DD Tanks

winnie

Chieftain
Joined
May 10, 2005
Messages
9
I'm doing a D-day scenario, and was wondering if, apart from making them air units with no range, similar to standard helicopters, there was anyway of making DD or swimming tanks amphibious?
PS and also whn I create units using the events editor, even though I put several sets of coordinates in, it only ever produces 1 unit. Ideas?
Thanks
Winnie
 
Your last question: Setting a lot of coordinates when creating a unit doesn't place one unit at each coordinate. What it does is place one unit at the first free coordinate. The game tries first to place a unit at the first coordinate. If it fails, it tries the next, until it can successfully place the unit or there are no more coordinates specified.

If you want to place more units at once, you need to have one trigger for each unit you want to place.
 
kobayashi said:
I don't think a tank was ever made which could cross the english channel so why not just give them the amphibious flag and be done with it.
the germans designed a specialised panzer III or IV that was supposed to be able to cross the english channel when they were getting ready for operation sealion, but it was ment for driving up to 50 feet underwater, and i don't think they ever took the project seriously enough to complete it, :lol:
 
kobayashi said:
I don't think a tank was ever made which could cross the english channel so why not just give them the amphibious flag and be done with it.
On D-day, specially designed Sherman tanks, fitted with propellers and canvas sides, were used on all five beaches to provide fire power on the first wave (on the British beaches they were part of the 79h Armoured Division, known as Hobart's funnies). One of the reasons for the heavy casualties on Omaha was because many of the tanks were launched from too far out and sank. Although I take your point that they didnt swim the whole channel, they were amphibious, similar to the DUKW, and so I wondered how I could recreate this in a scenario.
 
PrinceScamp said:
my advice is to take alook at Second Front scenario.
Ditto. The key there is that Nemo uses the trireme flag with domain 3 units. There is a 50% chance the tanks will be lost at sea if they end their turn away from the coastline. About a dozen turns into the scenario you're required to run a batch file which swaps game files. This changes the amphibious tanks to half-tracks - normal (domain 0) land units.
 
Wouldn't it be more accurate (and wicked :devil: ) to portray them as helicopters than as domain 3's? That way they'd be prone to partial attrition over and above the trireme risk. They can also capture cities as choppers.

The 'upgrade' to a land unit is definitely in order, since IIRC both approaches 'ignore' terrain costs. If you're shy about bats, Leo could also do the trick — at the cost of a unit slot. Btw, why did Nemo choose HT's as the upgrade route, rather than Shermans?
 
Boco said:
Wouldn't it be more accurate (and wicked :devil: ) to portray them as helicopters than as domain 3's? That way they'd be prone to partial attrition over and above the trireme risk. They can also capture cities as choppers.
I believe domain 3 was chosen for precisely that reason, ie, to avoid the effects of attrition. That would be pretty nasty – you may find yourself with a totally ineffective unit after only a few turns. I guess it comes down to how much of a beating you want them to take. In what kind of shape were the amphibious tanks that made it to the shore? Damage will also carry over to the 'upgraded' unit, whether by file swapping or Leonardo's Workshop.

Boco said:
If you're shy about bats, Leo could also do the trick — at the cost of a unit slot. Btw, why did Nemo choose HT's as the upgrade route, rather than Shermans?
I assume he was economising unit slots. Both the Sherman and amphibious types are present at the beginning of the scenario. Not all unit changes in SF follow a logical progression. Although possessed by the Allies, Leonardo's Workshop doesn't appear to be used to upgrade any units at all. With the large number of unit changes that take place during the course of the game that method may have been more trouble than it was worth.
 
PrinceScamp said:
my advice is to take alook at Second Front scenario.
unfortunately, when i tried to open the msdos file which it says in the readme, it didnt work.
 
Wobbegong said:
In what kind of shape were the amphibious tanks that made it to the shore? Damage will also carry over to the 'upgraded' unit, whether by file swapping or Leonardo's Workshop.
IIRC, it depended on how far out at sea they debarked. The Omaha DD experience was awful. Some Amtanks, LVT(A)-4's, there could have saved many lives. They were poor tanks, but very useful at the beachead. Certainly more than a sunken Sherman. After Omaha, the brass finally decided to pay attention to the lessons learned in the Pacific. LVT's soon arrived to ease operations in the Scheldt, Venetian lakes, and the Rhine.

The aim with choppers-as-DD's is to encourage the player to get them ashore ASAP, where a Koby upgrade trick or a city could be found. It's a sledgehammer approach. With Domain 3 units, however, the player is tempted to sail far and wide. Still, a pressing need for tanks ashore can offset that. Too bad you can't reduce the attrition rate of choppers.

As far as damage carrying over goes, well that can be a bonus. Assuming a logical upgrade path, damage could reflect sunken tanks or those damaged via flooding.
 
winnie said:
unfortunately, when i tried to open the msdos file which it says in the readme, it didnt work.
Is this your problem?

Boco said:
(...) Still, a pressing need for tanks ashore can offset that.
I figure Nemo was banking on that – combined with the threat of losing tanks at sea.

Boco said:
Too bad you can't reduce the attrition rate of choppers.
Yeah. BTW, it seems I'd managed to chop off part of my previous post. That's the bit where I mentioned that if you were using ToT *cough*, the domain 1, range 0 attrition could be eliminated by setting the helicopter damage override to 1. That way you could mimic the effect achieved in SF, but in addition, provide the ability to capture cities.
 
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