Christolos
Posts: 953
Joined: 4/24/2014 From: Montreal, Canada Status: offline
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Hi gwgardner, It sounds like you are moving in to strike from too far a distance as to not leave enough action points to escape after attacking, if you don't want to stick around and face a counterattack. In other words, you need to gauge the optimal distance from which to move in for the attack (even sneaking up to it over multiple turns if needed), if you don't want to stick around. This basically amounts to hit and run tactics (there has been discussion of this on the forum), which at first glance, may seem inappropriate for a Strategic level game...so it is probably better to think of it as strategic redeployments over a period of time that does not necessarily have to correspond only to the actual time it would take to shell a ship. My take is that this is simply the level of abstraction needed to have a naval game at this scale. I know you have some ideas to model this differently, as do others on this forum, but I kind of like it the way is because it works for me as well as for other opponents I have been playing, and I find it a lot of fun. To really be effective, carriers should be upgraded to naval weaponry 2, have some level of advanced aircraft, and some level of long range aircraft. Does this help? Cheers, C
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“Excellence is never an accident. It is always the result of high intention, sincere effort, and intelligent execution; it represents the wise choice of many alternatives - choice, not chance, determines your destiny.” -Aristotle-
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