Search found 19 matches

by Oohps
Fri Feb 10, 2017 3:45 pm
Forum: Others
Topic: Complete rethinking? Unfortunately.
Replies: 4
Views: 1728

Re: Complete rethinking? Unfortunately.

I absolutely agree to simple. Atm it's too simple. If we use the magic effect for improving fighting? We shouldn't call it that of course. One ammo, one weapon, different effects. Infantry won't be affected by tank magic. Tanks would be very effected by tank (Tiger) magic. This would mean you must u...
by Oohps
Sat Feb 04, 2017 9:14 am
Forum: Others
Topic: Complete rethinking? Unfortunately.
Replies: 4
Views: 1728

Re: Complete rethinking? Unfortunately.

There's a topic under units for mines. I've added mine behaviour there. Mines is a very important weapon in itself. When tanks come in contact with infantry they are not very powerful. Maximum 10 percent hits per turn on infantry. They keep infantry down to allow own infantry to kill. On a distance ...
by Oohps
Sat Feb 04, 2017 8:45 am
Forum: Units & Structures (See Nations for accepted Unit nations)
Topic: Mines
Replies: 2
Views: 1415

Re: Mines

Mines biggest effect is that they immobilise and channel movements. A tank driven into a minefield should loose 30 percent health and be stopped from moving for two turns. During this time it should be vulnerable to artillery at any distance. A tank driving in a tile next to a minefield should be vu...
by Oohps
Thu Feb 02, 2017 12:21 pm
Forum: Buildings
Topic: Castles
Replies: 17
Views: 3088

Re: Castles

Every megabuilding open for attack was proven worthless. Maiginot line. North Sea coast. Singapore and so on. Only countries with scattered production means survived. I'm not even sure if it's possible to keep the town concept in this variant of strategy. They should have built in protection against...
by Oohps
Tue Jan 31, 2017 6:24 pm
Forum: Others
Topic: Complete rethinking? Unfortunately.
Replies: 4
Views: 1728

Complete rethinking? Unfortunately.

I love age of strategy. Mostly because the finished versions are very well balanced. To get there I think this has to be completely rebalanced. I don't know if that's possible within existing programming parameters. There's a misconception that any weapon can hurt at least a little. The truth is tha...
by Oohps
Thu Jan 26, 2017 8:51 pm
Forum: Dev Asks for Help
Topic: Unit ranges - research IMPLEMENTED
Replies: 9
Views: 1552

Re: Unit ranges - research

All tank ranges seems to be for high explosive grenades used against infantry and non armoured targets. Normal tank duel distances were rather 400 to 1200 meters. Artillery had no effect ever on tanks except when aimed directly. Artillery can kill tanks if they are stuck in a swamp or minefield but ...
by Oohps
Thu Jan 26, 2017 8:26 pm
Forum: Guns
Topic: Anty-tank altilery German+IMG
Replies: 20
Views: 5700

Re: Anty-tank altilery

Anti armor rifles or rifle ammo were toys and noone used them against tanks. The light anti armor guns 34-50 mm were heavy infantry weapons and of some use in the beginning of the war. 75-100 mm anti armor long gun weapons were efficient. All needed either a tractor/truck for the artillery types or ...
by Oohps
Thu Jan 26, 2017 8:11 pm
Forum: Buildings
Topic: Castles
Replies: 17
Views: 3088

Re: Castles

WW2 proved the uselessness of castles. They were bombed to scrap. Territories could be defended and used with proper mixes of troops.
by Oohps
Thu Jan 26, 2017 8:05 pm
Forum: Nations
Topic: Nations
Replies: 42
Views: 5837

Re: Nations

There are two issues that make the nation concept problematic. First most nations used enemy equipment when available. They also bought weapons here and there. Sovjet used large numbers of shermans, some sources claiming several tenth of thousands reaching the front. Finland captured and redesigned ...
by Oohps
Thu Jan 26, 2017 7:44 pm
Forum: Infantry
Topic: Combat engineers versus infantry
Replies: 2
Views: 1113

Re: Combat engineers versus infantry

Vehicles can be divided in road, open solid ground, broken solid ground and over snow vehicles. In WW2 most were road vehicles with some open ground ability. All other movement were (and are) painfully slow. We have open solid ground, broken solid ground and impassable ground. Swamp actually kills t...
by Oohps
Mon Jan 23, 2017 8:43 pm
Forum: Introduction (AOW design leader: Samuel & Professiona_Gamer)
Topic: World WAR II. only
Replies: 10
Views: 7265

Re: World WAR II. only

I agree. 1936 to 1949. Last year in China excluded. The Korean war was a modern war. 1936 allow both Spanish, Finnish and abyssinian (Ethiopian) war scenes. In Ethiopia tanks were defeated by spears. They still lost the war due to ammunition logistics. Took longer to make spears than machine gun amm...
by Oohps
Mon Jan 23, 2017 8:37 pm
Forum: Units & Structures (See Nations for accepted Unit nations)
Topic: Mines
Replies: 2
Views: 1415

Mines

Mines was the most essential defensive and offensive fieldwork during the second world war. Romell actually left minefields designed to help his next offensive in a few cases. Most were mixed anti vehicle and anti personnel mines. The simplest was a battery coupled to an igniter and two loops of wir...
by Oohps
Mon Jan 23, 2017 8:28 pm
Forum: Infantry
Topic: Mountain troops and attack divers
Replies: 0
Views: 917

Mountain troops and attack divers

Some really big and surprising battles involved passing impossible terrain with large amounts of troops. Russia attacking Northern Norway and the Japanese attack on Malaysia and Singapore are the largest. The German defeat of the British in Greece and Crete are others. This could be special troops o...
by Oohps
Mon Jan 23, 2017 8:19 pm
Forum: Technologies
Topic: Artillery spotters
Replies: 2
Views: 1115

Artillery spotters

As a development of artillery and air close support the arty spotters are essential. Could easily be a special development tree or units. Increase hit rate (which is terribly low for air support). Decrease time to hit is a bit difficult to introduce in this game. Converging fire from all arty units ...
by Oohps
Mon Jan 23, 2017 8:14 pm
Forum: Implemeteds
Topic: Mortar squad IMPLEMENTED
Replies: 14
Views: 3867

Mortars

Mortars come in three sizes. Infantry Mortars (80 mm, 3 inch). Development of the infantry. Effective against everything except medium and heavy tanks. Heavy, 120 mm or 5 inch effective against medium tanks, infantry and too slow artillery. Development of artillery. Can be moved by a Jeep. 0 Fortifi...
by Oohps
Mon Jan 23, 2017 8:07 pm
Forum: Technologies
Topic: Anti tank rockets
Replies: 1
Views: 591

Anti tank rockets

A big change was the panzerfaust and its Russian and American alternatives. This made it impractical to use the tank to just run over fieldworks (dugouts and bunkers). Oohps
by Oohps
Mon Jan 23, 2017 8:01 pm
Forum: Vehicles
Topic: artillery tractor
Replies: 20
Views: 2972

Re: artillery tractor

The big changes in the field artillery was first tactical movements with horses in the American civil war. Basically unchanged during first world war. Second world war saw the artillery tractor and the artillery truck. Being a former tank soldier I hate to admit that motorised transport of infantry ...
by Oohps
Mon Jan 23, 2017 7:26 pm
Forum: Infantry
Topic: Combat engineers versus infantry
Replies: 2
Views: 1113

Combat engineers versus infantry

The existing infantry is really a combination of combat engineers and fortification engineers. Infantry was used to kill machine guns in not open terrain. Combat engineers clear tactical obstacles and lay mines. Blow minefields, firethrowers... Fortification engineers provide built protection and st...
by Oohps
Mon Jan 23, 2017 5:59 pm
Forum: Dev Asks for Help
Topic: Research - Information need - tanks/units evlution
Replies: 24
Views: 3389

Re: Information need - tanks/units evlution

The upgrade of sherman is a huge upgrade. From machine gun hunter to able to fight most other tanks. 5 upgraded shermans could beat a panther with only a loss of 2. Tigers were mostly kept less moving until the air support could kill. One very important issue is the cannon. T34 was very able from th...

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