I have played a few games in 1.5 now and in general I love it. I'm definately not going back. There is much more options for strategy and tactics in 1.5.
One thing I noticed in these games, though, is that the changes made to caps on stacks isn't really doing what it should.
As I understand it, the cap on damage output (10 units) was introduced to prevent games from devolving into a comepetition on who can build the largest killer stacks (ppl did that even with the penalties in 1.0). This is a good idea. Players should be motivated to use combined arms operations with many different armies. And not just gush everything into one, big army that has orders to zig-zag through the entire enemy territory and clubber everything down that it encounters. This was kind of boring in 1.0.
But I still see big killer-stacks in the game.And this is why: no penalty on defense. So essentially the damage output is capped, but the HP isn't. This means that you can build an almost unkillable stack that will stick around forever. And if build with a combo of AT, AA, Inf, arty and RRGs plus - maybe tanks. there is nothing to counter the stack. Except another big stack. So, back to square one
Two players in my current game used this to slam the door when they were looking at defeat: pooled everything into one big stack and stuck it in the capital. With decent ressources in stock, it can stay there for a long time. You just have to check in every 2 days. You are not playing the game - just being a nuisance to the other players.
The benefits of accumulated HP don't really scale well for gameplay either. The stack with the biggest HP will win big time if two stacks of comparable size slug it out. In the end, it will snowball and the slightly smaller stack will loose a hughe quantity of units while the other will survive with minor casualties.
This is also true for mid size stacks. In my current game, I defended against a 50-size stack with 40-some units. Stacks were comparable in content and strength. But I ended up losing all and the other stack lost 6 units, and could limp along with about 40% health. This is a hughe slippery-slope mechanism.
This is a game, nor IRL, but anyway: in a real war, there would be definate disadvantages to a large arny concentrated in one area. For example: No matter where the enemy drops a shell, it is likely to hit something.
I think something should be done about the HP in large stacks.Something like a diminishing, marginal HP for units added over a certain stack size. So heavy tank # 25 does not add as much HP to the stack as #24 does. I'm not sure at what number of units or HP this mechanism should kick-in, but I feel that it would make much more interesting games, if the benefits of playing Maginot-style were reduced. The game should reward planning, strategy and tactics IMO - and penalise mindless stacking.
One thing I noticed in these games, though, is that the changes made to caps on stacks isn't really doing what it should.
As I understand it, the cap on damage output (10 units) was introduced to prevent games from devolving into a comepetition on who can build the largest killer stacks (ppl did that even with the penalties in 1.0). This is a good idea. Players should be motivated to use combined arms operations with many different armies. And not just gush everything into one, big army that has orders to zig-zag through the entire enemy territory and clubber everything down that it encounters. This was kind of boring in 1.0.
But I still see big killer-stacks in the game.And this is why: no penalty on defense. So essentially the damage output is capped, but the HP isn't. This means that you can build an almost unkillable stack that will stick around forever. And if build with a combo of AT, AA, Inf, arty and RRGs plus - maybe tanks. there is nothing to counter the stack. Except another big stack. So, back to square one
Two players in my current game used this to slam the door when they were looking at defeat: pooled everything into one big stack and stuck it in the capital. With decent ressources in stock, it can stay there for a long time. You just have to check in every 2 days. You are not playing the game - just being a nuisance to the other players.
The benefits of accumulated HP don't really scale well for gameplay either. The stack with the biggest HP will win big time if two stacks of comparable size slug it out. In the end, it will snowball and the slightly smaller stack will loose a hughe quantity of units while the other will survive with minor casualties.
This is also true for mid size stacks. In my current game, I defended against a 50-size stack with 40-some units. Stacks were comparable in content and strength. But I ended up losing all and the other stack lost 6 units, and could limp along with about 40% health. This is a hughe slippery-slope mechanism.
This is a game, nor IRL, but anyway: in a real war, there would be definate disadvantages to a large arny concentrated in one area. For example: No matter where the enemy drops a shell, it is likely to hit something.
I think something should be done about the HP in large stacks.Something like a diminishing, marginal HP for units added over a certain stack size. So heavy tank # 25 does not add as much HP to the stack as #24 does. I'm not sure at what number of units or HP this mechanism should kick-in, but I feel that it would make much more interesting games, if the benefits of playing Maginot-style were reduced. The game should reward planning, strategy and tactics IMO - and penalise mindless stacking.