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OP Options? - 2/13/2020 4:15:24 PM   
battlevonwar


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Joined: 12/22/2011
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Spain = a very great chance for an end of the game for the Allies. The UK will be raided to death by the Italian Navy and the Germany Navy can work with impunity through mid-late '40 into 41. By the time the USA reacts the UK will have had lots of damage to it's economy. Is it game breaking? Gibraltar is a small increase to US readiness and probably worth it. Plus the Allies lose Western Med presence. Would a bigger increase in US readiness be better for overall game balance?

Air Power: A tactic to break small frontage is to pack it with air and lots of air. It's the META right now. It's also the META to use air as a sort of Production raider in instances(i.e. hit enemy airfields and units for a few PP per turn each). Is there anything feasible that can be done to tone this down or is a requirement do people feel to keep the ability to crack fortresses and clumped spots? I am beginning to feel there should be a cap on the amount of air each nation can produce at least. i.e. See tyronec vs MagicMissile's AAR (thoughts please?)

Other thoughts players? Ideas toward game balance...





< Message edited by battlevonwar -- 2/13/2020 4:21:43 PM >
Post #: 1
RE: OP Options? - 2/13/2020 6:19:32 PM   
AlvaroSousa


Posts: 9927
Joined: 7/29/2013
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Some players saying the Allies are too tough and can invade in 1942.
You are saying the Axis is too tough.

Right now I am in a game where Gibraltar was captured in 1941. The Axis are raiding the Atlantic. I am prepared as the UK. I have plenty of MM and escorts. My opponent is my skill level. The mistake was mine to make though as I didn't react quickly enough when he invaded Tunisia. If I would have defended it properly he wouldn't have taken Gibraltar until late 41 or 1942.

I have already addressed air power. It has dimishing returns on effectiveness and scores few actual hits. Play SC3 and watch units get blown off the map.

In my Axis game the Allies pounded a division guarding France. Dropped it 4 points = 24 production over a few turns. In return my on average shot down 1 air point per attack. So say I kill 4 air points of a tactical bomber group because I only have 1 AA in the hex and 1 on the unit. That's 30 production.

Imagine if I have 2. Which in many hexes I have 2-3 AA. 2 map AA in a hex automatically makes it cost 50% more in production for bombing a land unit. If the land unit is in garrison mode even less.

I will say the players play very different than I do in these games. After the 4 I play finish I will have a better feel for balance.

_____________________________

Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3

(in reply to battlevonwar)
Post #: 2
RE: OP Options? - 2/14/2020 1:36:11 AM   
battlevonwar


Posts: 1041
Joined: 12/22/2011
Status: offline
The Allies can invade in 1942 if they were played right up until that point. Or the Axis can skimp their defenses and push harder on the Soviets... As far as Land units are concerned... Where and how strong is a little dependent on where the Axis forces are located.

Axis really will have issues getting to Gibraltar/Spain/Or much of anything else without taking France fast enough. It's all a timetable. That or sacrifice '41 Barbarossa and a few games in the AARs have shown that doesn't usually work too well.

I do recall Air Power in Strategic Command(nearly all of them) it was literally 1991(Gulf War Laser guided bombs) level air power. Very unrealistic. . . In Warplan it is to break fronts and is most accurate on Ships/Transports. Not a bad thing at all. It does do it's job. I also get what you're saying if you properly Garrison/AA a location you can dissuade an attack. It's not going to pay.

I need many more games, I think you and everyone does to decide fully what is the most balancing and entertaining settings in these regards though I thought to bring them up... you can strike down a 21 strength Panzer guarding your Capitol with dozens of continual air strikes. It does kind of mean by that point if the enemy can do that the game is over anyway.

I am seeing new METAs and I've seen some I didn't think possible in a game as the Allies. A player has gone full Naval but at a cost I think. They will be weak on the ground in East. I think it could or would cost them the game vs a slightly more experienced Ally.




quote:

ORIGINAL: Alvaro Sousa

Some players saying the Allies are too tough and can invade in 1942.
You are saying the Axis is too tough.

Right now I am in a game where Gibraltar was captured in 1941. The Axis are raiding the Atlantic. I am prepared as the UK. I have plenty of MM and escorts. My opponent is my skill level. The mistake was mine to make though as I didn't react quickly enough when he invaded Tunisia. If I would have defended it properly he wouldn't have taken Gibraltar until late 41 or 1942.

I have already addressed air power. It has dimishing returns on effectiveness and scores few actual hits. Play SC3 and watch units get blown off the map.

In my Axis game the Allies pounded a division guarding France. Dropped it 4 points = 24 production over a few turns. In return my on average shot down 1 air point per attack. So say I kill 4 air points of a tactical bomber group because I only have 1 AA in the hex and 1 on the unit. That's 30 production.

Imagine if I have 2. Which in many hexes I have 2-3 AA. 2 map AA in a hex automatically makes it cost 50% more in production for bombing a land unit. If the land unit is in garrison mode even less.

I will say the players play very different than I do in these games. After the 4 I play finish I will have a better feel for balance.


(in reply to AlvaroSousa)
Post #: 3
RE: OP Options? - 2/16/2020 1:31:27 PM   
lootwowgold

 

Posts: 5
Joined: 2/16/2020
Status: offline
Thx .
Great

(in reply to battlevonwar)
Post #: 4
RE: OP Options? - 2/16/2020 2:03:06 PM   
AlvaroSousa


Posts: 9927
Joined: 7/29/2013
Status: offline
I am going to be curious how the different XP levels of our Russians will impact the game.

_____________________________

Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3

(in reply to lootwowgold)
Post #: 5
RE: OP Options? - 2/16/2020 5:01:05 PM   
battlevonwar


Posts: 1041
Joined: 12/22/2011
Status: offline
Alvaro,

Only if the Allied Opponent wants to attack but on the defense with entrenchment, rivers, bad terrain it's mitigated. Plus Cavalry units hmmm. They are pretty bloody strong on the Russian front where you can give land and they can hold really well in cases.

(in reply to AlvaroSousa)
Post #: 6
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