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 a test regiment-- I'll probably swap out the regular halftracks for AA halftracks that can engage air and ground targets for self-defence. just tested it out this morning.
right now the recruit cost is $500. it uses 50 units of ammo and 25 units of oil. it will be one of the options available for Germany at the new Arsenal HQ tent
Does it give away its location when it fires?
Does the gun actually go up and fire? I didn't know if it would work or not.
there is barrel recoil, and the projectile shows up on the mini-map. still have a few more tests to conduct. haven't tested it out on the receiving end of things just yet.
30 minutes seems a bit long, even considering how powerful this thing is.
Maybe 25 minutes?
like most artillery regiments this regiment reveals it's position while bombarding. since it has a slow rate of fire the trick is to give it the bombard command and then tell it to stop immediately after opening fire. otherwise it will reveal it's location and become a high-priority target for the enemy. then you move the regiment to another location and wait for the next chance to attack.
however, another option is keeping this regiment in a constant state of bombardment to keep your enemies pinned down. sure, it will give away the position of this regiment-- but it also has the power to keep any building inside of it's kill radius under siege indefinitely!
like most artillery regiments this regiment reveals it's position while bombarding. since it has a slow rate of fire the trick is to give it the bombard command and then tell it to stop immediately after opening fire. otherwise it will reveal it's location and become a high-priority target for the enemy. then you move the regiment to another location and wait for the next chance to attack.
however, another option is keeping this regiment in a constant state of bombardment to keep your enemies pinned down. sure, it will give away the position of this regiment-- but it also has the power to keep any building inside of it's kill radius under siege indefinitely!
Also, what are the tech requirements and cost?
LOL, um, still working on that. Heavy Artillery tech would be a requirement tech. assuming a normal build order from the Corps HQ the current process would be...
$200 to deploy Industrial HQ
$150 to deploy Artillery Brigade
$150 to deploy two ammo bunkers
(to support regiment, if you know what's good for you!)
$100 to research Heavy Artillery Tech
$300 to deploy Arsenal HQ
$500 to deploy regiment (-50 ammo, -25 oil)
that's $1400 for start-up cost for a regiment and $500 for each subsequent regiment (honestly can't imagine recruiting more than one of these things-- because for the price of two of these regiments you could have deployed four artillery tank regiments-- which could actually run away from infantry!
while I was keen to make this the Schwere Gustav the model actually represents a 32 cm railway gun (less than half the size of the actual Gustav/Dora weapons).
what I'm thinking is cutting the firepower in half and redesignating it as the 32 cm weapon. the benefit is this-- the French had a very similar weapon-- and through reskinning the model we could give France a fun new unit to supplement their Maginot Line bunkers
I think the reason that the screen is black in the ui is that the portraitcamera line is a bit off.