Change amphibious invasions^ (Full Version)

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henri511 -> Change amphibious invasions^ (7/22/2006 9:12:44 PM)

Will the new game change the amphibious invasion rules? This drives me crazy, and I could never have understood how it works without the thread on GGWAW that I just found on the old forum. [&:]

Why have it so complicated (not to mention unrealistic)? Why not simply have transports carry the troops to the destination, then jump out and invade- with the required penalties to prevent unrealistic invasions? One penalty could be that the troop ships could not move adjacent to the invasion site and debark on the same turn, and they could not attack on the move they debark; that would give the defender the opportunity to blast the invaders before they could get off their ships, then to attack them again after they debark. So the attacker would need to have control of the air to invade, which is realistic, and they would be expected to take heavy casualties if invading a defended territory - which is also realistic.

In the present version of the game, you can load units on ships, but after that the ships can't move and the units can't do anything except get off - so what's the point? Did the troops drink all the gasoline? Why do you need 2 ships for each debarking unit while only one is required to carry them? [8|]

This single issue has probably caused more player grief than any other[:@], so please try to improve it. OK?[:)]

Henri




Joel Billings -> RE: Change amphibious invasions^ (7/22/2006 10:12:38 PM)

No, we haven't changed the basics of amphibious movement. We've added a few new rules to make it more realistic, but the basic system is the same. I realize that this system has caused many new players difficulty as it is different from the Axis & Allies basic system of loading a unit on a transport and moving the transport. However, we think once learned, our system of allowing players to use transports like rail lines at sea is better given the 3 month turns and is actually much easier to use as you can quickly move multiple units long distances. It's not a matter of improving the current system as it is really a paradigm shift in thinking from the traditional system. We have added a few new rules to make the system more realistic as noted in the AAR threads.

The good news is that once you've learned the system in WaW, you won't have to relearn it in AWD (other than those few small adjustments). We've added a tutorial specifcally to cover amphib and airborne landings, and I'll try to make sure that the rule stands out better in AWD's manual.




henri511 -> RE: Change amphibious invasions^ (7/23/2006 3:33:02 PM)

quote:

ORIGINAL: Joel Billings

We've added a tutorial specifcally to cover amphib and airborne landings, and I'll try to make sure that the rule stands out better in AWD's manual.


Well,that's better than nothing.[&o]

In the previous manual, although I am a veteran wargamer, I was unable to figure out how invasions worked until I read the thread on the subject. Players will generally not have to use invasions until after quite a while in the game (unless playing Japan), so it can be quite a jolt to spend two hours trying without success to carry out an invasion. Put the explanation in big red letters.[:D]

Yeah, I'll buy the new game anyway. [8D]Will it be on store shelves?

Henri




christian brown -> RE: Change amphibious invasions^ (8/7/2006 10:52:50 PM)

The Amphib rules are actually really intuitive and youŽll (get) it after one game.




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