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    Mixed Questions

    Scheduled Pinned Locked Moved Map Making
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    • F Offline
      ff03k64 @Schulz
      last edited by

      @Schulz I would try victory conditions then. There is a civil war map that has some different style victory conditions, that might work well.

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      • SchulzS Offline
        Schulz
        last edited by

        I wonder what should be the correct costings between naval and air units for medium sized WWII maps that using v3 rules?

        Basically should fighters be more cost efficient at destroying cruisers, carrier/fighters and battleships or not?

        In Anniversary edition, I feel cruiser's and battleship's naval bombardment abilities no not outweight destroyer/carrier/fighter combo, the naval bombardment even became less effective if bunkers are exist.

        RogerCooperR 1 Reply Last reply Reply Quote 0
        • RogerCooperR Offline
          RogerCooper @Schulz
          last edited by

          @Schulz I have been giving some thought to unit interactions now that have "cannot target" as an option. I was thinking that we could use this to have more realistic interactions at sea. My idea is:

          • Bombers can't target ships except for transports and can't target air units
          • Fighters can only target destroyers, transports and other aircraft
          • Tactical Bombers can target everything except fighters
          • Subs can't target or be targeted by air units.
          • Destroyers have an AA like capability against subs. Destroyers can't target bombers
          • Cruisers/Battleships/Carriers can't target fighters or subs

          Note not targeting can be advantage in some circumstances. Bombers are perfect for destroying transports and are otherwise useless at sea.

          I am suggesting that only destroyers can target subs because the specialized ASW aircraft were not suitable for other combat purposes, so they can be included in the capability of the destroyers.

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          • SchulzS Offline
            Schulz
            last edited by Schulz

            Its correct but I wouldn't want to have a unit that has only one purpose like strategic bombing. I have been toying with these ideas after discussings what would you think?

            AAgun is removed and instead all units get AA ability except transports and submarines. Fighter becomes 2/3/4 with 6 cost. Bomber 3/1/6 8 cost.

            Submarine: 2/2/2 6 cost same features with v3.
            Destroyer: 2/2/2 8 cost same featrues with v3
            Crusier: 3/3/2 10 cost, bombard
            Carrier: 1/2/2 16 cost 2 cap.
            B.Ship: 4/4/2 20 cost bombard.

            Sounds like it became way harder to perform amphibious invasion but it can be compensated by increasing handicapped side's production.

            There is also trench with 0/1/0 'HP, it gives various options but it totally negates bombardment abilities when cruiser is already realtively bad unit.

            Could there be way to make them useless against naval bombardment?

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            • RogerCooperR Offline
              RogerCooper
              last edited by

              Bombers were an odd thing in WW2. They weren't effective against ships who could evade their high-altitude attacks (except for slow moving transports). Doctrine dictated their use against strategic targets but when used against operational or tactical targets (as happened in the Normandy campaign) they were effective.

              I would think that you could use cannotTarget with bombardment attacks, but I would test to make sure. Bombardment isn't all that effective in TripleA, as ships are more expensive then planes and only get to fire the first round.

              Amphibious attacks are too easy in TripleA, Consider the huge effort to put 7 divisions ashore in Normandy. On the other hand transporting units in non-combat situations is too hard.

              All units having AA is not a bad idea (operational losses were significant) but you should make planes more effective or cheaper. Planes having an AA-type attack could be interesting.

              Give your ideas a try and see how they work.

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              • SchulzS Offline
                Schulz
                last edited by

                What about this unit set-up?

                Infantry: 1/4/1 AA 3Pu
                Trench: 0/1/0 2HP, free placement, 3Pu
                Artillery: 2/4/1 AA 4Pu
                Armour: 4/4/1 AA 5Pu
                Fighter: 2/3/4 (2/3 for bombing campagins too) 5Pu
                Bomber: 2/1/6 (2/1 for bombing campaigns too) 6Pu
                Transport: 0/0/2 5 cap 7 Pu
                Destroyer: 2/2/2 anti-stealth, AA 8 Pu
                Cruiser: 3/3/2 bombard, AA 10 Pu
                Carrier: 1/2/2 2 cap, AA 16 Pu
                B.Ship 4/4/2 bombard, AA 2HP 20Pu

                Special units:

                Tiger: 5/5/1 2HP AA, 9Pu Germany only (to preserve HP because there is neither building new factory nor using captured factories)
                Submarine: 3/3/2 stealth 6Pu Germany only (To give reasons to invest them for Germany instead just fighter coverage)
                Tankette: 1/4/2, AA 3PU Italy only (to help in the Eastern front)
                L.Cruiser: 2/2/2 AA 6PU Japan only (to compensate Japan's low income and to use it more cost effectively in blockade zones.
                Kamikaze: 4/0/3 4PU suicide unit, attacks both air and land, ignores trench, 1 carrier cost, suicidal bomber. Japan only (to give more stragic options to Japan)

                Siberian 3/4/1 AA 3PU, Russia only can be placed only in the east of Urals (Slowing down Japan in the East Asia)
                Boat 1/2/1 AA, transport 6PU Russia only (Reinforcing Leningrad via Ladoga, Same for Stalingrad via Caspian.

                I know Axis special units are too good but I would want to achieve the balance with this way rather than buffing Japan and Italy too much.

                RogerCooperR 1 Reply Last reply Reply Quote 0
                • SchulzS Offline
                  Schulz
                  last edited by

                  Why the engine does not accept setting up an air unit with having less air defence than air attack?

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                  • RogerCooperR Offline
                    RogerCooper @Schulz
                    last edited by

                    @Schulz With infantry having a defense of 4, do you really need trenches?

                    I suggest build capping the special units so they don't dominate the game.

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                    • SchulzS Offline
                      Schulz
                      last edited by

                      They give some tactical options to all nations considering it is the only unit without factory requirements. but I can still consider to remove them.

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                      • SchulzS Offline
                        Schulz
                        last edited by

                        Is there any way to immiadetaly end games after taking enogh victory cities before waiting to finish the round?

                        Also any way to bypass the "do you want to continue" text after achieving the victory city condition and making it default no?

                        RogerCooperR 1 Reply Last reply Reply Quote 0
                        • RogerCooperR Offline
                          RogerCooper @Schulz
                          last edited by

                          @Schulz It should be possible by using Triggered Victory, but have had some trouble getting that to work.

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                          • SchulzS Offline
                            Schulz
                            last edited by

                            Which website was used to generate these transparent numbers and place names for v3/v4/v5/v6 ?

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                            • SchulzS Offline
                              Schulz
                              last edited by Schulz

                              Is it possible to end games in a certain round with triggers?

                              Is it possible having auto-intercept?

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