Pants -> RE: A naval companion game? (4/14/2006 8:33:17 PM)
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GD - Thank you very much for your helpful reply! I will be looking at all of your suggestions as options. quote:
ORIGINAL: golden delicious Helicopters can't be placed on carriers in TOAW (not sure why) but if you can't put the harriers on, its because you're using the wrong ones. You need Sea Harriers. Unfortunately, Sea Harriers have different characteristics, and don't seem to reflect the AV-8A in USMC use. If I were inclined to use BioEd, I could certainly make the AV-8A "naval," though. quote:
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Another problem, which I'm sure many people have had, is with the restriction of one air unit per carrier. [...] I have stooped to putting five (!) carriers in the CVBG; [...] You can reduce the defence strength of the carriers using the BioEd if this is a problem. Very true. I guess maybe I'm a purist, but I'm not keen on requiring players to modify their game in order to play my scenario. [8|] Regardless, though, a fix for this in TOAW III would be pretty keen. quote:
Do these small vessels have much significance at TOAW scale? Wouldn't the USN wipe them out in fairly short order and for nil losses? Probably, but I wanted the US player to have to take the time to do it, or risk the consequences. There is always the possibility that some of the FACs might be able to make a run at the 'phibs. This is especially possible in TOAW: COW, where there is no "Sea Superiority" mission for naval vessels, so you can conceivably thread your way through the USN and attack your preferred target without interception (but with possible interdiction). quote:
Anyway, you can create smaller seagoing ship types using the BioEd, or else lay rivers underneath the relevant deep water hexes. This will allow riverine units to pass, with the added bonus of preventing small vessels wandering off into the Indian Ocean. That is a very interesting option! Thank you very much! [&o] quote:
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It certainly isn't realistic for me to be able to just land the 24th Mech on a beach, when they aren't trained for amphibious assault, You could deal with this using house rules. Only units of certain formations (perhaps a certain colour scheme) can land in most locations. Sadly, programmed opponents don't respect house rules. [:(] Also, I should be fair: I bet the 24th could land on a beach, and with some training and lots of support they could probably conduct a reasonable assault. The real problem I have is the equipment. Simply put, the US has limited sealift, and only a fraction of it is capable of conducting true amphibious assaults. None of this is modelled. Say my true amphibious force is limited to landing a brigade, but I can transport two more brigades using civilian bulk, break-bulk, container, LASH, and RO/RO vessels. Is it realistic for my ships to pick up the 7th MAB from Diego Garcia on Turn Two and land them in Oman, then on Turn Three pick up the 24th from Japan and land them in Qatar on Turn Five? This would involve my 'phibs being instantly transported from Oman to Japan between turns. Then, two turns later, all of my merchant vessels miraculously transform into true military 'phibs and land my force in Qatar! I will probably find some way to "average" this out, or I use the event engine to constrain how sealift is used, or I could set up house rules. However, as long as we are wishing for things for TOAW III... [;)] quote:
You coould use BioEd to add ship-based cruise missiles, and to expand the range of ship types available. I must confess I am entirely ignorant of the details of equipment programming, apart from the stats given in the equipment list. Is it possible to alter ship stats so they can accomplish a 1,000 km bombardment mission once and only once? That would be pretty helpful! Thanks for all your help, GD! Sincerely, Jon
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