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.

Add media Report RSS New Halftrack Regiment Layout (view original)
New Halftrack Regiment Layout
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Frosty_Guy
Frosty_Guy - - 329 comments

So... Higher Cost of halftrack regiment means infantry leaps out as support units?

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Wordsarecool
Wordsarecool - - 421 comments

Im curious as to whether the AI makes use of these.

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Gizmotron Author
Gizmotron - - 1,078 comments

the "Halftrack Regiment" and the "AA Halftrack Regiment" will be the only mech regiments which use this feature.

the AI clobbered me a couple of times already with this regiment-- so, it's all based on the SAI profile. if they're programmed to recruit mechs then they'll use them. don't expect infantry-heavy generals to use this regiment. I would have to reprogram the SAI templates to make that happen. (which I haven't done yet)

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Frosty_Guy
Frosty_Guy - - 329 comments

are the infantry permanant? As in they don't get replacement units when 1 dies, or do they all come back when they go bcak into and come out of the half tracks?
Also, will this affect marine halftrack regiments as well?

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Gizmotron Author
Gizmotron - - 1,078 comments

these infantry units function like fighters. they use the 'denizen component'. these halftracks have an inventory of infantry units that get deployed in the presence of the enemy. it's pretty common for them to not get killed in action and then simply disappear back inside of the halftrack when the enemy is defeated or no longer present.

if you've ever played "Kohan II" they function in exactly the same way that summoned monsters work. they show up, help your team attack or defend, and then disappear when the enemy is no longer present.

although it IS possible for these spawned forces to gain experience it doesn't really matter because as soon as the enemy is not present they retreat back to the halftrack and cease to exist. a brand new organization gets spawned again when the enemy is encountered again.

it's kinda hard to explain.

the marines actually don't have any halftracks yet. right now the Marines are just a mix of infantry and tanks. that will change in the future. I'll be adding some mechanization to the Marines-- but they won't have a halftrack regiment like this one.

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Gizmotron Author
Gizmotron - - 1,078 comments

right now the regiment can hold it's own against light and medium tanks in one-on-one battles. against heavies the halftracks usually get clobbered and retreat, leaving the infantry to keep fighting.

the halftrack units are still very weak. if you kill all of the core halftrack regiment the infantry will die out/disappear on their own.

if it's TOO much of a problem I'll see if I can reduce the size of the spawned regiment down to an infantry CO and three front-line units.

in the traditional game the "Halftrack Regiment" was basically only good for recon, city stealing, and helping to thwart Russian sniper spam. (it wasn't very useful against SAS)

I'm actually more concerned about the new Tank Desant regiment than this one.

this regiment currently costs $200, uses up 15 oil, and 10 ammunition (the price of the original halftrack regiment combined with the price of four recons). it's cheaper to get an arty or AT mech regiment.

there's a glitch with this regiment that means when all four militia regiments have spawned they get deducted from your regiment total! so, um... until I fix that problem this regiment has a pretty big drawback. the question is-- would keeping this drawback make the regiment less 'uber'?

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TheLastSterling
TheLastSterling - - 92 comments

my suggestion is to make the infantry weaker than normal infantry, perhaps just making a copy of the infantry and giving it lower health would work as well as spawn less. Two per would seem reasonable. Another thing I would like to add is that ww2 was a infantry war as compared to this game which is a spawn heavy=win game, so a more focus to infantry would be nice.

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Stogie83
Stogie83 - - 342 comments

The armoured infantry/Panzergrenadiere should be as strong as normal infantry, but therefor very expensive. The APC´s had a lot of firepower IRL, some of them even had AT guns, but lacked of armour, they could get ripped apart easily by AT rifles.

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Description

yeah, it looks like the same old vanilla halftrack regiment. but the big difference is that each halftrack summons a recon-style regiment when engaged in combat. after some experimenting we've decided that ONLY the ordinary halftrack regiment should have this feature. having this feature for the AT mech, artillery mech made them too powerful. I'll probably add two of these to the supporting ranks of the AA Mech regiment so that they're not so helpless when faced with enemy forces.

in this snapshot we have Bulgarian infantry leaping out of halftracks to attack a fleeing Greek division tent.

it'll cost quite a bit more-- but it's now pretty much the PERFECT counter for sniper spam