Ott Sicks
Posts: 1
Joined: 2/7/2008 Status: offline
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Hey Stephan, Beach assaults will drag you out of the safe and cozy 2-1 ratios and 20-25 turn games. If the game is indeed set up as an Amphib assault the attacker will be given landing ships. Smaller landing craft will need to be purchased if you want to use them. The ships work fine as long as there is deep water up to the beach. If the water shallows, the big ships cannot navigate and your guys will have a long, wet dangerous walk. Also bear in mind that there is no way to transfer men and machines from ships to smaller craft unless the map has been specifically altered to do so with floating docks or islands- a bit cheesy, but it works. For points, don't make it too high. If the defender can thoroughly cover every inch of beach, the attacker doesn't stand much chance. Adding points for the attacker to purchase naval guns and aircraft can help to some degree. Just don't crowd the map. Force the defender to identify the attack and maneuver reserves rather than simply build an impenetrable hard crust. The size of the map should influence your point totals. Once you have determined a good 2-1 ratio, you will probably want to add a few points to each side for beach assault-specific units. If you want to use smaller craft, you will want to add about 15% IIRC to the attacker. You should also consider adding a few hundred points for aircraft and Naval guns. Give the defender say 5% for mines, wire and dragons teeth. Give him a couple hundred for bunkers and pill boxes. You won' have a true 2-1 ratio at the end, but hopefully a managable and fun battle. For turns, the game may be longer than usual. Take into account time needed to reach the beach and form up- UNDER FIRE. If alot of VHs are well inland the attacker may need added time for that as well. games of 35-40 turns are not out of the question. If you get stuck, just email me the map. I'd be happy to make recommendations! -06
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