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Rommel2D
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ACS Staff Member / Hosted Site Admin
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Upper Midwest
Feb 2003 time: 23:26
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quote: You'd think that a tank could cross from one side of a continent to the other in one year, wouldn't you? |
Well, you really have to fudge the dates to have combat make any sense. It's not simply a matter of issuing orders every January 1st and waiting around a year to hear the results so you can respond.
I like that troops unloading are wide open to attack before they can respond, but there should be limits. If the Japanese had coordinated Pearl Harbor with landing some troops in Washington State, would US forces on the east coast have been there before they could have made it to the mountains and dug in? Could Chile have sent help to knock them back into the ocean?
quote: Just a point of strategy, try a Transport or 2 full of Marines. Take the AI city, then you can move in your Defenders AND Fortify during the same turn. Use the Marines to essentially establish a beachhead in your enemy's own towns. |
MI fortified in a town: 24 1/3. More than 3 Marines lost per defending MI. Could be worthwhile with an army of marines, but this was Civ3 and I had just found out the hard way they don't get AA. My main invasion was on the other side of the continent, where I took a city and established the beachhead without any losses. My MIs were landed near a choke point in no-man's land to cut off a counter-attack. They tied up three MAs for one turn.
The part about not using RRs in enemy territory was a great change from Civ2, but the infinite movement thing is still off. Big Crunch, if you change it to movement bounuses, then you have trains holding tanks going 15 squares, while one full of infantry would clog up the tracks after 5.
Perhaps a universal limit like Kon said would help (sounds like a pain counting out the squares, tho). But I think wrecks would be an interesting option. Add a little uncertainty into the situation and force you to beef up on defense a little. Maybe I've just been watching too much of the History Channel.
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mrmitchell
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No, the troops in the East might not be able to get to the Japs. In RL the Japs would be able to bombard the coast before the troops could get there. Hell, a few might be able to get to the mountains. But the Eastern troops would be there within a week, undoubtedly.
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TheArsenal
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Sunny Southern California
Mar 2002 time: 21:26
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quote: Originally posted by steven8r
First-off, I like RR's the way they are. Getting YOUR own troops across YOUR own territory shouldn't be too dificult. Yes, it makes Defense easy for you--also for the AI. What's that old saying that, "1 man defending his home is worth 10 men invading," or something similar. It should be hard to invade--especially in more modern times.
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While I agree that you should be able to defend your soil easily, I spent some time in the Army in stationed Germany where we moved armor by train all the time. And trust me, loading trains for movement is no quick task. Being able to move entire divisions in a sudden response to a sneak attack would be a logistical nightmare. Further, from a game play stand point, I would prefer some limits to the movement. My response to an earlier thread today:
"The RR instant movement capability takes the sometimes hard choices out of how to position your forces out of the game, especially on large/huge maps. If I am moving large armies for an about-to-be-declared-war on a civ on my northern border, for example, I don't have to put as much thought as to my defensive posture on my other borders. If I over-commit to the north, and a civ attacks from the south, so what? - I can fix my mistake in the blink of an eye. And as I am a player who has not by any means conquered the whole globe by Steam Power, I prefer the challenge."
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Mad Bomber
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Columbus, Ohio
Nov 2002 time: 00:26
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Rommel:
Try softening up the city first with a few airstrikes and bombardments with ships, then have the marines move in. The main problem is your forces were conscript and too few in number. In an amphibious landing I usually land 30 transports fully loaded, with combined arms present. Also if you prepare the field correctly you can limit the number of troops that oppose you when landing.
MrMitchell:
Yes Japan would and could be able to bombard the west coast, even land a sizeable force, How far would they have gotten? Japan's army was weak in heavy weapons, esp armor. They would not have made more than 100 miles inland had they done so before facing significant resistance. Even with the spartan road sevice in the US during the 40's a counteratttack force of more than 10 divisions would have been available on the west coast in less than 2 weeks.
Arsenel:
So we can move forces around the globe in a matter of a month but we can't defend our own country in less than a week? Railroads not only represent the actual physical structures but also the infrastructures needed to move units/people/places in a timly matter these include POL depots, track repair supply points, even gas stations ect. How long would it take for The US Army take to respond to an armed invasion of our country.? i would be suprised, no; Horrified, if the answer was significantly longer than 72 Hrs. Units move in a different speed when responding to an emergency as compared to preparing for a deployment overseas. Many national guard units are mobilized in under 24 hrs when a natural catastrophy strikes, would an invasion take a longer response time?
Now as for the game:
You are still faced by hard choices even with the advent of stempower. Just because you can move them back and forth does not mean an automatic victory. You still have to commit the forces at your disposal and they will still be open to a counterattack.
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Rommel2D
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ACS Staff Member / Hosted Site Admin
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Upper Midwest
Feb 2003 time: 23:26
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quote: Try softening up the city first with a few airstrikes and bombardments with ships, then have the marines move in. The main problem is your forces were conscript and too few in number. In an amphibious landing I usually land 30 transports fully loaded, with combined arms present. Also if you prepare the field correctly you can limit the number of troops that oppose you when landing. |
By the time I could've produced 30 transports worth of forces, someone would have long since launched a spaceship. Like I said, this was more of a diversionary tactic. An Army of MAs with a couple MIs and artillery were establishing the beachead on the opposite side of the continent (and succeded regardless). My bombers and battleships were bombing the isthmus to cut off support from the northern continent.
I've learned now that I should have waited a few turns (years?) until more damage to the isthmus could have been done, but things like this don't make sense. I don't mind a steep learning curve in a game, but it should be due to the complexities of the game, not because it produces results that defy intuition.
A more likely example with the Japanese would be a transport with some infantry and tanks, escorted by just enough firepower to protect the ships, landing in the Coastal mountains along Canada or Alaska. In game terms, every country in North and South America would have been able to attack them before they could even take up a defensive posture.
Yes, there was really little they could have gained in this instance, but its just an example of how RRs distort combat.
I'm not talking about hours or weeks of response time, just what a landing force would be capable of before the rest of the continent- not just area forces- could strike, assuming they didn't take a city first. A little pillaging and/or fortification, I'd think.
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Geoff the Medio
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How about making railroads work like airlifts? Transport city to city only. Continued movement that turn is up for debate. Departure and destination cities must be connected by unobstructed rail. Rail depot tile improvement akin to airbase could provide non-city loading/unloading (would require worker life to build, otherwise you'd end up back where we are now...)
I really liked Railroad Tycoon way back when... perhaps we could recapture some of the fun of that game in civ? (as long as you're not limited to railing into and out of a city on oppsite sides only, while the ai's get to rail from as many directions as they want....)
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TheArsenal
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Sunny Southern California
Mar 2002 time: 21:26
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Difficult question. I don't know that heavy armor can even be airlifted in numbers to be significant, if at all. I've only seen rail and ocean transport used. So truthfully, don't know. But pre-planned, at full readiness, it can take days to load a battalion's worth of armor, a little less time to unload, stage and prep for battle (even if units could roll straight from trains into battle, it would be suicide). Further, what instant movement of rail does not contemplate is moving 96-128 tanks (a division's worth) would take great coordination, even assuming that a platoon's worth of vehicles, no less battalion's or division's, were at full combat readiness, which they are not. This does not contemplate, either, the great number of support units that must move with mechanized units. No one goes anywhere, for example, without mechanics (I would assume fighting on your own soil, food, water and medical care would be less of an issue). Nor does it contemplate the coordination with the rail system itself - one doesn't just roll a tank onto any rail car, but one specially designed to move heavy equipment. The game assumes these exist in unlimited supply, everywhere in the country. And lastly, the game's rail system has the added assumption that all of this massive movement can be done instantly from the stand still of a peace time environment.
I don't require that level of realism in a game, so I don't need all of those factors to be taken into consideration. Just a slight limiting of rail movement. I like the idea of the city to city movement that was being suggest.
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