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Ash and shadows mod wargame red dragon turkey
Ash and shadows mod wargame red dragon turkey









HEAT then becomes more efficient again once AP exceeds target armor by more than 10. KE weapons are then the most efficient choice when AP is 2-10 points higher than target armor. They'll still mince top armor 0 targets however.ĥ) HEAT weapons will have a slight damage advantage over KE weapons of the same AP when AP = target armor, +/-1. I've been able to put in a different damage curve for this region, so cluster munitions in particular will be useful against the toughest super-heavies, without becoming stupidly OP vs all other targets. Hummer's and similar armored cars can get upgraded to armor 1 without suddenly becoming OP, and being desirable over armor 0 due to their improved survivability against HMG's.Ĥ) Top attack weapons have been given their own special part of the HEAT damage table. As a result I'll be able to add in some anti-material sniper rifles and give 12.5mm and 14.7mm HMG's an AP of 1 (M2's, DshKs and NSVT's) Medium tanks will rule over IFV's, but IFV's will still be able to do significant damage to mediums at close range, especially from the sides and rear with the improvements to auto-cannons and HMG's.įights between IFV's should also be more interesting, with auto-cannons and HMG's all being viable weapons against targets with Armor values 4-10. Now, when AP = AR you'll be doing 2.5 dmg, 2 dmg when AP is one lower, 1dmg when 2 lower, and 0.5dmg when 3 lowerģ) The low end of the KE chart is now a little more viable. Previously, KE weapons stopped doing damage above AP = Target armor.

ash and shadows mod wargame red dragon turkey

Heavy tanks will feel a little more survivable, while superheavies get about 50% tougher while still being vulnerable to weaker weapons in large numbers (unlike previously where most non-superheavy opponents couldn't do damage to them at all)Ģ) Under-powered KE weapons will no longer be so useless when used en-mass on heavy targets. As an approximate rule, tanks now carry a weapon with an AP 1 higher than the frontal armor of a target of equivalent role and era, where-as previously, comparable tanks typically had a parity of AP and frontal armor.ġ) Hits-to-kill should feel approximately the same for medium tanks. I've given across the board buffs to vehicles that had Armor values below 12-15 (improving the armor values of most IFV's) and raised the AP values of most KE weapons by 1. This also couples with more HP for units previously it was a 1 pt increase per +175m closer to the target, now it's +1pt per 350m. Allow me to demonstrate with graphsĪdditionally, the damage rise with reduced range to target had been halved. There will then need to be a lot of fine tuning for balance points cost, number of cards, units per card and deck specialization.įor Ash and Shadows v2.0 I've made a considerable overhaul to the damage system. Most nations have their finalized units by now, with the occasional hold out that I've either fogotten about or don't know what to do about.

ash and shadows mod wargame red dragon turkey

A stunned plane is very likely a dead plane now.īy 'Core unit changes' I mean Unit name, card icon, weapons, ammo and basic stats like armor, hit points, speed and autonomy. (This one is going to be tricky to get right too slow and they never score a hit, too fast and you can't readily avoid them)

ash and shadows mod wargame red dragon turkey

Top tier SAMs should now worry the shit out of you. I'm doing this to move away from the 'Acquisition RADAR' attempt of approximating the panic inducing nature of flying in unfriendly skies, and transferring that experience to you, the player. Top end SAMs are now very damaging and very accurate, but very slow they'll one shot any non-armored aircraft, but are dodgeable if you spot the missile in time. Helos now all have medium stealth or better, unless they're very large in size You'll need the DLC's if you want to play with the Israeli, Indian, UANSUAR and Yugoslav units, but this version won't crash if you have DLC units in your decks. The 2.52 version is now available for download. Export copies of your decks or make a back up of your WG Profile if you want to get around this. Keep in mind, installing and uninstalling the mod will kick unit cards out of your existing decks in the armory due to the changes in availability slots.

ash and shadows mod wargame red dragon turkey

Reminder Its always a good idea to back up your existing NDF_win and ZZ_win files in case you break something











Ash and shadows mod wargame red dragon turkey