This chapter is written to give a quick overview how playing a random game in old Advanced Tactics differs from a new random game in Advanced Tactics Gold.
Battle stack rules are now in effect. This makes it harder to break through well defended enemy hexes. No longer the exploit to attack again and again.
Long battles now leave AP Penalties. Simulating the hold up
You never know for sure if aircraft will intercept or not.
Aircraft that are not intercepting but attacked on their airfield fight initial combat rounds with a disadvantage
Concentric bonus is not as high anymore as it used to be
First 2 combat rounds there are initial penalties for all attackers that are not armor.
Air, Navy, Motorized and mechanized troops use oil for movement and combat. Without the oil they fight at a disadvantage, especially in attack. Oil usage is lower in defense then in attack.
Surprise combat can no also occur on the high seas.
Defense has become the stronger form. This is a big change from AT Classic which definitely favored the attacker. But armored breakthrough and combined arms are still very much possible, especially in the right terrain and in dynamic front line conditions.
People not neutrals or your own will only have very limited production available for you. Most noticeably: no supply and subformation type production!
You need raw materials for everything except bare bones infantry. This means in practice that with limited raw resources on the map your army will be more of an infantry army then before.
You can now build factories. Keep in mind however that supply and infantry production are limited to friendly cities.
A PP cost is charged for declaring war.
You can now form alliances and share supply lines, territory, units and research to the degree you want.
You can now share a sea hex with units from a regime that you are not at war with.