Unités de l'Armée de Terre

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Une table de la base de données Army_Unit répertorie les différents types d'unités sol.

4 types d'unités dans chaque camp sont indispensables au bon fonctionnement de SEOW:

  • T: Tanks
  • A: Artillerie
  • V: Véhicules
  • E: Engineers (Unités du Génie)
  • all: all classes of ground object (multi-purpose, except trains/rolling stock) see Multi-Purpose Names section below

Il faudra vérifier qu'elles existent et éventuellement en rajouter pour le secteur de campagne utilisé. Ce sont les noms choisis ici qui apparaitront dans le MP. Evitez les noms trop longs qui poseront des problèmes de lisibilité d'affichage. Depuis la nouvelle version MP4-v4.520 ce problème a été réglé. En cas de manque de noms d'unités, un message d'erreur DCS Initialization Error: Insufficient Platoons apparaitra lors de la mise en ligne du template et celle-ci sera annulée.

En général 4 noms d'unités pour T, A, V et une seule pour E, pour chacun des camps suffisent pour la plupart des campagnes.

Chaque type permet la création de 64 unités de votre campagne: Par exemple, "1 Ichiseki Special Naval Landing Force" permettra 64 unités désignées de la façon suivante:

"m/1 Ichiseki SNLF Co. n, Plt. p", où m,n,p prennent les valeurs 1,2,3,4.

DCS Initialization Error: Insufficient Platoons

As SEOW processes the template, it will allocate each ground object (tank, truck, gun etc) on each side to an appropriate army Division according to the definitions in the Army_Units table. Sometimes, for large templates, there may be insufficient Divisions defined, and the DCS will abort with an associated error message (DCS Initialization Error: Insufficient Platoons). No problem, add some extra Divisions of the required class and nation to Army_Units and try again!

Be aware that each Division defined in the Army_Units table expands to 64 different platoons (each of which may accommodate up to 4 tanks, trucks, guns etc). So if you have 131 Allied artillery pieces in a template, you will need at least 3 "A" class Divisions for the Allied side in Army_Units before you start. The same principle applies for tanks and vehicles. Engineers are usually bulldozers or particular classes of vehicle columns, but you can define any ground object to be an engineer by changing the Object_Class field of the object to "VEN" in the Object_Specifications table.

Also note that you can specify a nation for each Division, e.g, you may want to mix Italian and German Divisions in a particular template. There is a long list of valid national names and insignias available in SEOW. It is possible to add extra nations, if desired. See Extended_MP_Font_Support_and_National_Insignias.

As a general rule, 4 Divisions of each class per side (only one for "E") should be sufficient for all but the largest campaign templates.

From SEOW v3.2.0 onwards, you may use expanded character sets for your Division names, but always test this works well before trying it in a production campaign.

Multi-Purpose Names

From DCS v7.0.10 onwards, SEOW supports multi-purpose names in the Army_Units table. This means that if a record has Division_Type = "all", then that particular name can be used for any kind of ground object (except trains). This is a nice feature that coincides with a restructuring of Army Unit naming in general.

Previously army units were allocated names based on a regiment - company - platoon (4x4x4) format. For example, "2/23 Infantry Co. 1, Plt. 3" indicated the 2nd regiment of 23 Infantry Division etc.

Now there is a new Army_Structure table that provides names of organizational units in each national army from the Front level down to the Team level, in the following order (highest to lowest):

  • Front
  • Army
  • Corps
  • Division
  • Brigade
  • Regiment
  • Battalion
  • Company
  • Platoon
  • Squad
  • Team

This data is cross-referenced from the new Organization_Level field in the Army_Units table. The Organization_Level field can have values from the above list, (Company and above only). SEOW then generates the appropriate unit names based on an altered 4x4x4 method. This is best explained by examples.

Consider a definition in Army_Units for name "9 AA Division" with Country = "Russia" and Organization_Level = "Division". SEOW will find the three lower levels from the Army_Structure table for Russia and Organization_Level="Division". The three Russian levels below "Division" are (in order): "Brigada", "Polk", "Batal'on". SEOW will allocate up to 4 units in each of these three levels, yielding up to 64 names like:

  • 9 AA Division, 1 Brigada, 1 Polk, 1 Batal'on
  • 9 AA Division, 1 Brigada, 1 Polk, 2 Batal'on
  • 9 AA Division, 1 Brigada, 1 Polk, 3 Batal'on

and so on.

Consider a German Company name "233 Panzer Grenadier Battalion, Kompanie A". The three German levels below Company are (in order): "Zug", "Gruppe", "Trupp". SEOW will allocate up to 4 units in each of these three levels, yielding up to 64 names like:

  • 233 Panzer Grenadier Battalion, Kompanie A, 1 Zug, 1 Gruppe, 1 Trupp
  • 233 Panzer Grenadier Battalion, Kompanie A, 1 Zug, 1 Gruppe, 2 Trupp
  • 233 Panzer Grenadier Battalion, Kompanie A, 1 Zug, 1 Gruppe, 3 Trupp

and so on.

It is important to note that this complexity has been built to allow campaign designers greater flexibility in naming ground forces. The consequence of this is that the contents of the Army_Units table may need customization before template initialization and for subsequent Add Forces from Templates actions.


Traduction initiale : PA-Dore 2008, mises à jour C6_Dore 2008 - 2014