Monsoon Effects

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artuitus_slith
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RE: Monsoon Effects

Post by artuitus_slith »

The North Koreans invaded South Korea during the monsoon season in 1950, for historical perspective. The attack was accompanied by armor, in fact armor was often the deciding factor in the early battles. Monsoon does slow units, but doesn't prevent them from moving. Air power on the other hand, is severely hampered.

If the North Koreans could accomplish what they did with limited logistics, I see no reason why a dedicated allied (especially allied) effort couldn't succeed.
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Canoerebel
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RE: Monsoon Effects

Post by Canoerebel »

Well, comparing Korea to Burma is about like comparing Massachusetts to the Okefenokee Swamp.
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obvert
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RE: Monsoon Effects

Post by obvert »

ORIGINAL: gmoney

The North Koreans invaded South Korea during the monsoon season in 1950, for historical perspective. The attack was accompanied by armor, in fact armor was often the deciding factor in the early battles. Monsoon does slow units, but doesn't prevent them from moving. Air power on the other hand, is severely hampered.

If the North Koreans could accomplish what they did with limited logistics, I see no reason why a dedicated allied (especially allied) effort couldn't succeed.

Burma is jungle. The two areas are not even close to equivalent.



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LargeSlowTarget
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RE: Monsoon Effects

Post by LargeSlowTarget »

ORIGINAL: ny59giants

Almost all the hexes in northern Burma 'may' need to dot bases with AFs at 0(0) to slow down operations.

My approach in my personal mod. I dot-based the heck out of Burma/India (and China) and set supply caps. This includes dot-bases along the roads and railways - the RR to Ledo for example had a peacetime capacity of 600/day - so expect enourmous engineering efforts to raise the supply caps (additional RR Eng units provided). The "right" amount of supply cap is open to debate and testing, of course.
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John 3rd
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RE: Monsoon Effects

Post by John 3rd »

Can the dot bases have CAPs set in a Mod like RA? I know we could simply reduce the size of the start to--say 0/0 but that doesn't seem right.
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JocMeister
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RE: Monsoon Effects

Post by JocMeister »

If the Americans had wanted to invade through the jungles of Burma I´m pretty sure they would have found a way. Besides I don´t understand the fuzz about Burma being "unhistorical" while the same players are quite happy with the REALLY borked China.

As an Allied player I would never agree to anything limiting in Burma as long as China is a Japanese freebie.
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LargeSlowTarget
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RE: Monsoon Effects

Post by LargeSlowTarget »

Dot bases can have a supply cap if the fortress level is set to 1. In a 0/0/0 dot without airbase, port or fortress level the cap levels defaults to 1000, regardless of what is set in the editor. And adding a bit more defensive value to jungle hexes is a positive side effect IMO.
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John 3rd
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RE: Monsoon Effects

Post by John 3rd »

ORIGINAL: JocMeister

If the Americans had wanted to invade through the jungles of Burma I´m pretty sure they would have found a way. Besides I don´t understand the fuzz about Burma being "unhistorical" while the same players are quite happy with the REALLY borked China.

As an Allied player I would never agree to anything limiting in Burma as long as China is a Japanese freebie.

Man I concur with that thinking. This is why we REALLY raised the garrison requirements for both sides in China. Goal was to slow things down...
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pontiouspilot
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RE: Monsoon Effects

Post by pontiouspilot »

As a relative newbie my 2 bits worth is that factoring in weather /terrain should be the easiest thing to alter. I would prfer that it be addressed in a patch than through HRs. To talk of weather as an issue of game balance is comparing apples to oranges...there are other ways to address game imbalance. Weather and terain should everyboy's problem. In my AI games I do not believe that weather/terrain is adequately factored in, not only in India/Burma but in a number of areas. Some of the effects may be amelioated by Eng/Seebees.

Oh, as an aside, although marginally relevant....next beta why not complete the Alaska Highway.
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Icedawg
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RE: EXTREME Rules

Post by Icedawg »

ORIGINAL: JocMeister

Both me and my opponent have something like a 500.000 man army in Burma. Plausible, nah. But not much is in this game.

Then what would be the point in playing for historical types like myself? I play games like this because I am interested in military history. If I wanted fictitious stuff, I'd play Advanced Tactics or one of the sci-fi games like Distant Worlds or Pandora.

I actually find the game to be quite good at depicting history while adding room for the player to pursue alternate strategies. The supply situation in Burma, the complete knowledge of the opponent's OOB and starting locations, and the inability to perform mass fighter sweeps (100+ aircraft) are the three big downsides of the game for me. Other than those points, it is thoroughly excellent.
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Bullwinkle58
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RE: Monsoon Effects

Post by Bullwinkle58 »

ORIGINAL: pontiouspilot

Oh, as an aside, although marginally relevant....next beta why not complete the Alaska Highway.

As a newer player you might not be familiar with some of the mechanical things inherent in the game design. AE is built on a very old platform. The map graphics are fixed files, I believe bit maps. They don't evolve as the game goes on. Overlaid on each hex is data from the pwhex file, which can be edited before playing a scenario, but which is only partly dynamic in the course of a game. So, you can build up an air field, say, but you can't change the terrain type. You can't build new roads or railroads. Can't dredge rivers to allow passage of heavy ships. Can't expand the size of mines, etc.

There have been attempts in mods to allow both players to swap in new map plats and new pwhex files in mid-game to allow the Alcan, the various POW-labor railways, and the like, but they have never been widely used. The hassle in swapping is not trivial, and the effect on the game is minimal at best. If you need supply in Alaska the Allies have thousands of xAKs to easily haul it there.
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