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    Flames and Steel (official thread)

    Scheduled Pinned Locked Moved Maps & Mods
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    • K
      KurtGodel7 Lobby Moderators @Vendetta
      last edited by

      @Vendetta said:

      @Schulz

      If I recall correctly, he doesn't have an actual Bunker unit, it's a Trench one that takes hits adds defense to other units, but it doesn't actually shoot.

      Giving land units the ability to hit ships is something that has to be handled very carefully because of the cost ratios. If they can be built cheaper and spammed faster than warships, anti-ship defenses will end up becoming unassailable.

      The only case in TRO where I decided to give a land unit a ship-hitting ability was Italy's Marines with a Decima MAS tech, where it's an offensive action they can only do on their turn, not an anti-invasion defense.

      If you want to have any sort of coastal artillery unit that hits ships, it needs to be balanced by either high price, low hit probability, or a strict stacking limit per territory that allows fleets to outscale it.

      The Europe map honestly looks pretty good at this point, I think it would probably be more productive to move on to improving other WIP areas since you're relying heavily on Claude usage.

      In a recent test game, Britain had a large fleet of transports. Germany had four hard points to prevent invasion. Britain didn't need to overcome a hard point to invade: there were other places along the coast for it to unload its units.

      But, let's say I introduced coastal guns, as well as the associated game mechanic. That creates a race between Germany and Britain. If Germany wins the race (that is, if its coastal guns are stronger than Britain's battleships), Britain will just unload/invade a territory that isn't a hard point. Problem solved. Germany just tied down a lot of PUs into coastal guns which could otherwise have been spent on its eastern front. But, suppose Britain builds a strong battleship fleet, and those battleships can exert more force than the coastal guns at a given hard point. Britain's response should be to unload one unit as an invasion. The goal would be to trigger a combat between the battleships and the coastal guns, with the British player knowing this would do more PU damage to Germany than to Britain.

      To avoid this problem, some would say I should limit the number of battleships which can fire at coastal guns to the number of units actually invading. Drop off only one infantry? Only one battleship gets to fire at the coastal guns, but all the coastal guns get to fire at the battleships.

      Suppose Britain has 10 battleships, and drops off 10 infantry. This triggers full combat between the battleships and the coastal guns. Germany loses some coastal guns, Britain doesn't lose any battleships. Then there is combat. The infantry don't get to fire on the first round (arriving amphibiously), and they won't survive until the second round. But, the battleships get to bombard. Assume those 10 battleships inflict 6 hits. Sticky hits, so those 6 hits kill 3 German trenches. At the cost of 10 infantry, Britain has taken away 3 trenches plus some coastal guns.

      Don't get me wrong. All of this would be a cool thing to add to the game. I just don't know that the game needs any additional complexity at this point.

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