FriendoftheDork
Keiser
It is intended that you need Armor, Air power, or Overwhelming odds to conquer land from a player with MGs. It's not hard to get those early tanks, or even early bombers, they are only slightly out of the way in the tech tree; and that's a deveation you're going to have to make if you intend on seiging cities defended by MGs.
Yes, well even at 50% they are a challenge - since they're already defending they probably get that bonuses straight to strength, giving them effectively str 24 vs Squad Infantry's 18 str - not counting any city defender or drill promos. That's already very poor odds. With 100% that is str 32 which is pretty much like mechanized infantry... and this for a unit that is the cheaper than the appropriate units. Even Marines with their bonus vs Machinegun actually comes off much weaker since the attacker doesen't get the bonus % but rather halves the machinegun's bonus - thus str 24 vs str 24 (and that's supposed to be a counter?). A city defended with Machineguns and squad inf or worse, AT units of some kind will also quite easily defend against tanks since the best unit is chosen for defense.
And.. even if historically correct that WW1 infantry had almost no chance of taking on reinforced enemy machineguns, for game balance a unit should not both have 100% against the unit it's supposed to counter AND has almost as high strength as it. It would be like having Pikement with str 10 - after all pikemen combined with muskets almost spelt the end of the knight. Also, the AI loves machinguns and some even get at the time they get riflemen - riflemen against machineguns is just ridiculous. Now one great army against another composed of squad inf and machineguns with arty support... the defender has a major advantage.
Anyone else commented on this before? I could be wrong but although I like MGs even in vanilla these may be a tad too powerful compared to cost and when they become available.
PS what about question 2? Thought about it?