scuffed wrote:
just saying that this game mechanic makes rounds not fun and doesn't make him a better player because he can use a cheesy "tactic" the entire game, one trick pony.I wouldn't really call it a nerf but a re-work. It would add more depth to using artillery imo if you have to take into account the deploy time and pack up time of arty when using it on an offensive push. You would have to make sure you can't be flanked from a position that leaves your arty vulnerable from behind and would add a more risk/reward factor in the game with this rework.
This mechanic make for sure much fun. For example you have war against two enemies, so you use 80 til 90 % your troops for this wars, while only 10% till 20% are used for defence main chockpoints and core cities.
3rd opponent start attacking you with 20er stracks of closecombat units. You have no time send your battle strikeforces to secure against new threat. Even your airforce cant be moved completly to new area, and even then, airforces are already damaged and would get heavy losses.
So you build quick force of single artillery and try slow down this enemy. Each hour yor artillery get reinforcement of, closecombat, antiair or ranged unit, so after a while you have may be 6 units vs 3 20er stacks. But yes, enemy player is one of those who play several round same time, send his "doomstacks" to conquer whole enemy within 3/4 days while player is not online very often.
And you see: it is very fun, if single cannon regiment or division can destroy 3 20er doomstack without single unit losses.
Without exploit, because enemy doesn't have own artillery.
Good player already make sure, that their artillery couldn't be flanked.
Deploy time would for sure nerf attack vallue of artillery, because defender with already deployed artillery would shot every time first, so we get another issue like air patrol, where defender has advantage, if attacker does not have at least double numbers of stacks on patrol.
And Again: every nerfing of ranged units would end in even more numbers of ranged units on battlefields, so your dream of steamrolling with lighttanks only would be even less reacheble.
And sorry you are bad player, you are bad strategy game player, yoe are, poor skilled at planning, preparation and execution of warfare plan.
There is already possible to smash artillery division defended by closecombat and /or antiair defence with own closecombat only units. I dont write here a quide how. I teach only players, who are ready for that. You aren't.
Your main issue was: injured closecombat units have not any chances to catch healthy artillery. Sorry, It is not bug or imballance, it is a really good kind of simulation feature.