This read me document is the final version of all previous
read me documents that have been written. It will detail a table
by table, and column by column description of what columns and/or
rows were adjusted in the table set for Close Combat 3: The
Russian Front. Due to the nature of the tables and their
relationships to each other, lower level tables are presented
first to make ease of understanding possible. In all instances
where a vehicle or team was removed or replaced in the
GETeams.txt or RUTeams.txt tables, the original information in
the Soldiers.txt, Weapons.txt and Vehicles.txt tables was
retained and not removed to allow players the ability to reinsert
those outside of this modification table set.
TABLE OF CONTENTS PAGE
INTRODUCTION 2
HISTORICAL REALISM, ACCURACY AND THE TEAMS TABLES 2
SOLACTN.TXT - THE SOLDIERS ACTIONS TABLE 3
GENAMES.TXT - THE GERMAN NAMES TABLE 3
RUNAMES.TXT - THE RUSSIAN NAMES TABLE 3
ELEMENTS.TXT - THE TERRAIN AND ASSOCIATED VALUES TABLE 3
SOLDIERS.TXT - THE INDIVIDUAL SOLDIER TYPE TABLE 3
WEAPONS.TXT - THE INDIVIDUAL WEAPON TYPE TABLE 4
VEHICLES.TXT - THE INDIVIDUAL VEHICLE TYPE TABLE 6
GETEAMS.TXT - THE GERMAN TEAMS TABLE 8
RUTEAMS.TXT - THE RUSSIAN TEAMS TABLE 10
GAME PLAY ISSUES 12
SOURCES USED 13
INTERIM RELEASE NOTES 14
WHO CONTRIBUTED 14
Introduction
The original premise behind the "Realred" project was
to create a more realistic set (or version) of game data that met
a minimum level of historical accuracy while maintaining gameplay
balance within the CC3: The Russian Front Game System. While
there are a wide variety of sources on WW2 history, these sources
all succumb to a basic set of "facts" regarding armor
thickness, slope, engine performance, speed, etc.
Early on in the design process of Realred, it was realized that
in order to fully address game play balance, a fundamental flaw
in the teams design needed to be corrected: that of historical
realism. The following is a final summary of what Realred has
attempted, and what it has accomplished.
Historical Realism, Accuracy and the Teams Tables
Several historical imbalances were addressed when creating a more
historical force mix for both the German side and the Russian
side in CC3. To properly understand a subtle weakness in the
developer provided teams, players must realize that there is a
clear difference in the design concept of the German team mix and
the Russian team mix. This design mix is in part related to the
"doctrine" that each army was designed around during
WW2.
In CC3, the German player is presented a force mix of teams from
3 separate branches of unit. Heer (regular) troops, SS troops and
Fallschirm troops. Historically speaking each military branch
often competed with the others for equipment during refit and in
some cases actually had special weapons manufactured entirely for
their cadre. Being in one branch or the other was a process of
where the soldier was assigned upon entering service and only in
the very rarest of cases were branch transfers allowed.
Unlike the German Army, the Soviet Army was patterned around an
"experience" concept. All units were considered normal
and equal. As units gained in combat experience, they would be
promoted to "Guards" status and ultimately to
"Desant" status to indicate their level of expertise.
Guards and Desant units almost always had first choice for refit
and reissue when new equipment became available.
To properly outfit the German teams list, Atomic had to make use
of near 90% of the available rows in the GETeams table. This
generally meant a literal overlap of equipment with each branch
having the availability of the same tank or gun. In the attempt
to provide the players with the ability to fight the war as one
of three branches, Atomic made a critical error. A player is only
allowed to requisition SS or Fallschirm troops once the
"human" player reaches a certain level of success. Any
experienced player will quickly find that it is impossible to
achieve the experience necessary in 1941 to request SS of FJ
troops. Likewise, it is a rare player who excels such that they
can request Fallschirm troops in 1942. In the attempt to create a
generous team mix, Atomic put into the tables, teams that a
player has no hope of purchasing. Again, things like 1941 SS and
FJ units.
The Russian teams mix interesting enough suffers from the
opposite problem. Due to the linear nature of experience and
promotion within the game, the requisition of Guards and Desant
units works quite well. However instead of using the wide number
of team slots possible, Atomic developed a "core" of
regular units, then cloned them for Guards and Desant status;
stopping at a force mix of only half of the available slots
possible.
And surprising enough, where Atomic made a real effort to provide
"fun" units (even at the expense of historical
accuracy) for the Germans, Atomic likewise failed to provide some
of the more interesting teams and units available to the Russians
during WW2; including a wider variety of lendlease vehicles
(beyond the 2 currently included).
Before we discuss this correction of historical realism, we will
outline the changes in the base tables in the "Realred"
data.
Solactn.txt - The Soldiers Actions Table
* Solactn.txt required no discernable adjustments or changes and
has been left intact in the original form.
GENames.txt - The German Names Table
Column Changes
* GENames.txt is a single column of German family surnames. While
technically correct, many of the names provided seemingly
appeared "foreign" in spelling. With the assistance of
a native German speaker, each name in this table was checked for
spelling and a proper German spelling using the German alphabet
provided.
RUNames.txt - The Russian Names Table
Column Changes
* RUNames.txt is a single column of Russian family surnames.
While technically correct, many of the names provided seemingly
appeared "foreign" in spelling. With the assistance of
a native Russian speaker, each name in this table was checked for
spelling and a proper Russian spelling using the Latin alphabet
provided.
Elements.txt - The Terrain and Associated Values Table
Column Changes -All columns at minimum were checked to insure
that values contained were within the limits as defined by the
table definition. Columns not identified were found acceptable
within game limits.
* Column D - Cover Prone - Values for terrain types were
increased marginally to provide better protective value for
infantry.
* Column H - Protection Prone - Values for terrain types were
increased marginally to provide better protective value for
infantry.
* Column AC - Bog Chance - Values for terrain types were increase
marginally so that armor is more affected when trying to move
through hindering terrain such as woods.
Soldiers.txt - The Individual Soldier Type Table
Column Changes -All columns at minimum were checked to insure
that values contained were within the limits as defined by the
table definition. Columns not identified were found acceptable
within game limits. A total of 25 new soldier types have been
added to fill out various teams and vehicles in a more historical
manner.
* Column A - Description - Descriptions have been adjusted to
reflect a more "correct" name for the soldier type.
Row Changes
* Row 10 - 50mm Mortar RU - Ammo counts adjusted to reflect the
new clip version for mortar use.
* Row 16 - 82mm Mortar RU - Ammo counts adjusted to reflect the
new clip version for mortar use.
* Row 17 - 8cm Mortar GE - Ammo counts adjusted to reflect the
new clip version for mortar use.
* Row 38 - Panzerbchse39 GE - Ammo counts adjusted to
reflect the new clip version.
* Row 39 - PzB39/GewPzG/MP40 GE - Ammo counts adjusted to reflect
the new clip version of the PzB39. HE rounds are now HEAT rounds.
Armed the soldier with an MP40 instead of pistol for backup.
* Row 40 - PzB39/GewPzG/MP40 GE - Ammo counts adjusted to reflect
the new clip version of the PzB39. HE rounds are now HEAT rounds.
Armed the soldier with an MP40 instead of pistol for backup.
* Row 41 - PTRD RU - Ammo counts adjusted to reflect the new clip
version.
* Row 60 - 50mm Mortar GE - Ammo counts adjusted to reflect the
new clip version for mortar use.
Additional Rows Inserted
* Row 66 - Crew MG34 - GE -This soldier carries the crew supplied
MG34 when the vehicle is abandoned (provided he isn't killed).
* Row 67 - Vehicle Crew - RU - This soldier is a special
crewmember for Russian tank destroyers only. They were armed with
SMGs and hand grenades for self defense in the event they had to
abandon the tank destroyer.
* Row 68 - Team Leader - GE - This soldier is a special
crewmember for German armored vehicles and heavy weapons teams.
German armored vehicles were provided an MP40 as part of the crew
personal weapons complement. The MP40 is assigned specifically to
the crew leader with a hand grenade.
* Row 69-73 - Gun Crew - GE&RU - Additional soldiers with
varying weapons for gun crews
* Row 74-75 - Team Leader - GE&RU - Armed with Stg44 or PPS43
for late war teams
* Row 76 - Gun Crew - GE - MP40 armed gun crew
* Row 77-80 - Gewehr.43 - GE - Soldier armed with G.43 and
panzerfausts
* Row 81 - MP40/Grenade Bundle - GE - Stosstruppen Soldier
* Row 82-86 - Team Leader - GE&RU - A variety of other team
leader and weapons combinations
* Row 87-88 - Vehicle Crew - GE - Vehicle Crew members with rifle
or mp40
* Row 89 - Panzerwurfmine - GE - Mid war soldier with Kar98 and
Panzerwurfmine
* Row 90- EfmW.46 - GE - Late war soldier armed with G.43 and
EfmW.46
* Row 91 - PPSh41/M95 - RU - Russian Tank Destroyer Leader
* Row 92 - Armored PPS43 - RU - Russian Heavy Assault Engineers
* Row 93 - Armored PPSh41/Molotov - RU - Russian Heavy Assault
Engineers
* Row 94 - Armored Team Leader - RU - Russian Heavy Assault
Engineer
* Row 95 - Armored Demo Charge - RU - Russian Heavy Assault
Engineer
* Row 96 - Armored PPSh41/RPG43 - RU - Russian Heavy Assault
Engineer
* Row 97 - M1938/RPG43 - RU - Basic Ground Soldier
* Row 98 - PPSH41/RPG43 - RU - Basic Ground Soldier
* Row 99 - PTRD-41 - GE - Soldier carrying captured Russian AT
Rifle
Weapons.txt - The Individual Weapon Type Table
Column Changes -All columns at minimum were checked to insure
that values contained were within the limits as defined by the
table definition. Columns not identified were found acceptable
within game limits.
* Column A - Description - Descriptions have been adjusted to
reflect a more "correct" name for the weapon type. This
included putting the Russian designation on main guns to insure
matching of correct gun to vehicle.
* Column G - Primary Target - Primary targets were verified and
corrected where needed.
* Column H - Valid Target - Valid targets were verified and
corrected where needed.
* Column I - Chamber Reload Time - These were verified. Mortars
and AT Rifles were adjusted throughout the table to reflect more
realistic rates.
* Column J - Clip Reload Time - These were verified. Mortars and
AT Rifles were adjusted throughout the table to reflect more
realistic rates.
* Column K - Fire Time - These were verified. Mortars and AT
Rifles were adjusted throughout the table to reflect more
realistic rates.
* Column L - Setup Time - These were verified. Mortars and AT
Rifles were adjusted throughout the table to reflect more
realistic rates.
* Column M - Clip Rounds - These were verified. Mortars and AT
Rifles were adjusted throughout the table to reflect
"sets" of fire as opposed to individual round firing.
* Column O - Weapon Weight - These were originally provided only
for personal weapons. Most main guns have their dead weight now
included however this field is only used when calculating weight
for a specific soldier.
* Column P - Clip Weight - These were originally provided only
for personal weapons. Most main guns now include the calculated
clip weight for the weapon (side note: this provides an
interesting perspective as to just how heavy these main gun
rounds were in real life)
* Column U - Bayonet use - These were verified and corrected
where needed for small arms weapons.
* Column AA through AE - Blast Size - These were verified to
insure conformity through all caliber's.
* Column AF through AJ - Blast Radius - These were verified to
insure conformity through all caliber's.
* Column AK through AO - Minimum Range - Mortars (except 120mm)
was adjusted throughout the table to reflect historic (actual
weapon) values. 120mm mortars had min range tweaked down by 30%
so as to not remove them from the game due to range problems. All
main guns had minimum ranges adjusted. Original files provided
only a 5 meter minimum range which is unrealistic. All main guns
under 60mm in size now have a 10-meter minimum range. All main
guns between 60mm and 120mm in size have a 15-meter minimum
range. All main guns over 120mm in size now have a 20-meter
minimum range. This has corrected the problem of the AI moving a
tank up to a building and firing the main gun directly into the
living room. All coax and crew machineguns now have a minimum
range of 8 meters. All bow and rear machineguns have a range of 4
meters. This simulates the height of the weapon on the vehicle
and improves infantry survivability. It also prevents tanks from
doing the same to buildings with the machineguns. All other
personal and light crew weapons were verified to insure
consistency between the values. AT Rifles were adjusted
throughout the table to reflect historic values. Rifle grenades
were adjusted throughout the table to reflect historic values.
* Column AU through AY - Base Accuracy - Vehicle mounted
machineguns base accuracy was reduced by approximately 25% to
represent the restricted field of fire these weapons had due to
sight limitations for all vehicle mounted machineguns. Scoped
sniper rifle base accuracy was reduced by 4% for all sniper
rifles. Mortar base accuracy was reduced by 10% for all mortars.
* Column AZ through BD - Point Blank Range - Mortars was adjusted
throughout the table to reflect historic (actual weapon) values.
AT Rifles were adjusted throughout the table to reflect historic
values.
* Column BE through BI - Close Range - Mortars were adjusted
throughout the table to be 1-meter over Point Blank Range. The
purpose of this was to reduce accuracy by requiring all mortars
to fire rounds in the close range setting for purposes of
"spreading out" the rounds inside the circular area of
effect. Only the 50mm and 80mm mortars are affected by this as
120mm mortars are off the maps at this range. AT Rifles were
adjusted throughout the table to reflect historic values. Rifle
grenades were adjusted throughout the table to reflect historic
values.
* Column BJ through BN - Medium Range - Mortars was adjusted
throughout the table to reflect historic (actual weapon) values.
Only 50mm mortars are affected as all large mortars are off the
map at these range settings. AT Rifles were adjusted throughout
the table to reflect historic values. Rifle grenades were
adjusted throughout the table to reflect historic values.
* Column BO through BS - Long Range - Mortars were adjusted
throughout the table to reflect historic (actual weapon) values
although this doesn't affect any of the mortars in the game as
they are off the map at these range settings. AT Rifles were
adjusted throughout the table to reflect historic values. Rifle
grenades were adjusted throughout the table to reflect historic
values.
* Column BT through CM - Kill Ratings - AT Rifles was adjusted
throughout the table to reflect better game balance values. In
addition, all AP and HEAT values were researched and now have the
historically correct value in place.
* Column CN through DG - Blast Ratings - AT Rifles was adjusted
throughout the table to reflect better game balance values.
* Column DH - Weapon Sounds - AT Rifles were adjusted to sound
like a single shot 20mm. This way, they have a clearly different
audible during game play.
Row Changes - All German 20mm weapons were combined into a single
weapon. All Russian 45mm weapons were combined into a single
weapon. In both cases the performance was near exact and this
freed up the extra rows to add more weapon systems. 15 original
weapons were either combined or removed. 22 new weapon systems
added.
* Row 26 - 100mm BS-3 - this weapon replaces the weapon
previously in this slot
* Row 36 - 105mm leFH18 GE - this weapon replaces the weapon
previously in this slot
* Row 42 - 76mm E-2 - this weapon replaces the weapon previously
in this slot
* Row 52 - Dual 2cm FlaK 38 - this weapon replaces the weapon
previously in this slot
* Row 58 - 15cm L/12 - this weapon replaces the weapon previously
in this slot
* Row 77 - s.PzB.41 - this weapon replaces the weapon previously
in this slot
* Row 78 - 7.5cm L/43 - this weapon replaces the weapon
previously in this slot
* Row 80 - Pzb.39 GE - In addition to clip and reload time
changes, weapon was changed to remove blast values for AP rounds.
* Row 81 - PTRD-41 RU - In addition to clip and reload time
changes, weapon was changed to remove blast values for AP rounds.
* Row 82 - Pzb.39/GewPzG30 GE - In addition to clip and reload
time changes, weapon was changed to remove blast values for AP
rounds. The GewPzG also is represented as a HEAT round now (which
is what it was).
* Row 83 - Pzb.39/GewPzG60 GE - In addition to clip and reload
time changes, weapon was changed to remove blast values for AP
rounds. The GewPzG also is represented as a HEAT round now (which
is what it was).
* Row 86 - 37mm AA - Any - For the Ostwind and the M17 MGMC -
this weapon replaces the weapon previously in this slot
* Row 91 - RPG.43 - RU - this weapon replaces the weapon
previously in this slot
* Row 92 - .30 Cal AA - RU - this weapon replaces the weapon
previously in this slot
* Row 100 - 8.1cm PAW 600 - this weapon replaces the weapon
previously in this slot
* Row 103 - 6 lbr (UK) - this weapon replaces the weapon
previously in this slot
* Row 104 - 37mm (USA) - this weapon replaces the weapon
previously in this slot
* Row 112 - 75mm M3 L/37 (USA) - this weapon replaces the weapon
previously in this slot
* Row 113 - PTRS-41 - this weapon replaces the weapon previously
in this slot
* Row 115 - MG.42 AA - GE - this weapon replaces the weapon
previously in this slot
* Row 116 - Panzerwurfmine 1 - GE - this weapon replaces the
weapon previously in this slot
* Row 117 - EfmW.46 - this weapon replaces the weapon previously
in this slot
* Row 118 - 2 lbr (UK) - this weapon replaces the weapon
previously in this slot
* Row 119 - 76.2mm L-11 for T-34 turrets - this weapon replaces
the weapon previously in this slot
* Row 120 - M1891/30 (Scoped) - this weapon replaces the weapon
previously in this slot
* Row 121 - 7.62 FK 296(r) - this weapon replaces the weapon
previously in this slot
Additional Rows Inserted
* Row 122 - 76.2mm KT-26
* Row 123 - Crew MG.34
* Row 124 -76.2mm F-34 - A duplicated line of row 16 specifically
with reduced reload times for use on the T-34 tank
* Row 125 - Nagant M95 Revolver - The TT33 pistol replaced the
Nagant M95 revolver as the standard issue, military sidearm prior
to WW2. It was found however that the TT33 barrel would not fit
through the firing ports of Russian tanks, so Russian tank crews
were forced to use the Nagant M95 as a standard crew sidearm. The
M95 revolver continued to be produced up to the end of 1945
(information provided by Eric Nagant, great grandson of Leon
Nagant, developer of the M95 revolver). The Nagant M95 is
patterned off of the TT33 with reduced stopping power, a slower
reload rate but marginally improve base accuracy.
* Row 126 - MG.42 Coax - GE - this weapon replaces the weapon
previously in this slot
Vehicles.txt - The Individual Vehicle Type Table
Column Changes -All columns at minimum were checked to insure
that values contained were within the limits as defined by the
table definition. Columns not identified were found acceptable
within game limits. Armor values and slope angles were verified
with the best available sources on hand. 7 original vehicles were
either combined or removed. 37 new vehicles systems added.
* Column A - Description - Descriptions have been adjusted to
reflect a more "correct" name for the vehicle.
* Column F - Vehicle Type - Vehicle types were verified and
corrected where needed.
* Columns G through I - Hull Guns type - Hull gun types were
verified and corrected where needed using historical sources.
* Columns J through L - Hull Guns Exposed to Fire - Hull gun
types were verified and corrected where needed using historical
sources.
* Columns M through O - Hull Guns Fire Angle - Hull gun types
were verified and corrected where needed using historical
sources.
* Columns P through AD - Hull Guns Ammo (clips) - Ammunition
values were verified and # of clips corrected where needed using
historical sources.
* Columns BI through BK - Turret Guns Type - Hull gun types were
verified and corrected where needed using historical sources. 1
new weapon type representing a machinegun for German AFVs is now
in use on those tank destroyers that carried them.
* Columns BL through BN - Turret Guns Exposed to Fire - Hull gun
types were verified and corrected where needed using historical
sources.
* Columns BO through BQ - Turret Guns Fire Angle - Hull gun types
were verified and corrected where needed using historical
sources.
* Columns BR through CF - Turret Guns Ammo (clips) - Ammunition
values were verified and # of clips corrected where needed using
historical sources.
* Column DI - Turret Rotation Rate - These were re-calculated
using Atomic's formula against actual timed values provided from
de-classified post war records.
* Column DN - Vehicle Acceleration - These were re-calculated
using Atomic's formula against actual vehicle tonnage and actual
vehicle engine horsepower using manufacturing records.
* Column DQ - Vehicle Size - These were re-calculated using
Atomic's formula.
* Column DT - Number of Crew - These were verified and corrected
where needed.
* Column DX - Has Gyro - These were verified and corrected where
needed.
* Column DY - Has Schrzen - These were verified and
corrected where needed.
* Column EA - Ground Pressure - This is sort of a subject field.
Data was checked to see that it was applied consistently
throughout all records.
* Columns EN though EP - Vehicle Width, Length & Height -
These were verified and corrected where needed rounding all
fractional values either up or down (this happens to be an
integer field for some reason). These affect the calculation of
Vehicle Size in column DQ
* Column EQ - Max Speed Entry - Determination could not be made
as to how this field is calculated.
Row Changes
* Row 9 - Churchill (UK) - this vehicle replaces the vehicle
previously in this slot
* Row 24 - M17 MGMC - this vehicle replaces the vehicle
previously in this slot
* Row 55 - White Scout Car - this vehicle replaces the vehicle
previously in this slot
* Row 57 - BA-64 - this vehicle replaces the vehicle previously
in this slot
* Row 58 - IS-1 - this vehicle replaces the vehicle previously in
this slot
* Row 68 - Ostwind - this vehicle replaces the vehicle previously
in this slot
* Row 70 - 8.1cm PAW 600 - this vehicle replaces the vehicle
previously in this slot
* Row 76 - Valentine (UK) - this vehicle replaces the vehicle
previously in this slot
* Row 77 - M3 Lee - this vehicle replaces the vehicle previously
in this slot
* Row 80 - Wirblewind - this vehicle replaces the vehicle
previously in this slot
* Row 84 - 122mm M-37 - this vehicle replaces the vehicle
previously in this slot
* Row 85 - Matilda (UK) - this vehicle replaces the vehicle
previously in this slot
* Row 88 - 152mm M-38 - this vehicle replaces the vehicle
previously in this slot
Additional Rows Inserted
* Row 92 - ISU122 - RU - patterned using the SU122 entry
* Row 93 - KBT-7a - RU - patterned using the BT-7 entry
* Row 94 - T34/76b - RU - patterned using the T-34/76c entry
* Row 95 - OT-133 - RU - patterned using the T-26c entry
* Row 96 - KV-8s - RU - patterned using the KV-1a entry
* Row 97 - KV-85 - RU - patterned using the KV-1a entry
* Row 98 - BT-7A - RU - patterned using the BT-7 entry
* Row 99 - SU-76i - RU - patterned using the StuG IIIg entry but
mounts the Russian 76mm gun
* Row 100 - Wespe - GE -patterned using the Marder III Auf H
entry but mounts the leFH 18 howitzer
* Row 101 - Panzerbefehlswagen I - GE - patterned using the
Panzer II icon
* Row 102 - AufPz 38(t) - GE - patterned using the Pz 38(t) entry
but mounts the SdKfz 234/1 turret.
* Row 103 - PzJager 38(t) - GE - patterned using the Marder III
Auf H entry but mounts the 76.2mm Russian gun
* Row 104 - Komsomolyets - RU - patterned using the T-60 hull
minus the turret
* Row 105 - SdKfz 250/9 - GE - patterned using the SdKfz 250/1
hull and the SdKfz 234/1 turret.
* Row 106 - Flammpanzer III F1 - GE -patterned using the Panzer
III H hull and turret.
* Row 107 - Panzer IV H - GE -patterned using the Panzer IV J
hull and turret.
* Row 108 - StuGIV - GE -patterned using the StuH 42 hull
* Row 109 - T-28e - RU - patterned using the KV1 hull and T26
turret
* Row 110 - SdKfz 234/3 - GE - patterned using the SdKfz 234/1
hull and turret
* Row 111 - StuG III F1 - GE - patterned using the StuG III G
hull
* Row 112 - 100mm BS-3 - RU - patterned using the 88mm ATG
* Row 113 - SU57 - RU - patterned using the M3 hull and the SdKfz
234/1 turret
* Row 114 - StuH 43 - GE - patterned using the Pz 4D hull and
turret
* Row 115 - Bren Universal carrier HMG - RU - patterned using the
T-60 hull minus the turret
* Row 116 - 2.8cm s.PzB.41 - GE - patterned using the 37mm ATG
* Row 117 - KV-1e - RU - patterned using the KV-1c hull and
turret
* Row 118 - Bren Universal Carrier - RU - patterned using the
T-60 hull minus the turret
* Row 119 - M3A1 Stuart RU - patterned using the T-60 hull and
turret
GETeams.txt - The German Teams Table
Research into the GETeams.txt table has identified that there is
an upper limit of 250 rows on this table. Adding any more units
beyond row 250 causes a table overload error and Close Combat 3
will not execute. Unless the table space were somehow increased
to a larger value (say 300 rows instead of 250) addition of any
more units can only occur by removing existing units. The
ramifications of this include: throwing the Atomic provided
scenarios out of kilter by having them use replaced equipment
instead of equipment the scenario was designed for, as well as
throwing out of kilter any upgrade paths that may have relied
upon the removed unit. Minimization of replacing teams was
attempted to prevent this problem
Historical Realism within GETeams
A historical imbalance was addressed regarding the German teams
as presented in the original data set of Close Combat 3: The
Russian Front. This is in reference to the use of German
Fallshirm units as available teams. While Fallshirm units did
historically fight on the Russian Front, their contribution was
for the most part very limited and restricted pretty exclusively
to the last year of the war during the defense of the German
motherland.
The German player in CC3, already has use of elite troops in the
form of SS units so providing another set of widely available
elite units, as a third branch of military service, was in
general felt to be overkill on the part of supply and
requisition. A general consensus was felt that to bring the game
back into historical balance, those units identified as Fallshirm
were converted to Luftwaffe, which outside of the Hermann Goring
Division, were low quality auxiliary troops. Luftwaffe ground
units in fact served widely on the Russian Front, often being
sacrificed in the wake of saving more valuable units from
destruction.
Luftwaffe units therefore replace the Fallshirm units as lower
quality troops for the German player. It is not out of historical
context that they have some limited armor as the Herman Goring
Panzer Division did exist and served on the Eastern Front during
the latter part of the war. This also reduces a potential
tendency of a German player to again wind up with purely elite
troops based off of a Fallshirm soldier base; which participated
primarily in other theaters of combat during the war. The Atomic
provided Fallshirm units have been renamed to Luftwaffe and
experience; morale and infantry issued weapons reduced
appropriately.
A second, less important concern was addressed. This pertains to
the structure of leaders as used within CC3. In practice there
were no differences between command teams in 1941 and 1944, with
exception possibly of the personal arms the command team might
have carried. What is important is that SS units did in fact
answer to their own leader staff at the Company level. The German
leader structure has been reworked to allow for elite commanders
under the SS designation. These would be more prominent at the
end of the war as well as cost more for a player to purchase.
Finally, the last concern is regarding the ahistorical nature of
certain units. While they are "fun" to play with, the
Panzer 4D Raumminenpanzer and FlammHetzer never fought on the
Russian front. In fact, the Raumminenpanzer was never built at
all, only a single prototype constructed for tests. The
FlammHetzer was a conversion of damaged Hetzers into a
flamethrower variant. By war's end, only 20 conversions had
occurred and all 20 vehicles served on the Western Front against
the Americans and British. This is documented in a wide variety
of references. Accordingly, these vehicles/teams have been
removed from play. In addition, The Wurfrahmen infantry support
halftrack and German 120mm mortar were deemed unusable for the
exact same reason that Atomic has described in the past the
failure to include specific Artillery vehicles. The size of the
maps in CC3 precludes any reasonable attempt at using long
distance indirect fire. The Wurfrahmen fired a 280mm rocket to a
range of some 6000m. The minimum range on the 120mm mortar is
475m. So in order to fire the rocket on a CC3 map, the Wurfrahmen
would have to lower the launching crate to near "point
blank" proportions to hit a target under 500m. The problem
is that intervening obstacles would prevent this from occurring.
The Wurfrahmen, likewise, has been removed from GETeams. .
Likewise, only on the longest of maps could a 120mm mortar so it
has been removed as well.
Column Changes -All columns at minimum were checked to insure
that values contained were within the limits as defined by the
table definition. Columns not identified were found acceptable
within game limits. 30 German teams were removed from play for a
variety of reasons, mostly related to either ahistorical problems
or inability to purchase them through the requisition system. 40
new teams have been created. Only those added teams will be
listed.
* Column A - Name - this is the name used during game play. All
were standardized to the abbreviated nomenclature for the vehicle
or a common team description
* Column C - Full Name - this is the full descriptive name that
is seen during the requisition screen. It has been translated to
as near the correct German description as was used historically.
* Column G - Value - it was learned that this column is no longer
used. As a result (to prevent confusion) all values were set to 0
to reflect the non-use status.
* Column M - Winter Equipped - Many of these were set to a value
of -1. This field is used in a 0 = false, 1 = true manner.
Analysis identified that although a -1 value would work, to
insure data integrity, those records in error with a -1 value
should have in fact been a 1. These records were corrected.
* Column P through Y - Soldier List - Vehicle crew counts were
verified for accuracy and corrected where discovered in error. In
addition, German armored vehicles had the column P soldier
replaced with that of the new Vehicle Crew Leader from
Soldiers.txt to provide the MP40 and grenades for the vehicle
crews personal defense. Certain German armored vehicles also
possessed an MG.34 inside the vehicle for crew personal
protection in the event the crew had to abandon the vehicle. Lw
teams that had the FG42 were changed to another weapon as the
FG42 was only issued to Fallshirm units. The last crewmember of
each of these particular vehicles has been changed to the Crew
MG.34 from the soldiers.txt table so that they take the MG.34
with them upon abandoning the vehicle.
* Column Z through AI - Soldier Type - Vehicle crew counts were
verified for accuracy and corrected where discovered in error.
* Column AK through AM - Upgrade Path - The upgrade paths were
analyzed to verify that upgrading was performing correctly.
* Column AN through BC - Rarity - used to determine what is
available for purchase during requisition time. Rarity was
seriously out of balance with games winding up as pure armor
battles by mid 1943. A weighted, scaled system was researched
using Advanced Squad Leader rules. The new rarity system actually
forces the computer AI to buy more infantry type units due to
their restricted availability to both sides during campaign play.
* Column BD - Minefield Clearing - Many of these were set to a
value of -1. This field is used in a 0 = false, 1 = true manner.
Analysis identified that although a -1 value would work, to
insure data integrity, those records in error with a -1 value
should have in fact been a 1. These records were corrected.
* Column BE - Detailed Description - This is seen when you push
the details button on the requisition screen to find out a little
information about the unit being reviewed. It was proofed for
spelling and errors corrected where found.
Additional Teams Added
Flammpanzer III F1
StuH 43 Brummbr
Panzerabwehrtrupp Pzb.39
Panzerabwehrtrupp PzB.783(r)
2.8cm s.PzB.41 Heavy AT Rifle
SdKfz 250/9 Recon Halftrack
8.1cm PAW 600 AT Rocket
Stosstrupp (Early War) - Heavy Recon Squad
Stosstrupp (Mid War)
Stosstrupp (Late War)
Panzerabwehrtrupp (with panzerfausts)
Hitlerjugend (Hitler Youth troops)
Aufklarungspanzer 38(t)
Panzer IVH Tank
PzH 18/3 Wespe
Marder III H Tank Destroyer
SdKfz 234/3 Armored Car
StuG III F1 Tank Destroyer
StuG IV Tank Destroyer
12.2cm K 390(r) Field Howitzer
15.2cm KH 433(r) Field Howitzer
Panzerbefehlswagen 1 Command Tank
Panzerbefehlswagen VI Tiger Command Tank
Lw Panzerabwehrtrupp PzB.39
Lw 2.8cm s.PzB.41 Heavy AT Rifle
Lw 8.8cm Flak 36 AA Gun
Ostwind
SS Panzer IVH Tank
SS PzH 18/3 Wespe
SS SdKfz 234/3 Armored Car
SS StuG III F1 Tank Destroyer
SS StuG IV Tank Destroyer
SS Panzerabwehrtrupp (with panzerfausts)
SS Befehlshaber Platoon Leader
SS Zugfuhrer Group Leader
SS SdKfz 251/1 Command Halftrack
SS Panzerbefehlswagen III Command Tank
SS Panzerbefehlswagen IV Command Tank
SS Panzerbefehlswagen V Panther Command Tank
SS Panzerbefehlswagen VI Tiger Command Tank
Wirblewind
Notes and Comments
There are only two things that prevent the realistic use of
additional vehicles within the GETeams.txt team list.
Lack of table space. This has already previously been addressed.
Lack of usable icons. All of the currently added units make use
of existing icons within the game with some degree of realism.
There is even a degree of flexibility for putting different
turrets on different hulls as evidenced with the successful
creation of the AufPz 38(t). This isn't a problem for the Germans
as they built a wide variety of vehicles based on common hull
designs.
Currently there is no means for inserting additional icon sets
into either the tanks.zfx or guns.zfx files. Until such time, use
of existing icons sets is the only choice for the CC3 editor.
RUTeams.txt - The Russian Teams Table
It is assumed that the RUTeams.txt table is limited to the same
number of 250 rows as in GETeams.txt. As there were not the
number of vehicle variants used in the Russian army as was in the
German army, reaching row 250 did not occur during testing of the
Realred data modification. The only ahistorical unit removed from
play in the Russian teams list was the JS-3 tank. The Russian
JS-3 tank was manufactured so late in the war that it little if
next to no action during the war. The JS-3 has been removed from
the RUTeams.txt file.
Column Changes -All columns at minimum were checked to insure
that values contained were within the limits as defined by the
table definition. Columns not identified were found acceptable
within game limits. Columns in the RUTeams.txt file were
validated as described above for GETeams (and will not be
repeated here).
Row Changes
* Row 93 - Command Joseph Stalin 3 - the Joseph Stalin III tank
never saw action against the Germans. This command tank is
replaced with a Command Joseph Stalin II model.
Additional Rows Inserted
T28e Tank
Gd 152mm M-38 Howitzer
Gd Des Sniper M1891
KV-1'41 Command Tank
Churchill Med Tank
OT134 Lt Flamethrower Tank
Komsomolyets "Tankette"
152mm M-38 Howitzer
T34/76b Tank
Gd T34/76b Tank
Gd IS-1
Captured Panther Tank
Captured StuG IIIG Tank Destroyer
Zek Otryad
Gd OT34 Tank
ISU122 Tank Destroyer
Pogranichniki
Gd ISU122 Tank Destroyer
KV85 Tank
Zastava Otryad
Gd KV85 Tank
KV8s Flamethrower Tank
Matilda Med Tank
Gd KV8s Flamethrower Tank
KV1c Tank
Valentine Med Tank
Gd 57mm Zis2 AT Gun
Gd Des 57mm Zis2 AT Gun
Gd M17 MGMC Halftrack
100mm BS-3 AT Gun
Gd 100mm BS-3 AT Gun
Stuart Lt Tank
122mm M-37 Howitzer
Gd 122mm M-37 Howitzer
Bren Carrier - PTRD
IS-1
KBT7a Command Tank
M17 MGMC Halftrack
T34/76b Command Tank
KT34/76c Command Tank
Gd SU57 Tank Destroyer
Gd Platoon Leader
Gd Group Leader 1941
Bren Carrier - HMG
Gd Group Leader 1942
Gd Group Leader 1943
Gd Des White Scout Car
Gd Group Leader 1944
Gd Group Leader 1945
SU57 Tank Destroyer
Gd T34/76a Command Tank
Gd T34/76b Command Tank
Gd White Scout Car
Gd T34/76c Command Tank
Gd T34/85 Command Tank
White Scout Car
Gd IS2 Command Tank
Cossack Sniper M1891
Siberian ATR Team
Cossack Infantry Squad
Cossack SMG Squad
Siberian Rifle Squad
Cossack ATR Team
Cossack MMG Team
Siberian Sniper M1891
Cossack HMG Team
Cossack 50mm Mortar Team
Cossack ZIK37 AT Gun
Cossack 82mm Mortar Team
KV-1s Command Tank
Gd KV-1s Command Tank
KV-85 Command Tank
Gd KV-85 Command Tank
Zek Rifle Team
BA-64
Gd BA-64
Gd Des BA-64
M3 Lee Tank
Game Play Issues
Game play issues fall into two categories: specific game related
problems and balance. These will be addressed in two separate
sections.
Game Related Problems
A specific game related problem was encountered during research
into making mortars function more realistically. Specifically,
the manner in which smoke rounds are fired. AP rounds and HE
rounds both appear to function normally using the # of clips
method where the rounds per clip is identified in the Weapons.txt
table. Smoke rounds will not function in this manner.
Specifically, they fire as a single shot, ignoring # of rounds in
clip, forcing an automatic clip reload each time a smoke round is
fired. While mortars are in fact working much more realistically,
this issue with smoke rounds requires a fix by Atomic within the
program code to rectify.
Balance
Two specific issues in play balance seem to be consistent
throughout the game: Excessive armor and infantry survivability.
Excessive Armor
* Rarity - Rarity levels as supplied in the original set of
tables show no apparent consistency in the manner in which they
were applied to the teams lists. Using Advanced Squad Leader as a
measure for determining rarity as it pertains specifically to
armor, a new system was implemented specifically for the armor
units that reduces the availability of them for purchasing during
requisition time.
Infantry Survivability
A specific game imbalance in CC3 exists in regards to infantry
survivability and the set of data as provided in the original
release of the game. Infantry in CC3 have almost no ability to
survive armored onslaughts and in reality this wasn't always the
case. Infantry survivability was affected by a combination of
factors including: element terrain values which were no longer
providing cover or line of sight protection, unrealistic weapons
data specifically dealing with minimum target ranges and lack of
the barest of body protection for the soldiers. Buildings in
particular were found to not be providing any protective value
whatsoever to infantry as a vehicle could drive right up to one,
look inside and unleash the main gun in the living room.
With the Realred mod, infantry now have an increased ability to
survive an armored attack due to changes in the data as follows:
* A minimum of protection or "body armor" as players
like to call it is implemented. Originally, soldiers had no
protection what so ever from small arms fire (which includes
tank-mounted machineguns). Soldiers are now implemented with the
equivalent of 1mm body armor to represent the heavy clothing they
wore and the equivalent of 3mm head armor to represent the helmet
they wore. While this certainly won't protect the soldier from a
cannon round, it will provide a minimum amount of protection from
small arms fire, especially at longer ranges. One exception
applies to this rule: Russian Heavy Assault Engineer Squads.
These soldiers wore body armor in house to house fighting. In
these particular squads, the soldiers bearing normal small arms
wear 5mm of body armor.
* Changes to main gun minimum ranges. Originally, all cannon had
minimum ranges set to a mere 5 meters. This is grossly
in-accurate and was creating a situation where tanks could
literally drive up to an entrenched position and fire away with
main guns with impunity at infantry targets; including infantry
in buildings. By establishing a more realistic minimum range for
tank main guns, tanks are no longer able to just drive up to a
building or entrenched position and loose the main gun at the
infantry target inside. Tanks must now rely on the purpose of the
bow, rear and coax machineguns for the purpose in which those
were intended: protection from enemy infantry. By establishing a
more realistic minimum range for vehicle mounted weapons,
infantry can now get "under" the main gun minimum range
and stand a better chance of surviving. As a game play issue,
this also requires a player to maintain some form of infantry
support to protect armor from enemy infantry attacks. Minimum
ranges for vehicle mounted weapons are as follows:
* Guns over 120mm - 20 meters
* Guns between 60mm and 120mm - 15 meters
* Guns under 60mm - 10 meters
* Coax and Rear machineguns - 8 meters
* Bow, AA and Crew machineguns - 4 meters
* Element terrain values. These were adjusted to provide a more
realistic representation of the benefit that a prone soldier has
when compared to standing. A prone soldier is harder to see,
especially from an enclosed armored fighting vehicle, and
therefore likewise harder to hit due to being a smaller target.
Sources Used
Extensive use of a wide variety of sources was made use of in
researching accuracy of the data contained in the Realred mod.
Many fine Internet sites exist that contain public information
regarding the soldiers, vehicles and equipment represented in the
game. Extensive use of the following sites were made use of:
German Armed Forces in WW2 http://www.uwm.edu/~jpipes/
Achtung Panzer http://www.achtungpanzer.com/
International Library - Russian Military Zone
http://library.virtualave.net/
The Russian Cossacks http://home1.gte.net/artiom/
Panzerfaust http://www.geocities.com/Augusta/8172/panzerfaust.htm
Technical Virtue - Designs of the Wehrmacht
http://members.tripod.com/~fingolfen/index.html
Many fine books are in print as well regarding vehicles and
weapons of WW2. Principle references that were used throughout
the research of the Realred Mod are:
Soviet Tanks and Combat Vehicles of WW2 by Steven Zaloga
German Tanks of World War 2 by F M von Senger und Etterlin
Encyclopedia of German Tanks of World War 2 by Chamberlain &
Doyle
Rifles Of The World, Military and Commercial Arms From 1870 by
John Walter
German Artillery of World War 2 by Ian V. Hogg
Soviet Field Artillery in World War 2 by Michael Foedrowitz
Interim Release Notes
Version 06/19/99 - This was the initial final release of Realred
upon completion of the installation program.
Version 07/07/99 - 1st official update to Realred.
* Corrects problems with the installation program.
* Reduced base accuracy of all AFV fired HE rounds by
approximately 20% to reduce the "sniper" effect that HE
rounds were displaying.
* Bow and Rear mounted AFV machineguns had ranges modified as
follows: 4m - Min, 15m - PB, 35m - CL, 55m - Med, 75m - Long.
This is to take into account the very limited visual range at
which the bow machine gunner could actually employ the weapon
even though the physics indicate that rounds could travel quite a
bit farther.
* Coax machineguns had ranges modified as follows: 8m - Min, 30m
- PB, 70m - CL, 110m - Med, 150m - Long. This is to take into
account the somewhat limited visual range at which the coax
machine gunner could actually employ the weapon using the
gunsight. The increase in range over Bow mgs is provided due to
the height advantage the Coax mg has and provides for the limited
benefit the gunner gains from using the gunsight.
* Corrected a problem with the Russian IS-1 tank that was causing
it to appear as early as 1941.
* Clip reload time for the AA mgs (and the loose Crew mg.34) was
increased due to a single man servicing the weapon.
Version 07/30/99 - 2nd official update to Realred.
* Globally reduced the HE Kill Factor across the board for all
guns. HE kills appeared quite excessive.
* Increased the size of all AT guns by 1 meter in length, width
and heighth to eliminate the "forever hiding AT Guns".
* Reduced the base accuracy of HE rounds to 50% for all weapons
where the base accuracy for HE rounds was greater than 50%
Version 08/05/99 - 3nd official update to Realred.
* A discovery was made on how to resolve the problem with the AT
guns forever laying in ambush even when firing, yet not being
seen ever by the player. Basically it works like this. We have to
change a characteristic on the vehicle (the gun) to remove the
"camoflage" that hides AT guns forever. This was done
by changing the vehicle type in vehicles.txt from gun to truck.
Trucks are not used in CC3 but for some reason the developer left
the value working. What this does is provide the ability to keep
the gun as a soft target, thereby allowing infantry to shoot at
it, along with keeping the movement characteristic as wheeled. We
set the size of AT guns back to correct values and it seems to
work.
Who Contributed
The Realred Project was managed exclusively through the use of a
Microsoft Access97 database developed from the original
"Stoli" database used by Atomic, and Microsoft Word97
for documentation.
The Realred project could not have occurred without the combined
efforts of a wide number of people. The persons who contributed
extensively through research, playtesting and feedback are
presented here in alphabetic order. There were many others, as
well for whom names could not be acquired. To those unidentified
persons, heartfelt appreciation and thanks for all of your
contributions and feedback.
Vladislav Arhipov Playtesting/Feedback
Michael Bench Playtesting/Feedback
Glen Bolderson Playtesting/Feedback
Ken Butt Analysis/Feedback
Kevin Chin Playtesting/Feedback
Scott Clinton Analysis/Data Research
Mick Conmy Analysis/Data Research
Adam D'Arcy Analysis/Data Research
Alan Davis Analysis/Data Research
Bjrn Elfstrm Playtesting/Feedback
Ronald Gretz Analysis/Data Research/Data Merging
John Haberfellner Playtesting/Feedback
Trond Haugskott Analysis/Data Research
Markus Hofbauer Analysis/Data Research
Bryan Johnson Playtesting/Feedback
Martin Karaus Playtesting/Feedback
Vadim Kolosov Analysis/Data Research
Gilles LaChance Analysis/Data Research
Ignacio McGuire Playtesting/Feedback
Chris Merchant Analysis/Feedback
Rob Pettibone Playtesting/Feedback
Wouter Pinkhof Playtesting/Feedback
Bruce Poon Analysis/Data Research
Robert Ralph Analysis/Data Research
Kurt Rompot Analysis/Feedback
Pierre Stutin Playtesting/Feedback
Wilhelm tum Suden Analysis/Feedback
Bruno Weiss Analysis/Feedback
Felipe Welke Playtesting/Feedback
Realred Mod File For Close Combat 3: The Russian Front
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README.DOC