Base and BK efiles use a special exe file to run PG2. This is the latest patched exe modified to use my movement table. Heavy Track (naval) is used for large cumbersome and unreliable units.
CAMPAIGNS for BaseEfile
I have created a Spreadsheet for players to make comparisons when playing campaigns. It will enable players that play the same campaign twice, to compare the different attempts and see if they improved. Results.zip
Here is the proposal for a "standard" 2000 efile. Excel 2000 spreadsheet.
This is the artillery spreadsheet I developed.
Here is the armor spreadsheet I started working on.
This was a combination of Peoples General and PG2 leaders abilities
This is all the class attributes and what they can do or cannot do. Class abilities
1. BaseKorp (BK) efile Version 1.74 This file includes the exe file for the new movement table
2. PG2UK210bk.exe This is the exe file that you need to play Base and BaseKorps with.
4. AAW_BK Campaign using BaseKorp efile
I am not impressed by all the ground, sea and air transports that have been added and will be constantly correcting and updating them to give variety in the game.
Electronic mail address
brian.gosley@austarnet.com.au
Rules and ideas used in the construction of my BaseKorp Efile.
The BKefile will be a Base-ised English version of AK.
These are the main points to understanding my Efile. The BG Efile was my first efile. Then I created BaseEfile and now I have created the BaseKorp efile that incorporates the improvements of the Base Efile and makes in compatible with AdlerKorps.
I have modified the "original" BaseEfile and created a BaseKorp efile that is compatible with AdlerKorp but has all the enhancements of BaseEfile. The 008 patch is required for both efiles.
This section applies to BK and Base efiles. The Base and BKefiles require the modified exe file packaged with the efile download. This modified exe allows for the different movement methods to be utilised by BKefile. I have included Heavy Track for the large tanks etc. I have also modified the other movements slightly. All "mountain" units have been given "m" ability with Leg movement. This gave me an extra movement type which is "Ranger" for elite troops such as Para etc. These do not have mountain ability but move better in swamp, sand, hill, bocage and rough then Leg.
I will be updating BK and Base. The countries in BK are now aligned with AK. Compatibility is not 100%. The country/class/unit should be correct but my Base ideas are incorporated in the BKefile. Support Fire, Disembark, Engineer and Phased Movement will be different to AK. Stats will also be different.
The BaseEfile file is the result of many hours work incorporating many Efiles into one Base file. My work on my previous BG Efile and exchanging ideas with Oronzo, Andreas, Thomas, Adler and others since early 1999 have resulted in this Efile. I hope it can assist in improving PG2 for players and designers. I have worked on Efiles before Waffenkamer was released. I also worked with Andreas on all his releases of his Efile.
General comments
I will be constantly updating and correcting the BK efile. I will give the same designation to updates as AK efile. The version will be followed by a prefix to determine when I have corrected data. Example is BK version 1.018a, AK is beta 0.018. the “a” will change when I fix things and the 0.018 will only change when AK changes.
Main Points to note....
I use fuel for large towed units to reflect their inability to move rapidly.
I have special mineclearers that work very well on mines.
I place emphasis on playability first, history second.
You must use the new exe file I have created to use these efiles. It has movement types adjusted for better playability. Heavy track is a new movement and replaces Naval.
BK is compatible with AdlerKorps but Base is not.
Anti-Tank guns give support fire like artillery units.
Engineer ability is used on some AT and TB units.
I use fuel to limit movement for large towed units.
Countries for BaseKorp and Base efiles
| BK | Base | |
| Slovakia | Japan | |
| Belgium | Belgium | |
| Bulgaria | Bulgaria | |
| Czechoslovakia | Czechoslovakia | |
| Denmark | Denmark | |
| Finland | Finland | |
| France | France | |
| Germany | Germany | |
| Greece | Greece | |
| USA | USA | |
| Hungary | Hungary | |
| Turkey | Turkey | |
| Italy | Italy | |
| Netherlands | Netherlands | |
| Norway | Norway | |
| Poland | Poland | |
| Portugal | Allied Yugoslavia | |
| Romania | Romania | |
| Croatia | Ethiopia | |
| Russia | Russia | |
| Sweden | Sweden | |
| Allied Yugoslavia | Canada | |
| United Kingdom | United Kingdom | |
| Yugoslavia | Yugoslavia | |
| Nationalist | Nationalist | |
| Republican | Republican | |
| Australia | China | |
| Canada | Australia | |
| Ethiopia | India | |
| New Zealand | U.S.Marines | |
| South Africa | Afrika Korps |
Rules and ideas used in the construction of my Base and BK Efiles.
All of these rules may have some exceptions.
Air Defense.....Towed
movements have movement between 0 and 2 if calibre is < 50mm. No movement for
units that are >= 50mm
Spotting=2 for all AD. No Recon
Move for any AD units. Ad units can capture
flags.
Flak is a new class that can attack ground and air units............They
also provide defensive air attack for any unit that is beside them. I have given
mobile flak the ability to capture flags.
Anti-Tank.....Some units
(assault guns and flamethrowers only) have been
given Engineer ability.
All units spot=2. Units that do not have
engineer ability have been given support fire like ATY units.
Movement is between 0 and 2 for towed units. Fuel has been added to heavy units
to slow down their movement.
Artillery.....Move
is dependant on mass of weapon(check my ATY spreadsheet) .
Ranges are between 2 and 8 hexes. Rocket artillery have been given Engineer
ability and low HA to reflect their barrage capacity
but do not give support fire. All units have spot=1.
Fuel has been added to heavy units to depict the time taken to shift these
units. Recon movement has been given to SPG’s with RA<5.
Some large units now cannot give support fire.
Infantry.....All
units have spot=2. Cavalry have move method of All Terrain and cannot be
transported. All cavalry have recon movement.
All Bridging Units also have Engineer ability. This means they can make/destroy
bridges and have lower attack values than regular units.
Commando style units have Engineer/Paratrooper/Ranger ability but lower attack
values than Combat Engineer Units.
Only Engineer units are good at destroying fort, bunkers, etc.
Mountain units only have mo=2 and can climb escarpments
Paratroopers are cheaper and have recon movement but cannot be transported by trucks etc, they can only walk or airdrop. A special mineclearer unit has been created. This unit can remove landmines without suffering any damage.
The following codes on units names are explained below :
(e) = Engineer ability
(b) = Bridging ability
(p) = Paratrooper
(m) = Mountain movement ability
(s) = Support Fire
(d) = Disembark
(r) = Phased(recon) movement
(f) =
Flak unit - can attack ground and air units
(c) =
Combat support
(#) =
act as airfield
(g) =
ground attack ability for flak and air defense units
(h) =
can capture hexes (flags) on map
(y) =
can deploy from aircraft carriers
(t) =
ground transport is air transportable
(L)= Level bomber
Any of these codes can be combined eg : Commando (emp).
I have minimised the use
of these codes to units that require them. Players can add the code easily with
Luis Guzmans editor if they require them.
Recon.....Few
units have Wheeled movement. Recon units have spot=3. Recon are more expensive.
Fighters, Tac Bombers and Level Bombers......All
air units have greater movement. All units have lower ammo than SSI. Airplanes
can fly over the battlefield but cannot hover around due to low ammo.
They must continually fly to and from airfields to rearm.
LB’s cannot air attack and only true Fighter/Bombers can air attack.
All units have spot=2 except LB’s have spot=1.
TB's with high Naval attack have lower SA & HA values. LB’s can reduce the
amount of fuel and ammo on an attacked unit.
LB planes can be upgraded to better units and main
change is extra ammo and the ability to decrease fuel and ammo improves. Light recon planes with low attack
stats and lower movement have recon movement for use as spotter planes.
Naval Units......All
naval units have longer attack ranges to assist in amphibious landings.
Destroyers and subs have recon movement.
All spotting is 2.
Subs and seamines can only be attacked by Destroyers or Tac Bombers.
Forts & Bunkers etc.....Fortifications
have various ranges and spotting.
A lot of special fort types exist(ATY, Radar,AT, Coastal Defense, barbwire, etc)
that can be utilised by Campaign designers.
Land mines, sea mines, Tank Teeth, Barricades, Civilians, Factories, and others
all exist to make Campaigns more fun.
Installations.....Most
of the non-attacking fortifications
have
been placed in this (Light Cruiser) class.
They are tougher to destroy..
Transport.....Sea
transports move 4 on Ocean and 2 in rivers.
Air transports have greater movement.
Trucks and Haltracks are more expensive.