BBfanboy
Posts: 18046
Joined: 8/4/2010 From: Winnipeg, MB Status: offline
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quote:
ORIGINAL: HansBolter I'm starting to wonder just how necessary, in game terms, these HQs are. If I'm configuring my invasion TF with APAs, AKAs and beaching craft they are going to unload everything onto the atoll on the first turn regardless of the presence of an Amphib Force HQ. Maybe, if I had no choice but to use APs and AKs with no beaching craft, or even worse, the dreaded xAPs and xAKs, then maybe my unload rate would be so atrocious that the AF HQ would do some good. Has anyone ever attacked an atoll with ships incapable of unloading in one turn? Don't get me wrong, I'm still dutifully preparing, loading, transporting and not unloading my Amphib Force HQs, but I'm scratching my head wondering if it is just chrome. It isn't just the rate. I am sure there are fewer disablements and losses during unloading thanks to better control of traffic jams among landing craft. At least I think I read that was modeled in the effects of these HQs.
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No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
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