• Blitz Shadow Player
  • Caius
  • redboot
  • Rules
  • Chain of Command
  • Members
  • Supported Ladders & Games
  • Downloads


Naval Units at Close Range
02-20-2009, 12:45 AM,
#13
RE: Naval Units at Close Range
I guess the other question is, do any of the scenarios use naval units at an atoll at ranges closer than 8-10 hexes? Unless the water side of the map was really small, I don't see this affecting off-board naval artillery too often.

And realistically how many scenarios are going to use the new on-board "bathtub navy" on an atoll battle where the unit may approach closer than 8-10 hexes anyway? Would stripping the soft attack factor rob them of some legitimate uses, say firing at unarmored (i.e. soft) landing craft or barges?

It seems to me like a very minimal issue to me. We should probably just consider Tarawa an outlier result that is outside the purview of the game (like really mechanically faulty Panthers at Kursk).
Quote this message in a reply


Messages In This Thread
Naval Units at Close Range - by umbro - 02-18-2009, 08:14 AM
RE: Naval Units at Close Range - by Von Earlmann - 02-18-2009, 09:28 AM
RE: Naval Units at Close Range - by umbro - 02-18-2009, 01:54 PM
RE: Naval Units at Close Range - by Mike Abberton - 02-19-2009, 03:35 AM
RE: Naval Units at Close Range - by umbro - 02-18-2009, 01:57 PM
RE: Naval Units at Close Range - by Von Earlmann - 02-18-2009, 09:34 PM
RE: Naval Units at Close Range - by umbro - 02-19-2009, 08:13 AM
RE: Naval Units at Close Range - by Mike Abberton - 02-20-2009, 12:45 AM
RE: Naval Units at Close Range - by umbro - 02-20-2009, 07:23 AM
RE: Naval Units at Close Range - by Mike Abberton - 02-20-2009, 08:09 AM
RE: Naval Units at Close Range - by umbro - 02-20-2009, 08:42 AM
RE: Naval Units at Close Range - by umbro - 02-20-2009, 02:21 PM
RE: Naval Units at Close Range - by Jason Petho - 02-20-2009, 12:16 PM

Forum Jump:


Users browsing this thread: 10 Guest(s)