RE: Balance discussion/suggestions
I'm sure the balance will be fine over time. A lot of it works well enough, it's only some of the mechanics that can cause odd results.
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For the way tactical air strikes work, maybe give tactical bombers a radius of 2 from a certain hex, like the scatter range for carpet bombers, although in this case it would represent a patrol range.
That, combined with changing targeting priorities so the unit normally attacjs the largest vehicle unit in the hex and a reduction in non-AA unit AA effectiveness could make tactical bombers more useful.
Direct targeting of air strikes like in PzC could be problematic in the larger scenarios and in the scenarios with Ju 87 G's and Hs 129 B's which just zap Soviet armour.
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Another topic David: do all units use the same system for determining their VP's for destroying them (so not their VP calculation for the editor, which seems to be an appreciation of its capabilities based on the numerical values)? The number in the OOB editor for men, guns and vehicles looks like you need to divide it by 10 to get to the number for 1 entity or points per 10 men. That's all fairly logical. However, a single Stuka D costs ~6 points, whilst its VP value in the editor is 13.
How does the calculation work?
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