RE: Ocean Hexes or Ocean areas similar to HoI
Posted: Sat Feb 19, 2022 12:32 pm
Well more working through it and formulating all the variations I have come up with a different conclusions. Some of the things with fixes sea zones were an issue as were a separate naval phase.
You will still have missions.
You will still have dynamic sea zones.
The big issue is invasion and transport.
So a couple things I am making better expanding on the current system.
#1 every possible land hex will have an invasion zone or coastal hex.
#2 no units stuck on beaches with no land.
#3 you have to have control in your dynamic sea zone to invade or transport.
#4 to invade you need to be real close to your objective. So say I make all fleets have 48 operation points (2 opt moves currently) You will need 40 points to invade or disembark to coast.
#5 invasions still have to go up to the coast. Doing it the other way created all sorts of positioning issues and exploits.
One of the issues with interception from port I found is that the fleet could be baited out and destroyed by a second fleet.
Separate naval/land phases gave a huge advantage to the person moving second assuming you had to move one turn and unload the next.
You will still have missions.
You will still have dynamic sea zones.
The big issue is invasion and transport.
So a couple things I am making better expanding on the current system.
#1 every possible land hex will have an invasion zone or coastal hex.
#2 no units stuck on beaches with no land.
#3 you have to have control in your dynamic sea zone to invade or transport.
#4 to invade you need to be real close to your objective. So say I make all fleets have 48 operation points (2 opt moves currently) You will need 40 points to invade or disembark to coast.
#5 invasions still have to go up to the coast. Doing it the other way created all sorts of positioning issues and exploits.
One of the issues with interception from port I found is that the fleet could be baited out and destroyed by a second fleet.
Separate naval/land phases gave a huge advantage to the person moving second assuming you had to move one turn and unload the next.