SineMora wrote: ↑Mon Dec 21, 2020 4:08 pm
Was Dir changed, because I don't recall his having a movement bonus (he did in PzC, though, and was hilariously OP)?
As far as I know, he has always had move 2. At least he did since I first got him; the first thing I did after getting Dir was to take the organic transport off my Azul Infanterie so they could be a five move unit.
SineMora wrote: ↑Mon Dec 21, 2020 4:08 pm
As far as the KV-2 is concerned, it's 4 slots with a movement of 5 with Panzer General and Master of Blitzkrieg, which isn't bad at all for what you get; just compare it with the Sturmpanzer I. Admittedly the Sturmpanzer is terrible, but it's not as if you have a lot of options for SP artillery, and unlike other artillery you can park if right next to entrenched infantry for close support. As a tank alone it's not good enough to be used (I can run a 15-strength Char for the cost of a 10-strength KV-2), but the option to switch to artillery mode makes it useful.
My KV-2 is priceless; but I play with Panzer General and Master of Blitzkrieg, so it's a 4 slot, 5 move unit, like SineMora describes. Of course, I also have a Vigilant hero attached, which means the unit can't be attacked via its close defense stat. This makes the KV-2 a fantastic role player as armored city assault, with its soft attack of 20 and ground defense of 20. It plays well against other armor when it has to, and on the rare occasions when it can't quite keep up, the mode switch keeps it useful. It's very handy to have this fortress rolling around the battlefield. I also put a Field Repairs hero on it to keep the occasional dent from depleting my stockpile; this also takes some of the sting out of the slower movement, since sometimes it's more valuable not to attack and to repair instead of bombarding.
I haven't been able to bring myself to do this with the Char B2. 4 moves is too slow. 5 moves is a 1 move defecit compared to most of my armor, and careful play keeps a 5 move tank in the mix when blitzing. But 4 moves is 2 behind, and I find that's just too much. I have a Soviet AT-1 self propelled AT unit (move 4), and it's barely justifiable only because AT can provide supporting fire. If only SPAT benefited from Master of Blitzkrieg
I'm impressed by your combination of game settings, Kerensky. I don't think I'd have the patience to play that way. I think one of the strengths of the game is the way you can mix and match settings and general traits to create very different game. I look forward to reading more about how this goes.
Edit: out of curiosity, Kerensky, where are you allocating your three Zero Slot heroes? I would be tempted to bring three 15 strength 21cm Mrs 18s to every fight, but I'm a big fan of artillery.