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RE: Newbie questions
Posted: Thu Apr 28, 2016 11:39 pm
by rustysi
Let me clarify. First I've only played as Japan as yet so I'll use an example from their side of the fence as I'm familiar with their A/C. OK, let's say I have a float plane group with 24 Jakes in it. I set it to search a 90 degree arc. The Jake has a normal range of 8, and I have it set to 8. So it will search the arc out to 8 hexes as told. In addition the same group will cover a 360 degree area out to four hexes from its base. Make more sense now? If not just ask and I'll see if I can explain it better.
feels like I need a staff to play this game.
I said the same thing when I started playing the game.[:D] I've only played the CG and from the Japanese side. It takes a while to come to grips with their economy. Especially if you're like me and try to eke out everything you can.
P.S. Now understand that in the above example I'm being very simplistic as any group may not fly for a number of reasons.
RE: Newbie questions
Posted: Thu Apr 28, 2016 11:39 pm
by geofflambert
ORIGINAL: rustysi
Don't get too cocky there ParaB, I take it you are playing the AI.[:D]
Seriously though, you do have to learn somewhere. That being said the real reason for my post...
A squadron of Dauntless dive bombers on board a CV has orders for naval attack and airfield attack. They are also tasked with naval search (20%) to cover a 60° arc.
I don't set search arcs for TF's at sea. I prefer to search 360 degrees as I don't wish to be blindsided from a direction that I'm not looking at, especially with a CV TF. Oh, and in case you're not aware all searches are conducted 360 degrees out to a range of four hexes, provided the A/C has sufficient range, no matter what arc you set.
here, here. +1
RE: Newbie questions
Posted: Thu Apr 28, 2016 11:54 pm
by geofflambert
Don't set search arcs. If on any given turn you have 95% of searches given search arcs to attend to, that's 95% or nearly so too many. Just because you can do something does not mean you should.
My advice to novices is, first learn to play the game without search arcs then consider them after you have experience. Once you have experience you can opt to NOT USE SEARCH ARCS.
RE: Newbie questions
Posted: Fri Apr 29, 2016 12:59 am
by rustysi
I've used arcs almost from the beginning and don't see a problem. I find them to be largely a set it and forget it. After all the base doesn't move and once I've got the area covered I see no need to alter an arc. In areas like China and Indo-China I don't want my naval searches looking over wide swaths of land either. I can also make sure I have both day phases covered. Just hit the 'Z' hotkey and I instantly see my empire wide search coverage. Gives me a warm fuzzy when I see all those arcs. The above is JMHO and of course YMMV. As you say they may not be necessary.
RE: Newbie questions
Posted: Fri Apr 29, 2016 7:51 am
by ParaB
Thanks for the clarification!
Another couple of questions:
- do ships load/unload cargo faster if they're docked?
- CAP only protects the hex it originates from while LRCAP provides CAP over nearby hexes, correct?
- do subs still react to targets when I use "remain on station"?
- how accurate are the combat reports? I hit a large Japanese troop convoy en route to Tassafaronga with aircraft and surface forces, according to the battle report the casualties were more than 12.000 soldiers? [X(]
- I've sent a tank battalion to Lunga. It's taking ages to unload. Should I only use special transports for mechanized units?
- When I want to move a LCU to another (enemy held) hex, should I use "combat" or "move" order?
I'm really grateful for all the input you guys provide.
RE: Newbie questions
Posted: Fri Apr 29, 2016 8:49 am
by HansBolter
I'm one who doesn't use search arcs at all.
I agree with the Gorn, unnecessary chrome that delivers little real advantage and adds mountains of micromanagement.
RE: Newbie questions
Posted: Fri Apr 29, 2016 11:11 am
by geofflambert
ORIGINAL: ParaB
Thanks for the clarification!
Another couple of questions:
- do ships load/unload cargo faster if they're docked?
- CAP only protects the hex it originates from while LRCAP provides CAP over nearby hexes, correct?
- do subs still react to targets when I use "remain on station"?
- how accurate are the combat reports? I hit a large Japanese troop convoy en route to Tassafaronga with aircraft and surface forces, according to the battle report the casualties were more than 12.000 soldiers? [X(]
- I've sent a tank battalion to Lunga. It's taking ages to unload. Should I only use special transports for mechanized units?
- When I want to move a LCU to another (enemy held) hex, should I use "combat" or "move" order?
I'm really grateful for all the input you guys provide.
1) Are you actually asking that question? You're the captain of a cargo ship needing to unload and you're looking at an open dock. You say, 'Nah, I'm not going to dock, I can dump stuff overboard faster than I can put it on that dock.
2) No. CAP operates within the range you allow.
3) Subs react to anything in their hex. If you want them to react to something outside of their hex don't do that.
4) How accurate is the gossip going around the forum about you right now? That's how accurate those reports are.
5) You don't have a developed port. Be happy if any of those tanks unload at all.
6) Do not get caught by your enemy in "move" mode.
RE: Newbie questions
Posted: Fri Apr 29, 2016 11:50 am
by BBfanboy
ORIGINAL: ParaB
Thanks for the clarification!
Another couple of questions:
- do ships load/unload cargo faster if they're docked?
Depends on the type of TF. An Amphib TF will unload faster on its own at a level 0 or level 1 port and nearly as fast at a level 2 port. I try to dock my ships with the heaviest equipment (vehicles, guns, radar) and then rotate them as they get down to just supply left.
- CAP only protects the hex it originates from while LRCAP provides CAP over nearby hexes, correct?
CAP operates in the circular range of hexes you set. Sometimes in pursuit of an enemy aircraft it will even go a hex further. This is called "bleeding CAP" in the game. LRCAP goes to a specific hex or target TF and stays as long as fuel allows before returning.
- do subs still react to targets when I use "remain on station"?
Subs on patrol may react to a target with a high D/L in an adjacent hex if they are set with [react 1]. I have never seen a sub set to "remain on station" react, but I never use this setting either. Note that a sub on patrol will return to its patrol zone after a react away. I am not sure what a sub remaining on station would do if it reacted away.
- how accurate are the combat reports? I hit a large Japanese troop convoy en route to Tassafaronga with aircraft and surface forces, according to the battle report the casualties were more than 12.000 soldiers? [X(]
Usually the reports are greatly exaggerated, but I think the mix of troops is reasonably accurate so you can guess whether the troops were a Regiment, a BF, a construction unit, AFVs, artillery, an HQ, etc.
- I've sent a tank battalion to Lunga. It's taking ages to unload. Should I only use special transports for mechanized units?
Until you get LSTs and LCTs you do not have specialized landing craft for tanks. You need a big enough port/dock and lots of naval support to unload. Sometimes it can take a day or two to unload ONE tank, so patience and CAP are your friends.
- When I want to move a LCU to another (enemy held) hex, should I use "combat" or "move" order?
Move orders will cover ground the most quickly but troops are vulnerable to air attack and bombardment if they are in the open. In the jungle they should be OK.
You can even enter an enemy hex in move mode - he cannot order an attack on you in the same turn unless you already have troops in his hex. You just have to remember to switch to combat mode at start of next turn. Exception: if you are crossing a river into enemy territory the game invokes an automatic shock attack on your part. I do not know if being in combat mode before the shock attack improves things over being in move mode. Since a SA is a "Combat Mode only" order, you would think the move mode is scrubbed prior to the SA.
As the Gorn says - if you are already in a hex with enemy troops do not try to move away in Move mode. Use Combat mode ( like backing away from a bear but keeping your gun on him).
I'm really grateful for all the input you guys provide.
I embedded some responses which are a bit different from the Gorn's ...
RE: Newbie questions
Posted: Fri Apr 29, 2016 4:28 pm
by geofflambert
I have entered an enemy hex in move mode by accident and survived, but just don't do it. One time I arrived with troops loaded on xAKs but not in amphibious mode at an enemy held island. I don't speak Francaise but a lot of it jumped out of my mouth. Then I thought "I wonder if...?" Now never do this because it would be cheating but as I recall I made new TFs out of the improperly loaded TF in amphibious mode and unloaded them. Somebody playtest that and see if I'm right. It shouldn't be possible. Maybe Michael M could figure out a way to stop that.
RE: Newbie questions
Posted: Fri Apr 29, 2016 4:43 pm
by BBfanboy
Because of the different load factors you cannot take a ship that is Transport loaded (no capacity reduction) and put it in an Amphib TF which is loaded with 20% reduction of capacity. Even after unloading some, but not all, of the troops from your transport TF it will not let you put the ship in an Amphib one.
Once all the troops are unloaded and only supply is left I think you can switch to amphib unloading.
I don't know if switching to a "Fast Transport" TF is feasible if the ship type is appropriate. The game should not allow because of the pack/unpack time. FT is combat mode and 0 pack/unpack time, transport is strat mode and at least 1 p/unp.
RE: Newbie questions
Posted: Fri Apr 29, 2016 6:19 pm
by geofflambert
I may be thinking of a case of supplies loaded in cargo mode (no troops involved) when they should have been in amphib mode.
RE: Newbie questions
Posted: Fri Apr 29, 2016 6:27 pm
by jmalter
ORIGINAL: ParaB
I just checked, I had all Wildcats squadrons set to patrol at 15k feet. The last Betty attacks were at 6-7k. I changed CAP to 10k and just wiped out a small strike (3 Zeros, 6 Betty) with no losses.
When defending against torpedo attack, you should set your CAP at 10k' max, so your fighters can react to the low-level torpedo-bombers. Those guys are far more dangerous than high-level bomber attacks!
RE: Newbie questions
Posted: Sat Apr 30, 2016 8:07 am
by ParaB
Again, thank you guys.
Really helpful.
[&o]
RE: Newbie questions
Posted: Mon May 02, 2016 9:10 pm
by rustysi
Keep in mind here that I'm speaking of a stock scen1 game. Some player defined scenarios change things.
ORIGINAL: ParaB
Thanks for the clarification!
Another couple of questions:
- do ships load/unload cargo faster if they're docked?
Ships which cannot dock will 'dock' at a friendly base in a rotation algorithm provided in the code. The main thing to remember is that each port has a load/unload capacity as set forth in the manual (don't have the location handy, but you can look it up). That's what'll set the level. Now at small 1/2 level ports some large items may only load/unload slowly if at all. This will be enhanced if you bring naval support squads to the port to act as stevedores. As for amphibious landings on hostile shores everything will eventually unload. This may be enhanced by specialty craft (LSD, LST, etc).
- CAP only protects the hex it originates from while LRCAP provides CAP over nearby hexes, correct?
CAP will protect the surrounding area out to 3 hexes (IIRC) if the units providing CAP have a range set to at least that. It may go further (not sure), but will have a reduced number of A/C the further away it is. LRCAP will only protect the hex to which its applied (AFAIK).
- do subs still react to targets when I use "remain on station"?
No, set a patrol zone (may be just one point) if you wish your subs to react. Their max react is one hex.
- how accurate are the combat reports? I hit a large Japanese troop convoy en route to Tassafaronga with aircraft and surface forces, according to the battle report the casualties were more than 12.000 soldiers? [X(]
I wouldn't put too much stock in the number of soldiers in a combat report, the more important numbers are the devices disabled/destroyed. These too are subject to FOW.
-I've sent a tank battalion to Lunga. It's taking ages to unload. Should I only use special transports for mechanized units?
You could if you have them. Alternately you could transport these type units in amphib TF's. You'll need more ships as they're 'combat' loaded as opposed to 'transport' load, but they'll unload somewhat faster. Also as stated above NS squads will help unload if you have them at the base.
- When I want to move a LCU to another (enemy held) hex, should I use "combat" or "move" order?
I generally use 'move' mode as they'll get there quicker, but you need to remember to place them into 'combat' mode when they arrive. Can be dicey, so the choice is yours. Also IIRC they are more vulnerable to air attack in 'move' mode, but from my experience in difficult terrain I haven't noticed a difference.
I'm really grateful for all the input you guys provide.
Hope some of this helps. Ciao
RE: Newbie questions
Posted: Tue May 03, 2016 9:15 pm
by geofflambert
I concur, and air interdiction frequently jolts LCUs from "move" mode to "combat" mode, sometimes to such an extant that I just give up and proceed tactically.