z00mz00m wrote:
Let's set aside the idea of an "armed transport convoy" appearing out of nowhere, capable of fighting off subs and destroyers. This is also ludicrous, but let's set it aside for now.Let's talk about cases where a transport (disembarking) runs into defenders on the beach. How effectively are the disembarking troops going to fight? This is not a Commando or Specnaz brigade landing at night, just a regular infantry or artillery or armor unit. How effective are they going to be, as they arrive on the beach in small groups, unload, and then send the landing craft back for more? Not very effective. Most of them are going to die before they can get the water out of their boots.
Or, let's talk about a unit embarking, but still labeled as an army unit. How many of them are already on boats? How many are packing up and carrying equipment? Are they able to fight effectively against a fully formed army brigade charging at them from the nearby city? They'll be cut down like wheat. History is full of examples of army units getting mauled while attempting a river crossing. Or just consider the WW2 example of Dunkirk. Embarking while under fire is *extremely* dangerous.
Both of these cases (embarking, disembarking) put units in precarious positions. They should be extremely vulnerable, and not at all able to mount a solid resistance. An army unit that catches one of these vulnerable units should win easily, suffering little to no damage.
Now use the realism argument to take apart all the other non-realistic mechanics in CoW (there are many) and then you won't have CoW anymore. CoW is not a reality simulation, so gameplay and balancing always trump realism. Realism is there to inform the balancing and gameplay, however. But overall the gameplay in CoW is an abstraction, you should not take everything at face value. Many "hidden" things are not shown and are just assumed. Like transport ships being escorted by other naval vessels.
Even with the current balancing disembarking transports get mauled, you need multiple times as many transported units to defeat the land units on the coast. In my earlier post I did the math with the weakest units in the game (to showcase that a transport loses against even the weakest land units), but you can use much better units to get much better results vs transports. Not many people level up their transports, but many people level up their land units, so chances are that in most situations the disembarking force has to be multiple times larger than the coastline defenders to win. You even get your home defense bonus if its your own soil. To me this is fine and reasonable, and informed by realism. Is it the most realistic it can be? Maybe not, but as said before, realism only informs, but its more important that it fits into the current balancing approach in CoW.
Embarking units are not more vulnerable because no feature for it exists to make them so. You are right they probably should be, but it also doesnt have high prio to introduce this. There are many other (potential) situations and mechanics in the game for which we can say the same actually.
I also have to say that it shouldn't become too easy to prevent landings with land units, otherwise the already underrepresented naval units would lose one more of their roles. I rather want people to build more naval units to prevent enemy landings.