Ports and Sealion

PC : Turn based WW2 goodness in the mold of Panzer General. This promises to be a true classic!

Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design

Post Reply
vakarr
Captain - Heavy Cruiser
Captain - Heavy Cruiser
Posts: 905
Joined: Sat Mar 04, 2006 6:57 am
Contact:

Ports and Sealion

Post by vakarr »

So I just started the Sealion stage of the Wehrmacht campaign, great fun! It would be more fun and realistic if the Germans had at least one railway gun firing across the Channel. One thing that is strange though is that there seems to be no benefit to capturing a port (except for the prestige points or being able to get on a railway if an objective hex and railway is available). Would be nice if units landing at a port could move away from it that turn or something like that. It should be easier to unload in a port somehow, as that's why they were so important (though most of the supplies in France in 1944 were landed across the beaches).
huckc
Master Sergeant - U-boat
Master Sergeant - U-boat
Posts: 533
Joined: Mon Apr 24, 2017 1:38 pm
Location: USA

Re: Ports and Sealion

Post by huckc »

A few more ideas to make ports more desirable over beach landings...

1) Add suppression to beach landings like with paratroopers (it would make surrendering those units way too easy and frequent however)
2) Add a point of damage to beach landings due to inevitable losses in the process
3) Disallowing disembarking in rainy weather (a bit extreme)
4) Add the possibility of random hex displacement along the coast similar to paratrooper landings

That all being said I think there already is a major disadvantage to beach landings over ports due to them being un-entrenched with their backs to the sea. With ports you get 2 or 3 entrenchment to defend against counter-attacks.
Post Reply

Return to “Panzer Corps”