Close Combat LSA Gold Juno Sword – Steam manual install

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  • Last Updated August 18, 2020

Close Combat LSA Gold Juno Sword - Steam manual install

Steam install instructions:

-When you double click over it, you must select your Steam installation folder for the Close Combat Last Stand Arhem. You can know it if you make right click over the game in your Steam library. A small window will be open and you see a option named local files where you can click the look local files option. Now you know the folder where the Steam LSA is installed and you can add it the folder in the Steam Manual install.

-The installer will create a folder named GJS inside the with the mod files and a desktop icon named Launch LSA GJS v9.1

-Now go to the folder where the Steam LSA is installed, rename the autorun.exe to autorunbackup.exe

-Next rename the CCE.exe to autorun.exe
-After it, you can play the mod with double click in the desktop icon named Launch LSA GJS v9.1

-You must know how Steam ask you about to start the game with this special launcher. Just click accept and the game will load the mod.

Just the great Gold Juno Sword ported to LSA.

Credits:

June 2020
Version 9.1 Game Ranger version
note: Cathartes moved GJS to LSA June 6, 2013 ... which was version 6.0 beta. Thanks to him and everyone else who created the original GJS mod.
His version 6.0 notes are further down in this readme file.
New for version 9.1
Battle Groups:
German Battle Groups (BG's) arrival to the Stategic Map have been moved back to Major Depots. This enables them to respawn, if they get disbanded.
Weapons:
Vickers - very slight decrease of kill rating
PIAT - Kill rating back to GJS 6.0 value of 102, and Long Range decreased to 90 m
Mortars - accuracy increase, and slightly quicker firing time
German 10.5 cm and 15 cm - slight increase Blast Radius
Allied Teams:
PIAT - Two man team, expect Canadian which is Three man team
Force Pools:
26 12. SS Pz. Div. - Reinforcement scedule deleted
KG Meyer - Reinforcement scedule deleted
KG Luck - one Reinforcement only
Artillery and German Airstikes:
German Air strikes back in game
Allied Artillery strikes reduced
Difficulty setting note:
Use Line vs. Line - for more even game play
Use Allied Line vs. German Veteran - for historical game play
Battle Group info document and printable Strategic map (with map names).
In Help folder:
C:Matrix GamesClose Combat Last Stand ArnhemGJS91DATAHelp
Thanks to buuface and Steiner for helping figure out the relocation of German BG's, and testing.
GameRat
Jan 2017
Version 8.0
new for version 8.0
- Battle Group details information document and updated Stratmap connection image, located in:
C:Matrix GamesClose Combat Last Stand ArnhemGoldJunoSwordDATAHelp
Vehicles/Weapons:
- M-10 Turret changed back to rotate, but not as slow as GJS 6.0
- M-10 Turret MG rotates 360 degrees, as in version 7.3
- Bren: increased Kill Rating small amount
- Bren ammo increase to 588 (from 420)
- Vickers ammo increased to 1750 (from 1500)
Allied Teams:
- AB Bren Group increased to four man team
Static Battle Group's:
-German Static BG's at Creully, Thaon, and Hermanville removed
Battle Groups:
-26/12 SS, I./12/12 SS BG's now have a reinforcement schedule, in order to simulate delayed arrival of some Panthers.
- KG Meyer 352 Div: turn 3 reinforcement removed
- 22nd Brigade/7th Div gets one reinforcement
- 1st Special Service Brigade gets armour reinforcement
- II./22/21 Div changed to Armored Infantry
Campaign text option:
# Recycle Disbanded BGs (0 = Never come back, 1 = Return next day)
Enabled option for BG's to recycle back (Return next day) to Strategic map after disbandement.
This option currently only works for BG's starting on a major supply depot,
at the edge of the strategic map. Therefore two Allied minor depots are changed to major,
which allows all Allied BG's (except AB) to take advantage of this option.
German BG's dont start on major depots (at strat map edge) ... and therefore won't recycle back
when disbanded, instead units will be obsorbed into other BG's.
Elememts:
- less chance of immobilization on Small Hedge and Stone Wall
- Tall Wall: Vehicles can not enter this terrain
Feb 2016
Version 7.3
 Gold, Juno, Sword mod requires the following to be installed first:
 -Close Combat Last Stand Arnhem
 -LSA patch version: 5.60.53
 Install instructions:
 Run (double click) the CCLSAModGJSv7.3.exe file.
 After installation, double click the "Launch CC LSA GJS" desktop icon
new for version 7.3
Battle Groups:
 -the following German BG's now have a reinforcement schedule, in order to simulate delayed arrival of some units,
due to air attacks and/or breakdown-repair during movement.
 KG Meyer/352 Div
 KG Luck 125/21 Div
 II./192/21 Div
 II./125/21 Div
 I./25/12 SS Pz Div
 -9/3 British now has one reinforcement
 -KG Meyer/352 Div has reduced number of StuG in Force Pool. Historically this BG was completely destroyed during evening/night of June 6.
 -3 German BG's moved back one map for delay
 Allied and German teams:
 -added new Allied teams to some BG's: Heavy Company HQ, Heavy Recce, Piat Group. note: these teams already existed in ver 6.0, but were not in Force Pools.
 -above mentioned Piat Group was changed from Piat Section and now has 5 soldiers instead of 7.
 -Bren Group now has 2 more rifle soldiers in team.
 -PanzerSchreck team reduced to 2 man team, instead of 3
 -removed Piat from Bren Section, and removed Gammon from Rifle teams ... that were put in ver 7.0
 -cancelled instances where team types are removed during reinforcement.
 Static BG's:
 -a number of Static BG's have reduced teams in Active Roster, in order to allow Allies to move inland more quickly.
Graphics:
 -new explosion graphics. Thanks to Gateway to Caen team for effects, and thanks to ScnelleMeyer for converting graphics to LSA.
 extra:
 -added a single page printable strategic map with map names in Help folder:
C:Matrix GamesClose Combat Last Stand ArnhemGJS7.3DATAHelp
 Credits:
 Thanks to Cathartes (and team) for GJS - CC LSA
 Tweaking GJS after version 6.0: Steiner, GameRat
 ScnelleMeyer for converting explosion graphics to LSA
September, 2015
Here's what new ...
 CCLSA GJS Version 7.1 beta
 Version 7.1 beta has same files as 7.0 beta ... only difference is: it installs to folder GJS7.1 instead of GJS.  Therefore players can have version 6.0 beta installed in folder GJS, and version 7.1 beta doesn't overwrite it.
 Battle Groups:
 -several German Armor BG's type changed to Armor/Infantry
 -some Allied BG's start with more armor in Active Rosters
 -Allied Armour BG's active roster now have more armour slots available
 -some Allied independent Armour BG's have option to borrow infantry units from another BG when both are on same map
 -three German BG's moved back one map in Grand Campaign, due to AB BG's being engaged too early.
 Allied and German teams:
 -Allied and German Medium Mortar selectable in all Active Roster columns
 -Vickers MMG selectable in all Active Roster columns
 -Allied Morale and Experience increased in some cases and balanced overall
 -Piat added to Bren Section Teams
 -Gammon added to Allied: Rifle Group, Platoon Cmd, and Company Cmd teams
 -Cromwell 95mm added to 22/7
 -Tetrarch howitzer removed, due to suspected crashes
 Weapons:
 -larger explosion graphic for grenade and rifle grenade
 -larger soldier size graphics, same as stock game
 Sound:
 -grenade throw
 -MG42
 -flame thrower
 -round bouncing off armor
 -280mm mortar
 -added faust sound, referenced weapons.txt file
 Operations:
 New operation, Operation Perch
 Credits:
 Thanks to Cathartes (and team) for GJS - CC LSA
 Tweaking GJS after version 6.0: Steiner, GameRat
 Recommended settings for H2H play
 German - Veteran, Allies - Line
Break - readme from Version 6.0 below:
As of June 2013, GJS for LSA will be released in beta form. The BG composition is far from polished, but there is a good strategic challenge for a British and German player. There are a lot of niggling things to polish up, but thought it better to release for beta feedback. Thanks to all who have patiently waited and provided encouragement. Enjoy, and please post any errors or issues you come across.
-Cathartes
June 6, 2013
README:
SOUNDS
1.New sounds: Many weapon sounds replaced with actual recordings of the weapons near the muzzle. Some of these sounds were edited slightly to conform to volume and dynamic range of other weapons. A few new home-made explosion sounds, some home-made, background ambient sounds, and a historical, accurate aircraft engine (Napier-Sabre engine for the Hawker Typhoon). Distinguishing sounds between same types of MGs as to location they are firing from (coaxial tank MG34 vs. infantry carried variety, etc.). New groans, grunts, and death sounds.
GRAPHICS
1.New aircraft graphics to represent aircraft flying closer to the player, and to create a bigger screen presence. Air to ground was terrifying, it has to create an impact.
2.Old GJS screen unit graphics replaced with symbols from tLD/LSA games. Some graphic symbols custom made. Despite the fact that many hours were spent creating the old GJS unit graphics, the new symbols are much easier to recognize at a glance.
3.A handful of new weapon graphics.
4.A handful of new vehicle graphics.
5.Added French ranks and medals for French Commandos consistent with tLD.
6.Small soldiers mod, also fixed graphic size of many AT guns.
MAPS
1.The GJS strategic map has always been an abstract consideration of the Normandy landscape. Considering the large area covered and the detailed landscape that must be embraced, there are a number of geographical generalizations and untruths which must be tolerated in the context of only 46 maps.
2.The strategic map and connections from GJS 4.4 were largely preserved. A few map names were changed to better represent geographical reality. A handful of connections were realigned.
3.Some maps were retired/replaced with new maps.
4.A total of two additional maps were added to the strategic map.
5.Every map was exhaustively recoded to minimize and/or eliminate errors and maintain consistency. GJS 4.3 and 4.4 maps were coded by numerous individuals with varying interpretations of how maps should be represented. This resulted in wildly inconsistent results between certain maps along with some glaring errors. We all worked for free so what did you expect?
6.A number of maps have minor graphic adjustments, some pertaining to wider bridges (for new pathfinding in LSA) or more accurate reflection of building stories, etc. Some maps have new roads, hedgerows, etc.
7.“Under Bridge” coding employed on many bridges, but not all bridges on all maps. In some cases, passing under bridges triggers the “interior” of a roof file.  The reason for the inconsistency: passing under a bridge presents a finicky coding situation, and it does not always work well with all vehicles and with certain map locations it behaves poorly to not at all.
8.Map .btds checked for location and VL spelling, etc. VLs added to many maps.
9.VLs moved to the extent possible, to minimize a player’s ability to take VLs with tanks or other AFVs. Boots on the ground matter.
10.Maps coded to maximize cover for infantry, especially in buildings. AFVs still dominate, but perhaps not like they did in original GJS.
11.Deleted hidden connection b/n Rauray and Lingevres where a player could hop over Tilly-sur-Seulles map. This no longer works so well with multiple BGs per strategic map.
12.All new and historically accurate Lebisey Woods and le Hamel map.
13.Campaign/op BTD messages rewritten, mostly with historic quotes from German, Canadian, and British generals, commanders, and soldiers who experienced the conflict and horror of the Normandy invasion first-hand.
DATA
Allied
1.Added new Canadian armor teams to match voice files and icons.
2.Assault pioneer units were removed. The British and Commonwealth Armies did not use pioneers in the same manner that the German Army did. Engineers and pioneers were used for breaching obstacles on the beaches of Normandy and did occasionally participate in combat, but they were not typically deployed in front-line close assault roles throwing satchel charges, etc.
3.Added multiple Churchill tank variants for 31 Tank Bde battlegroup.
4.Added Sherman II DD tank, and Sherman II DD tank command.
5.Added Daimler Armoured Car (2nd Derbyshire Yeomanry, 51st Highland Division).
6.Added additional Commando and RM Commando infantry units.
German
1.Added a fixed 50mm PAK gun emplacement unit. The unit can be placed in bunkers and buildings, but it can’t move once the game begins. Players might suggest a house rule where these units can only be placed in beach fortification (bunkers, weapon pits).
2.Added SdKfz: 221, 222, and other miscellaneous small armoured units.
Battlegroups/Forcepools
This is not GJS a la CC5. The LSA engine offers more interesting options when representing forcepools and battlegroups. Changes are profound. Static BGs offer a new and interesting way to represent elements of the 716. “Bodenständigen”
Infanterie Division. Static BGs are numerous and 1-2 maps deep along the coast, but they are weak. Germans will be hard pressed to significantly delay the Allied onslaught, yet the Allied player will have to work for every map along the Normandy coastline. Game settings (force morale on or off) and skill will determine how successful the German player is at delaying his opponent. Full-strength German battlegroups on the map at the beginning of the campaign will be frozen for a turn simulating the surprise and confusion that plagued the German command from the earliest hours of June 6.
Both Allied and German players receive reinforcements somewhat parallel to historical availability. Most reinforcements are pre-determined by the forcepool and entrance of battlegroups.  Player-determined reinforcement is very limited and exists only for a handful of Allied battlegroups—notably the independent armoured brigades. All battlegroups have a larger number of units in them then the original release of GJS. The 6th Airborne Division battlegroups begin the campaign weak on the first night turn, but quickly gain strength in the following turns—regardless of their supply situation. Beach assault groups also quickly gain strength in the turns immediately following the morning of June 6. A few German battlegroups start out the early phase of the campaign weaker due to the rushed march to the front and the delayed arrival of support units.
Nearly every BG has some dimension of combined arms and an innate ability to properly defend or reasonably attack any map. The exceptions to this are the one-dimensional vehicle/tank heavy BGs of the Allied independent armoured brigades and Germany’s s.SS-Pz.Abt. 101. These Armoured BGs are best used in tandem with other supporting BGs, or they can be merged with weaker BGs.
All BGs have their strengths and weaknesses. These become more pronounced as battle fatigue, and attrition accumulate. Overall, there is much more flexibility in German BGs due to their desperate, defensive stance in Normandy, and their historical/doctrinal proclivity to counterattack and form kampfgruppes.
Now that BGs can be stacked and/or combined, there are more pathways to strategic success and frustration.  Along with the more detailed turn resolution in the arrival of BGs (BGs can now arrive on individual turns within a day, and are not limited to the beginning of a day as in CC5), a player is offered a more realistic situation within the context of the first several days of the Normandy campaign.
Some historical notes on Battlegroups:
KG 716. Infanterie
Even though 716. Infanterie was largely destroyed within the first 24 hours of D-Day, some elements survived in disarray. This KG represents those elements and remnants. Notably Pionier-Battalion 716 and Panzerjager-Abteilung 716 are incorporated.
1.Revised default battlegroup organization and added a couple new type categories to present more varied presentation of teams.
2.8.8cm PaK in 26 / 12 SS and 25 / 12 SS Pzgr. Rgts replaced with elements of SS Flak Abteilung 12 (8.8cm Flak 36 and 3.7cm Flak).
3.JagdPanzer IV/48s removed from 26 / 12 SS and 25 / 12 SS panzergrenadier battlegroups. Evidence suggests they were not present or did not arrive at partial strength until later in the Normandy campaign (elements of SS Panzerjäger Abteilung 12). In their place are a handful of 15cm sIG33 (Sf) Ausf H “Grille” assault guns. They have limited anti-tank capability, but they are potent against infantry and fortified defenses. Grille Ausf H carry limited ammunition.
4.25/12.SS has a handful of Mk IVs and 26/12.SS has a handful of Mk Vs.
5.Bodenständige (Static) Battlegroups: 716th Infanterie Division was strung out along the Norman coastline and inland from the Orne Estuary to Port-en-Bessin, elements of 21. Panzer Div. were also in the region. The static BGs icons “716. Inf-Div Bodenst” loosely represent these units. They are not strong units, but they are capable, in the hands of a good player, of holding out a turn or two depending on the game settings. The German player will be hard pressed to hold the beaches beyond June 6. The Allied player will not be able to roll through the coastal maps without hitting pockets of resistance. The question is: how fast can the Allies push inland and make progress before the powerful, mobile German BGs arrive to offer significant resistance and counterattack? “Recruit” setting will make a slightly more powerful beach and Orne Bridgehead defense on June 6.
6.915/352 replaced with KG Meyer/352. This battlegroup represents the remaining units after it was split to reinforce the defense against the Americans at Omaha. Remaining are Stab/GR 915, I/GR 9156, Fus Btl 352, and the 10 Stug IIIs of 1/PzJg Abtl 352. This BG is part theoretical and part historical.
7.Revised Canadian 3 Infantry Division, confirmed presence of and included British 62 AT Regiment RA. RM Commandos removed from 7 Brigade and included in 8 Brigade in early days of campaign. DD tanks of 2 Cdn Arm. Bde. present in both 7 and 8 Brigade.
8.Added a number of new allied battlegroups.
9.Dramatically revised representation of 716th Infanterie-Div. with static battlegroups and remnant battlegroups that appear.
Elements
1.Customized elements file for GJS adapted from the LSA element file.
2.Small hedgerows, stone walls (previously stone fences), tall walls, and trees all provide a chance to bog and immobilize tracked vehicles. Avoid these and your tanks will be fine, try to push through them and you risk parking your tank for the rest of the battle. There is a very significant risk of immobilization when crashing tanks through tall walls of which some maps have in abundance.
3.Tall wall size reduced to “6”, but blocks all LOS through (except for units adjacent). Tanks may attempt to move through a tall wall but with a significant chance of bogging down and/or throwing a track. Don’t drink and drive. If you clip a tall wall along a road, you might get immobilized. Live by waypoints, stay off the calvados when operating heavy machinery.
4.Large hedgerows are impassable to all vehicles, but AT guns can be placed in them.
5.Bunker walls block all movement and LOS. It’s necessary to micromanage troops moving in and out of bunkers via bunker doors and windows.
6.Bocage pit and weapon pit walls modified to enable use by infantry and large caliber guns. These are good hiding places and may only receive area fire if a unit is located by the enemy.
7.The maps in GJS are coded to provide more cover and protection for infantry inside buildings along with straightforward movement through buildings. This is strict departure from how all other CC maps are coded.  The elements file in GJS is also specially designed to work in consort with GJS maps.
8.Courtyards: there are more courtyard areas in the maps in order to keep vehicles out of where they would not be able to travel.
Names
1.Created Canadian names to over 2,200 historically and culturally relevant names.
2.Revised British names for a better representation of historically/culturally relevant British names, (over 4,300 names represented).
3.Expanded German names to over 900, added roughly 300 historically/culturally relevant names.
Soldiers
1.Removed grenades from tank crews as this would not be something they would typically take time to grab on the way out of a hit/burning tank—tank crews now run for the rear lines in LSA and no longer participate in combat.
2.Reduced number of German soldiers carrying Schiessbechers.
3.A number of other changes.
Vehicles
1.Thoroughly overhauled amour values for all vehicles and guns. Values researched and calculated as per requirements and formulas required by LSA engine.
2.Revised, corrected vehicle/gun movement speed and sizes.
3.Turret traverse rates thoroughly researched and fixed. In some cases reasonable compromises had to be made between maximum and minimum traverse rates based on engine rpm (e.g. Panther and Tiger). Where manual traverse turret speeds were unknown, appropriate comparisons were made with other known, manual traverse rates. Given the above, turret rotation rates were slowed for all tanks consistently. The CC engine does not consider that the gunner had to elevate the gun and sight target after rotating the turret. This is factored into, and reflected in slightly slower turret rotation rates across the board.
4.Added 4” smoke discharger to certain vehicles.
5.Adjusted .50cal AA fire arc for M-10 and M-10 IIc to side and rear. Even this adjustment may be generous since this weapon was primarily an AA weapon and required considerable crew exposure outside of turret to fire in any direction except rear arc. There were times this weapon was mounted in the front of the turret, but sources suggest this was rare. Given the very slow manual turret traverse of these vehicles, this seemed like a reasonable compromise in its favor.
6.Adjusted ammunition load-outs for M-10 and M-10 IIc.
7.Removed Nahverteidigungswaffe from many German tanks that did not have this installed at time of Normandy campaign.
8.Fixed Nahverteidigungswaffe to smoke-only (removed its mythological mortar-like, anti-personnel characteristics).
9.Removed AA MG 34 from PzIVH.
10.Fixed crew size in Sherman Flail.
11.Added new vehicles:
a.5cm Kampfwagenkanone
b.mSPW S303(f)
c.leSPW U304(f)
d.3.7cm PaK leSPW U304(f)
e.7.5cm PaK 40 mSPW S307(f)
f.15cm sFH 13 auf Lorraine
g.15cm sIG33 (Sf) Ausf H
h.15cm sIG33 (Sf) Ausf M
i.Daimler Armoured Car (Mk. I /II combined as one vehicle type, and historically present with 2nd Derbyshire Yeomanry, 51st Highland Div.)
j.Humber Scout Car
k.SdKfz 221 with 2.8cm Pzbchs (Pz.Aufkl.Abt.21)
l.SdKfz 222
m.SdKfz 251/7
n.SdKfz 250/5
Weapons
1.Completely overhauled large caliber gun penetration values, accuracy, and ranges. Values researched and calculated as per new requirements of the LSA engine. With LSA the engine coding skewers how data is employed by certain weapons under certain circumstances. For example, HE shells are hard coded to be less accurate due to a different muzzle velocity, and their behavior only respond partially to changes in the data. Understanding and interpreting this is part art, and part science as historically accurate data does not always behave so with the way the game engine is coded, and the way the LSA .exe has evolved from previous versions.
2.Cleaned up a number of small errors in the original v4.4 data.
3.Completely overhauled large caliber gun range, penetration, and blast value data to improve accuracy and work smoothly with new coding in LSA .exe.
4.Revised and standardized rifle data.
5.British 2 inch mortar unit sizes were changed from two men to three men as was the organizational/paper practice by 1944 (except for motor battalions). Whether this was the practice in combat situations in Normandy is not well documented. Due to combat situation of British Airborne units in Normandy, left these units as 2-man teams, with fewer shells at their disposal.
6.Sniper weapons toned down and now have same killing power (penetration) as their non-sniper counterparts. Even so, snipers remain very effective at killing and suppressing entire teams.
7.Reduced accuracy values for all AFV MGs firing from inside tanks.
8.AVRE Petard/290mm spigot mortar: minimum range 30m, maximum range adjusted to 90 m, 10 m more than the effective range specifically mentioned in Vanguard of Victory: The 79th Armoured Division. Allied player now has only 60m window of employment. Additional effective range was added for gameplay/practical employment considerations. Player needs to carefully use AVRE for it to be effective.
9.Time to fire rates adjusted for many guns in order to reflect a more realistic flight time for mortar shells, charges, and large caliber guns, based on muzzle velocity. A mortar shell will actually travel for a more realistic flight time, though nowhere near the long flight time it actually took.
10.Fixed firing and flight time of Schiessbechers.
11.4” smoke discharger: added to certain Commonwealth vehicles. Decision made to limit these fixtures to just two rounds since crews would have to reload from the outside during close combat, also due to limitations with CC/LSA exe which doesn’t allow for logical simulation of these smoke throwers on turrets and in vehicles with small crews.  Reloading smoke dischargers, for example, can take priority over a move order for your vehicle. Keeping these dischargers restricted to the 2 rounds in chamber is a reasonable compromise. They can be manually fired, or the crew may fire independently for protection.
CONCLUSION
Like every CC version and mod, GJS is a game, not an accurate historical simulation. Game balance matters and so does history.  Balancing both is the perpetual challenge. Historical purists, hard-core CC fans, and data zealots may find fault. More could always be done to satisfy both ends of the spectrum, but there would be no end to the tinkering, and the mod would never be released. As of June 2013, the mod is in BETA form. There are a host of know small issues with incomplete data, a few mismatched icons, and currently there is only a first draft of battlegroup composition. Every effort was made to get this out for beta testing. There is no set of single player battles, only the grand campaign which is designed for H2H.
Finally, as with the original release of GJS, this modification was designed with two human players in mind. This is where the CC series excels. If you are looking for a challenging game against the AI, you will be disappointed. The tactical movements of the AI will always frustrate, and tactical movement is the key to a fun and immersive experience in GJS.  Find a human opponent!
Sample listing of some of the sources used for GJS-LSA:
Bird, Lorrin Rexford and Livingston, Robert D. (2001). World War II Ballistics: Armor and Gunnery. Albany, New York: Overmatch Press.
Carell, Paul. (1995). Invasion! They’re Coming! Atglen, PA: Schifffer Military History.
Chamberlain, Peter and Doyle, Hilary. (1999). Encyclopedia of German Tanks of World War Two. London: Butler and Tanner, Ltd., Frome & London.
Chamberlain, Peter and Ellis, Chris. (1967). Armour in Profile: Light Tank Mk. VII Tetrarch. London: Gothic Press.
D’Este, Carlo. (1983). Decision in Normandy. New York: Harper Perennial.
Fletcher, D. (1984). Vanguard of Victory: The 79th Armoured Division. London: Her Majesty’s Stationary Office.
Flint, Keith. (2004). Airborne Armour: Tetrarch, Locust, Hamilcar and the 6th Airborne Armoured Reconnaissance Regiment 1938-50. Solihull, West Midlands: Helion & Company Ltd.
Foulds, Tony. (1998). In Support of the Canadians: A British Anti-Tank Regiment’s first five weeks in Normandy. Canadian Military History, 7(2), 71-78.
Hastings, Max. (1999). Overlord: D-Day and the Battle for Normandy 1944. London: Pan Macmillan Ltd.
Kershaw, Robert. (1993). D-Day: Piercing the Atlantic Wall. Hersham, Surrey: Ian Allan Publishing Ltd.
McAndrews, Bill and Graves, Donald E. and Whitby, Michael. (1994). Normandy 1944: The Canadian Summer. Montreal: Éditions Art Global.
McKee, Alexander. (1984). Caen: Anvil of Victory. New York: Dorset Press.
Office of the Chief of Ordinance. (1944). Terminal Ballistic Data, Volume II, Artillery Fire. Washington, D.C.
Saunders, Tim. (2001). Hill 112: Battles of the Odon—1944. Barnsley, South Yorkshire: Pen & Sword Books Ltd.
Spielberger, Walter J. (1993). Sturmgeschütz & Its Variants. Atglen, PA: Schiffer Publishing, Ltd.
Steinhardt, Dr. Frederick P. (2008). Panzer Lehr Division 1944-45. Solihull, West Midlands: Helion & Company Ltd.
Számvéber, Norbert. (2012). Waffen-SS Armour in Normand: The Combat History of SS-Panzer Regiment 12 and SS-Panzerjäger Abteilung 12, Normandy 1944, Based on their Original War Diaries. Solihull, West Midlands: Helion & Company Ltd.
Von Luck, Hans. (1989). Panzer Commander: The Memoirs of Colonel Hans Von Luck. New York: Dell Publishing.
Zetterling, Niklas. (2000). Normandy 1944: German Military Organization, Combat Power and Organizational Effectiveness. Winnipeg: JJ Fedorowicz Publishing, Inc.

One comment

  • Andrew Rutherfurd

    Hey there, Nomada. Thank you for the instructions. They worked beautifully.
    One question:
    Do you have any plans to update it to the latest version? If so, that would be great!
    On a side note, is it possible for you to post a guide for transferring mods from plugin to .exe?
    I have the Steam version…

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