sPzAbt653 -> RE: Balance analysis (7/6/2017 2:47:45 PM)
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Agree with the spirit of the suggestions as they relate to gameplay, but it gives me a few thoughts. 1. Drastically increase the cost and time it takes the Axis to research Amphibious Landings. To be fair, the Allies would have had the same restrictions. Torch was their first amphib op, and it was all they could do to deliver the equivalent of 5 inf and 1 arm div to the beaches, and at the cost of shipping elsewhere, and due mostly to the influx of US shipping once they entered. 2. No one can undertake landings before June or after September in Europe and May-December in Africa. The weather is too unpredictable. This would give both sides many worry free turns, so I might think it would be better if Storms would make it impossible to land. 4. You need to capture a port and not have it blockaded to have any supply. A German HQ occupying Dover would not provide any supply. 5. Create a new naval unit: Artificial harbour (Mulberry harbour). Available when Amphibious research is maxed out. It functions as a level 8 supply port. Can you think of HQ's as representing these logistics efforts, rather than creating a new unit and new rules ? Maybe, but it still seems that a port should be necessary. This also speaks to the fact that one HQ and/or one resource can supply an infinite number of units.
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