I first attacked with the stack. I then noticed that units that had not attacked yet were already damaged. I then tried just having all my artillery grouped with one attacking unit to see if that helped. The only thing my artillery did was to damage all non-artillery defenders. My sole attacking unit was killed before getting a chance to damage the defending unit.
Infantry, tanks, artillery, all land base units had no success getting through the defenders artillery barrage. The only way I could damage the artillery was to call in massive bombing runs.
I must be missing some tactical change that was implemented from Add-on pack 1 to 2.
It's great to talk about tanks in the historical sense. All the production numbers, and how they matched up against each other is great.
But the bottom line is, tanks have been balanced for gameplay, not history. Every change to tanks has been simply for game balance.
Sorry if this makes you historical anal-retentive folks squirm.![]()
I haven't downloaded the second add on pack, and won't until the save game bug is fixed, but one thing that bothered me about the first add on pack was that PZKW IV tanks are upgraded to "Tigers." Both versions of the Tiger tank never had a unit larger than a brigade, and usually operated in battalion formations. The upgrade should have been called a PZKW V (Panther).
I really loved the mod, but I got my butt handed to me in a PBEM game with me as the Brits and my opponent as Germany.
The AI is so frustrating. Norway decided to invade France after Germany invaded, and when Germany invaded the USSR the Soviets decided it was more important to invade Finland than to defend their cities.
My opponent didn't have any better luck with Italy. Instead of defending their territory in North Africa they decided to invade Canada.
Some comments and observations:
1) The interception range is much to large. Fighters in France shouldn't have been able to intercept my bombers attacking the idiot Italian fleet off of Ireland.
2) Battleships are too cheap to build. Virtually every battleship built in WW2 had its keel laid before the war. My German PBEM opponent was able to build a larger fleet than I had as Britain while still having a massive army and air force.
3) You shouldn't be able to airlift units into an ally's city; my PBEM opponent was able to airlift 20 units into North Africa in one turn when I was about to capture Tripoli. No country involved in WW2 had the capability to airlift whole units into combat, with the exception of a few light infantry and parachute units.
4) The unhealthiness of my cities about drove me crazy. You should be able to build some improvements to counter that.
5) the USSR has no depth. There are no cities or industry in the Urals. My opponent was able to take Moscow with ease before the winter hit.
Just my two cents worth...![]()
I want to beat Dale to this post by saying 'Download the new Add-on Pack.'
But so you know, the new add on pack adds (but not limited to):
*Cities start much more populous
*There are more countries in the game
*PanzerKampfWagon IV (German tanks have such lovely names) no longer upgrades to the Tiger
==In fact most Tanks>Light tanks>Heavy tanks no longer have that upgrade.
*The AI is really Civilizations' fault, Road to War uses the core AI to play. Besides it IS Artificial Intelligence. No match for your PBEM opponent
*The Winter starts earlier and lasts longer, to the dismay of an invasion force into Russia. Moscow wont be easy to take.
*Unit prices have increased too.
You forgot to add that BB's are more expensive and cities suffer a LOT less unhappiness/polution.![]()
I've found the best way to deal with fortified city artillery is to bring in my own artillery to barrage from afar, and to use bombers to hit them from the air. When they've been battered down a bit I then use my infantry to take them out. But I never try to take a city with full strength arty.
Just like happened in real life. Remember the Blitzkrieg tactic. Tanks and air to force through a breach to surround, with artillery and infantry to mop up the surrounded troops. I have had a lot of success using this tactic. Whilst the forward cities are defended to the hilt, strike hard through the frontlines and blitz the cities behind.
Is there any point to going above the mark IV? It has the same strength as the tiger and is faster? Both are 35 strength and the mark IV is speed 3. Modern armor doesn't even get the +10 % strength.
No comment on this yet? This issue made me lose interest in this mod because it makes tech pointless. I can get to tigers and fw190s before Poland (a different problem) just by building all my labs and making the one scientist specialist in most city's. Why is the strength capped at 35?
To be totally honest, it would be closer to the truth if someone said, "I bet the lazy bastard forgot to change modern tanks to 40!"