Search found 102 matches

by pmath
Thu Aug 18, 2011 5:12 am
Forum: The War Room
Topic: CAP question
Replies: 28
Views: 390

RE: CAP question

<t> I take issue with some of the feedback. As long as you face a single attack, a reasonably high CAP level will provide best results. However, if you experience four or more raids over a base in a turn, you will get clobbered in the last raids because of damage and fatigue. Setting CAP at 40 ...
by pmath
Thu Aug 11, 2011 11:16 pm
Forum: The War Room
Topic: Base Repair
Replies: 2
Views: 122

RE: Base Repair

No! I was certain thet were, but they were at rest. Thank you bushpsu.
by pmath
Thu Aug 11, 2011 4:33 pm
Forum: The War Room
Topic: Base Repair
Replies: 2
Views: 122

Base Repair

I'm playing the AI Campaign version 1106i. After 10 days, the port and air field damage at Pearl has not been worked on. Plenty of supply and base engineers, I tried turning on repair industry in the list bases display to no avail, what am I missing?
by pmath
Wed Aug 10, 2011 8:00 pm
Forum: The War Room
Topic: allied opening gambits and strategies
Replies: 13
Views: 300

RE: allied opening gambits and strategies

Frankly, run for your life. Opening gambit probably doesn't apply. Trying to ambush a landing would be as close to gambit as you get early and even then you would have to be cautious.
by pmath
Mon Jun 20, 2011 6:22 pm
Forum: The War Room
Topic: How the hell do you take down the Japanese carriers if they stay concentrated?
Replies: 62
Views: 515

RE: How the hell do you take down the Japanese carriers if they stay concentrated?

<t> Concentration of the Jap carriers has been referred to as the death star approach. You do not go near the death star in the first 18 mos of the war. You can look for opptys to attrit his planes and pilots with LBA, but in general leave the field to the death star except judicious LBA ...
by pmath
Sun May 08, 2011 7:07 am
Forum: The War Room
Topic: PT boat usage
Replies: 26
Views: 639

RE: PT boat usage

<t> If the game mechanics allow for it then it is up to the opponent to offer a compelling argument. I see no reason the Allies couldn't have done what you did with your PTs. A lot of Jap Fan Boys don't want the Allied player doing anything that wasn't actually done in the war. On the other hand ...
by pmath
Tue May 03, 2011 11:39 am
Forum: The War Room
Topic: Cargo vs Transport TF Question
Replies: 3
Views: 163

RE: Cargo vs Transport TF Question

Only differences I am aware of are 1-some escort types and APs will join a transport TF but not a cargo TF, 2-Cargo TF will not show any troop load data.
by pmath
Tue Mar 29, 2011 4:36 pm
Forum: The War Room
Topic: Increasing CAP flights
Replies: 10
Views: 221

RE: Increasing CAP flights

CAP penalty only seems to apply to friendly bases, the purpose of the rule is to take into account the historical difficulty in coordinating friendly base CAP w/CV CAP.
by pmath
Tue Mar 08, 2011 1:35 pm
Forum: The War Room
Topic: Best USN CV escorts?
Replies: 11
Views: 322

RE: Best USN CV escorts?

<t> As Pax pointed out most of the suggestions above aren't available in April '42. In this time period combining multiple CVs into single TF causes heavy coordination penalties, so you are better off with multiple 1 CV TFs kept within support range of each other. The 4/42 BBs are too slow to escort ...
by pmath
Mon Feb 07, 2011 10:12 am
Forum: The War Room
Topic: A good 'bleed rate' for Allies Vs IJA/IJN
Replies: 7
Views: 160

RE: A good 'bleed rate' for Allies Vs IJA/IJN

Kill or bleed rate is not the optimum way to disrupt AI Japan early, rather decide on critical oil/fuel/res areas to mount unconventional defense to deny the area to Japan long term or permanently. The farther you stray from historical the more difficult for the AI to script response.
by pmath
Wed Feb 02, 2011 8:31 pm
Forum: The War Room
Topic: Four-stack conversions
Replies: 25
Views: 362

RE: Four-stack conversions

<t> I agree with everything said above. Here is the issues:<br/>
<br/>
You are compelled to convert as soon as possible due to the precious ASW improvement. The only dilemma is whether to convert some to DEs. The only significant advantage of DEs is better AA and torps. APDs on the other hand are ...
by pmath
Tue Feb 01, 2011 9:31 am
Forum: The War Room
Topic: What level to set AI for newbs?
Replies: 14
Views: 170

RE: What level to set AI for newbs?

The AI will not resemble human play. Hardest level comes closest and yes it will cheat.
by pmath
Sun Jan 30, 2011 11:10 am
Forum: The War Room
Topic: Best use of ASW
Replies: 7
Views: 166

RE: Best use of ASW

While I agree having ASW TF lead is preferable to having it follow, it can be problematic if merchants are slow and can't keep up. The other tactic is to plot sightings to approximate enemy sub patrol zones and set air asw arcs comb w/ asw TF to hunt in the area.
by pmath
Wed Dec 15, 2010 5:47 pm
Forum: The War Room
Topic: Carrier TF's
Replies: 10
Views: 192

RE: Carrier TF's

<t> Keep in mind, the earlier in the war, the more severe the consequences for combining US CVs in TFs. Very early in the War, Dec 41 -Mar 42, the coord effect if you combine 3 carriers into a single TF is that lots of your planes won't fly and the attacks will be split up into small groups that are ...
by pmath
Wed Dec 01, 2010 10:46 am
Forum: The War Room
Topic: Bombardment Result
Replies: 0
Views: 82

Bombardment Result

<t> I have to share a rare bombardment success. Frankly I've never experienced this. I successfully intercepted a small Jap invasion fleet, but they were able to land 500 troops on Banjoewangi on Java. Since all I had at the base was a small Base Force, I bombarded with a significant fleet the next ...
by pmath
Wed Dec 01, 2010 10:31 am
Forum: The War Room
Topic: More v1.06i questions
Replies: 12
Views: 175

RE: More v1.06i questions

To your other question, my experience is multiple ASW TFs patrolling together in the same hex is much more effective than one. I haven't really tried more than 2 TFs unless I have less than 4 ships in one. I have experienced much better results.
by pmath
Mon Aug 09, 2010 12:47 am
Forum: The War Room
Topic: What does "0" range mean in the new Bombardment toggle?
Replies: 10
Views: 371

RE: What does "0" range mean in the new Bombardment toggle?

<t> This doesn't exactly answer your question but, the reason you don't generally want top go below a range of 14,000 to 18,000 yards with a heavy bombardment TF is due to the potential damage your ships could take from land based counter-fire. Depending on the composition of your Bombard TF and the ...
by pmath
Mon Aug 09, 2010 12:28 am
Forum: The War Room
Topic: Who can Help
Replies: 12
Views: 235

RE: Who can Help

<t> Can you see the break in your logic? If you don't trust my info, how can you trust my recommendations on knowledgeable posters. Most of the info posted in this forum is very good. With a young release of a game of this complexity if you are looking for perfection you need to research or test it ...
by pmath
Thu Aug 05, 2010 5:52 pm
Forum: The War Room
Topic: More misc. questions.
Replies: 4
Views: 86

RE: More misc. questions.

Combat ops is the setting so the units best repair damage and increase sizes. Be careful of troop limit for an atoll, depending on what size force you landed that would explain the red. You have to evac inf after you take the atoll to get the combat personnel back below the limit.
by pmath
Thu Jul 29, 2010 4:47 pm
Forum: The War Room
Topic: New Naval Bombardment rules as per last patch release
Replies: 4
Views: 83

RE: New Naval Bombardment rules as per last patch release

Look up ranges for guns on the ship display, there is a toggle for shore guns that will provide range

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