As stated in my DAR to AU 505, the Panzer, as a UU, sucks. Why?
Currently the difference between Panzers and Tanks is only the one movement point. In previous versions (Vanilla and PTW), Tanks didn't have the Blitz ability. While the AI can sometimes profit from it, the human always does. What I mean is doing 2 attacks one after another in a turn, yielding an army of Elites in no time. 3 attacks against Infantry would often be suicide, so it's rarely an option. Currently Tanks have nearly the same Elite-producing capabilities as Panzers, which means the advantage of having a UU is lost.
At the same time, Panzers are not very good for battles without Artillery support, which hurts the AI. They can kill Infantry, yes, but not in big cities and definately not with Civil Defense in the city (AI loves to have this improvement in metros). Also, they often start running into TOW Infantry and Mech Infantry soon after becoming available. This leads to losses agains other AIs more often than expected, because (unlike Cavalry) Panzers are not used in numbers that would guarantee overrunning the defenders (by using the retreat ability to weaken them). Also, AI will often have many units defending metros (all, not only the capital), which gives the retreat ability even less meaning. One other reason for this is that TOW Infantry has the AI Offense flag checked, which means less Panzers built overall. All that leads to the AI using small stacks or even solitary Panzers for attacking, which is quite useless.
Another thing is the AI use of very fast units. They will often try to attack deep into enemy territory, and can be lured with Workers or weaker units. As there is no defender that can move 3 tiles, the Panzers end their turns in perfectly exposed (read: suicidal) positions, and get slaughtered. This is a problem with all fast moving units, but it shows more due to the increased speed of Panzers and due to the time when they are available. One could argue that those are the Riders of the Industrial age. Well, wrong. Riders don't have to face Railroaded enemies that simply cannot be outrun in their territory!
In my AU 505 game the Germans and the dutch were about same size right until the Industrial Era. Then they had a long war, part of it in Golden Age (yes, triggered by Panzers), but were unable to take a single city. The war started even before the Dutch knew how to build TOW Infantry, Mech Infantry, or Tanks, but that didn't help. Not even the fact that some Dutch cities sat close to German borders seemed to matter. Definately not the performance one would expect from a UU combined with Golden Age.
Finally, some suggestions:
Yes, those changes would benefit the human as well. My main argument is, the human can use Panzers as they are now, but the AI can't. The proposed modifications won't add much to the human tactics, but they should help the AI.
Currently the difference between Panzers and Tanks is only the one movement point. In previous versions (Vanilla and PTW), Tanks didn't have the Blitz ability. While the AI can sometimes profit from it, the human always does. What I mean is doing 2 attacks one after another in a turn, yielding an army of Elites in no time. 3 attacks against Infantry would often be suicide, so it's rarely an option. Currently Tanks have nearly the same Elite-producing capabilities as Panzers, which means the advantage of having a UU is lost.
At the same time, Panzers are not very good for battles without Artillery support, which hurts the AI. They can kill Infantry, yes, but not in big cities and definately not with Civil Defense in the city (AI loves to have this improvement in metros). Also, they often start running into TOW Infantry and Mech Infantry soon after becoming available. This leads to losses agains other AIs more often than expected, because (unlike Cavalry) Panzers are not used in numbers that would guarantee overrunning the defenders (by using the retreat ability to weaken them). Also, AI will often have many units defending metros (all, not only the capital), which gives the retreat ability even less meaning. One other reason for this is that TOW Infantry has the AI Offense flag checked, which means less Panzers built overall. All that leads to the AI using small stacks or even solitary Panzers for attacking, which is quite useless.
Another thing is the AI use of very fast units. They will often try to attack deep into enemy territory, and can be lured with Workers or weaker units. As there is no defender that can move 3 tiles, the Panzers end their turns in perfectly exposed (read: suicidal) positions, and get slaughtered. This is a problem with all fast moving units, but it shows more due to the increased speed of Panzers and due to the time when they are available. One could argue that those are the Riders of the Industrial age. Well, wrong. Riders don't have to face Railroaded enemies that simply cannot be outrun in their territory!
In my AU 505 game the Germans and the dutch were about same size right until the Industrial Era. Then they had a long war, part of it in Golden Age (yes, triggered by Panzers), but were unable to take a single city. The war started even before the Dutch knew how to build TOW Infantry, Mech Infantry, or Tanks, but that didn't help. Not even the fact that some Dutch cities sat close to German borders seemed to matter. Definately not the performance one would expect from a UU combined with Golden Age.
Finally, some suggestions:
- Revert to the Tank from PTW, without the Blitz ability, to make Panzers more apt at becoming Elites in similar situations, thus distinguishing the UU more from it's normal counterpart.
- Increase the attack value of Panzers, to accomodate for the small number of those in AI forces.
- Increase the defense value of Panzers, so they can survive a little longer in enemy territory.
Yes, those changes would benefit the human as well. My main argument is, the human can use Panzers as they are now, but the AI can't. The proposed modifications won't add much to the human tactics, but they should help the AI.
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