-
2 Votes6 Posts4k Views
-
2 Votes4 Posts32 Views
-
7 Votes9 Posts164 Views
-
2 Votes40 Posts9k Views
-
5 Votes42 Posts9k Views
-
0 Votes5 Posts208 Views
-
4 Votes2 Posts1k Views
-
0 Votes20 Posts7k Views
-
1 Votes3 Posts1k Views
-
1 Votes15 Posts5k Views
-
4 Votes26 Posts8k Views
-
2 Votes41 Posts8k Views
-
1 Votes4 Posts2k Views
-
4 Votes19 Posts6k Views
-
2 Votes8 Posts3k Views
-
2 Votes7 Posts3k Views
-
2 Votes22 Posts9k Views
-
1 Votes4 Posts2k Views
-
3 Votes5 Posts2k Views
-
0 Votes2 Posts3k Views
Recent Posts
-
@VictoryFirst You need to keep in mind that A&A combat consists of a number of interlocking pieces and that changing one can throw the balance off. It is unrealistic that a small force of infantry can stop a tank blitz but is even more unrealistic that battles run an unlimited number of rounds, that there is no retreat and the lack of supply rules. Making blitzing easier makes things hard for the Russians on the Eastern Front.
-
Update:
i worked on some more of @Karl Roderick(Discord) suggestions and extended the Game Info Tab.
You now have a diplomatic info screen and you get a diplomatic matrix shown instead of a big wall of Text You now have a info screen for aviable Units You now have a info tab for all aviable tech Diplomatic actions and tech rolls got improved selection screens. the ingame menu got sorted (i moved bug report and how to play out of the menu) Game Notes got renamed Game Info and now includes the mentioned changes. transporters now use the least amount of ships possible to transport a given amount of troops -> Example if the player has 2 transports in a zone and has 2 inf and 1 tank. The move of 2 Inf no longer fills 2 Transports on default. improved yes/no Dialogs (strategic bombing, shore shelling, etc.)All of this is part of the new release. Thank you guys


-
@Vendetta Very interesting. I also always have disliked that you could block an advance by just putting one infantry in the territory. On the smaller maps this is not a big deal, but on the bigger ones it makes advancements very slow, so then it would be very interesting to have a sort of blitz ability.
Have you ever heard of Global War 1936? There they also have an interesting blitz rule. If I can recall correctly, if the terrain was plain and the combat lasted for three rounds or less, the attacker can blitz with tanks, mechanized infantry, fighters and/or tactical bombers that still have remaining movement and attack another territory. Makes a theater like the Eastern Front much more interesting.
Currently, you need some XML hackery to get this to work. You'd need to add two CM and NCM phases for every player - a regular CM phase, then a NCM phase to reset movement, then another CM phase for the blitzes, and one more NCM phase for regular non-combat movement. Then, use triggers to prevent movement of non-blitz units in the second CM phase (e.g. infantry, artillery, etc.). The blitz conditions need to be player-enforced though.
Expanding the TripleA engine to better support such a "blitz" feature is definitely possible but requires some work. I currently don't have time for this but maybe in the future some developer will tackle this.
-
@Vendetta TripleA has no way of supporting this. You might be able to create something like a mechanized movement phase with an additional combat phase and have combats limited to one round, but it would be awkward and confuse the AI.
Infantry screening it not the only way to play. Sometimes, you need to know when to put your forces on the front line.