CommanderlessMosinNagant
02-17-2007, 10:48 AM
There has been a number of proposals here designed to fix a variety of problems. As I see it, the difficulty within these proposals is that there may be very significant side impacts when two changes simultaneously begin to apply to the same situation. Also, the additional rules which are meant to "enhance" under-utilized units seem to be creating a level of complexity that may be detrimental to the game itself. I have a proposal, which I believe can resolve many of these problems.
Simply put...rather than using the mechanism of rolling many d6's based on attack values and counting successes, the attack result should be based on a table of values indexing the attack value, defense of the unit, type of unit and a die roll of some sort. For example, on the attack vs. infantry table, one would cross reference a Sherman's attack value of 9 versus an SS-PG's defense of 5 to find that a d100 roll in the range of 1-25 would be two hits and a 26-50 would be one hit. You then roll the d100 to see the actual result.
I believe this can fix many problems, including:
1. Miscosted defense 5 infantry: Way back when, the complaint against defense 5 infantry started as the fact that they could charge MG nests (or anything else for that matter) with impunity. This led to the dominance of defense 5 infantry (including the problem with heroes). On a lesser note, MG's fell out of favor. By making defense 5 infantry easier to hurt, defense 5 infantry (which are more expensive) can be properly costed at 5 for SS-PG's and rangers.
2. Miscosted tanks: A number of tanks are over-priced because unlike the Shermans and KV-1's, they are incapable of effectively fighting infantry. The limit role these tanks play make them more expensive than what they should be. By making low attack values against infantry relatively more effective against infantry, it is possible to make them more effective pieces. Also, by making high end attack values against armor even more lethal against tanks, tank destroyer units can see more play as well.
3. Vulnerable aircrafts: It's an obvious fix to rectify this problem using attack/defense tables.
4. ATG's are unplayable: Again, the fix is easy here.
I am sure that this approach is very doable and may be helpful in solving other problems as well. I have just planted a few thoughts here to get the discussion started. I realize that the actual values for the tables will probably need to be the product of extensive playtesting, but I feel that this may be a effective solution in solving many problems with the game simultaneously.
Simply put...rather than using the mechanism of rolling many d6's based on attack values and counting successes, the attack result should be based on a table of values indexing the attack value, defense of the unit, type of unit and a die roll of some sort. For example, on the attack vs. infantry table, one would cross reference a Sherman's attack value of 9 versus an SS-PG's defense of 5 to find that a d100 roll in the range of 1-25 would be two hits and a 26-50 would be one hit. You then roll the d100 to see the actual result.
I believe this can fix many problems, including:
1. Miscosted defense 5 infantry: Way back when, the complaint against defense 5 infantry started as the fact that they could charge MG nests (or anything else for that matter) with impunity. This led to the dominance of defense 5 infantry (including the problem with heroes). On a lesser note, MG's fell out of favor. By making defense 5 infantry easier to hurt, defense 5 infantry (which are more expensive) can be properly costed at 5 for SS-PG's and rangers.
2. Miscosted tanks: A number of tanks are over-priced because unlike the Shermans and KV-1's, they are incapable of effectively fighting infantry. The limit role these tanks play make them more expensive than what they should be. By making low attack values against infantry relatively more effective against infantry, it is possible to make them more effective pieces. Also, by making high end attack values against armor even more lethal against tanks, tank destroyer units can see more play as well.
3. Vulnerable aircrafts: It's an obvious fix to rectify this problem using attack/defense tables.
4. ATG's are unplayable: Again, the fix is easy here.
I am sure that this approach is very doable and may be helpful in solving other problems as well. I have just planted a few thoughts here to get the discussion started. I realize that the actual values for the tables will probably need to be the product of extensive playtesting, but I feel that this may be a effective solution in solving many problems with the game simultaneously.