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Mulbery vulnerability

Posted: Sun Apr 25, 2010 9:00 pm
by dodd1
Would it be possible to make Mulbery harbours more resiliant in a future patch. I am playing in a PBEM game and have not dared to consider building one as I know my skilled opponent can detroy a 300 point investment with one hit from a single bomber. A skilled opponent can defend ports with strong corps plus ajacent defenders and make life very difficult for an attacker who cant rely on an artificial port staying around to provide supply support for more than a turn.

RE: Mulbery vulnerability

Posted: Fri Apr 30, 2010 1:37 pm
by Uxbridge
Valid point! In PBEM-games, attacking Mulberrys from the air should be prohibited. Apart from the real Mulberrys of Normandy, these units shouldn't represent something solid, but a stream of materiel brought forward by merchant vessels, smaller boats, beach crafts and so on. Even if some of these were attacked and lost, it would be very difficult to actually stop the logistic flow from the air.

RE: Mulbery vulnerability

Posted: Fri Apr 30, 2010 6:23 pm
by borsook79
ORIGINAL: Uxbridge

Valid point! In PBEM-games, attacking Mulberrys from the air should be prohibited. Apart from the real Mulberrys of Normandy, these units shouldn't represent something solid, but a stream of materiel brought forward by merchant vessels, smaller boats, beach crafts and so on. Even if some of these were attacked and lost, it would be very difficult to actually stop the logistic flow from the air.
I disagree. As it has been shown for example during Sicily invasion, if the enemy has air superiority, he can stop and decimate any such shipping. Esp. German JU 87 were unstoppable when it came to smaller boats etc.

RE: Mulbery vulnerability

Posted: Fri Apr 30, 2010 7:31 pm
by doomtrader
You can change the mulberry strength in consts.csv file
line 264, column 3

RE: Mulbery vulnerability

Posted: Fri Apr 30, 2010 7:41 pm
by Chocolino
Not for realism but playability purposes I would like to propose a compromise where a Mulberry port cannot be destroyed completely by bombing but only loose the ability to provide supply (at least loose up to 50% maybe even loose as much as 80% supply ability). This should require more than one hit by a bomber. They Mulberries expire anyways after some time.

In game practice, some air superiority can be established over a given hex. But the invasion defender can still attempt to bomb from long distance and has a decent chance to hit despite opposing fighter cover. The defender can wait until the mulberry is in place before putting bombers in harms way, so no preparatory air battles will help.

Does anybody know if mulberries are moddable? (Thanks doom, your msg overlapped)

RE: Mulbery vulnerability

Posted: Sat May 01, 2010 6:09 am
by Uxbridge
ORIGINAL: doomtrader

You can change the mulberry strength in consts.csv file
line 264, column 3

Oh, good. Didn't now that. Problem solved.

RE: Mulbery vulnerability

Posted: Sat May 01, 2010 6:15 am
by Uxbridge
ORIGINAL: Borsook

ORIGINAL: Uxbridge

Valid point! In PBEM-games, attacking Mulberrys from the air should be prohibited. Apart from the real Mulberrys of Normandy, these units shouldn't represent something solid, but a stream of materiel brought forward by merchant vessels, smaller boats, beach crafts and so on. Even if some of these were attacked and lost, it would be very difficult to actually stop the logistic flow from the air.
I disagree. As it has been shown for example during Sicily invasion, if the enemy has air superiority, he can stop and decimate any such shipping. Esp. German JU 87 were unstoppable when it came to smaller boats etc.

We were talking about a solitary unit hitting a Mulberry despite the opponent having air superiority in the area. But as Doomie have now given us the means of altering the strength of it, the problem is much lessened. Of course, knocking out the Mulberry with ground units must now be considered more difficult, so we must be careful not making it too strong.

RE: Mulbery vulnerability

Posted: Sat May 01, 2010 6:34 am
by doomtrader
You can also change the cost, supply level and time of existence.

I told you we are trying to make our games as moddable as possible :)