After logging about 500 hours of game time over the past two years my group finally made some changes and tested it through 2 full games. I was told to post them here to discuss and possibly have input on them.
The main logic behind these changes were to remove the Motorized infantry speed boost that allowed them to overrun retreating armour or any other mechanized units and gave them an insanely unfair advantage for exploiting a breakthrough that is supposed to be reserved for Armour and Mechanized forces. It was also found that it was unrealistic to allow mechanized units such high air defense since they rely on very heavy equipment and are easier prey for bombers, coupled with the fact that the marching times are significantly reduced and are exposed to bombing for such short times. Since these changes, armour has regained its edge as the leading spearhead units, air power can interdict and do damage in combination with the ground forces and infantry march slowly enough to still be wiped out by air power over a few days of bombing.
Carriers were previously too weak vs. Air power since each Carrier is supposed to have upwards of 60-80 Ftr on board or close to a full air division, seemed strange that a couple Navs could come in and sink 2-3 carriers per sortie when those carries would have hundreds of fighters between them to counter the threat. It was also found unreasonable that a single wing of Navs would be able to travel 1,500-2,000km and sink entire clusters of battleships or carriers so it was reduced in range to represent the need for air escort.
Discussed but not yet made changes
Change the experience accumulation rate for leaders and land divisions. Casualties are incurred typically at a rate that all units get bogged down at the mobilization level of experience. By increasing the rate of gain, it would allow divisions in constant combat to retain an advantage over new units by being able to weather the attrition since real life divisions would inherit their traditions through practical experience.
We have also discussed making the repair time and cost closer to 1.0 (maybe 0.8) so its not so easy to upgrade and repair units that have been decimated, it would also bog down nations economically who have incurred heavy battle losses and prevent nations from continuing to expand its military after taking heavy losses.
Change the combat modifier with experience to something closer to the Vanilla game of 1:1, so elite and experienced formations would perform noticeably better in combat like SS or Guard formations historically.
Open to any comments, questions or criticisms.
- Light Armour speed to 20km/h and increased air vulnerability to 20
- Armour speed to 18km/h and increased air vulnerability to 20
- Mechanized speed to 16km/h and increased air vulnerability to 18
- Motorized Infantry speed to 14km/h and increased air vulnerability to 16
- Cavalary increased air vulnerability to 12
- Reduced Infantry air vulnerability to 10
- Reduced specialist infantry (para, marine, gar, mtn) air vulnerability to 8
The main logic behind these changes were to remove the Motorized infantry speed boost that allowed them to overrun retreating armour or any other mechanized units and gave them an insanely unfair advantage for exploiting a breakthrough that is supposed to be reserved for Armour and Mechanized forces. It was also found that it was unrealistic to allow mechanized units such high air defense since they rely on very heavy equipment and are easier prey for bombers, coupled with the fact that the marching times are significantly reduced and are exposed to bombing for such short times. Since these changes, armour has regained its edge as the leading spearhead units, air power can interdict and do damage in combination with the ground forces and infantry march slowly enough to still be wiped out by air power over a few days of bombing.
- Cut all Nav bomber ranges in half and +1 Naval attack to the base models
- Changed the CAG models to more closely represent the proper year FTR models
- Changed AA to reduced air vulnerability more gradually.
Carriers were previously too weak vs. Air power since each Carrier is supposed to have upwards of 60-80 Ftr on board or close to a full air division, seemed strange that a couple Navs could come in and sink 2-3 carriers per sortie when those carries would have hundreds of fighters between them to counter the threat. It was also found unreasonable that a single wing of Navs would be able to travel 1,500-2,000km and sink entire clusters of battleships or carriers so it was reduced in range to represent the need for air escort.
- Changed the passive upgrade time from 2 years to 5 years.
Discussed but not yet made changes
Change the experience accumulation rate for leaders and land divisions. Casualties are incurred typically at a rate that all units get bogged down at the mobilization level of experience. By increasing the rate of gain, it would allow divisions in constant combat to retain an advantage over new units by being able to weather the attrition since real life divisions would inherit their traditions through practical experience.
We have also discussed making the repair time and cost closer to 1.0 (maybe 0.8) so its not so easy to upgrade and repair units that have been decimated, it would also bog down nations economically who have incurred heavy battle losses and prevent nations from continuing to expand its military after taking heavy losses.
Change the combat modifier with experience to something closer to the Vanilla game of 1:1, so elite and experienced formations would perform noticeably better in combat like SS or Guard formations historically.
Open to any comments, questions or criticisms.
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