Naval Movement Idea(s)

Gary Grigsby's World At War gives you the chance to really run a world war. History is yours to write and things may turn out differently. The Western Allies may be conquered by Germany, or Japan may defeat China. With you at the controls, leading the fates of nations and alliances. Take command in this dynamic turn-based game and test strategies that long-past generals and world leaders could only dream of. Now anything is possible in this new strategic offering from Matrix Games and 2 by 3 Games.

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5cats
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Naval Movement Idea(s)

Post by 5cats »

It seems a little odd that moving from the Irish Sea to the North Sea takes as much fuel as moving clear across the Pacific ocean [:-]

Here's an idea! Have movement cost 1 supply for moving up to 2 movement points (rather than any 1 zone). This will allow some more flexability in those close quarters (like around England) without too much fuss! I think the benifit would be equal for both Allies & Axis, thus not unbalancing the game at all.

Another idea: Have the first zone cost 1 supply, the second another, and 3rd & further cost the full amount for that ship type. Hummmm.

Yet Another Idea: Have extended movement costs at 2-Lt, 3-Carrier, 4-Hvy and add 1 supply cost for any combat. That way a pleasure cruise around Africa doesn't cost so darn many supplies. Also, just moving 1 zone & fighting there would cost a bit more, making it less of a "must do" sort of thing. I think it would all balance out (cheaper movement, more costly combat) keeping the game balance intact.

It's just plain sad watching the British blow 32 supply to move 8 ships 2 crappy movement points! 4 Hvy & 4 Lt Fleets from the Irish to the North, a distance of what? 200 miles? Over 3 months? You could row there! Drift! Lmao! Or from Gulf of Finland to W.Germany, also less than 200 miles, darn it!

Feedback Please!

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aletoledo
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RE: Naval Movement Idea(s)

Post by aletoledo »

whenever a WA players sacks my german navy, at least I know they spent some money doing it. :)

even a 2 space move costing only one point of supply leaves a bad taste in my mouth. I try to position my german subs a minimum of two spaces away from allied light fleets, so if they want to fight me they'll have to spend their supplies.

personally I've taken to planning a lot of my moves ahead of time and either moving my BB ships one space at a time each round or moving the absolute maximum distance. I suppose playing the japanese a lot makes me very frugile in my supplies. Problem is when I then play the allies occasionally, I never want to spend a great deal of supply and thus am way to conservative.
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Maginot
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RE: Naval Movement Idea(s)

Post by Maginot »

I blow supply like there is no tomorow. I constantly find myself playing the Western Allies so I have no problem blowing 4,5 or even 6 supply to damage a U-Boat. I'd blow 10 to take one out in a second. In one Western Allies turn around mid-1941 I can blow upwards of 50 easy if I'm lend-leasing to Russia.
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batou
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RE: Naval Movement Idea(s)

Post by batou »

When playing Japan I do not move any fleets untill the turn I attack the WA. It just costs too much supply and is not worth it. The more I think about it, the more ridiculous it seems....
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a511
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RE: Naval Movement Idea(s)

Post by a511 »

me too, the only fleets i will move is the two L-fleets on coastal CHN for fleet bombard stuff (and of course 1 space at a time) otherwise no movements for the IJN.
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