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    this is like when you see snow that hasn't been walked on yet..

    2007-06-29 13:31:27.0

    I noticed like others that it seems a very strong strategy is to build heaps of wee soldiers, supported by artillery and the odd raider, and roll through your enemy that way (map permitting, of course).  I no longer buy tanks, as they don't seem worth it under most circumstances.  Since they bog down for a turn or two as they kill your infantry, they make for relatively easy killing with enough artillery.

    So what if tanks were, in some cases, given a second attack in a turn?  I've seen this in lots of table top war games - how this might work in wee wars is: A tank attacks an adjacent unit.  If and only if it destroys that unit, it may immediately enter that space (even if it has exhausted its movement this turn) and make a second attack.  After that second attack, its turn is complete.  Just a thought...  Others care to tread in this fresh snow? :)

    2007-06-29 13:31:46.0

    I think this is a good idea actually, it would give a better reason to build tanks. I think I remember something along those lines in Axis and Allies... I have certainly used the infantry block strategy already and I haven't been playing for all that long. Maybe it would make sense to have only as an option on the heavy tank?

    2007-06-29 16:23:44.0

    tank takes place of defeated infantry would be useful, tank takes place of defeated infantry and gets to attack again... if you're facing off against a large, heavily damaged infantry block then you could theoretically bulldoze it in a single move, if you have enough tanks, which is kind of realistic but I think also overpowered (e.g. from opposite perspective - when you're throwing a wall of infantry in front of an inexorable tank advance to buy yourself some time)

    On a heavy tank only though, good idea, since at the moment they're expensive enough to be not really worth buying except on the maps where you get a ton of money easily. Especially when you consider how few infantry can commonly over-power them (heavy tank should be able to beat an equivalently-expensive group of infantry - that would be the payoff for saving up for it)

    Beserker, maybe push it even further and let it take the place of the second defeated infantry to really put the little guys into a rout (I think a third attack would be too much though) 

    2007-06-29 19:06:38.0

    yeah a third attack would probably be a bit too much, but the second attack on the heavy tank also makes it worth taking the time to move it to the front given it's slow movement factor 

    2007-06-29 19:10:21.0

    oh come on guys... just admit it... you just don't like playing the Aruba map and you are trying to ruin the fun of everyone else who likes to play it?:P
     

    2007-06-30 08:13:53.0

    I like the Aruba map :) 

    2007-06-30 16:45:04.0

    I think we should just let tanks claim defeated infantry hexes.  I don't support the second attack suggestion.

    2007-06-30 16:45:21.0

    Another way of dealing with this would to be to allow tanks to move after they attack, or perhas during their movement.  This would cut down on the multiple attack advantage while still giving them increased utility.

    2007-06-30 21:05:41.0

    I've thought for a while that if move+attack is ok, then attack+move should also be - if you didn't have to move to attack a unit then they should still have time to move in that turn

    2007-07-01 07:31:52.0

    An extra attack would be cool too XP

    2007-07-01 07:32:05.0

    perhaps the second attack could be at a lower attack stregnth? 

    2007-07-01 08:14:36.0

    If tanks get an extra ability, it wouldn't be fair for the other units not to get one also. And we shouldn't be adding extra abilities to balance units because this is the wrong approach. What we really need is a total rebalance of the units at the fundamental level, maybe after that is fixed, then we can tack on extra abilities to have more fun. 

    2007-07-01 12:01:15.0

    well an extra attack could be a fundamental ability and way to balance the units...  not sure what you mean by fair to other units - I don't see fair or unfair here, more what is it that fundamentally seperates a unit. ie artillery can only shoot or move, that's in the fundamental nature of what artillery is - a tank is stronger and can attack longer than infantry, maybe that needs to be represented.

    the extra movement/attack I think would only come into play when you destroy the first unit you attacked. So you wouldn't get it on every turn but it would help alleviate the issues of stacking infantry without making a tank too powerful or infantry too weak...

    2007-07-01 13:41:17.0

    PeacefulBlueSky has the right idea.  Tweaks should be done to:

    1) unit price 2) base attack 3) base defense 4) attack range 5) movement range 6) effects from terrain

    and all basic parameters like that. 

    2007-07-01 17:53:02.0

    I believe that the concept was that due to the inherent advantages of defense, especially with infantry backed with artillery, the tank could be used to offset this by getting an offensively based boost.  Since the basics of the game don't favor attacking, the idea was to implement a new "basic" that favored attacking.  Movement after attacking represented a blitzkreig style of warfare that is not a vastly difference from the current system.  (i.e., such as adding an additional attack)

    Other games typically deal with this issue by having a seperate attack and defense values.

    2007-07-05 18:17:03.0

    good summary and good point

    rdracr

    2007-07-06 06:35:06.0
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