Now, when AP = AR you'll be doing 2.5 dmg, 2 dmg when AP is one lower, 1dmg when 2 lower, and 0.5dmg when 3 lowerģ) The low end of the KE chart is now a little more viable. Previously, KE weapons stopped doing damage above AP = Target armor. Heavy tanks will feel a little more survivable, while superheavies get about 50% tougher while still being vulnerable to weaker weapons in large numbers (unlike previously where most non-superheavy opponents couldn't do damage to them at all)Ģ) Under-powered KE weapons will no longer be so useless when used en-mass on heavy targets. As an approximate rule, tanks now carry a weapon with an AP 1 higher than the frontal armor of a target of equivalent role and era, where-as previously, comparable tanks typically had a parity of AP and frontal armor.ġ) Hits-to-kill should feel approximately the same for medium tanks. I've given across the board buffs to vehicles that had Armor values below 12-15 (improving the armor values of most IFV's) and raised the AP values of most KE weapons by 1. This also couples with more HP for units previously it was a 1 pt increase per +175m closer to the target, now it's +1pt per 350m. Allow me to demonstrate with graphsĪdditionally, the damage rise with reduced range to target had been halved. There will then need to be a lot of fine tuning for balance points cost, number of cards, units per card and deck specialization.įor Ash and Shadows v2.0 I've made a considerable overhaul to the damage system. Most nations have their finalized units by now, with the occasional hold out that I've either fogotten about or don't know what to do about. A stunned plane is very likely a dead plane now.īy 'Core unit changes' I mean Unit name, card icon, weapons, ammo and basic stats like armor, hit points, speed and autonomy. (This one is going to be tricky to get right too slow and they never score a hit, too fast and you can't readily avoid them) Top tier SAMs should now worry the shit out of you. I'm doing this to move away from the 'Acquisition RADAR' attempt of approximating the panic inducing nature of flying in unfriendly skies, and transferring that experience to you, the player. Top end SAMs are now very damaging and very accurate, but very slow they'll one shot any non-armored aircraft, but are dodgeable if you spot the missile in time. Helos now all have medium stealth or better, unless they're very large in size You'll need the DLC's if you want to play with the Israeli, Indian, UANSUAR and Yugoslav units, but this version won't crash if you have DLC units in your decks. The 2.52 version is now available for download. Export copies of your decks or make a back up of your WG Profile if you want to get around this.
#Wargame ash and shadows mod mod#
Keep in mind, installing and uninstalling the mod will kick unit cards out of your existing decks in the armory due to the changes in availability slots. Set in W:RD’s future, this massive campaign will see both fielding the very best and most advanced arsenal, in an intense conflict reminiscent of the chaos of World War 2.īut Second Korean War will also bring you some unexpected multiplayer features, in the form of 12 new units! Those units, one per nation, have been selected among those most requested by the community since the game’s release, or in order to fill some gaps in their home country's deck.Reminder Its always a good idea to back up your existing NDF_win and ZZ_win files in case you break something And it is only a matter of time before History repeats itself in the Korean peninsula, with China, North Korea & the Soviet Union pitting themselves against a mighty UN coalitions. The Party’s old guard has restored Soviet order, getting closer to its Asian communist neighbors in the process, but is set on a confrontational road with the West. It features a new solo campaign, set in an uchronical 1992 where the previous year’s coup against Mikhaïl Gorbatchev has succeeded.
#Wargame ash and shadows mod free#
About This Content Second Korean War is Wargame: Red Dragon’s second free DLC.