Amphib invasion question(s)

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

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jjdenver
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 219
Joined: Fri Apr 03, 2009 8:16 pm

Amphib invasion question(s)

Post by jjdenver »

There is something in the GS 2.1 manual that doesn't seem clear to me.
"Amphibious range is now equal to 6 + surface ships tech instead of a fixed range of 10."

What does this mean? Does it mean that if a unit moves out of a port there is a limited range for invasion? i.e. if a unit sails from the U.S. it can't invade France?

Also after a successful Sealion in 41, Germans fighting in Iraq in Jan 42, and a strong Kriegsmarine - any suggestions about what the CW/US should be doing? The Brits are really hobbled by a -15 to max morale so are struggling to even hold on in Iraq. Should the U.S. go for Torch? Invade Portugal as a base? Reinforce Iraq? Hit the British Isles? Anyone experienced this? Perhaps some combination of these? Like step 1 hit Portugal and reinforce Iraq to attack back into Egypt then do Torch in 43?

Thanks
shawkhan
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
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Re: Amphib invasion question(s)

Post by shawkhan »

Well, after the Russians enter the war I believe British morale goes up another 10%.
As for your strategic options, that is what the game is for. Some or all are possible, it is up to you to execute.
Personally I would count on the Russians to reinforce Iraq after they enter the war and do Torch ASAP.
Someone else may very well see it differently.
jjdenver
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 219
Joined: Fri Apr 03, 2009 8:16 pm

Re: Amphib invasion question(s)

Post by jjdenver »

Thanks shawkan for the opinion. Do you have any idea about the answer to my rules question?
richardsd
Lieutenant Colonel - Fw 190A
Lieutenant Colonel - Fw 190A
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Re: Amphib invasion question(s)

Post by richardsd »

jjdenver wrote:Thanks shawkan for the opinion. Do you have any idea about the answer to my rules question?
amphibious range is for 'opposed' landings - i.e. attacking a land hex from a transport when the land hex is occupied

so you can do torch fine as long as you land in an unoccupied hex
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