Changes to the Unit System
Posted: Fri Jul 17, 2020 8:31 pm
Changes I would like to see to the unit system. Most of them are aimed at making more units viable or adding to the fun of the game.
RECON
Add an infantry type "recon" unit to every nation. Infantry recon would be fast moving, agile in rough terrain and ideally able to keep up with armor. Combat stats on defense would be equivalent to infantry but with lower attacking stats. 2CP costing.
Examples:
* Konnaya Razvedka (Cavalry Recon) or OZNAZ for USSR
* Cavalry Recon for US (mounted in M2 halftrack for 42+ and Jeep for prior) in a ETO campaign, Marine Raiders in a PTO campaign
* Kradschutzen (motorcycle mounted infantry) for Nazis
* Bicycle Recon for Japan (more because it is fun than because they really did it all the time)
The cheap vs combat recon car distinction isn't useful but I don't have a better idea! In general recon is ok, but should have the light tank bonus to getting kills on low STR units to reflect their combat role of chasing down weakened units. Alternatively it might be worth adding an adjacency aura that improves offensive performance for units near a recon car and accepting that their combat power will always be low.
INFANTRY
This tab is usually pretty good but there are some issues. Every faction should have access to the full tactical package (standard, engineer, heavy, mountain, marine, airborne, commando) which historically pretty much all of them did. Currently some are missing part of it which -- and this is the important bit -- isn't particularly fun.
The Soviets should not have a "conscript unit", People's Militia would be a much closer fit. Every army in the period was a conscript army even the Canadians (although man did they have some seriously wild political battles getting there)!
TANK
Usually the biggest problem with this tab is the CP costing of light and medium tanks relative to the heavies making them super unappealing in most circumstances. Heavies should be 2CP more than the most expensive same period medium to reflect their supreme combat efficiency. Light tanks should probably have the Flexible Pathing trait so that they take full advantage of their maneuverability.
ARTILLERY + AT
ZiS3 showed that dual mode AT/ART is a fun tactical choice but not a dominant one. It'd be great to see 25lbr, US 105mm gun, LeFH 105mm and similar get this ability also. The biggest advantage of the dual mode gun approach is that it massively improved the viability of medium artillery relative to heavier guns. I actually downgraded a number of 122/152mm guns to ZiS3 because I found flex fire so appealing, meaning for the first time in the years I've been playing this franchise (literally since it launched as OOBP) I actually chose medium guns when heavier ones were available. 2CP 2 move AT guns are still excellent, SPAT are still great for supporting tanks. IMO the ZiS3 is hardly the dominant choice, so this works well to provide a flexible 4CP option that some people will prefer while others will prefer a mix of light and self propelled AT + dedicated high end artillery.
The only other change I would like to see is medium towed AT guns getting 0CP transports and 2CP base cost. This would dramatically improve their viability vs their light AT brethren. It'd be a much tougher choice than the current no brainer.
Rocket artillery is straight up terrible despite the 3CP cost (low considering their excellent combat power). Their vulnerability to counterbattery/bombing, 2 range and inability to flee after firing makes these units worthless. The best option is to make them unique by giving them the ability to move after attacking which would make them an interesting tactical option and would be historically accurate.
Mountain guns should always have 2 move and their Mountain Gun trait should reduce the move cost of mountains and "difficult terrain". The whole point of these things is to support mountaineers, but right now they suck at that due to their lack of mobility compared to heavier guns that can stay on the road and shoot from 5-6 tiles away!
AA
All heavy AA (80mm+) should have AT swap to make them more appealing! Right now the 2cp 30-40mm AA units with 2 move speed are far better than the 1 move speed heavy AA despite lower combat stats because they can function just fine without a truck. 2x 2cp AA guns that have some foot mobility will always beat 1 4cp truck bound heavy AA that is weaker against fighters. It'd also be nice to see the transports for heavy AA made 0 cp.
RECON
Add an infantry type "recon" unit to every nation. Infantry recon would be fast moving, agile in rough terrain and ideally able to keep up with armor. Combat stats on defense would be equivalent to infantry but with lower attacking stats. 2CP costing.
Examples:
* Konnaya Razvedka (Cavalry Recon) or OZNAZ for USSR
* Cavalry Recon for US (mounted in M2 halftrack for 42+ and Jeep for prior) in a ETO campaign, Marine Raiders in a PTO campaign
* Kradschutzen (motorcycle mounted infantry) for Nazis
* Bicycle Recon for Japan (more because it is fun than because they really did it all the time)
The cheap vs combat recon car distinction isn't useful but I don't have a better idea! In general recon is ok, but should have the light tank bonus to getting kills on low STR units to reflect their combat role of chasing down weakened units. Alternatively it might be worth adding an adjacency aura that improves offensive performance for units near a recon car and accepting that their combat power will always be low.
INFANTRY
This tab is usually pretty good but there are some issues. Every faction should have access to the full tactical package (standard, engineer, heavy, mountain, marine, airborne, commando) which historically pretty much all of them did. Currently some are missing part of it which -- and this is the important bit -- isn't particularly fun.
The Soviets should not have a "conscript unit", People's Militia would be a much closer fit. Every army in the period was a conscript army even the Canadians (although man did they have some seriously wild political battles getting there)!
TANK
Usually the biggest problem with this tab is the CP costing of light and medium tanks relative to the heavies making them super unappealing in most circumstances. Heavies should be 2CP more than the most expensive same period medium to reflect their supreme combat efficiency. Light tanks should probably have the Flexible Pathing trait so that they take full advantage of their maneuverability.
ARTILLERY + AT
ZiS3 showed that dual mode AT/ART is a fun tactical choice but not a dominant one. It'd be great to see 25lbr, US 105mm gun, LeFH 105mm and similar get this ability also. The biggest advantage of the dual mode gun approach is that it massively improved the viability of medium artillery relative to heavier guns. I actually downgraded a number of 122/152mm guns to ZiS3 because I found flex fire so appealing, meaning for the first time in the years I've been playing this franchise (literally since it launched as OOBP) I actually chose medium guns when heavier ones were available. 2CP 2 move AT guns are still excellent, SPAT are still great for supporting tanks. IMO the ZiS3 is hardly the dominant choice, so this works well to provide a flexible 4CP option that some people will prefer while others will prefer a mix of light and self propelled AT + dedicated high end artillery.
The only other change I would like to see is medium towed AT guns getting 0CP transports and 2CP base cost. This would dramatically improve their viability vs their light AT brethren. It'd be a much tougher choice than the current no brainer.
Rocket artillery is straight up terrible despite the 3CP cost (low considering their excellent combat power). Their vulnerability to counterbattery/bombing, 2 range and inability to flee after firing makes these units worthless. The best option is to make them unique by giving them the ability to move after attacking which would make them an interesting tactical option and would be historically accurate.
Mountain guns should always have 2 move and their Mountain Gun trait should reduce the move cost of mountains and "difficult terrain". The whole point of these things is to support mountaineers, but right now they suck at that due to their lack of mobility compared to heavier guns that can stay on the road and shoot from 5-6 tiles away!
AA
All heavy AA (80mm+) should have AT swap to make them more appealing! Right now the 2cp 30-40mm AA units with 2 move speed are far better than the 1 move speed heavy AA despite lower combat stats because they can function just fine without a truck. 2x 2cp AA guns that have some foot mobility will always beat 1 4cp truck bound heavy AA that is weaker against fighters. It'd also be nice to see the transports for heavy AA made 0 cp.