TripleA Logo TripleA Forum
    • TripleA Website
    • Recent
    • Popular
    • Register
    • Login

    Flames and Steel (official thread)

    Scheduled Pinned Locked Moved Maps & Mods
    289 Posts 8 Posters 677 Views 5 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • V
      Vendetta @KurtGodel7
      last edited by Vendetta

      @KurtGodel7 said:
      I could go to a four tier system

      Let's look at how this could work in practice
      Tier 1: Chinese conscripts. 1 MP, 0 PU. Attack 0, defend 1.
      Tier 2: Soviet infantry. 1 MP, 1 PU. Attack 1, defend 2.
      Tier 3: infantry. 1 MP, 1 PU. Attack 2, defend 3
      Tier 4: Sturmtruppen. Attack 3, defend 4

      All infantry types can receive support on both offense and defense. Note that if a Sturmtruppen is on defense and is supported, that Sturmtruppen defends on a 5.

      This seems rather dangerous to me. Infantry is the basic building block the whole combat system in A&A is balanced around. If you're giving the basic Infantry double the attack and 50% more defense for the same price, it immediately devalues every single unit that's more expensive than the infantry (in other words, almost all of them). So then you have to go and figure out new values for all those other units and rebuild the whole balance from scratch.

      It's also turning the Sturmtruppen into a god unit (your existing version already gets the same combat stats as a Fighter from the base game once it's upgraded, and it costs less, and it gets even better with artillery). Rolling a second dice (if that's what 3+2 / 3+3 means) is a big power boost.

      D3+D2: 33% double miss, 50% single hit, 17% double hit
      D4: 33% miss, 67% hit

      D3+D3: 25% double miss, 50% single hit, 25% double hit
      D5: 17% miss, 83% hit

      I would recommend keeping the base infantry at 1A/2D.

      If you want other nations to have elite units that are better than the standard infantry but not as good as the Sturmtruppen, make those 2A/2D.

      Or you could make them 2A/3D and on par with Sturmtruppen, but they don't get access to that assault rifle upgrade.

      If you want certain countries to have lower tier infantry than the standard, just make them 1A/1D. You can give Italy, Japan, etc a tech to research them up to 1A/2D like everyone else's.

      One other thing you can do if you want to make the major powers have stronger infantry than the minors is not to change the infantry stats at all, but the effectiveness of their support.

      For instance, everyone gets 1A/2D basic infantry, but the USA, UK, and Germany start with a tech that allows each artillery to support two infantry, while Italy, Japan, and the Soviets need to research it.

      K 1 Reply Last reply
      Reply Quote 0
      • C
        Cernel Moderators Lobby Moderators @KurtGodel7
        last edited by

        @KurtGodel7 said:

        Sturmtruppen

        Those were a World War 1 thing. Surely, World War 2 German infantry was deeply inspired to them (to the extent you could argue that the normal World War 2 German infantryman was a Sturmtrupp man), but I'm not seeing much fitting calling Nazi German infantry elite as Sturmtruppen.

        However, I'm not sure what would be a good term for World War 2 Germany elite infantry in general. I guess the most obvious pick would be the Waffen-SS, but that is questionable (especially with respect to non-SS elite like the Großdeutschland) and it would be weird that you have Waffen-SS infantries but not all other kind of Waffen-SS units (motorized, mechanized and armoured).

        In general, I do not think that elite infantry fits very well in a World War 2 scenario, as they tended to be motorized, mechanized or armoured if they were elite in the first place. Like the Großdeutschland starting as infantry and becoming Panzergrenadier.

        Even if you do not have paratroopers (right?), I guess you can have the Fallschirmjäger as the name for the elite German infantry, as they are maybe the most obvious case of what an arguably purely elite infantry may be. The problem with that, however, is that they were very few in numbers in 1941. They became an actual main thing as an elite infantry of Germany late in the war.

        I guess you can use the anachronistic term Sturmtruppen in a World War 2 game to sum up all the different kind of elite infantries, but I do not think it is a good idea. The concept was really that in World War 2 all German infantry was supposed to be Sturmtruppen (and also the Italians had this idea regarding their arditi).

        V C 2 Replies Last reply
        Reply Quote 0
        • V
          Vendetta @Cernel
          last edited by

          @Cernel Sturmtruppen wasn't really a formal title anymore, but it does work as a functional role description.

          Waffen-SS would be a poor fit, some of their units were elite, some were definitely not.

          Fallschirmjager is paratrooper specific and the unit doesn't have any special abilities related to airborne attacks, so also a poor fit.

          Only alternative I can think of that might be fitting is Grenadier.

          C 1 Reply Last reply
          Reply Quote 1
          • C
            Cernel Moderators Lobby Moderators @Cernel
            last edited by

            Cernel said:

            Even if you do not have paratroopers (right?), I guess you can have the Fallschirmjäger as the name for the elite German infantry, as they are maybe the most obvious case of what an arguably purely elite infantry may be. The problem with that, however, is that they were very few in numbers in 1941. They became an actual main thing as an elite infantry of Germany late in the war.

            To be clear, not having paratroopers and having Fallschirmjäger as elite infantry would be perfectly fine starting in June 1941 because almost all of them would actually never fight as paratroopers (some major exceptions), so they were actually much more elite infantry than paratroopers.

            I'm not sure how many of them were even trained as paratroopers from 1942 onwards, so I'm going to ask Google AI right now "What was the percentage of Fallschirmjäger actually trained as paratroopers from 1942 to 1944?" The answer is

            There is no single, exact official percentage recorded for the entire Fallschirmjäger branch between 1942 and 1944, as jump-qualification rates varied drastically by division and year. However, historical records show a steep collapse from nearly 100% jump-qualified in early 1942 to under 10% in newly formed divisions by mid-1944.

            1 Reply Last reply
            Reply Quote 0
            • C
              Cernel Moderators Lobby Moderators @Vendetta
              last edited by

              @Vendetta said:

              Only alternative I can think of that might be fitting is Grenadier.

              I agree, but from late 1942 onwards every infantryman was formally a grenadier. That would work if Germany can only buy elite as its "cheapest" infantry (which would be fine if we want to picture the assumed basic German tactical superiority). A game starting in mid 1941 could have "grenadier" as the cheapest German infantry (but with cost and values of an elite infantry), meaning that Germany can only buy elite (called "grenadier") as infantry units, anticipating by a little more than 1 year the formal naming and picturing the German army as an all-elite infantry thing. That would be arguably fine, but it is a choice. It's disputable how much elite the basic German infantryman was with respect to others.

              V 1 Reply Last reply
              Reply Quote 0
              • V
                Vendetta @Cernel
                last edited by

                @Cernel Acceptable departures from reality, I think. Having Germany only able to buy elite infantry that are better than everyone else's is a far bigger violation of realism (as well as game balance) than playing a bit fast and loose with the unit names.

                Germany's average level of unit effectiveness was indeed higher than anyone else's, and if you were narrowing down a list of the most accomplished divisions in the entire war, the Germans would command a very outsized share of it, but still, the German army varied a lot in quality, just like everyone else's, and they raised their own share of mediocre to badly performing units too.

                C 1 Reply Last reply
                Reply Quote 0
                • C
                  Cernel Moderators Lobby Moderators @Vendetta
                  last edited by

                  @Vendetta said:

                  Having Germany only able to buy elite infantry that are better than everyone else's is a far bigger violation of realism (as well as game balance) than playing a bit fast and loose with the unit names.

                  I tend to agree, but then we cannot use "grenadier" as name for a German elite infantry on the account that, from late 1942 onwards, that was the name for the basic infantry, and we are back on square one for what is a good name for a German infantry elite.

                  At this point, maybe it is better just to call it "elite_infantry". I would suggest that over "sturmtruppen" at least.

                  1 Reply Last reply
                  Reply Quote 0
                  • K
                    KurtGodel7 Lobby Moderators @Vendetta
                    last edited by KurtGodel7

                    @Vendetta said:

                    This seems rather dangerous to me. Infantry is the basic building block the whole combat system in A&A is balanced around. If you're giving the basic Infantry double the attack and 50% more defense for the same price, it immediately devalues every single unit that's more expensive than the infantry (in other words, almost all of them). So then you have to go and figure out new values for all those other units and rebuild the whole balance from scratch.

                    It's also turning the Sturmtruppen into a god unit (your existing version already gets the same combat stats as a Fighter from the base game once it's upgraded, and it costs less, and it gets even better with artillery). Rolling a second dice (if that's what 3+2 / 3+3 means) is a big power boost.

                    D3+D2: 33% double miss, 50% single hit, 17% double hit
                    D4: 33% miss, 67% hit

                    D3+D3: 25% double miss, 50% single hit, 25% double hit
                    D5: 17% miss, 83% hit

                    I would recommend keeping the base infantry at 1A/2D.

                    If you want other nations to have elite units that are better than the standard infantry but not as good as the Sturmtruppen, make those 2A/2D.

                    Or you could make them 2A/3D and on par with Sturmtruppen, but they don't get access to that assault rifle upgrade.

                    If you want certain countries to have lower tier infantry than the standard, just make them 1A/1D. You can give Italy, Japan, etc a tech to research them up to 1A/2D like everyone else's.

                    One other thing you can do if you want to make the major powers have stronger infantry than the minors is not to change the infantry stats at all, but the effectiveness of their support.

                    For instance, everyone gets 1A/2D basic infantry, but the USA, UK, and Germany start with a tech that allows each artillery to support two infantry, while Italy, Japan, and the Soviets need to research it.

                    I may see things a bit differently than you do.

                    Recall that manpower points (MPs) are a separate resource type. A nation which gets 30 PUs a turn and 10 MPs a turn should build 10 infantry or conscripts or similar. A nation which gets 10 MPs a turn and 200 PUs should also build 10 infantry a turn or similar. It cannot build more than the 10, because its infantry production is being constrained by lack of MPs, not by lack of PUs.

                    Units which cost PUs need to be balanced against other units which cost PUs. No question there. But for infantry, the main cost is the 1 MP, not the one PU. If I make infantry better for Britain, America, and Germany, then that increases the value they receive from their MPs. In my sample games, Germany and Britain each needed more cannon fodder than they had MPs, causing them to buy anti-tank guns to fill the need. America Atlantic was getting to that point as well.

                    With all this in mind, I believe I can improve infantry for a number of nations without having to rebalance anything regarding PU-only units.

                    What might cause me to need to rebalance PU-only units is your wish for a better light tank.

                    V 1 Reply Last reply
                    Reply Quote 0
                    • K
                      KurtGodel7 Lobby Moderators
                      last edited by

                      To add to my earlier post:

                      I don't know if I'm upgrading the light tank or not. But if I am, the following would be true.

                      1. The light tank upgrade would be available through research. No one would start with it.
                      2. The upgraded light tank would attack on a 3 and defend on a 2. Just like the tanks in Classic! Also a light tank costs 5 PUs, which is also a lot like a tank in Classic.
                      3. Anti-tank guns would not cancel out the upgrade. The anti-tank gun is, to some extent, the new infantry. Letting an anti-tank gun cancel out the upgrade on a 1 for 1 basis would be almost like letting infantry cancel out the upgrade. Also I'm adverse to having an extra game mechanic.
                      4. If I allow the upgraded light tank to attack on a 3 and defend on a 2, then I need to allow upgrades to the medium tank to keep them significantly ahead. That in turn means I need to have upgrades to the heavy tank to keep heavy tanks significantly ahead of the medium tank.

                      All this starts with an upgrade to the heavy tank.
                      Currently a normal heavy tank or Panther has four hitpoints, and attacks and defends on a 4. Whereas a medium tank has 2 hitpoints and attacks and defends on a 3. The heavy tank is twice as good for hitpoints, not much better than a medium tank for firepower.

                      Suppose I were to give a heavy tank or Panther a firepower of 4 + 4 for offense and the same for defense. Also 4 hitpoints. That lifts the ceiling on what I can now give to the medium tank. An improved version of the medium tank could attack and defend on a 4, while keeping its two hitpoints. The Comet tech for Britain would cause its medium tanks to attack and defend on a 5.

                      So now you compare the improved light tank ( 3/2 ) to the improved medium tank ( 4/4 ). In absolute terms the medium tank is stronger on offense, defense, and hitpoints. If you're looking at what you're getting per PU spent, the improved medium tank is the better unit for hitpoints and defensive firepower, while the light tank is the better unit for offensive firepower per PU. Therefore each still has a role.

                      If you're worried about balancing them against artillery-category units, I would point out the following.

                      1. The purpose of an anti-tank gun is cannon fodder that you can buy without using MPs. None of the above upgrades reduce tank costs or improve their hitpoints, so the anti-tank gun continues to provide more hitpoints for the money than light tanks or medium tanks.
                      2. Working women tech reduces the cost of a field gun by 1 PU, and a heavy gun also by 1 PU.
                      3. Creeping barrage tech causes field guns to attack on a 3 instead of on a 2. Railway guns tech causes heavy guns to defend on a 5 instead of on a 4. Given that field guns and heavy guns are getting more firepower for the money as the game progresses, tanks can get more firepower too.
                      1 Reply Last reply
                      Reply Quote 0
                      • V
                        Vendetta @KurtGodel7
                        last edited by Vendetta

                        @KurtGodel7 said:
                        With all this in mind, I believe I can improve infantry for a number of nations without having to rebalance anything regarding PU-only units.

                        No, this is not correct, because the exchange rate between MP and PU is not consistent for different countries - as you’ve said, they all have very different ratios.

                        Giving a flat power boost to infantry thus disproportionately benefits nations that have higher MP values because those infantry will have higher kill rates against the PU-only units. Whoever is able to field more Infantry gets a huge boost, and whoever relies more heavily on PU takes a big hit because they’ll be losing those expensive units at a higher rate.

                        As for the AT Gun, right now I think you’re essentially setting players up for confusion by giving them a unit that’s called “Anti-Tank” but has no actual anti-tank properties - in contrast to the AA Gun, which does in fact counter aircraft.

                        If you’re running into the problem that major countries don’t have enough MP to properly fill out their armies, I think the more obvious solution might have just been to put more MP on the map instead of having a redundant unit fill the gap.

                        1 Reply Last reply
                        Reply Quote 0

                        Hello! It looks like you're interested in this conversation, but you don't have an account yet.

                        Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.

                        With your input, this post could be even better 💗

                        Register Login
                        • 1
                        • 2
                        • 11
                        • 12
                        • 13
                        • 14
                        • 15
                        • 13 / 15
                        • First post
                          Last post
                        Powered by NodeBB Forums