New unit; DD tank, Crocodile finished

Smoking mirror

Ships Captain
Joined
Apr 16, 2002
Messages
2,018
Location
On mars already, waiting!
Arggh, It burns! It burns! etc..
I finaly got around to finishing my crocodile, Ive been meaning to do it for a couple of weeks, but I got caught up doing other stuff.

The Crocodile was one of the many specialist tanks designed for D-day, a modified churchill tank towing a trailor full of fuel, the Crocodile is also equiped with a 17 pounder main gun, the same used on the royal engineers churchill ARVE variant, the main gun is mainly a demolition weapon, while the flame thrower is used for clearing bunkers.

The tank could be used for amphibious assaults, as vital armoured suport for the marines. The unit has two attacks, firstly it fires a sheet of flame, and then begins firing the 17 pounder. this means that if you give the tank a bombard ability, the AttackA will be used; I.E a flame thrower bombardment.

The tank has a weaker chassis than the churchill and has lighter armour. You should give it a lower defence value than the churchill. The unit has civ colours I prefer orange for the british, it looks good.

Here is part one;
 
And here is part two;

Create a folder in your civIII/art/units folder called Crocodile and insert all the files from the two downloads;
Add the unit to your scenario and give it the same tag as the marines.
 
Here is a preview of the flame thrower animation.
I have overhauled my Design process and although I had already done the AttackA the rest only took about an hour to do.
 
Nice tank I can't wait to melt so infantry:flamedevi.

P.S. I'd hate to be in that tank when it's fuel tank gos boom:aargh3: :suicide:
 
In case any of you would like them, I typed up the descriptions from Advanced Squad Leader for the WWII tanks to use in the Civilopedia.

BTW - the 17pdr wasn't used on any of the standard churchill's - they were to narrow to have a heavy enough turret for the 17pdr (same reason the Matilda's and Valentines couldn't), the crocodile had a Brithish 75mm in the turret, and a flamethrower in the bow. The AVRE had a Petard spigot mortar - short range 290mm weapon firing a 40 lbs projectile with 23 lbs of plastic explosive in it
 

Attachments

  • tank_civilopedia.zip
    6.3 KB · Views: 292
so the 17pdr gun used by the Churchill Crocodile had normal AT capability?

anyone got more info the on the Churchill Avre? sounds interesting
 
I was thinking of making the churchill ARVE as a kind of armoured engineer, combining several unit functions for the (maintianace) price of one, the royal engineers could do teraforming duties protected by the churchill, while the mortar could be used for demolition and attack, all for the pric of one gold per turn, a godsend for the british; With such a spralling empire the british suffer terribly from corruption, and thus only have a few cities from which to effectivly draw taxes. They already need to spend a lot of cash to maitain their naval and air fleet so any saving on ground unit would help.

The choice realy is should I do the ARVE or the MK VII.
I may have time for both, but I am quite busy at the moment and I am working on some infantry units at the moment, an they are taking for ever (looking O.K though), The MKVII would be good for anti tank duty (the MKI that I have already done is real an anit infantry tank.
I could do a Cromwell or crusader for an anti-tank tank. It would add some variety at least
:)
 
Why not do both the VII and the AVRE - The Crocodile was just a VII with a add-on kit installed that added the fuel trailer, and replaced the BMG with the flamethrower, and the AVRE just replaces the 75 in the turret (esentially British version of the 75 in Shermans) with the spigot mortar. For a tank for use against other tanks, try either the challenger (armed with the 17pdr) or the Comet (had basically a sawed off 17pdr to reduce the muzzle velocity and recoil sufficiently to eliminate fatige stress on the tank), or possibly the Sherman Firefly (Sherman with the 75 replaced by a 17 pdr)
 
I was testing this unit out when I was previewing my new commando, and I noticed a problem. The attack B is not playing properly (or at all), you have to open the INI file, and add the .flc entry right after the CocodileattackB text (look at the AttackA text just above it for details)

If you do this, the unit sould fire the flame thrower once, and then start fiting the main gun. As far as I know if you do this it should not cause any trouble in a Save game that uses the unit, so you don't have to start over if you have already started using it.
 
Top Bottom