timid fast transport & naval bombardment

Share your gameplay tips, secret tactics and fabulous strategies with fellow gamers here.

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

Post Reply
User avatar
Jorge_Stanbury
Posts: 4345
Joined: Wed Feb 29, 2012 12:57 pm
Location: Montreal

timid fast transport & naval bombardment

Post by Jorge_Stanbury »

Can someone remind me about how to guarantee that a "fast transport" or a "naval bombardment" TF fulfill its duty regardless of enemy air presence?

many time I have set a fast transport TF and then it just stays there, timidly, for many turns... which kind of defeats the purpose

For that reason, I stopped using that TF a long time ago, but now I need to do it again for an emergency resupply, it has be done and quickly.. are there settings that can guarantee them running the mission, even if risking getting bombed?

User avatar
RangerJoe
Posts: 19381
Joined: Mon Nov 16, 2015 2:39 pm
Location: Who knows?

RE: timid fast transport & naval bombardment

Post by RangerJoe »

Use the absolute setting.
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
:twisted: ; Julia Child


Image
User avatar
Jorge_Stanbury
Posts: 4345
Joined: Wed Feb 29, 2012 12:57 pm
Location: Montreal

RE: timid fast transport & naval bombardment

Post by Jorge_Stanbury »

funny thing is I think I used them with "absolute" and "direct path" and they still got cold feet

maybe I would need to get Raizo Tanaka ;)

User avatar
RangerJoe
Posts: 19381
Joined: Mon Nov 16, 2015 2:39 pm
Location: Who knows?

RE: timid fast transport & naval bombardment

Post by RangerJoe »

Leadership does make a difference.
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
:twisted: ; Julia Child


Image
Ian R
Posts: 3440
Joined: Tue Aug 01, 2000 8:00 am
Location: Cammeraygal Country

RE: timid fast transport & naval bombardment

Post by Ian R »

Also, to get them to go in at night, you need to move them to a jump off point mid ocean first; if you make it about 5-6 hexes from the target, then that should allow for any delays caused by enemy sub activity or the like. Note that you only need mission speed, the mission profile is to go fast in and out.

Of course, if you are based a few hexes from the target (Lunga -> Shortlands or some such) that is all a bit moot. Try giving them some LR CAP to scare the enemy recons away.
"I am Alfred"
User avatar
kbfchicago
Posts: 364
Joined: Sat Oct 17, 2009 4:46 pm
Location: NC, USA
Contact:

RE: timid fast transport & naval bombardment

Post by kbfchicago »

I've always found "move them to a jump off point mid ocean first; if you make it about 5-6 hexes from the target" to be of most value. Since I play 2 turn cycles it can be 7-10 hexes. The more space you give them them the more the AI TF commander tends to "wander" or if you prefer react to real or perceived threats.

Somewhere in the deep archives was a discussion on using way points on bombardment runs. My recollection is that's a big "no no". Way points were seen as confusing the situation so I never use them for bombardment runs... my recollection may be faulty so your milage here may vary...

Kevin
MacBook Pro / WITP-AE running in Parallels v15.x
User avatar
Lokasenna
Posts: 9304
Joined: Sat Mar 03, 2012 3:57 am
Location: Iowan in MD/DC

RE: timid fast transport & naval bombardment

Post by Lokasenna »

Did they have enough fuel in each ship to make the run? If they didn't, they wouldn't do the run or would get stuck under enemy air on the way out because they'd have to burn Ops points to refuel mid-move.
User avatar
Lowpe
Posts: 24582
Joined: Mon Feb 25, 2013 2:25 pm

RE: timid fast transport & naval bombardment

Post by Lowpe »

ORIGINAL: Lokasenna

Did they have enough fuel in each ship to make the run? If they didn't, they wouldn't do the run or would get stuck under enemy air on the way out because they'd have to burn Ops points to refuel mid-move.

+1 Lack of fuel is a big culprit here especially if the fuel required is in red...ship damage can also be a factor.
Post Reply

Return to “The War Room”