@derpsa As Germany you have to eliminate the Allied warships in Sea Zones 110 and 111. If you don’t sink these ships, the Allies will quickly be able to launch amphibious assaults against you. Then you’ll have a lot of trouble holding on to France and you’ll never make it into Russia.
New techs?????????
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whoa thats pretty harsh. No need to get uptight. Jesus its not a big deal
my bad. Consider it removed.
In it’s place I’ll say….
“No, I stand by my earlier post.
To repeat: mech inf is something you build. The tech is an improved mech inf.”What does it do? Like faster of more stronger.
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The only posiblities for Improved Mech Infantry is one or a combonation of the following:
They become 2/2
They can blitz without a tank
They can carry an infantry with them at 1:1 -
The only posiblities for Improved Mech Infantry is one or a combonation of the following:
They become 2/2
They can blitz without a tank
They can carry an infantry with them at 1:1Has it been confirmed the can’t move faster?
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I think all LH said was that the tech would improve them. I could be wrong but I haven’t seen more detail.
My point was that mech inf itself would remain something you buy not something that sits in your game box waiting for a magic dice roll. :-)
#718
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No land unit has ever moved 3 spaces
No tech has ever given a +2 to attack or defense value.
What I have stated are the only logical options……but something illogical might occur. -
No land unit has ever moved 3 spaces
Well these are new times we live in, the point of Mech is because of their speed, and if they get an attack bonus who would ever buy[/] an artillery and you can’t say because of advanced artillery either.
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@Dylan:
No land unit has ever moved 3 spaces
the point of Mech is because of their speed,
The point of mech is there armor, on a strategic scale like A&A all units would move at more or less the same rate. All armor is moved by train just like men. If an armored unit litteraly tried driving thousands of miles all the tanks and hafltracks would breakdown and fall apart and then be passed up by foot soldiers.
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The only posiblities for Improved Mech Infantry is one or a combonation of the following:
They become 2/2
They can blitz without a tank
They can carry an infantry with them at 1:1Personally, I’d hope that it’s the middle one. It seems to be the most historically correct IMTO.
Becoming 2/2 implies an increase in lethality which is more like a late Cold War development (Bradleys and other MICV/IFVs) whereas blitzing would be a doctrinal development and enhancing the mobility of your logistics to continue offensive operations.
As for the last one. I can’t see the lift capacity increasing… while I’m guilty of thinking of APCs as armoured taxis it’s not like a mech inf formation carries a bunch of empty vehicles on it’s order of battle just to pick up strays on the side of the road.
#718
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So back to Para troops for a sec. Bombers need to be at an air base and they can carry 1 infantry each still?
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Bombers are not required for Paratrooping
A friendly airbase may serve as a launch pad for up to two infantry, up to three spaces away, these infantry must attack a territory that you are attacking with other land forces (by land or amphibious invasion). They can be targeted by AA
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What if a Mech was allowed to tow an Artillery as a tech. This would make both mech and art a much more useful build.
That’s my guess anyway…
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yah that sounds good. i think blitzing with out a tank on its on is weak for a technology.
but bilting and towing artillery is good on a 1:2 basis so i art per 2 mech that can blitz sounds fair no?