Re: Gameplay changes in 1.20
Posted: Sat May 18, 2013 12:10 am
I have to agree. I didn't like dragging along all these aux units in my inventory for multiple scenarios when they couldn't do anything, and they throw off my unit numbers.
I think the range penalties for Arty are crippling. I just played Tunisia over with no artillery, and extra tac bombers, and did much better.ThvN wrote: I've been trying out some GC scenarios with the new rules, not much to report, the range penalty for artillery does not appear to be crippling, I notice it mostly when it seems the Strategic Bombers are starting to get relatively more effective in suppressing units. It might be difficult for inexperienced people, though, as they must rely more on brute force, but that requires some more input from others I guess.
What I did notice was in small scenarios with only a few cheap artillery units, is that it is very difficult to wear down entrenchment if only a single artillery piece is available. Units with high entrenchment take almost no damage and get barely suppressed, that is OK by me. But the entrenchment gets lowered by one, than increases again, and the next turn it's the same result. This is a bit too much like WW1 for me.
So either I make a very risky attack to help reduce entrenchment, or I need to reinforce the attack somehow. This can also be noticed in 'Fort Capuzzo', take a single 25-pdr and an infantry and attempt to wear some Italian unit with 8 entrenchment down...
Couple of ideas:
1. As already mentioned, have artillery knock down 2 entrenchment with a succesful attack. Simple, predictable.
2. Have a random bonus when attacking, like the initiative dice roll, so that an attack has a chance to remove an extra point of entrenchment.
3. Have extra entrenchment removed in relation to the attack result: if the attack results in any kills an extra point is knocked of, so heavier guns have a better chance of reducing entrenchment.
I can only second Dedcuter's post. This would make the replays really great.deducter wrote:On another note, replays are awesome, but I was hoping for more UI support. I was wondering if there can be a fast forward turn button (goes forward one turn, to the start of the faction with initiative), a rewind turn button (goes back to the beginning of the current turn, if there, goes back one more turn), and a pause button. Right now, it can be difficult to follow the action, and there's no way of selectively rewatching interesting stretches of the game, which usually comes towards the middle.
This sounds good to me. I like the bonus concept instead of the penalty.Rudankort wrote:As I said somewhere above, range penalties were not meant to cripple artillery further, but to make positioning of artillery a bit less trivial than in 1.14. To keep this idea, and avoid nerfing artillery too much, I could instead give artillery a bonus, if it is used at short range. So base unit stats are used when firing at maximum range, and if you get closer to the enemy, you can deal more damage. Thoughts?
I am very much in favor of tying rules to difficulty levels. Higher difficulty should require better unit positioning. I think instead of giving artillery even more firepower, which the class most certainly does not need, giving it a penalty at longer ranges at higher difficulty is a good solution.Zhivago wrote:Range penalties on artillery should be an optional, select-able choice, or only be implemented in General, Field Marshall and above levels.
If you decide to use this, please make it a small bonus, so not +2 but +1 per hex.Rudankort wrote:As I said somewhere above, range penalties were not meant to cripple artillery further, but to make positioning of artillery a bit less trivial than in 1.14. To keep this idea, and avoid nerfing artillery too much, I could instead give artillery a bonus, if it is used at short range. So base unit stats are used when firing at maximum range, and if you get closer to the enemy, you can deal more damage. Thoughts?
What I did notice was in small scenarios with only a few cheap artillery units, is that it is very difficult to wear down entrenchment if only a single artillery piece is available. Units with high entrenchment take almost no damage and get barely suppressed, that is OK by me. But the entrenchment gets lowered by one, than increases again, and the next turn it's the same result. This is a bit too much like WW1 for me.
So either I make a very risky attack to help reduce entrenchment, or I need to reinforce the attack somehow. This can also be noticed in 'Fort Capuzzo', take a single 25-pdr and an infantry and attempt to wear some Italian unit with 8 entrenchment down...
Couple of ideas:
1. As already mentioned, have artillery knock down 2 entrenchment with a succesful attack. Simple, predictable.
2. Have a random bonus when attacking, like the initiative dice roll, so that an attack has a chance to remove an extra point of entrenchment.
3. Have extra entrenchment removed in relation to the attack result: if the attack results in any kills an extra point is knocked of, so heavier guns have a better chance of reducing entrenchment.
My concern is, people will hardly notice -1 attack. The difference should be noticeable, or people will not be motivated to place artillery closer to the enemy.monkspider wrote:I agree with Deducter, I think artillery was strong enough as it was. Implementing a bonus based on shorter range would make defensive fire even more powerful. Maybe a compromise would be -1 attack per hex instead of -2 now.
This sounds like a bug which must be fixed.Mountaineer wrote:I added transport to a unit and lost the elite strength. I understand if I upgrade the unit, but not the transport
Yes, it was changed back in beta 2.Mountaineer wrote:Also, I thought you could elite strength a unit regardless of its experience. Did that change back?
I think, only heavy guns should reduce entrenchment faster than normal - but then this aspect becomes quite complicated.ThvN wrote: Personally, I think it would be sufficient to just reduce the current range penalty to +1 defense per hex for the target instead of +2, and more importantly implement a mechanic to reduce entrenchment a little bit quicker, like I proposed earlier.
I'm not a big fan of difficulty-specific rules which do not really make the game harder, but richer and less straightforward. That's the reason why rules like weather, supply and fog of war are not part of difficulty model. Difficulty must be about, ahh, difficulty.deducter wrote:I am very much in favor of tying rules to difficulty levels. Higher difficulty should require better unit positioning. I think instead of giving artillery even more firepower, which the class most certainly does not need, giving it a penalty at longer ranges at higher difficulty is a good solution.
Well, another clever compromise can be to tie the entrenchment AND the range penalty together, but this requires a more complicated rule set.Rudankort wrote:My concern is, people will hardly notice -1 attack. The difference should be noticeable, or people will not be motivated to place artillery closer to the enemy.monkspider wrote:I agree with Deducter, I think artillery was strong enough as it was. Implementing a bonus based on shorter range would make defensive fire even more powerful. Maybe a compromise would be -1 attack per hex instead of -2 now.
But yes, you have a good point about defensive fire.
We have debated many times how in touch "factually" this game is with reality, but turning to a real world example, is there a real-world rationale that a shell fired from a farther distance is not as devastating as one fired from closer in? I would think that a shell large enough to travel three hexes (or more) would be especially devastating. Maybe there is a veteran artilleryman out there that can answer this question? Also, penalizing the longer distance dilutes the artillery range hero, doesn't it?deducter wrote:I am very much in favor of tying rules to difficulty levels. Higher difficulty should require better unit positioning. I think instead of giving artillery even more firepower, which the class most certainly does not need, giving it a penalty at longer ranges at higher difficulty is a good solution.Zhivago wrote:Range penalties on artillery should be an optional, select-able choice, or only be implemented in General, Field Marshall and above levels.
I guess my overall issue with Allied Corps is that when it comes down to it, in most areas, the allied equipment (arguably for most of the war) is inferior to its German counterparts. I am finding that I am taking much higher casualties, especially in scenarios like Sicily where the Axis troops are in well defended and entrenched positions. It doesn't help matters that artillery is not as effective for suppression and counter-entrenchment. In Tunis, it seems to take a convergence of 10 units to kill the 15SE Tiger, all the while casualties are very high (and I am hitting the Tiger with strat bombers, surrounding it so it can't re-load, and backing up those surrounding units with artillery to lessen the wallop the Tiger dishes out. And what is with the German motorcycle units in Allied Corps? They seem to be made of Kryptonite! I never used them in Panzer Corps because they never seemed as survivable or as useful as regular recon units. In Allied Corps, I'm shelling them, and then hitting them with Churchill tanks, and they are surviving two and three attacks--and inflicting casualties!Rudankort wrote:I'm not a big fan of difficulty-specific rules which do not really make the game harder, but richer and less straightforward. That's the reason why rules like weather, supply and fog of war are not part of difficulty model. Difficulty must be about, ahh, difficulty.deducter wrote:I am very much in favor of tying rules to difficulty levels. Higher difficulty should require better unit positioning. I think instead of giving artillery even more firepower, which the class most certainly does not need, giving it a penalty at longer ranges at higher difficulty is a good solution.