Blitz II is a massive World War II total conversion for C&C Generals: Zero Hour. You can fight as the Allies, Axis or the Soviets in the biggest World War II mod in existence.

In Blitz II a skirmish game will take you from the outbreak of war in 1939 to its cataclysmic conclusion six years later. At the start of the match you can only access vehicles and troops from the 1939 period. As the game progresses news reports will keep you up to date on the progress of the war and technological advances unlocks over a hundred different vehicles across the three sides such as the Allied Sherman, Soviet T-34 and Axis Tigers. This means the different sides evolve their tactics over time as new technologies open up new opportunities and ways to fight.

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Roadmap for the Axis:

Right now progress is a bit unsatisfactory, time is less available due to work and the art has been quite a bit more challenging than expected. The Axis design right now needs several new models which have taken a while to get done. We still need some of the E series and the late war Jagdpanzer.

I've also made things tougher for myself adding in the experimental Krupp proposal for a sloped Panzer 4 as a tech choice. The Axis player can pick to develop this up-armoured tank or continue down a historical path with the ausf H and J which are designed to minimise costs and maximise production.

This tank is finished and initial playtesting is showing it's a monster. The increased armour is a strong counter to the Soviet T-34/85mm upgrade. Unfortunately for the Axis their production would never keep up with the Soviets but this Panzer 4 can actually beat the /85 in a 1vs1 fight! The armour is actually thicker in places than on a Panther!


Guns and Ammo (and armour, aka what's a gun anyway?)

In the realm of ww2 video games history nerds like us love to get into a top-trumps mentality with tanks and weapons. Xmm of armour vs Ymm of muzzle diameter get pitted against each other. Penetration tables add nuance to this debate but ultimately there's a lot more to tank interactions than raw numbers.

The blitz combat system was overhauled a while back to use historical data. This system made assumptions about hit variation and armour thickness and gave an HP value, the reverse was true of weapons, using penetration tables to produce a damage value. Over time this approach has been found to be lacking a lot of nuance.

Armour and Ammo interactions:

A big problem was that ammo types behave differently vs different types of armour, and there is a big difference between the types of armour employed by different sides at different times in the war. Overall German armour became weaker over time as their access to tungsten was heavily constrained. The Soviet steel often had production defects due to rushed production timeframes. The upshot is that the same gun firing the same ammo will perform differently vs armour of the same thickness from different countries. This is even further compounded by the different sides using different ammo types!

Fortunately for us, Neo has done all the hard work for us and figured out how to incorporate all this data into the current game system. Tanks now have unique armour sets for their armour class and country of origin while weapons will interact with these armour types in different ways based on what ammo type was common for that weapon.

Critical hits:

Blitz also uses an accuracy system that varies the amount of damage each shot produces. This represents the natural variation of shots from a tank, the crew might miss or hit a non-critical area, or they might strike something that disables the tank but otherwise does no damage, OR they might hit a weak point. This "critical hit" was initially modelled as a 200% damage strike, however we gave this shot a unique damage type. It now bypasses all armour and always deals 100% of the shot's damage representing the tank getting into the rear arc of its target and hitting something important.

What this means is that all tanks and AT guns will have a chance to deal damage to any target. Even the toughest heavy tank can be damaged by a shot to a weak spot.




Vorwards!

As ever we march on, progress is steady and we should have some more concrete Axis stuff to show soon. The big thing at the moment is the new units, hopefully the more basic task of code will go more smoothly once these are cleared...

As ever, more to come!


State of the Mod, Mid July 2018

State of the Mod, Mid July 2018

News

Soviet beta progress, moving onto the Axis, bug squashing updates and feature review

Soviet Summer Beta Test

Soviet Summer Beta Test

News 4 comments

The Soviet code is just about ready for initial testing, if you're feeling adventurous and want to get involved read on!

State of the Mod, Mid May 2018

State of the Mod, Mid May 2018

News 7 comments

News update for mid May. AI progress, beta poll results and updates for Soviet progress.

State of the Mod, May Day 2018

State of the Mod, May Day 2018

News 2 comments

Progress, Soviets nearly complete, Beta questions and a poll.

RSS Files
Blitz R3 raw files

Blitz R3 raw files

Full Version 36 comments

Raw files for version R3 for those who can't get the installer to work. The "extracted.zip" are all the files from the Bigfiles if you're like me and...

3.01 Raw Patch

3.01 Raw Patch

Patch 10 comments

Raw patch Files for 3.01 Install in your blitz R3 Data folder

Blitz 2 SC edition Design Document 1.0

Blitz 2 SC edition Design Document 1.0

Other 13 comments

Design Document for the upcoming SC2 version of the Blitzkrieg mod

Blitz II Patch 3.0 - 3.01

Blitz II Patch 3.0 - 3.01

Patch 66 comments

Blitz II R3 Patch: Updates from version 3.0 to 3.01

Blitz II Release 3.0

Blitz II Release 3.0

Full Version 175 comments

The full release of Blitzkrieg II: The Finest Hour. This mod takes you from 1939 to 1945 and features all the major units of the European theatre of World...

The Finest Hour Mod

The Finest Hour Mod

Full Version

The Finest Hour Mod.

Comments  (0 - 10 of 756)
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EdwardsMark
EdwardsMark

The Mod is very good but I have some comments for the mod and some errors in the mod

- The mod should add two new countries such as Kingdom of Italy and Empire of Japan, these two countries can be allies for Nazi Germany

- Multiple rocket launcher (MRL) lines such as: Katyusha, T34 Calliope and Panzerwerfer should have an automatic firing mode, which is better than using the F key to fire.
+ Self-propelled howitzer and Towed howitzer should also have an automatic firing mode when they see enemies

- Light tanks, Medium tanks, Heavy tanks, Tank destroyers and Assault gun do not automatically shoot enemies when seen
+ I think we should have automatic firing mode for these tanks. It is not always possible to press the G key continuously to let the tanks on the front line shoot the enemy.

- The Soviet Union also owns Radars and Radars I think should be effective in opening the whole Map or supporting fighter planes, but in the Radar mod, it has almost no effect.

- The Medium bomber and Heavy Bomber aircraft have relatively weak damage when dropping bombs on buildings

- I feel like Nazi Germany's heavy tank is stronger and has a longer range than other countries' heavy tanks.

- Anti-tank rifle and Anti-tank weapons such as: Bazooka and Panzerfaust have quite short range, I think we should increase the range of these two weapons a bit.

- The mod needs to support AI to work on 3rd party maps, not just limited to using AI on the mod's designated map

- French nation Tank and Artillery Unit Construction Factory spontaneously disappears units after upgrading United Kingdom technology
+ I think we shouldn't do that because the French nation more or less has a number of units that can support the Allies.

- The mod should update Special Forces for countries, this is a very good force in destroying houses or destroying enemy tanks.
For example some Special Forces units for countries
1) United States Army Rangers of the United States
2) British Commandos of the United Kingdom
3) Assault Engineering Brigades of the Soviet Union
4) Brandenburg Regiment of Nazi Germany
5) Teishin Shudan of Empire of Japan

- Allied nations and the Soviet Union possessed parachute force units such as the Fallschirmjäger of Nazi Germany
+ This is quite absurd when the United States and Soviet Union were the first countries to possess parachute force units and allied countries possessed Airborne forces units superior to Nazi Germany
For example some Airborne forces units for countries
1) First Allied Airborne Army of United States và United Kingdom
2) Soviet Airborne Forces
3) Fallschirmjäger of Nazi Germany
4) Rikusentai của Empire of Japan

- Mod lacks Mortar (weapon) units from 60mm, 80mm and 120mm, so there should be more Mortar (weapon) units to support Infantry units

- Mod lacks naval units, one of the things that makes WW2 famous besides the ground battles, the navy in WW2 is also very famous for its heroic battles or Dive bombers and Fighters taking off on the Aircraft carrier
+ Famous naval battles such as: Battle of Midway, Battle of Jutland, Battle of the Coral Sea, Battle of Leyte Gulf

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-Noneplayingplayer
-Noneplayingplayer

Come back please some people waiting you

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Dense0007
Dense0007

Is it possible to launch the mod with the Origin version of the game ?
I've tried and so far everything seems fine exept the fact that when i start the game it starts the base game.

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maciejmaciej2010
maciejmaciej2010

i think you gotta run the exe from the files not from orgin launcher
it will make orgin apper but when your logged in go into the games files and go into zero hour and run from there and not from the game selector

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Guest
Guest

I cannot seem to play Skirmish it auto completes

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