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Steam News17 June 20233y ago

Update 1.0.5.1: Combat Overhaul 1

Greetings! We are ready to release Combat Overhaul 1! If you have been playing the experimental branch this release is fairly similar to what you've been playing with for the last 2 weeks with a couple major changes.

In this update3

Full notes

Full Combined Arms Operations Series update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Greetings! We are ready to release Combat Overhaul 1! If you have been playing the experimental branch this release is fairly similar to what you've been playing with for the last 2 weeks with a couple major changes. Notably the addition of the revised Gazala scenario and reversion of changes to combat movement cost. If you haven't played the experimental branch then get ready to enjoy automated replacement and some fun changes to combat that open up new tactical opportunities.

What changed

0 fixes6 additions5 changes1 removal
  • Gameplay
  • Server
  • Balance
  • Maps
addedGreetings! We are ready to release Combat Overhaul 1! If you have been playing the experimental branch this release is fairly similar to what you've been playing with for the last 2 weeks with a couple major changes. Notably the addition of the revised Gazala scenario and reversion of changes to combat movement cost. If you haven't played the experimental branch then get ready to enjoy automated replacement and some fun changes to combat that open up new tactical opportunities.
changedAutomated ReplacementUnits now automatically draw replacements from the global pool while connected to the supply network. Percent of total strength drawn per turn varies according to the following conditions:
changedAnti-Tank Combined Arms Suppression:Suppressing over 50% of enemy armor in a combat reduces their armor contribution to the combined arms modifier proportionally. Massing substantial AT capabilities is FAR more important now. Moreover, somewhat gamey strategies of using a single company of armored cars to gain armored combined arms will now only work against opponents with very poor AT.
changedCombat order changes:During this update's experimental phase we tested increasing movement cost to initiate combat but we have reverted this change for the moment. Increasing combat movement cost produced the desired results of slowing down combat for armor/mechanized combat in flat terrain. However, the effect was excessive on maps with rougher terrain and caused mixed stacks of armor and infantry to become de-synchronized and attack on alternating impulses without supporting each other far too often.
addedUpdated Gazala Line Scenario:We have updated the Gazala Line scenario with new order of battle details provided by community member and prolific historical researcher, Brad Hunter, and further revisions of our own.
addedUpdated Gazala Line Scenario:Added Kampfgruppe Burkhardt, a Fallschirmjager battlegroup stationed at Martuba airfield for a planned aerial assault that was never launched. The unit remains static for the entire game and will play a more crucial role in a future expanded scenario variant.

Combined Arms Operations Series changes

addedGreetings! We are ready to release Combat Overhaul 1! If you have been playing the experimental branch this release is fairly similar to what you've been playing with for the last 2 weeks with a couple major changes. Notably the addition of the revised Gazala scenario and reversion of changes to combat movement cost. If you haven't played the experimental branch then get ready to enjoy automated replacement and some fun changes to combat that open up new tactical opportunities.
changedUnits now automatically draw replacements from the global pool while connected to the supply network. Percent of total strength drawn per turn varies according to the following conditions:
changedSuppressing over 50% of enemy armor in a combat reduces their armor contribution to the combined arms modifier proportionally. Massing substantial AT capabilities is FAR more important now. Moreover, somewhat gamey strategies of using a single company of armored cars to gain armored combined arms will now only work against opponents with very poor AT.
changedDuring this update's experimental phase we tested increasing movement cost to initiate combat but we have reverted this change for the moment. Increasing combat movement cost produced the desired results of slowing down combat for armor/mechanized combat in flat terrain. However, the effect was excessive on maps with rougher terrain and caused mixed stacks of armor and infantry to become de-synchronized and attack on alternating impulses without supporting each other far too often.
addedWe have updated the Gazala Line scenario with new order of battle details provided by community member and prolific historical researcher, Brad Hunter, and further revisions of our own.

System Improvements:

Automated Replacement

Units now automatically draw replacements from the global pool while connected to the supply network. Percent of total strength drawn per turn varies according to the following conditions:

  • Units in supply and in contact with enemy zone of control replace up to 1% of total unit strength per turn.

  • Units not in contact with enemy zone of control replace up to 2% of total unit strength per turn.

  • Units in Rest and refit replace up to 7% of total unit strength per turn.

Replacement priority can be set on a per-unit basis with the priorities being: High, Medium, Low, None. Units Veteran and above default to high. Experienced and Trained units default to medium. Recruit units default to low, and Conscript or below units to none.

Note: Replacements drawn do not increase cohesion, so even in cases where daily strength loss can be replaced, cohesion loss will still degrade a unit’s combat capability.

Anti-Tank Combined Arms Suppression:

Suppressing over 50% of enemy armor in a combat reduces their armor contribution to the combined arms modifier proportionally. Massing substantial AT capabilities is FAR more important now. Moreover, somewhat gamey strategies of using a single company of armored cars to gain armored combined arms will now only work against opponents with very poor AT.

Combat order changes:

During this update's experimental phase we tested increasing movement cost to initiate combat but we have reverted this change for the moment. Increasing combat movement cost produced the desired results of slowing down combat for armor/mechanized combat in flat terrain. However, the effect was excessive on maps with rougher terrain and caused mixed stacks of armor and infantry to become de-synchronized and attack on alternating impulses without supporting each other far too often.

  • Attack orders now impact a 3-hex arc, instead of the former 6-hex circle.

Updated Gazala Line Scenario:

We have updated the Gazala Line scenario with new order of battle details provided by community member and prolific historical researcher, Brad Hunter, and further revisions of our own.

  • Axis:

  • Added Kampfgruppe Burkhardt, a Fallschirmjager battlegroup stationed at Martuba airfield for a planned aerial assault that was never launched. The unit remains static for the entire game and will play a more crucial role in a future expanded scenario variant.

  • Added Kampfstaffel des DAK assets to Afrika Korps HQ.

  • Added various German rear-area AA units.

  • Added additional 5cm PaK 38 and 2.8cm PaK 41 AT guns to German Schutzen battalions that were previously omitted.

  • Revised Kampfgruppe Hecker and Kiehl organizations to completely account for captured equipment operated by the battlegroups.

  • Revised German Brandenburg commando organization at the battle. In practice this replaces 4 commando squads per company with pioneers and adds 2.8cm PaK 41s.

  • Moved Kampfgruppe Hecker to its historical staging zone for amphibious landings across the Gulf of Bomba that were never carried out. The unit remains immobile for 3 turns to represent the historical confusion the Kampfgruppe experienced due to receiving repeated orders to embark and unload before being committed as a ground asset.

  • Removed erroneous

Source

Steam News / 17 June 2023

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