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Invasions
Posted: Sun Nov 24, 2019 1:44 pm
by tyronec
Am trying to understand the invasion rules, not having done one yet.
Here is what the rules say:
'The fleet then can move to a location next to or on top of hexes that can be invaded. Any hex that has water on it can be invaded. Full land hexes can’t be invaded. Hexes in which more of the hex is water are coastal hexes. Hexes in which there is more land than water are land hexes. Disembarking is unloading on a friendly hex that meets the criteria for an invasion.'
1. So the first line seems incorrect, I can only get an invasion if I move onto a valid invasion hex, next to one won't do it.
2. As far as I can see 'full land hexes' and 'Hexes in which there is more land than water are land hexes' are the same thing, so using the word 'full' is confusing.
Did a test and moved an axis unit out to sea, this map is what I get for possible invasion hexes.
3. Some hexes are identified as 'beach' when you curser over them, should they not be identified as 'plains (clear)' because 'beach' doesn't really identify which hexes can be invaded.

RE: Invasions
Posted: Sun Nov 24, 2019 1:53 pm
by tyronec
'When a fleet is on or next to a valid invasion/disembark hex, the player clicks the Show Invasion Hexes toggle within the fleet. This will display invasion hexes in red and disembark hexes in green. Now a player selects the land unit to invade or disembark and rightclicks one of the lighted hexes.'
So I move my fleet (sorry, no battleships Bobo) to an invasion hex and go to invade mode.
4. Why can it only disembark on 1 and 2 and not 3 or 4 ?
5. Where do the green hexes come in ?

RE: Invasions
Posted: Sun Nov 24, 2019 1:53 pm
by AlvaroSousa
For the next version of this game I am probably going to make all tiles that touch the ocean land tiles to avoid this confusion and allow invasions on top of a hex sharing the same hex with the enemy. The idea came from many a game where I loaded a coast with garrisons. The other player couldn't invade at all without literally destroying the unit.
An example of a full hex is Birmingham. The entire hex doesn't have water. Anything else is invadable.
So say you move just NW of Liverpool.
The hex you are on will light red, the hex south, the hes north, Liverpool, and the hex SW.
But say you move to the hex 3 hexes north of that hex. You can invade every hex around it except the all water hex and the ALL land hex to the South East. I had to put in special code to make sure players don't land in places they can't get out of.
I might put in code to use landing ships to pull units off of beaches.
Hope that helps.
RE: Invasions
Posted: Sun Nov 24, 2019 2:07 pm
by tyronec
An example of a full hex is Birmingham. The entire hex doesn't have water. Anything else is invadable.
So I don't think this is correct. Looks like you can only invade hexes that are either:
coastal hexes
or
are adjacent to a coastal hex AND are part sea and part land AND have a land border with a coastal hex
RE: Invasions
Posted: Sun Nov 24, 2019 3:44 pm
by sfbaytf
I'm a bit confused myself. I loaded a corps on transports and tried to invade Norway, but can't disembark troops. I'm building landing ships to see if that works better. I'm going to eventually take Malta so need to know how it works. In the meantime I'll take Norway with paras.
RE: Invasions
Posted: Sun Nov 24, 2019 3:58 pm
by tyronec
You need 10 landing ships for every division that disembarks on an enemy hex.
RE: Invasions
Posted: Sun Nov 24, 2019 4:41 pm
by sfbaytf
ORIGINAL: tyronec
You need 10 landing ships for every division that disembarks on an enemy hex.
Thanks....I embarked a division and see it used 10 landing craft, but I still can invade near Olso. The division won't disembark from landing craft.
RE: Invasions
Posted: Sun Nov 24, 2019 5:18 pm
by AlvaroSousa
We must have posted at the same time I didnt see the 2nd image.
I think that is correct. I had an issue before where it was allowing players to land in locations it couldn't verify. So I had to add in a checker to make sure a coastal hex was connected to a land hex for proper invasions. I was considering removing the choice of hex and that players can ONLY invade the hex they are in if it is a beach OR if they are in an ocean hex an adjacent land hex.
Invasions are problematic.
WP2 will have invasions different. In the current code I can't modify it without drastically changing the whole game which would take months.
RE: Invasions
Posted: Sun Nov 24, 2019 5:26 pm
by tyronec
quote:
ORIGINAL: tyronec
You need 10 landing ships for every division that disembarks on an enemy hex.
Thanks....I embarked a division and see it used 10 landing craft, but I still can invade near Olso. The division won't disembark from landing craft.
It doesn't use landing craft to embark, just disembark.
Can you show a screen shot of where you are trying to disembark with the unit, then maybe someone can say why it is not working.
RE: Invasions
Posted: Sun Nov 24, 2019 6:11 pm
by sfbaytf
Here is screenshot...even in good weather I can't invade

RE: Invasions
Posted: Sun Nov 24, 2019 6:13 pm
by sfbaytf
Here is screenshot of invasion fleet

RE: Invasions
Posted: Sun Nov 24, 2019 6:16 pm
by Twotribes
You need to put the invasion fleet IN that hex
RE: Invasions
Posted: Sun Nov 24, 2019 6:25 pm
by sfbaytf
ORIGINAL: Twotribes
You need to put the invasion fleet IN that hex
I've done that and no luck. Also I notice that sometime when I embark the division 10 landing craft get used and sometime none get used.
RE: Invasions
Posted: Sun Nov 24, 2019 7:00 pm
by tyronec
I've done that and no luck. Also I notice that sometime when I embark the division 10 landing craft get used and sometime none get used.
Looks like you need to click on the unit and select 'transports' on the unit, that should disembark them. Must have only used one movement point.
RE: Invasions
Posted: Sun Nov 24, 2019 7:01 pm
by AlvaroSousa
It doesn't use landing craft to embark. You are at a port entering a transport. Landing craft are smaller boats from the transport to the shore.
Never had I had landing craft being used to embark a unit. You might have accidentally disembarked a unit onto a coast line and NOT a port which would use the landing craft.
RE: Invasions
Posted: Sun Nov 24, 2019 9:49 pm
by sfbaytf
This turned out to be a brain fart moment...might help if I declared war on Norway...
I re-loaded a saved game after reading the above and sure enough once I declared was on Norway all was well and now Oslo is under German occupation.
I have an ongoing game where I have Italian Marines, Paras as well as German Paras at 100-98% rediness, but for some reason I can't invade Malta. Probably a condition not being met. I seem to have enough landing craft and Air transports and I'm bombing the daylights out of Malta....
I have to say this game is one of those Just one more turns type of game. I think if Alvaro Sousa did a crowdsource for the PTO you would get some coin towards that project.
Slitherene and Matrix should throw some resources at this.
RE: Invasions
Posted: Sun Nov 24, 2019 10:40 pm
by Twotribes
Malta has one small beach hex below and to the right of land hex you can not para on beach or occupied hex.
RE: Invasions
Posted: Sun Nov 24, 2019 11:35 pm
by James Taylor
You can invade the beach and take Malta but you need to soften the occupying unit with airpower.
RE: Invasions
Posted: Sun Nov 24, 2019 11:44 pm
by AlvaroSousa
Matrix asked me to do a PTO. They were very pleased with the success of the game. I was surprised.
I already started making the map.
RE: Invasions
Posted: Sun Nov 24, 2019 11:50 pm
by James Taylor
Definitely an opportunity to improve a few things, especially naval/amphib interactions. This is a most promising game I've ever seen for this theater.