First major update for World War 2 Era for Wesnoth!
(Inspired by WWIIOL: Battleground Europe, a FPS MMO with the world's largest online game world and an obsession with realism)
[*] P51 Mustang
[*] Browning Machine Gun mounted on Jeep
[*] Late war allied heavy machine gun unit.
[*] LMG covering fire attack (slows multiple units)
[*] Maps updated with starting villages and/or more balanced
[*] Europe Small map now is a recreation of the board game Axis and Allies Europe 1940 with all starting units and village locations replicated. Having a map like this this and playing out WWII on a grand scale was the ultimate goal of this mod.
[*] Includes 100+ unique units most with custom "AI friendly" wml and animations from Germany, Western Allies and Russia. The most historically produced tanks, aircraft, and naval units were selected to be a part of the mod. Every unit can level to veteran, and most can level to elite or more.
[*] The historic production cost of every unit was researched and converted to 1942 dollars. Every 1 gold in game is 160 dollars from 1940. This was the hardest part of researching the game was finding records of how many reichsmarks or dollars or man hours something costs to build. (For example a Flying Fortress has the same cost as 2 King Tigers)
[*] ~35 units are available for recruit by each nation, with several more unlocked via the Tier 2 Factory.
[*] Each nation has a unique recruit-able infantry unit. Western Allies=Commando(stealth assassin), Germany=NCO(combat capable leadership), Soviet Union=Cost zero conscripts(armed civilians that spawn from villages to defend them)
[*] Germany infantry have +25% cost, and -50% exp to level compared to Western Allies
[*] Most Soviet infantry have less training and therefore reduced cost, hp, and damage compared to Western Allies.
[*] An infantryman on screen is a squad. All other units represent single units.
[*] Custom code including: Exp from capturing villages, Carpet bombing up to 6 hexes, Conscripts spawning out of villages, lowered attack while swimming, aircraft unable to capture villages, Tier 2 factories unlock units after 1942, aircraft can continue to move after attacking, vehicles can skirmish but only past infantry, mortarman can simulate attacking from a distance by gaining moves after an attack, supply trucks can tow ATG guns and infantry by starting a turn next to them, and finally an invisible spy unit called the Operator that can actually steal opponent's units and cause havoc behind the front line.
[*] Every variable (hp,mm of penetration , upkeep, etc) is mathematically derived based on researched WWII performance statistics and schematics.
1 turn = 1 Week
xx Cost = Dollars(1942) / 160
xx Upkeep = Dollars(1942) / 160
xx Level = (Cost+Upkeep*10)/40
xx EXP to level = Level*24
xx HP = (mm_of_armour^2)/5
xx AP Damage = mm_of_penetration@750m^2 / 6
xx ground movement = kmph / 5
xx aircraft movement = kmph / 19
MAPS: (from quickest playtime to longest)
[*] Europe Micro is the smallest a 2v1 map can be made while still getting to afford most units and experience combined arms combat. This is the recommended first map to try for multiplayer. (30-90 minutes)
[*] Intense River is a custom map where two forward bases attack a town on a river bend. The map is designed to have as short of playtime as possible while still getting intense concentrated battles where most units in the game can be afforded. (1-2 hours)
[*] Sedan is a recreation of the battle of Sedan in the Battleground Europe MMO. Two German forward bases attack a river town where it is difficult to advance in the city. It has starting villages but not starting units. (1-3 hours)
[*] Europe Small is a recreation of the board game Axis and Allies: Europe 1940. Starting units, villages, and coastlines are a scale model of the board game. This is the best way to experience WWII theater strategy against another player. (2-4 hours)
[*] Kursk is a 1/5th scale recreation of the largest tank battle in history. Highly accurate and working from original documentation, it has been created so that every one of the units are in the correct location for the night of the 10th, including Michael Wittmann's elite Tiger on top of hill 241.6 (3-8 hours)
[*] Western Europe huge is a maximum size map designed true to life. Shorelines are accurate to the hex, cities have real population ratios, village density is based on a population density map from 1940. Forests and Hills are based on forestation and topography maps also measured by the hex and placed. Games take 50-120 turns. Includes starting villages but not starting units. This map will give you the most grand European campaign experience, resulting in dozens of tanks and planes clashing together as groups, though it can take many hours to complete. (6-20 hours)
[*] Village gold is 5.
[*] Build supply trucks on the first turn.
[*] Try to end turns with trucks next to infantry and guns to increase their movement.
[*] Get a fighter plane up somewhat early to kill enemy trucks and gain intel on enemy production so it can be cheaply countered.
[*] Build an airfield (find a village good for your aircraft to retreat/rearm/heal at and put a couple AA guns in the area to shoot down enemy fighters that chase)
[*] Riflemen are the most cost efficient infantry and should be about half of your infantry. They are best at advancing the front line between towns
[*] Other units have specialized primary purposes. SMG: village defense, LMG: defense against concentrated riflemen, HMG: chokepoint defense, Mortar: attrition and smoke screens, Sniper: killing leaders, operators, commandos, and HMGs, ATR: killing light tanks, Conscript: emergency village defense
[*] The recommended way to use the clandestine operator is to sneak it just outside enemy keep to watch everything that is produced. If something worth hundreds of gold is produced, steal it using the commandeer attack
[*] A production facility costs 50 and pays itself off in 10 turns, so they are usually best to build during the first 10 turns. They are not worth building unless you plan to win the game by delay, attrition and heavy defense.
[*] Aircraft and tanks usually take and deal double damage from backstab, this is the key to winning combat involving vehicles.
[*] It is important to end your turn with your aircraft somewhat on your side of the front line. Aircraft can move and attack, and move back to an area with friendly aircraft or AA guns.
[*] Aircraft die to ambush often, so manually control aircraft when flying through enemy territory to avoid forests and cities. Generally it is best not to send aircraft very far into enemy lines.
[*] Most bombers have to be full health to have bombs, so keep your bombers at full health, and prevent enemy bombers from reaching full health.
[*] Fighters work best in pairs of two in order to get flanking benefit.
[*] Use Supply Trucks and Medics to heal infantry
[*] Halftracks, although expensive can heal tanks and give the largest possible movement boost to towed guns and infantry. They are the safest and most useful near the keep.
[*] Build a few ATGs early and hide them behind your lines. They will come in useful late game if an enemy tank breaks through your front line.
[*] Choosing a 5 star general for a leader comes with the benefit of Tier 2 factory being fully refunded when you build it, however, opponents will send clandestine operators to kill your leader, so some cost must be spent protecting the leader. The factory leader on the other hand has enough health that it can only be killed by large guns and expensive bombers.
Credit due to Ruglud for the graphics in Westfront, many of which were used outright or graphically modified to become needed units. Also the the developer of Modern Combat from which a few unit sprites were also used or modified.
If you want to do multiplayer, ill be available for it whenever I can. I also have some friends that occasionally play the mod.