Not a bad turn at all.

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melvi
Posts: 366
Joined: Mon Sep 30, 2013 4:34 pm
Location: Logroño ( La Rioja) España

Not a bad turn at all.

Post by melvi »

First I get rid of a pesky Italian CL, that worth a lot of victory points too. Then I smashed some of the revolt forces in the Oviedo area.
there it goes the pesky italian CL.jpg
there it goes the pesky italian CL.jpg (252.86 KiB) Viewed 474 times
there it goes the pesky italian CL01.jpg
there it goes the pesky italian CL01.jpg (588.94 KiB) Viewed 474 times
there it goes the pesky italian CL02.jpg
there it goes the pesky italian CL02.jpg (616.43 KiB) Viewed 474 times

It Looks like it is 1 victory point per 10 tons of war ship sunk or 1 victory point per 100 tons of merchant ship sunk (or captured).
good turn.jpg
good turn.jpg (887.94 KiB) Viewed 474 times


Regards:
Melvi
melvi
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Re: Not a bad turn at all.

Post by melvi »

The cost has been high though, more than half of my entire fleet of destroyers got damaged, some BADLY damaged. 2 of the DD that participate in the battle left unscathed and 2 other DD weren’t there.
good turn01.jpg
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The ones damaged in the battle made it to La Linea base just the turn the Nacionales decided to attack it for the first time, luckily they didn’t take it at first attempt. Now I am running away with my poor DDs towards Malaga to use her shipyard to fix them.
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Melvi
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RangerJoe
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Re: Not a bad turn at all.

Post by RangerJoe »

You sank a ship and now your ships have some body and fender work to be done. It could have been worse. You might want to try for a larger shipyard after the temporary flooding is cleared out.
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jwilkerson
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Re: Not a bad turn at all.

Post by jwilkerson »

Yup you sanka the "Bismarck" (in game terms) ... but you did bring enough fleet to get the job done !!!
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Q-Ball
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Re: Not a bad turn at all.

Post by Q-Ball »

Question: If the Nationalists lose a ship with a withdrawl date, like this Italian Cruiser, the manual states that another ship must be withdrawn to take it's place.

Would that mean then that the Admiral Cervera, for example, is withdrawn to replace it?

How does that work exactly?

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btd64
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Re: Not a bad turn at all.

Post by btd64 »

Melvi, What happened next. continue please....GP
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melvi
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Re: Not a bad turn at all.

Post by melvi »

Uffff, sorry men, i wasn´t paying attention to this thread.
That was my "old" game with 165.49? iirc. I started another game with 165.52 and that´s the game i am playing now. No italian CA/CL sunk this time, in exchange i have sunk 144 nationales ships without loosing a single ship. What i hope has delayed the arriving of the African Army to the peninsula.
Regards:
Melvi
jazzyblur
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Joined: Fri Jun 05, 2020 5:54 pm

Re: Not a bad turn at all.

Post by jazzyblur »

Wow! That sounds like a great start. Any tips on your setup to achieve these sort of results? :D
melvi
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Re: Not a bad turn at all.

Post by melvi »

jazzyblur wrote: Mon Mar 16, 2026 1:46 pm Wow! That sounds like a great start. Any tips on your setup to achieve these sort of results? :D
Erhh well it is not just "great start", it is 6 of September 1936 already, 52 turns in already.

Umhhh.... and not really...
I joined all my combat ships in Cartagena ( only one DD left in the north), i sent 2 subs to the north to operate in the Galicia coast trying to catch up merchants in the area. I only have a surface combat TF operating from Cartagena with the 2 cruisers and all DDs, i left the BB parked in Cartagena ( it is toooooooooo slow to be usefull). My surface combat TF is doing runs to the east side of the straiths killing some ships ( depleting ammo in one day ) and comming back Cartagena to resupply and repeat, moving 20kyd away from shore and max. react. set to 5. I am starting to have fuel issues in Cartagena since the surface TF run missions at "mission speed" burning fuel. But this way they may start in Cartagena, go the Straith , deplete ammo killing some ships and be back to Cartagena in one day. My subs in TFs of one sub each trying to cover the most area possible. I abandon the West side of the Straiths, too risky to pass in front of those CDs in the area when comming back to resupply, that occurs almost daily if there are engagements.
patrolareas.jpg
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Watch out nigth engagements, friendly fire is deadly.
deadlyfriendlyfire.jpg
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This happened when full loaded of ammo surface TF found a lonely transporta at nigth time and had 2 engagements with it. I reloaded the turn.
In these occasions i give my TF retreat order, but it is not working as i´d like.
All air is handle with "target:commander choice" option.
One air squadron of torpedo bombers parked in the airfield north of Almeria, remember to set your land units with AViation Support points set to combat or they will not work on planes, cruise alt at 2000 feet and release 100 feet for TB. Equiped with torps all missions, only active if i see good targets.
All hydroplanes set to naval search, cruise alt 4000 or 5000 feet and release 1000 or 2000 feet below cruise.
I have run out of "naval torpedoes", my silly pilots keep wasting them against 100 tons wooden hull ships, bah. And the ones used by planes and ships you must be carefull. Once those are low i swich my TB to bombs load mission with 250kg AP bombs, when they become avaliable, giving the planes one more point in max range or they will still use torps. The TB north of Almeria are loaded with torps ever, either flying or standing down.
Regards:
Melvi
jazzyblur
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Joined: Fri Jun 05, 2020 5:54 pm

Re: Not a bad turn at all.

Post by jazzyblur »

Excellent advice all around! Thank you.
Would be lovely to see some sort of Torpedo targeting filter option added somewhere to avoid instances of over-eager sub captains and bombers dropping all their torps on tiny fishing boats and pleasure craft :D
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