Runway hits?

Share your gameplay tips, secret tactics and fabulous strategies with fellow gamers.
Post Reply
User avatar
Grotius
Posts: 5842
Joined: Fri Oct 18, 2002 5:34 pm
Location: The Imperial Palace.

Runway hits?

Post by Grotius »

Hi all,

How much damage to a runway does each "runway hit" do? 10% damage per hit? Or does the amount of damage vary with the size of the airbase? (I thought I saw a thread on this a while ago, but I just did a search and couldn't find it.)

Also, just what do "port hits" do? Is it possible to "close" a port the way you can "close" a runway?

Finally, an unrelated question: do people generally use Transport or Fast Transport missions for amphibious invasions? One advantage of FT is that it's always at night (right?). I've tried using regular Transport TFs at night, but they'll retire at the first sign of trouble. Any general guidelines on which type of TF to use, and whether to try for night time landings with Transport TFs? Or is the best advice just "use CAP"?
Image
User avatar
siRkid
Posts: 4177
Joined: Tue Jan 29, 2002 10:00 am
Location: Orland FL

Re: Runway hits?

Post by siRkid »

Originally posted by Grotius
Hi all,

How much damage to a runway does each "runway hit" do? 10% damage per hit? Or does the amount of damage vary with the size of the airbase? (I thought I saw a thread on this a while ago, but I just did a search and couldn't find it.)

Also, just what do "port hits" do? Is it possible to "close" a port the way you can "close" a runway?

Finally, an unrelated question: do people generally use Transport or Fast Transport missions for amphibious invasions? One advantage of FT is that it's always at night (right?). I've tried using regular Transport TFs at night, but they'll retire at the first sign of trouble. Any general guidelines on which type of TF to use, and whether to try for night time landings with Transport TFs? Or is the best advice just "use CAP"?
1. It is easier to damage smaller Ports and Airfields but it take longer to repair larger ones.

2. Port damage slows the repair and refueling of ships, as well as the loading and unloading of supplies.

3. I use fast transports for raids only. For major invasions I use a transport fleet backed up buy as much airpower as I can muster. I use DDs, APDs, and CLs to form fast transports (US is all I play). The beauty of a Fast Transport is it will Load or unload in one cycle. This means that it takes one turn to load the supplies and get underway. The TF will position itself in order to make the objective at night. The night it arrives it will unload and retire to safety. You can sneak in a small body of troops right under your enemy's nose.

I've place engineers one hex away from an enemy base and keep it supplied with Fast Transports until I built an airstrip. All the while the other guy never even suspected a thing.

You can also, use a FT to grab a forward airstrip and then fly in more troops and air cover.

Or, you can use them to pull out troops that have been cut off.

Hope this helps,
Rick
Former War in the Pacific Test Team Manager and Beta Tester for War in the East.

Image
User avatar
Grotius
Posts: 5842
Joined: Fri Oct 18, 2002 5:34 pm
Location: The Imperial Palace.

Post by Grotius »

Hi Rick,

Thanks for your reply. I'm still wondering why Fast Transport isn't appropriate for large-scale invasions. I know it's in theory designed for small troop movements, but APs can participate in FTs, can't they? Is the problem simply that APs aren't very, well, fast? The advantage of even a "slow" FT TF is that it goes in at night regardless of whether it's set to react; with a regular TF, the TF goes in at night only if set to retire.

-- Grotius.
Image
User avatar
siRkid
Posts: 4177
Joined: Tue Jan 29, 2002 10:00 am
Location: Orland FL

Post by siRkid »

Originally posted by Grotius
Hi Rick,

Thanks for your reply. I'm still wondering why Fast Transport isn't appropriate for large-scale invasions. I know it's in theory designed for small troop movements, but APs can participate in FTs, can't they? Is the problem simply that APs aren't very, well, fast? The advantage of even a "slow" FT TF is that it goes in at night regardless of whether it's set to react; with a regular TF, the TF goes in at night only if set to retire.

-- Grotius.
APs can not be used in Fast Transports.

Rick
Former War in the Pacific Test Team Manager and Beta Tester for War in the East.

Image
User avatar
Grotius
Posts: 5842
Joined: Fri Oct 18, 2002 5:34 pm
Location: The Imperial Palace.

Post by Grotius »

<< APs can not be used in Fast Transports. >>

But the version 2.0 manual says, in the table in section 8.1 on page 23, that they can. It even says AOs can join FT TFs. I take it the manual is wrong? Or am I misreading the table?
Image
User avatar
siRkid
Posts: 4177
Joined: Tue Jan 29, 2002 10:00 am
Location: Orland FL

Post by siRkid »

Originally posted by Grotius
<< APs can not be used in Fast Transports. >>

But the version 2.0 manual says, in the table in section 8.1 on page 23, that they can. It even says AOs can join FT TFs. I take it the manual is wrong? Or am I misreading the table?
I can't say but I just tried to make a FT and APs did not even show up on the selection list. They are too slow anyway, your TF would never get in and out in time. Also, they take too long to unload. Your TF would be sitting there in the morning like sitting ducks.


Rick
Former War in the Pacific Test Team Manager and Beta Tester for War in the East.

Image
User avatar
Grotius
Posts: 5842
Joined: Fri Oct 18, 2002 5:34 pm
Location: The Imperial Palace.

Post by Grotius »

That's what I figured -- APs are too slow anyway. And it sounds like maybe the manual is wrong. It just would be nice for a Transport TF to go in at night without having to select "Retirement Allowed." FT TFs have that option; regular Transport TFs don't.

Anyway, thanks for clearing me up on this.
Image
Post Reply

Return to “The War Room”