There are a couple of mistakes.
Firstly the Jagdpanther shouldn't replace the Jagdpanzer IV or Panzer IV/70. The Jagdpanther was placed in the Schwere-Panzerjäger-Abteilungs.
Because it is fully moddable, more slots should be created..
I am going to write it very briefly, as the RPM team will surely make an Air/Navel/Tank model mod as we did with HoI3.
I always like to post a couple of quotes from players. I can't help myself.
Ok, now after this shameless self promotion...
Podcat said that it is full moddable, so we can add much more.
Your SP-AT battalions should be split up in at least two battalions
anzerjäger and Schwere-Panzerjäger.
In the Panzerjäger units a couple of equipment pools should be used.
Pool 1: Panzerjäger I - > Marder Variants -> Hetzer
Pool 2: StuG III from Ausf F to G 'late' -> StuG IV ending with the E-25
Pool 3: Jagdpanzer IV -> Panzer IV/70(V) - E-25
How it will work exactly I will need to see when the game is released.
Schwere-Panzerjäger-Abteilung
Pool 1: Hornisse/Nashorn
Pool 2: Ferdinand/Elefant -> Jagdtiger -> Jagdtiger II
Pool 3: Jagdpanther -> Jagdpanther II
Also not to add the PzKpfw 38(t) is blasphemy
. The PzKpfw 38(t) was the main tank variant for a couple of panzer-divisions prior to barbarossa and it's chassis was used for the Marder III/Grille and Hetzer. The perfect usable slots.
More than 2000 Hetzers were produced in a year time.
PzKpfwI slot x could be panzerjäger I
PzKpfw II slot x could be Marder II
PzKpfw III slot could be StuG III
When both PzKpfw III and IV are researched Hornisse/Nashorn can be unlocked also the Hummel
PzKpfw IV slot StuG IV and Jagdpanzer IV
PzKpfw V slot Jagdpanther, slot sturmpanther
PzKpfw VI slot ferdinand, slot jagdtiger
... the possibilties are endless.
As battalions use different equipment pools and you can mod as many upgrade slots as you want and probably more equipment pools. I think modders will have an immense freedom,
The player should get a lot of freedom how he wants to equip his battalions, which should be influenced by how the war goes and his industrial capacity.
Making accurate equipment pools, is the only think I really want to mod.
Firstly the Jagdpanther shouldn't replace the Jagdpanzer IV or Panzer IV/70. The Jagdpanther was placed in the Schwere-Panzerjäger-Abteilungs.
Because it is fully moddable, more slots should be created..
I am going to write it very briefly, as the RPM team will surely make an Air/Navel/Tank model mod as we did with HoI3.
I always like to post a couple of quotes from players. I can't help myself.
I am glad to see Vorwärts Panzers! lives and is being worked on and has move to a new and better base of RPM 2. The old Vorwärts Panzers! gave me so much enjoyment, I am glad to be able to contribute this version. Thaegen's development of tank models is the Best that has been done in HOI3. His coding is great and inventive to achieve this. I have learned a lot from looking at his coding. This has been expanded with RPM 2 to other weapon systems. No one mod fully meets my desires in HOI3, but RPM2/VP! is a major part of what I want HOI3 to be. While we wait for HOI4, RPM2/VP! will be a great game to play!
Congratulations team, in my opinion you have brought the freshest approach to the mod scene in years. HPP, TRP, BI and AHOI all have excellent components and far exceed the vanilla. For originality you take the first prize in a strong field. I would love to see a 'use historical models' option in HOI4 (along with the finest features of the other mods)
I think a 'great deal of players' should try RPM. In the search for ever increasingly realism, unit types, province enhancements etc it seams strange now that players accept bland, 'one size fits all' unit stats. I go back to hoi1 and have looked forward to each new release. From what I have read in the dd's the RPM approach would dove tail very well with production runs. Please keep up the great work, I have my fingers crossed that somebody at Paradox Tower has seen your work and said 'aha I've just found a way of making hoi4 much better' (with due credits to RPM of course).
Ok, now after this shameless self promotion...
Podcat said that it is full moddable, so we can add much more.
Your SP-AT battalions should be split up in at least two battalions
In the Panzerjäger units a couple of equipment pools should be used.
Pool 1: Panzerjäger I - > Marder Variants -> Hetzer
Pool 2: StuG III from Ausf F to G 'late' -> StuG IV ending with the E-25
Pool 3: Jagdpanzer IV -> Panzer IV/70(V) - E-25
How it will work exactly I will need to see when the game is released.
Schwere-Panzerjäger-Abteilung
Pool 1: Hornisse/Nashorn
Pool 2: Ferdinand/Elefant -> Jagdtiger -> Jagdtiger II
Pool 3: Jagdpanther -> Jagdpanther II
Also not to add the PzKpfw 38(t) is blasphemy
More than 2000 Hetzers were produced in a year time.
PzKpfwI slot x could be panzerjäger I
PzKpfw II slot x could be Marder II
PzKpfw III slot could be StuG III
When both PzKpfw III and IV are researched Hornisse/Nashorn can be unlocked also the Hummel
PzKpfw IV slot StuG IV and Jagdpanzer IV
PzKpfw V slot Jagdpanther, slot sturmpanther
PzKpfw VI slot ferdinand, slot jagdtiger
... the possibilties are endless.
As battalions use different equipment pools and you can mod as many upgrade slots as you want and probably more equipment pools. I think modders will have an immense freedom,
The player should get a lot of freedom how he wants to equip his battalions, which should be influenced by how the war goes and his industrial capacity.
Making accurate equipment pools, is the only think I really want to mod.