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Marines re-embarking and jumping to 10 supply again?
Posted: Thu Jul 21, 2022 8:04 pm
by Duedman
Basically the title.
I think at least that should be changed.
You can contest a freshly captured port as CSA and blockade it down with 2 brigades or similar. But union player can simply re-embark and pooof ... supply's at 10 again.
Never tried that in the other SC games but I guess it is the same there.
Re-embarking should be a "last resort evacuation without port" mechanic. Not a magical "here we go again" imho
Re: Marines re-embarking and jumping to 10 supply again?
Posted: Fri Jul 22, 2022 7:02 am
by Beriand
You cannot blockade them with 2 brigades, it will decrease strength of the city resource, but unblockaded port still delivers supplies?
I am not sure that I see the problem. If they re-embarked, you know they are here in your turn, they could move just by 1 hex. If you have ships, you can come in and sink or damage those transports. If you do not have ships... well, then it seems like Union indeed was free to operate with transport/amphibious ships in this area? Those are abstracted, and wait somewhere around; you pay MPPs for using them (too little).
Re: Marines re-embarking and jumping to 10 supply again?
Posted: Fri Jul 22, 2022 3:30 pm
by Duedman
Beriand wrote: Fri Jul 22, 2022 7:02 am
You cannot blockade them with 2 brigades, it will decrease strength of the city resource, but unblockaded port still delivers supplies?
I am not sure that I see the problem. If they re-embarked, you know they are here in your turn, they could move just by 1 hex. If you have ships, you can come in and sink or damage those transports. If you do not have ships... well, then it seems like Union indeed was free to operate with transport/amphibious ships in this area? Those are abstracted, and wait somewhere around; you pay MPPs for using them (too little).
Yes I meant slowly suffocating the city + blocking the adjacent harbor. So the Marine unit has to either flee or will eventually die.
But the moment it flees, with lets say 3 supply left, it jumps magically back to 10 supply and can participate in another landing right the next turn.
Yes Player 2 knows this one turn where it is, but their movement range the following turn is enormous.
I think amphibious transports should either only get the supply of the hex they were started from or, if it has to be 10, the cost of embarking should rise step by step the lower the starting supply is.
Re: Marines re-embarking and jumping to 10 supply again?
Posted: Fri Jul 22, 2022 4:23 pm
by Beriand
Duedman wrote: Fri Jul 22, 2022 3:30 pm
Yes I meant slowly suffocating the city + blocking the adjacent harbor. So the Marine unit has to either flee or will eventually die.
But the moment it flees, with lets say 3 supply left, it jumps magically back to 10 supply and can participate in another landing right the next turn.
I mean, what? If you are indeed blocking the harbor, and marines are getting onto amphibious ships, you should be able to sink/damage them no problem.
Though cost of embarking on amphibs could be higher when marines are in low supply, sounds good.
Re: Marines re-embarking and jumping to 10 supply again?
Posted: Fri Jul 22, 2022 4:42 pm
by Duedman
Sorry, I might not have been clear.
I "block" the harbor with one of the brigades. You only need one unit adjacent to a harbor for it to not give supply.
Can't lower the strength of the harbor that way but the unit has to flee sooner or later.
And them instantly getting back to 10 supply on their landing crafts is like readying up for Overlord - but from the Gallipoli beachhead.
Re: Marines re-embarking and jumping to 10 supply again?
Posted: Fri Jul 22, 2022 7:41 pm
by OldCrowBalthazor
Duedman wrote: Fri Jul 22, 2022 4:42 pm
And them instantly getting back to 10 supply on their landing crafts is like readying up for Overlord - but from the Gallipoli beachhead.
Haha, that's a good point.
I have been wondering about this for along time too, even with the other games. This observation is even more poignant here in ACW with 1860's amphibious technology.
e.g. open air barges, fetid wood transports, months old sea-stores, and already half-starved debarked soldiers.
