Re: Carry Capacity for Jeep, Kuebelwagen, etc.
Hi Chuck I see your point about riders but would say this.
Russia used tank riders virtually through out the war firstly to run away even on little tankettes (some of which probably do have to high but its a generic figure & you do the research) From late 42 seem to use a lot. Allies Brits etc did not use as much & not really till late 43 from what I can see. Guess news traveled slower then so took a while before someone heard about Crazy Ivan. Do not ask me about minor powers not wasting more time.
Utility vehicles yes with a carry capacity of 6 affects game play could fit 2 ATGM teams in. Not really worried thats a big loss if I lose it & if they really wanted them there a man or ammo would be left behind. You cant split teams so if had several vehicles & wanted to send ATGMs & scouts you would end up needing more vehicles than you would need in a pinch.
Come to that ATGM teams as do a lot of units have generic ammo 4 units so thats wrong.
Given the scale of the game the amount of research required to get every unit for every timeframe right is enormous so I can live with it. Basicaly I would not do it so dont expect game guys to. I do think a few issues with modern APCs, some cannons seem to have very low ammo counts so I tend to stick with MG variety in that case. It does not bother me enough to get off my arse & check it out.
I have modded mobile AT guns as do not like the way its set up. AT guns with an engine are modeled as vehicles so cant be towed but are very slow like speed 5. By changing to foot as move is so small they have the same movement capability. I have sacrificed the ability for them to bog so that they can be towed as to me this is more important.
The whole point is in the grand scheme of things its not important its a game always will be but it does a better job of replicating battle than any other despite covering such a vast timeframe & nations. Can you imagine the amount of research time that has gone into getting this to where it is today then tinkering with code blah blah
Tailor it using house rules & if need be OOB editor to suite your view of what is correct
If you wanted to you could mod all British tanks prior to 43 to have no carry capacity but to have after. A much easier way of course is house rules to cover these little problems that way the tank crew could still hitch a ride to safety if only a tank is near.
Ban the use of riders except to extract its that simple.
I regulary use house rules to add flavour or get round game restrictions such as
All arty in same troop must be within contact distance (2 hexes) not spread out.
Should probably be closer.
Rename ammo trucks if allow as generic to type like arty tank helo, Only correct unit type can reload at. Still not right but better.
First turn or 2 only scouts & their transports can move arty suitably delayed changes flavour of a game & lets them do the job.
Loads more all for variety.
Simple things like saying lets have a high tech clash all infantry mech & dont buy the cheap ones. Gives you a diffrent game as people tend to buy 2 cheap instead of 1 expensive. Just because you have Tigers dont buy them every time you play Germans how boring is that.
Oh thats another house rule you have cause Tigers were not used in N Africa till later
As I said originaly everything is relative to me this is a minor issue I can work around if it bothered me.
Now if we could sort guns so have 3 or 4 classes of limbering from quick to slow to stop things like 88s moving that would be a welcome change but sadly this is an old beast & if it could be done I think they would have so I have not suggested it.
OK should not have made that coffee DRG has beat me at the typing stakes
Last edited by Imp; December 5th, 2008 at 11:59 AM..
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