Sorry for the delay in answering nolefan5311, but have been busy with other projects and uni.
nolefan5311 wrote:For the Land Batteries...is the Kum Kali battery supposed to be able to bombard say, the A Landing Beach? If not, I think you need to indicate some sort of range attack for these.
I have adjusted those to two different colours to indicate the range.
Same for the battleships, but I assume you want any battleship to be able to bombard all the marked territories, no matter if it's on the other side of the map. Perhaps you should make these targets more distinguishable...change the actual color of the region or something? Since the battleships are so important, distinguishing the regions that they bombard a little more clearly would seem to jive with theme of the map. The targets tend to be a little confusing, especially with the map being so small.
Battleships had quite more firepower than the Turkish land batteries, that is why they could bombard all over the peninsula.
Are the starting positions on the land associated with any particular battleship, or are they deployed completely randomly from the battleships you own? Nothing leads to me to believe they are associated, I was just curious.
No, every deployment is per the natural drop.
Does Krithia village directly border Madios village? The legend indicates that villages border each other via the roads, but there is also an army circle sitting on the road in the Seri Tepe Ridge region which could lead to confusion.
Army circle moved.
The border between Kavak Tepe and Anafarta Sagir is hard to make out.
Mmm, OK...i'll have to sort out something there.
Do the Land Batteries also have normal land assault borders similar to the Forts? If not, I think it could be slightly disadvantageous having one of those as a starting position.
yes, the land batteries are to be starters, and have normal borders...fixed in legend
Have you thought about having M3 border more than just one MS ship? I'm not sure if you wanted a chokepoint directly after a killer neutral. Maybe just change the assault route to two assault routes: M3 > MS6 > MS8 and M3 > MS7 > MS9.
yes, i had thought of that, but don't like removing the MS7 to Chanake Kale as this was a major assault point (that never came off anyways)
Changed on next version so that M3 assaults both MS7 and MS6
The Convoy Landing Ships mentioned in the legend, are those the "L" ships? I think some clarification needs to be made there.
Fixed.
I only count 14 starting positions on land (from north to south): Gendarmarie, Gelibolu III Corp, 3rd RIdge, Krithia, Feshkesh, F1, Saraijik, Sari Saglar Beach, Cephez Pt., Kizil-chilali, Erinkeul, Dumbrek, Kum Kali. I can't tell if Gaba Tepe is a starting position or not because it looks like there are two numbers there. If it is, that's still only 15. Doesn't seem consistent as each player in an 8 player game is going to be deployed one Battleship, it's associated L ship, and an L ship in the bottom of the map.
Fixed, there are now 16 land starts - although these may need to be moved with further analysis.
There are now:
* 8 BSs
* 13 Landings vessels and 3 MS positions
* 16 turkish land positions.
It's a +1 for each land territory position held, but it's also a -1 for each Landing Beach region. Maybe instead of saying that they lose one per round (which they won't, they will just maintain the troops that are already there), indicate they are not included in the Land Bonus or something?
the -1 for landing beach notation has been removed.
Mmmm, i'll have to think about removing the +1 bonus autodeploy.
i wanted to simulate the invasion, and it's up to the opponent to bombard the landing ships to stop the invasion.
What do you think?
That's what i think ^^ !
