' . . . although the two-stage battles against two full armies get impossible for me towards the end...'
Yes, this is the problem as I see it. I was able to complete all of level 3 before the update, and I never auto (autoed a battle where wounded ranged units went up an got directly in the face of unwounded melee units. Lost that one). What I am experiencing I that the Rogues are being caught against the fence of the back 40 by the defending long range units. They hardly ever get into the game. Worse: It took me 2 days to get a winning combination for 3.12 on Fel. When I tried the same combo on Dinegu, I lost (?!?). Finally figured out that I needed a
specific map configuration, with the Rifle and Artillery units in
specific positions for this to work. Then, I have to kill (note I said kill, not wound) the Rifle
first, and then the Artillery unit 2 hexes behind
then the Artillery unit to the southeast. And, no you can't kill in a different order, because the units moving will not reach the necessary targets. And, no you can't kill in a different sequence for units you can reach. Forget the Howitzer next to the Rifle. Ya gotta get the Artillery. Any deviation will result in a loss. Now, as an old-time wargamer (anyone recognize the name Avalon Hill?) and participating in FoE for 4 years, I am not foolish enough to state there is only 1 way to win a battle. But, given the same Table of Units, one would imagine the odds of success are pretty high, in spite of terrain features and kill sequences. Naturally, different terrain configurations can play a part, but to need specific conditions with specific movement sequences and specific locations and specific kill (not wound) sequences is, in my opinion just a little odd. It took 2 more days to figure 3.11 - 3.15, (and again, specific conditions only) and I never got 3.16. Again, there are many ways to win a battle (obvioulsy others have because I don't see a lot of posts on this subject). But it's beginning to look like this is another case of 'Level-up your Great Buildings'. Jeez, is that the only answer you can come up with? Remember, I did fine with the levels I have.
Certainly combined arms attacks would be nice, but again with Rogues, what the hell will these fools turn into? And
don't tell me whatever unit you've got the most of on board - that is simply not true, unless you run with only 1 type of unit. I further maintain that you simply cannot win a 2 wave battle w/o substantial Rogue participation unless the 2nd wave is less than full strength, the 2nd wave is of a lower era, or you have an incredible boost (see abkhoy67's post above). Since combined arms will limit the number of Rogues you can insert anyway, this becomes another part of the problem. Remember, you need Rogues for those 2 wave attacks, not 2 of X, 2 of Y, 2 of Z and oh yeah, what the hell - 2 Rogues.
I disagree w/Babyaga's implied assertion that auto battle is somehow a birthright bestowed on anyone who plays multiple worlds (I too play 14, and as I stated here twice and on other threads, I don't auto). I do agree that Rogues have been downgraded to a liability (bordering on somewhat useless as you still lose even with them in your Order of Battle) in 2 wave battles. Unfortunately, again my opinion, you need Rogues to move as before so that you can maneuver them into position to take advantage of their Roguishness. Further, this is not a bug-fix. This is an easy way out either through laziness (probably) or lack of programming skills at the development level (I hate to think about this, but . . ). If you had a Rogue/Rail-gun screw-up, that's a
programming error because it adversely effected only one part of the operation. Inno has again taken the quick way out. "We can't/won't
fix the problem, so we'll just nerf ______ ." (← fill in name of building/combat unit/how points are awarded/etc., etc.). And that is truly the tragi-comedy of this whole 'fix'. Presumably, the combat units are assigned the various values (combat/defense/movement/bonuses) for a reason. But, if there is a problem - Hey, just ignore all values and the rules that govern them. With Rogues, we now ignore totally their movement factor, which allowed them a certain hierarchy in the movement of units. Just ignore it. This is a fix?? No, but the Dev's continue to be a joke. Unfortunately, we have not the luxury of ignoring them.
And finally, gotta vehemently disagree with Test's assertion that a smart AI will not attack Rogues first. Under this new movement system, AI can really screw up an attack by nailing the Rogues to the back wall with long-rang weapons first.
. . . mk