This has got nothing to do with reporting errors. The waste of time comes from correctling those error, then tell use they have but not making the update available. That is the waste.RangerJoe wrote: Fri Jan 20, 2023 12:01 pmI disagree. If you see any errors in the manual, report them now so they can be fixed before the new manual is released. Or like they say, forever hold your peace which means don't complain later about any errors that could have been fixed.Chris21wen wrote: Fri Jan 20, 2023 6:35 amBased on this, what a utter waste of time this thread is. The post could have waited until the new beta was released.btd64 wrote: Thu Jan 19, 2023 7:26 pm The current version of the manual is 7/31/2022. There will be an updated version of the manual with the next beta release....GP
Thanks for this reply.
New Manual Update
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Chris21wen
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Re: New Manual Update
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Chris21wen
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Re: New Manual Update
Now that makes sense.btd64 wrote: Sat Jan 21, 2023 2:23 am Over the weekend I am making the last adjustments to the manual. I need any final changes now. That is the purpose of this thread. Chris....GP
Re: New Manual Update
16.3.1.2.5 Pilots in the group
From:
"226
A column showing the time delay of pilots is shown above as the second column from the end. Inactive/delayed pilots are shown in grey rather than white
font. Clicking on the name of a pilot will perform one of the following:
• If the pilot is ‘greyed’ and delay is one, then left-click will allow pilot to be transferred to the General Reserve (with a random 15 day delay).
Right-click will allow pilot to be activated for immediate use.
• If the pilot is active (delay is 0), then left-click will allow pilot to be transferred to the Group Reserve (make inactive/non-flying). Right-click
will allow pilot to be rotated out of the group for 180 days.
• If the pilot is of high experience, then left-clicking will allow the pilot to be transferred to TRACOM. Right-click will transferred him
back to the Group Reserve."
to
"226
A column showing the time delay of pilots is shown above as the second column from the end. Inactive/delayed pilots are shown in grey rather than white
font. Clicking on the name of a pilot will perform one of the following:
• If the pilot is ‘greyed’ and delay is one, then left-click will allow pilot to be transferred to the General Reserve (with a random 15 day delay).
Right-click will allow pilot to be activated for immediate use.
• If the pilot is active (delay is 0), then left-click will allow pilot to be transferred to the Group Reserve (make inactive/non-flying). Right-click
will allow pilot to be rotated out of the group for 180 days.
• If the pilot is of high experience, his name will be in yellowthen left-clicking will allow the pilot to be transferred to TRACOM. Right-click will transferred him back to the Group Reserve.
I suggest adding the " his name will be in yellow" to describe what is in the picture.
From:
"226
A column showing the time delay of pilots is shown above as the second column from the end. Inactive/delayed pilots are shown in grey rather than white
font. Clicking on the name of a pilot will perform one of the following:
• If the pilot is ‘greyed’ and delay is one, then left-click will allow pilot to be transferred to the General Reserve (with a random 15 day delay).
Right-click will allow pilot to be activated for immediate use.
• If the pilot is active (delay is 0), then left-click will allow pilot to be transferred to the Group Reserve (make inactive/non-flying). Right-click
will allow pilot to be rotated out of the group for 180 days.
• If the pilot is of high experience, then left-clicking will allow the pilot to be transferred to TRACOM. Right-click will transferred him
back to the Group Reserve."
to
"226
A column showing the time delay of pilots is shown above as the second column from the end. Inactive/delayed pilots are shown in grey rather than white
font. Clicking on the name of a pilot will perform one of the following:
• If the pilot is ‘greyed’ and delay is one, then left-click will allow pilot to be transferred to the General Reserve (with a random 15 day delay).
Right-click will allow pilot to be activated for immediate use.
• If the pilot is active (delay is 0), then left-click will allow pilot to be transferred to the Group Reserve (make inactive/non-flying). Right-click
will allow pilot to be rotated out of the group for 180 days.
• If the pilot is of high experience, his name will be in yellowthen left-clicking will allow the pilot to be transferred to TRACOM. Right-click will transferred him back to the Group Reserve.
I suggest adding the " his name will be in yellow" to describe what is in the picture.
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Re: New Manual Update
"16.3.1.3 Pilot Training
Skill and experience training occurs incrementally. Points are accumulated for each skill/experience and once a certain level is reached, a
point is added to the actual skill/experience level the pilot is being trained at. The cutover level is based on the current skill/experience level
with some randomness thrown in. So as the skill/experience level increases, it takes more accumulated points to reach the next level. Combat
gains points faster than straight training, and combat is generally required to reach 70+ skill/experience levels. Experience levels behave like
skill levels with the one exception. If the Experience level is higher than the best skill by more than 5, then a skill, based on the group’s
mission, might gain the accumulated points instead. Air skill changes are shown as Green for a change within the last turn and Orange for
monthly changes. Groups can fly normal Training missions (with a training percent) which occur in the AM and PM air phases. These gain
both skill and experience points. Groups will also gain skill and experience (after passing a training check against the training percent of the
group) at the end of each day:
227"
Shouldn't " Groups will also gain skill and experience (after passing a training check against the training percent of the
group) at the end of each day:" actually read " Pilots will also gain skill and experience (after passing a training check against the training percent of the
group) at the end of each day:"? I mean, it is the Pilots who gain the skill and experience and not the Group.
Skill and experience training occurs incrementally. Points are accumulated for each skill/experience and once a certain level is reached, a
point is added to the actual skill/experience level the pilot is being trained at. The cutover level is based on the current skill/experience level
with some randomness thrown in. So as the skill/experience level increases, it takes more accumulated points to reach the next level. Combat
gains points faster than straight training, and combat is generally required to reach 70+ skill/experience levels. Experience levels behave like
skill levels with the one exception. If the Experience level is higher than the best skill by more than 5, then a skill, based on the group’s
mission, might gain the accumulated points instead. Air skill changes are shown as Green for a change within the last turn and Orange for
monthly changes. Groups can fly normal Training missions (with a training percent) which occur in the AM and PM air phases. These gain
both skill and experience points. Groups will also gain skill and experience (after passing a training check against the training percent of the
group) at the end of each day:
227"
Shouldn't " Groups will also gain skill and experience (after passing a training check against the training percent of the
group) at the end of each day:" actually read " Pilots will also gain skill and experience (after passing a training check against the training percent of the
group) at the end of each day:"? I mean, it is the Pilots who gain the skill and experience and not the Group.
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Re: New Manual Update
"16.4.1 Ground Unit Weapon Upgrades
Ground units may have their individual weapons elements (i.e. infantry squads, artillery, etc.) upgraded to newer elements as they become available if they
are available in the replacement pool or can be produced by the Japanese production system. An example of this is an Allied unit with a 37mm AT gun will
attempt to upgrade it to a 57mm AT gun when there are enough in the replacement pool. Another example is the basic USA Rifle Squad will upgrade
beginning in July 1942 (gaining some additional firepower). In fact, the USA Rifle Squad will upgrade two additional times during the war.
As with replacements, the unit must have access to a nearby base with supplies in order to receive an upgrade. When upgrades are performed, they remove
all of the elements of a single weapon’s element (i.e. all 37mm AT guns or all USA Rifle Squads) in a ground unit, placing these back in the replacement pool
(both disabled and ready squads). An equal number of new elements are placed in the unit in the same condition as the elements removed (i.e. 6 ready and
4 disabled 37mm AT guns will be replaced with 6 ready and 4 disabled 57mm AT guns, while 10 37mm AT guns will be added to the replacement pool).
When production is turned On for the Japanese player, any infantry and/or engineer squads that are upgraded will not be returned to the pool. Instead, a
number of points equal to the load costs of the units replaced will be added to the manpower pool.
Upgrades occur automatically as long as sufficient new items are in the pool, the unit has access to sufficient supplies and upgrades are turned on."
Shouldn't something be said about devices in the pools being stockpiled will not be able to be used for upgrades?
Ground units may have their individual weapons elements (i.e. infantry squads, artillery, etc.) upgraded to newer elements as they become available if they
are available in the replacement pool or can be produced by the Japanese production system. An example of this is an Allied unit with a 37mm AT gun will
attempt to upgrade it to a 57mm AT gun when there are enough in the replacement pool. Another example is the basic USA Rifle Squad will upgrade
beginning in July 1942 (gaining some additional firepower). In fact, the USA Rifle Squad will upgrade two additional times during the war.
As with replacements, the unit must have access to a nearby base with supplies in order to receive an upgrade. When upgrades are performed, they remove
all of the elements of a single weapon’s element (i.e. all 37mm AT guns or all USA Rifle Squads) in a ground unit, placing these back in the replacement pool
(both disabled and ready squads). An equal number of new elements are placed in the unit in the same condition as the elements removed (i.e. 6 ready and
4 disabled 37mm AT guns will be replaced with 6 ready and 4 disabled 57mm AT guns, while 10 37mm AT guns will be added to the replacement pool).
When production is turned On for the Japanese player, any infantry and/or engineer squads that are upgraded will not be returned to the pool. Instead, a
number of points equal to the load costs of the units replaced will be added to the manpower pool.
Upgrades occur automatically as long as sufficient new items are in the pool, the unit has access to sufficient supplies and upgrades are turned on."
Shouldn't something be said about devices in the pools being stockpiled will not be able to be used for upgrades?
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I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
Re: New Manual Update
How about:
"6.3.7 Shakedown Cruises
It can be useful to run a week or two long shakedown cruise, when a ship is first commissioned. Many ships come into the
game with very small combat experience."
to
"6.3.7 Shakedown Cruises
It can be useful to run a week or two long shakedown cruise, when a ship is first commissioned. Many ships come into the
game with very little combat experience."
"6.3.7 Shakedown Cruises
It can be useful to run a week or two long shakedown cruise, when a ship is first commissioned. Many ships come into the
game with very small combat experience."
to
"6.3.7 Shakedown Cruises
It can be useful to run a week or two long shakedown cruise, when a ship is first commissioned. Many ships come into the
game with very little combat experience."
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I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
Re: New Manual Update
From:
"6.4.2.1 Note on Torpedo Duds
In January 1943, all torpedoes with a dud rate of greater than 49 have their dud rates reduced by 20. In September 1943,
all torpedoes with an adjusted dud rate greater than 20 have their dud rates lowered to 10. Allied torpedoes were
notoriously inefficient in the early stages of the Pacific War, and this rule reflects their slow but steady improvement over
the years."
to
"6.4.2.1 Note on Torpedo Duds
In January 1943, all torpedoes with a dud rate of greater than 49 have their dud rates reduced by 20. In September 1943,
all torpedoes with an adjusted dud rate greater than 20 have their dud rates lowered to 10. Some American torpedoes were
notoriously inefficient in the early stages of the Pacific War, and this rule reflects their slow but steady improvement over
the years."
*maybe now list the defective American torpedoes, such as the Mark XIII, the Mark XIV, and the Mark XV.
"6.4.2.1 Note on Torpedo Duds
In January 1943, all torpedoes with a dud rate of greater than 49 have their dud rates reduced by 20. In September 1943,
all torpedoes with an adjusted dud rate greater than 20 have their dud rates lowered to 10. Allied torpedoes were
notoriously inefficient in the early stages of the Pacific War, and this rule reflects their slow but steady improvement over
the years."
to
"6.4.2.1 Note on Torpedo Duds
In January 1943, all torpedoes with a dud rate of greater than 49 have their dud rates reduced by 20. In September 1943,
all torpedoes with an adjusted dud rate greater than 20 have their dud rates lowered to 10. Some American torpedoes were
notoriously inefficient in the early stages of the Pacific War, and this rule reflects their slow but steady improvement over
the years."
*maybe now list the defective American torpedoes, such as the Mark XIII, the Mark XIV, and the Mark XV.
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“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
Re: New Manual Update
From:
"6.5.1 Operational Damage and Repairs at Sea
.
.
.
The chances of incurring System Damage during normal movement (representing normal wear and tear on the ships) five
times higher at Full Speed then at Cruise Speed. There is also a very slight chance of major damage due to accident or
marine hazard."
to
'"6.5.1 Operational Damage and Repairs at Sea
.
.
.
The chances of incurring System Damage during normal movement (representing normal wear and tear on the ships) is five
times higher at Full Speed than at Cruise Speed. There is also a very slight chance of major damage due to accident or
marine hazard."
The "is five" sounds better.
"6.5.1 Operational Damage and Repairs at Sea
.
.
.
The chances of incurring System Damage during normal movement (representing normal wear and tear on the ships) five
times higher at Full Speed then at Cruise Speed. There is also a very slight chance of major damage due to accident or
marine hazard."
to
'"6.5.1 Operational Damage and Repairs at Sea
.
.
.
The chances of incurring System Damage during normal movement (representing normal wear and tear on the ships) is five
times higher at Full Speed than at Cruise Speed. There is also a very slight chance of major damage due to accident or
marine hazard."
The "is five" sounds better.
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Last edited by RangerJoe on Sun Jan 22, 2023 3:24 am, edited 1 time in total.
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I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
Re: New Manual Update
From:
"7.2.3.1.1 Transfers from Captured Airfields
When an airfield is captured, some planes may attempt to fly to a base within their Normal range if their morale is good
and the AF is not heavily damaged. Otherwise, all aircraft at that base are destroyed."
to
"7.2.3.1.1 Transfers from Captured Airfields
When an airfield is captured, some planes may attempt to fly to a base within their Normal range if their morale is good
and the AF is not heavily damaged. Otherwise, all aircraft at that base are destroyed. These will be shown as OPs losses."
Or something to that effect, otherwise where will they be shown? They do not show up as Ground Losses.
"7.2.3.1.1 Transfers from Captured Airfields
When an airfield is captured, some planes may attempt to fly to a base within their Normal range if their morale is good
and the AF is not heavily damaged. Otherwise, all aircraft at that base are destroyed."
to
"7.2.3.1.1 Transfers from Captured Airfields
When an airfield is captured, some planes may attempt to fly to a base within their Normal range if their morale is good
and the AF is not heavily damaged. Otherwise, all aircraft at that base are destroyed. These will be shown as OPs losses."
Or something to that effect, otherwise where will they be shown? They do not show up as Ground Losses.
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“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
Re: New Manual Update
"7.2.1.13.2 Aircraft Carriers in Base Hexes
Air operations by aircraft carriers are limited if the aircraft carrier is in a base hex. Aircraft launching search, CAP or strike
Missions from a carrier in a base hex will only launch 50% of the normal amount they would have launched. If the CAP is
reinforced by fighters on the ship due to the raid being spotted in time, only 50% of the fighters on the ship will reinforce
the CAP."
Does this now include CVEs?
Or should it be:
"7.2.1.13.2 Aircraft Carriers in Base Hexes
Air operations by aircraft carriers other than CVEs are limited if the aircraft carrier is in a task force at a base hex. Aircraft launching search, CAP or strike
Missions from a carrier in a base hex will only launch 50% of the normal amount they would have launched. If the CAP is
reinforced by fighters on the ship due to the raid being spotted in time, only 50% of the fighters on the ship will reinforce
the CAP. Aircraft carriers not in a task force, that is disbanded at a base, will not conduct any air missions."
Air operations by aircraft carriers are limited if the aircraft carrier is in a base hex. Aircraft launching search, CAP or strike
Missions from a carrier in a base hex will only launch 50% of the normal amount they would have launched. If the CAP is
reinforced by fighters on the ship due to the raid being spotted in time, only 50% of the fighters on the ship will reinforce
the CAP."
Does this now include CVEs?
Or should it be:
"7.2.1.13.2 Aircraft Carriers in Base Hexes
Air operations by aircraft carriers other than CVEs are limited if the aircraft carrier is in a task force at a base hex. Aircraft launching search, CAP or strike
Missions from a carrier in a base hex will only launch 50% of the normal amount they would have launched. If the CAP is
reinforced by fighters on the ship due to the raid being spotted in time, only 50% of the fighters on the ship will reinforce
the CAP. Aircraft carriers not in a task force, that is disbanded at a base, will not conduct any air missions."
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; Julia Child

I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
Re: New Manual Update
Check this range:
"7.4.2.3 Kamikazes
Kamikazes are activated if the Allies own a base within 15 hexes (traced by sea only) of either Tokyo, Takao, or Saigon.
However, these will never activate before January 1, 1944. Once Kamikazes are activated, the Air Unit Information
Screen for Japanese players will show a Kamikaze option if no squadron has been converted to kamikaze yet this day
and if the aircraft squadron is of the appropriate type (essentially anything other than a Transport aircraft squadron can
become a Kamikaze squadron). The player is limited to one conversion per day, but may not re-convert a Kamikaze unit
to regular status. The computer will prompt the player to confirm their choice before proceeding, giving you a chance to
reconsider."
The 15 hexes was the old WITP range, not the WITP:AE range which is 21 hexes . . .
Someone had posted maps which I can't find right now.
"7.4.2.3 Kamikazes
Kamikazes are activated if the Allies own a base within 15 hexes (traced by sea only) of either Tokyo, Takao, or Saigon.
However, these will never activate before January 1, 1944. Once Kamikazes are activated, the Air Unit Information
Screen for Japanese players will show a Kamikaze option if no squadron has been converted to kamikaze yet this day
and if the aircraft squadron is of the appropriate type (essentially anything other than a Transport aircraft squadron can
become a Kamikaze squadron). The player is limited to one conversion per day, but may not re-convert a Kamikaze unit
to regular status. The computer will prompt the player to confirm their choice before proceeding, giving you a chance to
reconsider."
The 15 hexes was the old WITP range, not the WITP:AE range which is 21 hexes . . .
Someone had posted maps which I can't find right now.
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“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
Re: New Manual Update
Huh?
"8.4.1 Ground Combat Missions
There are three types of ground combat Missions:
● Bombardment Attack means the unit will toss artillery shells at the enemy from long range (and possibly receive counter-battery fire). This will
only do minor damage and disruption to ground units. Weapon types with a range of 3 and an anti-soft rating of at least 5 may fire in a
Bombardment Attack. In order to plot a Bombardment, the unit must have at least one suitable weapon available and must be an Infantry, Armor,
Artillery or Coast Defence unit. Only the attacker’s artillery weapons may fire or be fired at; the defender’s artillery weapons may also fire, but any
defender weapon may not be targeted."
to
"8.4.1 Ground Combat Missions
There are three types of ground combat Missions:
● Bombardment Attack means the unit will fire artillery shells at the enemy from long range (and possibly receive counter-battery fire). This will
only do minor damage and disruption to ground units. Weapon types with a range of 3 and an anti-soft rating of at least 5 may fire in a
Bombardment Attack. In order to plot a Bombardment, the unit must have at least one suitable weapon available and must be an Infantry, Armor,
Artillery or Coast Defence unit. Only the attacker’s artillery weapons may fire or be fired at; the defender’s artillery weapons may also fire, but any
defender weapon may not be targeted."
You want the artillery to fire the shells not toss the shells!
"8.4.1 Ground Combat Missions
There are three types of ground combat Missions:
● Bombardment Attack means the unit will toss artillery shells at the enemy from long range (and possibly receive counter-battery fire). This will
only do minor damage and disruption to ground units. Weapon types with a range of 3 and an anti-soft rating of at least 5 may fire in a
Bombardment Attack. In order to plot a Bombardment, the unit must have at least one suitable weapon available and must be an Infantry, Armor,
Artillery or Coast Defence unit. Only the attacker’s artillery weapons may fire or be fired at; the defender’s artillery weapons may also fire, but any
defender weapon may not be targeted."
to
"8.4.1 Ground Combat Missions
There are three types of ground combat Missions:
● Bombardment Attack means the unit will fire artillery shells at the enemy from long range (and possibly receive counter-battery fire). This will
only do minor damage and disruption to ground units. Weapon types with a range of 3 and an anti-soft rating of at least 5 may fire in a
Bombardment Attack. In order to plot a Bombardment, the unit must have at least one suitable weapon available and must be an Infantry, Armor,
Artillery or Coast Defence unit. Only the attacker’s artillery weapons may fire or be fired at; the defender’s artillery weapons may also fire, but any
defender weapon may not be targeted."
You want the artillery to fire the shells not toss the shells!
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I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
Re: New Manual Update
Somewhere in the manual it probably should be pointed out that attacking across a river may force a shock attack.
Here:
"8.4 Ground Combat
Ground combat in the Pacific Theater, with few exceptions, tended to be a slow, bloody battle of attrition. The terrain barred most use of armor, leaving the
fighting to be done by the infantry and whatever artillery could be manhandled through the terrain. Victory rarely came in a sudden spurt of glory; defenders
had to be rooted out of the difficult terrain, and usually at a high cost to the attacker. The Allies tried to rely on whatever firepower they could muster; the
Japanese relied on the martial fervor of their troops, even if the most ardent fervor flickered under starvation and disease.
In addition, combat taking place on atolls was more intense than in any other location due to their small size. Units that do not own the base on the atoll being
invaded (i.e., American forces invading a Japanese-held atoll) automatically launch a Shock Attack, which usually means higher casualties for the attacker. In
addition to the Shock Attack, the combat formulas will make combat on an atoll more costly in casualties to both sides than in other hexes.
Other terrain types affect combat, whether it be clear, forest, mountain, desert, or swamp; the more thick and impassible the terrain, the more it favors the
defence. The defensive costs for all terrain types are in the table in section 8.3.1. Rivers disrupt units attacking across them, making their efficiency in
combat lower and may also force a shock attack..
Fortifications can increase the defensive value of units owning them."
Otherwise, how will a new player know this? They will then ask on the forums and upon finding out why there is a shock attack, then ask why was it not put into the manual? It would also be nice to include the criteria for another unit crossing after another unit or units had successful crossings to keep another shock attack from occurring.
Here:
"8.4 Ground Combat
Ground combat in the Pacific Theater, with few exceptions, tended to be a slow, bloody battle of attrition. The terrain barred most use of armor, leaving the
fighting to be done by the infantry and whatever artillery could be manhandled through the terrain. Victory rarely came in a sudden spurt of glory; defenders
had to be rooted out of the difficult terrain, and usually at a high cost to the attacker. The Allies tried to rely on whatever firepower they could muster; the
Japanese relied on the martial fervor of their troops, even if the most ardent fervor flickered under starvation and disease.
In addition, combat taking place on atolls was more intense than in any other location due to their small size. Units that do not own the base on the atoll being
invaded (i.e., American forces invading a Japanese-held atoll) automatically launch a Shock Attack, which usually means higher casualties for the attacker. In
addition to the Shock Attack, the combat formulas will make combat on an atoll more costly in casualties to both sides than in other hexes.
Other terrain types affect combat, whether it be clear, forest, mountain, desert, or swamp; the more thick and impassible the terrain, the more it favors the
defence. The defensive costs for all terrain types are in the table in section 8.3.1. Rivers disrupt units attacking across them, making their efficiency in
combat lower and may also force a shock attack..
Fortifications can increase the defensive value of units owning them."
Otherwise, how will a new player know this? They will then ask on the forums and upon finding out why there is a shock attack, then ask why was it not put into the manual? It would also be nice to include the criteria for another unit crossing after another unit or units had successful crossings to keep another shock attack from occurring.
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I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
Re: New Manual Update
"15.4.1.2 Aircraft Status on Ships
Aircraft on ships are assumed to have sufficient aviation support and supplies. However:
● Planes on a ship may not fly if the ship’s combined System Damage and Floatation Damage are greater than 50. They may transfer off the ship if
docked or at anchor at a base with an airfield with a size of at least 1 (they are assumed to have been manually unloaded and taken to the airfield)"
I thought that fires on a ship precluded air operations as well. Who wants to fuel an aircraft near open flames which any AvGas fumes may be ignited from? I mean, it could be a blast but one that a person probably would not want to be near.
Aircraft on ships are assumed to have sufficient aviation support and supplies. However:
● Planes on a ship may not fly if the ship’s combined System Damage and Floatation Damage are greater than 50. They may transfer off the ship if
docked or at anchor at a base with an airfield with a size of at least 1 (they are assumed to have been manually unloaded and taken to the airfield)"
I thought that fires on a ship precluded air operations as well. Who wants to fuel an aircraft near open flames which any AvGas fumes may be ignited from? I mean, it could be a blast but one that a person probably would not want to be near.
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Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
Re: New Manual Update
And 'then' should be 'than' .RangerJoe wrote: Sun Jan 22, 2023 1:49 am From:
"6.5.1 Operational Damage and Repairs at Sea
.
.
.
The chances of incurring System Damage during normal movement (representing normal wear and tear on the ships) five
times higher at Full Speed then at Cruise Speed. There is also a very slight chance of major damage due to accident or
marine hazard."
to
'"6.5.1 Operational Damage and Repairs at Sea
.
.
.
The chances of incurring System Damage during normal movement (representing normal wear and tear on the ships) is five
times higher at Full Speed then at Cruise Speed. There is also a very slight chance of major damage due to accident or
marine hazard."
The "is five" sounds better.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
Re: New Manual Update
You sir, are correct. Thank you. I edited my post to reflect that.BBfanboy wrote: Sun Jan 22, 2023 3:16 amAnd 'then' should be 'than' .RangerJoe wrote: Sun Jan 22, 2023 1:49 am From:
"6.5.1 Operational Damage and Repairs at Sea
.
.
.
The chances of incurring System Damage during normal movement (representing normal wear and tear on the ships) five
times higher at Full Speed then at Cruise Speed. There is also a very slight chance of major damage due to accident or
marine hazard."
to
'"6.5.1 Operational Damage and Repairs at Sea
.
.
.
The chances of incurring System Damage during normal movement (representing normal wear and tear on the ships) is five
times higher at Full Speed then at Cruise Speed. There is also a very slight chance of major damage due to accident or
marine hazard."
The "is five" sounds better.
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- homeschooling in progress do not knock unless you have beer or teach math.jpg (54.71 KiB) Viewed 775 times
Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
Re: New Manual Update
And what about CS ships. Are their Float Planes affected by the base hex ops restrictions?RangerJoe wrote: Sun Jan 22, 2023 2:10 am "7.2.1.13.2 Aircraft Carriers in Base Hexes
Air operations by aircraft carriers are limited if the aircraft carrier is in a base hex. Aircraft launching search, CAP or strike
Missions from a carrier in a base hex will only launch 50% of the normal amount they would have launched. If the CAP is
reinforced by fighters on the ship due to the raid being spotted in time, only 50% of the fighters on the ship will reinforce
the CAP."
Does this now include CVEs?
Or should it be:
"7.2.1.13.2 Aircraft Carriers in Base Hexes
Air operations by aircraft carriers other than CVEs are limited if the aircraft carrier is in a task force at a base hex. Aircraft launching search, CAP or strike
Missions from a carrier in a base hex will only launch 50% of the normal amount they would have launched. If the CAP is
reinforced by fighters on the ship due to the raid being spotted in time, only 50% of the fighters on the ship will reinforce
the CAP. Aircraft carriers not in a task force, that is disbanded at a base, will not conduct any air missions."
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
Re: New Manual Update
I don't think that CS class cruisers are considered aircraft carriers, especially in this context. At a base, the CS cruisers are probably treated as AVs operating aircraft. But also other ships carrying float planes are not normally affected at a base hex.BBfanboy wrote: Sun Jan 22, 2023 3:28 amAnd what about CS ships. Are their Float Planes affected by the base hex ops restrictions?RangerJoe wrote: Sun Jan 22, 2023 2:10 am "7.2.1.13.2 Aircraft Carriers in Base Hexes
Air operations by aircraft carriers are limited if the aircraft carrier is in a base hex. Aircraft launching search, CAP or strike
Missions from a carrier in a base hex will only launch 50% of the normal amount they would have launched. If the CAP is
reinforced by fighters on the ship due to the raid being spotted in time, only 50% of the fighters on the ship will reinforce
the CAP."
Does this now include CVEs?
Or should it be:
"7.2.1.13.2 Aircraft Carriers in Base Hexes
Air operations by aircraft carriers other than CVEs are limited if the aircraft carrier is in a task force at a base hex. Aircraft launching search, CAP or strike
Missions from a carrier in a base hex will only launch 50% of the normal amount they would have launched. If the CAP is
reinforced by fighters on the ship due to the raid being spotted in time, only 50% of the fighters on the ship will reinforce
the CAP. Aircraft carriers not in a task force, that is disbanded at a base, will not conduct any air missions."
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- Sunrise skies on fire over Banff.jpg (77.95 KiB) Viewed 772 times
Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
Re: New Manual Update
The line about only doing minor damage may not be true for heavy artillery. Those guns in the 200 - 350 mm range seem to be pretty effective in smashing forts.RangerJoe wrote: Sun Jan 22, 2023 2:36 am Huh?![]()
"8.4.1 Ground Combat Missions
There are three types of ground combat Missions:
● Bombardment Attack means the unit will toss artillery shells at the enemy from long range (and possibly receive counter-battery fire). This will
only do minor damage and disruption to ground units. Weapon types with a range of 3 and an anti-soft rating of at least 5 may fire in a
Bombardment Attack. In order to plot a Bombardment, the unit must have at least one suitable weapon available and must be an Infantry, Armor,
Artillery or Coast Defence unit. Only the attacker’s artillery weapons may fire or be fired at; the defender’s artillery weapons may also fire, but any
defender weapon may not be targeted."
to
"8.4.1 Ground Combat Missions
There are three types of ground combat Missions:
● Bombardment Attack means the unit will fire artillery shells at the enemy from long range (and possibly receive counter-battery fire). This will
only do minor damage and disruption to ground units. Weapon types with a range of 3 and an anti-soft rating of at least 5 may fire in a
Bombardment Attack. In order to plot a Bombardment, the unit must have at least one suitable weapon available and must be an Infantry, Armor,
Artillery or Coast Defence unit. Only the attacker’s artillery weapons may fire or be fired at; the defender’s artillery weapons may also fire, but any
defender weapon may not be targeted."
You want the artillery to fire the shells not toss the shells!
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
Re: New Manual Update
I think that in game terms, it is usually minor damage but that can also add up. But compared to armoured and combat engineer attacks, or infantry and combat engineers getting up close and personal while supported by armour, the damage may seem minor. But yes, "This may only do minor damage and disruption to ground units . . . " would be a better wording.BBfanboy wrote: Sun Jan 22, 2023 3:40 amThe line about only doing minor damage may not be true for heavy artillery. Those guns in the 200 - 350 mm range seem to be pretty effective in smashing forts.RangerJoe wrote: Sun Jan 22, 2023 2:36 am Huh?![]()
"8.4.1 Ground Combat Missions
There are three types of ground combat Missions:
● Bombardment Attack means the unit will toss artillery shells at the enemy from long range (and possibly receive counter-battery fire). This will
only do minor damage and disruption to ground units. Weapon types with a range of 3 and an anti-soft rating of at least 5 may fire in a
Bombardment Attack. In order to plot a Bombardment, the unit must have at least one suitable weapon available and must be an Infantry, Armor,
Artillery or Coast Defence unit. Only the attacker’s artillery weapons may fire or be fired at; the defender’s artillery weapons may also fire, but any
defender weapon may not be targeted."
to
"8.4.1 Ground Combat Missions
There are three types of ground combat Missions:
● Bombardment Attack means the unit will fire artillery shells at the enemy from long range (and possibly receive counter-battery fire). This will
only do minor damage and disruption to ground units. Weapon types with a range of 3 and an anti-soft rating of at least 5 may fire in a
Bombardment Attack. In order to plot a Bombardment, the unit must have at least one suitable weapon available and must be an Infantry, Armor,
Artillery or Coast Defence unit. Only the attacker’s artillery weapons may fire or be fired at; the defender’s artillery weapons may also fire, but any
defender weapon may not be targeted."
You want the artillery to fire the shells not toss the shells!
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Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”

