what new does BA2 offer?
Posted: Sun Feb 16, 2014 7:23 pm
Hi. I would be grateful if you, who have bought the early access, can tell what new BA2 can offer that BA did not have. Thanks.
Russians!jnpoint wrote:Hi. I would be grateful if you, who have bought the early access, can tell what new BA2 can offer that BA did not have. Thanks.
I guess there need to be more content before I buyMartyWard wrote:Russians!jnpoint wrote:Hi. I would be grateful if you, who have bought the early access, can tell what new BA2 can offer that BA did not have. Thanks.
AndrewGardner wrote:Players in the BA2 Early Access Program have probably started to notice some gameplay changes compared to BA. Here are some details on a number of changes that may show up in the current EAP version:
Dynamic Terrain
- Terrain can change based on actions during a battle, for example "Open Ground" terrain will become "Crater" terrain when a tile is severely damaged, providing improved cover but costing more AP for vehicles to enter.
- A wrecked vehicle may improve the cover of a tile for infantry.
Breaking Down and Bogging
- Vehicles may have a small chance to break down or bog down for each tile they enter while moving (instead of one larger chance on the first tile of any route).
Time of Day
- Scenarios may automatically transition among day - dusk - night - dawn causing both visual changes and gameplay changes:
- Day - normal rules
- Dusk / Dawn - Reduced visibility range, weapon range limited to 6 tiles, reduced weapon accuracy
- Night - Increased morale loss when taking fire, low visibility range, weapon range limited to 3 tiles, reduced weapon accuracy
Hedgerows / Barricades
- A revealed unit adjacent to an edge object such as a hedgerow or barricade may receive cover benefit from the object when fired at from the other side of the object.
Trenches
- Units inside a trench receive additional cover and concealment benefits from enemies outside of the trench compared to enemies inside the same segment of trench.
Smoke
- Some units have a Smoke ability which will create smoke on a selected tile.
- For 1 to 4 turns, smoke will block line-of-sight past the tile.
- Units can see into and out of a tile containing smoke, but there is an accuracy penalty applied when firing in or out of smoke.
- The smoke action uses one of the shots available that turn and also uses up one of the smoke rounds avaiable to the unit for the duration of the scenario (replenished by the Resupply bonus).
Dash
- Infantry that have not fired in the current turn may Dash two tiles (non-diagonal) at twice the normal movement cost.
- If the unit was not visible to the enemy before dashing, it will not be reacted to by other units on the first tile of movement.
- The unit may be reacted to normally by eligible units after the second tile of movement.
- The unit is considered to have moved fast after attempting a Dash.
Partial Damage
- Hits against tanks which are near the penetration threshold can inflict partial damage.
- A heavy damage hit will either immobilise the tank or disable its primary weapon.
- A light damage hit will inflict one of a number of minor penalties to the tank.
- Accumulated partial damage may cause a tank to be completely disabled and abandoned.
Green Units
- Untrained units (indicated by a green triangle rank insignia) have less shots, less action points, lower reaction chances, and less morale than a standard unit.
- Green units can become promoted to standard units through combat experience. The Drill Sgt bonus cannot be used to promote a green unit.
Unit Experience
- Units gain an amount of experience towards promotion for destroying enemy units based on the relative value of the units.
- Units also gain a small amount of experience when receiving fire (if not suppressed) or taking an effective (morale-reducing) shot at an enemy.
- A unit's progress towards the next promotion is shown on the unit details panel.
Air Superiority
- A side may have a bonus which calls fighter cover to resist enemy air strikes for a limited number of turns.
- If both sides deploy fighters, the fighters of one side will be driven off.
- One active fighter bonus can only intercept one enemy airstrike or fighter per turn.
- An airstrike which encounters resistance from either fighters or AA may have an increased delay before its next availability.
Barbed Wire
- Barbed wire can only be traversed by tracked vehicles.
- Barbed wire is destroyed when a tracked vehicle enters the tile or when a significant amount of damage is done to the tile.
Reaction Visualization
- A coloured circle around the selected unit and target represents the unit's ability to react in each direction.
Artillery Movement
- Some artillery units (mortars, HMGs, small AT guns) can move a short distance without the assistance of a transport unit over some terrain types.
- Artillery units cannot move and shoot in the same turn.
Yes multiple height levels!Navaronegun wrote:More than one level of height?
I believe two levels IIRC from the pre-BA2 posts...have not played with the editor yetNavaronegun wrote:How many? (He said, excitedly...)
It will work on a W8 tablet I would imagine (more memory, better memory management...) but I really wouldn't want to try and live with it - given how keyboard shortcut heavy the editor is.protectivedaddy wrote:Can the editor work on a surface tab running windows.