Help with Amphibious Rules Please

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RKhan
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Help with Amphibious Rules Please

Post by RKhan »

Hi,

I'm playing my first game (Soviets vs Axis AI on Challenging) in order to learn the rules.

I could use some help clarifying how to make an amphibious assualt work. The rules say I need to stack with an amphibous HQ. Some observations:

1. I can only fnd one, in Stevastapol, and can't seem to create any new ones nor move that one.
2. There are already two other counters in Stevastapol so I can't really stack anything there anyway unless I disband my forts.
3. I can't seem to get anything to attach to that HQ, so I assume at least one of the units I stack in the hex should be another HQ to ensure my units don't land with disadvantage. If this is right, I'm not sure why its called an HQ.
4. Which means you can't really ever launch more than 1 or 2 units anyway...

So, it seems nigh impossible to launch anything, which may be as intended, though the Soviets did conduct some extensive amphibious operations in the war (not nearly on the scale of the west, of course)

Please tell me what I misunderstand here, thank you. I'd like to get up to speed enough to play some humans - even though I understand these rules are usually not allowed in those games.

RKhan
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MarkShot
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Re: Help with Amphibious Rules Please

Post by MarkShot »

To summarize as I have not tried in this game. Landing and para-drops are not a big thing in this game. If anything, they are more legacy of the last.

So, you stack with an amphibious HQ.

You designate a target for the HQ; and units must be light; no tanks.

You wait necessary turns for the prep points (not the same as CPP values) to cross a threshold. I think maybe 50.

At which point, you can order the landing.

You execute during the move phase. The stack will move off shore of the invasion beach.

The next turn during the OPFOR's logistic phase, they will land and attack. (Some special unit may spread to vacant neighboring heads. In the last game, I think it was US Ranger. If they lose the battle, they are destroyed.)

Matrix made some videos of how this works for OP Husky in the last game, WITW, from Africa to Sicily. You can watch that. I think it is more or less the same process in WITE-2.

Try checking here:

https://www.youtube.com/playlist?list=P ... nAUOXFVlba
2021 - Resigned in writing as a 20+ year Matrix Beta and never looked back ...
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RKhan
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Re: Help with Amphibious Rules Please

Post by RKhan »

Thank you MarkShot, the video did help.

It seems my view that amphibious assualt is essentially unusable in WITE2 is correct. Unless later in the game I find that I can start building amphibious HQs.

RKhan
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Joel Billings
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Re: Help with Amphibious Rules Please

Post by Joel Billings »

Yes, best to find a port with no other units in it. That way you can prep 2 divisions for an amphib assault. You only have 1 unit that can make the amphib assaults. The amphib assault will create a temp port in the hex as long as the amphib HQ remains offshore. So you can follow up an invasion by transporting additional units using normal sea movement. The Soviet amphibious assaults in the Crimea did not work out very well for them, and I'd expect the only way it will work out in the game is if there are no enemy units in the area to move to repel the invasion before additional units can be shipped in.
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RKhan
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Re: Help with Amphibious Rules Please

Post by RKhan »

thank you Joe, and nice work on WITE 2.
RKhan
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