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US ARMY DECK - 4vs4 - BWC MOD 

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General Mod
Will this mod be realistic?
The goal of BWC is to create a realistic war game. However, balance always comes before realism simply because Wargame is not a simulator, it is a game. Wargame does not translate real values as well into gameplay as something like CMANO or DCS.
What is the timeframe of units?
BWC represents a modern day fictional world war conflict. Units represented are any units in service from 2000-present day. Some units may come from older service if the roster needs more units to be fleshed out.
What about future prototypes and equipment not in service?
Prototypes in general will NOT be in the game, especially prototypes that are 5th gen fighters and advanced tank prototypes that exist in technical demonstrators. Prototypes will NOT be in the game UNTIL they are confirmed to be IN SERVICE or LARGE SCALE PRODUCTION.
What nations will be in the game?
Check out our BWC Development Excel sheet. This is the sheet we use to develop the game including how real life units and nations are converted into Wargame.
Unit Design
How are estimations done when statistics are classified?
Estimations are done to the best of our ability with OSINT. No one has access to classified information especially information that can be directly compared. Please do not complain if something is off by a tiny bit. However, if something is largely wrong, please let us know and provide multiple reputable sources. Internally we use resources such as Janes and players who served in the military.
For countries like China that might be ambiguous, we often reference export stats of similar weapons since those numbers will be tested by their customers and are often accurate. State media is actually quite reliable when we compare media vs actual data being leaked later but we try to avoid solely referencing media.
Again, balance comes before realism. A prime example is the Carl Gustav. The AP had to be dramatically increased for the sake of gameplay or else the US would have no viable AT weapon options.
IRL ranges to Wargame ranges
BWC does its best to follow all range values found in Vanilla Wargame simply because maps were designed for these ranges. We convert real life ranges according the charts. While we are pretty strict with ground weapons (infantry ATGM's are maxed out at 2625m) and AA/A2A ranges, we will adjust ranges to fit balance but never adjust ranges upwards to match top tier units (ie. We will never adjust upwards from 2800m to 2975m for ground atgm).
IRL AV values
Real life sources are scarce and vary so often in the superheavy class as values are calculated different between countries. Most of the tanks that are not in the super heavy class generally reference real life sources and often times War Thunder for lower end tanks.
Armor is calculated by using thickness vs KE. The overall value is calculated by splitting the frontal hull and turret into two sections and averaging the two. The highest armor calculated by each section of turret or hull is capped at 800mm to prevent overcompensation (and also no APFSDS can penetrate this thickness anyways so more above 800mm does not reflect to more FAV in game).
For example, the T-90A averages 650mm of armor on the turret and 500mm of armor on the hull. This averages to 575mm which converts to 19 AV.
IFV's follow a different scale unless their armor does indeed climb into the MBT levels (looking at Puma IFV). We follow something similar to NATO protection levels.
IRL AP values
AP values for KE are taken from values at 2km. However, values are not always equal (Russia and China measure with 90% chance of penetration but US and some European countries measure with lower standards such as 75%) but we still try our best.
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15 окт 2024

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