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RE: Naval units - 9/15/2009 5:32:46 AM   
AH4Ever


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Joined: 7/29/2009
From: NU JOYZ
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quote:

ORIGINAL: Michael the Pole

quote:

ORIGINAL: AH4Ever

                3) A port is a port is a port. That said Air Recon of ports to locate ships to bomb would be nice.


You might try telling that to the Allies in Normandy. The ENTIRE history of Overlord was predicated on finding a port that was
a)large enough, and
b)intact enough to provide supply to the forces they were pouring into France. The absolute strategic reasoning behind giving priority to Montgomery's drive into Belgium was because the only available port in North-West Europe that was large enough was Antwerp.
The Allikes were being strangled by having to depend on the French channel ports and because the west coast ports were either still in German hands or had been leveled to the beach by German demolition.



3) We desperately need to do something about ship repair. Ships should be limited to which ports can repair them, and it should take time! Id suggest that no ship can repair in a port smaller than 5, say, ahd a capital ship should require a 9 or 10. It should take longer to repair a ship in a smaller port. And it should take months to repair major damage. The image of Tripitz, stuck like a grounded whale in Trondhiem Fjord comes to mind.


So sorry, my comment was a bit sarcastic but I was only considering your above suggestion.

It seems to me in a game of this scale only major ports are represented and if you control them you should be able to utilize them.

As for supply capacity of a port, could it not be dealt with in the convoy results if it isn't already.

Once again - "I want to play a good realistic game but I don't want to have to button their tunics."

_____________________________

JJMC

The next best thing to being clever is being able to quote someone who is.

You weren't there Thursday... You MISSED it!

(in reply to Michael the Pole)
Post #: 31
RE: Naval units - 9/15/2009 10:23:13 AM   
Michael the Pole


Posts: 680
Joined: 10/30/2004
From: Houston, Texas
Status: offline
quote:

ORIGINAL: AH4Ever

So sorry, my comment was a bit sarcastic but I was only considering your above suggestion.

It seems to me in a game of this scale only major ports are represented and if you control them you should be able to utilize them.

As for supply capacity of a port, could it not be dealt with in the convoy results if it isn't already.

Once again - "I want to play a good realistic game but I don't want to have to button their tunics."

Personally, I LOVE sarcasm -- as has been said elsewhere around here, this is Liberty Hall, please don't feel it necessary to apologize for zealous defense of a position! I've been known for zeal myself, occasionally.

You must have missed the posts (above) where it was conceded that limiting ports to just 4 sizes would be superior to my original suggestion of 10.

While the game scale does tend to confuse people, in this case we have several ports on the map that are essentially just an old fishing pier -- and if it came right down to it, some of them I'd hesitate to go fishing from!

And by putting port sizes on the map, you could damage the port via bombardment or ground attack or concievably by demolition.

I don't want to get overly detailed, either, but I find myself repeating about once every two weeks Omar Bradley's comment that "amatuers study strategy, professionals study logistics."

< Message edited by Michael the Pole -- 9/15/2009 10:27:07 AM >


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(in reply to AH4Ever)
Post #: 32
RE: Naval units - 9/17/2009 6:12:55 AM   
AH4Ever


Posts: 628
Joined: 7/29/2009
From: NU JOYZ
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quote:

ORIGINAL: Michael the Pole

"amateurs study strategy, professionals study logistics." Gen. Omar Bradley


Then someone who studies and tries to understand both. Are they amateur professionals or professional amateurs?

Now back to Mr. & Mrs America and All Ships at Sea:

I personally lost sight of the fact that these are not individual units. When we discuss repair, are we fixing the capital ship or it's invisible escort? I had a moment of clarity when I said to myself that initial state of Germany's Navy is most likely not damaged ships but their lack of escort class vessels.

Following this line of though, if we choose to beef up the Fleet before they set sail. Are we not just building more Destroyers or Subs? Therefore we would have to limit repair/replacement to ports with Shipyards.

Pardon me but I'm about to open another can of worms. Since naval units are patrols why not allow unit consolidation. I doubt the developers what to go down that road.

Lastly, I don't like that we have to park our fleets at sea for a week to give the opposition a chance to sink us. It is too unrealistic, It completely denies the existence of the Kiel Canal. How about there be a possibility of taking hits as you pass through zones?

If you have read this far, I thank you and I promise this will be my last post to this thread.







_____________________________

JJMC

The next best thing to being clever is being able to quote someone who is.

You weren't there Thursday... You MISSED it!

(in reply to Michael the Pole)
Post #: 33
RE: Naval units - 9/20/2009 1:46:13 AM   
H. Hoth

 

Posts: 45
Joined: 9/11/2009
Status: offline

quote:

ORIGINAL: Michael the Pole

quote:

ORIGINAL: AH4Ever

So sorry, my comment was a bit sarcastic but I was only considering your above suggestion.

It seems to me in a game of this scale only major ports are represented and if you control them you should be able to utilize them.

As for supply capacity of a port, could it not be dealt with in the convoy results if it isn't already.

Once again - "I want to play a good realistic game but I don't want to have to button their tunics."

Personally, I LOVE sarcasm -- as has been said elsewhere around here, this is Liberty Hall, please don't feel it necessary to apologize for zealous defense of a position! I've been known for zeal myself, occasionally.

You must have missed the posts (above) where it was conceded that limiting ports to just 4 sizes would be superior to my original suggestion of 10.

While the game scale does tend to confuse people, in this case we have several ports on the map that are essentially just an old fishing pier -- and if it came right down to it, some of them I'd hesitate to go fishing from!

And by putting port sizes on the map, you could damage the port via bombardment or ground attack or concievably by demolition.

I don't want to get overly detailed, either, but I find myself repeating about once every two weeks Omar Bradley's comment that "amatuers study strategy, professionals study logistics."

Liberty hall, you sir are a hypocrite.


_____________________________

"in the absence of orders, go find something and kill it"
Generaloberst E. Rommel

(in reply to Michael the Pole)
Post #: 34
RE: Naval units - 9/20/2009 2:10:38 AM   
H. Hoth

 

Posts: 45
Joined: 9/11/2009
Status: offline

quote:

ORIGINAL: Michael the Pole

quote:

ORIGINAL: AH4Ever

                3) A port is a port is a port. That said Air Recon of ports to locate ships to bomb would be nice.


You might try telling that to the Allies in Normandy. The ENTIRE history of Overlord was predicated on finding a port that was
a)large enough, and
b)intact enough to provide supply to the forces they were pouring into France. The absolute strategic reasoning behind giving priority to Montgomery's drive into Belgium was because the only available port in North-West Europe that was large enough was Antwerp.
The Allikes were being strangled by having to depend on the French channel ports and because the west coast ports were either still in German hands or had been leveled to the beach by German demolition.

Nope, read some books......to attack France where Germany didn't expect them to attack......Allikes, must be a Polish word.....also it was all about the tides.....Since you are so smart did you ever hear of the word "Mulberry".


_____________________________

"in the absence of orders, go find something and kill it"
Generaloberst E. Rommel

(in reply to Michael the Pole)
Post #: 35
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