Feel Free To Ask
Moderators: Joel Billings, wdolson, Don Bowen, mogami
RE: Feel Free To Ask
If you take oil / resources to Singapore, you will get supplies and fuel - same with locations in OZ.. You don't get any HI points and such, as you have nothing to spend them on.. but I believe you still produce supplies and fuel from industry - but unlike Japan the allies also get free fuel and supplies at certain bases.
Xargun
Xargun

Never argue with an idiot, he will only drag you down to his level and beat you with experience.
- captskillet
- Posts: 2493
- Joined: Fri Feb 28, 2003 10:21 pm
- Location: Louisiana & the 2007 Nat Champ LSU Fightin' Tigers
RE: Feel Free To Ask
Here's a couple of questions for y'all.
What altitudes have you guys found to work best for:
a) fighter groups on CAP
Fighter groups on Sweep
on Ground Attack
b) bombers on Ground Attack
bombers on Port Attack
bombers on Naval Attack
What altitudes have you guys found to work best for:
a) fighter groups on CAP
Fighter groups on Sweep
on Ground Attack
b) bombers on Ground Attack
bombers on Port Attack
bombers on Naval Attack
"Git thar fust with the most men" - Gen. Nathan Bedford Forrest


- DoomedMantis
- Posts: 1357
- Joined: Sat Aug 24, 2002 4:00 pm
- Location: Sydney, Australia
RE: Feel Free To Ask
It all depends on what Im up against
eg CAP is best set 3000 ft above the bombers coming in, so you have to know what height you are being attacked at. Also CAP works best when you have some variance in height from several squadrons. ie his bombers might come in at 6000ft and his escorts at 9000ft. I would set CAP at 9000fr and 12000 ft. The CAP at 12000ft would bounce the escort (and this keep them occupied), and the 9000ft CAP would bounce the bombers (although they would also get tangled up with the escort as well).
The same sort of thoery runs for sweeps, try to have your sweeps going in at 3000ft above his CAP, but sweeps at 100ft will also strafe the airfield. Just be careful because a 100ft sweep caught by CAP will get shot to pieces, and is also highly vulneralbe to flak.
Fighters on ground Attack are most effective at 100ft, but look above for why this can be costly.
Bombers
Depends on the Flak, if there is a lot of Flak, then I fly higher. Generally though I keep it above 6000ft, and closer to 15000 ft if Im expecting lots of Flak.
For Naval attack though I tend to use the 6000-9000 ft range, although set my DB's in the 12000 to 15000 ft range.
eg CAP is best set 3000 ft above the bombers coming in, so you have to know what height you are being attacked at. Also CAP works best when you have some variance in height from several squadrons. ie his bombers might come in at 6000ft and his escorts at 9000ft. I would set CAP at 9000fr and 12000 ft. The CAP at 12000ft would bounce the escort (and this keep them occupied), and the 9000ft CAP would bounce the bombers (although they would also get tangled up with the escort as well).
The same sort of thoery runs for sweeps, try to have your sweeps going in at 3000ft above his CAP, but sweeps at 100ft will also strafe the airfield. Just be careful because a 100ft sweep caught by CAP will get shot to pieces, and is also highly vulneralbe to flak.
Fighters on ground Attack are most effective at 100ft, but look above for why this can be costly.
Bombers
Depends on the Flak, if there is a lot of Flak, then I fly higher. Generally though I keep it above 6000ft, and closer to 15000 ft if Im expecting lots of Flak.
For Naval attack though I tend to use the 6000-9000 ft range, although set my DB's in the 12000 to 15000 ft range.
ORIGINAL: captskillet
Here's a couple of questions for y'all.
What altitudes have you guys found to work best for:
a) fighter groups on CAP
Fighter groups on Sweep
on Ground Attack
b) bombers on Ground Attack
bombers on Port Attack
bombers on Naval Attack
I shall make it a felony to drink small beer.
- Shakespeare
- Shakespeare
RE: Feel Free To Ask
Question removed because I worked it out! [:)]
RE: Feel Free To Ask
Great! A one-size-fits-all thread for questions:
1. I notice that when the computer is resolving the turn, one of the things it does is "training ship crews" or something like that. Is it merely calculating experience gained for both sides due to operations, or is it actually training? I guess where I'm really going is: is there any way - other than the shakedown - to train ship crews?
2. Okay, I'm still having troube with loading out my destroyers with torpedoes. I've got a Dutch surface group in Batavia co-located with an American AD. The port has much more than 20,000 supply and fuel. I push the replenish button and, while the tanks are topped off, no torpedoes. What am I doing wrong?
3. How do you marry up a replenishment TF with another TF? I've put the two in the same hex and pressed "replenish from TF" in both TFs, but they seem to only replenish within the TF; the combat TF does not seem to draw from the AO. I've selected the hex in which the combat TF is located to send the AO thinking it was kind of a targeting thing, but no. How does it work? Is there minelayer/sweeper type issue with whether the AO is set to patrol/do not retire or retirement allowed?
1. I notice that when the computer is resolving the turn, one of the things it does is "training ship crews" or something like that. Is it merely calculating experience gained for both sides due to operations, or is it actually training? I guess where I'm really going is: is there any way - other than the shakedown - to train ship crews?
2. Okay, I'm still having troube with loading out my destroyers with torpedoes. I've got a Dutch surface group in Batavia co-located with an American AD. The port has much more than 20,000 supply and fuel. I push the replenish button and, while the tanks are topped off, no torpedoes. What am I doing wrong?
3. How do you marry up a replenishment TF with another TF? I've put the two in the same hex and pressed "replenish from TF" in both TFs, but they seem to only replenish within the TF; the combat TF does not seem to draw from the AO. I've selected the hex in which the combat TF is located to send the AO thinking it was kind of a targeting thing, but no. How does it work? Is there minelayer/sweeper type issue with whether the AO is set to patrol/do not retire or retirement allowed?

- Charles2222
- Posts: 3687
- Joined: Mon Mar 12, 2001 10:00 am
RE: Feel Free To Ask
1. I notice that when the computer is resolving the turn, one of the things it does is "training ship crews" or something like that. Is it merely calculating experience gained for both sides due to operations, or is it actually training? I guess where I'm really going is: is there any way - other than the shakedown - to train ship crews?
What's a shakedown? I've read about it, but it seems as though it's something you can't select, that the computer does. If so, I would ask if it shakes them down every bit as well in port as just putting them in a TF and having them sit there unanchored.
-
- Posts: 9
- Joined: Sat Jul 03, 2004 2:16 pm
RE: Feel Free To Ask
ORIGINAL: byron13
(...)
2. Okay, I'm still having troube with loading out my destroyers with torpedoes. I've got a Dutch surface group in Batavia co-located with an American AD. The port has much more than 20,000 supply and fuel. I push the replenish button and, while the tanks are topped off, no torpedoes. What am I doing wrong?
(...)
As far as I know and learned from the tutorial-part you can replenish torpedoes only in the real big harbours (size 10?).

RE: Feel Free To Ask
Charles, a "shakedown" cruise is an "easy" cruise, where you don't expect to get shot at (because your crew lacks experience). There is no "shakedown" mission. It's basically putting your new batch of subchasers (or whatever) on convoy escort between San Fran an Pearl for a couple of trips (note, more than just one trip); so you're talking about 2 - 3 weeks. They're not likely to encounter anything, and their experience will get up to a point where they're actually useful in combat situations (in UV, it needed to be 55).
-F-
-F-
"It is obvious that you have greatly over-estimated my regard for your opinion." - Me

RE: Feel Free To Ask
ORIGINAL: Harpoon_GER
ORIGINAL: byron13
(...)
2. Okay, I'm still having troube with loading out my destroyers with torpedoes. I've got a Dutch surface group in Batavia co-located with an American AD. The port has much more than 20,000 supply and fuel. I push the replenish button and, while the tanks are topped off, no torpedoes. What am I doing wrong?
(...)
As far as I know and learned from the tutorial-part you can replenish torpedoes only in the real big harbours (size 10?).
Size 8 or larger OR a port with 'sufficient' supplies and a destroyer tender (AD) that has no fire or float damage. Pages 186 & 187 are the only pages I've printed from the manual.

RE: Feel Free To Ask
ORIGINAL: mjk428
ORIGINAL: Raverdave
1) Why do Prince Rupert & Vancouver each require over 30k supplies? I don't see anything at the bases that should require so much. As it is they seem to do more harm then good.
2) When expanding ports & airfields does the expansion continue until turned off or do you have to reset each time it expands by one?
3) How do you determine the supply level at a base? The manual mentions that naval supply is unnecessary for bases with a supply level of 75 or more but I don't seem to be able to find that info.
4) Why do so many units start out with only about half the support, air support, engineers, squads etc available? This seems to be the case even in non-malaria zones in well supplied bases. I assumed it was the result of the particular scenario I am playing (whole campaign; allies) and that it simulated the overall lack of preparedness. That's OK but I wanted to make sure it was intentional.
Thanks again for being so helpful.
1) Don't know, but i suspect that it has something to do with the large amounts of beer that Canadians are known to drink.
2) It will continue to expand until it has reached it's limit.
3) Click on the base screen and it will give you a listing of all the bases on the map and what the supply situation is for each base.....saves you from going around the map and clicking on each base to check.
4) The Allies have a number of units that are not at full strength at the start of the game (Scen 15) which is as it should be. The Allies were not prepared for a war in the east as much as they should have been.
1) I knew there was a logical explanation.

2) Thanks.
3) Miscommunication by me . I didn't mean how much supplies they have but rather their "Supply Line Value" as per pg. 191. Apparently this is calculated but I don't see the value in any of the information screens. I'd like to know, without having to manually calculate each one, what the value is for my bases. As it is now, I only know if it's greater or less than 75 by seeing if they are available for automatic supply convoys.
4) Thanks for the confirmation.
RE: Feel Free To Ask
quote:
ORIGINAL: Harpoon_GER
quote:
ORIGINAL: byron13
(...)
2. Okay, I'm still having troube with loading out my destroyers with torpedoes. I've got a Dutch surface group in Batavia co-located with an American AD. The port has much more than 20,000 supply and fuel. I push the replenish button and, while the tanks are topped off, no torpedoes. What am I doing wrong?
(...)
As far as I know and learned from the tutorial-part you can replenish torpedoes only in the real big harbours (size 10?).
Size 8 or larger OR a port with 'sufficient' supplies and a destroyer tender (AD) that has no fire or float damage. Pages 186 & 187 are the only pages I've printed from the manual.![]()
From my very shoddy memory, i thought there was also a restriction on the port size if you were using a tender - like 3 or 4 or something.
RE: Feel Free To Ask
ORIGINAL: turn2
From my very shoddy memory, i thought there was also a restriction on the port size if you were using a tender - like 3 or 4 or something.
I think you're confused with PT boats which need a size 3 port and 20k supplies or an AGP. That's why I printed the pages; it's a bit non-intuitive.
RE: Feel Free To Ask
I think you're confused with PT boats which need a size 3 port and 20k supplies or an AGP. That's why I printed the pages; it's a bit non-intuitive.
ahh, gotcha. thx.
- Charles2222
- Posts: 3687
- Joined: Mon Mar 12, 2001 10:00 am
RE: Feel Free To Ask
ORIGINAL: Feinder
Charles, a "shakedown" cruise is an "easy" cruise, where you don't expect to get shot at (because your crew lacks experience). There is no "shakedown" mission. It's basically putting your new batch of subchasers (or whatever) on convoy escort between San Fran an Pearl for a couple of trips (note, more than just one trip); so you're talking about 2 - 3 weeks. They're not likely to encounter anything, and their experience will get up to a point where they're actually useful in combat situations (in UV, it needed to be 55).
-F-
I'm not sure I'm any closer to knowing whether the computer just autmotically puts them in some phantom mission, or assigns them to auto-select TF's, or that I have to place them in a convoy myself. I understand the need to put the young uns out of the heavy action, but it sems rather pointless to mention it aside from the computer doing it itself in some manner. Sure, I'd put them in quiet missions myself if I realized they're lousy and I'm familiar with doing that with poor air groups. I think my main confusion stems from that idea that there's actually a mission called shakedown that you or the computer can select, whereas it seems as this point that it's just a reference to what happens to young uns when they're included in any manner of TF (they're undependable and will rise in experience quickly), but the whole description just confused me.
RE: Feel Free To Ask
I know I'm missing something obvious here..
I'm running the South Pacific scenario. Shokaku and Zuikaku have taken a torpedo each. Flotation damage is in the 40s, but they are in Truk. FLT isn't going down. Am I supposed to send them to Tokyo? If so, how? (this Q probably applies to all partial map scenarios)
(I went through the manual and couldn't find an answer..)
I'm running the South Pacific scenario. Shokaku and Zuikaku have taken a torpedo each. Flotation damage is in the 40s, but they are in Truk. FLT isn't going down. Am I supposed to send them to Tokyo? If so, how? (this Q probably applies to all partial map scenarios)
(I went through the manual and couldn't find an answer..)
- grraven2004
- Posts: 272
- Joined: Thu Mar 04, 2004 7:14 pm
- Location: Cuyahoga Falls OH
RE: Feel Free To Ask
Ok lets see if I understand this correctly.
1. Manpower is for building Military units. To gain a manpower point you need to have 10 times the resources. You will create Half the resources expended in manpower points. Manpower points are not nationality specific. i.e. manpower points created in Australia could be used in the U.S. to create a circus for Dugout Doug.
2. Heavy Industry is needed for everything and is pooled to be used by all things.
a. Resources and oil need to be in the same hex for HI to be created.
b. To gain an HI point you need 1x resources and 2x oil.
a. By product of this is 1 supply and 1.33 fuel.
c. HI points are used in Aircraft, engine, vehicle, and armaments production.
So 300 HI with 300 resource and 600 oil would create 300 HI points to be added to the pool. Also it would create 300 supply and 399 fuel.
the expendatures would be 300 resources for the supply and 300 oil for the fuel. Then 300 resources and 600 oil for the HI points.
3.Aircraft production expends 18 times the number of engines needed per airframe in HI points.
i.e. A A6M2 would be 18 HI, a G4M1 would be 36, and a B-17 would be 72 HI.
The aircraft button in each factory represents the total Aircraft able to be produced at that facility. Melbourne for instance has 25 Beuuforts and 40 wirraways. 25x36=900, 40x18=720 so just the airframes would be 1620 HI to produce these Airframes per month.
a. Engine factories will produce a random number of engines IF there is enough HI, equal to the number of factories, already present in the hex. For each engine 18 HI will be expended.
Using the above Melbourne example those Beauforts needing 2 engines each would cost 36 for the airframe and 36 for the engines.
This is the part about production that I had questions about.
Do I have this correct?
1. Manpower is for building Military units. To gain a manpower point you need to have 10 times the resources. You will create Half the resources expended in manpower points. Manpower points are not nationality specific. i.e. manpower points created in Australia could be used in the U.S. to create a circus for Dugout Doug.
2. Heavy Industry is needed for everything and is pooled to be used by all things.
a. Resources and oil need to be in the same hex for HI to be created.
b. To gain an HI point you need 1x resources and 2x oil.
a. By product of this is 1 supply and 1.33 fuel.
c. HI points are used in Aircraft, engine, vehicle, and armaments production.
So 300 HI with 300 resource and 600 oil would create 300 HI points to be added to the pool. Also it would create 300 supply and 399 fuel.
the expendatures would be 300 resources for the supply and 300 oil for the fuel. Then 300 resources and 600 oil for the HI points.
3.Aircraft production expends 18 times the number of engines needed per airframe in HI points.
i.e. A A6M2 would be 18 HI, a G4M1 would be 36, and a B-17 would be 72 HI.
The aircraft button in each factory represents the total Aircraft able to be produced at that facility. Melbourne for instance has 25 Beuuforts and 40 wirraways. 25x36=900, 40x18=720 so just the airframes would be 1620 HI to produce these Airframes per month.
a. Engine factories will produce a random number of engines IF there is enough HI, equal to the number of factories, already present in the hex. For each engine 18 HI will be expended.
Using the above Melbourne example those Beauforts needing 2 engines each would cost 36 for the airframe and 36 for the engines.
This is the part about production that I had questions about.
Do I have this correct?
Human by birth
Klingon By choice!
Sig changed per Erik's request
Klingon By choice!
Sig changed per Erik's request
-
- Posts: 8579
- Joined: Sun Mar 24, 2002 8:39 am
- Location: Olympia, WA
I have a series of questions
After having read the manual (i know - it's amazing that a veteran player of UV would take the time to print and read the manual), I have the following observations and questions.
1. Do ASW patrol a/c also spot and report surface TFs?
2. Is there no longer a difference between offensive and defensive minefields? The manual seems to indicate that your ships are nowhere near as vulnerable to minefields that you lay, no matter where you laid them.
3. The manual seems to indicate that fighter sweeps can be postponed to the PM air phase due to weather, but not airfield/port/city attacks?
4. PG 123, last paragraph: "However, planes that have flown a primary mission in the morning may join in a naval attack in the afternoon." In UV, the only air units that couyld join in a Naval Attack were those who had that chosen as their primary mission. The above statement seems to indicate that any a/c who have not exceeded a certain range in their AM missions can join in a PM naval strike. Is this true? Was this done to protect bases from invasion in games with multiday turns chosen?
6. The manual states that weather now can prevent attacks on forces in the bad weather hex. This appears to be a change from UV. Is this the actual case? It should be, but only by a percentage chance (IMO).
7. Pgs 114 and 135 appear to contradict each other, probably due to the controversy here on the forum:
pg 114: "Port Attack... If there are a large number of ships in port, some torpedo bombers may arm with torpedos to attack them."
pg 135: "Torpedoes will not be used to attack ships at anchor, so only bombs will be carried during a Port Attack mission."
Which is it?
8. The Indochina Japanese Militia is activated if allied forces enter any Indochina hex north of Hue. Does this mean that the Cambodians and South Vietnamese don't support the Greater East Asia Co-Prosperity Sphere?
That's it for now.
1. Do ASW patrol a/c also spot and report surface TFs?
2. Is there no longer a difference between offensive and defensive minefields? The manual seems to indicate that your ships are nowhere near as vulnerable to minefields that you lay, no matter where you laid them.
3. The manual seems to indicate that fighter sweeps can be postponed to the PM air phase due to weather, but not airfield/port/city attacks?
4. PG 123, last paragraph: "However, planes that have flown a primary mission in the morning may join in a naval attack in the afternoon." In UV, the only air units that couyld join in a Naval Attack were those who had that chosen as their primary mission. The above statement seems to indicate that any a/c who have not exceeded a certain range in their AM missions can join in a PM naval strike. Is this true? Was this done to protect bases from invasion in games with multiday turns chosen?
6. The manual states that weather now can prevent attacks on forces in the bad weather hex. This appears to be a change from UV. Is this the actual case? It should be, but only by a percentage chance (IMO).
7. Pgs 114 and 135 appear to contradict each other, probably due to the controversy here on the forum:
pg 114: "Port Attack... If there are a large number of ships in port, some torpedo bombers may arm with torpedos to attack them."
pg 135: "Torpedoes will not be used to attack ships at anchor, so only bombs will be carried during a Port Attack mission."
Which is it?
8. The Indochina Japanese Militia is activated if allied forces enter any Indochina hex north of Hue. Does this mean that the Cambodians and South Vietnamese don't support the Greater East Asia Co-Prosperity Sphere?
That's it for now.
fair winds,
Brad
Brad
RE: I have a series of questions
Are there hardcoded HQ transfers in the game? Example: 25th Div transfers from central pacific command to south pacific command. If so, do you get them for free or do you still have to pay PPs for them?

-
- Posts: 261
- Joined: Sat Apr 27, 2002 6:24 pm
- Location: East Coast-US
RE: I have a series of questions
I'm having trouble with IJ production. The manual says "With the production system on" what I can't find is how do you turn it off or on.
RE: I have a series of questions
I'm having trouble with IJ production. The manual says "With the production system on" what I can't find is how do you turn it off or on.
You don't.
It is controlled by the scenario. Campaign = On, Small Map = Off