I might use artillery more if you could assign a tank or two to them for protection. I'm always leave them uncover and then lose them.
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Disenchanted - Modern Era
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Originally posted by Willem
It seems to me that's part of the problem with combat as it is now, the retreat aspect is to powerful. If there were terrain restrictions, then this ability wouldn't be nearly as overwhelming. You could even set up ambushes, by being able to predict which square a Knight will have to retreat to and having a unit nearby to provide him with a "warm" welcome when he arrives. Forests are a good example, there should be no retreat possible if they're the only type of square available to move into. IMO, retreat should only be possible onto Plains/Grassland, maybe Floodplain. Everything else would be a no go zone for retreating units.
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Originally posted by Cunctator
The way artillery and air mission are modeled is indeed an improvement. May be they should be strengtheened so that is really difficult to conquer cities without air superiority or a strong artillery force. At least this require a building plan other than "build the best attacking unit".
The introduction of units bonus like the 25% infantry bonus attacking cities or specialization would add depth to combat system.
What the game really misses about warfare is ZoC. Without ZoC the map is no more a variable in the war equation. So no need to occupy stategic positions of the map, no fronts; only big stacks thrown against the next city
live with it."Five hundred years of democracy and peace, and what has it produced? The Cuckoo Clock... goodbye Harold"
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What the game really misses about warfare is ZoC. Without ZoC the map is no more a variable in the war equation. So no need to occupy stategic positions of the map, no fronts; only big stacks thrown against the next city
Yes, the game is useless without ZOC. The combat is stupid and lacks any tactics.
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