Quote:Why wouldn't I? Late-game warfare in BTS is totally naval-dominated because the high-movement of ships is the only thing that can keep up with the huge range of a defenders' collateral options (planes, missiles, artilleries on railroads, etc). An exposed land-stack in an enemy's territory is straight-up dead unless you're completely sure that a.) you've caught an opponent completely-off guard or b.) you have truly overwhelming numbers to your advantage.
Because of what I said about infinite movement, and because there are many situations where that is impossible - FFH maps, especially, are profoundly land-dominated, but one also couldn't strike so far into many BTS areas because of land being in the way. And because we were talking about railroads, which are obviously land-only, so comparing like to like.
Quote:It sounds like late-game FFH is for-sure even more ridiculous than late-game BTS, at least mobility-wise. I have no idea how its even possible to deal with movement like that... its mind-boggling. I guess some sort of MAD doctrine comes into effect. My apologies for being presumptuous; I guess I don't have a lot of FFH late-game experience in MP, because I hadn't seen anything that crazy before, even with Raiders opponents in the game.
Heh, no worries. One in ten MP FFH games would last to what one might, at a stretch, consider late-game. We've never really had a chance for it to be tested out - but you've got to remember that that is assuming silly levels of road placement, in reality no-one is stupid enough to allow exposed roads in border culture, which mitigates it to ~10t of projection, and both sides can do that. Check out the EitB pitboss endgame for some interesting tactical insights - though, of course, even that didn't really leave the late-middle game, IMO.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Generally speaking, a non-commando 2-move or 3-move army is much more cost efficient than a Raider 6 move army .... and therefore the latter is much more rarely seen (although there was one Sidar game using Divided souls that was rather spectacular)
In general you aren't going to see many 1-move armies in FFH2 ... at least not in the mid/late game. But you also aren't going to find many armies in the 4+ movement range either.
----> All hippus mounted units have a 'base' movement of 4. This is one of the few exceptions to this rule. And the Hippus *do* have a Raiders leader ... but most such Hippus victories are in the form of early game rushes, which is, for them, a lot less riskier than waiting for a massive mid-game assault.
A counter example of this is Ellimist's Raiders Moroi strike (Calabim) against the Balseraphs. In it, he uses haste, plus on-site promotions to Mobility1, plus the free commando from the raiders trait, to RAZE half an empire's cities in the first several turns of the war .... without even bothering to kill the enemy's primary stack.
Coordinated (as currently presented) is temporarily removed from planned additions.
Brandenburg gate no longer gives Morale promotion.
Riesengarde gets free 'morale' (but I think I should give them free 'coordinated' instead .... and give coordinated to MechInf like I had planned. After all .... 3-move mech inf is NOT the ideal)
(July 26th, 2015, 03:56)Tasunke Wrote: Generally speaking, a non-commando 2-move or 3-move army is much more cost efficient than a Raider 6 move army .... and therefore the latter is much more rarely seen (although there was one Sidar game using Divided souls that was rather spectacular)
In general you aren't going to see many 1-move armies in FFH2 ... at least not in the mid/late game. But you also aren't going to find many armies in the 4+ movement range either.
I'd dispute this, and point to FFH16 (Lanun) as a counter-example. There are advantages and disadvantages to all of the tier 3 armies, but they are by-and-large balanced against one another. One's choice of army comes down to a lot of factors, influenced by geography, historical build-up, civilization tendencies, and so on. Cost isn't even a factor, there, let alone a primary one - it's already taken account of in the trade offs between units, and the factors lie in whether those trade offs are worthwhile for ones situation. So wherein a game like EitB39 there's no way I'd go chariot/HA (largely because of the naval-dominated map), those factors disappear in, say, FFH5.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Eh? 1-base move living army has a 3-move max, while a 1-base move non-living army (or w/ catapults) has a 2-move max.
Perhaps I was unclear, but I meant that, in a vacuum, the fastest armies aren't always used, for a variety of reasons, and I gave cost-effectiveness as one possible example.
Portuguese Feitoria: Harbor UU -> +1 C (local water tiles), +50% trade yield, +50% defense, +3 Naval XP
Galleon: 4 Cargo, Transport: 6 Cargo
East Indiaman: 5 Cargo
Carrack: 3 str, 4 move, 3 cargo. 60 hammers. Can upgrade into Galleon, Frigate, or Attack Submarine.
Viking Longship (Tririme UU): 3 str, 2 move, 2 cargo. Upgrades into Galleon or Frigate.
Viking Berserker (Mace UU) 8 str, +50% vs melee, +40% city attack
Spanish Citadel, doesn't Obsolete, +2 Siege XP, +25% Naval Unit production
New tech 'Muskets' tech (2100 beakers), req Gunpowder, required for Rifling -> allows Musketman 10 str +20% vs Gunpowder, 85 hammers. (rifleman unit art)
** this is 'musket infantry' of Revolutionary War/ Napoleonic Wars/ etc
Rifleman (14 str, 110 hammers) is the soldier of the American Civil War, with mass produced Rifles (was probably a mix of Rifles and Muskets used in the war, but in 1851 the Minie Ball was invented, allowing for mass production of Rifles for rank and file use, and towards the end of the war the Union even had repeating rifles, a precursor to 'Infantry') -> Infantry, Springfield 1900s Semi-Automatic Rifles (same rifle different name in other nations) .... even used en-mass during WW II.
New unit Arquebus @ Gunpowder 8 str, gunpowder unit, 70 hammers (musketman art)
--> Arquebus -> Musketman ->Rifleman is a much more simplified version of my true mod, but its a much more balanced rendition.
Catapult upgrades to Cannon, Trebuchet upgrades to Bombard. Bombard 6 +50% city attack (and defense) @ Gunpowder. Cannon 10 str @ Chemistry. "Cannon" @ Steel renamed to 'Artillery' 12 str. Artillery renamed to 'Howitzer' 18 str +50% vs Siege units. Both Cannon and Bombard upgrade to Artillery, Artillery upgrades to Howitzer.
Modern Era stuff
Laser and Satellites switch places, Satellites not needed for Fiber Optics
Tank @ Industrialism. Requires 'Automatic Weapons' tech. 28 str, 2 move, blitz.
upgrades to Modern Armor (180 hammers)
Heavy Tank @ Plastics. Requires 'Automatic weapons' tech. 30 str, +25% vs Armor, +30% attack vs Infantry and Machine Gun. 2 move (no blitz)
upgrades to Modern Armor (200 hammers)
Mobile Artillery @ Laser, req. Oil or Uranium, 28 str, 2 move
220 hammers
Modern Infantry @ Fiber Optics, 26 str, 1 move, +25% vs Gunpowder.
160 hammers
Mech Inf can't be drafted ... instead Modern Infantry is the 'final draftee'
Special Ops @ Fiber Optics, 24 str, 1 move, +30% vs Armor/ Helicopters
200 hammers. +Amphibious, Sentry, with Paradrop range = 12, and 50% evasion on the Drop. -> twice that of Paratrooper.
Infantry/Marine/Paratrooper/Machine Gun/ SAM Infantry/ Anti-Tank -> Special Unit Type "Infantry"
Helicopters (4 move) can carry 1 infantry, Mechanized Infantry (2 move) can carry 2 infantry.
Mechanized Infantry = 32 strength, 2 move, free March +25% vs Gunpowder Units. Carries 2 (special cargo Infantry), 25% Air Intercept.
Sam Infantry -> Mobile Infantry (unchanged)
Paratrooper Drop Range = 8 (was 5 originally), gains Blitz
Marine/Paratrooper/Anti Tank upgrades to Special Ops
Machine Gun/ Infantry upgrades to Modern Infantry
Sam Infantry -> Mobile Infantry unchanged
Guided Missile Stuff
Guided Missile 'replaced' by V2-Rocket. 4 range, 30 str, 35 hammers. Req. Rocketry + Radio. Ugrades to 'Guided Missile'
new unit 'Guided Missile' requires Aluminum, 8 range, 40 str, 50 hammers. Req. Lasers + Computers
Nuclear Bomb stuff
A-bomb: 'Bomber' with Nuclear range 8 (or 12) and 30% evasion. @ Nuclear Energy (3000 beakers, pre-fission)
Requires Manhattan Project. 500 hammers.
Tactical Nuke: Range 4, 100% evasion @ Fission + Rocketry
300 hammers, 80 strength, Max 75% Collateral, req. Uranium, +100% production speed with Plutonium
Strategic Nuke: Range 12, 100% evasion @ Fission + Laser
500 hammers, 120 strength, Max 75% Collateral, req. Uranium, +100% production speed with Plutonium
upgrades to Strategic H-bomb
ICBM: Range unlimited, 100% evasion @ Fission + Sattelites
900 hammers, 160 strength, Max 75% Collateral, req. Uranium, +100% production speed with Plutonium
upgrades to ICBM H-bomb
Strategic H-bomb: Range 16, 100% evasion @ Fusion + Sattelites
600 hammers, 240 strength, Max 90% Collateral, req/ Uranium, +100% production speed with Plutonium
ICBM H-Bomb: Range Unlimited, 100% evasion @ Fusion + Sattelites
1200 hammers, 300 strength, Max 90% Collateral, req Uranium, +100% production speed with Plutonium