Idea for new game modes

(My post from the thread on forums) I also love your 'ghost' mode the most! So Ill focus on that :) 1) Fuel count must also be hidden (To prevent it being obvious whats being played) 2) I feel like the SPG change (Read: * Artillery can fire into any square with a 1/4 chance of doing damage to any un-spotted unit) would shove SPG's out of this game mode, as they are balanced around being able to fire everyturn. 3) Without a bigger map, this game mode couldn't be properly implemented, as you would just shove a heavy tank into the middle and it'd suddenly become the same game :) 4) Defense units would become somewhat of an issue, perhaps when a Defense unit intercepts a shot, it is spotted for the opponents turn (Directly after yours) 5) The scouting abilities (Read: * For cards and squads that spot enemy units, a square is picked. If an enemy unit is on or adjacent to that square, the unit is spotted.) should be limited to only revealing a target if you correctly predicted the square, not the adjacent. I feel like it becomes a game of battleships if you give spotting enough of an advantage, if you keep it too a minimum, you can ensure it will only be used strategically. 6) Perhaps a message is displayed when a squad is played instead of a tank (Since with my changes you'd have no idea what their playing) something along the lines of 'Enemy HQ has received reinforcements'.

Thanks for putting the time into creating this, I'd recommend you stick to simple yet game changing effects, as it'd be too much of a gameshift if you were to implement something along the lines of your 'Attack and defend' mode. There simply isn't a large enough card pool to creatively make decks for modes with this many modifiers, so it'd result in one makeshift deck prevailing to unfair degrees most likely.

/r/wotgenerals Thread