Elder Forest wrote:They have repeated the wargame mistake of allowing too much availability of many units (especially in phases B and C) resulting in too much deck min/maxing (ok this plays to the competitive scene but to the detriment of the casual/historical player). Every deck should have to take a percentage of "less than optimal" units to bring challenge, realism and flavour without the certainty of getting stomped. Also some units are rarely seen on the batttlefield "because the min/max alternatives are better" so were a waste of development time, which is sad.
I also agree command bonuses are excessive, a good mechanic but just overcooked.
I think this problem of min/maxing will occur in every RTS, you cannot prohibit it, except you give players no choice. But if you have no choice which unit will be put into a division, you will just min/max with divisions.
Even in Starcraft, with only three races and way fewer units you have min/maxing. You cannot prevent this from happening.
And to be honest you will bring "less than optimal" units in most decks, because the optimal unit is not in your division.
And i still dont know what you guys see in the King Tiger. I havent seen one in any 1v1 i have played and i played alot. Infantry/airborne division dominate, aswell as other divisions with a strong phase A. A phase C King Tiger cannot throw a game around.
Even in 2v2 you see hardly king Tigers except you try to play for one in Phase B. Me and a friend tried this strategy, when you play 3.FJ and Panzer-Lehr and buy one right when phase B starts. It is really tricky to excecute and we won 2/5 times. But the two wins were also based on the enemy being bad, good enemies see that the Panzer-Lehr stops spending points after 7min of playtime and will throw everything at you so you have to spend points and you will lose because your units wont reach the front in time.