This thread is for discussions on balance changes for the A&S mod.
Balance change arguments can be made from;
Israel used to be quite a potent deck in vanilla Wargame. Let's see if that's still true. Ash & Shadows mod here: https://forums.eugensystems.com/viewtopic.p. Wargame: Ash and Shadows Ash and Shadows is a mod featuring an increased prevalence of stealth units (according to the W:RD gameplay trailer, its pronounced 'Steeelth'), adjusted unit balance, changes to radar AA and SEAD and a time-frame moved forward to 2015.
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 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 levels
3) Change availability
4) Change individual stats
5) Change weapon loadouts
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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.