Evacuation troops and supplies

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DJAndrews
Posts: 305
Joined: Sun Jan 26, 2003 1:26 am
Location: Toronto, ON, CA

Evacuation troops and supplies

Post by DJAndrews »

I've been having problems sending transport TFs in to strip bases of fuel and supply during the early war. Any empty ship seems to turn around immediately and run for home without waiting a turn for me to give load orders. It doesn't seem to matter whether they are set to patrol or retire. The only way I've been able to stop them is to change each TFs home port to its destination port. Rather tedious, and easy to miss some TFs. Is there a better way to evacuate supply/fuel?
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DrewMatrix
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Joined: Thu Jul 15, 2004 2:49 pm

RE: Evacuation troops and supplies

Post by DrewMatrix »

I am doing that a lot (removing oil and fuel from under the noses of the advancing IJN in the Dutch East Indies).

What I do is set the ship (starting at Darwin, say):

Home Base = Darwin
DH = Soerabaja
Patrol do not retire (the key).

It gets to Soerabaja and sits there. I check the bases each turn, at least the big ones, see it and tell it:
Load Oil
Home Base = Soerabaja
Unload = OK
Do not Refuel (I am trying to move fuel FROM DEI TO Australia) and I replenish from dock
Retirement OK

Now, when full of Oil it will go to Darwin, unload, not refuel and come back to Soerabaja.

Works
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Beezle - Rapidly running out of altitude, airspeed and ideas.
DJAndrews
Posts: 305
Joined: Sun Jan 26, 2003 1:26 am
Location: Toronto, ON, CA

RE: Evacuation troops and supplies

Post by DJAndrews »

Hi, that's how I thought it should work and its what I did/planned to do. But for some reason AKs on their own or with a PG as escort hit the port mid-turn, switch their status to retire, and then head home. It only happens with AKs, not APs or mixed AK/AP TFs. I thought it was me (forgetting) but the same ships went three turns set to patrol at 2 hexes from the destination and finishing in the same hex, empty and going home, set to retire. As I said, the only fix I have found is to set the destination port as the home port so that the TF has no where else to go once it switches to retire.
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DrewMatrix
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RE: Evacuation troops and supplies

Post by DrewMatrix »

Do you have AI turned on for that control zone? I bet that is it. Set the DEI control zone to "human". (there is not that much to run there anyhow).
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Beezle - Rapidly running out of altitude, airspeed and ideas.
DJAndrews
Posts: 305
Joined: Sun Jan 26, 2003 1:26 am
Location: Toronto, ON, CA

RE: Evacuation troops and supplies

Post by DJAndrews »

I'll look, but I'm playing a small map scenario (#2) andI don't hink you have to set computer control for that.
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Twotribes
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RE: Evacuation troops and supplies

Post by Twotribes »

I have not had my ak do that. I have sent several to rescue Dutch base forces and set them to do not retire and they waited at port for me to do something with them. I am playing full war.
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DJAndrews
Posts: 305
Joined: Sun Jan 26, 2003 1:26 am
Location: Toronto, ON, CA

RE: Evacuation troops and supplies

Post by DJAndrews »

ORIGINAL: Twotribes

I have not had my ak do that. I have sent several to rescue Dutch base forces and set them to do not retire and they waited at port for me to do something with them. I am playing full war.

I'm not sure whether its different in the full game but I haven't been able to pick up ABDA or USAAFE forces (or transfer out planes) because they are restricted HQs. I think I have to use politcal points to change their attachment, but I haven't gotten that far yet.
Halsey
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Joined: Fri Feb 06, 2004 10:44 pm

RE: Evacuation troops and supplies

Post by Halsey »

You definitely have to use PP's to change the restricted units attachment to move them. Choose wisely, as it is very expensive. You get 50 PP's a day, so plan ahead if you really want to move a valuable unit.[;)]
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