Antiaircrafts and Antitanks arsenals in Civ7

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Jan 10, 2019
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1. If Stacking is used. what should Antitanks and Antiaircraft arsenals (and rules) Be?
1.1 as a unit in any Army stack
1.2 as 'Tech Upgrades' (availables automatically after certain reserach that readjust unit combat capabilities when fighting against respective unit types these two countermeasures are made for)
1.3 as purchaseable Ancillary (Similiar to Heroes of Might and Magic 3 'Wargear' if anyone ever played that game before)
2. IF 1UPT is used. neither of the two can be separate units since none of such units exists that way IRL. there are two alternatives.
2.1 as 'Tech Upgrades' (availables automatically after certain reserach that readjust unit combat capabilities when fighting against respective unit types these two countermeasures are made for)
2.2 as purchaseable Ancillary
Note that in case of Antitanks. there are 'lights' (bazookas, Panzerfausts / RPG (actually means Antitank weapons in Russian, not 'Rocket-propelled Grenades') and 'heavy' (Anything that is eligible to be formed as Artillery Battery, and even have SOME firesupport quality IF NEEDED BE, including AT Field guns.. which too bad these didn't last past two decades post WW2).. mmm what should there be 'rules' and 'unit lists' in this case since 'Antitank Regiments/Divisions' never exists IRL, the biggest AT unit possible might be either Battery or Battalion .... note that Antitank Guns were generally organized like 'Artillery' especially with the earliest specimen being light QF Guns (some even have naval origin, like the 37mm, originally made to equip Torpedo Gunboat / Torpedo Destroyers.... to be big enough to sink any torpedo boat and yet much faster to reload since these guns use metal cartridges similiar to personal weapons, unlike bigger artillery)
 
- I think them being their own unit is fine

- I would add a "heavy weapons unit" to the infantry line later in the game: it would have both an anti-tank (bazooka) component and an anti-air (Manpad, man-portable-air-defense) component to make it a bit more versatile.

- I know the Civ series likes to give us SAMs (surface to air missiles) later in the game, but some AA guns are still in use. The trade-off is they have far less range than rockets, however they could still be fired against ground targets. So, I would make them weaker against planes than SAMs but still able to be used like a large machine gun:
 
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1. That's only valid with 'Stacking' rules.
2. AA can have alternate upgrade paths. either becoming SAM with ground attack capability discarded or becoming computerized AA..
As either stackable unit or ancillary. AA should add land attack bonus when fighting against ground units as well.
 
For me is about keep clear and simple roles. Like said it before both Anti-tank and Anti-Air weapons are either vehicles part of others corps or even just personal equipment for the troop, so is kind of annoying to manage units compound of only those that should be place with the others kinds of units anyway, they are both unrealistic and just a bother to manage. Better turn them a bonus(and unique animation) for infantry in defensive stand unlocked by Rocketry tech (or another one to have Bazooka first and then also Stinger).

There is also the mostly defensive nature of Anti-Air equipement, that make me think AA as insfrastructure more than vehicles, this for a role design under a ballanced gameplay. The idea is to empower Fighters role as offensive units to invade enemy airspace while escorting bombers, while AA Batteries (Guns>Missiles>Lasers*?) would be a more cost efficient defensive measure. So still being infrastructure AA Batteries would be good vs Bombers but weak to Artillery. Now for ballance and some realism neither Fighters or Bombers would be supposed to attack surface units (neither land units are supposed to reach high altitude Bombers), so the role of attack surface units from the air goes for Helicopters (mostly as Tank/Artillery buster) that still could be vulnerable to infantry in the defensive "Stinger" stand.
 
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