Create a dot base with size -3,-3, built up to size 0 (or if possible a base which cannot be
built up which would yield the same result). This way no airbase or port can be created but
you can assign attributes usually limited to bases.
That is very interesting suggestion, however I am not sure base limitations apply for side not-controlling the base (although it is possible base will auto-convert, if there is no friendly unit in it). Obviously there is no reason to conquer it, if it will only limit your operations
But still, it will probably block your supply path.
As a side note, if Kokoda Track is THE ONLY path between Buna, and Port Moresby, there should exist NO other supply path, between eastern coast, and PM. That would require special terrain type, with supply cost of 99, to not let any supply to travel through this hex. Example of such solution you can see in picture below.
ORIGINAL: Andrew Brown
Another possibility is to apply the island hex stacking limits to hexes with difficult terrain, to limit the size of the force that can be placed in a single hex, even in non-island hexes. Such limits might have to take into consideration the presence of roads/railways, however.
Excellent idea! If the extra supply is taken also from unit pool, that should solve most problems.
Fx, consider an atoll-like limit for stacks in jungle, jungle rough or mountain hexes:
1. A maximum of 6,000 men in Jungle, Jungle Rough, or Mountain hexes
2. All devices above this limit are disabled
3. All non-infantry / non-engineer devices with a load cost >9 are disabled (mortars and pack howitzers can make the trek, but not vehicles and heavier artillery)
And how will they be "enabled/repaired" later? Automatically, or by normal means?
Actually, that got me thinking...
Should not every large Device be "disabled" when loaded on ship in Transport TF? After all, they will be disassembled for ease of transportation.
Playing a bit of devils advocate here, what about the commando style units that were designed to work in "hexes" with out roads. Won't this cause an adverse effect on them?
Shouldn't be a problem as those "commando" style units would be sized under the stacking threshold. If they were in the same hex as a moving oversized stack, then they wouldn't be a real commando unit. Think of the Chindits and the Australian commandoes on Timor, they operated well away from main force lines.
Maybe we need third LCU type (there is now only Infantry, and Motorized type)? Namely "Light Unit", which would have not get supply/move penalties in difficult terrain? And, in the same time, increasing those penalties for other LCUs?
One interesting thing is that you could set up hexes to be 'impenetrable jungle' on all but 2 sides, thuse forcing a trail through the hex, even without a trail being there. Remember any hex-side that shows as red can not be crossed by any means. With some hex editing, you could make a trail through the Owen Stanley Mtns range simply by choosing the correct trail, and making it so that only a 'trail' of hexes can cross it.
Another solution will be to put impenetrable borders in such a way to create longer paths. Not quite historical, but take a look at my example. That way there is always at least 2 hexes between Buna, and PM.