Those effects in game can be accounted for by increased combat effectivness.
i.e. Does more damage because they aim their gun at more critical locations causing more damage.
Increasing the HP can be aruged by saying they are more experienced in manouvering and positioning, which means they always keep their Tiger in more advantageous positions, decreasing the effeectivness of incoming enemy fire.
At the end of the day, it does not matter, its just a game and a different unit. For fluff, its the same tiger as any other, with a special vet crew.
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Even if it was abandoned, the crew that make it an Ace are dead... Without them it should just be a normal tiger. |
While I agree that more doctrines with an IS2 would be good, I don't necessarily think that 2 doctrines being very similar is always a bad thing.
For example relic might want the same set of abilities available with shocks and also in a different doctrine with guards.
This is about providing the choices they want players to have with units and abilities.
Like maybe I decided I want to play heavily with KV8s and ZiS, currently I've got good choice of which abilities I want to include with that strat. |
Looks good, I'll play some games with you if you'd like? |
Ah yes, just checked your map, I can see the similarity. Looks really good.
I really hope I can make something that nice, got a lot of learning to do ! |
I like the map layout.
But just curious, if you hold the center VP and both fuels, any one single cut off. (4 available) will connect both fuels to your base.
So it kinda takes away the power of the cut offs, because for them to work you also need to hold the center VP. Which maybe works out well for intense battles in the middle?
I just feel like having it connect 10 sectors is maybe too powerful? |
There is nothing wrong with random factors, look at any board game (games workshop example), there is huge elements of luck, but the skill is managing those luck components and stacking them in your favour.
Engie crits and possible abandonment just means you should be conservative with armour and shield with inf, exactly as in real life.
Gone are the days of just rushing tanks around with no risk to them. If you cover it propperly, you won't lose it to an enemy.
If he managed to force you to retreat and you abandoned a vehicle, and he has enough troops to comfortably capture the vehicle, then you must have been in a very unfavourable engagement.
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It's not thaaaaaat bad, when you consider it comes at 6 CP.
AGs are best with T1 for some grens also, then it doesn't take you long to call 1-2 of these and then onto a tiger.
Of course, if you do prefer to go for T3, then your not going to call one.
The StuH will probably come later in a storm trooper doctrine. ToW isn't up to Stallingrad yet. |
Well I do think some call ins are a little early now. Waiting for a tiger for example, would not come that much later than a P4, and is obviously stronger.
Not tecking and getting T34/85s means they usually roll opponents 1st two tanks, which is often gg. Esspecially as often they went ostwind to try punish your inf.
I would advocate 7 CP call ins be moved to 8 CP. and possibly Tiger and IS2 to 10.
No tech strats would still be possible, just not quite as popular. |
I wanted to make it fairly easy to take the near VP on each players right, and then harder to assault the second one.
If one player went hard on the road, they would struggle for munis, and the other player should gain the advantage. The woods would provide a better position to defend the middle muni from the right.
I want to stimulate fighting on both sides at the same time, but different battles in nature.
It might be worth bringing the road in a bit further, but I dont want to make the left side too strong. |