Charles 22
King
Shinatoo said:I like to keep them around. If they are idle get them to building fortresses along your coast to ward off those pesky amphibious landings. Not a top priority but good work for idle hands.
Has anyone written an article in the +/- of building fortresses?
I guess you would have to measure that against the tendency of seaborne invasions not having amphibious landings, because placing fortresses on those same coasts may help against phibs (but don't they all have just 1 movement point anyway?) but whatever lands in those hexes is protected from your counterattack. Maybe the 2nd row of hexes beside the coastal ones are the better ones to fortify?
I thought about it a second and have come to the conclusion that you're probably talking about manning those forts. In any case the coastal hex doesn't slow them down, manned or unmanned seems to me, because they always land on that hex. The 2nd row being forted, or more properly barricaded, would prevent the multi-move units after that landing turn, from being able to progress beyond just one hex. If you're playing the game quite well I'm not so sure it's very useful against the AI, but I suppose there are instances particularly when you're on nothing but an island where it could prove some worth.
Actually, come to think of it, the idea of having a wall of barricades 2 hexes into the territory is a pretty good trap. They land and if that wall is manned they don't have that many hexes they can retreat to. Of course sealing them off with a unit in each adajacent hex to the landing one might be more practical in most situations.