This thread is for discussions on balance changes for the A&S mod.
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- Wargame Red Dragon Ash And Shadows
- Wargame Red Dragon Ash And Shadows 2 490
In this Wargame Red Dragon gameplay I'm doing a very low point tactical game. I'm focussing on South Korean infantry and they definitely do a lot of damage. Players group for the Wargame Mod 'Ash & Shadows' No information given. POPULAR DISCUSSIONS view all 88 Comments Chaos Sep 16, 2020 @ 4:19am Lovely mod. For Rune Factory 4 Special on the Nintendo Switch, Recipe List by PaladinRolan.
Balance change arguments can be made from;Armory/hidden file mechanic theory and number presentations
or
Performance analysis from replays
Both have their strengths and weaknesses. The Weakness of #2 is that results are dependent on player skill levels and tactics or
Wargame Red Dragon Wiki
in the case of single unit matchups, it represents of individual units in a vacuum and does not account for higher levels effects that may occur on a complex field. The weakness of #1 is unit statistics alone to not give a perfect account of the capabilities of a unit under all conditions.For example: The low autonomy of the Japanese heavy tanks. A problem for mobility on large maps, much less so for games on small maps.
So understand that 'balance' is an imperfect thing that varies with map size, available terrain, coalition composition and so on.
Generally, my preferred approach to issues of balance, ranked sequentially in preferred mechanism of change is;
1) Change cost
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2) Change vet levels3) Change availability
Wargame Red Dragon Ash And Shadows
4) Change individual stats
5) Change weapon loadouts
Wargame Red Dragon Ash And Shadows 2 490
And finally, some things are deliberately 'imbalanced'. Example: Poland and Czechoslovakia have, as a general rule, a rather inferior air-force. To balance this, polish and Czech planes tend to get both a cost and an availability/veteran buff to boost their competitiveness.
Ok. With all that said: Lets discuss units that are over or under-performing.