Kwik E Mart
This is some of the tweaking done to Naval Bombardments:
All locations have a 'spotted' status which gets clear during the night phase.
If the ship has a float group and its mission is RECON - needs to be either a day or night mission so applicable flies - and the target has not been spotted yet, the group 'spots' for this ship and any others attacking the same target. A message shows up if this is the case.
To keep planes from flying RECON all over, just set the range to '0'. It doesn't matter how many planes are available, just that you have the mission.
Spotted targets at night don't have the weapon penalty for night naval bombardment attacks.
Supply loss points are a factor of the device(shell size) and damage inflicted, rather than by a fixed modifier. Smaller shell, less supply loss. Bigger shell, bigger loss.
Bombardment by ship:
Weapons get penalties;
(a) FLAK-type devices not as effective.
(b) devices firing at over 2/3rd of their max range are less effective.
Attack at night with the target not spotted are less effective. Moonlight helps offset this disadvantage.
Presence of friendly units in hex assists accuracy of the firing ships.
Hits are determined by turret rather than by total number of devices. Once a 'turret' hits, the barrels determine damage.
Return fire from shore guns:
Weapons get penalties;
(a) FLAK-type devices less effective.
(b) devices firing at over 2/3rd of their range less effective.
Attack at night and the target hasn't been spotted has the weapon accuracy lowered.
Supply and support state of the LCU can affect how many guns return fire.
Bombardment process change:
Rather than start the ship bombardment at a fixed range of 3 to 12 depending on the ship type, the start range is 30 for day and 15 for night.
As range closes, weapons become more accurate. This also means weapons become available to fire as range closes, rather than be mainly available immediately as currently.
If a minimum Bombardment Range is set, then the ships will outside that range of the shore and only guns with the range will fire. Setting the range to 0 will make the TF behave as now.
One change that missed this build was adding unit fatigue based on the effect of the shell not causing damage but impacting the LCU area. Higher fort and better terrain would lessen the impact of the 'shell shock'. This would be more obvious at night with higher fatigue generation.
How well it does is up to you players.
does the shore battery tweak affect invasion routines as well, or just naval bombardment? thanks
Kirk Lazarus: I know who I am. I'm the dude playin' the dude, disguised as another dude!
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