COMPATIBLE WITH G&K AND VANILLA
Overview:
As cool as navies are, it is often difficult to get much done without some boots on the ground. This mod gives a fast and reliable way of putting your troops on the enemy shore. And to give them a fighting chance it makes a range of tweaks to allow navy, carriers and aircraft support the ground troops as effectively as possible.
Units:
- Amphibious Assault Ship can carry Special Forces (Paratroopers), Marines, Helicopter Gunships, Machine Guns, Generals and Settlers.
- Paratroopers are renamed into Special Forces. They are amphibious, can move after attacking and receive reduced damage from ranged attacks. They also gain experience 50% faster so you can promote or heal them more often. Basically, they have to be able to survive enemy bombardment, then fight, then survive more bombardment, holding their position while your bombers are doing their work.
- Helicopter Gunships have 75 (65 in vanilla version) strength, +2 visibility and are able to move after attacking. Their primary role in the landing is recon and hit-and-run attacks. Long vision range allows you to see enemy positions and attack them with bombers. As they have no defensive bonuses, even with increased strength they are flimsy and it might be a good idea to withdraw them back or hide inside AAS before ending turn.
- Marines (G&K only) have 55 strength (instead of 65), but get 50% attack bonus (so they have 82.5 strength when attacking). They are also slightly cheaper than Special Forces. This makes them a good unit to start a landing with, clearing a position for Special Forces and Machine Guns to take. They probably won't survive the enemy counter-attack.
- Machine Guns (G&K only) retain their stats. They can be used to weaken enemies before attack and to strengthen a defensive line. So far I feel kind of meh about them as their lack of range is a significant disadvantage. I am considering adding a new unit which would be more similar to a cannon.
- Great Generals boost the morale, and don't even necessarily need to disembark from Amphibious Assault Ship.
- Settlers are for convenience: if you want to colonize a far-off land, its faster and safer to carry them inside AAS.
- Carriers have much more strength, carry 5 aircraft and are correspondingly more expensive and require oil. Aircraft heal at the same rate on board the carrier as in the city - this is critical to sustaining fire support for ground troops.
- All Fighter Aircraft get a hefty bonus against Anti-Aircraft Guns and Mobile SAMs, and are reasonably effective in clearing a way for bombers to strike.
- Guided Missiles might be necessary to take out enemy anti-air and help soften fortified targets. Both their strength and cost were boosted by a third. Only modified in G&K version.
Strategic purpose:
This mod turns a Navy into a Long-Range Expeditionary Force. Components of this force are:
- Amphibious Assault Ships which carry Landing Troops
- Landing Troops ready to land, pillage and capture cities anywhere where you choose
- Carriers providing air defense and bombardment support to Landing Troops
- Destroyers, Battleships, Missile Cruisers etc. secure the seas and defend your Carriers and Amphibious Assault Ships
How is this different from making a bunch of units embark and travel to the point which you want to attack:
- Most Landing Troops have amphibious promotions, can attack directly from AAS (Amphibious Assault Ship), landing costs 1 move so they can move and attack in the same turn.
- AAS has a move speed of 6 and strength of 100. Your units travel securely and don't get into each other's way when embarking/disembarking.
- Injured troops can retreat to AAS where they are safe and heal faster.
- Many places which were hard to reach suddenly become much more accessible.
Controls:
To put a unit on Amphibious Assault Ship, it needs to be in the neighboring hex and have some moves left. Right-click or Move-click the ship, the unit will pop inside, consuming all its moves.
To make a unit land: Select a unit from AAS pop-up, Right-click or Move-click on the neighboring hex, unit will move into that hex at a price of 1 move, or attack an enemy in that hex.
If the unit is out of moves and you tell it to land, it will do so next turn, but will be out of moves. Keep this in mind.
If you don't have Light Touch mod installed, and click unit on AAS to go somewhere, it will pop out as embarked unit and will go towards destination. This behavior is not intended and is blocked if you use Light Touch.
Compatibility:
- Gods & Kings version available
- Vanilla version available
Scenario map:
Mod comes with a short scenario map - look for Amphibious Assault Scenario in the maps list. The goal of scenario is to perform an amphibious landing and capture the enemy Capital. If you can do it by the end of 5th turn - you're a master of amphibious attack! Make sure to use the new unit abilities to their fullest extent.
Where to Get:
- Attached below
- G&K on Steam Workshop http://steamcommunity.com/sharedfiles/filedetails/?id=84234833
- Vanilla on Steam Workshop http://steamcommunity.com/sharedfiles/filedetails/?id=84917968
Overview:
As cool as navies are, it is often difficult to get much done without some boots on the ground. This mod gives a fast and reliable way of putting your troops on the enemy shore. And to give them a fighting chance it makes a range of tweaks to allow navy, carriers and aircraft support the ground troops as effectively as possible.
Spoiler :

Units:
- Amphibious Assault Ship can carry Special Forces (Paratroopers), Marines, Helicopter Gunships, Machine Guns, Generals and Settlers.
- Paratroopers are renamed into Special Forces. They are amphibious, can move after attacking and receive reduced damage from ranged attacks. They also gain experience 50% faster so you can promote or heal them more often. Basically, they have to be able to survive enemy bombardment, then fight, then survive more bombardment, holding their position while your bombers are doing their work.
- Helicopter Gunships have 75 (65 in vanilla version) strength, +2 visibility and are able to move after attacking. Their primary role in the landing is recon and hit-and-run attacks. Long vision range allows you to see enemy positions and attack them with bombers. As they have no defensive bonuses, even with increased strength they are flimsy and it might be a good idea to withdraw them back or hide inside AAS before ending turn.
- Marines (G&K only) have 55 strength (instead of 65), but get 50% attack bonus (so they have 82.5 strength when attacking). They are also slightly cheaper than Special Forces. This makes them a good unit to start a landing with, clearing a position for Special Forces and Machine Guns to take. They probably won't survive the enemy counter-attack.
- Machine Guns (G&K only) retain their stats. They can be used to weaken enemies before attack and to strengthen a defensive line. So far I feel kind of meh about them as their lack of range is a significant disadvantage. I am considering adding a new unit which would be more similar to a cannon.
- Great Generals boost the morale, and don't even necessarily need to disembark from Amphibious Assault Ship.
- Settlers are for convenience: if you want to colonize a far-off land, its faster and safer to carry them inside AAS.
- Carriers have much more strength, carry 5 aircraft and are correspondingly more expensive and require oil. Aircraft heal at the same rate on board the carrier as in the city - this is critical to sustaining fire support for ground troops.
- All Fighter Aircraft get a hefty bonus against Anti-Aircraft Guns and Mobile SAMs, and are reasonably effective in clearing a way for bombers to strike.
- Guided Missiles might be necessary to take out enemy anti-air and help soften fortified targets. Both their strength and cost were boosted by a third. Only modified in G&K version.
Spoiler :
These stats are for Gods & Kings version


Strategic purpose:
This mod turns a Navy into a Long-Range Expeditionary Force. Components of this force are:
- Amphibious Assault Ships which carry Landing Troops
- Landing Troops ready to land, pillage and capture cities anywhere where you choose
- Carriers providing air defense and bombardment support to Landing Troops
- Destroyers, Battleships, Missile Cruisers etc. secure the seas and defend your Carriers and Amphibious Assault Ships
How is this different from making a bunch of units embark and travel to the point which you want to attack:
- Most Landing Troops have amphibious promotions, can attack directly from AAS (Amphibious Assault Ship), landing costs 1 move so they can move and attack in the same turn.
- AAS has a move speed of 6 and strength of 100. Your units travel securely and don't get into each other's way when embarking/disembarking.
- Injured troops can retreat to AAS where they are safe and heal faster.
- Many places which were hard to reach suddenly become much more accessible.
Controls:
To put a unit on Amphibious Assault Ship, it needs to be in the neighboring hex and have some moves left. Right-click or Move-click the ship, the unit will pop inside, consuming all its moves.
To make a unit land: Select a unit from AAS pop-up, Right-click or Move-click on the neighboring hex, unit will move into that hex at a price of 1 move, or attack an enemy in that hex.
If the unit is out of moves and you tell it to land, it will do so next turn, but will be out of moves. Keep this in mind.
If you don't have Light Touch mod installed, and click unit on AAS to go somewhere, it will pop out as embarked unit and will go towards destination. This behavior is not intended and is blocked if you use Light Touch.
Compatibility:
- Gods & Kings version available
- Vanilla version available
Scenario map:
Mod comes with a short scenario map - look for Amphibious Assault Scenario in the maps list. The goal of scenario is to perform an amphibious landing and capture the enemy Capital. If you can do it by the end of 5th turn - you're a master of amphibious attack! Make sure to use the new unit abilities to their fullest extent.
Where to Get:
- Attached below
- G&K on Steam Workshop http://steamcommunity.com/sharedfiles/filedetails/?id=84234833
- Vanilla on Steam Workshop http://steamcommunity.com/sharedfiles/filedetails/?id=84917968