HvS
Posts: 200
Joined: 2/16/2016 From: Germany Status: offline
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Dear Sugar, I understand micro landings are a problem. You might remember that I demonstrated this to you in one of our test matches for the WW2-AAR. In multiplayer games, usually these micro landings are forbidden by house rule.. at least in those matches I am taking part... as you know. When you say you expected that this problem is adjusted, may I ask how? There is a possible solution (see below), but maybe you have better idea. Dear shri, even garrison units will not help. You would need one in every coastal city and in every city close to the sea, and this would be a major amount of units. But an enemy landing unit could stil land on a normal land hex and then walk into the interior. So basically it would be necessary to occupy each coast hex, and this does not work. A complete overhaul of any game mechanism would be necessary. Dear eightroomofelixir, I would forbid these micro landings in MP by house rule. Dear Cfant, you are right.. but how? I have one idea, please see below. Dear Kardinalinfant, Costal defenses would not work unless you cover every coastal hex, and this is also ahistoric.. unfortunately. Garrison units will also not work.. see above. Mines would work if they cover every land hex, and this is also ahistoric. Solution 4 would work in this particular case, but it would not solve the problem in general. There is one possible solution: limit the range of amphib units to 2 or 3 hexes. Not per turn, in total. This should be easy to model.. the APs simply to not reset at the start of a turn. If its movement points are consumed and the unit has not landed, the unit will disappear at the end of the turn. This will limit the potential landing areas, and abuse is strictly limited. For WW2 games, there are Long Range Amphibs, so the landings in North Africa in 11/42 can be modeled.
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