"When Tigers Attack" - The Battle of Kasserine Pass

This map is amazing.The work put into this is amazing.This is one of the best maps ive played in along time.I highly recommend you download...

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This map is amazing.The work put into this is amazing.This is one of the best maps ive played in along time.I highly recommend you download this.

Kasserine Pass will not appeal to everyone, because the changes made to the vehicles will affect gameplay drastically. In order to win at this map, you must have both an understanding and an appreciation for the battle and the vehicles used there. [quote]The M4 Sherman was woefully under-armed when compared to the Tiger...but it had the advantages of speed and manueverability. The Sherman doesn't stand a chance against the Tiger in a head-to-head battle...it must find a way to manuever around the Tiger and attack from behind...from a relatively close distance. It will also repair slightly faster, and it re-arms faster, so these attributes should be taken advantage of by the crew...

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"When Tigers Attack" - The Battle of Kasserine Pass
a map by takiwa, for MC1942

***This map should be placed in your Mods\bf1942 directory. It contains Merciless Creations effects, sounds, and other enhancements, and does not rely on the Merciless Creations mod to be installed. Playing this map with the Merciless Creations mod enabled WILL cause problems with the sounds and effects.

This map contains a number of customized vehicles, which will be outlined below with the various changes made to them.

----- AXIS VEHICLES -----

   *PzKpfw VI ["Tiger"]: Overall speed has been decreased, turrent speed has been decreased, reloading time has been decreased, muzzle velocity has been increased, loadout has been increased (approx. 1/2 of the real-life loadout), hit points have been increased, weapons damage has been adjusted, vehicle and weapons icons changed, Tunisian camouflage skin by takiwa.
   *PzKpfw IV Ausf. D: Overall speed has been decreased, turrent speed has been decreased, reloading time has been decreased, muzzle velocity has been increased, loadout has been increased (approx. 1/2 of the real-life loadout), hit points have been increased, weapons damage has been adjusted, vehicle and weapons icons changed, Tunisian camouflage skin by takiwa.
   *SdKpfw 124 ["Wespe"]: Overall speed has been decreased, turrent speed has been decreased, reloading time has been decreased, muzzle velocity has been increased, loadout has been increased (approx. 1/2 of the real-life loadout), hit points have been increased, weapons damage has been adjusted, vehicle and weapons icons changed, Tunisian camouflage skin by takiwa.
   *SdKpfw 251 [Hanomag]: Overall speed has been decreased, healing and repair rate for soldiers and vehicles has been decreased, reloading time for soldiers and vehicles has been decreased, hit points have been decreased, vehicle and weapons icons changed, Tunisian camouflage skin by takiwa.
   *Volkswagen Type 82 [Kubelwagen]: vehicle icon changed, skin by takiwa.
   *BF-109E-3: 3 20mm cannons have been added (2 wing-mounted and one nose-mounted), weapons damage has been adjusted, flight characteristics have been adjusted, hit points have been adjusted, vehicle and weapons icons changed, skin by takiwa.
   *Ju-87B ["Stuka"]: 4 50kg bombs have been added to hard points under the wings, weapons damage has been adjusted, flight characteristics have been adjusted, hit points have been adjusted, vehicle and weapons icons changed, skin by takiwa.

----- ALLIED VEHICLES -----

   *M4 Sherman: Overall speed has been decreased, turrent speed has been decreased, reloading time has been decreased, muzzle velocity has been increased, loadout has been increased (approx. 1/2 of the real-life loadout), hit points have been increased, weapons damage has been adjusted, vehicle and weapons icons changed.
   *M7 Howitzer ["Priest"]: Overall speed has been decreased, turrent speed has been decreased, reloading time has been decreased, muzzle velocity has been increased, loadout has been increased (approx. 1/2 of the real-life loadout), hit points have been increased, weapons damage has been adjusted, vehicle and weapons icons changed.
   *M3A1 Halftrack: Overall speed has been decreased, healing and repair rate for soldiers and vehicles has been decreased, reloading time for soldiers and vehicles has been decreased, hit points have been decreased, vehicle and weapons icons changed.
   *Willy-Overland GP Vehicle ["Jeep"]: vehicle icon changed.
   *Spitfire Mk Vb: 2 20mm cannons have been added, 4 .303cal machine guns have been added, weapons damage has been adjusted, flight characteristics have been adjusted, hit points have been adjusted, vehicle and weapons icons changed, skin by takiwa.

----- MISC. CHANGES -----

   *Adjustments were made on the following hand weapons: Grenades, Bazookas, ExpPacks, Landmines, and Panzershrecks
   *Airplane ammo supply rate lowered.
   *Merciless BloodFX has been added.
   *Merciless projectile sounds, plane sounds (including Stuka dive horn), and ambient wind have been added.
   *Explosion/scrap metal animations have been enhanced.
   *Ejected ammo shells have been added to planes.
   *Wrecks burn, and stay on map longer before fading.
   *Players can only enter and operate vehicles/weapons belonging to their team, with the exceptions being the Willy and the Kubelwagen.
   *There are no ammunition boxes on this map for soldiers or vehicles (with the exception being for the airplanes). Any re-arming will have to be carried out with the M3A1 or the Hanomag.
   *There are no repair pads for vehicles. The engineering class and APC support is essential on this map.
   *No vehicles will spawn in the villages, with the exception of jeeps. All other spawns will take place at the main bases.
   *Vehicles do not explode after being abandoned.

   I am almost certain I have left some changes out (there are so many small things), so make sure you take the time to get to know the map and the vehicles before playing online!

----- GAMEPLAY -----

   Kasserine Pass will not appeal to everyone, because the changes made to the vehicles will affect gameplay drastically. In order to win at this map, you must have both an understanding and an appreciation for the battle and the vehicles used there. 
The M4 Sherman was woefully under-armed when compared to the Tiger...but it had the advantages of speed and manueverability. The Sherman doesn't stand a chance against the Tiger in a head-to-head battle...it must find a way to manuever around the Tiger and attack from behind...from a relatively close distance. It will also repair slightly faster, and it re-arms faster, so these attributes should be taken advantage of by the crew...

The Panzer IV was typically used as a ground assault support tank, but on this map has also found a use as a Tiger support tank as well. One of your jobs as a Panzer IV driver would be to cover the Tiger's rear from manuevering Shermans. The PIV is not quite as fast as the Sherman, but it shot a higher velocity shell with less arc...

The Tiger, on the other hand, is all it was feared to be in 1943...the most fearsome tank on the planet. It's 88mm gun is lethal. However, it has it's weaknesses. A slow overall speed, unstable drivetrain/track assembly (slightly slower repair time), slow turrent speed, and slow re-loading time are factors that can be exploited by a better tank commander. Tigers will best be taken on by several adept tank commanders, supportive and concentrated artillery fire, and air support. If you are a Tiger commander, aim is the key. You can take out any tank in the game with 1-2 shots if the they are placed correctly. Your load time is slower than the Sherman, which means they can get off 2 shots to your 1 shot, and they are faster/more manueverable than you, so make your shots count. 

   Capturing villages will supply your main base with more reinforcements, and should be the first plan for any team. When villages are captured, tanks and APC's should be moved up to aid in the defense of that village, because if the enemy liberates it they will receive their own reinforcement spawns. Whoever can control the villages can win this battle. Vehicles from your main base should be moved up into positions at these captured outposts for their defense, or to prepare for an attack.

   As in the real battle of Kasserine Pass, air superiority will carry one team or the other a lot closer to victory. Although the planes do not have bombs (with the exception of the Stuka), the damage done by the 20mm cannons can be substantial to tanks and artillery. The Stuka can be a deadly force from the air, but only carries 4 bombs at a time, and must re-arm after each drop (which should slow the gameplay down some). Allied air forces will need to establish air superiority at an early stage in the battle, and maintain it in order to take the pressure off their already disadvantaged armored forces.

   In short, I wanted this map to play less like the arcade-style Battlefield 1942, and more like the real battle of Kasserine Pass...utilizing the strengths and weaknesses of the various vehicles involved. Tanks are equipped to fire salvos from a distance now, and you would be wise to do so...running up on another tank in a head-to-head battle will not get you very far on this map. This mbattle focuses on manuevering strategies, ambush strategies, defensive strategies, and most importantly, teamwork. A single, rambo-style player will not get a good rating on this map...

----- CREDITS -----

   All coding was done by me. I did not use anyone else's code, although the ideas for several of the changes I made have come from reading code written by others...so my credit list will reflect their influence, because without it I would not have known where to start.

The following people/groups deserve my thanks:

   *Digital Illusions, CE (Battlefield 1942 engine and models, BattleCraft)
   *CoinCoin2 (Editor42)
   *MC1942 Research Team (for skin research and troop presence)
   *MC1942 Beta Testing Team (for testing and suggestions)
   *Orbis Factor (for the outstanding German DAK and US 1st Armored Division uniforms)
   *psychoslaphead (RealPlane mod influence for the aircraft gun coding)
   *Members of the BF42.com forums (for much needed answers to my countless mapping questions)
   *Too many websites to list...90% of my research comes from the internet.  
   *Anyone else who contributed to this project or influenced it in any other way that I may have overlooked, thank you for your involvement
   
--- COPYRIGHTS ---

   *This .rfa package may be distributed as long as it is preserved in its original package. This .rfa package may not be modified in any way unless you have expressed authorization from the author. This .rfa package may not be use in tournament or league/ladder play without expressed authorization from the author. This .rfa package may not be converted for use with an existing Battlefield 1942 conversion (BattleGroup '42, Desert Combat, Eve of Destruction, Galactic Conquest, etc.) without expressed authorization from the author. Ammendments in the form of the standard Battlefield 1942 .rfa nomenclature (Kasserine_Pass_001.rfa, Kasserine_Pass_002.rfa, Kasserine_Pass_003.rfa, etc) may not be added to ammend this file without expressed authorization from the author. All other rights assumed and reserved. 
Basically, if you would like to use this file or change it in any way, please contact me first.

Jeremy Sapp, 2003
takiwa@hotmail.com

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takiwa


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Registered 5th February 2003

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