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Author Topic: Shore batteries  (Read 2080 times)
tekkyy
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« Reply #15 on: August 10, 2006, 12:49:31 am »
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I gonna start on the player aids and the new battleboard tonight. Try to get some nifty pictures of ww2 that i can stick into the reformatted ruleset.

But the way I know the new map excites you but I think the player aids are more important. Like basic project more important then optional set I feel.

As for reformatting hows that gonna work? You reformat while I continue to update the draft?
Would we have synchronizing problems?
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Imperious Leader
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« Reply #16 on: August 10, 2006, 08:54:43 am »
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NO everything is great. You keep doing that work. I will eventually reformat some fonts and jazz it up and add pictures.
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tekkyy
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« Reply #17 on: August 10, 2006, 12:24:40 pm »
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ok...you can collect pictures, play with fonts and other formatting any time you like with dummy/old data

I keep going with the compiling
after phase 3 you import latest data of our project
and release
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Imperious Leader
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« Reply #18 on: August 10, 2006, 04:23:06 pm »
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I wont begin untill you are satisfied ( and others) with the draft. I just have a folder on my desktop with pictures.
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Admiral_Yamamoto
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« Reply #19 on: August 14, 2006, 10:01:52 pm »
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I think the Shore or Coastal batteries should target all ships involved in the amphibious invasion. Maybe BB can shrug them off.
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tekkyy
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« Reply #20 on: August 15, 2006, 02:18:04 am »
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We are also discussing about this in the last pages of "AARHE: Phase 2: Units" thread.
http://www.axisandallies.org/forums/index.php?topic=6378.0

We are still argueing about range of coastal batteries thus whether they can only hit atacking land units (landing crafts) or also ships taking part in support.

Note this'll be part of the ID (infrastructure defence) piece using the exisitng AA piece. You may now have multiple ID pieces in one territory. Its AA power has been reduced to realistic levels.
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ncscswitch
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« Reply #21 on: August 15, 2006, 03:16:30 pm »
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OK... here is my personal opinion of how to handle this...

AA (or ID as I guess it will be called in this version) represents the BIG guns... the ones with the 20+ k range.  Those weapons fire at the SHIPS, the BB's, DSTs (if applicable) and TRNs.

Those shots should be fired BEFORE units offload (so losign a TRN means losing it scargo also... makes those amphib landings far more risky for the attacker, as they should be.

If you want to add in the net effect of defenders firing at landing craft on their way to the beaches, allow ART (and maybe ARM, but I would limit it to just ART) DEFENDERS to have first strike fire... to attack the amphib forces before they reach shore.  That would be only for the very first round of battle, after that ART would be like any other unit (would give ART a defensive purpose other than being over-priced INF on defense).

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tekkyy
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« Reply #22 on: August 16, 2006, 02:20:15 am »
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Yeah amphibious assault we did make defending ART fire in opening-fire for 1st cycle.
I guess those can represent the guns aiming down at the beach.

Its quite good that way actually. Some of those guns at Omaha were destroyed by ship's bomardment before landing. Our amphibious assault combat sequence let ships and air fire before defending ART.
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Imperious Leader
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« Reply #23 on: August 16, 2006, 05:22:20 pm »
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Ill go with that as well.
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ncscswitch
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« Reply #24 on: August 16, 2006, 05:26:34 pm »
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Well cool, I am glad to have contributed somethign to your efforts smiley
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Imperious Leader
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« Reply #25 on: August 16, 2006, 07:06:32 pm »
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yea me too grin
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