Micke
28/05/2004, 05h42
Profitant de la sortie d'El Alamein les scénarios de Tobrouk ont été complétement remis à jour par Volcano. Voilà qui va donner une nouvelle jeunesse à cet excellent jeu.
Voici la liste des changements repiqués du forum "the Blitz"
Cela concerne l'ensemble des mods mais aussi la force des unités et l'OOB. En fait Tobrouk avec ce lifting mérite de s'y replonger.
A télécharger sur le site de Glenn
I have just finished the T41 revamp that reworks all the original stock scenarios. Each stock scenario now has an alternate designated by "_Alt" on the filename. A lot of changes has been made to them from years of experimenting to make T41 yield historical results and the proper feel.
Are you throwing your hands up at Brevity? Do you despise the free wheeling nature of the non existent front line? Are you frustrated with the impotent small platoons of tanks? Dying for some face paced fluid desert combat before you purchase E42?
I have heard many people complain to no end about how T41 does not "feel" right. Now is your chance to play it again as it should have been. Try it out! Special attention has been directed to PBEM. Also, if you want to get a heads up on E42 then play this T41 revamp as both play very similar. You can get it at Glenn's website; They are all in the T41 portrait pack. Hopefully the blitz will adopt these scenarios in the DB and maybe have a tournament on them one day.
Be sure you open the "T41 Alternate Changes" document in the zip file to see the list of optional rules that should be selected for the scenarios to perform properly!
And for those that like to read here is some info on what the T41 revamp changes. First the portrait improvements:
v.X
-improved German 20mm LAA Gun image (uses early 1940 Opel truck image)
-improved German SdKfz 10-4 image
-improved French Mot Inf Coy image (uses early 1940 Camion truck image)
-improved Allied 2 pdr Portee image (uses correct gun artwork)
-corrected small OOB error for alternate campaign (no impact on play
v.IX
-added a weather.dat file for programmed weather; now programmed weather should be checked for all alternate scenarios for best results
-adjusted PDT files to be consistent with El Alamein 42; Trails and secondary roads are now more important to motorized units moving in T mode (in alternate scenarios)
-Adjusted OOB unit sizes to be consistent with El Alamein 42; British and Italian armor is organized into company sized units and the German armor is organized into the Pz Regt allowing ad hoc unit sizes (in alternate scenarios)
-corrected DAK truck size, and kept the grey german "1940-1941 style" Opel german truck icon instead of using a DAK specific truck portrait -- the DAK specific truck will be reserved for any possible future desert PzC's beyond 1941
-corrected Italian artillery artwork
-corrected the RECAM Italian airborne units 2D counter symbol (they are motorized)
-corrected British and Commonwealth 37mm AT guns
-tweaked Brevity_Alt scenario to be more historical; British breakdowns during this scenario are more severe
-added artwork for Scottish units (in alternate scenarios)
-added artwork for naval units which are the actual portraits
-improved british bedford truck image
-added Luftwaffe nationality
-converted a regiment of infantry in the DAK z.b.V Afrika division to ex French Foreign Legion troops (Infantrie.Regt.361)
-corrected the Engineer bridge flag debacle from the original T41 OOB. Original engineer units were haphazardly given the bridging flag without any sort of logical pattern which made engineer losses accumlate high VP levels. Now only Italian Genio engineers and German Pioneer Kompanies may bridge and their portraits reflect this. For the allies, only the British Field Companies (foot and motorized) and also British and Commonwealth Field Park Companies.
-solved Bardia release problem - they now have a 0% of release but can have a triggered release by sighting enemy units. This restricts them to Bardia but once contact is made they can then mobilize their german defenders to aid in the defense
-removed Gazala campaign game; El Alamein 42 represents this campaign in more detail
-removed the tank crewman from armor portraits, now vehicle only units have only vehicle portraits. If you liked the old portraits with the tanker they have been included and the filenames have the suffix "_tanker". You can delete the tank only portraits and then remove the "_tanker" from the end of the filenames to replace them
v.VIII
-added Polish nationality and converted the Carpathians in the Crusader campaign from Commonwealth to Polish
-changed recovery rates in crusader campaign to be Allies 8% Axis 2% to reflect the strained supply lines of axis forces
-changed axis breakdown percentage slightly from 6% to 4% to reflect the Germans excellence in vehicle recovery operations (Italian vehicles still have a high probability to breakdown)
-changed the maximum LOS from 3km to 4km (recon spotting more useful now)
-updated artwork for DAK halftracks and recon cars
-added a small amount of explicit supply trucks to axis reinforcements in scenario "#37s_Gazala42_Campaign_Alt"; They will recieve an average of 100 trucks every five days (50 turns) due to their overstretched supply line so the axis player should still be required to capture allied supplies to sustain the advance
v.VII
-corrected the missing artwork for the Gazala '42 campaign
-altered (slightly) the levels to bunkers and pillboxes from my previous version that made them almost impervious to fire; the defense is the same as the originals but the defensive modifier is higher to offset the modified clear terrain
-corrected explicit supply levels in the revamped alternate crusader explicit supply campaign
-converted the Italian unit counter color to the new S43 Italian orange
v.VI (revamp)
-created alternate scenarios (designated by "Alt" on the end of the scenario name) that better reflects small scale tactical desert warfare of the period (see word document for list of changes)
-included the Gazala '42 scenario and OOB designed by Panagiotis Kouroumidis (kurpan@e-free.gr) -this version of his excellent scenario is a slightly modified version of his original to accomodate the revamped changes of the other altered scenarios
-added better DAK armor portraits
-added DAK artillery portraits
-added DAK regimental HQ insignia
-added Italian regimental HQ insignia
v.I - v.V
-new unit portraits
-new phase box displaying the british insignia
-new vertical blank box featuring Erwin Rommel
-added divisional markings to HQ's (in an attempt to remain consistant with B44, the German division whose HQ's have insignia have no leader portraits)
-OOB change to display the Giovani Fascisti (GGFF) portraits as well as the inclusion of the Italian Paracadutisti troop unit portraits and the creation of alternate HQ's to prevent insignia from commanders that were promoted in later scenarios from displaying for the wrong units. *Rommel displays the DAK symbol for both his command as DAK commander and PAA commander.
-edited the 2D airborne map symbol to have less clutter (removed the "x")
-cleaned up Italian Unit box
------------------------
Now the ALTERNATE scenario information / alterations:
V1.2
-Adjusted the PDT files for all alternate scenarios to have MP costs be consistent with El Alamein 42. Trails and secondary roads are now more important to motorized units.
-Adjusted the OOB files for all alternate scenarios to have unit sizes be consistent with El Alamein 42. British and Italian armor are organized into company sized units and German armor is organized into the Panzer Regt mass allowing ad hoc armor unit formation sizes.
-Corrected Verband 288 motorized machinegun infantry to have a speed of 15 instead of 4.
-Lowered all mortar unit defense ratings from 7 to 4 to make them more vulnerable to fire and to curtail their use of plugging holes in the front line and screening to hold off an advance. These units should be kept one hex behind infantry.
-Corrected both axis & allies explicit supply truck reinforcements to be the proper level and reorganized the supply units in general for both sides in the OOB. Reduced the excessive allied explicit supply levels of the original campaign.
-Changed allied recovery rate (for Crusader campaign) from 8% to 4%. It is still double the axis recovery rate but I wanted more of a possibility that both sides would have to pause to lick their wounds before continuing after particularly vicious clashes.
-Changed German 88mm FLAK gun defense from 7 to 10 because of the small number of them. British infantry should be primary counter against these units.
-Made Italian RECAM Paratroopers B quality instead of C.
-Lowered Italian supply truck radius from 10 to 3.
-Adjusted the axis explicit supply truck level slightly. Now Supercommando Africa supply trucks have a 60% of arriving at the specified time and the initial arrival of 15 & 21 Pz supply trucks have been halved to 30 trucks each (60 each was too high).
-Italian line infantry are now weaker defensively and will suffer higher casualties than units of other armies.
-Lowered Italian LAA soft range to 1 hex from the previous change of 2 hexes. This was done to make these units historically weaker because of doctrinal and training differences.
V1.1
-Placed a 25% supply source in Bir el Gubi.
-Raised maximum LOS from 3km to 4km. This makes recon units “recon spotting” a bit more useful as well.
-Raised axis VP values around the el Duda area in the campaign scenarios to promote a British breakout of Tobruk.
-Lowered the replacement values for both axis and allied. Now the axis has a 3% chance of replacements and allies have an 8% chance. The values represent the state of each sides supply lines from Tunisia and Egypt.
-Corrected explicit supply around the Tobruk perimeter to fully cover axis units.
-Corrected explicit supply inside of the Tobruk perimeter to fully cover allied units.
-Modified the flow of explicit supply units to be more realistic. The axis get far fewer supplies and must ration their supply trucks carefully and in some cases rely on captured allied supplies.
-Raised the VP values of Tobruk (actual).
-Raised the VP values of Bardia and the perimeter.
-Raised the VP value of Bir el Gubi.
-Allied and Axis 20mm LAA guns now have a soft range of 2. They are good for supporting rifle infantry now. This increase is a result of the extended LOS distances in the open desert.
-Corrected ratings for the British LAA gun to match the more effective Commonwealth LAA gun.
-Explicit Supply trucks now have a defense value of 10 to match motorized infantry units. This makes them more vulnerable to airstrikes and artillery. Take good care of them, especially when they are in T mode!
-German 88mm FLAK are A quality now.
V1.0
-Raised the ZOC modifier to 10. It is now more time consuming to move through a ZOC but it is not so freewheeling that front lines are non-existent. Recon units are now more valuable at delaying (rear guard) or screening an advancing force by utilizing their ZOC (and thereby preventing LOS beyond them).
-Adjusted the range effect modifier to allow full strength shots by AT guns at extended ranges. This is because of the clear LOS in the desert combined with the 1km scale of PzC series would make such shots fairly effortless.
-German 88mm FLAK guns now have a range of 3000m / 3km (3 hexes) given the extended LOS in the desert and written accounts of these guns knocking out matildas up to that range.
-German 50mm AT guns now have a range of 2000m / 2km (2 hexes). You will find that these weapons can be very effective.
-German 88mm FLAK guns have increased hard attack ratings to 90. Historical accounts reported that four 88mm FLAK guns at Halfaya Pass (during Operation Battleaxe) “all but devastated” the Matilda tanks and forced them to break off their attack. In order for this situation to be possible the hard attack rating had to be raised to this amount to allow them to destroy Matilda tanks on a somewhat regular basis. The large increase of the HA values of the guns in this game over the other PzCs can also be justified by Rommels direct influence on the implementation of the 88’s use as an AT gun and the high level of training and experience of these crews from their experiences in France.
-Italian 88mm and 90mm FLAK guns have similar boosts similar to the Germans but the Italian guns are at 2/3 the effectiveness of the German 88s. This is due to their inexperience in using an HAA gun in the AT role and their generally lower level of training.
-All machinegun (MG) infantry units have a soft range of 2000m / 2km (2 hexes). Machineguns of the era could fire effectively out to 2000m and these units were support units to regular infantry used in either assaulting or softening up an infantry position through suppressive fire and destruction at great distances. MG infantry should now be priority targets for artillery, air and other MG units. MG units can cause a great deal of damage in the open desert.
-Axis supply levels reduced in Crusader scenarios to realistically reflect their supply woes (40%).
-British Crusader tanks now unreliable. The Crusader was a mechanical nightmare.
-British Crusader tanks have been slightly increased in speed to make them closer to their actual abilities.
-Italian tanks of all types now unreliable.
-Terrain values in the PDT altered to make units more vulnerable to fire attacks in the open desert. Built up areas are now very important.
-Ability to dig in has been reduced to take a realistically longer time to dig in. It was difficult to entrench in this environment. Engineer units are now much more important.
-Protection values for IP, Trench, Bunkers and Pillboxes have been increased to compensate for the lower terrain values.
-Allowed artillery units of both sides to stockpile ammo, but at a very low probability of occurring. Allies have a slightly higher chance of this occurring than axis because of their increased supply. Stockpiled artillery attack at 150%.
-Motorized and motorcycle units have their defense strengths when in T mode reduced to a more realistic amount and a level consistent with other Panzer Campaign games. This now makes infantry more vulnerable when mounted. Be very cautious when moving in T mode now and when doing so always attempt to breakdown your infantry battalions into companies to avoid a deadly air strike on a dense target. In the North African desert it is best to utilize most of your T mode movement at night.
-Supply Depots defense strength doubled to make them much harder to destroy by fire since depots would be located in protected areas.
-Aircraft have been given attack ratings consistent with other games in the Panzer Campaigns series (such as Smolensk ’41, Sicily ’43, Kharkov ’42 etc.). Be very cautious when creating large stacks of units now, as a dense target will cause large losses from artillery and air strikes.
-Minor alterations to VP levels in a few PBEM unbalanced scenarios.
Voici la liste des changements repiqués du forum "the Blitz"
Cela concerne l'ensemble des mods mais aussi la force des unités et l'OOB. En fait Tobrouk avec ce lifting mérite de s'y replonger.
A télécharger sur le site de Glenn
I have just finished the T41 revamp that reworks all the original stock scenarios. Each stock scenario now has an alternate designated by "_Alt" on the filename. A lot of changes has been made to them from years of experimenting to make T41 yield historical results and the proper feel.
Are you throwing your hands up at Brevity? Do you despise the free wheeling nature of the non existent front line? Are you frustrated with the impotent small platoons of tanks? Dying for some face paced fluid desert combat before you purchase E42?
I have heard many people complain to no end about how T41 does not "feel" right. Now is your chance to play it again as it should have been. Try it out! Special attention has been directed to PBEM. Also, if you want to get a heads up on E42 then play this T41 revamp as both play very similar. You can get it at Glenn's website; They are all in the T41 portrait pack. Hopefully the blitz will adopt these scenarios in the DB and maybe have a tournament on them one day.
Be sure you open the "T41 Alternate Changes" document in the zip file to see the list of optional rules that should be selected for the scenarios to perform properly!
And for those that like to read here is some info on what the T41 revamp changes. First the portrait improvements:
v.X
-improved German 20mm LAA Gun image (uses early 1940 Opel truck image)
-improved German SdKfz 10-4 image
-improved French Mot Inf Coy image (uses early 1940 Camion truck image)
-improved Allied 2 pdr Portee image (uses correct gun artwork)
-corrected small OOB error for alternate campaign (no impact on play
v.IX
-added a weather.dat file for programmed weather; now programmed weather should be checked for all alternate scenarios for best results
-adjusted PDT files to be consistent with El Alamein 42; Trails and secondary roads are now more important to motorized units moving in T mode (in alternate scenarios)
-Adjusted OOB unit sizes to be consistent with El Alamein 42; British and Italian armor is organized into company sized units and the German armor is organized into the Pz Regt allowing ad hoc unit sizes (in alternate scenarios)
-corrected DAK truck size, and kept the grey german "1940-1941 style" Opel german truck icon instead of using a DAK specific truck portrait -- the DAK specific truck will be reserved for any possible future desert PzC's beyond 1941
-corrected Italian artillery artwork
-corrected the RECAM Italian airborne units 2D counter symbol (they are motorized)
-corrected British and Commonwealth 37mm AT guns
-tweaked Brevity_Alt scenario to be more historical; British breakdowns during this scenario are more severe
-added artwork for Scottish units (in alternate scenarios)
-added artwork for naval units which are the actual portraits
-improved british bedford truck image
-added Luftwaffe nationality
-converted a regiment of infantry in the DAK z.b.V Afrika division to ex French Foreign Legion troops (Infantrie.Regt.361)
-corrected the Engineer bridge flag debacle from the original T41 OOB. Original engineer units were haphazardly given the bridging flag without any sort of logical pattern which made engineer losses accumlate high VP levels. Now only Italian Genio engineers and German Pioneer Kompanies may bridge and their portraits reflect this. For the allies, only the British Field Companies (foot and motorized) and also British and Commonwealth Field Park Companies.
-solved Bardia release problem - they now have a 0% of release but can have a triggered release by sighting enemy units. This restricts them to Bardia but once contact is made they can then mobilize their german defenders to aid in the defense
-removed Gazala campaign game; El Alamein 42 represents this campaign in more detail
-removed the tank crewman from armor portraits, now vehicle only units have only vehicle portraits. If you liked the old portraits with the tanker they have been included and the filenames have the suffix "_tanker". You can delete the tank only portraits and then remove the "_tanker" from the end of the filenames to replace them
v.VIII
-added Polish nationality and converted the Carpathians in the Crusader campaign from Commonwealth to Polish
-changed recovery rates in crusader campaign to be Allies 8% Axis 2% to reflect the strained supply lines of axis forces
-changed axis breakdown percentage slightly from 6% to 4% to reflect the Germans excellence in vehicle recovery operations (Italian vehicles still have a high probability to breakdown)
-changed the maximum LOS from 3km to 4km (recon spotting more useful now)
-updated artwork for DAK halftracks and recon cars
-added a small amount of explicit supply trucks to axis reinforcements in scenario "#37s_Gazala42_Campaign_Alt"; They will recieve an average of 100 trucks every five days (50 turns) due to their overstretched supply line so the axis player should still be required to capture allied supplies to sustain the advance
v.VII
-corrected the missing artwork for the Gazala '42 campaign
-altered (slightly) the levels to bunkers and pillboxes from my previous version that made them almost impervious to fire; the defense is the same as the originals but the defensive modifier is higher to offset the modified clear terrain
-corrected explicit supply levels in the revamped alternate crusader explicit supply campaign
-converted the Italian unit counter color to the new S43 Italian orange
v.VI (revamp)
-created alternate scenarios (designated by "Alt" on the end of the scenario name) that better reflects small scale tactical desert warfare of the period (see word document for list of changes)
-included the Gazala '42 scenario and OOB designed by Panagiotis Kouroumidis (kurpan@e-free.gr) -this version of his excellent scenario is a slightly modified version of his original to accomodate the revamped changes of the other altered scenarios
-added better DAK armor portraits
-added DAK artillery portraits
-added DAK regimental HQ insignia
-added Italian regimental HQ insignia
v.I - v.V
-new unit portraits
-new phase box displaying the british insignia
-new vertical blank box featuring Erwin Rommel
-added divisional markings to HQ's (in an attempt to remain consistant with B44, the German division whose HQ's have insignia have no leader portraits)
-OOB change to display the Giovani Fascisti (GGFF) portraits as well as the inclusion of the Italian Paracadutisti troop unit portraits and the creation of alternate HQ's to prevent insignia from commanders that were promoted in later scenarios from displaying for the wrong units. *Rommel displays the DAK symbol for both his command as DAK commander and PAA commander.
-edited the 2D airborne map symbol to have less clutter (removed the "x")
-cleaned up Italian Unit box
------------------------
Now the ALTERNATE scenario information / alterations:
V1.2
-Adjusted the PDT files for all alternate scenarios to have MP costs be consistent with El Alamein 42. Trails and secondary roads are now more important to motorized units.
-Adjusted the OOB files for all alternate scenarios to have unit sizes be consistent with El Alamein 42. British and Italian armor are organized into company sized units and German armor is organized into the Panzer Regt mass allowing ad hoc armor unit formation sizes.
-Corrected Verband 288 motorized machinegun infantry to have a speed of 15 instead of 4.
-Lowered all mortar unit defense ratings from 7 to 4 to make them more vulnerable to fire and to curtail their use of plugging holes in the front line and screening to hold off an advance. These units should be kept one hex behind infantry.
-Corrected both axis & allies explicit supply truck reinforcements to be the proper level and reorganized the supply units in general for both sides in the OOB. Reduced the excessive allied explicit supply levels of the original campaign.
-Changed allied recovery rate (for Crusader campaign) from 8% to 4%. It is still double the axis recovery rate but I wanted more of a possibility that both sides would have to pause to lick their wounds before continuing after particularly vicious clashes.
-Changed German 88mm FLAK gun defense from 7 to 10 because of the small number of them. British infantry should be primary counter against these units.
-Made Italian RECAM Paratroopers B quality instead of C.
-Lowered Italian supply truck radius from 10 to 3.
-Adjusted the axis explicit supply truck level slightly. Now Supercommando Africa supply trucks have a 60% of arriving at the specified time and the initial arrival of 15 & 21 Pz supply trucks have been halved to 30 trucks each (60 each was too high).
-Italian line infantry are now weaker defensively and will suffer higher casualties than units of other armies.
-Lowered Italian LAA soft range to 1 hex from the previous change of 2 hexes. This was done to make these units historically weaker because of doctrinal and training differences.
V1.1
-Placed a 25% supply source in Bir el Gubi.
-Raised maximum LOS from 3km to 4km. This makes recon units “recon spotting” a bit more useful as well.
-Raised axis VP values around the el Duda area in the campaign scenarios to promote a British breakout of Tobruk.
-Lowered the replacement values for both axis and allied. Now the axis has a 3% chance of replacements and allies have an 8% chance. The values represent the state of each sides supply lines from Tunisia and Egypt.
-Corrected explicit supply around the Tobruk perimeter to fully cover axis units.
-Corrected explicit supply inside of the Tobruk perimeter to fully cover allied units.
-Modified the flow of explicit supply units to be more realistic. The axis get far fewer supplies and must ration their supply trucks carefully and in some cases rely on captured allied supplies.
-Raised the VP values of Tobruk (actual).
-Raised the VP values of Bardia and the perimeter.
-Raised the VP value of Bir el Gubi.
-Allied and Axis 20mm LAA guns now have a soft range of 2. They are good for supporting rifle infantry now. This increase is a result of the extended LOS distances in the open desert.
-Corrected ratings for the British LAA gun to match the more effective Commonwealth LAA gun.
-Explicit Supply trucks now have a defense value of 10 to match motorized infantry units. This makes them more vulnerable to airstrikes and artillery. Take good care of them, especially when they are in T mode!
-German 88mm FLAK are A quality now.
V1.0
-Raised the ZOC modifier to 10. It is now more time consuming to move through a ZOC but it is not so freewheeling that front lines are non-existent. Recon units are now more valuable at delaying (rear guard) or screening an advancing force by utilizing their ZOC (and thereby preventing LOS beyond them).
-Adjusted the range effect modifier to allow full strength shots by AT guns at extended ranges. This is because of the clear LOS in the desert combined with the 1km scale of PzC series would make such shots fairly effortless.
-German 88mm FLAK guns now have a range of 3000m / 3km (3 hexes) given the extended LOS in the desert and written accounts of these guns knocking out matildas up to that range.
-German 50mm AT guns now have a range of 2000m / 2km (2 hexes). You will find that these weapons can be very effective.
-German 88mm FLAK guns have increased hard attack ratings to 90. Historical accounts reported that four 88mm FLAK guns at Halfaya Pass (during Operation Battleaxe) “all but devastated” the Matilda tanks and forced them to break off their attack. In order for this situation to be possible the hard attack rating had to be raised to this amount to allow them to destroy Matilda tanks on a somewhat regular basis. The large increase of the HA values of the guns in this game over the other PzCs can also be justified by Rommels direct influence on the implementation of the 88’s use as an AT gun and the high level of training and experience of these crews from their experiences in France.
-Italian 88mm and 90mm FLAK guns have similar boosts similar to the Germans but the Italian guns are at 2/3 the effectiveness of the German 88s. This is due to their inexperience in using an HAA gun in the AT role and their generally lower level of training.
-All machinegun (MG) infantry units have a soft range of 2000m / 2km (2 hexes). Machineguns of the era could fire effectively out to 2000m and these units were support units to regular infantry used in either assaulting or softening up an infantry position through suppressive fire and destruction at great distances. MG infantry should now be priority targets for artillery, air and other MG units. MG units can cause a great deal of damage in the open desert.
-Axis supply levels reduced in Crusader scenarios to realistically reflect their supply woes (40%).
-British Crusader tanks now unreliable. The Crusader was a mechanical nightmare.
-British Crusader tanks have been slightly increased in speed to make them closer to their actual abilities.
-Italian tanks of all types now unreliable.
-Terrain values in the PDT altered to make units more vulnerable to fire attacks in the open desert. Built up areas are now very important.
-Ability to dig in has been reduced to take a realistically longer time to dig in. It was difficult to entrench in this environment. Engineer units are now much more important.
-Protection values for IP, Trench, Bunkers and Pillboxes have been increased to compensate for the lower terrain values.
-Allowed artillery units of both sides to stockpile ammo, but at a very low probability of occurring. Allies have a slightly higher chance of this occurring than axis because of their increased supply. Stockpiled artillery attack at 150%.
-Motorized and motorcycle units have their defense strengths when in T mode reduced to a more realistic amount and a level consistent with other Panzer Campaign games. This now makes infantry more vulnerable when mounted. Be very cautious when moving in T mode now and when doing so always attempt to breakdown your infantry battalions into companies to avoid a deadly air strike on a dense target. In the North African desert it is best to utilize most of your T mode movement at night.
-Supply Depots defense strength doubled to make them much harder to destroy by fire since depots would be located in protected areas.
-Aircraft have been given attack ratings consistent with other games in the Panzer Campaigns series (such as Smolensk ’41, Sicily ’43, Kharkov ’42 etc.). Be very cautious when creating large stacks of units now, as a dense target will cause large losses from artillery and air strikes.
-Minor alterations to VP levels in a few PBEM unbalanced scenarios.