V 1.00.37 TF Damage (Full Version)

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soeren01 -> V 1.00.37 TF Damage (5/26/2015 2:28:54 PM)

I have the feeling that the amphiboius Task Forces take a much more Damage then before, if there is enemy Naval Interdiction present.
Did anyone made the same experience ?




Helpless -> RE: V 1.00.37 TF Damage (5/26/2015 4:34:16 PM)

All naval elements are more active now. Amphib HQ also produces quite significant influence on naval warfare, but should be under by proper AS coverage, which is also much more active in reduction of enemy's naval interdiction values and interception of enemy strikes.




marion61 -> RE: V 1.00.37 TF Damage (5/26/2015 8:59:02 PM)

With the present changes, if you invade so far that your outside of AS cover, your TF's will take damage from enemy naval, which makes sense. Before TF's hardly ever were damaged, but now they get some damage each turn depending on how heavy the naval interdiction is from your opponent.

I just did an invasion like that, and for two turns he got to hit my TF's without AS, till I could get the bases up and running. I had two TF's around 35-40 damage on them. Allies can't do lazy invasions anymore, you have to put all the elements together, and be in range of air cover to invade and hope to stay on or not lose too many men doing it.

And remember that if your in the campaign 43, you can pull ASW assets from England to the Med.




soeren01 -> RE: V 1.00.37 TF Damage (5/27/2015 7:11:37 AM)

I've got about 200 Fighters on AS and good sea control (allied 5, axis 1). I still get between 2 and 8 Damage to my TF that supports the temporary ports.
Just checking if I am doing something fataly wrong :)




Helpless -> RE: V 1.00.37 TF Damage (5/27/2015 8:52:39 AM)

2-8 damage is not that big (I've seen it is going to 20-30). 5-1 naval interdiction is what you get at the end of the round. It all depends what it was in between as AS and AmphiB HQ are reducing enemy values quite a bit. If Axis air naval activity was high they should suffer quite big losses too.




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