Page 3 of 3

RE: Newbie Questions

Posted: Mon Jul 20, 2020 4:43 am
by ElvisJJonesRambo
@Janaka --- Lol, you're very observant. Look at the bright side, in the Year 2020, this game has evolved to one of the best. I started playing Panzer General in 1997 on an old IBM-386 computer.

I can agree with some of your points. There's room for improvement, there always is.

1) Gibraltar - Yeah, it's a tad flippant. I've never been there, haven't read any historical accounts, of the Spanish Rock during WW2. So I'll pass any comments on this one.
2) British BB running into U-Boat -- It's a strategic game, need to screen with Destroyer to be safe. Tech levels, supply, weather and a tad bit of randomness this happens. Have you tried the "Naval Mod" which changes naval play?
3) Carrier Attacks --- Broad subject, cannot comment without detail. All kinds of factors matter to determine outcome. Plus, I don't play the A.I., so no idea how that's programmed.
4) Axis Afrika Supply --- Disagree with you here, supply is supply. How it works is quite specific. One bad move (or good move) can make or break this theater. The MedFront and Egypt is all about supply, especially Tobruk. Most good Allied players pound that port, so I rarely get a chance to get a "Superman Panzer" sweeping the sands. Germans have Leadership tech advantage, Armour tech + high morale early in the game. The quality of tanks is huge in WW2. Any advantage can be exploited. Even thought things may "appear even", there's something your missing on the situation. Panzers aren't flanking in Egypt, they are the "big knockout punch". You gotta know who to delivered the key attack. One screw-up in Egypt, can setup either side back and swing the momentum.
5) Landing Craft --- I've commented on Island landings. How do you make a Strategic game, calculate an Island battle? Typical Island battle with land units didn't take forever. So looking at the length of turns, what else can you do? I'd argue for change in this category. Maybe units can land on top of each other and slug it out. 1-hex island battles aren't even battles. Either you ping-pong off, or wipe them out. Entrenchments and types of units matter. More exchanges would be nice. Yet another type of unit which is between a garrison and a corp, maybe? Here's an idea, maybe the defender can choose "type of defense"? Like "meet them at the beaches", "hide in the caves", or "fight to the death". I agree, the 3 beach landings at D-Day, you've landed, there's no bounce and run. Maybe lock the units in combat for a turn.
6) Coastal Guns --- Battleship guns are too far out, and moving targets, not sure Coastal Guns could even hit them. Far as landing craft, well, back to #5. Maybe some new logic could be in order.


Now, far as you getting mopped up by the A.I. in 1941 Axis. Dude, I lose Egypt by an determined Axis player, but you don't have to lose the Holy Lands. Additionally, maybe you need to smash Tobruk port. 75% of Allied humans do that. Additionally, top players are slashing Tobruk in 1940 + doing Carrier attacks on Italian Ships. Playing the Allies can be a downer, in the early years. But come on dude, you cannot expect to have a fair fight in that year, just like history. Germans had the 50mm Tanks against Polish Horses, super light tanks. The French were Blitz, the British weren't exactly an oil machine in Egypt, so counter punching like Jon Bones Jones isn't in the cards.

Legend,
-EJR

RE: Newbie Questions

Posted: Mon Jul 20, 2020 8:51 am
by Hubert Cater
Hi Janaka,

2) Subs are at their most effective when enemy naval units bump into them, this is a "surprise" attack by the sub and will be the same whether playing against the AI or a human player. If it is the other way around then, e.g. an AI sub moved and was surprised by a naval unit and still inflicted heavy damage on your naval unit, then this could be a bug but I'd have to see the turn in action to know for sure.

3) AI carriers will follow the same rules as a human played carrier, and JJR is correct there are so many factors that could be at play here, I'd have to see a saved turn to better understand what you are seeing here.

5) Landing craft is the same for the AI and for a human player, they will have a chance to engage the defending unit before disembarking

6) Coastal guns should fire on any amphibious transport that ends its move (prior to disembarkation) adjacent to the coastal gun. This here too is the same for the AI and a human player.


* * *


In terms of balance tipping in game, generally the high point for the Axis is mid 1942 before the Allies can start effectively pushing back. This can vary of course from game to game and from opponent to opponent, but agreed that what you've seen is not entirely abnormal and almost to be expected. Perhaps try another game and see if you are able to push the Axis back around 1942.

A helpful thing to remember is that the deeper the Axis push into the USSR the more supply trouble they will start to face as supply will take some time to catch up to their forward units, and sometimes giving some ground via token forward defence and holding back stronger units for when you feel like you can turn the tide is a typical strategy for the Allies there. Waiting for the Soviet winter, and lining up defensive lines behind rivers deeper into the USSR and you should be able to bait the AI into some encirclements and destruction of their units.

Hope this helps and if you have any turns you'd like me to take a look at please feel free to send them to support@furysoftware.com. Having a saved turn before the AI makes their moves are the most helpful.

Hubert