The Amphibious Question

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Hammer4000
Sergeant - 7.5 cm FK 16 nA
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The Amphibious Question

Post by Hammer4000 »

O.K we know that being the allies trying to pull off a D-Day can be quit hard(or any other landing for that matter), for example the German player can max garrisons or the like, at the edge of the continent,and the Allied player cannot land. Now my question is, IS there anyway to have an "attack landing" this way your not so restricted to where to invade, just because the other player maxes units to prevent such an endeavor.

My reason is because i have had many games where you can just "block" the allies from landing just by having units next to the areas. I think this is silly, but still is this possible??

At least by doing this you can simulate a "real beach-head" or the like,
rkr1958
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Re: The Amphibious Question

Post by rkr1958 »

Hammer4000 wrote:O.K we know that being the allies trying to pull off a D-Day can be quit hard(or any other landing for that matter), for example the German player can max garrisons or the like, at the edge of the continent,and the Allied player cannot land. Now my question is, IS there anyway to have an "attack landing" this way your not so restricted to where to invade, just because the other player maxes units to prevent such an endeavor.

My reason is because i have had many games where you can just "block" the allies from landing just by having units next to the areas. I think this is silly, but still is this possible??

At least by doing this you can simulate a "real beach-head" or the like,
It's the very first item in the Developer Notes and the first change we made from v1.07 to v2.00. You'll need to search through the change log too because we now limit when Mech and armor corps can invade. Units that can invade have a different symbol than units that can only transport.
I. Contested Amphibious Invasions

Transports carrying infantry, mechanized or armor corps can now attack occupied coastal hexes. These attacks consume one amphibious invasion point and if the attacked unit retreats the invasion transport can land its parent unit. The attack strength of the invasion transport is independent of its parent unit and is weaker than the attack strength of a normal infantry corps. This attack strength represents brigade size marines and airborne units that make up the first wave of a seaborne invasion. The parent unit represents the second, third and subsequent waves that come ashore over the remaining 19 days of the turn assuming that the initial wave was successful in securing the beach (i.e., destroying the enemy unit or forcing it to retreat). Note however if the transport takes damage during the invasion attack it is the parent unit that suffers this damage.

An invasion transport that successfully clears a hex advances into it the same way a ground unit would. It does NOT unload and if you click off the unit before advancing you cannot advance or unload that turn. Note that an invasion transport could clear a hex and choose not to advance leaving that hex open for another invasion transport to land and attack. This action would use two amphibious invasion points. One for the transport that attacked and the second for the second transport that landed in an enemy controlled hex.

For those into equations here they are for how technology impacts transports:

attack strength = attackVal + max(0,floor((techSurfaceShips + 1) / 2))
shock = shockVal + max(0,floor((techSurfaceShips + 3) / 4))
quality = qualityVal + max(0,floor(techSurfaceShips / 4))
flak = flakVal + max(0, techRadar - 4)

attackVal, shockVal, qualityVal and flakVal are the current values for these variables and are passed to the methods in which the above equations are added.

The coefficients of these functions are controlled through the general.txt file in order to be able to tweak these functions as necessary. The general form for equations (a-c) is: val + (A*techSurfaceShips + B) / C and for equation d is: val + (A*techRadar + B) / C. The coefficients A, B & C are set separately for each of the four areas in the general.txt file.
Hammer4000
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Post by Hammer4000 »

thanks 1958 atleast i have something to go on now
KingHunter3059
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Post by KingHunter3059 »

Hammer4000 wrote:thanks 1958 atleast i have something to go on now
In Fact, In one of my PBEM games, my opponent tried to do the GAR Blocking maneuver (As in the one used in 1.07) and I used the amphibious tactic described in the manual, and with landing Prep (Tactical Bombing, Shore Bombardment) I was able to get a good foothold in France.

J
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