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  1. #241
    You're very much welcome.

  2. #242
    Red Army Soldier derivative5150's Avatar

    Join Date: Sep 2015

    Location: US

    Oh, I see the Germans are going to be getting their own "Fantasy"/Super Tank class sometime soon...PANZER VIII MAUS. Guess the Super Tank class is here to stay. Now give me some 88's!!!!
    Field Marshal

  3. #243
    The maps are so REPETITIVE.

    Make different maps and make it so different unit clasaes get bonuses on certain terrain, like infantry bonus on forest. Make forest flatlNd maps, hedgerow maps, urban maps, d-day like maps, snow maps etc.

    I am now going to be forced to buy an infantry comander general because it sems armies of rocketeers, supported by scout cars, snipers and assault infantry is going to be the new meta. Disgusing. Armies of rocketeers are unrealistic.

    TDs that are effective against enemy tanks AND bunkers is also bad, limit tds to AP shells only, no HE damage... These things should not be.

    EDIT: forgot to add... Currently, nations/generals have no flavor. They are to similar, make each nation with some unique traits and special forces units for example... And why the heck is a wirbelwind the high tier scout? Ever heard of a Puma?
    Last edited by Playerguy11; 01-04-2016 at 06:30 AM.

  4. #244
    Red Army Soldier Bagatto's Avatar

    Join Date: Jan 2016

    Location: Italy

    8 40
    I like this, just started playing and long time not playing other Blitzkriegs.

    Few suggestions and desires:

    - a suppression and rally mechanism, units commanders (and maybe a specific command unit) can rally fleeing troops, success based on their experience
    - better line of sight and obstacles, i see sometimes units can fire through buildings and forests
    - action is sometimes too fast, better a slower pace in my opinion, or keys (+ and -) to speed up/slow down the action
    - some more italian unit, or even better a new italian faction

    Thanks, great work

  5. #245
    opinion about game overall = GOOD

    Proposal for the game; MAP builder, world builder
    More maps... its getting boring to play the same maps over and over again. Missing a D-Day map for sure!
    Please remove the time limit or higher it up... and gie us more troops to place, PLEASE.

    Suggestions; Why can troops enter a burning building? maybe fix this if possible.
    (ive read a very good suggestion about molotov... this would be a great unit against light vehicles.. can you create this?
    Rockets, panzerschrek and bazookas are way to easy to avoid by any tank or vehicle... would love to see an update on this.
    Can i suggest to remove the red flags on minefields to make it more realistic?
    These changes could impact the game play vs AI imo.

    Also,.. can you guys CHANGE the problem with howitzers?? As soon as they fire the enemy is able to locate their position and bomb them without recon that area.
    I think this is not a fair advantage. You should remove the firing line on map when they fire + the troops that operate them as they can be seen on the map after they have fired once.
    Please remove this to make the game more balanced for AI + base defenders.
    Otherwise its just a free recon.

    Great game, keep it up!!

  6. #246
    Have just bought the game but I don't see any tutorial or game manual. It seems very confusing

  7. #247
    Red Army Soldier thesnowman41's Avatar

    Join Date: Jan 2016

    Location: U.S.A.

    I don't know what further is intended for this game, but coming from playing Blitzkrieg 2: Return to the battlefield, one thing I really like from that are the mass multiplayer maps. But I also like the base assault/defense style this game has right now. Other than that I have nothing negative really to say about this game and love it!

  8. #248
    Thanks for reviews and suggestions! All of this are noticed.

    Quote Originally Posted by nojman View Post
    Have just bought the game but I don't see any tutorial or game manual. It seems very confusing
    From the beginning MP (on all bases). You may skip tutorial if you wanted.

    - - - Updated - - -

    Quote Originally Posted by SyDrone View Post
    Proposal for the game; MAP builder
    We thinking about it

    - - - Updated - - -

    Quote Originally Posted by SyDrone View Post
    Why can troops enter a burning building?
    Please, send it to

    - - - Updated - - -

    Quote Originally Posted by SyDrone View Post
    Can i suggest to remove the red flags on minefields to make it more realistic?
    I think what this decision will make many rage.

    - - - Updated - - -

    Quote Originally Posted by Bagatto View Post
    action is sometimes too fast, better a slower pace in my opinion, or keys (+ and -) to speed up/slow down the action
    In Multiplayer? How?
    If you talk about SP - you have tactical pause

  9. #249
    Red Army Soldier Bagatto's Avatar

    Join Date: Jan 2016

    Location: Italy

    8 40
    Quote Originally Posted by vernonroshe View Post
    Thanks for reviews and suggestions! All of this are noticed.

    From the beginning MP (on all bases). You may skip tutorial if you wanted.

    - - - Updated - - -

    We thinking about it

    - - - Updated - - -

    Please, send it to

    - - - Updated - - -

    I think what this decision will make many rage.

    - - - Updated - - -

    In Multiplayer? How?
    If you talk about SP - you have tactical pause
    Slower pace everywhere (SP and MP), just to try enhancing strategy, it's sometimes stressing to control all the units in real time so fast, but just my opinion.

    Two things i consider important to change:

    - spotting units and infantry inside buildings from tanks and vehicles seems too perfect to me now, i mean, visibility from vehicles is not so easy, they should fail to locate something; atm a light vehicle can spot almost everything inside a base, instead i think infantry should have a better role in spotting
    - line of sight/visibility sometimes doesn't consider obstacles, or it is not clear what is an obstacle at least; is it possible to enlighten the places every unit can see considering obstacles too? That includes buildings and rocks too, it should not possible to see through (even for units already spotted). This, together with spotting failing from vehicle, would be great i think.

  10. #250
    ^^ Best comment of the week!!
    Troops inside buildings should not be spotted at all... imo.

    Maybe a sniper should but certainly not tanks and vehicles. The 1 way to ambush are buildings. Maybe its worth to think about it.
    it would change the game ALOT if you ask me )

  11. #251
    Junior Sergeant TurtleAndRabbit's Avatar

    Join Date: Apr 2015

    Location: The Netherlands

    Quote Originally Posted by SyDrone View Post
    Troops inside buildings should not be spotted at all...imo [...] it would change the game ALOT if you ask me )
    Well, how about no. If infantry couldn't get spotted in buildings, you get a very unbalanced game. Maybe a little buff for vehicles until the infantry fire, but not more than that. It indeed would change the game a lot, but not in a good way, I think.

  12. #252
    no offence, but now you have TD's just killing every single building without getting a scratch. howitzers are getting killed by light vehicles...

    and where is the balance in that?

    Werent tanks ambushed from buildings in ww2?
    Isnt a howitzer supposed to just 1 shot any light vehicle? Same for rockets and specially TD's?
    How can we ambush a vehicle then otherwise atm?
    by setting up a antitanksqaud in the bushes? So that a light vehicle just shoots them dead? cmon

    Ok... let tanks and vehicles only see buildings with troops inside when they are already under fire // that will be alot better then it is now
    Last edited by SyDrone; 01-14-2016 at 07:02 PM.

  13. #253
    Main idea of that - possibility to makes of traps for enemy, right?
    We think about it, already discussed. Maybe we will improve core battle system to make this possible.

  14. #254
    Red Army Soldier HEAVYCAT's Avatar

    Join Date: Jul 2015

    Location: Denmark

    What about adding global conflict like in Heroes And Generals, with one side defending and the other attacking. Or some kind of clan wars

  15. #255
    Quote Originally Posted by HEAVYCAT View Post
    What about adding global conflict like in Heroes And Generals, with one side defending and the other attacking. Or some kind of clan wars
    Yeah, we want clan wars or something like that, but at first we must finished core gameplay

  16. #256
    I ve a lot of criticism...this game is an arcade game, and Bltz 1 and 2 were superior to it. There is a general lack of realism but the worst thing is that there are not "core units", or commanders capabilities (i mean that there are not units gaining skills due experience, or commanders gaining skills), and there are not reparation trucks, in order to repair damaged vehicles, or a system that provides infantry squad replenishment. The game seems a fool race "always" forward, without any space to organize a different strategy. I ve played the singleplayer mission "invasion of Poland" and it is RIDICOLOUS...developers cant joke players like me that are veterans of wargaming: if this is a decent simulation of the Poland invasion i m Napoleon at Austerliz, really INDECENT mission...and boring...I repeat, BK1 and BK2 were superior to this BK3...i wasted my moneys. The game is good only for the graphic environment....for the rest is really a waste of moneys...Dear developers...this BK3 is horrible!
    Last edited by Ammazzasette; 02-03-2016 at 07:04 PM.

  17. #257
    I really hope that the troops voices will have better lyrical content than they have at the moment. Lines such as "Stop poking me", "Enough with the clicking", "You're scratching the armour" just sounds so unprofessional.
    I mean, it is a computer game, but the Soldiers shouldn't be aware of that! I know that you're probably going for some stereotypical British grumpyness there but no it just doesn't sound right.
    They're supposed to be up to the task and not bothered if you "click" twice or so.
    Last edited by Fallofthereich; 02-18-2016 at 02:18 PM.

  18. #258
    Junior Sergeant TurtleAndRabbit's Avatar

    Join Date: Apr 2015

    Location: The Netherlands

    The term clicking may be a reference to the little clickers British paratroopers had (I can only remember this from a Dutch movie, so maybe it is not true...). When in cover, and heard somebody coming, not knowing if it was a friend, enemy or civilian, they would click a certain pattern (like: short short long short), and if they got the right response (like: long short long short, something else anyway), they would know it was a friend. If they got no response or a wrong pattern, big change it would be an enemy. And aren't they saying "They have scratched the armour"?

  19. #259
    Red Army Soldier xeon_88's Avatar

    Join Date: Apr 2016

    Location: Europe

    First of all I want to say that I am a huge fan of BK series, and I am a huge fan of historical strategy games. I played many other WW2 theme games like Sudden Strike series, Company of Heroes series, Soldiers: Heroes of World War II, and legends like Close Combat series, and Panzer General series..., but what I mean by that is that our community of ww2 gamers, expects to see accurate historical realism in a historical war game ...
    I had high expectations from BK3 and still hope it will be a good game and fun but also fair and balanced in terms of historical realism...I believe we all expect to see a more realistic tactical game not just another RTS, because you will never beat starcraft
    An historical defined game should have a careful and accurate research of content based on historical data, or at least (common sense included) take a look on Wikipedia
    I know it is not easy to balance everything so the content will perform well and have a balanced game play, but bringing future elements located in a historic game in a well defined period is not the solution...
    You can balance the game by the rarity and the value of the units, better units more expensive, weak units cheaper, you may also calculate their value by their stats, like maneuverability & speed, hp pool, spotting range, camo factor and damage per minute ...

    A good historical accurate ww2 game (named Blitzkrieg) should contain the virtual accurate image of content that existed between September 1939 - May 1945. Any screw or bolt built after May 45 is not ww2, at of least not in Europe (Japan surrenders on August 18) ...
    And here I agree 100% percent with CreativeX42 : FIRST T-44 IS NOT WWII TANK!!! nor IS 3 or T28/T95 or Super Pershing...they were some built or only prototypes but they not fought any battle ...
    The T-44 was issued to three tank brigades mustered on 15 September 1944 for training purposes, but these formations (6th Guards, 33rd Guards, and 63rd Guards Tank Brigades[18]) were re-equipped with T-34-85 tanks prior to entering the Battle of Berlin and Prague Offensive. The T-44A was not used operationally during World War II in Europe for several reasons, including the fact that the Red Army was not ready to accept a new tank[6] because of lack of sufficient spares[6] and technical specialists who could repair and maintain the new tanks[6] as well as the fact that many of the tank crews would have to be retrained.[6] However, three tanks were sent to the 100th Special Tank Company which tested them on the Eastern Front.[6] Many T-44As were immediately sent after they were produced in the Far East regions of the Soviet Union. The first tanks arrived there before the end of the war and were used operationally during the last three days of fighting. They continued to arrive after the war and eventually around 600 T-44As were stationed there.[19]
    World War II – briefly fielded in 1944–45, but kept out of combat ... wiki says
    A single Super Pershing was shipped to Europe and given additional armor to the gun mantlet and front hull by the maintenance unit before being assigned to one of the tank crews of the Third Armored Division. The new gun on the Super Pershing could pierce 13 inches (330 mm) of armour at 100 yards (91 m). The front hull was given two 38 mm steel boiler plates, bringing the front up to 38+38+102 mm of armor. The plates were applied at a greater slope than the underlying original hull plate it was welded on top of. The turret had 88 mm thick rolled homogeneous armour (RHA) from a Panther turret welded to the gun barrel covering the front.
    The first public demonstration of the IS-3 came on 7 September 1945 during the Allied victory parade on Charlottenburgerstrasse in Berlin with the heavily reinforced 71st Guards Heavy Tank Regiment of the 2nd Guards Tank Army.[21] The IS-3 came too late to see action in World War II.
    Two prototypes of the T28 were built. They underwent evaluation at the Aberdeen Proving Ground and Fort Knox facilities until 1947. In 1947 one of the T28s was heavily damaged by an engine fire during trials at Yuma Proving Ground and was broken up and sold for scrap. The T28 never went into service, but was retained to test the "durability of components on such a heavy vehicle". Work on it ended before completion as the War Department decided to stop the development of vehicles of that sort of weight[10] and the T28 program terminated in October 1947. By that point the T29 and T30 turreted heavy tank designs had been built.[4] The T29 mounted the same gun as the T28 in a conventional rotating turret. The T30 was developed with a larger-caliber gun and more powerful engine.[4] The T29 program was used to test mechanical components for future tank designs[11]
    The ZSU-37 was produced from March 1945 to 1948, and 75 vehicles were built in total (only a few vehicles were produced before the war ended, due to temporary manufacturing technology). As a result of its late production and the almost non-appearance of the few remaining Luftwaffe aircraft in the spring of 1945, the ZSU-37 saw no service in World War II. An experimental self-propelled anti-aircraft artillery battalion equipped with 12 ZSU-37 SPAAGs was formed by the end of 1945.
    VK 45.01 (P) Tiger P Only one tank went into service as a command tank in the Ferdinand (Elefant) unit, and served in Panzerjäger Abteilung 653.[3] It was deployed in April 1944 and lost that subsequent July.
    Changes to the specification mean that the first pilot - the T49 GMC - was built with the British (57 mm) QF 6-pounder gun instead of the 37 mm and torsion suspension instead of Christie. It was tested in 1942 but the army wanted a heavier gun - the same 75 mm gun M3 as used on the M4 Sherman medium tank. The T49 project was cancelled and the second pilot was built with the 75 mm gun as the T67 GMC. This met approval but in early 1943 the army requested a more powerful gun - the 76 mm gun M1 under development for the Sherman. Six pilot models - as the T70 GMC - were built with this gun. The trials of these led to a new turret and changes to the hull front but the design was otherwise accepted for production which began in mid-1943.[5]

    or if you like to read :

    There is a huge amount of historical accurate content that can fill the game and create enough balance...
    First I see as a convention that infantry units to be the same for all nations, I believe it's ok for everyone, even if historical is not accurate it's better for game play, and easier for players to accommodate ... also I think the cost of the infantry units are fair, except the snipers that costs as much as a 2 rifle squads, or a heavy tank, so I believe maybe 10% of the players use those units ... I think a sniper should cost about 25 supply, unless they have some unique and special talents we are not aware of 60 supply on a single man that dies in 2 shots or should I chose a heavy tank instead
    If I could suggest a few ideas I would like to propose that assault and rifle squads to have 7 men and Russian rifle squad 10 men, MG squad 5 men, AT squad 4 men, and a new 3 men squad as a recon squad, a very mobile unit that could replace the AA vehicle which is blind now, as a scout unit...
    Also, infantry squads inside buildings should not be spotted until adjacent (about 30-40 meters) or if they open fire, you are unable to see some men inside a house from a plane unless they use 2016 tech
    And infantry squads located on map on ambush stance should be deployed on prone position, no real life man would stand upright under enemy fire, also should get a better camo stats and cover if they are prone. If they are not on hold position they should rise up and follow enemy, but always under fire should go prone like real soldiers
    I think all vehicles and AT gun should have same attack range and about the same view range, land units and infantry better view range and vehicles (tanks, TDs or AA cars) a bit less but not blind like there is a tank 50 meters away and I can't see it or the tank can't see me standing on a flat field not ok ...
    ALL tanks and TDs should have the same base attack range, (at least 200 meters) if a TD is shooting at my tank and I can see it, I can't shoot back ... really? Seems like an exploit for me an unrealistic glitch ...
    Of course more distance maybe less accuracy but a tank with lower attack range than a rifle squad, are you serious?
    Also, all units should have same base accuracy. All fresh level one units should have a base 65% hit ratio and improved by level like 2%/level and passive bonuses like upgrades or commander perks. Fortifications should have a flat 75% accuracy and increased by passive commander perks.
    I think would be nice like vehicles to be able to improve mobility with level (speed and rotation) not much like 1% -1.5% per level ...
    About upgrades and commander's perks, I think most are nice even if we don't know if all do what are supposed to do or are just some nice icons Not sure about the 25% more rockets on arty vehicles, like they weld some additional tubes or they use duct tape doesn't sound realistical to me...
    Here are my sugestions for a more historical accurate army composition by nations:
    Light and medium tanks names and their cost (supply points)
    T 26 30sp, BT7 30sp, T70 30sp, T28 35sp, T34(40) 45sp, T34 (42) 50sp, T34-85 60sp
    Heavy tanks
    Kv1 55sp, Kv1S 60sp or Kv2 65sp, Kv-85 65sp, IS 2 80sp
    Tank Destroyers/assault gun
    SU 76 45sp, SU 85 55sp, SU 100 65sp, ISU 122 70sp, ISU 152 80sp
    Assault Gun tier 6 (artillery)
    SU 122 100sp or SU 152 100sp

    Light and medium tanks Locust was made in 43 so not a tier 1
    Cruiser 30sp, Stuart 30sp, Valentine 35sp or Matilda II 40sp, M3 Lee 40sp, Sherman M4A1 45sp, Sherman M4A1 76 50sp, Sherman Firefly 60sp
    Heavy tanks
    Char B1 50sp, Churchill IV 60sp, Churchill VII 65sp, M26 Pershing 75sp
    Tank Destroyers T49GMS its just a place holder atm looking for a lower tier historical accurate TD
    T49 GMC 55sp, Hellcat M18 60sp, Wolverine M10 70sp, 17pdr Valentine Mk I Archer 65sp, Jackson M36 85sp
    Assault Gun tier 6 (artillery)
    Bishop 100sp or Priest 100sp

    Light and medium tanks
    PzII 30sp, Pz35 30sp, Pz38 35sp, PzIII H 35sp, PzIV D 40sp, PzIV H 45sp, Panther 75sp
    Heavy tanks
    Char B1 50sp, Kv1 captured (maybe) 55sp or Tiger P (only one sent to front) 65sp, Tiger 1 75sp, Tiger 2 95sp
    Tank Destroyers/assault gun
    Stug IIIG 50sp, Hetzer 55sp or JpzIV 60sp, Ferdinand 80sp,JagdPanther 75sp, Jagdtiger 95sp
    Assault Gun tier 6 (artillery)
    Brummbär 100sp or Hummel 100sp

    And now few words about support arty and planes ...
    Well this BK supposed to be a TACTICAL game more like a chess game not a RTS where u get two Ctrls of protoss and wipe a zerg base some players do with 10 Jakson M36, that can destroy in motion everything on the map ... This is not StarCraft with 100 units cap and you can spawn more every few seconds ... This is a tactical game on a small map with a small number of units like 20, max if I m not wrong ...
    So when you have a relative small number of units on a small map ... arty barrage, planes and BOMBERS omg, are too much ... they have a HUGE impact like they can wipe all your enemies not even moving your main army .... I think a plane should dive and strike a target or a cluster with a bomb or two in one single pass through like in all other war games ...
    One ground attack plane scouting the entire map for 80 seconds for only a cost of 5 support points (also spotting infantry inside buildings) it's not cool, since last patch ALL players use these planes and everyone got commanders with attack plane perks ... A plane should strike once and have a 10 points value (a ground attack plane had and still have today, few bombs or rockets and some ammo for their heavy guns NOT unlimited so they can attack 20 ground targets) ... Because this game becomes a game of arty, AA guns and attack planes ... A boring arcade game with no tactics and realism, just spam planes and Ctrls of Jacksons and in defense 6-7 arty and 6-7 AA guns ... there are no tactics at everyone use AT rifle nests to block base acces points... GG
    I really expect something to change, and transform this random RTS in something nice and fun , and most of all in a TACTICAL HISTORICAL ACCURATE game named BLITZKRIEG not "Fantastic Jacksons & the Air Strikes"
    Last edited by xeon_88; 04-02-2016 at 09:01 PM.

  20. #260
    Red Army Soldier xeon_88's Avatar

    Join Date: Apr 2016

    Location: Europe

    There are tons of historical units that can fit very well in the game, units that can be optionally researched in addition to the regular 1 Tank, 1 AA vehicle, 1 TD, 1 Hvy Tank every tier …or even like a reward or a gift…
    I believe it would be very nice for us to have more options to build our armies, also would be nice to have additional light tanks or wheeled vehicles for every tier, off course with historical availability and stats…
    I know that is a HUGE amount of work but in time added as extra content will bring more realism and more balance to the game…not talking about keeping us busy and happy

    Also additional fortifications like MG nest (3 men with a heavy MG behind sandbags), dragon tooth and tank traps…

    Flamethrowers could be nice for clearing trenches garrisons and fortifications

    Flammpanzer I a field variant of the German Panzer I used briefly during the war in North Africa
    Panzer II Flamm, a variant of the German Panzer II Ausf D/E.
    Flammpanzer 38, a variant of the Jagdpanzer 38(t) tank destroyer.
    Panzerkampfwagen B2 (F), a variant produced by the Germans based on captured French Char B1 tank chassis.
    Flammpanzer III Ausf. M/Panzer III (Fl), a variant of the German Panzer III Ausf. M.
    Sdkfz 251/16 Flammpanzerwagen, a variant based on the Sdkfz 251 series of half-tracks.
    StuG III (Flamm), a variant based on a variety of pre-Ausf F StuG III assault gun chassis.
    M3 Satan: Improvised conversion of M3 light tank with Canadian "Ronson".[6]
    An M4A3R3 USMC tank during the Battle of Iwo Jima (March 1945)
    M4A3R3 "Zippo": Sherman tank used during the Battle of Iwo Jima (1945)
    M4 "Crocodile": four M4 tanks converted by British for US 2nd Armored Division in NW Europe with the same armored fuel trailer as used on Churchill but the fuel line went over the hull.
    Sherman Badger: Canada's replacement of its Ram Badger, the Sherman Badger was a turretless M4A2 HVSS Sherman with Wasp IIC flamethrower in place of hull machine gun, developed sometime from 1945 to 1949. The 150 gallons at 250 psi was effective to 125 yards, with elevation of +30 to -10 degrees and traverse of 30 degrees left and 23 degrees right. This inspired the US T68.[7]
    Sherman Adder: A conversion kit to equip Sherman tanks, used in India on Sherman III and Sherman V
    Churchill Crocodile flame tank
    Churchill OKE: Churchill Mk II with fixed "Ronson" flamethrower. Three were part of the 1942 Raid on Dieppe but were put out of action before the equipment was used.
    Churchill Crocodile: Churchill Mk VII equipped with a kit including an armored fuel trailer that used compressed nitrogen for pressure. The flamethrower replaced the hull machine gun leaving the main armament unaffected. Eight hundred conversion kits were produced. Operating under the organization of the 79th Armoured Division, as with other specialised vehicles, it was deployed following the 1944 Normandy landings in north-west Europe and in the Italian campaign. It could deliver eighty 1-second bursts out to 120 yards (110 m) before refuelling.
    Matilda Frog (25): 25 Matilda II tanks converted to flame tanks by the Australians in late 1944.
    Matilda Murray: Australian improvement over the Frog, produced in 1945.
    ОТ-34 (OT-34-76): created from various models of the T-34-76, had an internally mounted flame-thrower ATO-41 (ATO-42 later) replacing the hull machine gun.
    OT-34-85: created from the T-34-85, had an internally mounted flamethrower ATO-42 replacing the hull machine gun.
    KV-8: KV-1 fitted with the ATO-41 flame-thrower in the turret, beside a machine gun. In order to accommodate the new weapon, the 76.2mm gun was replaced with a smaller 45 mm Gun M1932, though it was disguised to look like the standard 76 mm.
    KhT-26 (OT-26): developed in 1933. Based on the twin-turreted T-26 mod. 1931 tank but using a single turret armed with a flamethrower, the second turret was removed.
    KhT-130 (OT-130): Flamethrower variant of model 1933, using a larger 45 mm gun turret (a gun was replaced with a flamethrower).
    KhT-133 (OT-133): Flamethrower variant of model 1939 (a gun was replaced with a flamethrower).
    KhT-134 (OT-134): Flamethrower variant of model 1939, with 45 mm gun.
    Ram Badger: Canadian Ram cruiser tank adapted with flamethrower.
    LVT(A)-4 Ronson: (1944) With full tracks, some armor, and a turret, arguably the Landing Vehicle Tracked was a swimming light tank; this was a fire support version with M8 Howitzer Motor Carriage turret but the 75 mm howitzer replaced with the Canadian Ronson flamethrower.
    LVT-4(F) Sea Serpent: British version armed with flamethrowers, but unarmored.
    Wasp: not strictly a flame tank, the Universal Carrier (a small lightly armoured tracked personnel/equipment carrier) fitted with the Wasp flamethrower - a continued development of the Ronson by the Petroleum Warfare Department.[8]
    Post-war and Cold War tanks[edit]
    M67 "Zippo": a variant of the US M48 Patton tank.
    M132 Armored Flamethrower: Not actually based on a tank, but an armored flamethrower based on the M113 armored personnel carrier.
    See also[edit]


    · Model 1939 – First production models, these tanks were prone to frequent breakdowns, but were highly resistant to anti-tank weapons during the Winter War. These tanks were armed with the 76 mm L-11tank gun, recognizable due to a recuperator above a barrel. Most tanks were lacking the hull machine gun. 141 were built.
    · Model 1940 (German designation: KV-1A) – Used the F-32 76 mm gun and a new mantlet. The main production model by the time of the German invasion.
    · Model 1940 s ekranami ("with screens") or KV-1E – with additional bolted-on appliqué armour and F-32 gun.
    · Model 1941 (KV-1B) – Up-armoured with 25–35 mm (0.98–1.38 in) added to the turret, hull front and sides. Turret was now cast instead of welded. This tank was armed with the longer-barreled 76.2 mm F-34, and later ZiS-5, tank guns.
    · Model 1942 (KV-1C) – Fully cast turret with thicker armour or welded turret with thicker armour, again up-armoured and used an improved engine and the 76 mm ZiS-5 tank gun.
    · KV-1S – A variant with higher speed, but thinner armour. A new, smaller, cast turret and redesigned rear hull with a new planetary transmission were used. 1370 were built.
    · Panzerkampfwagen KV-IA 753(r) and Panzerkampfwagen KV-IB 755(r) - Captured KV-1 in German service. Some were fitted with a high-velocity 75 mm L/43 KwK 40, the same gun used in a Panzer IVAusf F2. Certain models were also fitted with extra armor protection.



    · ANT-IV
    · BA-10
    · BA-11
    · BA-20
    · BA-21
    · BA-27
    · BA-3/6
    · BA-30
    · BA-64
    · D-8 Armored Car
    · FAI armoured car
    · KhTZ-16
    · Komsomolets armored tractor
    · NI Tank
    · NKL-26
    · PPG tankette
    · Soviet combat vehicle production during World War II
    · RF-8
    · T-27
    · ZiS-30
    · ZSU-37


    Stuart series
    By the time the United States entered the Second World War in 1942 they had only two tanks ready for combat: the M1 Combat Car and the M2 Light Tank. Originally both tanks only came equipped with machine guns but in 1940, the M2A4 was upgraded to a37mm anti-tank gun. The machine gun-armed tanks were never used in combat, and only a handful of cannon-armed vehicles saw service in the Pacific; but their design formed the basis of the later M3/M5 Light Tank. The British officially called their M3s' Stuarts, and often referred to them as "Honeys".

    M5 & M8 HMC

    · M1 = M1 Combat Car, machine gun
    · M2 = M2 Light Tank, 37 mm gun
    · M3/M5 = M3 Light Tank, 37 mm gun
    · M8 HMC = M8 Howitzer Motor Carriage, 75 mm M2 or M3 howitzer on M5 hull
    Other light AFVs[edit]
    The M22 Locust was specially designed to British requirements as an airmobile tank, to be delivered to the battlefield by glider. Production was delayed and by the time it entered service, it was considered obsolete.
    The M24 Chaffee was intended as a replacement for the M3 and M5 series;

    M18 GMC

    · M22 = Light Tank M22 Locust, 37 mm M6 gun
    · M24 = Light Tank M24 Chaffee, 75 mm M6 gun
    · M18 GMC = M18 Gun Motor Carriage, also known as the Hellcat, was a tank destroyer armed with a 76 mm M1 gun

    Medium tanks and AFVs[edit]
    In 1939, the USA had manufactured 18 examples of the Medium M2 tank. This tank was never to see combat service, but its chassis and suspension were used as a basis for the Lee and Sherman tanks. Following the German invasion of France in 1940, a small number of Medium M2A1 tanks (an improved model) were manufactured for training. A better tank (which was eventually to become the Medium M3 Lee) was designed as an interim until the M4 could be produced. The M3 ordered in large numbers by the British to a slightly different specification but by the time Lend-Lease was introduced the two variants were more alike except for the turret. Over half of M3 production would be supplied to the US's allies - the Uk and USSR.
    The Lee was superseded by the Medium M4 Sherman. This originally carried a 75 mm gun; later versions of the Sherman were armed with a 76 mm gun or a 105 mm howitzer.
    On the Sherman hull, the M10 and M36 tank destroyers (officially called Gun Motor Carriages) were produced.
    The M7 Howitzer Motor Carriage was originally built on the M-3 medium tank chassis, but later versions were built on the similar M-4 tank chassis.

    M4 (76)
    M4 (105)
    M10 GMC
    M36 GMC
    M7 HMC
    M12 GMC
    M30 CC
    · M2A1 = Medium M2A1
    · M3 = Medium M3 Lee/Grant. The US version in British service was the Lee (named after General Lee); the British specification version (a different turret) was the Grant (named after General Grant).
    · M4 = Medium M4 Sherman with 75 mm M3 (L/38) gun
    · M4 (76) = Medium M4 Sherman with 76 mm M1-series gun
    · M4 (105) = Medium M4 Sherman with 105 mm howitzer
    · M10 GMC = M10 Gun Motor Carriage with 3" M7 gun
    · M36 GMC = M36 Gun Motor Carriage with 90 mm M1 gun
    · M7 HMC = M7 Howitzer Motor Carriage, M3 (Grant) or M4 (Sherman) hull with 105 mm howitzer in forward-facing mount. Given the service name "Priest" by the British.
    · M12 GMC = M12 Gun Motor Carriage, M3 (Grant) hull with 155 mm M1918 gun in forward-facing mount
    · M30 CC = M30 Cargo Carrier, ammunition carrier for M12 GMC.

    Heavy tanks
    The Pershing heavy tank (named after General Pershing) was the only heavy tank used in combat by the US armed forces during World War II. An earlier design, the M6 Heavy Tank, was not accepted for series production and only 40 were produced. Work began in early 1945 to develop a significantly heavier variant of the M26 Pershing, the T32 heavy tank, but after the end of the WWII, the project was cancelled and the vehicles were scrapped.

    Heavy M26 Pershing
    (90 mm M3 gun)

    Tank, Infantry, Mk I, Matilda I
    The Matilda I was a machine gun armed infantry support tank. It had been built down to a price and for quick delivery. Those not lost during the fighting of the battle of France were abandoned at Dunkirk. The few left in the UK were retained for training only.
    Total production 1937–40: 140.
    Tank, Infantry, Mk II, Matilda II
    The Matilda II was produced by Vulcan Foundry, John Fowler & Co., Ruston & Hornsby, the London, Midland and Scottish Railway, Harland and Wolff, and the North British Locomotive Company
    As well as Marks I, II, III, IV and V of the Matilda, some were rebuilt with the Canal Defence Light
    Total production 1937–43: 2,987.
    Tank, Infantry, Mk III, Valentine
    Valentine was a private development by Vickers that was accepted by the War Office. It used the suspension of their pre-war A10 Heavy Cruiser design with heavier armour.
    There were eleven marks of Valentine.
    Total production 1939–45 of Valentine Mks I, II, III and IV: 8,275.
    Tank, Infantry, Mk IV, Churchill
    Main article: Churchill tank

    Churchill tank production


    Churchill I

    Churchill II

    Churchill III

    Churchill IV

    Churchill V

    Churchill VI

    Churchill VII

    Churchill VIII

    Total production 1941-45: 7,368
    Tank, Light, Mk VII, Tetrarch
    Total production: 177.
    Tank, Cruiser, Mk I,
    Total production: 125.
    Tank, Cruiser, Mk II,
    Total production 1938–40: 175.
    Tank, Cruiser, Mk III,
    Total production 1938–39: 65.
    Tank, Cruiser, Mk IV,
    The initial production of the Mark IV was by adding extra armour to Mark III. Later production included the extra armour at the time of construction. On top of those converted from the Mk III, 665 of the Mk IVA (with the BESA rather than a Vickers machine gun) were built.
    Tank, Cruiser, Mk V, Covenanter
    The Covenanter was an unsuccessful design suffering from engine cooling problems. Total production: 1,700. Note that no A13 Mk III saw combat as all but one (which was sent to North Africa) were stationed in Great Britain during the war and used for training.
    Tank, Cruiser, Mk VI, Crusader
    The last production Crusaders were produced without turrets as they were to be converted to artillery tractors or self-propelled anti-aircraft guns.
    Total production 1940–43 of Crusader Mks I, II and III: 5,300.
    Tank, Cruiser, Mk VII, Cavalier
    Total production 1941–43: 500.
    Tank, Cruiser, Mk VIII, Centaur
    Total production 1942–43: 950.
    Tank, Cruiser, Mk VIII, Cromwell
    Cromwell was produced in several marks: I, III (II was a design not preceded with), IV, IVw, Vw, VI, VII, VIIw, VIII. Some of these were reworks of earlier Cromwells, some of reworked Centaurs.
    Total Production 1943–44 3,066
    Tank, Cruiser, Mk VIII, Challenger
    Total production 1943–44: 200.
    Tank, Cruiser, Comet I
    Total production 1944–45: 1186.
    Tank, Cruiser, Centurion I
    Total production 1944–45: 6.

    Armoured cars[edit]
    Scout cars
    · Daimler Dingo (6,626)
    · Humber Scout Car (4,300)
    Light Reconnaissance Cars
    · Humber Light Reconnaissance Car
    · Morris Light Reconnaissance Car
    Armoured Cars
    · AEC Armoured Car (629)
    · Coventry Armoured Car (220)
    · Daimler Armoured Car (2,694)
    · Guy Armoured Car (101)
    · Humber Armoured Car (5,400)
    · Lanchester Armoured Car
    · Morris CS9 (99)
    · Standard Beaverette

    Self-propelled guns[edit]
    · Bishop A self-propelled gun based on the Valentine tank, the Bishop was a emergency programme to provide mobile artillery in the North African campaign. As a result it had several problems and only about 150 were produced.
    · Sexton (Canada)
    · Deacon
    · Archer
    · Achilles (1,100)


    Panzer I
    Panzer II
    Panzer 38(t)
    Panzer III
    Panzer IV
    Panzer V Panther
    Panzer VI E Tiger I
    Panzer VI B Tiger II

    Panzer I Ausf. A
    Panzer I Pre-war: 1,893 hulls had been produced. 1,867 were fitted with turrets, and the rest used as command vehicles. These lightly armed and armoured tanks were intended as training vehicles, but were used in combat as the war came sooner than the military men had anticipated.

    Panzer II
    Panzer IIF "Flamingo"
    Marder II
    Sturmpanzer II

    · Panzer II (f) - flamethrower tank (converted from older types)
    · Marder II - 75 mm PaK 40 L/46 or captured Soviet 76.2 mm gun on Panzer II chassis (Sd.Kfz. 131/132) (some converted from older types)
    · Wespe - 105 mm light field howitzer on Panzer II chassis (Sd.Kfz. 124)
    · Sturmpanzer II - 150 mm heavy infantry gun on Panzer II chassis

    Panzer 38(t)
    Marder III Sd.Kfz. 138
    Marder III Sd.Kfz. 139
    Jagdpanzer 38(t) "Hetzer"
    · Marder 138 (Marder III) - 75 mm PaK 40 L/46 gun on Panzer 38(t) chassis (Sd.Kfz. 138)
    · Marder 139 (Marder III) - captured Soviet 76.2 mm gun on Panzer 38(t) chassis (Sd.Kfz. 139)
    · Grille - 150 mm heavy infantry gun on Panzer 38(t) chassis (figures include munition-carrying versions of the Grille) (Sd.Kfz. 138/1)
    · Hetzer (Jagdpanzer 38(t)) - 75 mm PaK 39 L/48 gun on a widened Pz 38(t) chassis (Sd.Kfz. 138/2)

    Panzer III
    Panzer III A-F
    Panzer III G-J
    Panzer III J/1-M
    Panzer III N
    Panzer III (f)
    Sturmgeschütz III A-E
    Sturmgeschütz III F-G
    StuH 42

    Totals do not include any Panzer III N models as these were converted from 3 (J), 447 (L), 213 (M) and 37 other Panzer III variants.

    StuG III Ausf. F/8
    · Panzer III A-F - armed with 37 mm gun
    · Panzer III G-J - armed with 50 mm L/42 gun
    · Panzer III J/1-M - armed with 50 mm L/60 gun
    · Panzer III N - armed with 75 mm L/24 gun (converted older types)
    · Panzer III (f) - armed with flamethrower
    · StuG III A-E - Sturmgeschütz III. Assault Gun armed with 75 mm L/24 on Panzer III chassis (Sd.Kfz. 142)
    · StuG III F-G - Sturmgeschütz 40. Assault Gun armed with 75 mm L/43 or L/48 on Panzer III chassis (Sd.Kfz. 142/1)
    · StuH 42 - Sturmhaubitze 42. StuG III with 105 mm light field howitzer (Sd. Kfz. 142/2)

    Panzer IV
    Panzer IV Ausf. D
    Panzer IV Ausf J
    Jagdpanzer IV/48
    Panzer IV A-F1
    Panzer IV F2-J
    Sturmgeschütz IV
    Jagdpanzer IV
    Jagdpanzer IV/70
    Sturmpanzer IV
    · Panzer IV A-F1 - Panzer IV with short 75 mm L/24 gun
    · Panzer IV F2-J - Panzer IV with long 75 mm L/43 or L/48 gun
    · StuG IV - Assault Gun. Modified superstructure of Sturmgeschütz III Ausf. G on Panzer IV chassis; armed with 75 mm L/48 gun (Sd.Kfz. 167)
    · Jagdpanzer IV - Tank Destroyer with 75 mm L/48 gun on Panzer IV chassis (Sd.Kfz. 162)
    · Jagdpanzer IV/70 - Tank Destroyer with 75 mm L/70 gun on Panzer IV chassis (Sd.Kfz. 162/1)
    · Sturmpanzer IV (Brummbär) - with 150 mm field howitzer on Panzer IV chassis (Sd.Kfz. 166)
    · Hornisse - 88 mm PaK43/1 auf Geschützwagen III/IV, later known as Nashorn (Sd. Kfz. 164)
    · Hummel - 150 mm field howitzer on Geschützwagen III/IV chassis (Sd.Kfz. 165)
    · Möbelwagen - Anti Aircraft. 37mm FlaK 43 L/89 on Panzer IV chassis (Flakpanzer IV Sd.Kfz.161/3)
    · Wirbelwind - Anti Aircraft. quadruple 20mm FlaK 38 L/112.5 guns on Panzer IV chassis, with armored turret (Flakpanzer IV)
    · Ostwind - Anti Aircraft. 37mm FlaK 43 L/89 on Panzer IV chassis, with armored turret (Flakpanzer IV)
    The Panzer IV was originally armed with a low-velocity 75 mm L/24 gun. In 1942 this was upgraded to a 75 mm L/43 gun, and in 1943 to a 75 mm L/48 gun. For the purposes of the above table, both these guns are classed as "long" and displayed on the same row (Ausf. F2-J).

    Panther Ausf. G
    · Panther (Panzer V) was armed with a 75 mm KwK 42 L/70 gun (Sd.Kfz. 171)
    · Jagdpanther - Tank Destroyer with an 88 mm L/71 PaK43 gun on Panzer V chassis (Sd.Kfz. 173)

    Panzer VI Ausf. H Tiger I
    Tiger II
    Panzer VI Ausf. B Tiger II
    · Tiger I (Panzer VI E/H) was armed with an 88 mm L/56 gun (Sd.Kfz. 181)
    · Sturmtiger - Based on Tiger I chassis. 380 mm rocket mortar on Tiger I chassis (converted from battle damaged tanks)
    · Tiger II (Panzer VI B, also known as Königstiger) was armed with an 88 mm L/71 gun (Sd.Kfz. 182)
    · Jagdtiger - Based on Tiger II chassis. Tank Destroyer armed with a 128 mm L/55 PaK44 gun (Sd.Kfz. 186)


    · The Ferdinand/Elefant (Sd.Kfz. 184) used the chassis of Porsche's losing entry for the Tiger competition (see the Tiger I's design history). On top of this chassis, a forward-facing 88 mm L/71 gun was mounted.

    The VK.31 Leichttraktor ("Light tractor") was an experimental German light fighting tank developed in the 1920s under secret conditions. Only four were produced and they were used in the late 1930s and the early part of the war for training purposes.
    Panzerkampfwagen I (PzKpfw I)[edit]
    Also known as: Panzer I, or Sonderkraftfahrzeug 101 (Sd. Kfz. 101)
    The Panzer I was not intended as a combat vehicle, but more to familiarise industry and the army with tanks. By the time production had ended in 1937, a total of 1867 Pz I hulls had been produced, of which 1493 were fitted with turrets, and the rest used as command or training vehicles.
    · Panzerjäger I = captured Czech 47 mm Pak(t) 36 L/43.4 on Panzer I chassis (Sd. Kfz.101)
    · Sturmpanzer I (Bison), 150 mm heavy infantry gun on Panzer I Ausf.B chassis
    Panzerkampfwagen II (PzKpfw II)[edit]
    Also known as:Panzer II, or Sonderkraftfahrzeug 121 (Sd. Kfz. 121)
    The Panzer II was a heavier vehicle, designed to replace the Panzer I. It was armed with a 20 mm cannon which had some capability against other armoured vehicles. Before the war started, 1,223 had been built.
    PzKpfw II Flamm, (Sd. Kfz. 122), Flamingo
    flamethrower tank (Ausfuhrung A and B)
    Marder II
    75 mm Pak 40 gun on Panzer II chassis (Sd. Kfz. 131)
    Marder II
    captured Russian 76.2 mm gun on Panzer II Ausf. D/E chassis (Sd. Kfz. 132)
    105 mm light field howitzer on Panzer II chassis (Sd. Kfz. 124)
    Panzer 35(t)[edit]
    Also known as PzKpfw 35(t) In March 1939 Germany occupied Bohemia and Moravia and took over the Czech arms manufacturing industries. The LT-35 tank was renamed to Panzer 35(t) with "t" standing for tschechisch, the German word for Czech.
    Panzer 38(t)[edit]
    Also known as: PzKpfw 38(t), 'Panzer 38(t)', Sd. Kfz. 140
    In March 1939 Germany invaded the rest of Czech territory and took over the Czech arms manufacturing industries. The Czech LT-38 tank, then in production, was produced for German use as the Panzer 38(t) ("t" standing for tschechisch, German for Czech). By the start of the war, 78 Panzer 38(t) tanks had been produced.
    Germany continued producing the Panzer 38(t) during the war. By early 1942, it was clearly obsolete. However, the production lines were already running, the vehicle was mechanically reliable, and the factory would have had difficulty moving over to larger tanks, so it was decided to find other uses for the Panzer 38(t) chassis for self-propelled guns.
    · Marder 138 (Marder III) = 75 mm Pak 40 gun on Panzer 38(t) chassis (Sd. Kfz. 138)
    · Marder 139 (Marder III)= captured Russian 76.2 mm gun on Panzer 38(t) chassis (Sd. Kfz. 139)
    · Grille = 150 mm heavy infantry gun on Panzer 38(t) chassis (SdKfz 138/1)
    · Jagdpanzer 38(t) "Hetzer" = 75 mm L/48 Pak39 gun on a widened Pz 38(t) chassis
    Panzer III[edit]
    Also known as: PzKpfw III, 'Panzer III', Sd. Kfz. 141
    The Panzer III was designed as a medium tank, with a high-velocity 37 mm gun. Pre-war production was 98 vehicles. During the war, the Pz III was upgunned to a 50 mm L/42 gun, then to an even higher velocity 50 mm L/60 gun, in order to improve its anti-tank performance. A low-velocity 75 mm gun was also fitted (using the same mount as the early Panzer IV), but since the tank was not large enough to fit a high-velocity 75 mm gun, production was halted mid-war, although the chassis continued to be used to build assault guns.
    The Panzer III was the first tank to have a 3-man turret: the commander did not have to double up as a loader or a gunner, so he could concentrate on commanding the tank.
    · Panzer III A-F= armed with 37 mm L/45 gun
    · Panzer III F-M = armed with 50 mm L/42 or L/60 gun
    · Panzer III N = armed with 75 mm L/24 gun, used for Infantry support
    · Panzer III (f) = armed with flamethrower
    · Sturmgeschütz III = Sturmgeschütz 40= Assault Gun armed with 75 mm L/24 (A-E), later with L/43 (F) and L/48 gun (F8 & G) (Sd. Kfz. 142)
    · StuH 42 = Sturmhaubitze 42. StuG III with 105 mm light field howitzer (Sd. Kfz. 142/2)
    Panzer IV[edit]
    Also known as: PzKpfw IV, 'Panzer IV', Sd. Kfz. 161
    The Panzer IV was designed alongside the Panzer III. The Panzer IV was a slightly larger and heavier tank, and with its large calibre low velocity gun, it was designed to support the Panzer III when it met heavy resistance from infantry support. Pre-war production was 211 tanks. Originally armed with a low-velocity 75 mm L/24 gun, in 1942 this was upgraded to a 75 mm L/43 gun, and 1943 to a 75 mm L/48 gun.
    · Panzer IV A-F1 = Panzer IV with 75 mm L/24 gun
    · Panzer IV F2-J = Panzer IV with 75 mm L/43 or L/48 gun
    · Sturmgeschütz IV = Assault Gun. Superstructure of Sturmgeschütz III on Panzer IV chassis; armed with 75 mm L/48 gun (Sd. Kfz. 167)
    · Jagdpanzer IV = Tank Destroyer with 75 mm L/48, later L/70, gun on Panzer IV chassis (Sd. Kfz. 162)
    · Sturmpanzer IV Brummbär with 150 mm field howitzer on Panzer IV chassis (Sd. Kfz. 166)
    · Hummel = 150 mm field howitzer on Geschützwagen III/IV chassis (Sd. Kfz. 165)
    · Hornisse = 88 mm Pak43/1 auf Geschützwagen III/IV, later known as Nashorn (Sd. Kfz. 164)
    · Möbelwagen = Anti Aircraft. 37 mm Flak 43 L/89 on Panzer IV chassis (Flakpanzer IV Sd. Kfz.161/3)
    · Wirbelwind = Anti Aircraft. quadruple 20 mm Flak 38 L/112.5 guns on Panzer IV chassis, with armoured turret (Flakpanzer IV)
    · Ostwind = Anti Aircraft. 37 mm Flak 43 L/89 on Panzer IV chassis, with armoured turret (Flakpanzer IV)
    Panzerkampfwagen V "Panther"[edit]
    Also known as: PzKpfw V, 'Panzer V', Panther, Sd. Kfz. 171
    The Panther was a medium tank of the German Army in World War II. Until 1944 it was designated as the PzKpfw V Panther. The production Panther was a direct response to the Soviet T-34, after encountering difficulties fighting the Soviet T-34, Colonel General Heinz Guderian (Inspector of Panzer Troops) suggested simply copying the T-34; although the report of the enquiry recommended that the main attributes of the T-34 - armament, sloped armor and suspension - be incorporated into a new German Medium weight tank. Two proposals made by Daimler-Benz and by MAN Maschinenfabrik Augsburg-Nürnberg. Both early named VK 30.02
    · Panther Ausf. D = first production version, armed with 75 mm KwK 42 L/70 gun
    · Panther Ausf. A = second production version, improved Ausf. D
    · Panther Ausf. G = additional armour
    · Jagdpanther = Tank Destroyer with an 88 mm L/71 PaK 43 gun on Panzer V chassis (Sd. Kfz. 173)
    · Panther Ausf. F = Schmalturm turret
    · Bergepanther = Armoured Recovery Vehicle
    Panzer VI Ausf. E "Tiger"[edit]
    Also known as: PzKpfw VI E, 'Panzer VI E', Tiger I, Sd. Kfz. 181
    The Tiger I (Panzer VI Ausf.H (Renamed later Panzer VI Ausf.E ) was armed with an 88 mm L/56 gun. On May 26, 1941 Hitler ordered the Henschel and Porsche firms to design a new heavy tank. The Henschel design won the competition and became the Tiger. A few Porsche Tigers were made, with a different chassis, but these were not as reliable as the Henschel model. Many of the Porsche chassis were converted into tank destroyers, known as Elefant.
    · Sturmtiger was armed with a 380 mm mortar.
    Panzer VI Ausf. B "Königstiger"[edit]
    Also known as: PzKpfw VIB, 'Panzer VIB', Tiger II, King Tiger, Royal Tiger, Sd. Kfz. 182
    The Panzerkampfwagen VI Tiger II Ausf. B "Königstiger" (Sd. Kfz.182) / VK4503(H) was a heavy tank in the later half of World War II. Armed with an 88 mm L/71 gun the vehicle could perform well in the defensive role on the eastern and western fronts but was an expensive failure for Nazi Germany when used in an offensive role as a main battle tank. The Tiger II combined one of the most capable AT guns of the period with heavy armour, but had an over-burdened engine and lacked reliability.
    · Jagdtiger was armed with a 128 mm L/55 Pak44 gun (Sd. Kfz. 186)
    Panzer VIII "Maus"[edit]
    Also known as: "Panzer VIII", 'Maus'
    The Maus (PzKpfw VIII) is german 188t super heavy tank. Two prototype was built and only one prototype got turret.

    Self-propelled artillery[edit]
    105 mm howitzer built on Panzer II chassis
    150 mm heavy infantry gun built on Panzer 38(t) chassis, sometimes wrongly named "Bison"
    The Hummel was a self-propelled artillery piece fielding a 150 mm howitzer on a chassis that combined features of both the Panzer III and Panzer IV. Some 666 Hummels plus 150 Hummel ammunition carriers were built from 1943 to 1944.
    The Heuschrecke was a self-propelled artillery piece with a 105 millimetre leFH 18/1 L/28 on a Panzer IV chassis. Production never started as it would have affected production of tanks.

    Assault guns[edit]
    An assault gun is an armoured fighting vehicle similar to a tank, but typically does not have a rotating turret, and may have an open roof. The removal of the turret allows for a much larger gun to be carried on a smaller chassis. They are not intended to fight other AFVs, but instead directly support infantry during assaults on prepared positions. However they were still often fitted with AT guns to destroy AFVs.
    During World War II Germany built many more assault guns than tanks, because of their relative cheapness and simplicity.
    Sturmgeschütz III
    built on the Panzer III chassis
    Sturmgeschütz IV
    built on the Panzer IV chassis with 75 mm gun
    Sturmpanzer IV ("Brummbär")
    with 150 mm gun built on the Panzer IV chassis
    built on the Tiger I chassis, 380 mm rocket projector

    Tank destroyers[edit]
    Panzerjäger I[edit]
    (built on the Panzer I chassis)
    Jagdpanzer 38(t) "Hetzer"[edit]
    (built on the Panzer 38(t) chassis)
    Jagdpanzer IV[edit]
    (built on the Panzer IV chassis)
    (built on the Panzer V chassis)
    Marder series[edit]
    · Marder I (built on chassis of captured French and some polish tanks)
    · Marder II (built on the Panzer II chassis)
    · Marder III (built on the Panzer 38(t) chassis)
    (based on the Tiger II)
    The Elefant (Sd. Kfz. 184) used the chassis of Porsche's losing entry for the Tiger I competition. On top of this chassis, a forward-facing 88 mm L/71 gun was mounted. A total of 90 Elefants were produced, all in early 1943 and known as the Ferdinand, after its designer, Dr Ferdinand Porsche. Those still in use in late 1943 were modified and renamed Elefant.

    · Maultier
    · SdKfz 2
    · SdKfz 4
    · SdKfz 6
    · Sd.Kfz. 7
    · Sd.Kfz. 8
    · Sd.Kfz. 9
    · SdKfz 10
    · Sd.Kfz. 11
    · Sd.Kfz. 250
    · Sd.Kfz. 251

    Armoured cars[edit]
    · Kfz 13
    · Leichter Panzerspähwagen - 4 wheeled armoured cars
    · SdKfz 221
    · SdKfz 222
    · SdKfz 223
    · Schwerer Panzerspähwagen - 6 and 8 wheel armoured cars
    · SdKfz 231
    · SdKfz 232
    · SdKfz 233
    · SdKfz 234
    · SdKfz 263
    · Panzerwagen ADGZ - Austrian armoured car used for police work

    Other types[edit]
    · Goliath tracked mine - a small, single operator tank
    · Bergepanther - armoured recovery vehicle based on the Panther chassis
    · Kugelpanzer

    Sd. Kfz. numbers[edit]
    Main article: List of SdKfz designations
    SdKfz stood for Sonder Kraftfahrzeug or ‘special-purpose vehicle'. SdKfz designations were assigned to armoured vehicles and other vehicles put in military service for a specific purpose. The system was used by Germany prior to and throughout World War II.
    · Sd. Kfz. 100s for PzKpfw I versions
    · Sd. Kfz. 120s for PzKpfw II versions
    · Sd. Kfz. 140s for PzKpfw III versions
    · Sd. Kfz. 160s for PzKpfw IV versions
    · Sd. Kfz. 170s for PzKpfw V versions
    · Sd. Kfz. 180s for PzKpfw VI versions
    · Sd. Kfz. 1s, 10s, and 200s for half-tracks and armoured cars
    Panzerkampfwagen KV-IA 753(r) and Panzerkampfwagen KV-IB 755(r) - Captured KV-1 in German service. Some were fitted with a high-velocity 75 mm L/43 KwK 40, the same gun used in a Panzer IVAusf F2. Certain models were also fitted with extra armor protection.

    Panzerkampfwagen T-34(r)
    Soviet T-34 in German Service

    "Very worrying", Colonel-General Heinz Guderian, Commander of Second Panzer Army.

    "We had nothing comparable", Major-General F.W. Mellenthin, Chief of Staff of XLVIII Panzer Corps.

    "The finest tank in the world", Field-Marshal Ewald von Kleist, First Panzer Army.

    "This tank (T-34) adversely affected the morale of the German infantry", General G. Blumentritt.

    T-34/76 was further development based on T-32 medium tank, which was based on A-20 and A-30 prototypes.Pre-production models were produced in early 1940 and full scale production commenced in mid-1940.T-34 Medium Tank (Tridsatchedverka), when introduced into production in June of 1940, was the most advanced tank design in the world. It was superior to any other tank in the world, including feared German tanks. Its revolutionary design featured sloped armor, speed, hitting power and low silhouette along with reliability and low production cost. T-34 although available in small numbers in the early stage of fighting on the Eastern Front gave German Army a nasty shock when first encountered and remained that way until introduction of more powerful anti-tank armament. T-34 was described by the Germans in the following statements: "Very worrying", Colonel-General Heinz Guderian, Commander of Second Panzer Army, "We had nothing comparable", Major-General F.W. Mellenthin, Chief of Staff of XLVIII Panzer Corps and "The finest tank in the world", Field-Marshal Ewald von Kleist, First Panzer Army.

    T-34 was produced in six main variants, all operated by four men crew and armed with 76.2mm gun and 2 or 3 machine guns designated as T-34/76. T-34/76 was produced in following variants: A (model 1940), B (model 1941), C (model 1942), D (model 1943), E (model 1943) and F (model 1943). From 1940 to 1944, some 35119 T-34/76 tanks were produced. In order to respond to T-34/76 in 1942, Germans developed their own Panzerkampfwagen V Panther, which incorporated many features of the Soviet T-34/76 and eventually proved to be a superb tank.

    Totenkopf T-34/76
    Flakpanzer T-34(r)
    Top: T-34/76 Model 1942 from 3rd SS Panzer Division "Totenkopf", September 1942.

    Captured T-34/76 was designated by the Germans as Panzerkampfwagen T-34 747(r). Large number of T-34/76 tanks was captured and pressed into service contrary to few T-34/85 tanks. T-34/76 was more often captured since from 1941 until mid 1943, Germans were still firmly established on the Eastern Front, while T-34/85 appeared on the battlefield in the winter of 1943, when Germans were already retreating westwards after successful Soviet offensives. Germans were always more than happy to employ as many captured examples as they could and many served with various units. T-34/76 employment by German formations was not always temporary but sometimes permanent until the end of the war. First examples of T-34/76 were in service with 1st, 8th and 11th Panzer Division during the summer of 1941. Although it was considered to utilize captured T-34/76 tanks dangerous because many gunners fired on silhouette instead of markings. In order to prevent such mistakes to take place, crews painted large-dimension crosses or even swastikas. It was very common to paint a cross or swastika on top of the turret in order to prevent the Luftwaffe from attacking. Another way to overcome this problem was to use captured T-34/76 in an infantry support role where recognition problems were not that common. T-34/76D (model 1943) tanks with round twin turret hatches were often nicknamed by the Germans as "Mickey Mouse", because of their appearance when both hatches were open.

    PzKpfw T-34 747(r) of 10th Panzer Division’s 7th Panzer Regiment.

    Since late 1941, captured T-34/76 tanks were transported to a workshop in Riga for repairs and modifications, while in 1943, Mercedes-Benz in Marienfelde and Wumag in Goerlitz (now Zgorzelec) were also repairing and modifying T-34s as well. Captured T-34/76 tanks were modified to German standards by installation of commander’s cupola, radio equipment along with other non-standard field modifications made during service by the their new owners. Spare parts were never much of a problem and some 300 captured vehicles were maintained on long term bases. T-34/76s tanks were also used as artillery tractors and ammunition carriers. Badly damaged tanks were either dug in as pillboxes or were used for testing and training purposes. Number of T-34/76′s upper hulls with turrets was also mounted on railway wagons designated as Panzerjaegerwagen (tank destroyer wagon). They were used as part of Panzerzug (armored train), Streckenschutzug (railway protection train) and Panzertriebwagen (armored locomotive), including Panzerzug "Michael".

    This captured Soviet T-34/76 was painted in panzer grey and marked with large Balkenkreuz.
    The German flag was painted on the turret hatch for proper identification by the Luftwaffe.

    Known users of captured T-34/76 tanks were numerous along with many unrecorded ones. For example on October 15th of 1941, 1st Panzer Division’s 1st Panzer Regiment had some 6 T-34/76 Model 1940 and 1941 tanks. Along with 1st Panzer Division, T-34/76 tanks were in service with 2nd Panzer Division, 9th Panzer Division (33rd Panzer Regiment), 10th Panzer Division (7th Panzer Regiment), 11th Panzer Division, 20th Panzer Division (21st Panzer Regiment) and 23rd Panzer Division. Number of T-34/76 tanks was still in service in 1945, for example with 23rd Panzer Division in Slovakia and East Prussia. Along with Panzer Divisions, number was used by 18th Panzergrenadier Division and 98th Infantry Division. In the summer of 1943, few captured T-34/76 tanks were even operated by Italian crews. According to original German captured tank inventories as of July of 1943 there were 28 T-34(r) as part of Army Group South and 22 as part of Army Group Center.For example from July 10th to July 14th of 1943, 6th Panzer Division operated 2 captured T-34 tanks. In September of 1943, "RONA" (Russian Army of Liberation) commanded by Mieczyslaw Kaminski operated some 24 captured T-34/76 tanks against Soviet partisans in Byelorussia. T-34/76 was held in high regard and also elite units such as Panzergrenadier Division "Grossdeutschland" (Panzer Regiment "Grossdeutschland") used some captured examples as late as 1945.

    Modified T-34/76 with German commander’s cupola.

    Waffen-SS units also did not hesitate to use captured T-34/76 tanks and 2nd SS Panzer Division "Das Reich" and 3rd SS Panzer Division "Totenkopf" pressed significant number into service. T-34/76 tanks used by "Das Reich" are of particular interest. When in March of 1943, SS Panzer Corps recaptured Kharkov, some 50 various models of T-34/76 tank were captured. All of those were being repaired in a local tractor (tank) factory that was overrun and designated as SS Panzerwerk (SS Tank Workshop). Shortly after they were repaired along with being modified to German standards, repainted and marked with German markings. Modifications included installation of commander’s cupola (from damaged Panzerkampfwagen III and IV tanks), Schuerzen (armor skirts) and other equipment such as Notek light, storage boxes, tools, radio equipment and antenna. 25 of them entered service with newly created 3rd SS Panzer Battalion of 2nd SS Panzer Regiment of 2nd SS Panzer Division "Das Reich".

    PzKpfw T-34 747(r) from 23rd Panzer Division.

    SS Hauptscharfuehrer Emil Seibold from 3rd SS Panzer Battalion scored some 69 kills during his career including those on his Panzerkampfwagen T-34 747(r) in July and August of 1943, during the Battle of Kursk Salient. Seibold received Knights Cross during the last decoration ceremony on May 6th of 1945. On July 4th of 1943, 2nd SS Panzer Division "Das Reich" had 18 operational T-34 tanks and 9 in repair. 3rd SS Panzer Division "Totenkopf" also pressed number into service but had none at Kursk. Overall, there were some 22 T-34/76 tanks in active service with Waffen SS Panzer Divisions during the Battle of Kursk Salient.

    T 34/76
    Captured ex-Soviet T-34/76 Ausf E (Model 1943)
    of Panzer Grenadier Division "Grossdeutschland".

    On December 30th of 1944, some 29 Panzerkampfwagen T-34 747(r) were in service with Geb.Jäg.Rgt.100. In 1942, single T-34/76 and KW-2 were used to form 66th Panzer Company for the planned Invasion of Malta. Two T-34/76 tanks were captured by schwere Panzer Abteilung 502 on the Leningrad Front in November of 1943 and were pressed into service. In the summer of 1944, the Germans sold three captured T-34/76 tanks to Finland.

    Flakpanzer T-34(r)

    One of the most interesting conversions based on T-34/76 (model 1943) chassis was 2cm Flakvierling auf Fahrgestell T-34(r), an anti-aircraft tank – Flakpanzer. Also known as Flakpanzer T-34(r), it was armed with 20mm Flakvierling 38, which was a four barreled 20mm anti-aircraft L/115 gun. The armament was mounted in a turret made by field workshop (Werkstattkompanie 653) using armor plates from damaged half-tracks. Ammunition was stored in metal cases on a rack at the rear of the vehicle. It served with headquarters of schwere Heeres Panzerjaeger Abteilung 653, on the Eastern Front in early and mid 1944. Flakpanzer T-34(r) can be compared to post-war Chinese Type 63 anti-aircraft tank based on T-34, which remained in service until late 1980s. In mid 1944, this same unit also used other T-34/76 tanks converted to ammunition carriers designated as Munitionspanzer T-34(r).Also, this unit fielded captured recovery version of T-34 tank mounted with 20mm Flakdrilling, which was twin barreled 20mm anti-aircraft gun. Another interesting conversion was done by Kampfgruppe Kienast in Saxony in 1945 – 88mm Flak 36 gun mounted on a modified T-34/76 chassis.

    In 1943, improved model operated by five men crew and armed with 85mm gun and machine gun was introduced. It was designated as T-34/85 and by the end of the war some 29430 tanks were produced. Only few were captured and even fewer were pressed into service, since German Army Office wanted to examine and test this new Soviet tank. In mid 1944, 5th SS Panzer Division "Wiking" during heavy fighting on the Vistula front near Warsaw captured and pressed T-34/85 into service. 252nd Infantry Division during their combat in East Prussia also pressed captured T-34/85 into service. It is also reported that 7th Panzer Division also captured atleast one T-34/85. It is unconfirmed, but reported that one T-34/85 was fitted with 88mm gun removed from a damaged Tiger and used during fighting in East Prussia.ast one T-34/85. It is unconfirmed, but reported that one T-34/85 was fitted with 88mm gun removed from a damagedTiger and used during fighting in East Prussia.

    Equipment Capture[edit]
    Small items of equipment such as personal firearms, clothing and so forth are routinely lost as personnel are wounded, killed, or taken prisoner. There is often a perception (and sometimes a reality) amongst soldiers that the foreign equipment is better or more convenient than the equipment issued by the soldier's own Army. Thus it was not uncommon for Soviet troops to make use of German boots, knives, mess kits, flashlights and other personal items. Likewise, German troops often sought Soviet winter boots (vаlenki) and hats. Oddly, troops on both sides each favored the other's submachineguns. Photos of German troops using Soviet PPSh-41 submachineguns are as common as photos of Red Army troops using German MP-40s.
    For larger items such as tanks or artillery pieces, equipment can be lost when it is immobilized through breakdown or minor damage. In general, a retreating force tends to lose a lot of heavy equipment regardless of actual combat losses. The heavy maintenance demands of armored fighting vehicles are both a cause of loss and an obstacle to re-use. For example, after the Battle of Stalingrad, several hundred German Panzer III tanks were captured. So many were available that an effort was made to repair and re-use them. Hundreds were rebuilt as the SU-76i self-propelled gun.
    Artillery pieces can also be lost during retreats, when battery positions are overrun, or when they are immobilized during road movement.

    Use of Captured Equipment[edit]
    Captured equipment was of more value to the Soviets as a source of intelligence on German equipment capabilities and weaknesses than they were for use on the battlefield. The first examples of German Tiger I tank and Königstiger tanks captured in combat were sent to Soviet proving grounds for evaluation. Photographic evidence does exist of usage of German equipment by the Soviets, but their use was usually for short periods of time.
    Use of captured equipment has obvious benefits and less-obvious drawbacks. When Axis tanks were captured and could be repaired for use, they were often used in deception operations. A common tactic was for a Soviet tank unit to approach a German position using one or two captured German tanks in the lead. The hope was that the German defenders, recognizing a "friendly" tank, would not fire, or would delay their fire long enough for the Soviet unit to make a close approach.
    Axis tanks and other AFVs were also re-marked and sometimes re-armed with Soviet weapons. One such example is the SU-76i assault gun based on captured Panzer III. Evidence also exists of German Panzer I-based command vehicles re-armed with Soviet 20mm ShVAK cannons. Usually, however, the vehicles were neither modified nor re-marked.
    The drawbacks to using enemy equipment are significant. First, the captured vehicles are very often mistaken as enemy and thus are subject to friendly fire. Second, it is difficult to repair or maintain them; the simple act of obtaining ammunition or minor engine parts can be insurmountable. Third, equipment such as radios may not be compatible with other friendly equipment. Fourth, troops may not understand the maintenance requirements of the unfamiliar enemy equipment.
    With the exception of the Panzer III tank, most of the vehicles listed below were captured in very small numbers and never contributed significantly to Red Army strength in any operation.

    Example Listing of Captured equipment[edit]
    Captured German Armored Fighting Vehicles[edit]
    · Panzer 38(t) medium tank
    · SdKfz 11 artillery tractor
    · SdKfz 250 armored halftrack
    · Panzer IV tank
    · Sturmgeschutz III assault gun
    · Panzer III tank.
    · Tiger I tank
    · Tiger II tank
    · Panther tank
    · SdKfz 301 Borgward
    · Panhard 178 ex-French armored car employed by the Germans
    · Panzer II light tank
    Last edited by xeon_88; 04-07-2016 at 09:24 PM.

  21. #261
    Junior Sergeant TurtleAndRabbit's Avatar

    Join Date: Apr 2015

    Location: The Netherlands

    That is sure a lot of text and vehicles

  22. #262
    Quote Originally Posted by xeon_88 View Post
    There are tons of historical units

    Unfortunately current game model was meant to showcase late war tanks and prototypes rather than early models.

  23. #263
    Red Army Soldier xeon_88's Avatar

    Join Date: Apr 2016

    Location: Europe

    Unfortunately BK3 is not a ww2 game, with these prototype units is more like a cold war game (arcade cold war game actually)

    - - - Updated - - -

    Blitzkrieg 3 is an innovative real-time strategy game, blending single-player and multiplayer modes to breathe new life into the RTS genre. It continues the successful Blitzkrieg series, which has won over forty awards, including numerous "Game of the Year" and "Editor's Choice" accolades. Blitzkrieg 3 presents a true picture of World War II beyond politics, and enables players to feel like commanders of the era. Blitzkrieg 3 is being developed by Nival, which has created top strategy games for seventeen years. More information is available at

  24. #264
    You have to think from a gameplay perspective. Do you want a game where Tiger 2s would steamroll everything else? What would be the incentive to play other nations if a couple of impenetrable Tiger 2s can destroy an entire base with ease?

  25. #265
    Red Army Soldier xeon_88's Avatar

    Join Date: Apr 2016

    Location: Europe

    First of all any heavy tank in the game can be 2 shot by any TD or AT teams and I am ok with that... But a base wiped by 2 unstoppable T28/95 that NEVER EXISTED it's not ok
    I don't care about ratings or winning with exploits or unrealistic fantasy content, I want to use tactics and find weak points and overcome against the odds that is a REAL tactical historical gameplay perspective.
    For example Panzer General series loved and played by millions even now after 20+ years, where all content was historical and u can play and win with every nation without any kind of artificial balance and fantasy units that never existed...

    How about KV and T34 that can wipe anything on the map at their tier because they historical where unstoppable and I'm ok with that, I m ok with everything in the game as long as they are HISTORICAL ACCURATE, and I don't care about fantasy units pulled from the sleeve...

    As I said before YOU CAN'T balance history, If BK3 its just an artificially balanced arcade game question is rising : Blitzkrieg 3 presents a true picture of World War II beyond politics, and enables players to feel like commanders of the era ??????, because I payed for this and I expect to get what I payed for, or else its false advertising and I expect my money back. I m not here to troll BK forums because I can play another ww2 games at any moment, and forget BK forever. And for what it is at this point (a random arcade game) BK fans will forget it...I m posting suggestions on this forums because I care about this game and I want it to be an successful, unique, historical and realistic tactical game with many players that enjoy being a general and fight against another general like they did 70 years ago...

  26. #266
    Red Army Soldier smh66's Avatar

    Join Date: Apr 2016


    Timed battles

    I do not like the timed battles, I prefer to be able to take as long as I like with my strategy. If this remains, the game will have only limited appeal for me.

  27. #267
    Red Army Soldier jztigersfan23's Avatar

    Join Date: May 2016

    Location: United States

    And the general Rommel on the German side, and also thought the German tanks I'm getting killed by his ZIS 30s and other early to your Russian tanks when I am to tiers above them.
    And perhaps add some experimental tanks from Allied and axis sides such as the maus. And perhaps and other aircraft and origin or some more reinforcements or support such as more planes not just the Basic bomber basic attack or basic reconnaissance etc.

  28. #268
    Red Army Soldier xeon_88's Avatar

    Join Date: Apr 2016

    Location: Europe

    This is from another topic but is more appropriate here :

    Units should attack ALWAYS GREATER THREAT for them, like infantry should always attack infantry first and soft targets like fixed positions AT guns Arty etc..., Tanks and TDs should always attack other tanks and TDs or vehicles or AT teams anything that is a threat to them and always switch targets by priority, I see many times a group of vehicles attacking a rifle quad in a forest when they under heavy fire from other vehicles... that's totally random and unrealistic...every unit in the game should have a target priority list...not retarded tunnel vision...
    for example greatest threats in the game for Vehicles: Arty, TDs, Tanks, Vehicles, AT inf, TD guns, Bunkers, Regular Inf, and other soft targets...
    Always Planes prio for AA vehicles and AA guns, and secondary targets Vehicles and Inf units...
    Always vehicles and hard targets for AT inf...
    Always snipers, mg squads, rifle squads, assault squads, At inf, for Infantry teams...
    I belive planes have some prio targets (or should have) like Arty and AA guns first then Vehicles and other units, which it's fine...

    And a last minute thought : I belive no one will cry if T6 Mobile Artillery will be removed from the assault mode ... Atm they totally negate the new assault system which is nice, by destroying HQ from distance and win the game without brains and tactics...
    Just enter the map with 3 x T6 Mobile Artillery and attack HQ win before AI even spawn reinforcements ( at least on some certain maps with HQ in the middle )... and retaliating arty barrage can be avoided very easy...even if retaliate with barrage and attack plane will not do it ...
    we can keep rocket launcher since they do damage mostly to soft targets ...

  29. #269
    Red Army Soldier jztigersfan23's Avatar

    Join Date: May 2016

    Location: United States

    I think the Stug is in the game already and they have other variants, FYI this game is in .8 beta, it is not done and I think the team that worked on the game will add more.

  30. #270
    Red Army Soldier jztigersfan23's Avatar

    Join Date: May 2016

    Location: United States

    Could perhaps buff the germans, they seem to do no damage to anything, tier II Russian tanks clobber my tier IV German Tanks I find that quite broken Please fix up the germans, I am aware that the game is still in early access but still. thanks again for making the game -jztigersfan23

  31. #271
    I have played the game a few hours.

    What I am missing is the following:

    1. Supply Car. With ammunition management and tank repair ability. This what was unique with Blitzkrieg vs all other games, like CoH. And it was fun also.
    I would like to have a Supply Car that could supply tanks and units with ammunition. Going back and forward to headquarter for resupply. Repair broken tank tracks/wheels.
    2. The normal soldiers could be set in 2 modes. Detect mines mode => mode slower or combat mode => runs normally. If attacked they automatically enter combat mode.
    3. Being able to play with friends in Skirmish Mode on a larger map against AI and other players. Here is how it can be done ...

    Objective Mode (Defend Base / Bridge for 20-25 min or wipe out the other sides head quarter):
    One game consists of up to three Rounds. The team that wins 2 rounds, wins the game.
    Each player select side, Ally or Axis (and what country).
    Then game starts, in Deploy phase (maximum 2 min). There every player can buy units from a unit pool (costing oil and manpower. All player get same amount of oil and manpower).
    At round 1 all unit is level 1. Each unit can level up killing enemy units. If any unit survives a round, that unit can be picked next round (and therefor can be higher than level 1). For example
    a tank level 3 survived and then can be picked next round. This way its fun to try to keep all units alive as long as possible, even between rounds.
    When all picked units (or 2 min passed) the round starts.
    A team wins if the objective is reached, wipe out all enemies or other side retreat out of map.So any side can give victory to other side by retreat all units out of map, then those units
    can be used for next round. This way it also strategy when to give other side the victory to save some higher level units that would die if continue fighting this round.

    Thanks for delivering a new Blitzkrieg. But please make a good Skirmish mode. Thats really what I want to play. But make it with a taste of "Blitzkrieg" way and not like CoH.
    Last edited by Swiftwar; 05-20-2016 at 05:05 PM.

  32. #272
    Can you add an in-game save option? When playing campaign, it's annoying when you are almost done with a mission then your failed the objective that you have to start all over again. You should have the option to manually save your current in-game process and not have to restart every time you cannot finish the mission at the moment.

  33. #273
    Sergeant Lannes's Avatar

    Join Date: Sep 2015

    Location: Italy

    Quote Originally Posted by SilverNitrate View Post
    Can you add an in-game save option? When playing campaign, it's annoying when you are almost done with a mission then your failed the objective that you have to start all over again. You should have the option to manually save your current in-game process and not have to restart every time you cannot finish the mission at the moment.
    I totally agree. It is about time you add an in-game SAVE option. I will not play a game that determines how much time I have to spend on it. Why is this aspect taking so long to fix? Also, I don't like it that I have to use trial-and-error to learn the game. Again, that is time wasting and would be fixed by a SAVE game option. Furthermore, have you fixed the anomaly of the fantasy equipment? We must play with historical equipment only. I think you need to rebalance the different weaponry so it becomes as close as possible to the historical. I am looking forward to the finished product.

  34. #274
    It would be nice to have motorised/mechanized infantry. It's difficult to use infantry without this, especially on big maps. All infantry units should have possibility get into trucks (trucks, infantry should be separated I think).
    Motorised/mechanized it's fundemental part of blitzkrieg strategy.
    Please answer about this idea.

  35. #275
    Take the music from BK2 and put it in BK3. Maybe that can save this awful game.

  36. #276
    Red Army Soldier patrickbrownh's Avatar

    Join Date: Nov 2014

    Location: Hertfordshire, England

    In all the Blitzkrieg Games 1 and 2 all units fight to the death or are wiped out by bombardment, as is the present case with B3, which only happened to a great extent with the Imperial Japanese Armed Forces . During WW1 and WW2 there were many thousand of prisoners taken by each side when individuals, units, and regiments were cut off from their command, surrounded and ran out of water, food, and supplies. To control the surrendered enemy units required guards and secure prisoner areas with provision of water, food and medical supplies which put a strain on what was available and tied up transport, such as after El Aleman where the retreating Germans commandeered most the available motor transport which left many thousand of Italians stranded without water or supplies with the only option but to surrender. The Allies advance was greatly impeded by processing all these prisoners

    Could some consideration of this fact be taken for a rear holding area to be assigned for a prisoners of war compound for surviving enemy personnel if you program any to survive long enough to surrender, while remembering it is a war crime to shoot prisoners. At the present moment in B3 there is one Mission which requires the release of many captured Para Troopers in a prisoner of war compound. Immediately on release they become fully rearmed without capturing a store or guard House . (Strange)

    Please could we also have M&E repair trucks to reactivate disabled tanks which have suffered a breakdown or damage up to a certain degree. At the moment some units seem to be carrying almost infinite supplies. This is unreasonable. The trucks in B1 and B2 also have a crew to detect and lay down various mines, dig trenches, lay down barbed wire and hedgehog obstacles and repair bridges. (Very versatile) although they have to return to a forward base for resupply from time to time.

    There is the need for resupply trucks as in B1 and B2 for units in combat needing additional water, food and ammunition. These trucks also have a need to return to a forward base for resupply.

    Then there is also the requirement of medical facilities such as a forward medical base ,be it only a tent, ambulances and stretcher bearers. All these facilities were available in various assignments in B1 and B2 so it can not be beyond the abilities of your Development Team to modify this programming to include these details in B3.

    I hope that you do not consider my requests unreasonable.

    Last edited by patrickbrownh; 12-10-2016 at 05:38 PM.

  37. #277
    The one thing I have an issue with is the artillery pieces. For some reason, in my game, when you assign a unit to a howitzer or AA gun, three guys get on it, and the others stand in a line, as if asking to get blown up. Most people would say, "Why don't you just move them?" and I've tried, but they still act like they're the same unit, and won't move. I'm not sure if this is just me, but a fix would be nice. (Also note that this is off of the Steam Early Access)

  38. #278
    When you get an objective, why does the description only last for like 3 seconds and then you can never read it again. IN THE PREVIOUS BLITZKRIEG GAMES YOU COULD ALWAYS GO BACK AND CHECK THE INFORMATION ABOUT THE OBJECTIVES!
    Why not do it like you did 10 years ago? It worked out fine didn't it?



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