Naval units?

The development team behind the award-winning games Decisive Campaigns: From Warsaw To Paris and Advanced Tactics is back with a new and improved game engine that focuses on the decisive year and theater of World War II! Decisive Campaigns: Case Blue simulates the German drive to Stalingrad and into the Caucasus of the summer of 1942, as well as its May preludes (2nd Kharkov offensive, Operation Trappenjagd) and also the Soviet winter counter-offensive (Operation Uranus) that ended with the encirclement of 6th Army in Stalingrad and the destruction of the axis minor armies. With many improvements including the PBEM++ system, this is a release to watch for wargamers!

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alex0809
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Naval units?

Post by alex0809 »

I am currently thinking about buying DC2. What I am really interested in is the apparent addition of naval units, or at least I assume there are naval units included as otherwise how could you do amphibious landings? Could anyone provide some screens showing how naval units are portrayed please? [:D]
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Keunert
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RE: Naval units?

Post by Keunert »

i will next turn of my aar. there are different units, subs, torpedoboats and units conisiting of bigger stuff. transport units are available to both sides, providing transport capacity for troops and supply. the germans have also a card that will request more naval commitment in the black sea. i don't know what exactly you will get. but so far the german (or mainly axis minor) navy seems to be no match to the soviet one.
alex0809
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RE: Naval units?

Post by alex0809 »

Thanks for the info. I was just wondering because in the feature list I dont find any hint about naval units which are IMHO quite a big addition to the game compared to DC1 which didn't feature any naval units even though it had a Sealion scenario.
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Vic
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RE: Naval units?

Post by Vic »

ORIGINAL: alex0809

Thanks for the info. I was just wondering because in the feature list I dont find any hint about naval units which are IMHO quite a big addition to the game compared to DC1 which didn't feature any naval units even though it had a Sealion scenario.

Since the AI does not yet use its navy for amphibious operations i did not want to make that big a deal of it. However for human to human its fully operational.

I hope in the future to expand on the naval part. And take along any feedback i'll get on the naval elements already included in this game.

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Vic
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alex0809
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RE: Naval units?

Post by alex0809 »

I see, makes sense. I understand that the naval operation didn't really play any major part during the war, so I was actually surprised that you included it now in Case Blue, but it still sounds like an interesting addition to the game.
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Redmarkus5
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RE: Naval units?

Post by Redmarkus5 »

Vic,

For future modding purposes, it would be good if you could implement the following features in a future release (maybe some are there already):

Convoys

- Hidden convoy routes that deliver PP/VP between supply sources and ports, and that can be interdicted by a warship sitting on them.
- In-supply ports should act as a strategic supply source (For a % of total regime supply set by the designer) for the owner but only deliver supplies to units that can trace a line of supply to the port.
- The map should have several hidden convoy routes and the AI or player should use different ones at different times - let's say they can change weekly.
- Air recon should have a 10% chance to detect an active convoy route
- Surface vessels a 5% chance to detect route
- Subs a 2.5% chance to detect
- Anti-supply operations start after detection with different values for air, surface and sub activity

Aircraft carriers

- Create an air unit that can be based on any water hex and which moves like a naval unit from hex to hex.
- At any time during movement this naval air unit can also fly missions.
- Naval air units contain a mix of fighters , DB/TB and recon AC.
- Naval air units can stack and be combined into a 'Carrier Group' (like a division) and then move as a group - group move would be their default.
- Naval air units have their escort surface units built in and can survive a weak surface attack.
- AI CGs always retreat from enemy surface groups that are detected within n hexes and maintain optimum range for air attack.
- Close recon (say 4 hexes x 360 degrees is automatic.
- Far recon is dictated by the player in a selected 180 degree arc out to maximum air range with a % detection chance that is affected by strength, morale, leadership and experience.
- The AI always has far recon active 360 degrees.

Admirals

- A new leader unit
- Can stack and travel with any selected naval unit = there is no 'naval HQ unit', the Admiral travels on one of the combat vessels
- They die with the naval unit
- They can play various naval cards, etc.

AI Amphib

- AI will conduct amphib escorted invasions of VPs that are adjacent to a sea hex (e.g. a pacific island)
- AI will only do this if it can muster a combined transport, surface escort and Air Group into an amphib task force
- Specific SFTs with amphib training (Marines) should be used for these operations (in the same way that only paras can be parachuted)
- Non-amphib capable troops should suffer a major combat hit on landing, lasting for 1 turn
- Amphib should be possible only on a new coastal hex type called 'Beach'
- No amphib move directly into port hexes or onto non-beach hexes.
- New fort type called 'coastal defences' is required.

These features will open the engine up to Pacific War modding, which is an area with a lot of interested players.
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Pawsy
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RE: Naval units?

Post by Pawsy »

I saw a series of blue dots heading to Sevastopol I assumed this was the supply line or line of evacuation or both? I put my navel units across this and AI did send its Navel units.
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Redmarkus5
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RE: Naval units?

Post by Redmarkus5 »

ORIGINAL: starbuck310

I saw a series of blue dots heading to Sevastopol I assumed this was the supply line or line of evacuation or both? I put my navel units across this and AI did send its Navel units.

Excellent! I've been so busy modding that I haven't played the game much!
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Keunert
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RE: Naval units?

Post by Keunert »

Blue dots are signs for anti supply: your ships did intercept supply routes.
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RE: Naval units?

Post by Pawsy »

I have promoted myself to Grand Admiral. Look out Dontz
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Keunert
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RE: Naval units?

Post by Keunert »

Donutz?

A friend of mine is actually a Lütjens. he told me that his famous relative was the guy that used his weapon once only to sink with it. the navy is a strange world.
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Redmarkus5
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RE: Naval units?

Post by Redmarkus5 »

ORIGINAL: Keunert

Donutz?

A friend of mine is actually a Lütjens. he told me that his famous relative was the guy that used his weapon once only to sink with it. the navy is a strange world.

At least he got to use it. Many don't and they still sink with theirs!
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Pawsy
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RE: Naval units?

Post by Pawsy »

Can claim to have sunk a Russian Battle ship! Not sure what its name was. Havent found the report that tells me what I destroyed. Assumed its named.
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RE: Naval units?

Post by Pawsy »

Germany Army conducts first major amphibious assault on eastern front. Red army caught unawares and Soviet navy suffer heavy losses.
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