fuel +10 There are no Elite Horses. There is no Elite Fiat. There are no SE Horses. There is no SE Fiat. Costs +50%, max Costs +20%, max

25 Elite Air Units Fighters Units: All fighters. None. Initiative +2 No SE units available. Air Attack +2 Soft Attack +1 Hard Attack +2 Ground Defense +1 Air Defense +3 Ammo +1 Spotting +1 Movement +1 Costs +50%, max Fighter-Bombers Units: All fighter-bombers. None. Initiative +2 No SE units available. Soft Attack +2 Hard Attack +2 Seeziele +2 Air Attack +2 Ground Defense +2 Air Defense +2 Munition +1 Movement +1 Costs +50%, max

26 Bombers Units: Bombers. None. Initiative +2 No SE units available. Soft Attack +3 Hard Attack +2 Seeziele +2 Air Attack +1 Ground Defense +2 Air Defense +2 Munition +1 Movement +1 Costs +50%, max No Changes for Immobile Units There are no changes regarding ships and immobile land units such as strongholds or forts. 26

27 Effects with regard to gameplay As a general assessment, I think the majority of the changes affect early and middle time game play most. Many +1 values lose significance in later years. That s why I have chosen some special features which keep their worth in all game periods, like a higher rate of fire, the camo trait and the reconmove ability. More artillery units could mean a disadvantage for the AI in low intensity scenarios without a tactical challenge. I do not think it s possible to buy core units as elite units only at least not at a high difficulty, and certainly not in the early game. In many cases, the game will develop around bonus units. 27

28 Structure of the Equipment File The following is a suggestion by guile of the Slitherine Forum. I have tried to follow his advice. I think it makes sense if more modders were trying to establish this structure as well. The idea is to release a "standard unit pack" to be used for the mods named above, with a rationalized unit numbers structure in order to be able to easily update the pack in case of addition of new units and maintain compatibility. The proposed number structure would be: : PzCorps unmodded game units : Expanded Italian unit data : Elite Units Mod 4001 and up: Multipurpose units pack divided by country: : Germany (flag 0) : Great Britain (flag 1) : USA (flag 2) : Soviet Union (flag 3) : France (flag 4) : Italy (flag 5) : Poland (flag 6) : Belgium (flag 7) : Low Countries (flag 8) : - (Unused flag slot 9) : - (Unused flag slot 10) : Slovakia (flag 11) : Luxembourg (flag 12) : Hungary (flag 13) : Romania (flag 14) : Bulgaria (flag 15) : Yugoslavia (flag 16) 28

29 : Greece (flag 17) : Canada (flag 18) : New Zealand (flag 19) : Australia (flag 20) : Training Germany (flag 21) : Germany (flag 22) : Norway (flag 23) : -(Unused flag slot 24) : Free Poland (flag 25) : Free France (flag 26) : -(Unused flag slot 27) : -(Unused flag slot 28) : South Africa (flag 29) : India (flag 30) Each Country Slot would be divided in unit class segments: x001 - x100: Infantry class (Machine gun units, snipers, special forces) (class 0) x101 - x200: Tank (class 1) x201 - x300: Recon (class 2) x301 - x400: Anti Tank (class 3) x401 - x500: Artillery (class 4) x501 - x550: Anti Aircraft (class 5) x551 - x600: Fortifications (class 6) x601 - x700: Fighter (class 7) x701 - x750: Tactical Bomber (class 8) x751 - x800: Strategic Bomber (class 9) 29

30 x801 - x900: Naval Units: Submarine (class 10), Destroyer/Torpedo Boat (class 11) Capital Ships (Battleship, Battlecruiser, Cruisers)(class 12), Carrier (class 13) x901 - x930: Land Transport (class 14) x931 - x960: Air transport (class 15) x961 - x980: Sea Transport (class 16) x981 - x000: Rail transport (class 17) - Armoured Train (class 18) x981 - x000: Rail transport (class 17) - Armoured Train (class 18) 30

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