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RE: WAW v30
Posted: Wed Mar 05, 2008 11:01 pm
by freeboy
One thing u could do as a work around is use your panthers in a newly formed GD div, and leave the old gd with a new name fyi
RE: WAW v30
Posted: Thu Mar 06, 2008 1:20 am
by SMK-at-work
Your newly formed GD div would start with exp of 10.....probably not really what you want!!

RE: WAW v30
Posted: Sat Mar 08, 2008 1:40 am
by aesopo
where is the download link for this puppy?
RE: WAW v30
Posted: Sat Mar 08, 2008 2:07 am
by zook08
RE: WAW v30
Posted: Wed Mar 12, 2008 11:35 pm
by zook08
I think shore bombardment is far too effective in this scenario. The British can seriously hurt the Germans throughout the war by bombarding their coastal cities, killing a couple of units ever turn. Or they can rather easily kill the Italian fleet by a sea attack on Rome. Although Cruiser AA power has been lowered, it's still very, very difficult to bombard a large fleet, so there is no effective defense against that tactic.
Air attacks from carriers I can live with, but sea artillery is too lethal. Maybe it would help to give units a much higher defensive bonus in urban terrain?
RE: WAW v30
Posted: Thu Mar 13, 2008 1:25 am
by JAMiAM
ORIGINAL: zook08
I think shore bombardment is far too effective in this scenario. The British can seriously hurt the Germans throughout the war by bombarding their coastal cities, killing a couple of units ever turn. Or they can rather easily kill the Italian fleet by a sea attack on Rome. Although Cruiser AA power has been lowered, it's still very, very difficult to bombard a large fleet, so there is no effective defense against that tactic.
Air attacks from carriers I can live with, but sea artillery is too lethal. Maybe it would help to give units a much higher defensive bonus in urban terrain?
There is an effective counterploy to this tactic. Whenever you see his navy lingering outside of one of your cities, create an empty HQ shell unit one hex inland, on a road (rail line, actually). Then divert the production of several cities into producing 10-20 staff, about a dozen artillery pieces, and enough trains to move the projected size of the stack. Also, it helps if you produce a few carrier air. If you want to minimize the AP lost in getting the artillery to the coast, then create a second shell HQ for the carrier air. Then, on your following turn, move your HQ the one hex into the city, and bombard the crap out of the naval unit. Then, use the carrier air to strike at the weakened force. If you have any naval units, then you can mop up with them, as well. I was able to use this technique against Tom with excellent results, destroying much of the Royal Navy, and forcing him to be a lot more careful about overextending his navy beyond the reach of his fighters, and a shield of ground units.