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.

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Theharkonnen
Theharkonnen - - 355 comments

I don't know, wouldn't just having the tankco work just as well?

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Gizmotron Author
Gizmotron - - 1,078 comments

I thought that a regiment was required to have a frontline unit... which is why I went with this. this is provisional-- if I find something that works better I'll go with that. still haven't tested it out in game-play, though.

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Theharkonnen
Theharkonnen - - 355 comments

Actually, I sent you an email. I created a new layout that fixes this issue. No frontliners required.

Now if someone uses the counterbattery attack, most of the regiment dies, save for the tank co. Its up to the player to get the co back to base to heal.

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Gizmotron Author
Gizmotron - - 1,078 comments

groovy.

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Description

although we've been quiet for a long time, we're still hard at work.

one common request we've gotten is "give artillery longer ranges"

we've done this-- but there's a problem: even King Tigers and IS3s get wiped out before they can get close enough to inflict any damage! since artillery-based regiments have more units they can simply fight off the badly damaged heavies with light tanks once they get in close-combat range.

reducing the artillery regiment to a single unit was too harsh-- as it meant that the regiment could be wiped out be a single special op. I considered creating unarmed trucks as support units but this seemed like too much extra work, and wasn't much better than using a single unit.

another problem is that the bombard command can only be used by a captain or support position. so moving the artillery to the front and removing the support units meant you couldn't use the bombard command!

so here's the current compromise: two front-line units, a captain, and two artillery units for the standard regiment.

to discourage artillery tank spam the recruitment cost will be unchanged (even though you're getting one less unit than before).

I'm also looking into making a specialist artillery regiments. right now the United States and China has 'Smoke Mortar' regiments that are armed with two smoke-mortars that can reduce enemy attack and movement speed. one regular mortar is in the regiment as well to help maintain some level of combat effectiveness.

another idea is 'counter-battery-regiment'. this is a regiment with a single artillery captain supported by halftracks or light tanks. this captain will have a normal attack value for artillery with a special 500 point bonus against all artillery units in it's area of attack. this way, if a player doesn't have a special op capable of nullifying enemy artillery they can recruit a specialist regiment that can help stave off enemy bombardments.