AT/AA no switch after move -a bug or feature?
Moderator: Panzer Corps 2 Moderators
AT/AA no switch after move -a bug or feature?
Can we get some clarify please whether inability to switch AT/AA regime AFTER the move is a bug or an expected feature (i.e models time required for gun readjustment)?
It is annoying and requires constant use of undo function.
It is annoying and requires constant use of undo function.
Re: AT/AA no switch after move -a bug or feature?
AA/AT can´t switch after moving only before.
some general traits or heroes can change that.
some general traits or heroes can change that.
Re: AT/AA no switch after move -a bug or feature?
Yes, it is intentional and this is a very fundamental mechanic in relation to switchable units. Such units are quite powerful because they are basically two different unit classes in one. But on each specific turn we require such units to act as just one class, from beginning to end. This is why the switch is only possible at the very beginning of the turn, when all action are unspent. You cannot, for example, move as a Sahariana recon, and at the end switch to infantry in order to attack or occupy close terrain. You need to choose if this unit will be a recon or an infantry for this whole turn. Same is true for all other switchable units. This is also similar to organic and non-organic transports - after you travel in a transport long enough, you cannot switch back this turn.
Re: AT/AA no switch after move -a bug or feature?
Ok, thanks for clarification and it makes sense now.
Re: AT/AA no switch after move -a bug or feature?
i hope u guys know that meticoulos planning + aggressive deployment enables all those things u do not want. that´s why i started to concede all multiplayer games when i see general traits at the start.Rudankort wrote: ↑Tue Mar 23, 2021 1:56 pm Yes, it is intentional and this is a very fundamental mechanic in relation to switchable units. Such units are quite powerful because they are basically two different unit classes in one. But on each specific turn we require such units to act as just one class, from beginning to end. This is why the switch is only possible at the very beginning of the turn, when all action are unspent. You cannot, for example, move as a Sahariana recon, and at the end switch to infantry in order to attack or occupy close terrain. You need to choose if this unit will be a recon or an infantry for this whole turn. Same is true for all other switchable units. This is also similar to organic and non-organic transports - after you travel in a transport long enough, you cannot switch back this turn.
that combination is just too powerfull.
Re: AT/AA no switch after move -a bug or feature?
Well, many player traits are quite powerful and bend the basic rules of the game in various crazy ways.
As for MP, it would be nice to indicate clearly in the UI all settings and parameters used in each given challenge, so that you could see them before accepting. But this is not easy to do at all, that's why this has not been done yet...
Re: AT/AA no switch after move -a bug or feature?
problem here is that each alone is ok cost/effect wise, but combining both enables u to move max range with any organic transport switch back to the unit (unit still has both attack and move icon enabling the switch transport button) and attack.Rudankort wrote: ↑Tue Mar 23, 2021 2:57 pm Well, many player traits are quite powerful and bend the basic rules of the game in various crazy ways.That's why they are fun and the main reason why they were introduced. However, if our players think that some player traits need to cost more points, this always can be considered and changed if necessary.
solution would be to remove the green move icon once the movepoints reach 0 and set movepoints to zero after moving with organic transport.
Re: AT/AA no switch after move -a bug or feature?
The question is, is it such a big problem? Meticoulos planning + Aggressive deployment cost 4 points together, and their combined effect is that basically units with transports behave like self-propelled units always behave anyway.Grondel wrote: ↑Tue Mar 23, 2021 4:18 pm problem here is that each alone is ok cost/effect wise, but combining both enables u to move max range with any organic transport switch back to the unit (unit still has both attack and move icon enabling the switch transport button) and attack.
solution would be to remove the green move icon once the movepoints reach 0 and set movepoints to zero after moving with organic transport.
Re: AT/AA no switch after move -a bug or feature?
simple example. Pioneers are THE infantry used to clean cities/close terrain. usually u need to use 1 turn to move them into 2 hex range and next turn can push out the infantry. that way the enemy has 1 turn to neutralice the thread.
with those 2 traits, lets say its end of 1941, the pioneer has an attached halftrack with 8 move and there is a road leading to the city. the pioneer can move 9 hexes along the road, clean the city and move into the city. In addition all the artillery needed to support that attack can move the same distance and attack to suppress the defender.
the AI will surely not complain when such tactics are used against it and not many players will complain to have such a powerfull combination, in single player it mostly depends on the player if he will use it or not.
But it ruins the use of general traits in multiplayer. u have to use this combination or u will loose against any other player who picks it. since lot of negative traits have very little effect on MP-games grabbing those 4 points is no problem at all.
Re: AT/AA no switch after move -a bug or feature?
When it combines with steamroller mechanics, it is overpowered. I explained this strategy in my latest postRudankort wrote: ↑Tue Mar 23, 2021 4:27 pmThe question is, is it such a big problem? Meticoulos planning + Aggressive deployment cost 4 points together, and their combined effect is that basically units with transports behave like self-propelled units always behave anyway.Grondel wrote: ↑Tue Mar 23, 2021 4:18 pm problem here is that each alone is ok cost/effect wise, but combining both enables u to move max range with any organic transport switch back to the unit (unit still has both attack and move icon enabling the switch transport button) and attack.
solution would be to remove the green move icon once the movepoints reach 0 and set movepoints to zero after moving with organic transport.
viewtopic.php?f=464&t=104949&p=916582#p916582
Re: AT/AA no switch after move -a bug or feature?
My 2 cents is I can't logically see why an AT unit has to switch to AA before moving. It might be that at the end of a move AA is seen to be required (or vice versa).


