Mercenary Bases (Full Version)

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ghoward -> Mercenary Bases (5/14/2011 10:58:40 PM)

Two questions--
If you upgrade to Rifle II do your mercenary bases cease to produce (Mercenary IIs)?

When you capture a city, it comes to you damaged and cannot be repaired by your engineers. If it is a coastal city it appears that it does not function as a port until it has self-repaired. Is this correct? Other than building a new port as if you were invading an uninhabited coast, is there an offensive counter to this? How do you manage a Sea Lion or an Overlord if you can't have ports for 6 or 8 turns?





Josh -> RE: Mercenary Bases (5/15/2011 9:03:52 AM)


quote:

ORIGINAL: barerabbit

Two questions--
If you upgrade to Rifle II do your mercenary bases cease to produce (Mercenary IIs)?

When you capture a city, it comes to you damaged and cannot be repaired by your engineers. If it is a coastal city it appears that it does not function as a port until it has self-repaired. Is this correct? Other than building a new port as if you were invading an uninhabited coast, is there an offensive counter to this? How do you manage a Sea Lion or an Overlord if you can't have ports for 6 or 8 turns?




1) not sure about this one, but I've seen something similar in one of my previous games. I upgraded to Rifle II, maybe III, dunno anymore, and presto my mercenary bases stopped producing more troops. [:(]

2) Damaged coastal cities still work as a port, but same as with planes and cities, once you move that unit into that port/ city-airfield it will lose readiness to the same level as the destruction of the port/ airifield. So moving that unit into a town might be a pretty bad idea.
What I *always* do with an amphibious assault is send a engineer unit with the troops so they can build a port the next turn (or the turn after that). If that fails, or when not possible, I use transport planes to do aerial supply of the troops. That last method obviously needs a longer time of preparation and is much much more vulnerable.




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