Will you actually see a country with high tech in surface ships without building any surface ships at all? The number of surface ships on the map doesn't necessarily indicate the amph capability. E. g. BB's in the Med won't affect the amph capability used against western France. DD's sailing as convoy escorts won't affect invasions either.leridano wrote:Even tech surface ships level +1= max. number of amphibious landings per turn is a fairly appropriate house rule, this way we don´t keep in mind you could have reached 4 or 5 tech surface ships level with only 1 BB. That would means that you could land 5 or 6 units with such a short navy... There should be a relationship between having a large navy and amphibious capability...
The only time you will see that the number of surface ships could affect the number of amphs would be a German invasion of Britain. But it would happen so early in the game so there is no chance they would have tech level 3-4 at that time. Tech 2 is possible if the Germans build 2 naval labs. With the formula then the Germans would have 3 amphs. I also think the Germans would purchase a BB to increase the chances for Sealion to succeed.
The big problem with linking the amph capability to the number of surface naval units is that the Allies would then have a too large capability in amphs. It means they can start big invasions even in 1941-1942. The truth was that they could barely muster enough amphs to launch Torch late in 1942.
The best thing would be to have separate amphs you purchase, but there is a limit to how big changes we can make to CeaW.
So we need a simple rule that would ensure all countries experience the challenges they faced in the real war. Launching an invasion should not be easy and something you do on impulse.
The good thing about linking the number of amphs to the tech level in surface ships is that you then have a chance to influence how many amphs you can use. If it's a function of the game year then you can't do anything to speed-up the amph production.
It's not possible to have a separate cost for embarking units as amphs than embarking them as transports because the game will only deal with transports. But maybe it's possible to deduct e. g. 24 PP's for each transport landing in an enemy occupied hex. That means you pay for the amph when you use it as an amph. I'm not sure if it's possible to do, but would it be a solution if it's possible? Maybe it's possible to make the landing increase for each unit landed. E. g. the first unit landed will cost 10, the second 20, the third 30, the fourth 40 etc. That means you have to pay a lot of PP's for landing many units at once. This way you in a way limit the amph capability because you need to have the PP's saved up in order to pay for the amph landing. This way we don't need a specific amph limit. It's simply governed by the PP's you have available for paying for the landing.
How the cost increments is not set in stone. I just suggested one way of doing it. Is this a good alternative to the number of amphs being dependent upon the game year or tech level in surface ships?