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RE: Admiral's Edition Map Thread
Posted: Mon Jan 14, 2008 3:24 am
by Don Bowen
ORIGINAL: Shark7
ORIGINAL: witpqs
I think that covers it except for one point/question.
If an invasion over the beach goes badly, the force should be able to attempt to embark over the beach for an evacuation, although it might be pretty bloody. Is this allowed?
Good question. Right now you have to wait for the next turn and manually load them back into the APs. And if only half unloaded in the first place, it dumps the second half on the beach anyway.
One would think that if the odds against are at or above a certain level, the Invasion would be repulsed, the unit would evacute with great loss of men and material, and the amphibious task force would withdraw home.
I think so too. And I coded the invasion routine in AE.
RE: Admiral's Edition Map Thread
Posted: Mon Jan 14, 2008 3:30 am
by treespider
ORIGINAL: Don Bowen
I think so too. And I coded the invasion routine in AE.
The oracle has spoken...
RE: Admiral's Edition Map Thread
Posted: Mon Jan 14, 2008 6:17 am
by JeffroK
ORIGINAL: treespider
Can you guys name where that happened historically?
Closest I can think of is Dieppe....how many got out?
Not many fron 2nd Canadian, most that returned did not land or were from one of the flanking Commandos
RE: Admiral's Edition Map Thread
Posted: Mon Jan 14, 2008 9:42 am
by soeren01
Regarding strategic rail movement. What happens when you control both ends of the rail line but lose on of the hexes in between ?
RE: Admiral's Edition Map Thread
Posted: Mon Jan 14, 2008 10:02 am
by herwin
ORIGINAL: JeffK
ORIGINAL: treespider
Can you guys name where that happened historically?
Closest I can think of is Dieppe....how many got out?
Not many fron 2nd Canadian, most that returned did not land or were from one of the flanking Commandos
An invasion stopped at the waterline or repulsed by counterattack should lose most of the landing force that actually lands. It's hard to evacuate troops standing in the water or pinned down on the beach. Troops remaining on the transports would return to base. Typical examples would include Wake, Milne Bay, Dieppe. Bay of Pigs.
RE: Admiral's Edition Map Thread
Posted: Mon Jan 14, 2008 10:56 am
by Mike Scholl
ORIGINAL: herwin
An invasion stopped at the waterline or repulsed by counterattack should lose most of the landing force that actually lands. It's hard to evacuate troops standing in the water or pinned down on the beach. Troops remaining on the transports would return to base. Typical examples would include Wake, Milne Bay, Dieppe. Bay of Pigs.
Interesting that the two examples from the Pacific should both be Japanese invasions....
RE: Admiral's Edition Map Thread
Posted: Mon Jan 14, 2008 1:22 pm
by herwin
ORIGINAL: Mike Scholl
ORIGINAL: herwin
An invasion stopped at the waterline or repulsed by counterattack should lose most of the landing force that actually lands. It's hard to evacuate troops standing in the water or pinned down on the beach. Troops remaining on the transports would return to base. Typical examples would include Wake, Milne Bay, Dieppe. Bay of Pigs.
Interesting that the two examples from the Pacific should both be Japanese invasions....
Quantity has a quality all of its own. The American forces believed in quantity.
RE: Admiral's Edition Map Thread
Posted: Mon Jan 14, 2008 2:24 pm
by Mike Scholl
ORIGINAL: herwin
ORIGINAL: Mike Scholl
ORIGINAL: herwin
An invasion stopped at the waterline or repulsed by counterattack should lose most of the landing force that actually lands. It's hard to evacuate troops standing in the water or pinned down on the beach. Troops remaining on the transports would return to base. Typical examples would include Wake, Milne Bay, Dieppe. Bay of Pigs.
Interesting that the two examples from the Pacific should both be Japanese invasions....
Quantity has a quality all of its own. The American forces believed in quantity.
I would have said that America believed in liberal applications of quantity and quality..., along with ingenuity, mechanization, and large amounts of ordnance.
RE: Admiral's Edition Map Thread
Posted: Mon Jan 14, 2008 3:18 pm
by witpqs
ORIGINAL: Mike Scholl
and large amounts of ordnance.
'It is better to give than to receive.'
RE: Admiral's Edition Map Thread
Posted: Mon Jan 14, 2008 4:23 pm
by herwin
ORIGINAL: Mike Scholl
ORIGINAL: herwin
ORIGINAL: Mike Scholl
Interesting that the two examples from the Pacific should both be Japanese invasions....
Quantity has a quality all of its own. The American forces believed in quantity.
I would have said that America believed in liberal applications of quantity and quality..., along with ingenuity, mechanization, and large amounts of ordnance.
Reminds me of Gaiman and Pratchett, Good Omens. (See the fifth through eighth Horsemen of the Apocalypse.) It was really strange to discover an ancestor (in the appropriate time and place) named Hatevil Nutter. Must have been related...
RE: Admiral's Edition Map Thread
Posted: Mon Jan 14, 2008 5:31 pm
by BigBadWolf
I have asked in the wish list, might as well try here also [;)]
Is there any chance of adding zoom feature to the map?
RE: Admiral's Edition Map Thread
Posted: Mon Jan 14, 2008 6:29 pm
by Shark7
ORIGINAL: treespider
ORIGINAL: Shark7
ORIGINAL: witpqs
I think that covers it except for one point/question.
If an invasion over the beach goes badly, the force should be able to attempt to embark over the beach for an evacuation, although it might be pretty bloody. Is this allowed?
Good question. Right now you have to wait for the next turn and manually load them back into the APs. And if only half unloaded in the first place, it dumps the second half on the beach anyway.
One would think that if the odds against are at or above a certain level, the Invasion would be repulsed, the unit would evacute with great loss of men and material, and the amphibious task force would withdraw home.
Can you guys name where that happened historically?
Closest I can think of is Dieppe....how many got out?
Milne Bay. From Aug 25, 1942 - Sep. 5 1942. Japanese were forced to evactuate and withdraw, first time it had happened in the war. Roughly half of the landed personel successfully evacuated.
So it necessarily wouldn't be a 1 turn ordeal, but so long as the landing craft are at the base, it is at least historically plausible.
RE: Admiral's Edition Map Thread
Posted: Mon Jan 14, 2008 6:33 pm
by Captain Cruft
Those ZOC rules sound like a vast improvement!
Now I just wonder about the LCU movement pathing ...
RE: Admiral's Edition Map Thread
Posted: Fri Jan 18, 2008 9:31 am
by m10bob
Is there anyway to better represent CONUS rail movement of units by train? Entire divisions could move aboard trains the length of the current AB CONUS map in a couple of days, not a week or longer.
BTW, in some mods moving ANY LCU in CONUS locks the game up. Was this true of vanilla. Just asking because I don't recall..
RE: Admiral's Edition Map Thread
Posted: Fri Jan 18, 2008 11:15 am
by Mike Scholl
ORIGINAL: m10bob
Is there anyway to better represent CONUS rail movement of units by train? Entire divisions could move aboard trains the length of the current AB CONUS map in a couple of days, not a week or longer.
BTW, in some mods moving ANY LCU in CONUS locks the game up. Was this true of vanilla. Just asking because I don't recall..
RR movement from East Coast USA to West Coast Ports average about 4 days once the unit is in "strategic move mode" (packed up for travel). This does work as I've done it.
RE: Admiral's Edition Map Thread
Posted: Fri Jan 18, 2008 11:54 am
by m10bob
ORIGINAL: Mike Scholl
ORIGINAL: m10bob
Is there anyway to better represent CONUS rail movement of units by train? Entire divisions could move aboard trains the length of the current AB CONUS map in a couple of days, not a week or longer.
BTW, in some mods moving ANY LCU in CONUS locks the game up. Was this true of vanilla. Just asking because I don't recall..
RR movement from East Coast USA to West Coast Ports average about 4 days once the unit is in "strategic move mode" (packed up for travel). This does work as I've done it.
Thank you, Mike!
RE: Admiral's Edition Map Thread
Posted: Fri Jan 18, 2008 12:16 pm
by Mike Scholl
It also looks like it will be possible to use the same "strategic mode" to move units from US East Coast to Capetown, etc on the Indian Ocean. Takes a lot longer as the journey is by ship. Haven't tried it yet, so I can't speak for how well it works (or what "bugs" it might bring to light).
RE: Admiral's Edition Map Thread
Posted: Fri Jan 18, 2008 12:43 pm
by Andrew Brown
ORIGINAL: Mike Scholl
ORIGINAL: m10bob
Is there anyway to better represent CONUS rail movement of units by train? Entire divisions could move aboard trains the length of the current AB CONUS map in a couple of days, not a week or longer.
BTW, in some mods moving ANY LCU in CONUS locks the game up. Was this true of vanilla. Just asking because I don't recall..
RR movement from East Coast USA to West Coast Ports average about 4 days once the unit is in "strategic move mode" (packed up for travel). This does work as I've done it.
The hex distances to the Eastern USA and Canada bases were deliberately shortened to allow for faster rail travel times to/from these bases.
Andrew
RE: Admiral's Edition Map Thread
Posted: Fri Jan 18, 2008 12:44 pm
by Andrew Brown
ORIGINAL: Mike Scholl
It also looks like it will be possible to use the same "strategic mode" to move units from US East Coast to Capetown, etc on the Indian Ocean. Takes a lot longer as the journey is by ship. Haven't tried it yet, so I can't speak for how well it works (or what "bugs" it might bring to light).
Yes that can be done as well. We'll see about the "bugs" I guess.
RE: Admiral's Edition Map Thread
Posted: Fri Jan 18, 2008 2:17 pm
by Mike Scholl
ORIGINAL: Andrew Brown
Yes that can be done as well. We'll see about the "bugs" I guess.
Well, I'm the "tester"..., so I suppose I'd better test it and let you know. I'll send some units "east" the next chance I have. If I find anything, you can have the fun of de-bugging it.