Steel Division 2

Steel Division 2

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Δ*Alpha. Jul 19, 2021 @ 5:53am
Bombardment not working?
Bombarded two Russian armies in army general co op, they could still reinforce the army I attacked afterwards?
Originally posted by Schtorsk:
Hello everyone,

Yes, this behavior is fully intended.

Previously, units close (the radius was weird and made things not predictable) to the defending unit would be forced to join the fight (no AP cost).

We've made it more flexible now. The defending units directly adjacent (including diagonally) to the attacked unit can join the fight for free in phase A, even if they were bombarded, because they're very close of the battleground. (this is still symbolized by the '0' phase instead of the usual A, B ,C).

You now have the choice to let them take part in the fight or to let them watch their ally get slaughtered. We do not prevent bombarded units from joining the fight because with enough planning, every single battle would be 5v1 during your turn then 1v5 during the AI's (or your opponent's) turn, thus making every fight a boring stomp.

As dasreboot mentionned, use the "Bombard" capacity on units that are more than one tile away from the attacked unit and you will actively prevent them from joining the fight.
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Showing 1-15 of 19 comments
OkiJay Jul 19, 2021 @ 9:17am 
Units very close to the attacked unit (1 tile iirc) will get drawn into the fighting bombarded or not, this is to show the scale of fighting since you can have up to 5 battalions now and fighting would take place over more than 1 tile
sandman2575 Jul 19, 2021 @ 10:36am 
Are we sure this isn't a bug?
Algarde Jul 19, 2021 @ 10:59am 
Originally posted by OkiJay:
Units very close to the attacked unit (1 tile iirc) will get drawn into the fighting bombarded or not, this is to show the scale of fighting since you can have up to 5 battalions now and fighting would take place over more than 1 tile

This doesn't makes sense. They must rethink tactical bombing or eliminate it at this point. As it is now it's unplayable
dasreboot Jul 19, 2021 @ 11:28am 
happened to me as well. then what good is bombardment? does it only work against farther away units?
Δ*Alpha. Jul 19, 2021 @ 12:25pm 
Originally posted by OkiJay:
Units very close to the attacked unit (1 tile iirc) will get drawn into the fighting bombarded or not, this is to show the scale of fighting since you can have up to 5 battalions now and fighting would take place over more than 1 tile

I can wrap my head around that, but are you 100% sure this is intended?
Δ*Alpha. Jul 19, 2021 @ 12:26pm 
Originally posted by Δ*Alpha.:
Originally posted by OkiJay:
Units very close to the attacked unit (1 tile iirc) will get drawn into the fighting bombarded or not, this is to show the scale of fighting since you can have up to 5 battalions now and fighting would take place over more than 1 tile

I can wrap my head around that, but are you 100% sure this is intended? Because I noticed the AI bombarding my units 1 tile away and trying to do the same thing to me.
sandman2575 Jul 19, 2021 @ 1:06pm 
Given how much got broken in AG with the last DLC, it would not surprise me at all if this is yet another bug.
OkiJay Jul 19, 2021 @ 1:28pm 
It is not a bug, look at the dev response on the forum post "In Army General what do units with a 0 or zero, (letter o maybe) mean when starting a tactical battle"

If a unit is close enough they can join the battle without loosing action points, unsure if this applies to bombarded units however, waiting for the AG patch myself
Δ*Alpha. Jul 20, 2021 @ 6:06am 
Interesting
The author of this thread has indicated that this post answers the original topic.
Schtorsk Jul 20, 2021 @ 7:16am 
Hello everyone,

Yes, this behavior is fully intended.

Previously, units close (the radius was weird and made things not predictable) to the defending unit would be forced to join the fight (no AP cost).

We've made it more flexible now. The defending units directly adjacent (including diagonally) to the attacked unit can join the fight for free in phase A, even if they were bombarded, because they're very close of the battleground. (this is still symbolized by the '0' phase instead of the usual A, B ,C).

You now have the choice to let them take part in the fight or to let them watch their ally get slaughtered. We do not prevent bombarded units from joining the fight because with enough planning, every single battle would be 5v1 during your turn then 1v5 during the AI's (or your opponent's) turn, thus making every fight a boring stomp.

As dasreboot mentionned, use the "Bombard" capacity on units that are more than one tile away from the attacked unit and you will actively prevent them from joining the fight.
Ramsay Jul 20, 2021 @ 7:23am 
Originally posted by Schtorsk:
Yes, this behavior is fully intended.

The defending units directly adjacent (including diagonally) to the attacked unit can join the fight for free in phase A, even if they were bombarded, because they're very close of the battleground. (this is still symbolized by the '0' phase instead of the usual A, B ,C).
Thanks for the detailed explanation.
Last edited by Ramsay; Jul 20, 2021 @ 7:24am
Lev Nov 7, 2021 @ 4:26am 
I really hate this change. I cannot attack even totally disorganised line of units because the AI always has more troops, thus always has countless units behind them. It is better to just keep defending every time. Boring sometimes
seashell Nov 7, 2021 @ 4:35am 
Originally posted by Lev:
I really hate this change. I cannot attack even totally disorganised line of units because the AI always has more troops, thus always has countless units behind them. It is better to just keep defending every time. Boring sometimes
you still can not defend as soviets if you want to capture the objective though
OkiJay Nov 7, 2021 @ 8:28am 
nice necro
sergejkorent Nov 7, 2021 @ 9:13am 
Originally posted by Schtorsk:
Hello everyone,

Yes, this behavior is fully intended.

Previously, units close (the radius was weird and made things not predictable) to the defending unit would be forced to join the fight (no AP cost).

We've made it more flexible now. The defending units directly adjacent (including diagonally) to the attacked unit can join the fight for free in phase A, even if they were bombarded, because they're very close of the battleground. (this is still symbolized by the '0' phase instead of the usual A, B ,C).

You now have the choice to let them take part in the fight or to let them watch their ally get slaughtered. We do not prevent bombarded units from joining the fight because with enough planning, every single battle would be 5v1 during your turn then 1v5 during the AI's (or your opponent's) turn, thus making every fight a boring stomp.

As dasreboot mentionned, use the "Bombard" capacity on units that are more than one tile away from the attacked unit and you will actively prevent them from joining the fight.

By the way, this is a really great idea.
Last edited by sergejkorent; Nov 7, 2021 @ 9:14am
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Date Posted: Jul 19, 2021 @ 5:53am
Posts: 19