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Force balance


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It is difficult to make a scenario where you are hugely outnumbered at first playable for the AI, because in some way you are relying on it putting in a decent counter-attack. Since attacking is its weak point to start with, it is a bit tricky. For H2H play though you can easily accommodate that feature, and I have used it in some of my scenarios.

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Even if the pricing system was perfect, there would still be edges that distort it in certain scenarios:

1) Visibility and combat distance. Certain units are much more or capable in certain weather contitions.

2) Movement distance. Trucks are only worth their money when they have something to move and there is enough unthreatend space to move over. Halftracks are very expensive for their APC capability as well, it only makes an even match point-wise when it can carry something to gain a noticable advantage.

3) Force-mix. A AP-only 17pdr may be priced right for a good mix at the enemy side. If you only face fallschirmjaeger squads, it isn't.

The really bad thing is that victory depends on these prices to a large degree and the scenario designer cannot adjust the value of a unit with regards to knockout points.

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