Well, i need say that PzB engine is a great step forward, i feel it great to cover the fight scale but even a great thing is not perfect... i open this thread where cover all players suggestions/petitions to improve PzB.
Here are my 2 cents after the first contact with engine.
1- i feel the germans are not scpecially deadly at range in armored combat, i test many times a T-34/76 rush VS 2 Tigers and very few times Tigers kill at range one of them... and when do it only 1 tank before the 10 tanks be in the adjacent hex.
2- i feel the company HQ tank in companies is a little useless, because very rare times do something and is the first vehicle killed in a shot duel... apart this if you launch an air attack in a hex where you stack 2 armored units, one of them with 1 vehicle practically all the time planes only destroy 1 tank and is the alone tank, is more usefull attack an hex with 10 tanks in a single counter than attack 2 counters with 1 vehicle + x in the 2nd counter.
Possible solution:
I think that these 2 problems could be solved adding a new value in PDT, a bonus to increase the AT performance in tanks by side i see 2 options for example:
-armored units over 50% strength receive a 50% bonus to his fire power, under 50% only 25%.
-or oposite, over 50% a bonus of 25% and under 50% receive 50% bonus in firepower.
The idea is made more valuable good tanks at range and made that close range to shot at point black be more dangerous and increase the value of a single tank, many times a simple Stug destroy a lot of tanks when they attack not using very well terrain.
3- ZOC... i dont know if is possible add an optional rule to have a more restrictive ZOC
Possible solution:
I think for example if in an hex you have... lets see over 100 stack points (only count the unit stacked no the wrecks) you need use over 50% action points to enter in any hex around the stacked hex, a hex with high stacking for me could even stop an enemy unit that try flank it.
4- Maybe AI needs a refinement to made AI harder to beat in defensive... i refer to made that when an infantry unit is under 10 soldiers strength the AI now use these units to fire and well, defensive fire beat them hard... if AI doenst use this unit to fire or retreat them player needs waste more action points to destroy them and attack could be a little more hard.
Another important improvement for me is made more "visible" the units under divisional level, now you only see unit colour at division but this made that many times you be a lot of time doing highlighting organization to know where start x regiment and where start y regiment, same at the battalion level, at company level is not a true problem
5- i think game needs add another colour code to made more easy know who is who when you use zoom in at max level.
Possible solution:
I think at least in regimental level, maybe do it at battalion level (like in EAW), i think do like for example as in Flashpoint where you have in the counter corner the formation colour... maybe is possible do this at battalion level and to know the regiment use the background colour behind NATO/unit symbols a regimental colour.... divisional units dont need a colour or a regimental level... until they are set under one of this HQ.
This is not easy to do and maybe is not necesary, i dont know if you find like me many times missing with zoom in at max level and you dont know what is the battalion and regiment for that damn rifle unit
Dont understand me bad, game is great but the way to perfection is very long