Ok, so how DO you stop Heavy Bombers?

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Delphinium
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RE: Ok, so how DO you stop Heavy Bombers?

Post by Delphinium »

ORIGINAL: Uncle_Joe

The Eastern Front is going to seem like OGRE with huge battle tanks shooting it out! [;)]

I

I noticed that in a recent game, I nad Russian tanks at 8/9 and they almost nver even got damaged. My infantry on the other hand... The final battles were silly as everything except my 16 of my 18 Ogres (JSIII's?) died a horrible death. I started thinking of the Terminator novies at that point.

I suspect that some subtle changes to Tech Research would be a good idea. There are posts about making catch up easier. I would go to the extreme about making it almost impossible to get 3 levels ahead and cheap to catch up to stay no more tham one level behind.

Land combat is the biggest problem as it involves Tanks, Infantry & Artillery. It seems to be more cost-effective to focus on one aspect of this when in reality reasearch in one in reality spread into the others. If a nation develops a better tank gun, it also by default has a better anti-tank gun (and possibly field artillery).

In some ways, I'd like to see some subtle way that "related" techs cost less than at the moment to catch up. I'm sure the designers will look at this carefully in time.
















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Paul Vebber
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RE: Ok, so how DO you stop Heavy Bombers?

Post by Paul Vebber »

It will be interesting to see how many "hyper tech" games prove out in pbem over time. While a late comer to playtesting, I have not seen "hyper tech" playing THAT much of a role in games I've been in so far.

What I've found playing guys that are at least at teh journeyman level (not sure anybody is a "master" yet...[:'(] is that a "judo" approach is often used early on that can either force resources to be diverted from research, or a similar "Asymmetric advantage" is threatned, forcing allocation "defensively".

Against the AI its pretty easy to find out an "asymmetric advanatge" to exploit, and even agaisnt begining players. It will be interesting to see how these strategies stand the test of time though - and teh sort of 'indirect approach" countermeasures people will use to "nip them in the bud".

It gets to be a bit of "rock paper scissors" - A well planned invasion of Russia (particularluy if Japan helps out) can keep the Russians from being able to build supplies it needs, let a lone research. A suuccessful Uboat campaign can cut teh WA off from resources in Africa, INdia and the Mid-east, and teh WA will be busy churning out transports and supplies, with little left over to research.

IF the SU is in a position t have 9-9 tanks in the end game, and Germany doesn't then Germany has basically lost, unless they can counter with inf with 9 evasion inf that can defend with numbers against "IS-IVs".

Just becasue 'rock blunts scissors' in a particular game doesn't mean the opponent won't find 'paper to cover rock' next game.

The game is very chess like in its having an "opening" (upto Barbarossa) a "mid game" Barbarossa to the WA getting in full force by the end of 43 and an "end game" 44-45+

AS in the real war - the Germans need to seiae teh initiative in teh opening, solidify its position in the mid and win on production if possible, then play for the "survival marginal" in the end game.

Most of these situations sound like cases of Germany failing in the opening and mid game to "sap allied production" enough to be in a competitive position in the end game.

The question is, is this a case of Germany being "doomed" to ALWAYS end up in this position? Is it a case of teh Allies always being able to pick "rock and paper" so no matter what Germany does its screwed?

or are there things OUTSIDE THE SPHERE of the 'research game' that Germany can do to prevent getting to this position in the first place?

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Espejo
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RE: Ok, so how DO you stop Heavy Bombers?

Post by Espejo »

[:o] In antoher thread it was discussed how much research the players do.It seems to be a considerable ammount:20~30%? I think this alone shows the importance many player give to research.

What is a 9/9 Tank? Future designs with laser cannons and fly above the ground?

The game is fun without doubt if not not though many people would be invest time and effort to comment.

As you said the game should resolve mostly around conquering, securing resources and not only around research.

I still think there should be not only the roch, sissors and, paper approach in research. I think it should be more the bicycle competion approach let the other do the main work, burn up his strengh trying to get away and in the end overtake him in the long run when he is exhausted. (You have of cours to spend attention that the other guy doesn´t get away and you can´t catch up in the end)

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RE: Ok, so how DO you stop Heavy Bombers?

Post by hakon »

Wordl at War is built on a rock paper scissors type system of ever unit having a counter-unit. The problem is, there are no counter units to teched out (allied) bombers.

Here is the situation:

Heavy bombers have world standard evasion of 5 (i take this from memory, could be 6, as i think that is what Germany starts with). The historical counter-unit to bomers is fighters (and to a lesser extent AA), which have a world standard attack of 6, reduced to 5 by (allied) bomber armor.

(Allied) Bomber toughness is 4, which will give them 0.5 advantage to fighters per tech level. The initial investment of taking bombers up to 6 in toughness is only 10-12 build points, if you dont start building them, and this is the problem. The allies dont really need these toys untill they can be built in numbers, ie 43 or 44. Until then, they mostly need anti sub weapons as well as some land forces for the middle east, possibly flak/fighter/art cover for the UK. If they keep teching heavies from the start, they will be almost unkillable from about 44. (7 toughness is moderate, i think 9 is possible at this time, requiring tech 11 german fighters to counter, which would be pretty much suicide for the germans, as air attack doesnt help them at all vs russian land forces. The allies dont need ANY fighters withe the bombers, fighters are just wasted build points and research.

(Tech 9 bombers have 36 defence, and tech 11 fighters do an average of 35 damage (after reducing for armo), killing the bomber almost half the time.)

I tried the extreme evasion heavy bomber strat with wallies vs the AI only (at hard difficulty), and it was a cakewalk. My bombers routinely killed all german land builds in western europe every turn from the start of 44. Russia was controlled by the AI, and was experiencing some problems (the axis was close to the 70 mark a few times because of this, and this was my first game as the allies, and i played terribly vs japan), but there was really no doubt to my victory after i invaded france.

Taking away bomber armor would go some distance to help this, but not far enough i think. Fighters would still require as big an investment as the bombers to be able to compete with them, while in real life, even 42-43 model fighters would harm 45 model bombers if unescorted.


My suggestions:

SHORT TERM SOLUTION
Modify tougness of heavy bombers to 3. This can be done by players before starting pbem games. There is only 1 real problem with this. In air battles, the bombers should avoid damage, if the bombers are joined by at least the same number of fighters the enemy has. (I believe fighters fire at fighters first, until all enemy fighters have been fired upon)

The disadvantage of this solution is that flak will now be slightly too strong vs bombers, though not stronger than they are in the start of the game.


LONG TERM SOLUTION
Fighter damage should be doubled when fireing at bombers (maybe only when fireing at heavy bombers, otherwise tacticals would need 4 toughness too). This would mean that equal number of 5-6 ata rated fighters would be dangerous to bombers, while 8-9 rated fighters would slaughter them, that is as long as the bombers were not escorted by the same number of fighters (the defending fighters would fire at the attacking fighters before the attacking bombers).

To stop abusing massed fighters to kill bombers in the airfields, bombers should not fire nor be fired upon during the air to air stage of battles when defending against an attacking force that doesnt have any land units in it. The bombers would still be available as casualties during the air to land step of airfield bombing missions, meaning that bombers could still kill enemy bombers on the ground.
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RE: Ok, so how DO you stop Heavy Bombers?

Post by Scott_WAR »

If your units cant possibly win in combat, due to being out-teched , then there is no "outside the sphere". No matter what you do, all the allies have to do is put some of those uber units in your way, and you have a choice, move or die. Trust me, avoiding combat will only ensure a loss.

The allied strategy is simple,... watch and see what germany researches, and counter that with your own tech. They research tank ;land attack, make sure your land units have better evasion. They research better evasion for their bombers, you increase your bombers air attack, since that is more effective against bombers than fighters are (lol). Since its plain for all to see what is being researched, it is no problem at all for the WA to counter all tech that germany does, AND tech in other areas, giving them a fatal advantage.
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Graymane
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RE: Ok, so how DO you stop Heavy Bombers?

Post by Graymane »

Well, since the thread has evolved beyond bombers to tech in general, I'd like to say that I think the problem isn't so much the research or cost of it, it is the fact that falling behind 2 levels effectively makes your counter units useless. To me, that is what is wrong.
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Paul Vebber
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RE: Ok, so how DO you stop Heavy Bombers?

Post by Paul Vebber »

If your units cant possibly win in combat, due to being out-teched , then there is no "outside the sphere".

Sure there is - If the WA can't get their B-52 to England because you have trashed their SLOCS, they can be 15 - 15 and do him no good. IF you have done that they will be missing 15-20 resources per turn and will be scaping by to get supplies to move their fllets to re-eestablish control while they try to build an army to challenge you.

If you bomb the SU factories first so he is "behind the 8 ball" in production in 42, then he will not have the ability to research 9-9 tanks.

Think outside the box...teh game is not always won and lost based on comabt units on the battlefield, but economically! (in fact after playing some REALY good players I would venture that at high levels of play MOST games will be won based on econimics, not by exploiting a particular "asymmetry" in combat value...

The "mid game" is the key!


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RE: Ok, so how DO you stop Heavy Bombers?

Post by hakon »

The rock-paper scissors approach to beating tanks, is artillery with a combined infantry and militia (if manpower is available) screening. If your have say 10 inf and 10 art, where inf have reasonable evasion and the art are pumped for attack, you will beat 10 lone tanks at the same tech level easily head to head. This is because tanks only have 3 toughness, and because the art have only 1 less damage than the armors' evasion, and they fire twice. Including the inf, that is 3 times the number of attacks that the armor can make. In fact, an mil/inf/art mix will beat any combination of land unit builds head on(given same amount of tech and unit cost), but is weak against air. The strength of armor is the ability to attack where the enemy is weak, and to surround stacks before they are hit with your combined force.

As the early SU, i like to keep enough armor to be able to defend at least 1 flank (for that, you need more than half the number of thanks compared to germany), and a stack of inf/art that is strong enough to hold 1 point against a full scale attack. This stack should have enough anti air to keep enemy bombers away from your artillery.

When attacking with germany, i want to have enough int/art to be able to walk up to the front with my main stack, and enough armor to threaten to surround him. This will force him either to stack very strong (with armor), or to retreat. My armor is then free to attack any smaller stack, and to treaten encirclement. Attacking with 3:2 odds vs russia is hardly worth it if he can retreat, but if you can kill the whole main stack, you have basically won the game. Any good russian will then have to retreat their main stack, while your get the option to either follow them, or take out anything in the flanks (or both at the same time).

Attacking with mode Russia is sligthly more brute force, since the germans really cant afford to be on the defensive side of a 3:2 russian attack, and have to retreat into their reinforcements as soon as faced with an enemy that is stronger.
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Paul Vebber
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RE: Ok, so how DO you stop Heavy Bombers?

Post by Paul Vebber »

For armor vs infantry - 9 attack armor hit 7 evasion inf 78% of the time while 7 dice infantry hit 9 evasion Armor 10% of the time - in a straight up fight.

OK, sounds bad...but lets add some arty to the defence - 8 dice arty attacks 9 evasion armor about 1/3 of the time, so unless the armor has arty to 'soak off" you can hit 1/3 of his armor at range 2 - taking away one of those 9 attack dice.

A good number will be reduced to 8 evasion now meaning in the main fight it is now a 24% hit chance for your infantry and a an alomost 60% chance for you arty at range one.

sending say 15 "super armor" agaisnt 20 inf and 12 arty, will result in something like:

Range 2 = 4 armor damaged, 3 not shot at.

Range 1 = 5 new armor damamged, 1 already damaged destroyed by arty 2 armor damaged by inf

Total losses to attacker 1-2 armor destroyed 7-9 damamaged leaving between 4 and 7

About 10 of shots will be at inf, and 5 at arty 3 at inf at 8 say you gt lucky and 2 damamged, 1 at arty at 8 damages an arty. 7 at inf at 80% means say 5 damamged and one destroyed inf (double hit) and 4 at arty say 2 damaged 2 destroyed.

So the infantry force loses in the range of 1-3 inf and arty destroyed and 7-9 inf damaged and 2-4 arty damaged.

Typical case you have about 10 inf and 6 arty left and they bounce the 7 remaining armor.

The damamged inf and arty can regenerate at teh end of the turn, the Armor will take two turns.

By the time the damamged armor comes back, assuming you are building new as well, you are back once again to the same situation.

a "2 point advantage" is not a panacea - it really doesn't start getting ugly until a 3 point advantage. That is like US late Shermans agaisnt japanese tin cans. Or if you have Pershings against German MkIIIs. Those battles would be pretty one sided
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RE: Ok, so how DO you stop Heavy Bombers?

Post by batou »

I don't think that increasing the cost above the world standard is the answer, becuase there is an easy workaround as I understand it. If the Wallies still wanted super bombers, they could just have the USSR reseach a level in bombers so that the WS is raised and things get cheaper for them again. Maybe adjusting the penalty so that it takes into account the sides in the conflict rather than individual countires would be a workaround...

Is the whole supe-weapon problem (if you see it that way) because of the way research is done, or is it more a problem of the combat model? Don't get me wrong, I love the game, but I think the situation where a unit cannot possibly be destroyed by enemy forces is more a problem with the way combat is resolved.
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Paul Vebber
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RE: Ok, so how DO you stop Heavy Bombers?

Post by Paul Vebber »

In a straight up battle, what you expect the results of a fight between MkIII panzers (short 50) and Pershings? That is where a "3 level difference" is basically at. And its not just tech but "tactics and doctrine to use it" too.

If you let an enemy get a three point advatage, you are gonna be in the hurt locker...

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RE: Ok, so how DO you stop Heavy Bombers?

Post by batou »

ORIGINAL: Paul Vebber

In a straight up battle, what you expect the results of a fight between MkIII panzers (short 50) and Pershings? That is where a "3 level difference" is basically at. And its not just tech but "tactics and doctrine to use it" too.

If you let an enemy get a three point advatage, you are gonna be in the hurt locker...


I agree with your above example, but at the scale this game plays there are many things that could alter this. For example, an incompetent leader can to some extent negate a technology advantage, as a great commander can negate a technology disadvantage. Since there are no leaders in the game (something I would have loved to see :), this could have potentially been abstracted by making the random element have a little more weight.

Just a thought...
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Paul Vebber
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RE: Ok, so how DO you stop Heavy Bombers?

Post by Paul Vebber »

The point of the design is to minimize "random factors" and make it about strategy decisions to the greatest extent possible.

Like I said, research is not just a technology but the tactics, doctrine and informed leadership to use it well. Breaking it all out individually might add more variables, but it woudl still be possible (just more tedius for some - fun for others...) to get the sort of advantage "research" rolls up into a single a single system. If you have 10 -10 armor agaisnt 7-7 tanks than you have great tanks, with excellent supporting tactics and doctrine, lead by Patton agaisnt a bunch of run of the mill guys put in OK tanks, with mediocre leaders.

To me at teh scale this game is at, rolling it all up into teh "effect on unit capabilities" is a good way of doing ti.

At a monthly turn scale with more units then i would break out "technology", Leadership", "tactics and Doctrine" and "training and battlefiedl analysis" into 4 seperate areas that would require "ressearch" individually.

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RE: Ok, so how DO you stop Heavy Bombers?

Post by PDiFolco »

Finally I'm not sure the problem is that it's possible to design uber weapons .. If it was that AUTOMATICALLY all of your army upgrade to uber as soon as the breakthrough is made, for a rather small marginal cost ? [&:]
In reality there was still PzII and III at the end of the war, not all tanks were PzVI (in fact very few were !) [:'(]
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Paul Vebber
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RE: Ok, so how DO you stop Heavy Bombers?

Post by Paul Vebber »

This gets to the tactics and doctrine, and leadership (and whatever other "soft combat power' factors you want to through in) components of "research". its NOT just going from MkIII panzers to Pershings - but the other things that allow you to utilize the technology correctly. You might have Pathers at armor evasion 7 and 7 attack dice, but have not yet gotten the "bugs out" until you get to 8-8.

Attack dice" and "evasion" are not just "hard factors" fo equipment - but teh COMBINED effect of hard technology and soft factors of leadership, training, tactics, doctrine, etc, etc...

IT was as much the Russians tactics and doctrine to oppose the blitzkriek tactics in many cases by inferior technology tanks as it was T-34/85s that let the Russians turn the tide! The german defensive ability to hold tehm off was as much the developed tactics of "hedghogging" and von mansteins "couter punching" tactics (used by other commanders than just he).

So don't get too focused on research as "tech only"...
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Espejo
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RE: Ok, so how DO you stop Heavy Bombers?

Post by Espejo »

ORIGINAL: Paul Vebber

In a straight up battle, what you expect the results of a fight between MkIII panzers (short 50) and Pershings? That is where a "3 level difference" is basically at. And its not just tech but "tactics and doctrine to use it" too.

If you let an enemy get a three point advatage, you are gonna be in the hurt locker...


Paul you are right that many things form part of the battle. As you said tech advantage 3 is like a Pershings. Aehmmm, how long did it take to develop Pershings in the weapons race of the cold war after 2nd. world war?[;)]

Ok, I think I repeated myself enough and will carefully follow your approach as SU right now in a battle for survival against a human axis player.

Famous last word: Research should be more expensive![:D]


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RE: Ok, so how DO you stop Heavy Bombers?

Post by Uncle_Joe »

To me, the concern is not that someone cant counter an opposing tank or infantry or whatever, but once SOMETHING is researched up there, everything else pales in comparison. I dont see a reason to build those 20 Infantry and 12 Arty because you just dont have the POPULATION points to lose that many and get them back. Meanwhile, the Tank player loses his few and has them back on the field before you can unclog your queue of all the losses....there is NO WAY you will stop them with a numerical advantage of inferior forces. The losses are way too hard to replace in terms of population. At least that has been my experience when trying to 'swarm' powerful units.

As has been alluded to, the cost of units does not increase as tech increases. Do you think the US could have pumped out nothing BUT Pershings in '43? I doubt it. It was a far more complicated and costly weapon than the Sherman and Stuarts etc. But once you research here, not only do you have mass production, but all of your existing Shermans and Stuarts automatically BECOME Pershings. The same can be applied to Germany. If every tank she cranked out were a Panther or a King Tiger, then yeah, it might have been harder to beat them. But unfortuntely, tanks like that take a lot longer to build than pumping out Mk IVs. Only a fraction of Germany's total tank production was of the most advanced models.

Ok, now I know the game is at far too high a scale and has far larger degree of abstraction than to track the above. No problems there. BUT then the cost to research extremely advanced weapons needs to be commeasurate with the benefit that you are gaining. Right now, I dont think the increasing costs are scaling fast enough.

Alternatively, its possible that the oversimplification of costs might be the 'problem'. Currently, it costs just as much (base) to research +1 Move on a 12 speed Light Fleet (an 8% increase) as it does to increase the tank defense from 7 to 8 (a 14% increase on a FAR FAR FAR more important stat). Perhaps the base cost of Evasion should be increased a bit? At the very least land unit evasion should cost a bit more due to the tons of Ground Attack stats that would have to increase compensate.

Again, the concern here is not that the other player cant develop SOMETHING to counter a specific unit, but that the game will revolve more around those few units that ARE teched up rather than the more combined arms approach. The need to have the various types of units need to be there, but if 2/3 of your combat arms cant hurt a particular unit, there is far less incentive to build them if your remaining 1/3 can.

A few notes:

1) I dont believe the World Standard actually increases does it? I believe its just a baseline from which to derive tech costs. So, I dont think the cost of a particular research ever goes down based on what other Powers have researched. I could be wrong here, but I dont believe I've ever seen anything to that effect in the game or in the docs.

2) The cost to get Heavy Bombers to Evasion 7, IS fairly astronomical. I believe the WS for it 4. That means that the cost will be huge, but (as evidenced in my game) it IS possible. Maybe that does represent jet bombers in '44. Certainly they would have been hard to stop. ;)

3) The WS for Armor I believe is set at 8/8 for Evasion/GA. Perhaps a lowering of them by 1 will make it harder to get Armor that can largely ignore Infantry, Artillery, AND Tac Air.

4) The WS for Tac Air Ground Attack is only 5 (the same as for Heavy Bombers!). This means they can never hope to catch up to Tanks in terms of ability to kill them. But I do believe that that IS the way that Allies dealt with tanks that their own inferior models couldnt handle...call in the airstrikes! But here, you'll never be able to realistically develop planes that can do that. Perhaps increase WS for Tac Air a bit and lower it for Heavy Bombers? The evasion of Infrastructure isnt going anywhere....so why do Heavy Bombers need to be able to effect UNITS as well as Tac Air? I'd say lower the WS of Heavies by one, and increase Tac by 1 (or possibly 2 unless Armor evasion WS is down as well, in which case +1 for Tac Air should be fine).

Looking at the above, I'm quite certain ANY problems with the research system can easily be solved by a few tweaks in the World Standards. I've already taken care of the Battleship AA by decreasing the WS by one. Of course the AI doesnt research CAG evasion, so it's planes are still slaughtered, but I'm less concerned about the AI than about what human players can do.

Thanx for all the input so far!
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Paul Vebber
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RE: Ok, so how DO you stop Heavy Bombers?

Post by Paul Vebber »

Aehmmm, how long did it take to develop Pershings in the weapons race of the cold war after 2nd. world war?

They were introduced right at the end of the war...had it not been for a "Shermans, more Shermans and nothing but Shermans" assembly - line efficiencey argument - they easily could have been fielded by the end of 44 and seen action in the Bulge battles.
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RE: Ok, so how DO you stop Heavy Bombers?

Post by Paul Vebber »



You get half the population points back for damaged units, so its not as hard as it looks to refield damaged units quickly. At 10 base population, you can crank back 10 damamged inf/arty the very next turn. The time delays in replacing armor can make it difficult and expensive to keep up.

Again if you more at research being the "effectiveness" of you froces, not just what tank model they are composed of, The assumption is not that "all your tanks become King Tigers" but that adding king Tigres to teh force mix of your existing untis, increases their capability substantionally.

I have not yet seen a CONSISTENT opporutunity by either side to take adantage of "mis-matches" to teh extent it ruins teh game. On a occasion "th eplan comes together" and a savvy technology development proves decisive, but as often as not, tech investment gets "wasted" when teh war turns a different direction and either you can't afford to complet a 20+ point research effort, or you can't produce enough 10-10 bombers to make theri presence on the battlefield felt.

I can't find in the rules where the WS ever increases - I have not seen it do so - so I think that is correct.

Hvy bomber WS for evasion is 4 so getting it to 7 is at least 35 or so (depending on you fleet size it can be a bit cheaper or can top 40.

WS for armor is indeed 8/8 and given how highit is already lowering it to 7/7 might be a good idea.

A similar good idea for bombers - though it may make it next to impossible to ever get the A-bomb (though that threshold is modable too.)

With good discussion like this and a good base of games under our collective belts, I agree that with a few tweaks teh game can be made even better. There may even be a few "variations" on the "base" 40 scenario that some like better than otheres. Thatis teh whole reason the game was made as "open" as it is.

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RE: Ok, so how DO you stop Heavy Bombers?

Post by aletoledo »

Looking at the above, I'm quite certain ANY problems with the research system can easily be solved by a few tweaks in the World Standards. I've already taken care of the Battleship AA by decreasing the WS by one. Of course the AI doesnt research CAG evasion, so it's planes are still slaughtered, but I'm less concerned about the AI than about what human players can do.
I agree that the system seems fine, but tweaking some values in the world standard may be in order. I don't see a problem with the system as it is now, it just seems that people don't want to have to plan a strategy past the next turn.

I haven't played a game yet where I didn't plan my moves for at least 4-5 turns ahead of time. but from the post here, people are looking to counter tech'd up units ina single turn! forget the fact that it took 7-8 turns to tech up to that level, they want a counter to it within two turns! if they thought about the problem and came up with a solution they most likely would have to change their playing style. However it seems like people are expecting their initial PBEM strategies to work without any adjustments.

frankly, out of about 8 PBEM games so far, I haven't had a single japanese player attack me in pearl harbor! whats up with this? perhaps people should try to play the game as it is and adjust their strategies before suggesting changing something in the game. If dramatic changes are made to the game this early, I'm sure it'll only make things worse.

I blame part of the problem on Fog of War. I think it would help people if they saw how some other players played.
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