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RE: Coen is a tough base to occupy
Posted: Fri Aug 19, 2005 11:09 pm
by Andrew Brown
ORIGINAL: Bradley7735
My problem is that I can't figure out how to get engineers to Coen alive. Hopefully, the scenario can be adjusted with one of my suggestions above.
You raise a good point about Coen. I have learnt a lot about the game mechanics since I first drew the map, but I have not revisited this area up to now.
I am currently thinking about what to do about Coen, and I will incorporate any changes into the new map before I release it (planned for this week). One thing I may do is add a base in hex 49,94 - Portland Roads - and connect this base to Coen with a trail. This will make it easier, but still very difficult, to get to and supply Coen, so I may need to do more. Perhaps one or two of the trail hexes somewhere need to be converted to road. I hate doing stuff like that as I don't see it as realistic, but sometimes the limitations of the game mechanics force these things, unfortunately.
By the way you can also land troops on the coast next (48,96) to Coen and have them walk in from there. It is one clear hex away. That may be sufficient...
Andrew
RE: Coen is a tough base to occupy
Posted: Sat Aug 20, 2005 12:27 am
by Captain Cruft
Why not just make it a size 1 airfield? Then troops can be airlifted in. It will only take an eng unit about a week to build it to size 1 anyway once they're there, if that.
RE: Coen is a tough base to occupy
Posted: Sat Aug 20, 2005 1:37 am
by witpqs
I think LCU's can get replacements if not at a base if supply is good. I doubt this will help while the unit is moving. How about try moving it all the way to the base, then airlift in enough supplies to help the unit recover? Supplies can be airlifted in even to a size 0 airfield. They can even be airlifted to an LCU outside a base.
RE: CHS Release 1.02
Posted: Fri Aug 26, 2005 7:29 pm
by Rob322
ORIGINAL: m10bob
I guess quite a bit of my problem with criticism of the modders is that their contributions are free. One can choose to not play (or download) their mod.
As others have stated before, the solution is obvious.
If you don't like a particular mod, don't play it.
If you don't play it, move on.
If you have NOTHING to contribute but criticism (of a *free* contribution), you will definitely make yourself a very unwelcome commodity, anywhere.
It's kinda like the unwelcome neighbor coming over and telling the guy on the ladder painting his house "You missed a spot".
Maybe the guy on the ladder just dropped his brush, but the neighbor won't offer to retrieve it for the painter, he will just offer the criticism.
I did mention "UNWELCOME COMMODITY" didn't I ??
Just wanted to make sure..[8|]
M10bob,
Sometimes the simplest, easiest logic of the situation just fails to register. Or else people just love to hear themselves talk.
RE: CHS Release 1.02
Posted: Sat Aug 27, 2005 5:17 am
by bradfordkay
Andrew's new map has taken care of some of that Coen problem, though I wish that I had earlier seen this thread. In my game using his v1 map, I landed the 808th Engr Bttn (Regt?) at Cooktown, marched them to Coen supplying them along the way by C47, and had a level 4 airfield by Jan, '43.
RE: CHS Release 1.02
Posted: Mon Aug 29, 2005 5:29 pm
by Bradley7735
Well, I might have been exaggerating a bit when I said my unit would destroy itself just from marching from Cooktown to Coen. I certainly lost 4 engineering vehicles and quite a few other devices became disabled. But, all that happened from marching in the Cooktown hex (malaria). Once outside that hex, the unit didn't take any further damage.
It's now at Coen, has been for 5 days, and isn't drawing supply from Cooktown. I've got C-47's on supply runs from Cairns. The unit has enough supply now, and the base does as well. But, the engineers (8 healthy, 2 disabled) haven't increased the construction to even 1%.
It's too early to say much, but I sure hope it increases within the next couple of days. Hopefully, the unit can draw reinforcements (engineering vehicles) as well.
RE: CHS Release 1.02
Posted: Mon Aug 29, 2005 8:30 pm
by Andrew Brown
ORIGINAL: Bradley7735
Well, I might have been exaggerating a bit when I said my unit would destroy itself just from marching from Cooktown to Coen. I certainly lost 4 engineering vehicles and quite a few other devices became disabled. But, all that happened from marching in the Cooktown hex (malaria). Once outside that hex, the unit didn't take any further damage.
It's now at Coen, has been for 5 days, and isn't drawing supply from Cooktown. I've got C-47's on supply runs from Cairns. The unit has enough supply now, and the base does as well. But, the engineers (8 healthy, 2 disabled) haven't increased the construction to even 1%.
It's too early to say much, but I sure hope it increases within the next couple of days. Hopefully, the unit can draw reinforcements (engineering vehicles) as well.
If you are using the latest version of my map, then it MAY be possible for the unit to draw supply from Portland Roads, if it is built up as a port and if supplies are delivered there. I have yet to test this, though.
Andrew
RE: CHS Release 1.02
Posted: Mon Aug 29, 2005 8:40 pm
by Halsey
Move the Aus Command HQ there.
You'll get your supplies.[;)]
RE: CHS Release 1.02
Posted: Tue Aug 30, 2005 2:11 pm
by Bradley7735
Well, things are all ok now. It only took 2 months to march to Coen, but the unit is building the airfield. It's jumping about 3% per day. I'll have an actual base within a couple of weeks. The C-47's are doing fine with supply. I'll post again after the base is built and let you know if it's drawing supply. (not that this matters anymore, since Andrew has updated his map and I'm using the old one)
RE: CHS Release 1.02
Posted: Tue Aug 30, 2005 4:10 pm
by EasilyConfused
Sorry if this has been mentioned before, but why does the ABDA naval HQ only allow generals to be leaders?
RE: CHS Release 1.02
Posted: Tue Aug 30, 2005 4:16 pm
by DuckofTindalos
Because ABDA isn't a naval HQ, but a command HQ.
RE: CHS Release 1.02
Posted: Tue Aug 30, 2005 4:18 pm
by Bradley7735
I think he's talking about the small CHS HQ that comes in as a reinforcement. I think it has support and AV support. And, I think it's a fleet HQ.
I don't know the answer to his question, though.
bc
RE: CHS Release 1.02
Posted: Tue Aug 30, 2005 6:43 pm
by Kereguelen
ORIGINAL: Bradley7735
I think he's talking about the small CHS HQ that comes in as a reinforcement. I think it has support and AV support. And, I think it's a fleet HQ.
I don't know the answer to his question, though.
bc
Only USN (and IJN) admirals may be appointed to (naval) HQ's. Other admirals may act as HQ leaders only when defined as HQ leaders, but then they're never able to command TF's (only three British admirals, Mountbatten, Fraser and Arbuthnot are HQ leaders). = Restrictions of the database (solution: simply change Helfrich to be a HQ leader in the leader database and you have an admiral for ABDA Float)
K
RE: CHS Release 1.02
Posted: Wed Aug 31, 2005 5:15 am
by akdreemer
ORIGINAL: Kereguelen
ORIGINAL: Bradley7735
I think he's talking about the small CHS HQ that comes in as a reinforcement. I think it has support and AV support. And, I think it's a fleet HQ.
I don't know the answer to his question, though.
bc
Only USN (and IJN) admirals may be appointed to (naval) HQ's. Other admirals may act as HQ leaders only when defined as HQ leaders, but then they're never able to command TF's (only three British admirals, Mountbatten, Fraser and Arbuthnot are HQ leaders). = Restrictions of the database (solution: simply change Helfrich to be a HQ leader in the leader database and you have an admiral for ABDA Float)
K
Personally, I revamp my HQ's, adding the 11, 12, 13, & 14 US Naval District HQ's to insure that at least Seattle, San Francisco, San Diego, and Pearl Harbor have a pernament historical Naval HQ's over seeing their respective ports. ABDA naval is one on the one's that I sacrifice.