our second landing (WN) succeeded cause we send over a bunch of small raids at night destroying the enemy beach defences and some stuff inland. Collies also didn't rebuild any bunker defences at Arise. When dawn came we landed with tons of tanks, infantry and coastal bombardment from our battleship. We made a BB at the beach and hunkerd down and held on while tanks and infantry pushed the collies. our Bluefin we stocked with enough free supplies full of everything (including tons of tanks) that it was essentialy a portable seaport.
@@RobertLovesGames 108 (last war) collies just didn't rebuild for some reason. I was screaming at them for days to rebuild origin and they just burned out. Next night the third (or forth?) invasion was what killed origin (gg btw the battleship was amazing!)
Landing operations have been the most difficult to throw for professional militaries through CENTURIES. The amount of logistics, coordination and expertise required to make them work is actually astonishing. History remembers D-day on Overlord as a success, but few people know that it came very close to disaster and Lady Luck had a lot to say about it
Exactly! While doing landings more this last war and researching real life wars I found this out. Makes it feel better when you do accomplish a successful landing. Thanks for sharing your thoughts on this!
@@RobertLovesGames Honestly, I think the setback is more realistic. Plus, if anything, just landing shouldn’t be the only tactic. In my opinion, bombardments should’ve conducted before invasions, or misinformation conducted for surprise. Another thing could add NPCs to man to help out with NPC crewed.
D Day was special for a million reasons The Channel concentrated naval force and was shallow enough to restrict u boats to a degree. The Channel was under complete control of the allies. The Allies bombarded the shore for hours prior to any landing. When the Nazi forces died they didn't respawn. The allies had an immense logistics advantage
Beach Prep and Secrecy is honestly the key here, Participated in the warden Axehead landing on day 1 and the WN landings at finish and both were successful (48+ in game hours) I think more than anything this is just something we need to get used to. there were successful landings. Also that diagram at 4:12 slightly misleading. because 1, the best place to do a naval landing is into an uncontested hex so population of that size shouldn't be an issues, and 2 you can easily manage some of the largest ships with a few less crew members.
This, is hitting on my point of thought, and now with the ability to project naval power, beach landings can actually succeed where often they have failed. I hope people realize the USN has a whole proven doctrine on how to do an amphibious landing. Also, I suspect they will be long operations. Comparing a real work situation? D-day Normandy took 18 days. So, 48 hours is pretty reasonable. I would say D-days are Foxhole version of a raid from WoW, long levels of suck.
Nice! Thanks for sharing that! Your operation with SIEGE and WN looked like it went well! Was another great D-Day type video from you! I agree that you can do larger ships with less crew. Which is what I hope to see more this next war. More people wanting to be on the ground and less on the battleship. Thanks for sharing your thoughts on this!
I was part of 2 landings, both successful to some extend. 1st one was with our destroyer. We parked it at the beach, built a small pontoon bridge and used the crew as marines to get out and storm the relic base. It took us 3 tries and we had to repel multiple attacks form Wardens but eventually we took the relic. It could be around 15 v 15 at the peak time of battle. 2nd landing was at the last day of war in Mercy´s Wail. At first the landing started south of TH but was getting QRFed fast so I took my guys and randomly we got LT into our landing craft which was not planned. So we took it further south to clear beach. We landed and I told my guys to hold no matter what, until we get more and more people. We reppeled multiple attacks, got reinforcements and later on even the Longhook landed, we managed to capture the Turncoat relic base. Original goal was to capture Mercy´s Wail and deny victory point to Wardens but because we secured the south landing spot and captured relic we created ideal scenario for expansion and it worked very well so I learned a lot out of it. So far it is mainly about preparing the whole landing, scouting and coordinating between units. - I was saying years ago Foxhole needs communication and organisation tools the most. So I agree on that 1000% - Bigger, wider, and deeper beaches are needed for sure. - Last thing I´m going to mention would be Command truck. Limited spawn points (shirts) and equipment and depending on what Tier of Command truck you can get AI to some distance or even incorporate this vehicle into active front line or active defence as a flanking, mobile spawn. Vehicle that can be upgraded out of standard truck on T1 facilities, out of flatbed on T2 and Heavy Duty version of it on T3 each giving additional features. Imagine at some scenarios you could land with the command truck, deploy spawn and dig in, build some basic sandbags etc. Little bit of wall of text but my thoughts :)
The germans during ww2 thought the allies will cone from different beach front, which was a trick and allies deployed on normandy, Changing where to deploy at the last second might be useful tactic ,if all the resources can be coordinated to accept the new front location
It was more than just a last second change. A) Operation XX, w/ Agent Garbo and his “network of double agents” Feeding the Germans bad intel, b) an entire false army w/ balsa wood gliders, inflatable tanks, and even an entire decision brought in on the press date positioned to make it look like Calais, which btw has often been the landing point on France from England in the past, was the intended target. And that was just the psy-ops performed to divert critical German forces from the actual landing point in Normandy that I’m aware of
Naval imvasions being too costly, a logistical nightmare, basically based on luck, and highly susceptible to enemy intelligence ruining them before they begin? Sounds accurate to real life.
I think we need to develop strategies atm to transfer manpower from naval assets to land assets while maintaining similar capabilities for e.g potentially build a pier and move the spawn to that, potentially moving from ship born artillery to land based ect ect as curt like you say too much manpower is not on the beach, it’s in a similar vain to how old naval attacks meta was to transition into a bunker on the shore
I was in the NCAP landing. Being able to switch to different beaches was the only thing that was working basically. We'd land at the first beach, get swarmed and accomplish nothing but then we'd switch and do a bit of damage before getting swarmed again. Then going back to the original beach we also sent a few people to the middle beach to ambush tanks switching beaches and that was hugely successful. That move finally gave us progress on the first beach. Beaches need to be very long or there needs to be multiple available. Also it might help if shell craters were more quickly appear on beach sand so the beach could be pre-shelled to make cover for infantry. It would also help if landing boat drivers could pull items from the base ship's inventory so things like sandbags and tripod guns can be loaded up while infantry grab's their equipment. As for the island victory point idea, the victory points as they exist in game are mostly pointless. You basically have to take every region to win. If there was some sort of countdown to defeat/victory like how some games will deplete a ticket system then they would matter. You could have it for example be 22 out of 32 victory towns are taken then a 7 real day countdown starts. Then the defenders would have enough terriory/infrastructure to fight back and taking back victory points would matter as it would stop them from losing.
Great points! My only point of concern is committing too strongly to moving attacker spawns back to shore. I could get behind a system where landing craft are faction-locked respawn points, if it is done well: - Landing craft need to be like bunker bases. No spawning in from the home region directly to a beach. Anyone coming in still needs to start on the longhook and pile on a landing craft. - No changing spawn from one landing craft to another. If the landing craft you came in on gets destroyed or runs out of shirts, your team had better have put up a real base, or you are going back to the longhook. - A hard limit on the shirts and gear a landing craft can carry. ESPECIALLY shirts. These absolutely cannot become a substitute for an actual base. My gut says 10-20 shirts is reasonable. - Undeployed landing craft should pull inventory from a deployed longhook fast enough no one is left waiting around. - BMS longhook needs to be much cheaper, landing craft needs to be much more expensive. This should make things more convenient for attackers without removing the D-day style landings as part of the loop. And it is incredibly important to reduce the cost of the longhook. Clans should be more willing to throw resources at long-shot landing operations so landings can be a more standard part of the game.
I like these suggestions and feedback! Thanks for sharing these! And yes making the longhook cost less would help a lot! Hope to see more of these landings in more wars. Thanks again for your thoughts on this!
I was part of a Sundial landing as battleship crew. Your point about too many people being bound up on ships applies very well to that landing. We were very successful in the naval domain and the coordination seemed pretty good too (although not perfect). We very successfully cleared the collie defense with our bombardment and were able to get spawns on land quickly. However, we eventually ran out of steam when the land battle left battleship range and when the battleship ran out of shells. At least the retreat was successful. (Not like in the operation where the Compas Rose sank...)
Thanks for sharing this and your experience with naval landings! This is really insightful stuff! Anything you would have done differently? Brought more shells? Positioned differently? Thanks again for sharing this!
@@RobertLovesGames Well, I wasn't involved in organising it, but more shells on the bluefin would definitely have helped to lessen the counterpush. Repositioning wouldn't have given us a better range as far as I could tell. At some point we were sitting right at the shore and hitting the friendly side of the frontline. I think at that point it might have made sense to have more artillery and vehicles on land. (There were some 120ies there, but they might also have had range or ammo issues.) Maybe just leaving the hex to make space for infantry could have made the difference between pushing and being pushed right at the peak of our gains. That's just speculation from a not very experienced player who was just seeing part of the whole picture.
You make some very good points, but I think amphib landings will almost always be a nightmare because of one factor: current spawn mechanics. I was part of many amphibious assaults as part of the wardens a few wars ago, and the primary issue we had was the pop cap in the region we're in. You NEED a concentrated numerical advantage if you want any hope of punching through hardened defenses. At least a 3 to 1 advantage is needed to achieve a breakthrough if you're just brute forcing it (because those theoretical crusiers and support ships are useless without the people to man them). You just can't get that when one person in chat can call out the invasion, and a ton of players can just redeploy at a moment's notice to the affected area and shore up the numbers discrepancy. Other than that, I agree that a spawn point on shore via a command vehicle or a white whale-esque vehicle would help immensely with keeping the momentum going. Naval landings are a bitch, and proper planning, along with a LOT of luck are needed to score a W
Yea population caps really do hinder these naval landings, which is unfortunate. And yes it would be awesome to get a faster spawn point. Last war a group did a really good landing with the longhook right by the shore in Origin near the end. Thanks for sharing your insight on this!
There was a study made by the actual USMC, saying that amphibious landings are only successful if the landings are clear from enemy presence anywhere near that area. Thinking about it dday was only a success because the Germans weren’t the most prepared.
As it turns out not weakening bunkers over a hugely open area before attacking it isn't a good idea however white Wales should probably be back in some respect. Also I believe adding some protection or reduction of the effect of being in shallow water when they stop to give attackers a bit of a chance more
True lol. Need to take out some structures before landing. Maybe a structure you can build only on the beach? I know we have sandbags but something more? Thanks for your thoughts and input on this!
@@RobertLovesGames the one in old captain did a preliminary bombardment. and went wonderfully even with collie numbers the beach was pretty much secure beyond our ability to do anything. But yes I like the idea of being able to build some sort of encampment style building in like a pre packaged form or have a beachhead craft where is essentially functions like the new Landers but can hold shirts and spawn for some time with maybe AI or manned weapons
@@RobertLovesGames yeah no worries. The colllie beach defences were effectively rubble one the landing started, so I think the landings can be fair there's just a lot that goes into them
Yeah, maybe spend a few minutes shelling the beach and it’s defences before landing. Also, ships should run on a skeleton crew (captain, spotter, gunners, loaders, engine room) to maximise players on the beach.
The idea of the landing crafts having a small amount of supplies would help out a lot. I am looking forward to how things get reworked for the furture but yeah the biggiest downfall of this game as a whole is player count in hexs. Which is a shame but doesn't change the fact this game is still fun.
Agreed! Foxhole is still amazing! I would really like to see them play around with the que system more and player numbers in hexes if possible. Thanks for sharing your thoughts on this!
need to raise total player count in a region to make naval landings work as intended in the current state of the game. otherise make beaches twice as deep or allow you to build on beaches in enemy territory
I would love that! I think they should try it for a war and get rid of their que system of a certain number of players need to be in the region on both sides for people to get in. I like the idea of beaches being bigger and maybe have some kind of special buildings you can only build on beaches that decay fast or something. Thanks for sharing your thoughts on this!
You cannot do a landing in a fortified area without overwhelming artillery support. Do you want to recreate some D-day-style landing? Look up what all was done to even risk a landing. Beach landings are rated for failure. All your points about “problems with landing” remove the mechanics core to the gameplay-real-time simulated warfare. “Should it be this hard?” Yes… yes, it should. It’s why airborne infantry were created. (Which I add was also a high risk high reward operation as well.) All beach landings, without proper planning and support, WILL FAIL. As they should. A lot of what I am hearing from many people is they don’t like how realistic this is when trying to recreate something realistic. Saying people being in the boats is an issue? Your landing will fail without naval guns. 🤷🏼♂️🤣 Now there is real naval power projection. It’s time to rethink beach landings. This is when the RTS aspect of this game comes into play. The server capacity also needs to be improved. I am sure that they can, if the effort was made, upgrade the population capacity. Most of their counter points to why they can’t sounds like “it’s too much of a logistical and technical problem that we would rather just make a new server set up with Anvil.” With real-time simulated combat comes simulated real-world problems. Poor communication, poor supply = failure of the mission. (Though my comment sounds hostile/ I do like your content and your channel and think you are a sincere and genuine dude)
Thanks for your thoughts on this. I really didn't think about how much beach landings should fail until I made this video. I honestly thought they should be easier. But now I'm more on the side that they should be hard to be successful. Didn't come off as hostile at all! Great information and great input! Thank you! Thanks for your kind words as well!
I had an idea for landing crafts! Honestly, the barges are probably better if having naval supremacy. If caught, then the fleet would be in huge danger of losing all of their barges. I know it could be said the same for swordfish or long fin, but more ships will draw attention. What’s worse is that unlike the both of them, the invasion would fail if there are no respawns. My idea is that they bring back the white whale as well as having the same system, like having the landing crafts land first to secure the area before the white whale land so it’ll establish a landing zone.
I agree that pull timers on the bluefin are way longer than they should be. Ive not been seeing people take enough advantage of things like shore bombardment (especially with gunboats against pockets of infantry) or the ability land Light Tanks with the landing craft. The landing i was a part of was much faster than 5 minutes to deploy, i think that landing in origin was massively hampered by the longhook being in a different hex. Like you mentioned the best part of the new landings is how non-committal they are. Throw something at the wall and if it doesnt work or isnt going well, just raise anchor and sail back home. Nothing but a bit of infantry equipment lost.
Was there any naval shore bombardment during and right before these landings? Like parking a battleship offshore and just laying into the beach defences to soften them up?
No unfortunately. They started raining shells down once we had established a foothold on the beach. Which in turn I think ended up hurting us more. More communication is needed for these landings to make them work. Quick response forces by the enemy are just so strong and can shut any landing down pretty easily. Plus if the enemy has howi defenses it makes it really hard to shell them.
We need 2 things A boat that can be built at the longhook that provides AI on the beach (and maybe has a couple of AI guns) And the WW needs to come back (changed, and maybe has a interior that you spawn in) (and a Couple of AI guns on the boat) so that it makes life a lot easier
AI gun to kill defending infantry? What about just putting guns on the landing ships? Thoughts on that? I like the WW idea! Thanks for sharing your thoughts on this!
@@RobertLovesGames Sorry - I didn't make it as clear as I meant to - Pretty much - the AI guns would be to defend the boat that provides AI so that when inevitably the beach gets bomb rushed it can defend it's self (and help with the defense of the landing craft - especially if there are tanks - since there would be a 20mm on the boat)
Agreed! This is when the navy update was pretty new. I think clans have gotten a lot better at providing navy support. Bringing in a destroyer/frigate or battleship can really turn the battle around.
I wonder if something akin to the real world USMC raid on Makin Atoll in WW2 could be pulled off successfully. Basically, load up your raid party in submarines and disembark close to rhe shore to keep the element of suprise. Of course in foxhole I'd assume you'd need more that the 2 submarines used in the actual raid, and they'd have to ferry waves back and forth.
I wish they kept the WW as atleast a landing supply ship, maybe remove all the spawning and AI stuff but keep a (reduced) storage and ability to build CV/crane. Maybe it can do what i said but also provide a spawn point but not a world spawn point. maybe on the front it has a Ghouse style window that can provide a small amount of defense. For the landing craft id like to see with have a 7.92MG in the back. It would be effective enough to kill infantry on the beach but not strong enough like a 12.7 to be useful as a landed 12.7 emplacement. Id also like them to let us build armored APCs at the longship too so we have the cheaper landing craft but also more expensive APCs
I like that idea for the White Whale! Just regular spawn point would be great. World spawn point can still be the longhook or something. I like these ideas! Thanks for sharing!
This is a minor thing but still somewhat related. Sandbags should not be large items. One person should be able to hold multiple sandbags in their inventory. Devs can increase the number of sandbags needed per wall if this is too op. i miss the days when sandbag walls could be built with bmats, you'd see them a lot more.
@RobertLovesGames so they just get stuck or just no other use to them by then. If they can be backed out again they should feery more troops, assuming they aren't too shot up. Seems to be happening in some vids i see.
Let tanks shoot on barges would be great. Diving, or swimming gear would be great. Make ships cheaper, so casuals can make them. Make it easier to dig in sand.
Tanks shooting on barges would just take out battleships lol. I agree though make some of the ships cheaper for the casual players. Thanks for your thoughts on this!
i agree about most of this points except for origin change since its suppose to be hard rock landing like conclave there are plenty of wide beaches in westgate sable nevish endless slitcan fingers morgen is on par with origin rn
if u look at devblog 87 ( 2022;04;01) origin is depicted as rocky untakeable clifs good for larping )) i think game lack some overpowered super short range weaponry on battelships such weaponry will be able to clear first 80m of the beach for friendly forces to take a beach head even on conclve and origin rocks
naval landings 99% of the time are about an organised PVE OP, atleast in the outset. You move in, knock out a position and reset it. Or, land on an island, take its relic, blow the bridges then barricade yourself on it whilst swelling your forces via water reinforcements. Clapfoot are always obsessed with naval landings being some contested beach landing. If the beach is heavily contested, you've already lost. What are you doing :D Sadly with boring discord QRF ping bots and the abundence of obvs towers nowdays , respond times get faster and faster and resets have also become less and less rewarding so eh.
Yea I think the respond time with QRF to beach landings is a little to fast ha. Which is why I talked about how perfect the landings have to be for them to be successful. Thanks for your input on this!
Nah, just increase hex pop. BF and LH got Blueballed in Endless due to queue. Landing Success Stories? Tempest. We basically managed to kill off Liar's Haven pushing from The Rush and The Reef moving down south and taking out Defenses with a coordinated tank line and infantry support.
@@RobertLovesGames the regiment i am in dfo. we did this strat for 3 days and destroyed a lot of concrete, were a huge distraction and tapped lividus a few time
our second landing (WN) succeeded cause we send over a bunch of small raids at night destroying the enemy beach defences and some stuff inland. Collies also didn't rebuild any bunker defences at Arise. When dawn came we landed with tons of tanks, infantry and coastal bombardment from our battleship. We made a BB at the beach and hunkerd down and held on while tanks and infantry pushed the collies. our Bluefin we stocked with enough free supplies full of everything (including tons of tanks) that it was essentialy a portable seaport.
That's great to hear! You remember what day of the war that was?
Sounds like it was a fun landing! Thanks for sharing this!
@@RobertLovesGames 108 (last war) collies just didn't rebuild for some reason. I was screaming at them for days to rebuild origin and they just burned out. Next night the third (or forth?) invasion was what killed origin (gg btw the battleship was amazing!)
like D day
Maybe that was what could’ve been done. Would be cool for commando raids.
Landing operations have been the most difficult to throw for professional militaries through CENTURIES.
The amount of logistics, coordination and expertise required to make them work is actually astonishing.
History remembers D-day on Overlord as a success, but few people know that it came very close to disaster and Lady Luck had a lot to say about it
Exactly! While doing landings more this last war and researching real life wars I found this out.
Makes it feel better when you do accomplish a successful landing.
Thanks for sharing your thoughts on this!
@@RobertLovesGames Honestly, I think the setback is more realistic. Plus, if anything, just landing shouldn’t be the only tactic. In my opinion, bombardments should’ve conducted before invasions, or misinformation conducted for surprise. Another thing could add NPCs to man to help out with NPC crewed.
D Day was special for a million reasons
The Channel concentrated naval force and was shallow enough to restrict u boats to a degree.
The Channel was under complete control of the allies.
The Allies bombarded the shore for hours prior to any landing.
When the Nazi forces died they didn't respawn.
The allies had an immense logistics advantage
Beach Prep and Secrecy is honestly the key here, Participated in the warden Axehead landing on day 1 and the WN landings at finish and both were successful (48+ in game hours)
I think more than anything this is just something we need to get used to. there were successful landings. Also that diagram at 4:12 slightly misleading. because 1, the best place to do a naval landing is into an uncontested hex so population of that size shouldn't be an issues, and 2 you can easily manage some of the largest ships with a few less crew members.
This, is hitting on my point of thought, and now with the ability to project naval power, beach landings can actually succeed where often they have failed.
I hope people realize the USN has a whole proven doctrine on how to do an amphibious landing.
Also, I suspect they will be long operations.
Comparing a real work situation? D-day Normandy took 18 days. So, 48 hours is pretty reasonable.
I would say D-days are Foxhole version of a raid from WoW, long levels of suck.
Nice! Thanks for sharing that! Your operation with SIEGE and WN looked like it went well! Was another great D-Day type video from you!
I agree that you can do larger ships with less crew. Which is what I hope to see more this next war. More people wanting to be on the ground and less on the battleship.
Thanks for sharing your thoughts on this!
I was part of 2 landings, both successful to some extend.
1st one was with our destroyer. We parked it at the beach, built a small pontoon bridge and used the crew as marines to get out and storm the relic base. It took us 3 tries and we had to repel multiple attacks form Wardens but eventually we took the relic. It could be around 15 v 15 at the peak time of battle.
2nd landing was at the last day of war in Mercy´s Wail. At first the landing started south of TH but was getting QRFed fast so I took my guys and randomly we got LT into our landing craft which was not planned. So we took it further south to clear beach. We landed and I told my guys to hold no matter what, until we get more and more people. We reppeled multiple attacks, got reinforcements and later on even the Longhook landed, we managed to capture the Turncoat relic base. Original goal was to capture Mercy´s Wail and deny victory point to Wardens but because we secured the south landing spot and captured relic we created ideal scenario for expansion and it worked very well so I learned a lot out of it.
So far it is mainly about preparing the whole landing, scouting and coordinating between units.
- I was saying years ago Foxhole needs communication and organisation tools the most. So I agree on that 1000%
- Bigger, wider, and deeper beaches are needed for sure.
- Last thing I´m going to mention would be Command truck. Limited spawn points (shirts) and equipment and depending on what Tier of Command truck you can get AI to some distance or even incorporate this vehicle into active front line or active defence as a flanking, mobile spawn. Vehicle that can be upgraded out of standard truck on T1 facilities, out of flatbed on T2 and Heavy Duty version of it on T3 each giving additional features.
Imagine at some scenarios you could land with the command truck, deploy spawn and dig in, build some basic sandbags etc.
Little bit of wall of text but my thoughts :)
The germans during ww2 thought the allies will cone from different beach front, which was a trick and allies deployed on normandy,
Changing where to deploy at the last second might be useful tactic ,if all the resources can be coordinated to accept the new front location
I think the boats can move fast enough to make this happen. Especially with the new changes to Origin this might be a little easier to do.
It was more than just a last second change. A) Operation XX, w/ Agent Garbo and his “network of double agents” Feeding the Germans bad intel, b) an entire false army w/ balsa wood gliders, inflatable tanks, and even an entire decision brought in on the press date positioned to make it look like Calais, which btw has often been the landing point on France from England in the past, was the intended target. And that was just the psy-ops performed to divert critical German forces from the actual landing point in Normandy that I’m aware of
Naval imvasions being too costly, a logistical nightmare, basically based on luck, and highly susceptible to enemy intelligence ruining them before they begin?
Sounds accurate to real life.
Pretty much lol
I think we need to develop strategies atm to transfer manpower from naval assets to land assets while maintaining similar capabilities for e.g potentially build a pier and move the spawn to that, potentially moving from ship born artillery to land based ect ect as curt like you say too much manpower is not on the beach, it’s in a similar vain to how old naval attacks meta was to transition into a bunker on the shore
I like this idea. Some sort of "forward" spawn is needed to keep the push going.
Thanks for your thoughts on this!
I was in the NCAP landing. Being able to switch to different beaches was the only thing that was working basically. We'd land at the first beach, get swarmed and accomplish nothing but then we'd switch and do a bit of damage before getting swarmed again. Then going back to the original beach we also sent a few people to the middle beach to ambush tanks switching beaches and that was hugely successful. That move finally gave us progress on the first beach.
Beaches need to be very long or there needs to be multiple available. Also it might help if shell craters were more quickly appear on beach sand so the beach could be pre-shelled to make cover for infantry. It would also help if landing boat drivers could pull items from the base ship's inventory so things like sandbags and tripod guns can be loaded up while infantry grab's their equipment.
As for the island victory point idea, the victory points as they exist in game are mostly pointless. You basically have to take every region to win. If there was some sort of countdown to defeat/victory like how some games will deplete a ticket system then they would matter. You could have it for example be 22 out of 32 victory towns are taken then a 7 real day countdown starts. Then the defenders would have enough terriory/infrastructure to fight back and taking back victory points would matter as it would stop them from losing.
Great points! My only point of concern is committing too strongly to moving attacker spawns back to shore.
I could get behind a system where landing craft are faction-locked respawn points, if it is done well:
- Landing craft need to be like bunker bases. No spawning in from the home region directly to a beach. Anyone coming in still needs to start on the longhook and pile on a landing craft.
- No changing spawn from one landing craft to another. If the landing craft you came in on gets destroyed or runs out of shirts, your team had better have put up a real base, or you are going back to the longhook.
- A hard limit on the shirts and gear a landing craft can carry. ESPECIALLY shirts. These absolutely cannot become a substitute for an actual base. My gut says 10-20 shirts is reasonable.
- Undeployed landing craft should pull inventory from a deployed longhook fast enough no one is left waiting around.
- BMS longhook needs to be much cheaper, landing craft needs to be much more expensive.
This should make things more convenient for attackers without removing the D-day style landings as part of the loop. And it is incredibly important to reduce the cost of the longhook. Clans should be more willing to throw resources at long-shot landing operations so landings can be a more standard part of the game.
I like these suggestions and feedback! Thanks for sharing these!
And yes making the longhook cost less would help a lot! Hope to see more of these landings in more wars.
Thanks again for your thoughts on this!
I was part of a Sundial landing as battleship crew. Your point about too many people being bound up on ships applies very well to that landing. We were very successful in the naval domain and the coordination seemed pretty good too (although not perfect). We very successfully cleared the collie defense with our bombardment and were able to get spawns on land quickly. However, we eventually ran out of steam when the land battle left battleship range and when the battleship ran out of shells. At least the retreat was successful. (Not like in the operation where the Compas Rose sank...)
Thanks for sharing this and your experience with naval landings! This is really insightful stuff!
Anything you would have done differently? Brought more shells? Positioned differently?
Thanks again for sharing this!
@@RobertLovesGames Well, I wasn't involved in organising it, but more shells on the bluefin would definitely have helped to lessen the counterpush. Repositioning wouldn't have given us a better range as far as I could tell. At some point we were sitting right at the shore and hitting the friendly side of the frontline. I think at that point it might have made sense to have more artillery and vehicles on land. (There were some 120ies there, but they might also have had range or ammo issues.) Maybe just leaving the hex to make space for infantry could have made the difference between pushing and being pushed right at the peak of our gains. That's just speculation from a not very experienced player who was just seeing part of the whole picture.
Ahhh gotcha! Thanks for your thoughts and input on this! Appreciate it!
You make some very good points, but I think amphib landings will almost always be a nightmare because of one factor: current spawn mechanics.
I was part of many amphibious assaults as part of the wardens a few wars ago, and the primary issue we had was the pop cap in the region we're in. You NEED a concentrated numerical advantage if you want any hope of punching through hardened defenses. At least a 3 to 1 advantage is needed to achieve a breakthrough if you're just brute forcing it (because those theoretical crusiers and support ships are useless without the people to man them). You just can't get that when one person in chat can call out the invasion, and a ton of players can just redeploy at a moment's notice to the affected area and shore up the numbers discrepancy.
Other than that, I agree that a spawn point on shore via a command vehicle or a white whale-esque vehicle would help immensely with keeping the momentum going.
Naval landings are a bitch, and proper planning, along with a LOT of luck are needed to score a W
Yea population caps really do hinder these naval landings, which is unfortunate. And yes it would be awesome to get a faster spawn point. Last war a group did a really good landing with the longhook right by the shore in Origin near the end.
Thanks for sharing your insight on this!
There was a study made by the actual USMC, saying that amphibious landings are only successful if the landings are clear from enemy presence anywhere near that area. Thinking about it dday was only a success because the Germans weren’t the most prepared.
I had never heard that! Thanks for sharing that!
As it turns out not weakening bunkers over a hugely open area before attacking it isn't a good idea however white Wales should probably be back in some respect. Also I believe adding some protection or reduction of the effect of being in shallow water when they stop to give attackers a bit of a chance more
True lol. Need to take out some structures before landing.
Maybe a structure you can build only on the beach? I know we have sandbags but something more?
Thanks for your thoughts and input on this!
@@RobertLovesGames the one in old captain did a preliminary bombardment. and went wonderfully even with collie numbers the beach was pretty much secure beyond our ability to do anything. But yes I like the idea of being able to build some sort of encampment style building in like a pre packaged form or have a beachhead craft where is essentially functions like the new Landers but can hold shirts and spawn for some time with maybe AI or manned weapons
I didn't know that! Thanks for telling me about that!
@@RobertLovesGames yeah no worries. The colllie beach defences were effectively rubble one the landing started, so I think the landings can be fair there's just a lot that goes into them
Yeah, maybe spend a few minutes shelling the beach and it’s defences before landing. Also, ships should run on a skeleton crew (captain, spotter, gunners, loaders, engine room) to maximise players on the beach.
The idea of the landing crafts having a small amount of supplies would help out a lot. I am looking forward to how things get reworked for the furture but yeah the biggiest downfall of this game as a whole is player count in hexs. Which is a shame but doesn't change the fact this game is still fun.
Agreed! Foxhole is still amazing! I would really like to see them play around with the que system more and player numbers in hexes if possible.
Thanks for sharing your thoughts on this!
my question is, why aren't the ships providing support artillery fire for the attackers? that should be a huge advantage.
They did during my attacks. Helped little but not a lot unfortunately.
@@RobertLovesGameswhich ships were they? Battleships?
@@Cooldude-ko7ps Yep one battleship if I remember right.
This is a Foxhole Hood Classic
need to raise total player count in a region to make naval landings work as intended in the current state of the game. otherise make beaches twice as deep or allow you to build on beaches in enemy territory
I would love that! I think they should try it for a war and get rid of their que system of a certain number of players need to be in the region on both sides for people to get in.
I like the idea of beaches being bigger and maybe have some kind of special buildings you can only build on beaches that decay fast or something.
Thanks for sharing your thoughts on this!
Can anyone tell me why Landing APC are not used more to ferry infantry, while landing ships or Barges carry armored vehicles to shore?
Cost to much? Not worth building and bringing with new landing ships? Barges are still better to transport to the shore. BMS is to expensive to lose.
@@RobertLovesGames sound like they need to change the price of apc then
You cannot do a landing in a fortified area without overwhelming artillery support. Do you want to recreate some D-day-style landing? Look up what all was done to even risk a landing. Beach landings are rated for failure. All your points about “problems with landing” remove the mechanics core to the gameplay-real-time simulated warfare.
“Should it be this hard?” Yes… yes, it should. It’s why airborne infantry were created. (Which I add was also a high risk high reward operation as well.)
All beach landings, without proper planning and support, WILL FAIL. As they should.
A lot of what I am hearing from many people is they don’t like how realistic this is when trying to recreate something realistic. Saying people being in the boats is an issue? Your landing will fail without naval guns. 🤷🏼♂️🤣
Now there is real naval power projection. It’s time to rethink beach landings. This is when the RTS aspect of this game comes into play.
The server capacity also needs to be improved. I am sure that they can, if the effort was made, upgrade the population capacity. Most of their counter points to why they can’t sounds like “it’s too much of a logistical and technical problem that we would rather just make a new server set up with Anvil.”
With real-time simulated combat comes simulated real-world problems. Poor communication, poor supply = failure of the mission.
(Though my comment sounds hostile/ I do like your content and your channel and think you are a sincere and genuine dude)
Thanks for your thoughts on this. I really didn't think about how much beach landings should fail until I made this video. I honestly thought they should be easier. But now I'm more on the side that they should be hard to be successful.
Didn't come off as hostile at all! Great information and great input! Thank you!
Thanks for your kind words as well!
Yeah, for D-Day there was a massive naval bombardment before the first wave landed.
I had an idea for landing crafts! Honestly, the barges are probably better if having naval supremacy. If caught, then the fleet would be in huge danger of losing all of their barges. I know it could be said the same for swordfish or long fin, but more ships will draw attention. What’s worse is that unlike the both of them, the invasion would fail if there are no respawns. My idea is that they bring back the white whale as well as having the same system, like having the landing crafts land first to secure the area before the white whale land so it’ll establish a landing zone.
LETS GOO ROBERT YESSIR YESSIR! also it seems like op sec is super important with landings.
It really is! Give anything away and your landing is done for!
I agree that pull timers on the bluefin are way longer than they should be. Ive not been seeing people take enough advantage of things like shore bombardment (especially with gunboats against pockets of infantry) or the ability land Light Tanks with the landing craft.
The landing i was a part of was much faster than 5 minutes to deploy, i think that landing in origin was massively hampered by the longhook being in a different hex.
Like you mentioned the best part of the new landings is how non-committal they are. Throw something at the wall and if it doesnt work or isnt going well, just raise anchor and sail back home. Nothing but a bit of infantry equipment lost.
Maybe if the prep for the landings were not stream live it would help with surprise.
lol agreed!
There wasn’t supposed to be any resistance. The coral! It’s stuck on the coral! DROP THE RAMP!
lol! Those dang ramps...
Was there any naval shore bombardment during and right before these landings? Like parking a battleship offshore and just laying into the beach defences to soften them up?
No unfortunately. They started raining shells down once we had established a foothold on the beach. Which in turn I think ended up hurting us more.
More communication is needed for these landings to make them work. Quick response forces by the enemy are just so strong and can shut any landing down pretty easily. Plus if the enemy has howi defenses it makes it really hard to shell them.
We need 2 things
A boat that can be built at the longhook that provides AI on the beach (and maybe has a couple of AI guns)
And the WW needs to come back (changed, and maybe has a interior that you spawn in) (and a Couple of AI guns on the boat) so that it makes life a lot easier
AI gun to kill defending infantry? What about just putting guns on the landing ships? Thoughts on that?
I like the WW idea!
Thanks for sharing your thoughts on this!
@@RobertLovesGames Sorry - I didn't make it as clear as I meant to - Pretty much - the AI guns would be to defend the boat that provides AI so that when inevitably the beach gets bomb rushed it can defend it's self (and help with the defense of the landing craft - especially if there are tanks - since there would be a 20mm on the boat)
Gotcha! Would be an interesting idea to test out. Wish they did more testing of that kind of stuff with players.
lack of actual naval artillery support seems to be an issue in these older videos....where is the firepower to stop them crowdingf
Agreed! This is when the navy update was pretty new. I think clans have gotten a lot better at providing navy support. Bringing in a destroyer/frigate or battleship can really turn the battle around.
I wonder if something akin to the real world USMC raid on Makin Atoll in WW2 could be pulled off successfully. Basically, load up your raid party in submarines and disembark close to rhe shore to keep the element of suprise. Of course in foxhole I'd assume you'd need more that the 2 submarines used in the actual raid, and they'd have to ferry waves back and forth.
I wanna see the support ships used properly more often, I'm still n ot sure how they are supposed to work together.
Same! Navy clans are getting each war I can tell. We should see some better naval invasions and play these next couple of wars.
I wish they kept the WW as atleast a landing supply ship, maybe remove all the spawning and AI stuff but keep a (reduced) storage and ability to build CV/crane. Maybe it can do what i said but also provide a spawn point but not a world spawn point. maybe on the front it has a Ghouse style window that can provide a small amount of defense. For the landing craft id like to see with have a 7.92MG in the back. It would be effective enough to kill infantry on the beach but not strong enough like a 12.7 to be useful as a landed 12.7 emplacement. Id also like them to let us build armored APCs at the longship too so we have the cheaper landing craft but also more expensive APCs
I like that idea for the White Whale! Just regular spawn point would be great. World spawn point can still be the longhook or something.
I like these ideas! Thanks for sharing!
This is a minor thing but still somewhat related. Sandbags should not be large items. One person should be able to hold multiple sandbags in their inventory. Devs can increase the number of sandbags needed per wall if this is too op. i miss the days when sandbag walls could be built with bmats, you'd see them a lot more.
This would be amazing. Or building them with bmats sounds good again as well!
Thanks for sharing your thoughts on this!
There is a away to support the landing instead.
What do you mean? If you don't mind explaining further.
@@RobertLovesGames have the battle ships bombard the shore line because tanks always crawl on the beaches creating hell for landings
Gotcha! They did arty the shore and it was effective for while just not as long as we needed it.
oh the landing craft that get beached.... scrap them or can they be reused?
You can still drive them a bit but basically once you land they are useless unfortunately.
@RobertLovesGames so they just get stuck or just no other use to them by then. If they can be backed out again they should feery more troops, assuming they aren't too shot up. Seems to be happening in some vids i see.
Let tanks shoot on barges would be great. Diving, or swimming gear would be great. Make ships cheaper, so casuals can make them. Make it easier to dig in sand.
Tanks shooting on barges would just take out battleships lol.
I agree though make some of the ships cheaper for the casual players.
Thanks for your thoughts on this!
i agree about most of this points
except for origin change since its suppose to be hard rock landing like conclave
there are plenty of wide beaches in westgate sable nevish endless slitcan fingers
morgen is on par with origin rn
So you don't agree with the map changes to Origin? Is that correct? Should have stayed the same? Is it to easy now for landings?
if u look at devblog 87 ( 2022;04;01)
origin is depicted as rocky untakeable clifs
good for larping ))
i think game lack some overpowered super short range weaponry on battelships
such weaponry will be able to clear first 80m of the beach for friendly forces to take a beach head even on conclve and origin rocks
Gotcha! Thanks for your input on this!
maybe using more smoke grenades to protect the soldiers disembarking?
True. What went wrong with a lot of them is we all pushed in to far and spread out to much before getting something established.
naval landings 99% of the time are about an organised PVE OP, atleast in the outset. You move in, knock out a position and reset it. Or, land on an island, take its relic, blow the bridges then barricade yourself on it whilst swelling your forces via water reinforcements.
Clapfoot are always obsessed with naval landings being some contested beach landing. If the beach is heavily contested, you've already lost. What are you doing :D
Sadly with boring discord QRF ping bots and the abundence of obvs towers nowdays , respond times get faster and faster and resets have also become less and less rewarding so eh.
Yea I think the respond time with QRF to beach landings is a little to fast ha.
Which is why I talked about how perfect the landings have to be for them to be successful.
Thanks for your input on this!
Nah, just increase hex pop. BF and LH got Blueballed in Endless due to queue.
Landing Success Stories? Tempest.
We basically managed to kill off Liar's Haven pushing from The Rush and The Reef moving down south and taking out Defenses with a coordinated tank line and infantry support.
I would love for hex population increase!
I didn't hear about the Tempest one! What day of the war did that happen?
landing for 18 hours straight is a viable strat
lol! Who is coordinating an 18 hour attack?!?!?
@@RobertLovesGames the regiment i am in dfo. we did this strat for 3 days and destroyed a lot of concrete, were a huge distraction and tapped lividus a few time
@@mielvalus2623 Nice! That is some dedication!
But you guys destroyed us in the Origin landing :(
After several attempts lol. I'm excited for that new Origin beach!
Devman good
Agreed! Super surprised they changed that beach honestly.
We need bigger server
Hard agree. So mad they are blocked by old technology and can't really increase the hex sizes.
Need Foxhole just to move over to a new engine lol
skill issue
Bah!
we had good landing on west gate becuse we landed in different beach
I didn't hear about that one! Remember what day of the war it was?