this is a sequel to the Gizmotron user-mod for Axis and Allies. featuring new types of weather & terrain. new, larger territory maps in skirmish mode. new experience ranks and bonuses (regiments improve up to 2000 exp points). 100+ special ops, new water-based units like cruisers and submarines (with torpedo attacks). nations included are Australia, Belgium, Bulgaria, Brazil, Canada, Communist China, Croatia, Czechoslovakia, Denmark, Finland, France, Germany, Great Britain, Greece, Hungary, India (Allied), Indian National Army (Axis), Iran, Iraq, Italy, Japan, Mongolia, Nationalist China, Netherlands, New Zealand, Philippines, Poland, Romania, Russia, Slovak Republic (Axis), South Africa, Spain, Sweden, Thailand, Turkey, the United States, Yugsolavia, and the Yugoslav Partisans more nations and territories available for WW2 mode, see images for details.
this idea has undergone some changes. it was originally supposed to be home to a lot of new super-weapons. but we've added so many new types of artillery that it made more sense to limit them to a specific division tent. this allowed us to add more early war vehicles. players will have to get used to the idea that the Mechanized and Armored divisions won't be able to deploy artillery for the larger nations. (some of the smaller nations will retain this feature from the original game)
at the top of the screen there is an early-war German artillery tank regiment.
those field guns actually work. I'm in the middle of revising all of the artillery units to give them longer ranges and historical rates of fire. artillery will be able to strike targets much farther away than in the original game. but many guns will have slower rates of fire. (I'm trying to use historical rates of fire)
this means that to maximize your long range artillery you'll have to use recon flights or have friendly forces nearby that can 'spot' the target.
Well, if we modify them this way, we need to be careful. The game could easily turn into an artillery slugfest, given that artillery never misses.
part of why I upgraded the AT infantry. the weakest AT infantry units can kill the toughest artilery units in five or six shots. the Counter Battery Fire special op also means that every artillery unit is vulnerable to getting killed instanty by certain generals.
I'm going to test out the artillery ranges this weekend-- and, depending on how it works out-- I may not upgrade the attack values at all. I'm also keen to make artillery regiments smaller and more vulnerable to direct combat with other units.
we'll just have to wait for the alpha to get released and see what changes we need to make.