RE: What direction would you like to see ATG go? (Full Version)

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Jafele -> RE: What direction would you like to see ATG go? (6/4/2015 10:55:36 PM)


quote:

ORIGINAL: Gary Childress

Unless I'm mistaken (or maybe just haven't noticed), having an artillery unit adjacent to a regular combat unit confers no advantage in defense. Therefore I propose Artillery overwatch. If a friendly unit is in a hex, and you have a ranged artillery unit within range of that hex, you could set the artillery unit to "overwatch" on a prior turn in order to support the friendly unit if it is attacked. Setting the artillery unit to "overwatch" would of course cost APs so perhaps you could not both fire artillery in a turn and then set it on overwatch on the same turn as it fired.





Excellent idea!




tinjaw -> RE: What direction would you like to see ATG go? (6/5/2015 2:10:09 AM)

I agree with the overwatch idea. I was thinking about how it works in Panzer Corp, which I've been playing along with ATG lately. I suggest that when you put an artillery unit on overwatch (which I personally would call Direct Support), then whatever APs are available should go toward a reactionary bombardment before the direct fire combat.




arditidagger -> RE: What direction would you like to see ATG go? (6/6/2015 9:27:40 PM)

How about individual landmarks that "stand out". Perhaps a list of single hex landmarks that are placed randomly (10-15 hexes apart) that give some personality or morale boost (?) or combat boost if a unit is within an area. It would add visual interest to the map as well as be potentially important tactically/strategically. Some of the landmarks/hex sites could be statues, famous forests (trees), famous buildings, caverns, etc. Ones imagination could go wild with this option, but I believe it could make for another layer of concern and/or interest in playing a game. Perhaps an in-game list that can be added to by both developer and amateur gamer alike. Perhaps, it could be a national monument area that has particular relevance to the owning nation. Additional pp's added to the coffers if controlled by a particular nation? just a thought.
Russ




Vic -> RE: What direction would you like to see ATG go? (6/8/2015 6:07:17 AM)

Note to self: At one point big overhaul of logistics, anti-supply and supply system and way production is shipped without logistical cost.




Kaldadarnes -> RE: What direction would you like to see ATG go? (6/11/2015 11:00:19 AM)


quote:

ORIGINAL: Gary Childress

Unless I'm mistaken (or maybe just haven't noticed), having an artillery unit adjacent to a regular combat unit confers no advantage in defense. Therefore I propose Artillery overwatch. If a friendly unit is in a hex, and you have a ranged artillery unit within range of that hex, you could set the artillery unit to "overwatch" on a prior turn in order to support the friendly unit if it is attacked. Setting the artillery unit to "overwatch" would of course cost APs so perhaps you could not both fire artillery in a turn and then set it on overwatch on the same turn as it fired.




+1 to this - the lack of defensive artillery fire is a big gap. Agree at you should not be able to fire and "over watch" artillery though




Vic -> RE: What direction would you like to see ATG go? (6/11/2015 2:09:07 PM)


quote:

ORIGINAL: Kaldadarnes


quote:

ORIGINAL: Gary Childress

Unless I'm mistaken (or maybe just haven't noticed), having an artillery unit adjacent to a regular combat unit confers no advantage in defense. Therefore I propose Artillery overwatch. If a friendly unit is in a hex, and you have a ranged artillery unit within range of that hex, you could set the artillery unit to "overwatch" on a prior turn in order to support the friendly unit if it is attacked. Setting the artillery unit to "overwatch" would of course cost APs so perhaps you could not both fire artillery in a turn and then set it on overwatch on the same turn as it fired.




+1 to this - the lack of defensive artillery fire is a big gap. Agree at you should not be able to fire and "over watch" artillery though


Remember that any artillery inside the hex will participate in battle and they are rear-area sftype's meaning they will usually stay out of harms way during the battle. (unless enemy breaks through the lines - see wiki for combat calc. details on rear-area and breakthrough)




tinjaw -> RE: What direction would you like to see ATG go? (6/11/2015 2:41:39 PM)

quote:

Remember that any artillery inside the hex will participate in battle and they are rear-area sftype's meaning they will usually stay out of harms way during the battle. (unless enemy breaks through the lines - see wiki for combat calc. details on rear-area and breakthrough)


Yes, but in my case/request, I am talking about artillery that is one hex away. It is in range to strike the enemy before they attack at no risk of loss to themselves. Basically it would work as a normal bombardment, but at a reduced effectiveness.




Josh -> RE: What direction would you like to see ATG go? (6/11/2015 2:58:55 PM)

quote:

ORIGINAL: Kaldadarnes


quote:

ORIGINAL: Gary Childress

Unless I'm mistaken (or maybe just haven't noticed), having an artillery unit adjacent to a regular combat unit confers no advantage in defense. Therefore I propose Artillery overwatch. If a friendly unit is in a hex, and you have a ranged artillery unit within range of that hex, you could set the artillery unit to "overwatch" on a prior turn in order to support the friendly unit if it is attacked. Setting the artillery unit to "overwatch" would of course cost APs so perhaps you could not both fire artillery in a turn and then set it on overwatch on the same turn as it fired.




+1 to this - the lack of defensive artillery fire is a big gap. Agree at you should not be able to fire and "over watch" artillery though


Yes well I used to think the same way. There were games I had that had this feature, AT didn't have this so I learned to live with it. And when you come to think of it, you don't really need it. What you are doing is instead of using the Arty action points during your turn, you're saving action points so you can deliver a bombardment during your opponents turn. You're switching your action from your turn to your opponents turn.
So while I certainly don't object this feature, after all it's pretty cool, it's not a big game changer IMHO.

Oh hang on..rereading Tinjaw's post... when you are talking about Artillery that is way back (1-2 hexes) things are different ofcourse. That unit normally wouldn't be able to participate in combat, so yeah in that case "artillery overwatch" wouldn't be such a bad idea at all. [:D]
Probably lots of hard work to implement?




tinjaw -> RE: What direction would you like to see ATG go? (6/11/2015 3:54:30 PM)

Josh,

I would like to see defensive fire any time there is combat and an arty unit is in range of the attacked hex.

For example. I have an infantry division in a hex. I have an artillery brigade in the adjacent hex. There are three enemy divisions surrounding my infantry division. I don't want to use my arty just to attack one division. I want to save my arty, so when all three divisions attack my unit, my arty preemptively strikes all three enemy divisions as they enter my infantry division's hex, before regular combat is handled. I get a chance to weaken their attack my bombarding them as the approach my unit to attack.

So, I envision, choosing to click on a button to put the arty unit on direct support, and any APs are used to bombard an enemy attacker much like fighters intercept.




cpdeyoung -> RE: What direction would you like to see ATG go? (6/12/2015 4:11:18 AM)

This will require significant play testing for balance issues. The balance I refer to is Offense-Defense of course.

Chuck




Josh -> RE: What direction would you like to see ATG go? (6/12/2015 10:03:55 AM)

"... my arty preemptively strikes all three enemy divisions as they enter my infantry division's hex..."

All three? That would make it a powerfull strategy indeed.




tinjaw -> RE: What direction would you like to see ATG go? (6/12/2015 12:28:06 PM)


quote:

ORIGINAL: Josh

"... my arty preemptively strikes all three enemy divisions as they enter my infantry division's hex..."

All three? That would make it a powerfull strategy indeed.


It wouldn't do any more damage then it would to one division, except it would be spread across the divisions. The point is you don't know ahead of time who will attack, but you know that whatever division attacks you want to hit it with defensive fire.




ernieschwitz -> RE: What direction would you like to see ATG go? (6/12/2015 1:28:33 PM)

But, this goes against the IGOUGO concept of the game. You won´t know how many divisions will enter into range, thus not how much damage to divide over the different divisions...

EDIT: NM i should have read it all before commenting.




Jeffrey H. -> RE: What direction would you like to see ATG go? (6/12/2015 6:59:36 PM)


quote:

ORIGINAL: Vic

Note to self: At one point big overhaul of logistics, anti-supply and supply system and way production is shipped without logistical cost.


And make the AI pay it "for reals" not endless gifted workarounds and freebies.




davebob -> RE: What direction would you like to see ATG go? (6/20/2015 6:06:30 PM)

I have some ideas,however, am torn between posting on this thread, or the "wishlist" thread. I believe this thread to be primarily related to Vic's poll, so I guess I will revitalize the wishlist.




Kaldadarnes -> RE: What direction would you like to see ATG go? (6/29/2015 11:53:56 AM)

I think the arty should only be able to use unused action points from the player's turn - the point is not to create an defensive advantage but, in the same way that each turn you could attack with your frontline forces, or conserve readiness by remaining on the defensive waiting for the enemy to attack, you can do the same with ranged attacks (heck, maybe even unused air unit action points).

Basically the player would have to make a conscious decision to conserve arty fire against a possible enemy attack against active shelling in their own turn. The disadvantage being that the attack may not come and a valuable asset does nothing for a turn cycle, the advantage if course being that if an attack is launched artillery can be used against infantry in the open...

@vic - I think your point about being able to place artillery in the front line is a good one, but because I think it becomes so vulnerable to spotting and subsequent air/ranged attack I think few people use it is way. As a result I think artillery is under used as a defensive asset.

Of course, I have no idea about how difficult is is to implement...probably very...




BULLDOGINTHEUK -> RE: What direction would you like to see ATG go? (10/17/2015 9:18:19 AM)

Decisive campaign unit graphics for AT gold would be a great step forward☺




jnpoint -> RE: What direction would you like to see ATG go? (10/20/2015 7:53:06 AM)


quote:

ORIGINAL: BULLDOGINTHEUK

Decisive campaign unit graphics for AT gold would be a great step forward☺


+1




altipueri -> RE: What direction would you like to see ATG go? (10/22/2015 3:33:53 PM)

I find myself playing this game mostly with the Napoleonic and Ancient mods that were done for the original AT.

What I like is the random map creation and the idea that you can have one game system for many periods. Clearly oil and railways don't mix with Romans.

Therefore I would like to see the multiple era aspect formalised.

I am still searching for the perfect game which at least is good for the game industry because I keep buying stuff. Something between ATG/Command Ops/AGEOD/TOAW is where I think I want to be.
PS - reading Hamley's "Operations of War" makes me realise how cumbersome an army is; and reading Churchill's history of Marlborough how great the great captains were.




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