T1 Adjustment

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AlbertN
Posts: 4275
Joined: Tue Oct 05, 2010 3:44 pm
Location: Italy

T1 Adjustment

Post by AlbertN »

A) Soviet Air Units do not fly.
That is for the better and the worse.
From one side, the Soviets will never intercept bombing runs of the Axis.
For the other side, the Soviets won't kamikaze their bombers and other planes that may not get bomber (or deliberately do not get bombed).

B) Soviet Unit 'routing'.
Something could be done there, as it turns into a paradox that already routed units, or units to be routed in combat can 'teleport' many hexes of distance (and often out of pockets!).
To add to the funky, at times motorized or panzer units must 'dribble' like a soccer player routed stacks, to avoid ZoC them because otherwise the 'routed units' instead of being trampled over are saved out of the pocket.

It's just extremely counter intuitive - at least for the first turn.

Since there are already 'special rules' in place, some more special rule can be added that a rout has a range in hexes, and does not necessarily rout on your not too nearest HQ or town but some free random hex in the middle of nowhere.
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