Air Strike CRT

From the front lines in France and Russia to the deserts of North Africa and the airfields and convoys of Britain, the campaigns of World War II are yours to command in WW2: Time of Wrath! This turn-based grand strategy title, the highly improved and expanded sequel to WW2: Road to Victory, puts the player in charge of the political, economic and military decisions of one or more Axis or Allied nations, including minor nations.
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RandomAttack
Posts: 235
Joined: Thu Jul 23, 2009 8:44 pm
Location: Arizona

Air Strike CRT

Post by RandomAttack »

It has always seemed to me that there were a lot more losses in Air Strikes (on ground units) than I would have expected, so I did some experimenting.

1) The Air Strike CRT (consts.csv) has multiple columns with different losses per die roll, but;
2) Every Air Strike I perform, the dialog ALWAYS says it is resolved under "Column 1". Doesn't matter what conditions, what terrain, effectiveness, etc.
3) Just so happens that a die roll of 3-6 causes a loss-- so you have a 2/3 chance of losing a point EVERY TIME you attack. I verified this over 50 air attacks. The amount of damge you inflict is variable, but your damage is a straight die roll.

Unless the dialog is incorrect, then I suggest that this is way too high given the relatively minor damage usually inflicted. I played around with just 5-6 in column 1 (1/3 chance of loss) and it seemed a lot more reasonable.

Also kind of begs the question as to why the other columns are even there if not used.

Anyway, maybe it was meant to be this high-- but given the high relative cost of air points I think it should be toned down some.
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Razz1
Posts: 2560
Joined: Sun Oct 21, 2007 3:09 pm
Location: CaLiForNia

RE: Air Strike CRT

Post by Razz1 »

Ja, the ground attack is attrocious.

Need to be 8 or higher and a high tech level.

Use sparingly.

Everytime you attack a weak unit and kill it you loose 1 strength. Very rarely will you not get hit.

For ROI return on investment, try not to use it that much.
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