The map should be marked for possible landing sites. It is not a fact that major landings could take place “anywhere”.
True but it is too much zoom-in tactical level geography.
Let’s suppose the amphibious assault is made in an appropriate places.
The bad or good luck of the first roll of dices in combat is making for a good or bad landing place.
First, the attacker should only be able to attack with infantry only on the first round ( and air units). This would be rolled after SB is performed.
AAA fire then Shore Bombardment are the first two steps. At a tactical level, artillery and armor have a bad moment to pass through during landing phase. The issue is to figure it all at strategical level and keep balance.
I suggested this penalty can be enough:
instead of saying all A1 for the first round of an Amph. Assault
Just say all attacking ground units get -1A to a minimum of A1, for the first round.
Hence, Artillery get A1.
But, at least Armor can get A2.
And according to this HR, even an Inf getting A2 for being paired with Art is reduced to A1.
But, at a strategical level, the SB can give a little support to Infantry unit trying to land.
That’s why:
During the first round of an Amph. Ass.
Destroyer, on a 1:1 basis, give +1A boost to 1 Infantry unit.
Cruiser, on a 1:1 basis, give +1A boost to 1 Infantry unit, in addition to the shore bombardment.
Battleship, on a 1:2 basis, give +1A, to up to 2 Infantry units, in addition to the shore bombardment.
So the warships heavy guns can make a difference (even Destroyer’s one), on landing round.
Second, Defending Infantry and Artillery should fire preemptively ( loses taken first do not fire in subsequent rounds)
This is a tough one, do we give it to Artillery unit only or to both units?
Here I followed Razor and also you, at the strategical level, and for balance (too much Inf vs Art), and for simplicity and also because 1914 give it only to Artillery unit. And it will be a weaker ones however:
All Artillery units get a preemptive strike (like subs) against incoming units.
Third, all remaining attacking units roll, then remaining
The attacker should be able to retreat, however all mech units are converted into infantry ( they leave the beaches with equipment…ala Dunkirk)
That one is new. It is alien to A&A system to convert 1 unit into another.
However, a retreat possibility could be interesting…
But usually the better units will survived last. This means it will probably be armor or artillery…
Instead, it can be something like this:
If amphibious assault units needs to retreat (at the beginning of the round), attacker must loose 1 Armor unit or 1 Art unit before any other 1 casualty.
Basically, attacker must loose 1 additional ground unit (the costlier and valuable one), and this unit cannot fire, then return the surviving units on landing barge (transports).
On most occasion this will mean 1 armor unit, an A3D3, 6 IPCs unit.
Thanks for this idea about amphibious assault retreat.
It can even more create an incentive for the defender, to throw an air/naval assault on transports to get ride of the surviving retreating units. Rarely see, ground troops going into the bottom of the ocean with transports units.