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Amphibious Transports?
Posted: Mon Jul 17, 2023 12:46 pm
by CaesarAug
I’m modding and play-testing amphibious attacks and I’m noticing something: it seems that amphibious transports of both types have only one strike, meaning that even with good supply they can only strike once before needing to return to a friendly port, or land hex if Special Forces, disembark and in a later turn re-embark to recuperate the one strike capability again. Is this how it works or I am missing something? I was under the (perhaps mistaken?) impression that Amphibious Transports had one strike per turn, as long as they were adequately supplied. Thanks!
Re: Amphibious Transports?
Posted: Mon Jul 17, 2023 2:03 pm
by petedalby
That is exactly how it works. Just the one attack.
Re: Amphibious Transports?
Posted: Mon Jul 17, 2023 2:19 pm
by CaesarAug
Ah, thank you. Looks like I really wasn’t aware of the Amphibious Transport dynamics.
I’ve even been testing more than one strike capability (without increasing land attack stats) for Amphibious Transports: works the same way, that is, no matter how many strikes they have, even using only one strike on any given turn, forfeits the rest of “unused” strikes on further turns.
In other words, even with multiple strike capability, once an Amphibious Transport uses one, several, or all of its strike allowance, it’s for that one turn, i.e., it cannot attack on subsequent turns, until it disembarks somewhere in friendly territory and in a later turn reembarks.
Most interesting. Changes my whole perspective. Thanks again.
Re: Amphibious Transports?
Posted: Mon Jul 17, 2023 5:11 pm
by Elessar2
This was changed a number of patches ago, because the Allied player was using Amphibs to patrol the French coast, killing everything they see. But in the Pacific it doesn't work so well, as in against single hex islands where the Amphib has no place to land; it gets just the one shot (embarked), then has to either depend on other units to help finish off the enemy garrison, or it will be forced (as you say) to sail back to a nearby port, land, and reload. Wish this was something tweakable in the editor, and not hardcoded...
Re: Amphibious Transports?
Posted: Mon Jul 17, 2023 6:45 pm
by CaesarAug
Ah, so this was changed in a patch some time ago… thanks, Elessar2. I only noticed it recently during one of my modding sessions. I’m testing amphibious land attack values limited to 1 but with up to 5 strikes (base amphibious strikes preset to 0 with +5 levels of Amphibious Warfare adding 1 strike per level), and against different defending land units. Preliminary testing seems to reflect somewhat similar results with land attack values, say, of 6, but with only 1 strike. Obviously results vary, i.e., sometimes the defending land unit is destroyed with 5 strikes (amphibious land attack value of 1), or with 1 strike (amphibious land attack value of 6). Other times in both cases, the defender’s strength is depleted but resists with 1 strength point remaining after the battle. 5 strikes use up 0.20 supply per strike. Further testing should prove interesting.
Re: Amphibious Transports?
Posted: Tue Jul 18, 2023 1:36 am
by ElvisJJonesRambo
For the small islands (where there's no place to land), I'd like to see a "close combat" to simulate Pacific War. You land, and everyone taking some damage. 1-hex combat is no existent. Nothing cool happens at Iwo Jima either.
Re: Amphibious Transports?
Posted: Tue Jul 18, 2023 1:53 am
by CaesarAug
Agree on one-hex Pacific islands. So one way around this would be to redraw these islands to a minimum of two hexes. Another way to somewhat simulate more amphibious battles on these islands, would be to limit amphibious transport land attack values to say 1, but give them multiple strike capability (up to say 5 strikes) through 5 levels of Amphibious Warfare. Like I mentioned in a previous post during play-testing. The hard-coded aspect of amphibious transports having only “one attack”—even through “multiple strikes”—in just one turn, would of course still be retained.