Close Combat is a pausable real-time wargame series, heavily focused on historical accuracy and realistic soldier psychological profiles. Team management is crucial as every man in your teams matter. In Close Combat: Wacht am Rhein, you take command of US or German forces and either retrace the last steps of Hitler’s army in one desperate attempt to turn the tide of the impending allied victory or ride to the rescue with General Patton and push back the German offensive to reclaim Bastogne.
I (Nomada_Firefox) have done this complete new mod taken many things from other mods, by it I do not go to write a complete credits, I think that the correct credits were done on CC4 VetBoB by TT.
-CC4 VetBoB Smaller_Tanks.pln, the content from this old CC4 plugin is fully compatible with this CC WAR mod. Only unzip with winrar or winzip on the graphics folder from the mod.
Changes on 1.04B:
-Fixes for the CCWar v45014 update.
Changes on 1.03B:
-Multiplayer screen graphics fixed, game now does not crash.
-Small changes on command screen graphics.
-Morale icons on tactical game fixed.
Changes on 1.02B:
-JagdTiger deleted from Peiper Battlegroup.
-Changes on mortars, now accuracy should be low.
-Vehicles should not break more tracks near the roads and only on difficult sites as forest or rocks. Now they can be moved better on battlefields.
-Whitehorse CC5 Ardennes Offensive VetBoB graphic addon has been added. All the green from WAR is now different.
-Some small changes on fpools, fix the repeated teams from some BG.
-More small changes on data.
-Some changes on german command team icons.
-German grenadiertroops with 3 or 2 men have beed edited, now they are five men teams.
Changes on 1.01:
-I have added the battlefield flags from VetBoB.
-Corrections on UK teams.
Changes on 1.0:
-All CC4 TT VetBoB1.13 have been added.
-Reinforce has been added on all battlegroups, why? because many groups have different units on different days and you can use them with the reinforce on a grand campaign. And on mod there are less armor than on original game but there are more different type of units.
-I have added the VetBoB unit icons but I have maintained many of the weapon icons.
-Weapon sounds are many of the from WAR and many from VetBoB.
-Voice, the 99% of the voice are from VetBoB. Music from VetBoB.The voice files are repaired from the originals, there were many wrong files which repeat many voice many times.
-117/30 allied battlegroup has British units the half of grand campaign, these units use his own UK voice file, weapons, icons, uniforms, medals, and more, they have been added testing the new possibility from more sides on WAR.
-Vehicle graphics are the same from VetBoB.
-Weapons, I have maintain many data from infantry weapons with small changes but I have changed all the data from vehicle guns.
-Mortars, I have lowed their accuracy. They are now a lower than on the original WAR. The same happens with artillery and air attacks, they are lower than the originals.
-Battlegroups force pools are the same from VetBoB fully added to the WAR data, it is as the CC5 data and by it you will see many different things.
-On CC4VetBoB there were three battlegroups that you did not see on WAR, they are on this mod. Of course there are some new battlegroupds from the original WAR.
-The uniformf from soldiers are the same from VetBoB.
-I have added the graphic addon from whitehorse on CC5 Ardennes Offensive VetBoB because it would take me many time that I have not. I would like that other man as him makes it again for WAR.
By the new graphic addon imported from the CC5 AOVetBoB, this new version is a beta, I have not tested it fully.
Good it is all the mod, made very fast thanks to the WAR workbook and the compability from CC4/CC5 files with WAR, tested and running.
If you want to know more about the mod, go to www.FirefoxCCMods.com or www.ClanNomada.com , my email address is suarezdog@hotmail.com
If you want upload it on your site, please contact first with me on www.FirefoxCCmods.com www.ClanNomada.com or suarezdog@hotmail.com
Special Credits from CC WAR-Ardennes Offensive VetBoB:
-British uniforms, medals and ranks from JimRM2 CC5 Afrika4041 mod.
-Autoinstaller by Bernd Nowak.
CC WAR-Ardennes Offensive VetBoB was made with CC5 Ardennes Offensive VetBoB 1.13 and TT CC4 VetBoB 1.13, I did some changes to add it on a Close Combat WAR but you can see all on TT readme.txt file on my mod.
SETTINGS:
Veteran vs Veteran!!!!!!
Other settings are not tested and will, sooner or later, create problems.
Timer: Only tested on 15 minutes, but should be no problem to use other settings.
MAIN CHANGES FROM ORIGINAL GAME
* new in VetMods version 4.1 ** new in VetMods version 5 ***New in VeteranBoB
Basically these mods gives the AI more infantry soldiers, while the human player has to stick with more or less the original team sizes (the H2H mod has more or less the same team sizes of the original game, the same with the RookieMods.
AI much more aggressive! Introduced in 1.03, refined in the following versions (The H2H mod has not the SAI changes). The US AI will generally stay put on the first week of a campaign (new SAI settings from version 3.1). Thanks to 6th-Army who found this extremely valuable solution. Without this I would probably have given up on CC4 after the first few weeks.
Vehicle pathing fixed! Thanks to Gr. Rommel
Battlegroups reorganised according to Scorzenys Histmod and Loz's German OB table. Further improved in 5.0 and VetBoB. Battlegroups much more varied than in the original game. Several new BGs. Thanks to final_drive and Loz for getting the German BGs right and Bob Parkin, FFJean and Ernie Mariani for the US BGs.
Many new teams and weapons introduced.
More AI AT guns around.
AI Armor groups now more powerful. Reduced a bit again in version 5.
These mods also increases infantry survival back to (at least) CC2 level. Expect a few casulties, though...
Much more difficult for vehicles to move off-road (to avoid this use the Elements file in the Rookie folders).
Limited intel: You will not be able to read the name of the AI's teams on the screen, you have to see for yourself (remember, these mods are for veterans...).
In version 3.0, about 55 new vehicles introduced. All vehicle graphics have been repainted. Further repainted in 3.1, 4.11 and VetBoB. Vehicles much larger than the originals.
Plenty of other changes to graphics, including new unit icons, repainted stratmap, new buttons, new mainscreen etc.
One new map and 28 repainted (less snow).
New, more historically "correct" Grand campaign, Battles and Operations. Now the German infantry will lead the way, just as they did in reality. Several changes to map names and map placements. Thanks to final_drive and Bob Parkin for getting this one right.
ARTILLERY (for AI mods only):
The AI has much more artillery. In the original game the AI hardly ever used arty (let alone airstrikes).
Now the German AI has plenty of arty the first day, less the next and only occasionally rest of the Campaign.
The US AI has no arty the first two days, but more or less the rest of the campaign.
In the German Veteran mod, the US AI will throw in a second barrage about 10 minutes after the first one is finished, so as the Germans you will have to hurry to finish off the US AI.
The US AI now also has much more Air support.
The AI arty and Air support has a "killing zone" which is min. 120m and max. 200 m (air support 250m) away from the observers. This to reflect preadjusted arty barrage, and at least have some "arty-free" zones on the maps.
The human player has to stick with the ingame arty (and airpower, of course). The US player, however, has access to both air support and artillery.
IMPORTANT: If you want to stop the AI from using artillery, you have to seek out the Forward Observers and take them out.
Both ingame artillery and AI artillery much more powerfull than in the original game.
To remove most of the AI arty, use the RookieMods.
FULL LIST (I hope) OF OTHER CHANGES:
VEHICLES (Vehicles adb):
New "standard" vehicles:
SdKfz 250/1(alt)
SdKfz 250/1(neu)
Pz IV H
Pz IV J
BrummBar
StuG IV
Sturmtiger
Panther V G (unpainted)
Panther V A
SdKfz 232/3
SdKfz 251/17
Aufkl Pz 38(t)
Pz II L
SdKfz 250/9
Panther/M10
Konigstiger (P)
JgdPz IV
SdKfz 7/2 Flak 36
SdKfz 7/1 Flak
Wirbelwind
Mobelwagen
Ostwind
Gepard
SdKfz 251/21
SdKfz 250/5
JgdPz IV (A)
Hummel
Bison
Wespe
Kubelwagen
StuG IIIG "Greif"**
SdKfz 250/3***
SdKfz 251/11***
SdKfz 251/3***
Schwimmwagen***
37mm FlaK**
PaK 35/36 Spigot**
K81/1 (12.8cm PaK)**
PaK 43 (now with proper undercarriage)
PaK 43/41
M16 MGMC
M13 MGMC***
M14 MGMC***
M4A1 MC***
M4 Crocodille***
M4A3E2(75)
Ad Hoc Jumbo***
M4A3 Flame
M4A3E8 Snow camo**
M12
M4 Tankdozer
Jeep
M12
Veteran M4A3(75 mm), also as Command tank.* Snow camo**
M3A1 (with captured PzSchreck)*
M3A1 White Scout*
Veteran M4A1(76)**
Veteran M4A1(75)**
Veteran M10 snow camo**
Veteran M36 snow camo**
40mm AA**
Cromwell IV (also as command tank)*
Cromwell IV CS (95mm)*
Sherman V (also as Command Tank)*
Sherman VC Firefly*
M10 17pdr "Achilles"*
A30 Challenger*
M10 3inch "Wolverine"*
Churchill VII Crocodille*
Churchill IV AVRE*
17pdr AT gun*
6pdr AT gun*
"Ersatz" vehicles:
Pz III M
Pz III N
Flammpanzer III
Nashorn
Marder II
Marder III
Pz II F (removed in 4.0)
Pz IV D (removed in 4.0)
Captured vehicles (will show up in very small numbers late in campaigns, mostly with 1th SS (PzBrigade 150):
BeuteJagdPz M10(a)
BeutePz M4A3(a)
BeuteFzg M-3(a)
BeutePSW M8(a)
"What-if" vehicles (removed in VetBoB)
BeutePz SU-85(r)
BeutePz T-34/85(r)
BeutePz T-34(r)
Panther F*
FlakPanzer 341*
Maus*
E-100*
M26
M36B1
M26E4 "Super Pershing*
T28 Super Heavy Tank*
A34 Comet*
Almost all armor datas revisted.
Most german HTs, as well as armored cars and a few assault guns now have MG42s instead of MG34s.
Shermans now have generally better front armor.
Jumbo now has slightly less front hull armor, but better turret armor.
Jagdpanzer IV (L/70) has better front armor. The original Atomic values were for early jagdpanzers.
Panther has slightly better turret front armor.
Tiger 1 has better all-round armor. This to reflect generally good armor quality.
Hellcat now has generally (much) less armor.
Thin-skinned and open-topped vehicles generally slightly less vulnerable to indirect fire. This to avoid vehicles being knocked out by the first few mortar rounds.
Many changes to ammo load.
Removed all HVAP ammo from German tanks, only 50mm PAK38 AT gun still have a few. The US also has a few rounds less. HVAP(APCR) were almost non-existent on the German side by this stage of the war, but were also in very short supply among US armored forces.
Many changes to turret rotation. US tanks generally faster (with the exception of the M10 and Sherman 105 which had hand-cranked turret traverses), German ones slower.
Many changes to hull rotation. Some of the German tanks much faster (could turn on the spot), US tanks generally slower.
Many US AFVs can no longer use their AA .50cal in the frontal arc. Most TDs had their AA .50cal mounted on the back of the turret, unsuited for enganging targets up front. Veteran TDs, however, are still able to fire in the frontal arc.***
Many changes to acceleration and speed. Armored cars and halftracks much faster.
Many changes to ground pressure.
Nahverteidigungswaffe (Germany) and Smoke Mortar (US) added to many vehicles.**
Remote-controlled MG34 added to several German assault guns.***
Many HTs now carry a half-squad of soldiers, armed to their teeth.***
TEAMS (GEteams and ALSteams adb):
Generally most teams now have a more varied weaponry.
Most AI teams have now 10 soldiers. Several AI US teams now have a Bazooka team attached. AI German teams generally do not have a Schreck attached (with the exception of AI Sturmgrenadiers and Command teams). In the US vetmod most german teams have 10 soldiers during the first week, but will be replaced with smaller teams in the second week.
"Human teams" are more or less the same as the stock game.
USVeteran: Size of US rifle teams slightly increased. The 8-man US rifle teams represent the standard 12-man WW2 squad. At the time of BoB several US units had a critical shortage of manpower, so 8 soldiers should be pretty realistic. The same with the 7-man British squads representing the standard 10-man rifle section. For the German vetmod I have followed Atomic's practise by dividing the German rifle team in two, one rifle and one MG. Giving the human player plenty of German rifle squads complete with MG42s would have just made the Germans too strong. The German AI, however....*
US ABs now have a mix of Pzfaust 30 and 60, compared to the original game, in which they only had 60. This to reflect that a great deal of the PzFausts captured by 82nd was captured in Normandy and other battles before BoB. The germans havePzFaust 60, as well as a few PzFaust 100 and Faustpatrone 30.**
Moral generally lowered, both for human player and AI teams. This makes soldiers surrender more easily, going berserk, panic and so on.*
Winter camo: The germans have plenty of it during the first week, little or nothing later. The US have little or nothing the first week, plenty later.*
Snipers are now much more effective.
Command teams can now "call in" mortar smoke.
IMPORTANT:
In VetBoB medium and heavy mortars, artillery and air support are based on Forward observers. They are dependent on direct LOS to be able to "call in" arty etc. This means you have to place them up front. You can also place them in buildings. Expect high casulties among your FOs. The German AI FOs also only fires when they have direct LOS. US AI FOs have not changed since the previous versions, this means they have a "killing zone" of min 120m and max 200m (150-250m for air support) and are not dependent on direct LOS.
Command teams can "call in" mortar smoke (direct fire mode).
New US Teams (In addition to the new teams that come with the new vehicles (see Vehicles):
US AB Command Staff
Veteran Rifle squad**
Veteran Rifle squad (AT)***
Veteran half squad***
Veteran Platoon HQ***
Veteran .30cal MMG***
Veteran Bazooka***
Green Platoon HQ***
Bazooka (replacements)***
.30cal MMG (replacements)***
Armored Platoon HQ***
Armored Infantry
Armored Infantry (veterans)***
Armored Infantry (replacements)***
Armored Engineers***
Flamethrower***
Recon (2 man team)
Assault team (Ad Hoc) (two different teams, both for regular and AB)***
Engineers (Ad Hoc)***
Rifle Squad (winter camo)
Platoon HQ (winter camo)
With the exception of 60mm mortar, mortars are now represented by Forward Observers.**
AB Panzerschreck (captured)
Panzerschreck (captured)
Captured PaK 43
Captured PaK 40
M21 (instead of M3 Mortar)
Command M4A3
Command M20
Ranger Squad*
Ranger Squad (AT)**
AB .30cal MMG***
M2 4,2-inch Mortar Battery (reduced to one single mortar in the H2H mod).*Forward observers.**
M4A1 Calliope (out in previous versions, now back again).*
M1A1 Bofors 40mm AA gun*
M1A1 Field Howitzer (out in previous versions, now back again).*
Air Support FOs (both for AI and Human player), now with airplane graphics (P-47 and Typhoon).*
Forward Artillery Observers (also for Human player)*
Sniper Team (2 snipers), both for regular and AB.*
SMG Squad, Ad Hoc team both for regular and AB.*
Recon Infantry.**
.30 cal HMG.**
British teams (in addition to the new teams that come with the new vehicles (see Vehicles):
HQ Section*
veteran Rifle Section***
green Rifle Section***
Scout Patrol*
SMG Team, Ad Hoc team*
SAS (played a prominent part in BoB)*
PIAT*
Vickers MMG*
17pdr AT gun*
6pdr AT gun*
3-inch mortars(reduced to one, single mortar in the H2H mod)* Based on FOs in VetBoB.***
2-inch mortars.
Forward Artillery Observers (also for Human player)*
Air Support FOs (both for AI and Human player), now with airplane graphics (P-47 and Typhoon).*
New German teams (in addition to the new teams that come with the new vehicles (see Vehicles):
Zugführer (one man)
Panzergrenadiere***
Panzerzerstörer***
Feuerleittrupp (sGranatwerfer 34)***
Feuerleittrupp (sGranatwerfer 42)***
Feuerleittrutt (Nebelwerfer)***
Zugführertrupp
Grenadiertrupp (4 soldiers)
Grenadiertrupp (3 soldiers)***
Grenadiertrupp (2 soldiers)
Panzergrenadiere (LMG)
SS Schützentrupp
Fallschirmjägertrupp (4 soldiers)
Fallschirmjägertrupp (3 soldiers)
Spähtrupp
FJ Pionere
LeMG42 (Ersatz)
PaK 43/41
SS Spähtrupp
Pionertrupp***
SS Panzergrenadiere
SS Panzerknacker***
SS Panzergrenadiere (LMG)
SS Panzerpionere***
Panzerpionere***
FJ Spähtrupp
FJ Stosstrupp***
FJ Panzerknacker***
Panzergrenadiere Zugführergruppe***
Voksgrenadiere Zugführegruppe***
SS Zugführergruppe
FJ Zugführergruppe
SS Zugführer
FJ Zugführer
Volksgrenadiere are now the core of the VG groups. They have less experience and lower morale than other German infantry units.
VG Stosstrupp (represents the experienced soldiers in the VG Div.)
PzAuklarer, both Heer and SS.**
BefPz IV J
SS BefPz IV H
SS BefPz V G
BefPz III M
SS Befehlswagen 251/10
Befehlswagen 250/10
"greif" Jäger (German rifle squad dressed up like US infantry)
BefPz JgdPz IV
MG34 (FJ and SS)*
sMG131
FJ MG15***
FJ leGranatwerfer 36***
To avoid "overloading" the Geteams file, most German vehicle teams now come only in one single version, SS and FJ will receive the same vehicles as Heer.
Thanks to final_drive and Loz for helping me get the German team names right.
SOLDIERS (Soldiers.adb):
Fixed the German Vehicle crews bug.
Increased protection to all soldiers.
All soldiers now are heavier, resulting in more "we need to rest!" No more sprinting around for the guy carrying the .50cal!***
Some changes in ammo load. Generally lowered a bit.**
Many soldiers now have access to Molotovs and grenade bundles, to reflect ad-hoc solutions for fighting AFVs.
Captured Russian SMG, PPSh41g now available to the Germans.
US ABs now have a mix of Pzfaust 30 and 60, compared to the original game, in which they only had 60. This to reflect that a great deal of the PzFausts captured by 82nd was captured in Normandy and other battles before BoB. The Germans have PzFaust 60, as well as a few PzFaust 100 and Faustpatrone 30.**
Now only one man in a gun crew will use a rifle, in he original game all crew members could use a rifle and at the same time fire the AT gun!
Many new types of vehicle crew, carrying several types of weapons, from MP40/Grease Gun to Panzerschreck!***
WEAPONS (Weapons.adb):
Main tank guns, AT guns and mortars now has faster reloading time. This also goes for vehicle mortars.
Mortars more powerfull, but actually less powerfull against vehicles.
Removed cannister from Sherman 75mm, added to M8 AC and M5 Stuart.**
Grenades and rifle grenades slightly more powerfull, but less accurate.
Blast size increased for 88 mm and 90 mm guns.
Slightly increased min. range for main tank guns, making it harder for them to take out assaulting infantry.
Increased accuracy for high velocity tank guns, as well as sniper rifles.
Generally decreased accuracy for HE shells and tank MGs. Greatly decreased blast ratings for AP shells.
Blast sizes for smoke generally increased.
Most German high velocity guns now have higher kill ratings.
Decreased accuracy for tank MGs.
Tank MGs and SMGs jams more often.
.50 cal removed from most US tanks. They were generally mounted on the back of the turret, meaning that the tank commander had to climb out of the turret to fire in the frontal arc, which would be close to suicide within the close ranges of CC4. Also on the US TDs the .50 cal were generally mounted on the back of the turret, making it useless in the frontal arc. However, some had them mounted on the front of the turret (ad hoc solution?), and in the VetBoB veteran TDs get the advantage of being able to fire the .50 in the frontal arc.***
Panzerschreck unable to fire inside buildings. Also more difficult also to fire the Panzerfaust indoor. The AI will still fire its Schrecks indoor, at least occasionally. Can't find any solution to that. The Bazooka is still able to fire indoor, couldn't find a solution for this without making huge tweaks to the data files. To compensate for this Panzerschreck are both more accurate and has far better effective range than the Bazooka (which it also had in reality).***
Range for Bazooka is now 120m (slightly more in the GermVet mod), Panzerschreck 230m. Most sources put the effective range of the Bazooka around 100m, and most sources gives the Schreck an effective range of around 200m.***
Range for Panzerfaust 100: 120m
Panzerfaust 60: 80m
Panzerfaust 30: 40m
Accuracy for small arms generally decreased, but main MGs a bit more accurate.***
Combat Shotgun added to US Assault team.**
.50cal more deadly.**
BATTLEGROUPS (Battlegroups. adb)
Generally reorganised all BGs according to Skorzeny's Histmod and Loz's German OB table. For the sake of gameplay I did a few alterations.
thanks to comments from Loz, Peter Haex, Alex Kerby, final_drive, Bob Parkin and Rufus.
British BG added; 29th Armored Brigade will gradually take over for 30th US Division from day 8.*
New BGs:
Führer Grenadier Brigade***
KG Sandig / 1th SS (1th SS now has no less than 4 BGs)***
62nd VG
(out goes one BG from 116th Pz, 79th VG and one BG from 115th PzGren)
2nd Armored, "Hell on wheels" (out goes one of the 4th Armored Bgs)
Several of the US BGs are now shared, the first unit fighting the first days, the second takes over when the first one historically were more or less spent (with the exception of 30th Div / 29th Armored Brigade, which is a "What-if" case. Historically the british forces did not play a major role until very late in the timeframe of CC4):
99th Div (394rd rgt) / 2nd Div (38th rgt)
14th Cavalry Group / 2nd Div (9th rgt)
106th Div (422nd + 423rd rgts) / 2 Div (23rd rgt)
106th Div (424th rgt) / 30th Div (120th rgt)
28th Div (112th rgt) / 80th Div
VII Engineers: 28th Div (103rd Combat Engineer Batallion) / 1128 Combat Engineer Group
28th Div (110th rgt) / 84th Div
28th Div (109th rgt) / 30th Div (119th rgt)
30th Div (117th rgt) / 29th Armored Brigade
Thanks to final_drive and Loz for getting the German BGs right and Bob Parkin, FFJean and Ernie Mariani for the US BGs.
US Veteran vs AI:
Generally more infantry teams around, both on German and US side.
US infantry and cavalry units weak the first two days, stronger from the third day.
The German armor groups has still "only" 5 tanks, but there are now much more Jagdpanzers as well as a few Tigers around. There are also a few Jagdpanthers around. Less German halftracks and armored cars, but more infantry, also in the recon groups.
US armor groups now have mix of 75 mm and 76 mm Shermans, as well as tank destroyers. Jumbos limited to one single for each armor group. Historically there were very few jumbos in the BoB. As for 75m armed jumbos, it seems like most conversions from 75mm to 76mm were done during 1945.
German Veteran vs AI:
German armor groups reduced to 3 or 4 tanks.
Generally more infantry and less vehicles, also in the recon groups.
More AT guns in the US infantry groups.
US infantry groups will generally stay put on defense during the first week.
ELEMENTS (Elements.adb)
Now much more difficult to operate tanks and vehicles offroad. Difficult and sometimes impossible to cross streams and rivers. I think this reflects history, as the Germans had to stick more or less to the roads, and were severly hampered by the difficult terrain.
Infantry moves a bit faster, this to reflect relative agility compared to vehicles.
Many of the field elements now have increased protection values.
To change back to stock game movement, use the Elements file in the RookieMods in the Vetmods_extras folder.
SOUNDS:
Completely new sound mod. I't has now grown to nearly 50mb, but hopefully it's worth it. Most common AT guns and tank guns now have their own sound. I have tuned down some of the infantry small arm sounds a bit compared to earlier versiona (only slightly!) to get a better balance, but it is still the heaviest, loudest, meanest, dirtiest sound mod around. According to some people (among them my auntie Helga, my dog and my Skoda) it is also the best. I have used much time to get the sounds as realistic as possible.
The voice files are also modified heavily, they are much larger and more intense than the original ones. Many of the sounds comes from MOHAA. Thanks to Ernie Mariani for sending me some good wavs.
GRAPHICS:
New uniforms.* Further refined in VetBoB.***
Plenty of new unit graphics. Thanks to Ernie Mariani for sending me graphics.***
Several new and changed weapon graphics.***
Thanks to Matsjoel for repainting the pine trees.***
Several other minor changes.*
Repainted the stratmap to a bit more "winter".***
Also repainted the Scenario stratmap.***
Repainted buttons.**
New mainscreen.***
For medals I am now using Dynomite's work. Also added a descrption of the medals in the Soldierscreen.***
MAPS:
One new map and 28 repainted to "less snow".***
A big thank to FFL_Dom who have spectacularely repainted (and partially recoded) Baugnez, LaGleize, Manchau (now Schönberg) and StVith.
Thanks also to KWP who repainted the Udenbreth map (now (Winterspelt).
Southern_Land repainted the first version of Losheim, I used his version as basis for the final version.
The new bastogne map is based on BobD's "Stalwin" map, which again is based on the original Bastogne map.
The rest of the maps are repainted by me.
Simmerath renamed Losheimergraben.
Udenbreth moved to the slot previoulsy occupied by Schnee Eifel East and renamed Winterspelt.
Shcnee Eifel East moved to the slot previously occupied by Losheim.
Losheim moved to the slot previously ocupied by Udenbreth.
Manschau renamed Schönberg.
Weiler renamed Hosingen.
Siegfried line renamed Gemünd.
Echternach renamed Vianden.
Thanks to final_drive and Bob parkin for getting the names and placements right.
Changed the VL locations, should make the AI go for Exit locations as well.***
Changes in VetBoB 1.11:
US AI more aggressive.
60mm mortar added to AB command teams. In contrast to the batteries of the regular infantry, the paras had one mortar in each platoon. AB 60mm mortar battery removed.
Bazooka slightly more accurate.
2-inch mortar added to British command team. The British usually had one 2-inch mortar per Platoon.
I have removed many of the US flamethrowers. They weren't that commonly used in ETO.
Flamethrowers less effective against medium and heavy AFVs.
Added MP738(i) and MP739(i) to several VG squads.
More captured Stens to the FJs.
Heer sniper now uses Kar98k ZF, SS and FJ sniper still uses G43 ZF.
New German team: Scharfschutzen, 2 man sniper team.
Removed StuH 42 from 2. Panzer.
Removed Jagdpanzer IV/70 (A) from all BGs, except FBB.
Removed SS sniper from VG BGs. Added one slot for SS sniper in KG Sandig.
Several changes to TO&E.
Many changes to sound and voice mods.
Several minor graphic changes.
Changed the location of the"to Liege" exit VL on the Baugnez maps, this to avoid the senseless head-on encounters on this map.
Thanks to final-drive, who suggested many of these changes.
Changes in VetBoB 1.12:
Data and graphic errors corrected.
Many changes to the sound mods.
25.11.2003:
Data and graphic errors corrected.
Many changes to the sound mods.
H2H and Rookie submods removed.
Changes in VetBoB 1.13:
Data and graphic errors corrected.
Many changes to the sound mods. Sound quality upped.
H2H submod back again (thanks to knights-X for helping me out).
AT guns more vulnerable to small arms fire.
Included some new info on German OoB from Jeff Dugdale. Thanks to Loz for sending me the table.
Well, that's about it. I've probably forgotten something, but...
Please send bug reports, comments, suggestions etc. to trhaugs@online.no
Credits:
6th-Army for his SAI changes, testing and comments.
Miller Logan for testing, comments, help with Order of Battle, images for the reqscreen and general support.
Loz for commenting, testing and correcting the new vehicles, as well as his invaluable "German Order of Battle" table.
final_drive for many valuable additions to VetBoB.
Ditto for Bob Parkin.
Cpl_Filth and Sgt_Wilson, who made it possible to edit CCIV.
The Blood! for his excellent GadgetMunger and BtdMunger.
Jeff Duquette for collecting many of the infantry images I used as basis for the ReqScreen icons, as well as hosting the first versions of the Vetmods.
Markus Hofbauer for the German team names.
KG-Brandenburg for making plugins for the vetmods.
Gr.Rommel for fixing the Vehicle Pathing.
Nimits for inspiring the making many of the new vehicles.
Skorzeny for his historically correct German BGs.
KlausMB for his German Order of Battle.
Zonbie for his incredible solution for adding airplane graphics to forward observers.
The Other Dave and Phil Lane for making the excellent CC sound tool available.
Konrad for his excellent sound tool.
The players at the various forums for much needed feedback and interesting discussions .
And finally, thanks to (the late) Atomic for making my favorite game!
OK, her's a list of the changes added so far: