Don Bowen
Posts: 8183
Joined: 7/13/2000 From: Georgetown, Texas, USA Status: offline
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quote:
ORIGINAL: Chad Harrison quote:
ORIGINAL: Don Bowen More realistic. And, for those players that are used to not properly preparing - more painful. Any additional detail you are willing to divulge would be greatly appreciated Don. Amphib operations are my favorite aspect of WitP, so needless to say I am over joyed with the more realistic changes in AE. Some questions: 1. Will there be a limit to how many ships can be unloading in an assault (ie. if its exceeded, the other ships unload nothing)? Or will there be an optimum number of ships that can unload (ie. if its exceeded, all ships can unload, just slower because of congestion)? Or will be 'same as it ever was'? For instance, in vanilla WitP I would have a TF of only AK's which would unload supply in my amphib operations. On a bigger battle, like taking Guam, at the end of day one I would have almost 100,000 supply from this TF onshore. Are the days of doing this over? The limit on amphibious unload is based on capabilities of the ships present. More amphibious ships, more unload capability. There is nothing to represent limited beach space for unloading - and the current structure does not give us any way to calculate such a limit. Excepting atolls and small islands, a 40-mile hex would tend to have plenty of unloading beaches in any event. quote:
2. Outside of the limit of troops on an island, will there be any limitation as to how many troops can be landed at the same time? Or will the island size, with its increased supply penalties, represent trying to cram too many troops into the D-Day waves? As above, the limitation is based purely on the capabilities of the ships doing the unloading. quote:
3. The combat reports in WitP for amphib casulties were quite confusing. All you got was '2,346 caulties'. So you were left to wonder how much of that was ops or enemy fire. Will AE shed any additional light in the combat reports regarding the landing troops? An example would be awesome Changed, improved, much more info. quote:
4. Same goes for pre invasion naval bombardments and coastal gun duels with ships in the invasion TF. I have obviously seen the screen shots, and read Andy's AAR, but can you shed any additional light on how this will work and how it will be presented in the game? For ships in an invasion TF, will we see something like 'DD Fletcher destroys coastal gun' or 'DD Fletcher suppresses coastal battery'? Also a lot of data. In fact, one of your “something likes” is almost spot on. quote:
5. Can we get any new details on mines? I know that there will be a limited number, but how limited? In my ongoing WitP PBEM game (March 1944), in any given invasion I am more concerned with mines that I am with the troops defending the island or any CD defences. Will Japan be able to build more if the need exists or will it be a set number, ie. 10/month? Mines are built like any other device. You start with however many the scenario designer chooses to put into the pool (plus), and you get however many the scenario designer chooses to specify as being built. (plus) minelayers in non-minelaying TFs will NOT be equipped with mines at scenario start, but all others will. So you actually start with some number greater than the pool. To address the question everyone is about to post: a minelayer in a non-minelaying TF is not given an initial load out of mines because it is assigned a mission that does not require mines and probably conflicts with carrying mines. Okinoshima, for instance, was acting as a troop transport.
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