Seems that it would be fairly easy to make anti tanks useful by giving them very high initiative on defense but low initiative on attack, low defense and VERY high hard attack. This way when they attack, both tank and anti tank take huge losses, when they defend only the attacking tank takes heavy losses (this won't happen unless it is suppressed unless the attacker is stupid).
Also, the mobile AT should be much weaker on hard attack than the imobile as they are becoming more and more tank-like.
Just some thoughts.
monkspider wrote:Hmm, it should be interesting to see what Kerensky has in the pipeline for us. I really think the current approach to the early war tanks is pretty brilliant from a game design perspective. It gives each of the tanks a niche of their own. I tried a playthrough on the beta patch playing up to Sealion 40 using only Panzer Is and IIs and I was impressed by how viable they were. One thing that I hadn't fully appreciated until now was just how cheap replacements were for those early tanks!
Thanks for a link to that mod Vpaulus, it seems like it takes the game in the right direction. But, game design-wise, anti-tank units are still problematic. Their role in the game was to be a counter to tanks in the rock-paper-scissors dynamic and they just have too many issues to really serve this role well. They are expensive, slow, excessively vulnerable, and just really within in the context of most Panzer Corps scenarios, they are just of very limited utility. I do like 88's but they are really the only unit of their type that I find are worth a slot in my army. Of course, this is something that the Panzer General series never figured out a solution for, but the Panzer Corps team seems to be pretty bright and willing to try new ideas so I hope they can figure something out.