Invasion Questions

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Dereck
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Invasion Questions

Post by Dereck »

1. Do ALL units have to prep for an invasion target or just the assault units while not prepping follow-up units like construction and base forces?

2. Does the AI "cheat" in that it will know where I am planning for?

3. In the manual it says AP/AK do amphib unloads at 600 points per ship per turn. Is the troop cost or the total load coast for the unit that should be used to calculate how many ships are needed?
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RangerJoe
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Re: Invasion Questions

Post by RangerJoe »

1) No units have to prepare for the target but it is best if the combat and headquarters units prepare for the target.

2) I don't know.

3) That is how many load points, some units have no "troop" cost because they are equipment only units with no troop component as far as the load is concerned.
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Chris21wen
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Re: Invasion Questions

Post by Chris21wen »

2. I've never seen any suggestion that this is the case, so no.
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Sardaukar
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Re: Invasion Questions

Post by Sardaukar »

2. AFAIK on Hard and VHard difficulties, AI can "peek", but it is most likely bit like allied using SigInt and not constant.

IF (big if) this is the case, it is probably based on random detection.

Someone (might have been one of the Devs) said in past that on Hard, AI "peeks", on VHard, AI also "cheats" (meaning that combat calculations are weighted on AI's favour).

Manual doesn't really say anything about "peeking", just e.g. »» Very Hard – Computer is given some logistical and combat advantages.
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BBfanboy
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Re: Invasion Questions

Post by BBfanboy »

In the upper center of the unit screen it shows the actual current number of 'Infantry' (which includes combat engineers) and Other troops personnel. Other troops includes men who man the AFVs, Mobile Support, Artillery and AA guns and Support Squads. That is the total of personnel you need to lift on your ships.
Down on the lower left it will show a total personnel load cost that would be if the unit TOE was entirely manned. Thus the troop load cost can differ between the two sections.
Another quirk is that the equipment load cost does NOT include the supply the unit holds (ammo, fuel, medical supply and food) so that must be added to the total load cost to get what you actually need to lift on ships.
And on top of that, equipment that cannot be crated and stacked (artillery, vehicles) will usually take up more space on the ship than their actual load cost by weight so you need to have a little extra ship capacity for units with these devices. The load verification step usually finds any shortages but might not include enough ships to take bulky items like guns.

I start with the figures for personnel from the top center, add in the equipment and supply load cost and select ships that get as close as possible on personnel capacity and cargo capacity. If there is excess cargo capacity it is OK if a few troops are lifted in that space (personnel X3 for the cargo points used). If it is a Transport TF, look at the destination and decide if you need to include additional supply for the additional troops for at least a few weeks.

If it is an amphib landing the totals for personnel and (equipment + supply) must be multiplied by 1.2 because loading stuff ready for combat is less efficient on space usage. Then you want to have some additional supply land with the troops so add a vessel or two with supply only in a separate Amphib TF and merge it with the Amphib troop TF.

Final consideration is how many ships, including escorts, you want to crowd together in one TF. The more you have, the greater the chance of collision. I check the Naval Skill of ship captains and the Leadership of the TF commander. If the number of ships gets over 10, I consider breaking the TF into two or more with the lowest number TF having the fighting troops and some supply, the next one having support troops and the rest of supply, and the third one having mobile support and equipment like radars that are hard to unload. Of course the number of escorts available might overrule the idea of breaking up the TF.
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rockmedic109
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Re: Invasion Questions

Post by rockmedic109 »

As mentioned, I am under the impression that the AI peeks. I think I read that this is done on hard/VH. I have always considered it true. I cannot verify if it is true.

If you use more AP/AK than necessary, you will unload faster. Or rather, each ship will unload the same but with the unit spread out over a larger number of ships at 600 per. I think APA can unload all in one turn. I cannot remember if this was per day or per phase. Also, losing a ship will have a lesser impact on the unit and having surplus capacity might allow more squads to be saved.
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