Balanced die rolls.

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horatio
Posts: 7
Joined: Tue Jan 24, 2006 4:38 am

Balanced die rolls.

Post by horatio »

Are there any plans on nerfing the AI half squad and 50mm mortar? I have a hard time with the casualty count that this piece runs up compared to everything else. Also it seems to have unlimited range and visibility. Changing the advantage to player x2,3 has zero affect on this.
yobowargames
Posts: 418
Joined: Wed Dec 27, 2017 8:59 pm

Re: Balanced die rolls.

Post by yobowargames »

Dice rolls come up a lot. The AI has no dice roll bias or advantage unless you choose to change it in the options.

Can you explain what you mean by the unlimited mortar range?
YOBOWARGAMES – “BRINGING THE JOYS OF BOARD WARGAMING TO THE PC”
horatio
Posts: 7
Joined: Tue Jan 24, 2006 4:38 am

Re: Balanced die rolls.

Post by horatio »

I have realized that mortars can target anything that can be seen by anyone within range. Setting aside the lack of radios with a lot of non-allied/German units, my real problem is that the 50mm/60mm/knee mortars used by the AI are creating casualties about 80% of the time. These were basically small, inaccurate grenade launchers, they aren't going to kill a squad almost every time they fire. They kill more people than heavier mortar or artillery barrages that also often miss, where the tiny mortars never miss, even when their indirect fire is ineffective. I've even seen a 50mm mortar kill a Sherman! A good example is the Kokoda Trail scenario, with 5 of these things on the Japanese side, any British stack that gets within range is pounded until destroyed during the next fire phase. Also the small AI mortars have a 100% kill rate against my player mortars of the same size, sometimes an officer survives, but that's it. This is happening even when I have the game set to +3 player bias.
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