gwgardner -> RE: Amphibious Invasion (6/21/2017 2:19:29 PM)
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Amphibious assault occurs much the same way as sea transport, with a few twists. 1) You need amphibious transport points rather than sea transport; 2) It costs varying numbers of amphibious points for moving differing types of units, example 1 for a division, 3 for a corps, 6 for a tank corps, and so on (don't quote me on the exact costs); 3) load the unit on the amphibious transport at a port, or next to a port (I think); 4) next turn you can move the amphibious transport to or towards the sea zone adjacent to the beaches to be assaulted; 5) next turn AFTER arriving at the assault sea zone, you can do the assault; 6) One of those undocumented F keys shows which coastal hexes can be targets for assault; 7) When you execute the assault it the game will clearly mark where you can assault from that sea zone. If you look back in the forums, I recently did a write-up on a test case for SeaLion. Also, rasputitsa did a writeup I think a few years ago, concerning house rules for an amphibious assault, incorporating realistic planning and logistics. If I were you, I would try out the amphibious assault system in a test scenario before doing it in a scenario you want to complete, just to get the mechanics down. If I recall correctly, players have complained about the overlord scenario, either they didn't understand the amphibious system or it had a CTD. Whenever you are willing and able, hit me up for a PBEM game.
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