Okay - quick premise: Many of the current unit standards are out of whack with both historical information and play balance. I'd like to try a large modification of all the units base stats and the technologies that affect them. The primary aim is to come closer to historical accuracy while preserving play balance and keeping a reason for each unit type to exist.
To that end - I'll start with my basic ideas on the units. (concentrating on land units first - more later)
Assumptions: (mine - if any are contradicted by the published "offical" info(or common sense), please point me at it)
First off, every "base" unit type represents a formation of roughly divisional strength (by roughly western standards - 15000 effectives or so).
These "base" units, without any attachments or tech upgrades are armed with WWI era small arms and no more than a battalion of "attached" WWI era guns of any sort.
The supporting elements of each of these divisions are assumed to be of the same type as the division. (Thus a motorized division has a motorized arty battalion, recon battalion etc)
The four possible attached units - Engineers, Artillery, Anti-Tank, Anti-Aircraft, represent a brigade sized unit (roughly an additional 1/4 to 1/3 of a division). They still share the primary type of the parent division - thus a brigade of engineers attached to a Panzer or Mechanized division would be mechanized engineers.
Units:
Militia: poorly trained, led and equipped infantry. Should benefit from advances in mortars, personal anti-tank weapons (think Hitler Youth with panzerfausts) and basic small arms - probably also from basic medical/first aid technologies. No real benefits from doctrines. Should have lower ground/air defence than infantry due to panic etc.
Infantry: heavy infantry, trained and led well enough to benefit from doctrines, C3 improvements, logistics, medics etc. Benefits from advances in mortars, personal weapons of all kinds and infantry guns of all sizes. Smaller benefits from improvements in anti-tank, anti-air, field artillery, engineering gear - representing "organic" components.
Mountaineers: light infantry, trained and led well enough to benefit from doctrines, C3 improvements, logistics, medics etc. Benefits from advances in mortars, personal weapons of all kinds, specialist equipment and infantry guns of up to 75mm. Smaller benefits from improvements in anti-tank(up to 40mm), anti-air (up to 40mm), field artillery(up to 75mm), engineering gear - representing "organic" components.
Paratroopers: light infantry, trained and led well enough to benefit from doctrines, C3 improvements, logistics, medics etc. Benefits from advances in mortars, personal weapons of all kinds, and specialist equipment/doctrines. Smaller benefits from improvements in engineering gear - representing an "organic" component. No "organic" AT/AA/Arty elements assumed.
Marines: heavy infantry, trained and led well enough to benefit from doctrines, C3 improvements, logistics, medics etc. Benefits from advances in mortars, personal weapons of all kinds, specialist equipment/doctrines and infantry guns(up to 100mm). Smaller benefits from improvements in anti-tank, anti-air, field artillery(up to 100mm), engineering gear - representing "organic" components.
Cavalry: effectively light infantry due to travel constraints, trained and led well enough to benefit from doctrines, C3 improvements, logistics, medics etc. Benefits from advances in mortars, personal weapons of all kinds, specialist equipment and infantry guns of up to 75mm. Smaller benefits from improvements in anti-tank(up to 40mm), anti-air (up to 40mm), field artillery(up to 75mm), engineering gear - representing "organic" components.
Higher cost/time due to horses and increased vulnerability to air attack.
Mechanized/Motorized: heavy infantry, trained and led well enough to benefit from doctrines, C3 improvements, logistics, medics etc. Benefits from advances in mortars, personal weapons of all kinds, vehicle technology and infantry guns. Smaller benefits from improvements in anti-tank, anti-air, field artillery, engineering gear, assault guns and tank destroyers - representing "organic" components. Increased vulnerability to air attack, decreased vulnerability to ground fire (for mechs at least).
Armored: assumed to be 2-3 armored regiments+1-2 heavy infantry regiments, trained and led well enough to benefit from doctrines, C3 improvements, logistics, medics etc. Benefits from advances in mortars, personal weapons of all kinds and all the vehicle technology. Smaller benefits from improvements in anti-tank, anti-air, field artillery, engineering gear, assault guns and tank destroyers - representing "organic" components.
Effective speed limited to that of mechanized/motorized units by support elements. Increased vulnerability to air attack, decreased vulnerability to ground fire.
The attachementment units should benefit from all the techs in their categories, but to a greater degree than a "base" unit.
So with all that nonsense spouted ;-) my basic unit stats are:
Militia
cost = 3
buildtime = 34
manpower = 10
maxspeed = 3
defaultorganisation = 30
grounddefence = 2
airdefence = 1
softattack = 1
hardattack = 0
airattack = 0
transportweight = 10
supplyconsumption = 0
fuelconsumption = 0
Infantry
cost = 5
buildtime = 70
manpower = 10
maxspeed = 3
defaultorganisation = 30
grounddefence = 3
airdefence = 3
softattack = 2
hardattack = 1
airattack = 1
transportweight = 15
supplyconsumption = 1
fuelconsumption = 0
Mountaineer
cost = 6
buildtime = 120
manpower = 10
maxspeed = 3
defaultorganisation = 30
grounddefence = 3
airdefence = 3
softattack = 2
hardattack = 0
airattack = 1
transportweight = 10
supplyconsumption = .8
fuelconsumption = 0
Paratrooper
cost = 6
buildtime = 120
manpower = 8
maxspeed = 4
defaultorganisation = 30
grounddefence = 3
airdefence = 3
softattack = 1
hardattack = 0
airattack = 0
transportweight = 5
supplyconsumption = .5
fuelconsumption = 0
Marine
cost = 6
buildtime = 120
manpower = 10
maxspeed = 3
defaultorganisation = 30
grounddefence = 3
airdefence = 3
softattack = 2
hardattack = 0
airattack = 1
transportweight = 10
supplyconsumption = 1
fuelconsumption = 0
Cavalry
cost = 5
buildtime = 90
manpower = 9
maxspeed = 6
defaultorganisation = 30
grounddefence = 2
airdefence = 2
softattack = 2
hardattack = 0
airattack = 1
transportweight = 30
supplyconsumption = 1.5
fuelconsumption = 0
Motorized
cost = 6
buildtime = 120
manpower = 10
maxspeed = 8
defaultorganisation = 30
grounddefence = 3
airdefence = 1
softattack = 2
hardattack = 1
airattack = 1
transportweight = 30
supplyconsumption = 1.2
fuelconsumption = 2
Mechanized
cost = 8
buildtime = 120
manpower = 10
maxspeed = 8
defaultorganisation = 30
grounddefence = 4
airdefence = 1
softattack = 2
hardattack = 1
airattack = 1
transportweight = 30
supplyconsumption = 1.5
fuelconsumption = 3.5
Armored (pre-war tank)
cost = 10
buildtime = 180
manpower = 7
maxspeed = 8
defaultorganisation = 30
grounddefence = 4
airdefence = 1
softattack = 4
hardattack = 1
airattack = 1
transportweight = 30
supplyconsumption = 2
fuelconsumption = 2
Attachments:
(note all attachements SHOULD add transport weight - will edit that in after I think it over a bit)
Engineers
cost = 2
buildtime = 30
maxspeed = 1
grounddefence = 1
supplyconsumption = 1
Anti-Tank
cost = 5
buildtime = 60
manpower = 4
hardattack = 2
supplyconsumption = 1
Anti-Aircraft
cost = 4
buildtime = 40
manpower = 4
maxspeed = -1
hardattack = 1
airattack = 2
supplyconsumption = 1
Artillery
cost = 5
buildtime = 60
manpower = 4
maxspeed = -1
softattack = 2
hardattack = 1
supplyconsumption = 1
Bear in mind that those stats are without any improvements - working out the exact tech improvements is in the works.
To that end - I'll start with my basic ideas on the units. (concentrating on land units first - more later)
Assumptions: (mine - if any are contradicted by the published "offical" info(or common sense), please point me at it)
First off, every "base" unit type represents a formation of roughly divisional strength (by roughly western standards - 15000 effectives or so).
These "base" units, without any attachments or tech upgrades are armed with WWI era small arms and no more than a battalion of "attached" WWI era guns of any sort.
The supporting elements of each of these divisions are assumed to be of the same type as the division. (Thus a motorized division has a motorized arty battalion, recon battalion etc)
The four possible attached units - Engineers, Artillery, Anti-Tank, Anti-Aircraft, represent a brigade sized unit (roughly an additional 1/4 to 1/3 of a division). They still share the primary type of the parent division - thus a brigade of engineers attached to a Panzer or Mechanized division would be mechanized engineers.
Units:
Militia: poorly trained, led and equipped infantry. Should benefit from advances in mortars, personal anti-tank weapons (think Hitler Youth with panzerfausts) and basic small arms - probably also from basic medical/first aid technologies. No real benefits from doctrines. Should have lower ground/air defence than infantry due to panic etc.
Infantry: heavy infantry, trained and led well enough to benefit from doctrines, C3 improvements, logistics, medics etc. Benefits from advances in mortars, personal weapons of all kinds and infantry guns of all sizes. Smaller benefits from improvements in anti-tank, anti-air, field artillery, engineering gear - representing "organic" components.
Mountaineers: light infantry, trained and led well enough to benefit from doctrines, C3 improvements, logistics, medics etc. Benefits from advances in mortars, personal weapons of all kinds, specialist equipment and infantry guns of up to 75mm. Smaller benefits from improvements in anti-tank(up to 40mm), anti-air (up to 40mm), field artillery(up to 75mm), engineering gear - representing "organic" components.
Paratroopers: light infantry, trained and led well enough to benefit from doctrines, C3 improvements, logistics, medics etc. Benefits from advances in mortars, personal weapons of all kinds, and specialist equipment/doctrines. Smaller benefits from improvements in engineering gear - representing an "organic" component. No "organic" AT/AA/Arty elements assumed.
Marines: heavy infantry, trained and led well enough to benefit from doctrines, C3 improvements, logistics, medics etc. Benefits from advances in mortars, personal weapons of all kinds, specialist equipment/doctrines and infantry guns(up to 100mm). Smaller benefits from improvements in anti-tank, anti-air, field artillery(up to 100mm), engineering gear - representing "organic" components.
Cavalry: effectively light infantry due to travel constraints, trained and led well enough to benefit from doctrines, C3 improvements, logistics, medics etc. Benefits from advances in mortars, personal weapons of all kinds, specialist equipment and infantry guns of up to 75mm. Smaller benefits from improvements in anti-tank(up to 40mm), anti-air (up to 40mm), field artillery(up to 75mm), engineering gear - representing "organic" components.
Higher cost/time due to horses and increased vulnerability to air attack.
Mechanized/Motorized: heavy infantry, trained and led well enough to benefit from doctrines, C3 improvements, logistics, medics etc. Benefits from advances in mortars, personal weapons of all kinds, vehicle technology and infantry guns. Smaller benefits from improvements in anti-tank, anti-air, field artillery, engineering gear, assault guns and tank destroyers - representing "organic" components. Increased vulnerability to air attack, decreased vulnerability to ground fire (for mechs at least).
Armored: assumed to be 2-3 armored regiments+1-2 heavy infantry regiments, trained and led well enough to benefit from doctrines, C3 improvements, logistics, medics etc. Benefits from advances in mortars, personal weapons of all kinds and all the vehicle technology. Smaller benefits from improvements in anti-tank, anti-air, field artillery, engineering gear, assault guns and tank destroyers - representing "organic" components.
Effective speed limited to that of mechanized/motorized units by support elements. Increased vulnerability to air attack, decreased vulnerability to ground fire.
The attachementment units should benefit from all the techs in their categories, but to a greater degree than a "base" unit.
So with all that nonsense spouted ;-) my basic unit stats are:
Militia
cost = 3
buildtime = 34
manpower = 10
maxspeed = 3
defaultorganisation = 30
grounddefence = 2
airdefence = 1
softattack = 1
hardattack = 0
airattack = 0
transportweight = 10
supplyconsumption = 0
fuelconsumption = 0
Infantry
cost = 5
buildtime = 70
manpower = 10
maxspeed = 3
defaultorganisation = 30
grounddefence = 3
airdefence = 3
softattack = 2
hardattack = 1
airattack = 1
transportweight = 15
supplyconsumption = 1
fuelconsumption = 0
Mountaineer
cost = 6
buildtime = 120
manpower = 10
maxspeed = 3
defaultorganisation = 30
grounddefence = 3
airdefence = 3
softattack = 2
hardattack = 0
airattack = 1
transportweight = 10
supplyconsumption = .8
fuelconsumption = 0
Paratrooper
cost = 6
buildtime = 120
manpower = 8
maxspeed = 4
defaultorganisation = 30
grounddefence = 3
airdefence = 3
softattack = 1
hardattack = 0
airattack = 0
transportweight = 5
supplyconsumption = .5
fuelconsumption = 0
Marine
cost = 6
buildtime = 120
manpower = 10
maxspeed = 3
defaultorganisation = 30
grounddefence = 3
airdefence = 3
softattack = 2
hardattack = 0
airattack = 1
transportweight = 10
supplyconsumption = 1
fuelconsumption = 0
Cavalry
cost = 5
buildtime = 90
manpower = 9
maxspeed = 6
defaultorganisation = 30
grounddefence = 2
airdefence = 2
softattack = 2
hardattack = 0
airattack = 1
transportweight = 30
supplyconsumption = 1.5
fuelconsumption = 0
Motorized
cost = 6
buildtime = 120
manpower = 10
maxspeed = 8
defaultorganisation = 30
grounddefence = 3
airdefence = 1
softattack = 2
hardattack = 1
airattack = 1
transportweight = 30
supplyconsumption = 1.2
fuelconsumption = 2
Mechanized
cost = 8
buildtime = 120
manpower = 10
maxspeed = 8
defaultorganisation = 30
grounddefence = 4
airdefence = 1
softattack = 2
hardattack = 1
airattack = 1
transportweight = 30
supplyconsumption = 1.5
fuelconsumption = 3.5
Armored (pre-war tank)
cost = 10
buildtime = 180
manpower = 7
maxspeed = 8
defaultorganisation = 30
grounddefence = 4
airdefence = 1
softattack = 4
hardattack = 1
airattack = 1
transportweight = 30
supplyconsumption = 2
fuelconsumption = 2
Attachments:
(note all attachements SHOULD add transport weight - will edit that in after I think it over a bit)
Engineers
cost = 2
buildtime = 30
maxspeed = 1
grounddefence = 1
supplyconsumption = 1
Anti-Tank
cost = 5
buildtime = 60
manpower = 4
hardattack = 2
supplyconsumption = 1
Anti-Aircraft
cost = 4
buildtime = 40
manpower = 4
maxspeed = -1
hardattack = 1
airattack = 2
supplyconsumption = 1
Artillery
cost = 5
buildtime = 60
manpower = 4
maxspeed = -1
softattack = 2
hardattack = 1
supplyconsumption = 1
Bear in mind that those stats are without any improvements - working out the exact tech improvements is in the works.