Re: Bias
Posted: Mon Jan 01, 2018 3:13 pm
OldFocker:
Of course, while there are many naval transports available, you probably won't have the core slots to fill any of them until you suffer losses. I think the designer gave several extra so naval transport would still be an available option if some were lost during the initial landings. Then again, you can always use the cheat code to increase your number of core slots if you feel the scenario is unbalanced (or just want to play with more units).
I concur that transport availability could be made more clear. It is a good idea to get in the habit of hovering over the Embark/Disembark button during deployment to see the tooltip of what, and how many, types of transport are available during the scenario. That can often give hints as to possible strategies, e.g. several air transports might mean it would be a good idea to use paratroopers or naval transports might allow you to take short cuts or avoid a slow slog through bad terrain. The available transport don't appear unless already used but are available anywhere to a proper unit selected in an appropriate embarkation hex. Trains are much easier to forget and seem to only occasionally be helpful, such as getting units to the north in the Norway scenario. The problem is you can only embark/disembark in unoccupied cities and the tracks never seem to go where you'd like. However, they are occasionally useful to move units farther/faster than any other means. As with naval/air transports, the train isn't visible but shows up as an option to embark if you click on the embark/disembark button while you have a unit in a city selected. If the unit is in a port city with rail, you will get the choice of embarking of a train or naval transport. Also, remember that the number of available transports declines if any are destroyed.
Of course, while there are many naval transports available, you probably won't have the core slots to fill any of them until you suffer losses. I think the designer gave several extra so naval transport would still be an available option if some were lost during the initial landings. Then again, you can always use the cheat code to increase your number of core slots if you feel the scenario is unbalanced (or just want to play with more units).
I concur that transport availability could be made more clear. It is a good idea to get in the habit of hovering over the Embark/Disembark button during deployment to see the tooltip of what, and how many, types of transport are available during the scenario. That can often give hints as to possible strategies, e.g. several air transports might mean it would be a good idea to use paratroopers or naval transports might allow you to take short cuts or avoid a slow slog through bad terrain. The available transport don't appear unless already used but are available anywhere to a proper unit selected in an appropriate embarkation hex. Trains are much easier to forget and seem to only occasionally be helpful, such as getting units to the north in the Norway scenario. The problem is you can only embark/disembark in unoccupied cities and the tracks never seem to go where you'd like. However, they are occasionally useful to move units farther/faster than any other means. As with naval/air transports, the train isn't visible but shows up as an option to embark if you click on the embark/disembark button while you have a unit in a city selected. If the unit is in a port city with rail, you will get the choice of embarking of a train or naval transport. Also, remember that the number of available transports declines if any are destroyed.