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Amphib placement when embarking
Posted: Sat Dec 10, 2022 2:05 pm
by Edprem
My amphibious unit always embark to a hex which is disadvantageous to me. Then it gets killed. Not only did I lose the unit, but the 50-70 MPP for embarking them.
PLEASE PLEASE PLEASE DEVs.... let me chose which hex they embark if I have multiple choices.
Thanks
Re: Amphib placement when embarking
Posted: Sat Dec 10, 2022 2:36 pm
by Nginear
I'll second the motion.
All in favor?
Re: Amphib placement when embarking
Posted: Sat Dec 10, 2022 4:12 pm
by Bo Rearguard
Nginear wrote: ↑Sat Dec 10, 2022 2:36 pm
I'll second the motion.
All in favor?

Re: Amphib placement when embarking
Posted: Sat Dec 10, 2022 5:16 pm
by Bavre
I'm for the current system, because in my last game my opponents amphib was placed in a lake
Ok seriously: supported
Re: Amphib placement when embarking
Posted: Sun Dec 11, 2022 4:32 am
by OldCrowBalthazor
Edprem wrote: ↑Sat Dec 10, 2022 2:05 pm
My amphibious unit always embark to a hex which is disadvantageous to me. Then it gets killed. Not only did I lose the unit, but the 50-70 MPP for embarking them.
PLEASE PLEASE PLEASE DEVs.... let me chose which hex they embark if I have multiple choices.
Thanks
This was our game and I agree big time though in this case it probably wouldn't of saved your SF if it was placed on the Pacific side in this example. I thought about being a sportsman and let it go but rationalized that it would be dead anyway if it vacated the Darien peninsula as you wanted. Still this stuff has happened to me big time in WaW quite a few times with near misses or wrong intended orientation. Same for SC-WW1 where I had a disaster off Istanbul with a Ottoman marine...but thats a different story.
Note the Colonel has a Japanese SF in Panama City also as I have been bombing and bombarding the snot out of it for awhile and could see everything in the area by passive spotting...so any AVL launching was dead meat here anyways in this case.
Spoiler this is our YT match and won't air till next month...
I understand the Colonels frustration though here as there might of been a slight chance of the AVL getting away.
Big yes...this needs to get fixed.
Re: Amphib placement when embarking
Posted: Sun Dec 11, 2022 7:12 am
by EarlyDoors
The problem appears to be more acute for Special Forces rather than regular units. SF never embark in vacant ports.
Re: Amphib placement when embarking
Posted: Sun Dec 11, 2022 7:57 am
by CaesarAug
I have been giving some thought to passive spotting lately… what if passive spotting were reduced to 1 hex for virtually all air, land, and naval units (with some exceptions)?
The AVL unit in this photo, for example, theoretically would not be within a 1-hex passive spotting range, right? So it is not detected by the enemy fleet nearby, unless a naval unit were to move to an adjacent hex, or if a carrier were to do an air recon mission and “spot” the AVL.
It would especially make the seas “larger”, as it were, whereby carriers, for instance, would have to perform air recon missions for spotting beyond one hex.
It makes for a much more challenging game, certainly, and more suited for two human players. My concern is how this would affect the AI.
Re: Amphib placement when embarking
Posted: Sun Dec 11, 2022 9:34 am
by OldCrowBalthazor
CaesarAug wrote: ↑Sun Dec 11, 2022 7:57 am
I have been giving some thought to passive spotting lately… what if passive spotting were reduced to 1 hex for virtually all air, land, and naval units (with some exceptions)?
The AVL unit in this photo, for example, theoretically would not be within a 1-hex passive spotting range, right? So it is not detected by the enemy fleet nearby, unless a naval unit were to move to an adjacent hex, or if a carrier were to do an air recon mission and “spot” the AVL.
It would especially make the seas “larger”, as it were, whereby carriers, for instance, would have to perform air recon missions for spotting beyond one hex.
It makes for a much more challenging game, certainly, and more suited for two human players. My concern is how this would affect the AI.
I personally like the passive spotting mechanism as it stands now with air assets whether carrier or land based.
There always is a standard envelope of patrols around land based or sea based. Each turn is about a month so I would say a 360° radius of coverage out to the ranges available now presented with the game is realistic.
Anyways...that's off tangent a bit. The area shown in the image has been under constant air scrutiny (non-passive) even over the Pacific south-west of the Canal as Japanese subs (and possibly German out of Peru) have been a plague recently.
Interestingly...Colombia was neutral the turn before. It went Allied just prior to the Colonel's turn.
I wonder if that AVL wouldn't have the option earlier to go into the Caribbean when Colombia was neutral.
Check out the border between Panama and Colombia...and the Darien peninsula hex this Japanese SF was dug in.
Note been to Panama and that neck of land on the border of Colombia is one of the most hardcore pieces of real estate on the planet.

Re: Amphib placement when embarking
Posted: Sun Dec 11, 2022 10:20 am
by CaesarAug
I understand your point. Still, thinking about modding the possibilities of passive spotting is intriguing. One I suppose could maintain “normal” passive spotting values for the computer AI and reduce them to 1 hex for a human player. In other words, instead of giving the computer player a spotting bonus, nerf the spotting for the human player.
And as some sort of “compensation” for the AVL issue at hand—until such time it is “fixed” by a future patch—maybe giving TRNS, AV, and AVL some defensive naval evasion values (upgrade researchable with Amphibious Warfare) so that they aren’t excessively easy prey for embarking on a “wrong” hex.
Re: Amphib placement when embarking
Posted: Sun Dec 11, 2022 10:27 pm
by Hubert Cater
EarlyDoors wrote: ↑Sun Dec 11, 2022 7:12 am
The problem appears to be more acute for Special Forces rather than regular units. SF never embark in vacant ports.
There was indeed an issue here specific to SF units that has been corrected for the next update.
Re: Amphib placement when embarking
Posted: Mon Dec 19, 2022 12:51 am
by Argothair
OK, but it's not just that Special Forces should have a random chance of using a nearby port -- it's that whenever I have any unit board an amphibious transport and there are multiple valid options for what hex it could enter, I should get to choose my preferred hex. We're not using medieval triremes that get blown around by winds and currents; they're motorboats. The US Navy never had any problems with sailors accidentally departing east toward Alameda instead of west toward Manila.
Re: Amphib placement when embarking
Posted: Mon Dec 19, 2022 3:53 am
by Tanaka
Argothair wrote: ↑Mon Dec 19, 2022 12:51 am
OK, but it's not just that Special Forces should have a random chance of using a nearby port -- it's that whenever I have any unit board an amphibious transport and there are multiple valid options for what hex it could enter, I should get to choose my preferred hex. We're not using medieval triremes that get blown around by winds and currents; they're motorboats. The US Navy never had any problems with sailors accidentally departing east toward Alameda instead of west toward Manila.
The Devs have said it is on their list to fix so that is hopeful. Having the transports getting placed outside a port, towards the enemy direction or side, or into a lake or ice or wrong side of a strait among other things is quite annoying haha.
https://www.matrixgames.com/forums/view ... e0f71a0a6a
Re: Amphib placement when embarking
Posted: Mon Dec 19, 2022 7:31 am
by OldCrowBalthazor
Argothair wrote: ↑Mon Dec 19, 2022 12:51 am
The US Navy never had any problems with sailors accidentally departing east toward Alameda instead of west toward Manila.
Oh I am sure there's been sailors that were three sheets to the wind after an all night bar crawl in Oakland that crawled onto the wrong ship.

Re: Amphib placement when embarking
Posted: Mon Dec 19, 2022 11:35 am
by Nginear
The whole process should work exactly like Operate does, when selected green hexes appear for all valid choices, with the option to right click and cancel.
Re: Amphib placement when embarking
Posted: Mon Dec 19, 2022 6:53 pm
by Argothair
Nginear wrote: ↑Mon Dec 19, 2022 11:35 am
The whole process should work exactly like Operate does, when selected green hexes appear for all valid choices, with the option to right click and cancel.
Yes, precisely! Very well put.

Re: Amphib placement when embarking
Posted: Mon Dec 19, 2022 6:55 pm
by Argothair
OldCrowBalthazor wrote: ↑Mon Dec 19, 2022 7:31 am
Argothair wrote: ↑Mon Dec 19, 2022 12:51 am
The US Navy never had any problems with sailors accidentally departing east toward Alameda instead of west toward Manila.
Oh I am sure there's been sailors that were three sheets to the wind after an all night bar crawl in Oakland that crawled onto the wrong ship.
I walked right into that one...

Re: Amphib placement when embarking
Posted: Sat Jan 28, 2023 11:57 am
by HarrySmith
In a current game I am playing as axis. I loaded some Japanese SF units in two Japanese held islands with the port attached to town/city and the units instead of appearing in the empty port popped up in the opposite side of the island further away from where I wanted units to go. This cost me an addition to use these units. Yes please rectify and preferably you should be able to pick location as that would be realistic.
Re: Amphib placement when embarking
Posted: Sat Jan 28, 2023 8:50 pm
by OldCrowBalthazor
Here's a link to a YT episode of this problem my opponent Colonel Prem (GamingWithTheColonel) had with random amphibious placement:
https://www.youtube.com/watch?v=mC6DWI3CU5E