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1 A.M.U.L.E.T. Mod 2.0 Explanation & Description Created by: Messmann

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Page 1: Amulet Mod Explanation 01-04-15 · There is also a folder called “Amulet DCS Sprayshop”. It does not have a meaning for the game, but only for modder. It is program which can

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A.M.U.L.E.T. Mod 2.0

Explanation & Description

Created by: Messmann

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Content

Installation and Technical Info ......................................................................................................... 5

Installation ........................................................................................................................................ 5

Technical Information ..................................................................................................................... 6

Making sure the game does not crash .......................................................................................... 7

Change log ......................................................................................................................................... 8

Introduction and Background......................................................................................................... 12

Credits .............................................................................................................................................. 12

Basic Information ........................................................................................................................... 12

Difficulty .......................................................................................................................................... 13

Recommended Game Rules ........................................................................................................... 14

Reasons for Changes ...................................................................................................................... 14

Balance............................................................................................................................................. 16

What the mod does for you .............................................................................................................. 17

Description ...................................................................................................................................... 17

Unit Changes at a Glance ............................................................................................................... 17

Movement type „car“ ......................................................................................................................... 19

Movement type “Swimcar” ............................................................................................................... 20

Special units ........................................................................................................................................ 21

Grenadiere in defensive position ................................................................................................. 21

Towed anti-tank guns in artillery mode ..................................................................................... 21

Ju 88 strategic bomber .................................................................................................................. 22

Mountain artillery .......................................................................................................................... 22

Sturmpioniere ................................................................................................................................. 23

The Fieseler Storch (recon plane) ................................................................................................ 26

Kommando Units ............................................................................................................................ 27

The Luftwaffenbauregiment ......................................................................................................... 28

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Transport Units .................................................................................................................................. 29

“Light” transport units .................................................................................................................. 29

Medium transport units ................................................................................................................ 30

Armored Personnel Carriers (APC) ............................................................................................. 30

Heavy transport units .................................................................................................................... 31

Horse transport units .................................................................................................................... 32

Mistakes of the game (Bugs) ........................................................................................................... 33

Flak cannot shoot ........................................................................................................................... 33

Tactics and Strategy .............................................................................................................................. 34

The weakness of the AI ..................................................................................................................... 34

General advice ................................................................................................................................... 34

How to make them surrender ........................................................................................................... 35

Initiative? What does that mean? ..................................................................................................... 36

Terrain with automatic entrenchment ....................................................................................... 38

Close defense terrain ........................................................................................................................ 38

The Pushing Move ............................................................................................................................. 38

Attack Groups .................................................................................................................................... 40

Scout movement ............................................................................................................................... 40

The bunker surprise ........................................................................................................................... 43

Destroying heavy tanks ................................................................................................................. 43

The most important target ................................................................................................................ 44

List of Changes .................................................................................................................................... 46

Infantry ............................................................................................................................................ 46

Tanks ................................................................................................................................................ 50

Recon Units ...................................................................................................................................... 50

Towed Anti-Tank Guns .................................................................................................................. 51

Light Anti-Tank Vehicles ............................................................................................................... 51

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Heavy Anti-Tank Vehicles .............................................................................................................. 52

Assault Guns .................................................................................................................................... 52

Hetzer and Jagdpanzer .................................................................................................................. 53

Artillery Units .................................................................................................................................. 54

Towed Light Anti-Air Units ........................................................................................................... 55

Anti-Air Vehicles ............................................................................................................................. 55

Heavy Flak Guns ............................................................................................................................. 56

Land Transports ............................................................................................................................. 57

Elite Air Units .................................................................................................................................. 58

No Changes for Immobile Units .................................................................................................... 59

Effects with regard to gameplay ..................................................................................................... 60

Structure of the Equipment File ..................................................................................................... 61

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Installation and Technical Info

Installation

Attention! This 2.0 version of the mod is not compatible with any other older version of this mod, be

it 1.00, 1.01 or 1.2.

Please remember that any kind of changes will not be taken into the system anyway, at least not

without starting a new game from scratch. So you need to begin a new game or campaign.

If you want to continue with an army you have used 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.

Change all transport vehicles to Opel Blitz trucks. 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).

There is also a folder called “Amulet DCS Sprayshop”. It does not have a meaning for the game, but

only for modder. It is program which can be uses to color units. It contains all base icons and masks.

The steam version should be changeable as well, but only if the system does not correct game files

automatically. For this to avoid, you need to switch off the internet connection.

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How to install the mod:

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.

5. For steam users: Disconnect steam from the internet. This is to avoid an automatic

“correction” of game files by the system.

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.

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.

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).

Suggestions for modders: Nearly everything can be taken and changed. The equipment and efx file

are sorted clearly. Sounds and animations, however, may only be taken and published after VPaulus

consent (slitherine.com). This does not apply for sounds and animations of myself, namely Jager

Infanterie, Sturmpioniere, Grenadiere, 20mm FlaK, Kommandos, Panzerfaust Infantrie,

Panzerschreck Grenadiere, fortified Grenadiere and Pak 7,5cm and 8,8cm Pak Artillerie. These can be

used freely: As already mentioned, there is also a DCS version which contains all base icons and

masks.

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 to not care about these icon

pictures because they won’t affect the game.

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Making sure the game does not crash

The following text is advice of slitherine.com which is recommended for complicated mods such as

this one. See here: http://slitherine.com/forum/viewtopic.php?f=147&t=47985

“It is recommended to run the game with the "/nocache" startup switch. Otherwise chances are high

that the game would hit a memory limit after several turns and crash. The thing is that, without the

/nocache switch, the attack animation files are all loaded into the memory and are stored there until

the memory gets filled up causing the game to crash. And there are many units in this mod with many

different animations. Luckily, with the /nocache switch applied to the PanzerCorps.exe shortcut I

never had a game crash during testing.

So, how to do it? Create a shortcut for the PanzerCorps.exe file (which should be in the folder where

you installed PzC): locate and right click on it and then choose send to -> desktop. (Warning! The

Panzer Corps shortcut on the desktop created during the installation of the game is NOT good as it

points to the autorun.exe and not to the PanzerCorps.exe!) When it is on the desktop right click on the

icon and choose properties. Then you have to add the /nocache command after the end of the

filename like this:

The only other option is to make a new savegame after playing 4-5 turns, quit the game and then

restart and reload. This would empty the memory for the time being so that you can play another 4-5

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turns before you need to save and quit again. I think the former method is more user friendly and

certainly much safer.”

Change log

Changes version 101 in comparison to version 1

Steyr RSO reduced price -10 (50), Fuel +18 (90)

Self-propelled anti-air units +1 movement except for 10/4 (reason is reconmove)

Panzer IVC Ground Defense -2 (4), Close Defense -1 (1), historical reasons

reduced cost of normal Infantry from 127 to 120

reduced cost of 43 Wehrmacht Inf from 187 to 180

Luftwaffenwagen with airstrip landing available

Elite cost are eclusive; upgrade from normal units only possible with full costs

Brückeninfanterie and Brückengrenadiere no switching anymore

Pioniertransport vehicles for all Brückenpioniere

Panzer II E movement type "car" (new movement for better wheeled movement)

Costs of Elilte tanks increased to +70 %

New Unit "Kübelwagen Aufklärer"

New Unit "Kübelwagen Transport"

New Unit "Sturminfanteriegeschütz 33"

Liberalized transport vehicle upgrade (except armored personell carriers)

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Changes 1.2

New Rules and stats

Transports: Transport vehicles without weapons cannot shoot anymore

(the only "shooting" transports are armored personell carriers)

Transports: All unit types may only use the transports assigned to them: normal units

may use normal transports, elite units only elite transports and SE units may only

use SE-transports.

All transport units of a certain unit type are upgradable among each other. The old costs

are taken into account.

new rule: All StuG have camo trait, but only during anti-tank mode

new stats: reduced movement of 3 to 2 for Elite/SE Grenadiere troops

new stats: reduced movement of 3 to 2 for Elite/SE Pioniere troops

new stats: reduced movement of 3 to 2 for Elite/SE bridge engineers troops

renamed Elite units: In the short description, elite units are designated with a "EL"

new stats for most of the elite and SE infantry units (mostly movement reductions)

New Units

new unit Sturmpioniere: Better pioniere who are able to cross rivers with boats. Expensive

unit.

new unit Sturmbootwagen: transport unit for Sturmpioniere

new unit: introduced Panzer 35 (t)

new unit: introduced Einheits-PKW transport car

new unit: le IG 18 light artillery, parachutable

(old 7.5 cm Fallschirmjäger artillery discarded)

Grenadiere can be switched to fortified Grenadiere

New icons (better Graphics)

new icon Bunkerflak, with artillery switch

new icon 15 sIG Sfl und AT available, repaired glitch

new icon Kübelwagen Inf and Kübelwagen Transport

new icon: Schwerer Wehrmachtsschlepper (SWS) heavy transport unit

new icon Luftwaffenbauregiment

new icon Feldflugplatz

new icon MBenz L4500 Flak

new icon 3.7 cm Opel Blitz Flak

new icon Brückengrenadiere

new icon Hetzer Schürzen

new icon Nashorn and Nashorn Artillery

new icon RSO-3 Raupenschlepper Ost

new icon MBenz L4500

new icon Opel Maultier transport vehicle

new icon SdKfz 251 Flakdrilling AA and AT

new icon SdKfz 251/22 antitank

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Changes 2.0

New Rules and stats

All light and towed anti-aircraft units are "invisible" (camo) during anti-tank mode.

Mules (transport horses unit for mountains) movement increased from 3 to 4

Artillery mode for 7.5 cm Pak 40, range 1

Artillery mode for 8.8 cm Pak 43-41, range 2

Armored personnel carriers (SdKfz 251/1 and 250/1) can only be used by infantry and can

only draw light weapons

Transport units are normally expensive for Elite and SE units

No more additional capabilites of Elite and SE transport units

Normal transports für bridge engineers, except armored personnel carriers (APCs)

Heavy towing vehicles necessary for 15cm sFH 18

Movement 2 for all towed Nebelwerfer rocket launcher units

Movement 2 (leg movement) for all light artillery types

Elite tanks cheaper (60% instead of 70% additional costs)

SE infantry initiave -1 and hard attack increased.

New Units

New unit Fieseler Storch, recon plane, does not need an airfield

New unit Kommando, superior airborne unit, extremely expensive

Ju 88 C2: bomber with basic air attack capability, available 01.07.1940

Ju 88 C6: bomber with basic air attack capability, available 01.07.1942

Schwimmwagen: recon car which can cross river, available 01.09.1942

Schwimmwagen Transport for light infantry, available 01.09.1942

SdKfz 6: medium towing vehicle, halftracked movement, available 01.01.1935

SdKfz 8: heavy and fast towing vehicle, tracked movement, available 01.01.1936

SdKfz 9: heavy towing vehicle, movement type tracks, available 01.01.1936

SdKfz 11: medium towing vehicle, movement type tracks, available 01.01.1938

10.5cm Gebirgshaubitze 40: 10.5cm gun for mountain regions, available 15.03.1942

Removed Tiger 44 (new unit).

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Changes 2.0

New icons (better Graphics)

All units with desert camouflage, except for a couple of airplanes.

New icon SdKfz 251/10 3.7cm Pak

New icon Kradschützen 39 and 43

New icon Grenadiere 44, switch mode for fortified Grenadiere 44

New icon Flakvierling and Flakvierling AT

New icon SdKfz_7-1 und 7-1 AT

New icon 3.7cm FlaK und 3.7 FlaK AT

New icon 3.7cm FlaK und 3.7 FlaK AT parachute

New icon Grenadiere 43, switch mode for fortified Grenadiere 43

New icon 12.8cm Selbstfahrlafette Pak Aty

New icon 2cm Flak 38

New icon SdKfz 10-4 AT

New icon Kavallerie und Kavallerie 43

New icon Maultiere (leichter Transport für Gebirge)

New icons of six transport units (different camouflage)

New icon 7.5 cm Pak 40, with artillery mode range 1

New icon 5 cm Pak 38

New icon 8.8 cm Pak 43-41, with artillery mode range 2

New icon 3.7 cm Pak Parachute

New icon Fallschirmjager and Fallschirmjager 43

New icon Bruckeninfanterie and Bruckeninfanterie 43

New icon 7.5 cm leIG 18 parachute

New icon 12.8cm Flak 40

New icon Panzerfaust Infanterie

New icon Panzerschreck Infanterie

New icon SdKfz 7-2 anti-air and antitank mode

New icon Gepard AT

New icon Möbelwagen AT

New icon Ostwind AT

New icon Wirbelwind AT

New icon Flak / Pak 36

New icon SdKfz 7

New icon Gebirgsgeschütz 36

New icon Feldwagen Hf1

New icon Feldwagen Hf2

New icon Feldwagen Hf7

New icon 15cm sFH18 AT

New icon 17cm K18 AT

New icon 21cm Mrs 18

New camo scheme 15cm Nblwf 41 und Nblwf 42

New camo scheme 30cm Nblwf 43

New camo scheme Kavallerie und Kavallerie 43

New camo scheme Gustav

New camo scheme 280mm K5

New camo scheme Brummbar and Brummbar AT

New camo scheme StuG III A and StuG III B

New camo scheme Sturmpanzer I AT

New camo scheme Hummel AT

New camo scheme Flammpanzer 38(t)

New camo scheme Panzer II F

New camo scheme StuG IIIF Aty

New camo scheme StuG IIIG Aty

New camo scheme Wespe AT

New camo scheme sIG 38 (t) AT

New camo scheme Sturmtiger Aty and AT

New camo scheme Eisenbahnflak 8.8 cm and 12.8 cm AA and AT

New camo scheme Go 229 A

New camo scheme Ar-234 B

New camo scheme E-555

New camo scheme SdKfz 251-1

New camo scheme Panzer II Flamm

New camo scheme Marder III

New camo scheme Panzer IIIM Schurtzen

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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)

Guille, 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.

This mod is totally compatible with Grand Campaign, and, as of yet (January 2014), Legacy of

Versailles. When changing this file, you may 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

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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

With the new settings of Panzer Corps 1.20 upwards you can change the difficulty as you like it - if

wanted, even for any scenario anew. For example, it is possible to vary one’s own prestige, the

number of turns, the strength of opposing units and some additional things.

Basically, this mod is intended and built for high difficulties, especially for the Grand Campaign (the

DLCs of Panzer Corps). It is recommended to play on “field marshal”. The AI level should be set at

stage 2, the highest stage. Then, leave the prestige earning limit (soft cap) unchanged, as it is in the

new rules of the vanilla version Panzer Corps 1.22.

With this alternative, you are able to get to know all units of the mod, and, depending on the case,

you can field many units on a regular basis. The reason is that on the one hand, you have certain

options when purchasing units. And on the other hand, the cheaper and frequently disregarded small

units get some attention. It would also be possible to raise prestige levels of the AI, for example to

raise it to 200%.

For this and in general, I suggest to take a look into the description of individual unit changes. There

are novelties partly at least, and many small units have become stronger and therefore more

interesting.

But there are other options as well. I present some of them here, together with what I have found

out might happen when you play them.

• More prestige for the AI: The victory hexes are packed. At the end of the game, the opponent

may still come with some airplanes. Possibly difficulties at the end of scenarios.

• Overstrength for the opponent: Own units will be damaged quickly, a lack of attention is

punished. A tactic game develops, you tend to play for the „surrender“ of enemy units.

Strong artillery is needed, together with bomber, recon units and other fast units.

• Little prestige for one’s own troops, e.g. 50 % less („Rommel“): Lack of transport units and

good air force. May be dealt with in early war years, but later on it gets increasingly difficult.

Especially the years of 44 and 45 might be problematic.

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• Fewer turns: A race at the end of a scenario, suicide actions. Depending on the case a

purchase of auxiliary troops during scenarios. Not every city hex can be occupied, therefore

less prestige. A contrast to the mode of playing with little prestige.

In my point of view, it amounts to a combination of less prestige for oneself and some overstrength

for the opponent; or, to try a different alternative, to play with fewer turns and more prestige for the

opponent. For me, the latter seems to be more difficult.

In the following paragraphs, you will find some information about the possible effects of the new

rules. While you are still able to play with the old rules of version 1.14, the new rules of version 1.20

onwards are automatically set when you do not change it. Compared to version 1.14, the new rules

do the following:

• Prestige income limit („soft cap“): It is necessary to take care not to field too expensive

units. From a average price of 400 points onwards, there are cuts on your prestige income.

For the number of prestige on the field, each unit is counted, with overstrength. Except for

the SE or bonus units which may be expensive without any effects.

• Artillery: Has become weaker, because there were deductions on the effects of ranged

attacks. Schwächer geworden, da es hier verstärkt Abzüge gab. Thus the normal

bombardment of infantry units in cities will not lead to suppression at once. So you need to

have stronger artillery or sufficiently available infantry.

• Infantry: As already mentioned, infantry has become more important because of weaker

artillery. It pays off to keep some cheap infantry units ready to start a risky attack once and

awhile.

Other than that, 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.

(For this mod to take effect, you need to start a new game or campaign.)

Recommended Game Rules

Personally, I do not support how the prestige soft cap was introduced and implemented by Slitherine

for version 1.20 onwards. I also don’t favor the higher costs of overstrengthening units. For possible

changes, I added a 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.

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• 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.

• The tactical options are limited, and they don’t make sense at times.

An important aspect is 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-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.

The new rule changes of Panzer Corps Version 1.20 onwards lead to stronger heavy artillery, more

important and stronger infantry and a cost increase for elite replacements. The latter applies

especially for replacements beyond 11 or 12.

The Amulet Mod can equalize this a bit, but not in all points. In case of doubt or need, just change

the gamerules file.

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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.

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.

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. The changes of Panzer Corps Version 1.20 onwards will lead to weaker

artillery, stronger infantry and a loss of prestige at later game stages. It will be difficult to play

Rommel difficulty with the new rule changes, especially 1943 onwards. In addition to this, difficulty

levels can be customized.

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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.

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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: 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.

Grenadiere can fight in fortified conditions. Some new units, like Sturmpioniere.

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. All 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.

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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.

The horse wagon is the “Feldwagen Hf2” (movement 4). The tank 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 01.09.1940).

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It can also be used acquired as a recon unit (on the right).

Movement type “Swimcar”

These units (Schwimmwagen and Schwimmwagen recon) can cross rivers at a movement rate of 2 for

each river hex.

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Special units

Grenadiere in defensive position

Grenadiere can be switched to a defensive position. In this case, they can defend slightly better, but

their movement is very slow.

Towed anti-tank guns in artillery mode

Towed artillery guns may be used as limited artillery now. The range of the Pak 40 is 1, the range of

the Pak 43-41 is 2.

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Ju 88 strategic bomber

The Ju 88 was a multipurpose bomber. To symbolize this, there is a C2 variant of the bomber A4 with

basic air attack capability. The similar applies to the variant C6.

So the air plane can be refitted to a different variant with little or no costs. This may happen on an

airfield during the game (upgrade).

Mountain artillery

Artillery for mountains is symbolized by an observer. This kind of artillery can be moved in mountains

without restrictions and can be carried by mules.

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Sturmpioniere

Sturmpioniere are pioneers who are equipped with boats, the „stormboats“ (Sturmboote). They are

able to attack slightly better than normal pioneers. So they are elite units in and of itself.

The boats are activated with the normal switch button. Boats can only travel on water, that means

rivers, straits and the sea. Boats can be activated on land hexes, so that it is possible to move onto

water in a single move:

Sturmpioniere are also able to cross a river in one move only. They don’t need to switch to boats:

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In this case, it is assumed that Sturmpioniere are especially trained and equipped, like with ponton

material, which allows them to cross rivers the quick way.

Basically speaking Sturmpioniere can use each transport vehicle. However, in a normal situation, this

robs them of the possibility to cross rivers the way it was mentioned. An exception would be if the

transport vehicle is able to reach the location on the other side of the river - at least theoretically. An

example will show this.

The path is clear: The unit can

cross the river. They can do this

in spite of their transport

vehicle, a SdKfz halftrack, which

is not able to move this way.

The reason is the path in the

upper right, across the bridge.

Here, the halftrack would

(theoretically) be able to reach

the indicated location.

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Now, however, a tank on the

right is blocking the path. The

halftrack could not reach the

location across the river.

So, the path is closed, and the

unit can only get over the river

the normal way. (Obviously, you

could switch to boats, but this

move is not important here.)

The same situation with

pioneers on the left, now

starting from the forest.

Now, they cannot reach the

other side, even when the path

is free. The SdKfz halftrack is too

slow, so it could not

theoretically reach the location

across the river.

Thus, normal transport vehicles impair the special way Sturmpioniere can move. If not, they inhibit it

altogether. How far this goes is dependent on the type of movement of the vehicle and its speed.

How exactly the influence is cannot be stated explicitly, since it is a hardly calculable mistake of the

program, the hardcoded software.

In order to avoid this, you will need a faster transport vehicle. Or, you acquire a Sturmbootwagen

which can only be used by Sturmpioniere:

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This vehicle represents the better equipment with ponton material etc., so that Sturmpioniere may

move with trucks across rivers in one move only. It is not possible to move to open sea like this,

although the Sturmbootwagen may move into “shallow sea” locations at a snail’s speed.

Across deep seas, Sturmpioniere with Sturmbootwagens cannot move. Landings in these

environments can only work with normal landing crafts, like with every other unit.

The Fieseler Storch (recon plane)

The Fieseler Storch can land everywhere, even in mountain regions. The plane is best used for recon

tasks.

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You may purchase this plane as a „tactical bomber“. It is moved exactly like that, with the exception

of the possibility of moving two times each turn (recon move).

An airfield is not needed. You may switch to “land” the plane on land fields and may refuel it

anywhere:

A landed airplane cannot conquer victory hexes, such as unoccupied airfields and similar places.

Furthermore, a “Storch” does not carry weapons and is defenseless against attacks from the air.

However, it is possible to protect the plane with a fighter plane in the same way as if it were a

tactical bomber.

Kommando Units

Commando units are trained specialists who are able to do „everything“: To fight, to recon, to march

quickly, to land with airplanes and to start with airplanes.

Considered as infantry units, command units are “all-knowing”, which means they have the same

capabilities as pioneers. Also, they are naturally equipped with airplanes which can land everywhere

on land places (Fieseler Storch).

The airplane is activated or deactivated with the switch button. So command units are able to start

and land anytime at the beginning of a turn.

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On the right, it cannot be seen that command

units are fighting like pioneers. They are able to

remove mines.

Moreover, command units may move two times

each turn, although they cannot attack two

times.

The most important advantage, for sure, is the

ability to fly with an airplane everywhere, stop

and escape by plane afterwards.

There are also refined command units for the

year 1943 onwards.

The only disadvantage of Kommando units is

their extreme cost. Thus command units remain

special units, and need to protected from

artillery strikes and counter attacks.

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.

Strategic bombers will not be refueled. They need to move to a normal airfield. Otherwise, they

crash.

In principle, the Luftwaffe wagon does the same thing as an aircraft carrier. It can be found among

the anti-air-units.

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Transport Units

This mod offers a broad range of transport vehicles.

A brief remark on historical accuracy: Mechanical facts were taken into account somehow, but

compromises have been made for unit relation and balance. The goal was to create unique units for

different purposes.

“Light” transport units

These are the “light” units. From the left to the right:

• Opel Blitz: The standard truck.

• MBenz Truck: A little bit faster, but also more expensive than the standard truck.

• Einheits-PKW: “General issue motorized vehicle”. Cheaper than a truck, designated for light

weight purposes.

• Kubelwagen transport: Faster in terrain than the trucks, and in off-road situations better than

the normal Einheits-PKW.

• Schwimmwagen: Like the Kubelwagen, but can “swim” across rivers. It can only carry light

infantry.

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Medium transport units

From the left to the right:

• SdKfz 6 (SdKfz means special purpose motorized vehicle): Mediocre speed, but for the early

years of the game the cheapest alternative.

• SdKfz 10: Very fast for medium weight, but also comparably expensive.

• SdKfz 11: Standard halftrack vehicle.

• Opel Maultier (Maultier means mule): A cheaper halftrack vehicle, less protection and less

fuel.

• MBenz Maultier: This “mule” is faster than the Opel Maultier, and not so short on fuel.

• RSO-3 (stands for tracked towing vehicle East): Comparably slow, but cheap. And it moves on

tracks for a very good cross-terrain capability.

Armored Personnel Carriers (APC)

In this mod, the SdKfz 251/1 and 250/1 can only be used for infantry transport and for towing light

artillery. Bruckenpioniere may not use these vehicles.

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On the other hand, the stats of these units are slightly better and more “combatlike”.

Heavy transport units

You may also use these units for light and medium weight purposes. Every unit may use a heavy

vehicle.

From the left to the right:

• SdKfz 7: A cheap, but also comparably slow towing vehicle. Movement type halftrack.

• SdKfz 8: The cross-terrain capability of this unit is very good (track movement). It is also the

fastest vehicle of this category. Its cost is very high.

• SdKfz 9: Also very good in terrain (track movement), medium speed.

• Schwerer Wehrmachtsschlepper (SWS), which means heavy Wehrmacht towing vehicle: Very

good in terrain (track movement) and cheap, but also a little bit slower.

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Horse transport units

Finally, there is the option of horse transports for light and medium units. These are very cheap, but

usually slow.

From the left to the right:

• Mules: Can only be acquired by mountain units. Enables a unit to move fast in mountain

regions.

• Heeres-Feldwagen (army field wagon) Hf 1: relatively good in terrain (movement type horse),

but only available for light units.

• Feldwagen Hf2: The horse transport unit for medium units. Movement type car.

• Feldwagen Hf7: Slow in terrain, but fast on streets. Truck (wheeled) movement. Attention:

This “wagon” should not be used for infantry which is able to move four hexes. Although this

transport can move six hexes on streets, it can only move three hexes in terrain. By that it

determines the speed of the unit which is supplied with this vehicle. In other words, if an

infantry unit can move four hexes in open terrain, with this transport it would only be able to

move three hexes.

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Mistakes of the game (Bugs)

The following text is about bugs which probably will not be repaired. These bugs are caused by the

game system.

Flak cannot shoot

The quadruple flak has a range of 2 hexes and the enemy bomber is visible. Yet, the flak is not able to

attack.

This changes when a friendly unit is standing under the plane (picture on the right).

The consequence: If you own a quadruple flak, and you are in your turn, take care that a friendly unit

is standing under your target plane. Otherwise, you will not be able to shoot.

The same happens with other light and medium flak units.

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Tactics and Strategy

Are you interested in playing the game with success? In that case, you will find some hints in the

following section. Many of the tips are from the slitherine forum, but stem from my own experience

as well.

The weakness of the AI

I think it is fair to say that the AI does not pose a great challenge right now. In many cases, it is just

too passive, and as far as attack is concerned, it throws everything at you without any major sense.

However, the AI can throw many units at you, especially in higher difficulty levels. And he can plant

defenses around cities and strongpoints, supported by a steady prestige flow. It is quite possible that

you will run out of gas at the middle of the scenario.

And so it goes. Many people wonder how to avoid losing too much too early. And how is it that one

does so well and the other one not?

General advice

Let’s start right away with general advice.

Don’t rush. Be on the move, but be patient, and do not become greedy. Do not force things, and play

a little bit defensively. The more you rush, the greater the losses.

Stay out of sight. Stay out of spotting range whenever you can. If the AI cannot see you, it cannot

attack you. Most of the time, it just sits there and waits. Let it be that way until you attack.

Form groups. A single unit cannot do anything, except minor harassment and gaining time for better

defense. Go about with three units at least, one with artillery function.

Suppress. Before each attack, there should be some kind of suppressive fire first. If not, there should

be at least a reduction of entrenchment.

Only attack when you can destroy a unit for good. There are exceptions of this, of course, but in

general you should try to remove an enemy unit right away.

Before each scenario, take a closer look at the map… Where are the airfields? How far are they?

What about terrain? Roads? Rivers?

Do not replace during scenarios. If a unit is damaged, send it to the rear. Try everything to avoid elite

replacement during scenarios. Remember: During scenarios you pay for normal replacement, but in

the deployment phase it is for free. And elite replacements cost 10 % for each strength point

replaced – while during scenarios, it costs five times as much.

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How to make them surrender

There is an interesting function in the new rules which allows you to gain prestige by making enemy

units surrender. The prestige you get depends on the enemy strength points left when the unit

surrenders. The stronger the enemy unit is the more you get.

But how do you make a unit surrender? When you make a unit retreat and it cannot go anywhere,

because all hexes around it are occupied.

For a retreat there has to be an attack by a unit with a damage result which is greater than the actual

strength of the defending unit. Damage is considered to be actual kills and suppression, at first by the

attacking unit itself and secondly by any suppression because of former bomber and artillery attacks

targeting the defender. And the entrenchment level has to be 1 or zero. With more entrenchment, a

retreat does never happen. So reduce the entrenchment to 1 or 0 at first.

For suppression, you need artillery and level bombers. Look at the numbers of how your attack went

along. How many points are suppressed? There has to be a “yellow” number at least, although this

does not show complete suppression. A red number is much better.

Then attack. If a unit has to retreat, it will try to retreat to reach the hex right opposite of the

attacker. If that is occupied, it will go the hex to the right of it; if that is occupied, it will go to the left.

And if these two are occupied as well, it will go once again to one of the remaining hexes, once again

at first to the right, then to the left.

See http://www.slitherine.com/forum/viewtopic.php?f=121&t=38631&hilit=retreat

The following pictures can explain this. The principle is: go clockwise, right from the perspective of

the attacking unit.

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So, for successful surrender attacks you need artillery and narrow conditions. Remember you could

“park” your units around enemy units and block them.

There is a slight possibility that your own units will get into such a surrender trap. It is a good idea to

leave a little bit space behind your front units to avoid that.

Initiative? What does that mean?

Initiative determines who shoots first (regardless of who attacks and who defends) and how many

times a defending unit can shoot back.

This refers to the strength of the unit which is suppressed and reduced or “killed” during an attack. If

the initiative of the attacker is five points higher than the initiative of the defender, not a single one

of these “points” will shoot back.

This means: For every point your initiative is higher than your opponent, 20% of the points which are

suppressed and killed by the unit which has shot first will not shoot back. Fractions are rounded up.

Any kind of suppressed strength the unit with the lower initiative already has is taken into account.

Which means: If the unit with the lower initiative has been attacked with artillery and bombers

before, and if this has resulted in suppressed strength, this strength does not shoot back.

The higher the initiative the greater the probability to shoot first and the less casualties by units

which shoot back. And it is advantageous if the defending unit has been suppressed by artillery and /

or bombers before. Units with a high initiative have an advantage – in the most cases, at least.

Certain factors may limit your initiative. This is the weather, the type of unit and the terrain where

the defender is located and the type of unit. Furthermore, there are random variations of 0 to 2 for

the defender and attacker each, which are totally independent of weather and terrain. The following

table gives you an overview:

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Terrain of the defender Highest initiative possible

Attention: Infantry units are exempt from this! Regardless of the terrain, the initiative of infantry

stays the same. It can only be influenced by other things such as weather, ambushes and so on.

Clear and landscape (fields), airfields, desert, rough desert No limits

Dunes 7

Hills 5

Fortification and bocage 3

Swamp and forest 2

Town, port, jungle, thick forest, mountain, high mountain 1

Other influences on initiative Effect on initiative

Rain and snow Highest value is 1 for all units

Tank or recon unit attacks anti-tank unit Anti-tank unit gets + 3

A unit has run out of fuel Unit gets -2

Ambush and rugged defense Attacker has 0 automatically

Experience Depending on the unit a bonus

of 5 % or 10 % of the total

initiative of the unit.

Then there is the possibility of mass attacks. For every additional unit which is located right next to

an enemy unit, the initiative of the defending unit is reduced by one. This does only work with units

which are actually able to attack, and artillery is not counted.

So the more you surround enemy units with more units of your own, but only units which are not

artillery and may be able to attack, the lower the initiative of the defender.

For air combat, you need to use additional fighters and tactical bombers.

See here: http://www.slitherine.com/forum/viewtopic.php?t=34568

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Terrain with automatic entrenchment

Here you can find a list of all terrain types with a certain base entrenchment value. At each start of a

turn, any unit which is located on such a terrain receives this value. A unit does only surrender when

the entrenchment value is reduced to 0 or 1.

Terrain Entrenchment

hills, airfield 1

Bocage, forest, mountains, high mountains 2

City, port, jungle 3

fortification 4

Close defense terrain

In certain terrain, the stats for normal ground defense are ignored. Instead, the system applies the

stats for close defense. Close defense, however, is much lower than normal ground defense,

predominantly for tanks and transport units.

Infantry units usually have the highest ground defense. Therefore, this type of terrain favors infantry,

while it is disadvantageous for all units which attack infantry which is situated in such a terrain.

The terrain types are swamps, bocage, forests, dense forests, jungles, hills, mountains, high

mountains, cities and ports. When someone is attacking, what is counting is always the terrain of the

defender.

As a consequence, I think there are the following principles: Move infantry to such a terrain when

possible, and keep tanks away from such a terrain. And be careful when attacking such a close

defense region.

The Pushing Move

The pushing move is a method which I have happened to do so often that is has become my standard

method of attacking and destroying a unit.

The principle is to move a second own unit right next to an enemy unit (mass attack) and attack it,

and force the enemy unit to retreat right towards another unit. This other unit destroys the enemy

and can move on.

Ideally, you can save time with this, because you can destroy units “on the fly”, which means you can

move and attack with the first units and attack and move with the second unit. No additional move

is required.

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A few pictures will explain this:

In the first picture, the tank could attack, but this would not lead to total destruction of the unit. In

addition to this, a second move by a second unit would be required to destroy the infantry for good.

So it waits for a second tank to move nearby. And this attack would be a mass attack, since a second

unit is involved which could attack the infantry as well.

In this case, the tank waits for the artillery to fire suppressive fire. The suppression ensures a retreat

and successful attack. Then, the tank attacks and pushes the enemy unit right to the front of the first

tank. This one does have to shoot only once, and can move on afterwards.

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Attack Groups

Each group should contain a minimum of three units. At least one of these should have the ability to

suppress, which means it should be artillery or a level bomber. With these three units, you are able

to reach minor objectives. And you can make pushing moves to destroy units in one row.

For more difficult tasks you need to adapt. My personal standard is a recon unit, two tanks, two

artillery, among them one self-propelled and one long range artillery, and two decent infantry. The

flak is not a requirement, but I include it for anti-tank purposes.

I think that it is a good idea to advance with the protection of the self-propelled artillery behind you.

This is important in scenarios with intense fighting. The more intense the situation is, the more units

need to be close to each other. Do not stray off too far.

Scout movement

Recon vehicles have by far the highest casualties, even for cautious players. The reason is that they

are at the front, where you tend to move them too close to make them do what they are simply not

able to do.

The principle is to never move a recon unit completely in one single move. You should move the half

way, take a look, and retreat to the rear where no one can see you.

Of course you may stay at the front as well. But do so only if there is possible purpose for you, such

as destroying a rest of a minor unit, occupying city hexes or participating in mass attacks and such.

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These are situations where recons do come handy, at least if they are handled with care. Recon units

are very useful here because of their ability to move several times in one turn.

But other than that: If there is too much going on, it is better to move back.

The tanks cannot be destroyed with the attack group I have assembled here. And the spotting range

of the bunker is 4. This means the recon unit can be spotted and attacked if it would not move at

least four hexes away.

Other than that, the attack group has to stay closely together. The self-propelled artillery may

protect it against too much aggression.

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This should hold for a turn. The next target would be the bunker to the left and the destruction of the

two tanks waiting there.

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The bunker surprise

Have you ever wondered how the AI manages to

“find” your units from time to time – even if you

took great care to avoid being spotted?

Well, in many cases the answer is bunkers and

other fortified buildings. Bunkers have a

standard spotting range of four hexes, while you

more than often cannot see them in time.

The standard spotting range of land units,

however, is only two hexes, and of recons three

hexes.

If you find a town or stronghold with bunkers,

try to attack with all your units at a single corner

of the whole city first. Destroy the bunkers

always, even if they cannot move.

Destroying heavy tanks

In some scenarios, heavy tanks may occur and cause difficulties. What can someone do then? In my

point of view, there are some options which have proven to be useful.

• Contain: If you are not able to destroy the heavy unit, it should not be able to roam freely. So

block the path of the unit, preferably with anti-tank units. And protect your units with

artillery. In the background, move anti-tank and flak towards the opponent.

• Isolate: The strong unit can be isolated from weaker units around it, for example by allowing

it to move into a certain area or by destroying all units around it. Eventually you could

encircle the tank with three own units at least, to avoid that the AI refills the tank with ammo

and strength.

• Terrain: The best solution is to entice the tank to move to a hex where only close defense

stats are counted, so-called “close terrain”, and where the initiative of all units and tanks is

usually limited or very low, except for infantry. These are forest and city regions, or hills or

mountains.

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• Destroy: Attack with bombers and artillery first to suppress strength. Then attack repeatedly,

even with infantry, at least up until the ammunition of the tank is depleted.

• When the conditions are narrow, try to make the tank surrender. Contain it, isolate it,

encircle it and bombard it with bombers and artillery. Only then attack. Who knows –

perhaps the unit surrenders after the first attack?

The most important target

What is the greatest threat when attacking cities? Well, in my opinion it’s long range artillery.

Artillery can target your most expensive units while you cannot do anything, and it can block your

path with suppression. It can also hinder you from destroying enemy anti-aircraft units.

This is not possible with anti-tank and infantry packages. Even an enemy tank can be blocked, or at

least contained and isolated, but not long range artillery. I reckon that artillery causes the most point

losses, especially if it fires at my own artillery.

The consequence is to contain enemy tanks and go for artillery at first. Stay out of spotting range as

much as you can, but then – when you are ready and filled up – move all units at once and attack

with all you got. And if you cannot reach the artillery to destroy it, suppress it at least.

In many cases I have found myself in a situation where the only thing I could do is to offer the AI as

many targets as possible to shoot at while moving everything in range I had. However, the AI tries to

pick off your most expensive unit.

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In this case, I would regroup and shift the long range artillery ono hex towards the upper left next to

the town. The flak goes to the place of the tank to the right, the pioneers go the place of the flak, the

tank moves to the left. Then, move the recon backwards, and stay out of spotting range.

The alternative would be to attack the center or left side. Contain the tanks at the right – but do not

move your flak within the range of the enemy artillery. Try to destroy the antitank gun at first.

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List of Changes

Infantry

Light Infantry

Units: Infanterie, 43 Infanterie, Jäger Infanterie, PzFaust and PzSchreck Infanterie

New Units:

Jäger: Infantry with higher movement and increased spotting range, available 01.01.1935

PzFaust Infanterie: Anti-Tank Infantry, available 01.09.1943

PzSchreck Infanterie: Anti-Tank Infantry, available 01.04.1944

Changes:

Normal Units: Elite Units: SE Units:

Infanterie : Cost -7 form 127 to Initiative +1 Initiative +1

120 Soft Attack +1 Soft Attack +2

43 Infanterie : Cost -7 form 187 Hard Attack +3

180 Movement +1 (except Jäger) Movement +1 (except Jäger)

Air Defense +1 (only for Jäger) Air Defense +1 (only for Jäger)

Ground Defense +1 (only for Ground Defense +1 (only for

Jäger) Jäger Inf)

Close Defense +1 Close Defense +1

Ammo +1 Ammo +1

Costs +50%, max. +120 Costs +20%, max. +40

Fallschirmjäger

Units: Fallschirmjäger, Fallschirmjäger 43

Changes:

Normal Units: Elite Units: SE Units:

Fallschirmjäger: Initiative +1 Initiative +1

Ground Defense +2 from 5 to 7 Soft Attack +1 Soft Attack +2

Cost +30 from 140 to 170 Hard Attack +3

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. +120 Costs +20%, max. +40

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Cavalry

Units: Kavallerie, Kavallerie 43

New Units:

Kavallerie 43: advanced Cavalry, with Reconmove

Changes:

Normal Units: Elite Units: SE Units:

Kavallerie Initiative +1 Initiative +1

added Reconmove Soft Attack +1 Soft Attack +2

Hard Attack +2

Movement +1

Ground Defense +2 Ground Defense +2

Close Defense +1 Close Defense +1

Ammo +1 Ammo +1

Costs +50%, max. +120 Costs +20%, max. +40

Motorcycle Infantry

Units: Kradschützen, Kradschützen 43

New Units:

Kradschützen 43: advanced Kradschützen, with Reconmove

Changes:

Normal Units: Elite Units: SE Units:

Kradschützen Initiative +1 Initiative +1

added Reconmove Soft Attack +1 Soft Attack +2

Hard Attack +3

Cost +30 from 147 to 177 Movement +1 Movement +1

made available in 1939 (29.04.1939) Close Defense +1 Close Defense +1

movement type car Ammo +1 Ammo +1

Costs +50%, max. +120 Costs +20%, max. +40

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Pioniere Infantry

Units: Pioniere, Pioniere 43, Sturmpioniere, Sturmpioniere 43, Kommando, Kommando 43

New Units:

Sturmpioniere: Advanced pioneers with boats; can cross rivers in one move (available 30.06.1939)

Pioniere 43: advanced Pioniere with better attack values

Kommando: Advanced engineer, airborne unit, reconmove, very expensive, available 01.12.1937

Kommando 43: as above, refined and very expensive airborne unit, available 01.01.1943

Changes:

Normal Units: Elite Units: SE Units:

none Initiative +1 Initiative +1

Soft Attack +1 Soft Attack +2

Hard Attack +1 Hard Attack +3

Close Defense +1 Close Defense +1

Ammo +1 Ammo +1

no Kommando Units no Kommando Units

Costs +50%, max. +120 Costs +20%, max. +40

Gebirgsjäger Infantry

Units: Gebirgsjäger, Gebirgsjäger 43

Changes:

Normal Units: Elite Units: SE Units:

none Initiative +1 Initiative +1

Soft Attack +1 Soft Attack +2

Hard Attack +3

Ground Defense +1 Ground Defense +1

Air Defense +1 Air Defense +1

Close Defense +1 Close Defense +1

Ammo +1 Ammo +1

Costs +50%, max. +120 Costs +20%, max. +40

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Grenadiere

Units: Grenadiere, 43 Grenadiere, 44 Grenadiere

New Units:

44 Grenadiere: Anti-Tank Infantry, available 01.10.1943

All Grenadiere: can switch to Grenadiere Nest, better defense, movement 1

Changes:

Normal Units: Elite Units: SE Units:

None Initiative +1 Initiative +1

Soft Attack +1 Soft Attack +2

Hard Attack +1 Hard Attack +3

Ground Defense +1 Ground Defense +1

Close Defense +1 Close Defense +1

Ammo +1 Ammo +1

Costs +50%, max. +120 Costs +20%, max. +40

Bridge Engineers

Units: Brückenpioniere

New Units:

Brückeninfanterie: better Brückenpioniere, available 01.01.1935

Brückeninfanterie 43: as above, available 01.01.1943

Brückengrenadiere: better Brückenpioniere, available 01.01.1940

Brückengrenadiere 43: s.o., verfügbar 01.01.1943

Changes:

Normal Units: Elite Units: SE Units:

None Initiative +1 Initiative +1

Soft Attack +1 Soft Attack +2

Hard Attack +2

Ground Defense +1 Ground Defense +2

Air Defense +1 Air Defense +1

Close Defense +1 Close Defense +1

Costs +50%, max. +120 Costs +20%, max. +40

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Tanks

Tanks

Units: all Tanks

New Units:

Panzer IIA: early version of Panzer II tank, available 01.07.1937

Panzer IIE: faster version of Panzer II tanks, car movement, available 01.05.1938

Panzer IIG: refined version of Panzer II tank, available 01.04.1941

Panzer IIIA: early version of Panzer III tank, available 01.12.1938

Panzer IVC: early version of Panzer IV tank, available 01.09.1938

Panzer III M Schürzen: tank with better close defense, available 29.11.1943

Panzer 35(t): light Tank, available 28.04.1939

Flammpanzer 38 (t): alternative Flametank, available 01.11.1944

Tiger I: increased hard attack, +1 from 17 to 18

Changes:

Normal Units: Elite Units: SE Units:

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 +2

12 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%

Costs +60%, max. +240 Costs +20%, max. +100

Recon Units

Recon Units

Units: all Recon Vehicles

New Units:

SdKfz 251/10 3.7cm Pak, light Anti-Tank Recon, available 02.04.1940

KdF 82 Kubelwagen, light recon car, movement type car, available 01.09.1940

Schwimmwagen: light recon car, can cross rivers, available 01.09.1942

Changes:

Normal Units: Elite Units: SE Units:

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 +1

12 Ground Defense +1 Ground Defense +1

Panzer II Luchs: Rate of Fire +2 from Movement +1 Movement +1

10 to 12

Costs +50%, max. +200 Costs +20%, max. +100

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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 43-41

New Units:

3.7cm Pak 36 (Fj): Light anti-tank gun for paratroops

Changes:

Normal Units: Elite Units: SE Units:

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

decreased prices of various units Soft Attack +1 Soft Attack +1

Camo trait (cannot be seen except Movement +1 for 7.5cm and Movement +1 for 7.5cm and

when enemy unit is right next to it) 8.8 cm Pak 43-41 8.8 cm Pak 43-41

Ground Defense +1 Ground Defense +1

Artillery mode for 7.5cm Pak 40, Ammo +1 Ammo +1

Range 1 Rate of Fire +20% Rate of Fire +20%

Artillery mode for 8.8cm Pak 43-41,

Range 2 Costs +50%, max. +200 Costs +20%, max. +100

Light Anti-Tank Vehicles

Light Anti-Tank Vehicles

Units: Panzerjäger I, Marder Series, SdKfz 251/22 7.5cm Pak, SdKfz 8.8cm

New Units:

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

Changes:

Normal Units: Elite Units: SE Units:

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. +250 Costs +20%, max. +100

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Heavy Anti-Tank Vehicles

Heavy Anti-Tank Vehicles

Units: Jagdpanther, Elefant, Nashorn, Jagdtiger, 12,8cm PzSelbstfahrlafette

New Units:

12,8cm PzSelbstfahrlafette: Heavy anti-tank vehicle with artillery switch

Changes:

Normal Units: Elite Units: SE Units:

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%

Costs +50%, max. +250 Costs +20%, max. +100

Assault Guns

StuG Assault Guns (Sturmgeschütze)

Units: StuG (all types) and StuH 42

Changes:

Normal Units: Elite Units: SE Units:

anti-tank StuGs can be switched to Changes of normal units and: Changes of normal units and:

light artillery (range 1).

artillery StuGs can be switched to

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 (01.05.1940). Air Defense +1 Air Defense +1

Ammo +1 Ammo +1

Fortkiller trait for all. Rate of Fire + 20% Rate of Fire + 20%

Camouflage for all, but only in

anti-tank mode. Costs +50%, max. +250 Costs +20%, max. +100

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Hetzer and Jagdpanzer

Hetzer and Jagdpanzer

Units: Hetzer, Hetzer Schürzen, Jagdpanzer IV/48 and IV/70

New Units:

Hetzer (Schürzen): Anti-tank vehicle with better close defense.

Changes:

Normal Units: Elite Units: SE Units:

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%

Costs +50%, max. +250 Costs +20%, max. +100

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Artillery Units

Artillery

Units: All artillery units (except StuGs and StuH 42)

New Units:

7.5 cm le IG 18: light version of 7.5cm gun, can parachute, available 15.03.1935.

7.5 cm Geb.G. 36 (Gebirge): Mountain version of 7.5cm gun; available 15.03.1939.

10.5 cm GebH 40 (Gebirge): Mountain version of 10.5cm gun, available 15.03.1942.

15 cm sIG 33: Towed version of Sturmpanzer I gun; range is 2; available 01.01.1934.

sIG 33 II (Sf): better artillery vehicle for 15cm gun; available 08.11.1941.

Sturmtiger: mobile siege artillery; ignores entrechment (meng trait); available 01.10.1943.

Sturminfanteriegeschütz 33B: mobile precursor of Brummbar artillery; available 01.10.1942.

Changes:

Normal Units: Elite Units: SE Units:

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 +2

and Karl-Gerät, Gustav and 280mm. Soft Attack +1 Soft Attack +2

Ammo +1 Ammo +1

7.5cm/ 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;

movement +1 of all towed Nblwf

280mm K5: cost +260 from 540 to 800. Costs +50%, max. +250 Costs +20%, max. +100

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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 38

New Units:

3.7 cm FlaK 37 (Fj): Parachute version of 3.7 cm FlaK 37.

Changes:

Normal Units: Elite Units: SE Units:

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 Hard Attack +1

Camo trait in anti-tank mode, Soft Attack +1 Soft Attack +1

which means "invisibility" Air Attack +1 Air Attack +1

Air Defense +1 Air Defense +1

Movement +1 Ground Defense +1 Ground Defense +1

Close Defense +1 Close Defense +1 Close Defense +1

Rate of Fire +20% Rate of Fire +20%

Costs +50%, max. +200 Costs +20%, max. +100

Anti-Air Vehicles

Anti-Air Vehicles

Units: All anti-air vehicles.

New Units:

3.7cm FlaK Opel Blitz: 3.7cm flak on truck, available 05.04.1939.

SdKfz 251D 2cm Flakdrilling, 2cm triple flak on halftracks, available 03.04.1943.

Mbenz 2cm Flakvierling, quadruple flak on truck, available 07.03.1940.

8.8 cm FlaK 36 Eisenbahn, 8.8cm Flak on trains, available 27.05.1939.

12.8 cm FlaK 40 Eisenbahn, 12.8cm Flak on trains, available 01.01.1944.

Luftwaffenwagen: can build improvised airstrips for fighters and fighter-bombers. Not available

as elite or SE unit.

Changes:

Normal Units: Elite Units: SE Units:

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. +200 Costs +20%, max. +100

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Heavy Flak Guns

8.8cm and 12.8cm Flak

Units: 8.8cm Flak 36 and 12.8cm Flak 40

Changes:

Normal Units: Elite Units: SE Units:

8.8cm 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. +200 Costs +20%, max. +60

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Land Transports

Land Transport-Fahrzeuge

Einheiten: Sämtliche Transportfahrzeuge.

Neue Einheiten:

le Feldwagen Hf1: Leichtes Pferdegespann; Bewegungsart Pferd, Bewegung 4.

Maultiere (Gebirge): Maultiergespann für Gebirgseinheiten; Bewegungsart Gebirge, Bewegung 4.

s Feldwagen Hf2: Mittleres Pferdegespann; Bewegungsart Auto, Bewegung 4.

Stahlfeldwagen Hf7: Mittleres Pferdegespann auf Reifen, Bewegungsart LKW, Bewegung 6.

SdKfz 6: billiger Halbkettenschlepper, Bewegung 5, ab 01.01.1935

SdKfz 8: teurer Schwerlastschlepper, Bewegungsart Panzer, Bewegung 7, ab 01.01.1936.

SdKfz 9: guter Schwerlastschlepper, Bewegungsart Panzer, Bewegung 6, ab 01.01.1936.

SdKfz 10: schnelles Halbkettenfahrzeug, Bewegung 8, verfügbar 01.01.1938.

SdKfz 11: mittlers Halbkettenfahrzeug, Bewegung 6, verfügbar 01.01.1938.

SWS: schweres Allzweck-Halbkettenfahrzeug, mit leichter Panzerung, verfügbar 01.12.1943.

Einheits-PKW: Auto für leichte Lasten; Bewegungsart LKW; verfügbar 01.01.1936.

Kübelwagen: Schnelles Fahrzeug für leichte Einheiten; Auto Bewegung; verfügbar 01.09.1940.

Schwimmwagen: Auto für Truppenbewegeung, kann Flüsse überschreiten, verfügbar ab 01.09.1942

MBenz L4500: Besserer LKW, Bewegung 9, verfügbar 01.12.1940.

Opel Maultier: Halbkettenfahrzeug für mittlere Lasten, Bewegung 6, verfügbar 01.01.1942.

MBenz L4500 Maultier: besseres Halbkettenfahrzeug, Bewegung 7, verfügbar 01.01.1942

Steyr RSO-3: Mittleres Kettenfahrzeug, Bewegungsart Panzer, Bewegung 5, verfügbar 01.08.1943.

Sturmbootwagen: Spezialtransport für Sturmpioniere, kann Flüsse überschreiten.

Veränderungen:

Normale Einheiten: Elite Einheiten: SE Einheiten:

nur für SdKfz 251/1 and 250/1 nur für SdKfz 251/1 and 250/1

SdKfz 251/1:

kann nur von Infanterie benutzt Initiative +1 Initiative +2

werden, und leichter Artillerie, Weiche Ziele +1 Weiche Ziele +1

außer Brückenpioniere. Bodenvert. +1 Bodenvert. +2

SdKfz 250/1: Luftvert. +1 Luftvert. +2

kann nur von Infanterie benutzt Treibstoff +10 Treibstoff +10

werden, und leichter Artillerie,

außer Brückenpioniere.

Werte dieser Einheiten erhöht:

Boden- und Luftverteidigung und

Weiche Ziele + 1

alle Preise bleiben gleich alle Preise bleiben gleich

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Elite Air Units

Fighters

Units: All fighters.

Changes:

Normal Units: Elite Units: SE Units:

None. Initiative +2 No SE units available.

Air Attack +2

Soft Attack +1

Hard Attack +1

Ground Defense +1

Air Defense +2

Ammo +1

Spotting +1

Movement +1

Costs +50%, max. +200

Fighter-Bombers

Units: All fighter-bombers.

New Units:

Fieseler Storch 156: recon plane without need for an airfield, available 01.12.1937

Fieseler Storch 256: better recon plane without need for an airfield, available 01.12.1942

Normal Units: Elite Units: SE Units:

None. Initiative +1 No SE units available.

Soft Attack +2

Hard Attack +2

Naval Attack +2

Air Attack +1

Ground Defense +2

Air Defense +2

Munition +1

Movement +1

(no Fieseler Storch available)

Costs +50%, max. +200

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Bombers

Units: Bombers.

New Units:

Ju 88 C2: bomber with basic air attack capability, available 01.07.1940

Ju 88 C6: bomber with basic air attack capability, available 01.07.1942

Normal Units: Elite Units: SE Units:

None. Initiative +1 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. +200

No Changes for Immobile Units

There are no changes regarding ships and immobile land units such as strongholds or forts.

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60

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.

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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:

0000 - 1699: PzCorps unmodded game units

1700 - 1999: Expanded Italian unit data

2000 - 3999: Elite Units Mod

4001 and up: Multipurpose units pack divided by country:

4001 - 5000: Germany (flag 0)

5001 - 6000: Great Britain (flag 1)

6001 - 7000: USA (flag 2)

7001 - 8000: Soviet Union (flag 3)

8001 - 9000: France (flag 4)

9001 - 10000: Italy (flag 5)

10001 - 11000: Poland (flag 6)

11001 - 12000: Belgium (flag 7)

12001 - 13000: Low Countries (flag 8)

13001 - 14000: - (Unused flag slot 9)

14001 - 15000: - (Unused flag slot 10)

15001 - 16000: Slovakia (flag 11)

16001 - 17000: Luxembourg (flag 12)

17001 - 18000: Hungary (flag 13)

18001 - 19000: Romania (flag 14)

19001 - 20000: Bulgaria (flag 15)

20001 - 21000: Yugoslavia (flag 16)

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21001 - 22000: Greece (flag 17)

22001 - 23000: Canada (flag 18)

23001 - 24000: New Zealand (flag 19)

24001 - 25000: Australia (flag 20)

25001 - 26000: Training Germany (flag 21)

26001 - 27000: Germany (flag 22)

27001 - 28000: Norway (flag 23)

28001 - 29000: - (Unused flag slot 24)

29001 - 30000: Free Poland (flag 25)

30001 - 31000: Free France (flag 26)

31001 - 32000: - (Unused flag slot 27)

32001 - 33000: - (Unused flag slot 28)

33001 - 34000: South Africa (flag 29)

34001 - 35000: 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)

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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)