Naval invasions
Posted: Fri Jan 17, 2014 12:32 pm
An interesting discussion started in Q-Ball’s AAR about naval landings, so instead of hijacking his thread I thought I’d bring the topic out here.
My initial gut reaction to landing at Charleston while the surrounding forts were still intact was to advocate for banning naval landings if emplaced guns overlooked the region the forces were landing from. Upon further thought, I think that would be unworkable as players have to be able to get ashore to take the forts and other defended positions, so I’m now advocating for an active shore battery system.
In other words if a fleet is sitting in a region trying to unload troops, there should be a chance for any defending artillery force that borders the region the fleet is in to shoot at the fleet while it is in the process of attempting to unload.
Now I know the way combat works that isn’t possible without initiating combat via force stances and whatnot with stacks that share space in the same region, so how about using the code that spawns defenders in towns and forts automatically to spawn some kind of navy unit in the region with the fleet. The size and number of units spawned would be determined by artillery units that border the region the fleet is in.
I know ships spawning makes no sense from a logical standpoint, so maybe a special unit can be created called defensive shore battery fire or something with an image of shore batteries firing on ships for the unit card graphic.
Thoughts?
Jim
My initial gut reaction to landing at Charleston while the surrounding forts were still intact was to advocate for banning naval landings if emplaced guns overlooked the region the forces were landing from. Upon further thought, I think that would be unworkable as players have to be able to get ashore to take the forts and other defended positions, so I’m now advocating for an active shore battery system.
In other words if a fleet is sitting in a region trying to unload troops, there should be a chance for any defending artillery force that borders the region the fleet is in to shoot at the fleet while it is in the process of attempting to unload.
Now I know the way combat works that isn’t possible without initiating combat via force stances and whatnot with stacks that share space in the same region, so how about using the code that spawns defenders in towns and forts automatically to spawn some kind of navy unit in the region with the fleet. The size and number of units spawned would be determined by artillery units that border the region the fleet is in.
I know ships spawning makes no sense from a logical standpoint, so maybe a special unit can be created called defensive shore battery fire or something with an image of shore batteries firing on ships for the unit card graphic.
Thoughts?
Jim