Over mighty experience

PSP/DS/PC/MAC : WWII turn based grand strategy game

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Ironclad
Colonel - Ju 88A
Colonel - Ju 88A
Posts: 1544
Joined: Wed Dec 02, 2009 6:57 pm

Over mighty experience

Post by Ironclad »

I welcomed the original decision to better reflect experience for combat purposes and my recollection is it worked well when introduced. Having played several games after returning from a time away from the game I now realise a monster has been created. Its marked in land/air warfare where many Axis units are virtually invulnerable by midgame but it may be even more pronounced in sub warfare. Experienced Axis subs in packs now dominate the seas in a way that present day nuclear hunter killers would recognise. In a recent game half the US surface fleet have been wiped out mainly by the efforts of these Italian behemoths with some help from Uboats and the Luftwaffe. If only Mussolini had known he possessed such deadly power!

I understand that 3.2 is planned to address the land issue by grading experience gained depending on the class of the opposition and that seems a sensible way to rein back the effects. I don't know if anything is planned for changing experience effects at sea but if not can I make a plea for treating this as a matter or urgency to restore a more realistic balance.
Peter Stauffenberg
General - Carrier
General - Carrier
Posts: 4745
Joined: Sun Jul 08, 2007 4:13 pm
Location: Oslo, Norway

Re: Over mighty experience

Post by Peter Stauffenberg »

In the games we've played in GS v3.2 I don't think the veteran units have become insdestructible. In the latest game my Allied destroyers are dominating the German subs in fights. So the subs are going after unescorted convoys instead. The key is to not fall behind on ASW tech vs the Axis submarine tech.

Maybe others can comment too about XP on units.
Metalogic
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 39
Joined: Wed Aug 05, 2015 12:34 pm
Location: United Kingdom

Re: Over mighty experience

Post by Metalogic »

Was there a change between 3.0 and 3.1 that removed the requirement to have to be in a core owned hex to not lose XP when reinforcing from 8,9 (and now 7) pips?

I've also asked from some other clarifications about the XP system here: viewtopic.php?f=18&t=66818
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