Example of how new Amphibious landings will work

PSP/DS/PC/MAC : WWII turn based grand strategy game

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afk_nero
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 204
Joined: Sat Dec 15, 2007 3:28 pm

Post by afk_nero »

With regards to pulling troops back after landing.

Dunkirk was a unique situation - there was a port there but extra troops where only able to be pulled off the beaches because of the little ships/boats that where able to come ashore.(this also mobilised significant civilian resources).

Without a port it would be exceptionally difficult to pull significant troops out - even where beaches that made this possible and LST's in significant numbers.

I am happy the way things are - it's not perfect - without a port 9 times out of 10 if the invading force gets trapped without port access then they should be in trouble. The game should cater for the rule rather than the exception.

(please also remember more troops where pulled from the docks at Dunkirk then from the beaches, even so this was an exceptional feat - not easily reproduced).
StevenCarleton
Senior Corporal - Ju 87G
Senior Corporal - Ju 87G
Posts: 79
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Location: Royal Oak, MI, USA

Post by StevenCarleton »

Okay, fair enough.
A more practical case is how to get ground units off an island with no port?
harrybanana
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 31
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Post by harrybanana »

Stauffenberg wrote:I just wanted to tell you all that there are several limitation in the game engine. E. g. one unit per hex and how units move. So we can't do everything we like. E. g. it's a basic functionality deep in the game engine that units in a hex stop movement if it's not possible to move around. Only air units can avoid that because they move directly to the target hex. If we do this with naval units then hidden subs can't intercept them and you don't see the movement path of the naval units.

Since ground and naval units have to move from hex to hex it means that they need a path of empty hexes or friendly hexes to reach their destination hexes. If a sub can block naval movements it's the same as surface ships can block the same movement. The difference is that with the surface ships you can instead attack the blocking units. With subs you will have them dive before you inflict any casualties. It's similar to the naval units arriving a bit too late to actually harm the subs. But you initiated a search for the subs and thus stopped moving on.

I think we can find many situations where the GS game engine doesn't simulate the real war accurately. A game can never do that. What's important is that the game is playable and fun. Trying to fix what you describe can introduce a lot of undesired situations and I don't see this as a big problem. There aren't many chokepoints on the map. A sub can always be attacked the turn after if they decide to remain in the hex to block further movement.
Thank you for your insight. I may disagree with you, but if it can't be fixed (assuming it is even broken in the first place) then there is no use my going on about it.
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