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 is me desperately trying to stop a regiment of Japanese super-tanks from flattening some HQs. I'm throwing multiple bombers at the enemy in a hopes to weaken them. if that's not enough I'm also sending in artillery tanks (SU-26), tank destroyers (SU-76), medium tanks (KV-1), and light tanks (T-60). after attacking this one regiment constantly fo the better part of a few minutes we were finally able to demoralize it enough to make it retreat. the Japanese super-tank regiment is extremely hard for Communist China to defeat!
Communist China have KV2 heavy tanks don't they!? So it won't be that hard. Also Japanese Super Heavy tanks are the 'weakest' Super heavy around.
PS: having big problem with Maus and Super artillery combo here.
the KV2 heavy tank uses high-explosive ammo. so it's great against infantry and mechs but not so good against heavy tanks. it's a 152 mm howitzer not an anti-tank gun. even if I change the attack to AP damage it would still only have a 125 AP damage using the normal stats for tanks.
I eventually added a new CPC tank regiment so that they would have at least some way of taking out these super tanks. with experienced infantry regiments I was attacking the super tank regiments with odds of 18-to-1 in my favor just to try and scare them away through morale loss.
the super artillery was designed to only be capable of firing once every 20 minutes. the problem shows up when players/AI can spam three or four of them. it's all you need to win the game. historically the super-artillery had a rate of fire closer to 30-45 minutes. so I could reduce the rate of fire further to offset the benefit of spam.