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embarked units strength vs ships

Discussion in 'R.E.D. World War II Edition' started by brindle, Oct 3, 2013.

  1. brindle

    brindle Chieftain

    Joined:
    May 16, 2009
    Messages:
    51
    thanks for great mod! anyway, I was trying England on v38 and after France fell, a massive invasion fleet of germans headed to sea (I think I noticed they popped a special operation too - they sent paratroops to England in conjunction with invasion). Anyway, I think I counted around 15 embarked units. however, I totally controlled the seas and had 10ish ships hanging around the home islands. Unfortunately, that turned out to be almost useless as it took about 5 ships focus firing on one embarked unit to kill it. needless to say, 2 turns later about 12 german units landed on my shores.

    IMO, there is no way that a ship should not instant kill (or at least 90% one shot) an embarked unit? Perhaps let embarked units stack for safety if you have escort ships?

    Anyway, I found it almost impossible to defend since at this time in the war, UK only had room for about 1/2 dozen 'land' units due to restrictions in force size and I really needed to rely on my fleet to protect the home islands.
     
  2. Gedemon

    Gedemon Modder Moderator

    Joined:
    Oct 4, 2004
    Messages:
    9,309
    Location:
    France
    I need to do a re-balance of the embarked unit strength, I think that one of the last patches has fixed some value in the vanilla game that were already fixed in the mod. The result is that they may be too strong now (fix applied twice), I'll have to check that. There is another option planned long ago but still not implemented: give damage to any unit landing on enemy territory, even if the plot is not defended.

    Still, the launch of Operation Seelowe should be a very bad news for the U.K. player, and a real challenge to counter :)
     

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