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Gavrok

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Posts posted by Gavrok

  1. Thought I was reasonably OK at this game through PBEM and got a nasty shock in my first TCPIP game.....pulled off a win but PLENTY of basic errors by me against someone new to the game

    Would love to get my experience up on this.

    Anyone fancy a game around 2000hrs UK time tonight. Can generally play UK evenings most nights and willing to move between this PBEM if needed.

    Look forward to hearing from someone here or on ICQ (235371190)

    Word or warning for anyone too experienced.....will be asking questions as I play

    Thanks

    G

  2. Totally agree with the last point...have flagged before that I believe the issue with amphib landings could have been dealt with easier if when calculating landing losses the variance in fleet (and air units) should have a large impact....within a certain range (5-6 moves)

    This would make it imperative for axis to force RN to retreat or fight it.

    Do not believe an amphib landing was possible against even naval parity in ww2...look at Guadalcanal with the risks the Japanese took to reinforce...unsuccessfully....and this wasn't even amphib assault

    G

  3. In tcpip games have noticed that the time limits are fine during the early part of the war but a struggle later on.....an option to adjust these during the game with the consent of both sides would be great...

    an other alternative would be to allow the non-phasing player to conduct passive actions such as checking research, diplomacy and even pre-building units for the start of his turn

  4. On amphib I think the following solution would answer a lot of questions

    allow amphibs to land as they currently do but make damage far more bloody and far more likely for every enemy ship/ aircraft in excess of allied air/ship within say a 5 square (intercept) range.

    It should be bloody enough that any peroson would strive for dominance of air/ sea before risking any units

    This means the Germans must neutralise the RN/ RAF before any sealion

    G

  5. What are the common list of options that need to be switched on/off for a pvp...ie

    soft builds on I now believe is one ,

    and I know re disabling 'undo move'.

    Are there any other options?

    What are the current moves/ tactics that are suggested as 'banned'to make the scenario fairer ie

    using americans and italians naval whilst neutral to spot

    Anything re sealion?

    no amphib landing on major on declaration of war?

    Any others out there?

    Want to ensure if I host a game that I use all the options as expected

    G

  6. Any recommendations re finding opponents.

    The opponent finder forum does not get many hits and have tried several times to find people for TCPIP unsuccessfully here

    Dont have ICQ set up and dont know where to start on that front....ie getting program for ICQ and how this helps?

    Where is the ladder located to allow joining?

    Sorry for the 'obvious questions' here but getting frustrated and the AI is not exactly too taxing

    Thanks

    G

    PS Anyone (newby?) up for TCPIP tonight (UK time). If so please e-mail me. Would like a time-limited gameover a few regular week night slots

  7. I did mention this before but it ties in with the thread above:

    Any damage units on landing crafts take upon landing is dependant on enemy aircraft and ships numbers/ strength/supply/ proximity to landing spot minus allied ship and aircraft.

    Damage should be quite severe if there is a large enemy vs allied ratio and proximity to ensure that you make a sweep of these unit types before landing......should be a 3/4 square area response max however to expose these defending ships/ aircraft units protecting the beaches to attack themselves....and simulater quick response required.

    Thoughts on the above??

    Still prefer next turn landing but the option above should be relatively easy to implement. Makes one side have to scour the seas close to the landing sites and makes the other side have to keep air/navy units generally close to these sites.

    Other option is to make landing crafts land next turn but give them land zone of control to make it more difficult for defending LAND units to rush to beaches and physically stop landing just by being there

  8. Not sure if this has been mentioned before but my easy fix suggestion is:

    damage landing crafts take upon landing is dependant on enemy aircraft and ships numbers/ strength/supply/ proximity to landing spot minus allied ship and aircraft.

    Damage should be quite severe if there is a large enemy vs allied ratio and proximity to ensure that you make a sweep of these unit types before landing......should be a 3/4 square area response max however to expose these defending ships/ aircraft units protecting the beaches to attack themselves....and simulater quick response required.

    Thoughts on the above??

    Still prefer next turn landing but the option above should be relatively easy to implement.

    Other option is to make landing crafts land next turn but give them land zone of control to make it more difficult for defending LAND units to rush to beaches and physically stop landing just by being there

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