RE: Armor turns into rusting hulks
Posted: Tue Feb 27, 2007 12:23 am
What about that cool looking N. Africa mod?
CC2 went even further to limit armor from becoming anything more than infantry support because even Heavy MG, mortar and FT teams go into the six support slots. CC3 would have been better off had they kept the six slot support pool but lock it down to armor if they wanted to make it more tank focused. That way you would know at least that two thirds of your force would be infantry or field guns. They sort of went back to this in latter games I think but I hate the forcepool and prefer the point buy system.ORIGINAL: billiard
That was another area I liked about CCII - you had only so many "slots" for support, the rest were infantry. I found with my CCIII campaigns that I'd "hog" the big tanks to combat exactly what you speak of - the AI's propensity toward tanks. By the end of a grand campaign, I'd be down to 3 or 4 infantry teams and a Wurframen with the rest reserved for the Heavy tanks and Heavy tank destroyers just so I could keep up with the AI. When you add in the CCIII "cheat" (I don't know if COI has this or not) in which, if you'd decimated the AI team last campaign, they'd get the full recquisition points whilst you were limited to 50. I guess it was needed for game balance, but it sure was frustrating after a few operations.