Landing zones?

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RtG
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Landing zones?

Post by RtG »

Is there any way to restrict which hexes a unit can unload onto? I'd like to have defined beaches where an amphibious assault can take place and cliff hexes where it's impossible.

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Vic
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RE: Landing zones?

Post by Vic »

no at the moment you can unload on any hex. but i added it to the to-do list for the big v1.1
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RtG
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RE: Landing zones?

Post by RtG »

Thanks Vic.
PDiFolco
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RE: Landing zones?

Post by PDiFolco »

Good idea.
Even if we restrict landings to "non-cliff" I fear it's still be much to easy to invade anywhere, quite unrealistic (re CEaW that has the same problem, W.Allied invade Europe in '42 usually)...
I have had an idea : split the current "cargo" unit in 2 sorts
-Normal cargo (as is now) would be restricted to unload at controlled ports
-New "Amphib transport" units, much smaller, slower and costlier than cargoes, will be the only able to make amphib invasions.

Vic, would that be possible to do with 1.1 - ie load ability unit-dependent, not only terrain-dependant ?

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Twotribes
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RE: Landing zones?

Post by Twotribes »

ORIGINAL: PDiFolco

Good idea.
Even if we restrict landings to "non-cliff" I fear it's still be much to easy to invade anywhere, quite unrealistic (re CEaW that has the same problem, W.Allied invade Europe in '42 usually)...
I have had an idea : split the current "cargo" unit in 2 sorts
-Normal cargo (as is now) would be restricted to unload at controlled ports
-New "Amphib transport" units, much smaller, slower and costlier than cargoes, will be the only able to make amphib invasions.

Vic, would that be possible to do with 1.1 - ie load ability unit-dependent, not only terrain-dependant ?


Amphibious ships should be faster not slower then cargo vessels, they should have better defenses as well. True Amphibious ships designed and built for the purpose were more suited to such a role, they were faster, better armed and better equiped then converted passenger liners.
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