Woozle wrote:nande wrote:there's no such answer.
Please explain how the different air interactions are better than RD's.
You can't simply delete an entire strike force with an F-111C now, an air train has a hard time even killing one unit.
Destroying even one unit in SD is more or less equivalent to wiping out a rather large force in RD due to the scale of the game. In the times when F-111C's came with 8 nukes, one could get a card of 32 tanks for 15 points and make more or less one of them every 15 seconds. In comparison with SD, even the cheapest and most "spammable" tanks don't really go beyond 6 availability, and come generally at 5-8x the comparable price. Loss of even one of these is devastating in 1v1's/2v2's in sd, whereas in wargame it was an accepted norm in 2v2 to lose a dozen tanks just as a screening/atgm bait force ahead of the key units behind them.
Comparatively many key units are also now massively more vulnerable. Previously (in wargame) for example anti-tank units had a lot more range than tanks, were a lot more stealthy, could hide in buildings, could avoid bombers with decent awereness, atgm squads could town hop and so on. In SD this is all removed. AT weapons are equal or lesser range than tanks, they are too slow to avoid any bombers, can't get into buildings and so on. Even in prices It's a vast difference coming from a 20-30pt atgm squad that could deter even the heaviest of tanks, to paying the equal price of a medium tank for an at weapon that can't even threathen half the heavier tanks in the game.
This is also true in case of some air defences. With the games I've seen it's more frequent a sight to see an aa gun die to a strafing guns-only fighter than to see an aa gun kill a plane, or even deny it unloading it's weapons before it's paniced.
And this is all discounting the fact that there's now a button one can press that costs about 33-50pts that more or less removes entire grids in a way that F-111C's of old could only dream of, and with complete inpunity and invisibility.