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RE: Soviets, do stop the German Panzers! My tips :)

Posted: Wed May 18, 2011 12:03 am
by Mynok

Yeah, I suspect that might get revoked with some experiential feedback from frustrated Axis players. It won't be quite as big a problem in AGN because the rail repair moves so fast but the center and south...erg. Devastating.


RE: Soviets, do stop the German Panzers! My tips :)

Posted: Wed May 18, 2011 12:05 am
by Klydon
I don't mind a minor tweak (like the increased command cost based on divisions in the corps), but 20 MP seems like a pretty short leash. 

RE: Soviets, do stop the German Panzers! My tips :)

Posted: Wed May 18, 2011 1:13 am
by JAMiAM
ORIGINAL: Klydon

I don't mind a minor tweak (like the increased command cost based on divisions in the corps), but 20 MP seems like a pretty short leash. 
That cost has always been part of the HQ Buildup. It's the 20 MP and the increased APs for distance to railhead that are the changes. The distance to railhead cost increase is reasonable, and is a compromise between what was being initially discussed, but I feel that the 20 MP distance is too short. A 30 MP range would be more reasonable, IMO.

RE: Soviets, do stop the German Panzers! My tips :)

Posted: Wed May 18, 2011 9:51 am
by heliodorus04
ORIGINAL: Klydon

I don't mind a minor tweak (like the increased command cost based on divisions in the corps), but 20 MP seems like a pretty short leash. 
+1

Why use HQ buildup if you're already getting the re-supply bonus that comes from being 10 hexes/25 movement points from the rail?

RE: Soviets, do stop the German Panzers! My tips :)

Posted: Wed May 18, 2011 10:08 am
by Tarhunnas
ORIGINAL: JAMiAM

ORIGINAL: Klydon

I don't mind a minor tweak (like the increased command cost based on divisions in the corps), but 20 MP seems like a pretty short leash. 
That cost has always been part of the HQ Buildup. It's the 20 MP and the increased APs for distance to railhead that are the changes. The distance to railhead cost increase is reasonable, and is a compromise between what was being initially discussed, but I feel that the 20 MP distance is too short. A 30 MP range would be more reasonable, IMO.

Yeah, I would agree on that. I have thought that HQ buildup is too good in the present verison, delivering 48 MPs to the units in question for little cost except some trucks run down, which the German can afford if it is not overused, but 30 MPs and a corresponding increase in cost seems more reasonable. I would also have liked to see some reduction in the MPs achieved, perhaps varying between 30 and 50 or so depending on how long the supply path is.

RE: Soviets, do stop the German Panzers! My tips :)

Posted: Wed May 18, 2011 2:36 pm
by Sabre21
Guys
 
I have already tested this out and there is no real impact from how build-up is used other than it helps prevent very deep penetrations that allow for capturing Moscow or other places like that very early in the game or making encirclements half the size of the Ukraine.
 
The increased cost is negligible, especially if you are near a rail head. The 20 mp distance is from the rail head to the Hq. You can have units 5 additional hexes beyond that. So on turn 4 an Hq can be next to Pskov or at the land bridge in the center or 4 hexes east of Vinnitsa in the south. Previously you could do build-up 4 times a turn pretty easily, now it is 3 times if you are max range from a rail head, still 4 if you are sitting on it.
 
The gamey use of it has been brought more under control, although not completely, while still allowing for it to be used pretty regularly.

RE: Soviets, do stop the German Panzers! My tips :)

Posted: Wed May 18, 2011 5:46 pm
by Tarhunnas
ORIGINAL: Sabre21

Guys

I have already tested this out and there is no real impact from how build-up is used other than it helps prevent very deep penetrations that allow for capturing Moscow or other places like that very early in the game or making encirclements half the size of the Ukraine.

The increased cost is negligible, especially if you are near a rail head. The 20 mp distance is from the rail head to the Hq. You can have units 5 additional hexes beyond that. So on turn 4 an Hq can be next to Pskov or at the land bridge in the center or 4 hexes east of Vinnitsa in the south. Previously you could do build-up 4 times a turn pretty easily, now it is 3 times if you are max range from a rail head, still 4 if you are sitting on it.

The gamey use of it has been brought more under control, although not completely, while still allowing for it to be used pretty regularly.

Sounds good. I must admit we are sometimes a bit prone to crying out about changes before we have even tried them in this forum. I certainly think this is a step in the right direction, and Ii am looking forward to trying it.