@Razor:
@Hepps01:
……is due to the limitations of the game based on the map design, unit structure and D6 configuration. ��
This game miss a landing craft unit, and that is part of the issue. The real Royal Navy was not a threat to Germany in 1940 because they did not have the capacity to amphibious land combat formations into a defendet shore. They had tranny capacity to debark one division to a friendly port, and thats all. But this A&A game has a magical rule that allows for building unlimited tranny capacity in the short time a turn represent, and land a million men army on any defendet shore any time. The other part of the issue is that A&A dont have terrain �� that favours the defender, not even a Blockhouse unit to make landings harder. A&A dont have winter turns neither, where landings would be impossible. The last part is the lack of a supply rule. In a real war the supply line is essential. But again the A&A unit dont need supply, it can be cut off on a desert island and still survive and even keep its combat strenght forever. In a real war 100 men without food are 100 dead men.
If you want a historicall correct set up with a huge Royal Navy, and the game to be playable, you’ll need �� a set of house rules:
- Each turn is equal to 3 months, so you need to keep track of autumn, winter, fall and summer turns. Amphibious landings can only be allowed in a summer turn.
- Sort out what territories have mountains, and let all defenders hit on 3 or less.
- Production limit, you can only build one tranny each turn.
- Supply rule, you need an unbroken chain of friendly territories and seazones from a friendly factory to the units that are going to roll combat dice.
- Make a Landing craft unit for Amphibious landings. The Tranny unit can now only debark units into friendly territories.
5 ) Make a Blockhouse unit that defend against Amphibious landings.
Now I guess we wont see a lot of the typical Battleship sniping every turn �� :evil:
These are all very good points and ideas, which I agree with. Ideally, this would be a good solution. The unfortunate part is that things rapidly get so complicated and microscopic in detail that the game bogs down and loses some of its playability. As much patience as we all have to sit and play this game for 12 straight hours, I don’t think we’d want 3 turns to take up 12 hrs. There also becomes a good deal more technicalities to remember.
My rationale for the absence of things like supply ships and oil fields and landing craft etc… is that they are invisibly accounted for in the game. Adding them would make things more realistic, but also only more painful to keep track of. Geography and fortifications would be harder to model accurately in an “invisible” sense.
A solid idea I think, but perhaps impractical for most people.