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RE: quick question

Posted: Thu Jun 09, 2016 9:43 am
by Yaab
ORIGINAL: sharper

ORIGINAL: Yaab

Yes, it is.

The first top most line reads:

103 - South Pacific, Command HQ

Now is it "good practice" to use these unit to draw supply to forward areas like Lungi, or should the remain in the likes of Noumea?

Pure command HQs can be moved to inland bases to attract 25,000 supplies, yes. Pacific Command HQ can do this, but also it has 120 Naval support in its TOE. This means it gives 120 naval support to the base it is in plus a decreasing amount of Nav Sup to bases with ports in 5 hex range. Park this HQ in Noumea and check the bases in its vicinity. Some bases will have now 36 Nav Support, others 18, 9 etc. This gives the bases a faster unloading/loading rates, higher rearm values, faster repair of small craft etc.

Also, Command HQ can give up to 90% combat bonus in its range x 2. Thus Pacific Command can give the bonus to a fight taking places ten hexes away from Noumea.

Basically, command HQ units are few and have to put in carefully selected positions.

RE: quick question

Posted: Thu Jun 09, 2016 11:43 am
by BBfanboy
ORIGINAL: sharper

ORIGINAL: Yaab

Yes, it is.

The first top most line reads:

103 - South Pacific, Command HQ

Now is it "good practice" to use these unit to draw supply to forward areas like Lungi, or should the remain in the likes of Noumea?
An HQ cannot draw supply across waters - it only works on supply movement on land.


RE: quick question

Posted: Thu Jun 09, 2016 11:50 am
by BBfanboy
ORIGINAL: sharper

**edit** Iv just moved this**



Question: Guadalcanal Turn 14

I've got a lot troops at Noumea but can't load them on to Amphib TF to reinforce Lungi?

I think its a problem with Command restriction but not sure.

Is there a "method" of moving the reinforcements.......
If the HQ that the unit reports to has the notation [R] after its title, it is restricted. If the lettering is white, it is permanently restricted and you cannot change the HQ it is assigned to, but you can airlift it to another island if the equipment is air transportable. If the lettering is greyish, the HQ is temporarily a restricted one and you can use Political Points to assign the unit to another HQ. Make sure it is an unrestricted HQ (without the [R]) and you can load it on ships.

The Unit you are trying to move must be in the right mode for the type of task force. Amphibious TFs require the troops to be in Combat mode. Transport TFs require troops to be in Strategic Move mode. Transport TFs require adequate docks to unload in any reasonable time.

RE: quick question

Posted: Thu Jun 09, 2016 11:54 am
by BBfanboy
ORIGINAL: Yaab

ORIGINAL: sharper

ORIGINAL: Yaab

Yes, it is.

The first top most line reads:

103 - South Pacific, Command HQ

Now is it "good practice" to use these unit to draw supply to forward areas like Lungi, or should the remain in the likes of Noumea?

Pure command HQs can be moved to inland bases to attract 25,000 supplies, yes. Pacific Command HQ can do this, but also it has 120 Naval support in its TOE. This means it gives 120 naval support to the base it is in plus a decreasing amount of Nav Sup to bases with ports in 5 hex range. Park this HQ in Noumea and check the bases in its vicinity. Some bases will have now 36 Nav Support, others 18, 9 etc. This gives the bases a faster unloading/loading rates, higher rearm values, faster repair of small craft etc.

Also, Command HQ can give up to 90% combat bonus in its range x 2. Thus Pacific Command can give the bonus to a fight taking places ten hexes away from Noumea.

Basically, command HQ units are few and have to put in carefully selected positions.
To avoid confusion: it looks like Yaab is referring to the South Pacific HQ in the screenshot - not to be confused with the Pacific Ocean Areas HQ (which may not even be in the Guadalcanal Scenario, but you may know it from others). PacOA command range is 9 hexes - 18 for LCU support.

RE: quick question

Posted: Thu Jun 09, 2016 2:54 pm
by geofflambert
ORIGINAL: sharper

OK

Is the a Command HQ?
Currently residing at Noumea.
If I moved him to say Lunga, would that automatically pull/move supply to that location?

Image

What would all that support be used for at Lunga? If I was going to move it from Noumea it would likely go to Rabaul perhaps. Naval support of 120 needs to be in a substantial port.
If I was the Admiral I'd want to stay in Noumea away from those pesky mosquitoes. Townsville maybe.

RE: quick question

Posted: Thu Jun 09, 2016 3:12 pm
by vj531
Thanks for great feedback.

Years back I used to learn these games with two of us playing the AI - and the manual open to refer to.
I miss the days on the apple II

RE: quick question

Posted: Thu Jun 09, 2016 5:35 pm
by BBfanboy
ORIGINAL: geofflambert

ORIGINAL: sharper

OK

Is the a Command HQ?
Currently residing at Noumea.
If I moved him to say Lunga, would that automatically pull/move supply to that location?

Image

What would all that support be used for at Lunga? If I was going to move it from Noumea it would likely go to Rabaul perhaps. Naval support of 120 needs to be in a substantial port.
If I was the Admiral I'd want to stay in Noumea away from those pesky mosquitoes. Townsville maybe.
I suppose the HQ would help with repairs of damaged ships - there tend to be a few in the retaking of the Solomons - but they repair better in a larger port too!

In the Guadalcanal scenario the down side to having SOPAC HQ in Lunga is that you have to feed them, and supply is very scarce. Only take them if they come with about 1200 aluminum boats and fishing tackle!

RE: quick question

Posted: Thu Jun 09, 2016 7:00 pm
by pontiouspilot
The frenchies won't let the Admiral off the ship in Caledonia! It was months before they found a shack for the Admiral in Noumea.

good discussion of HQS...thanks

RE: quick question

Posted: Thu Jun 09, 2016 11:32 pm
by rustysi
Also, Command HQ can give up to 90% combat bonus in its range x 2.

Only for one base for which it is prepped for, and even if 100% prepped its still just a chance.

RE: quick question

Posted: Fri Jun 10, 2016 2:25 pm
by vj531
Is it plausible to ground attack Tassafaronga from Lunga?


RE: quick question

Posted: Fri Jun 10, 2016 2:50 pm
by BBfanboy
ORIGINAL: sharper

Is it plausible to ground attack Tassafaronga from Lunga?

Yes. Unless you have won complete control of the sea and air around Guadalcanal, you will lose precious ships, troops and supply if you try an amphibious landing. Marching takes a couple of weeks but it can be done. Put your troops in rest mode (while leaving them with the marching target) for about five days before they cross into Tassafaronga hex so they can get rid of some fatigue and disruption. Troops in rest mode in jungle/rough terrain move one mile a day.

RE: quick question

Posted: Fri Jun 10, 2016 4:27 pm
by vj531
ORIGINAL: BBfanboy

ORIGINAL: sharper

Is it plausible to ground attack Tassafaronga from Lunga?

Yes. Unless you have won complete control of the sea and air around Guadalcanal, you will lose precious ships, troops and supply if you try an amphibious landing. Marching takes a couple of weeks but it can be done. Put your troops in rest mode (while leaving them with the marching target) for about five days before they cross into Tassafaronga hex so they can get rid of some fatigue and disruption. Troops in rest mode in jungle/rough terrain move one mile a day.

I'll try that, thanks

I keep failing to take Tulargi with the Australians and I'm not sure quite why?
I have 'stay on stationed, set, but the convoy start to unload but run away.

RE: quick question

Posted: Fri Jun 10, 2016 5:46 pm
by BBfanboy
Convoys will run away from any enemy threat within range (aircraft or ships) unless you set the "Routing" to "Direct" and "Absolute" (threat tolerance). Even then if the TF commander is low on aggression and the threat gets real (like an air raid) the TF may "bug-out".

Also, the AI controlling the convoy commander's decision can "know" about the threat even if you have no sightings or other indications visible to you.

Accordingly, it is a good idea to have a separate Surface Combat TF guarding the unloading hex. Warships embedded with unloading ships will be stationary and will not fight well when attacked.

RE: quick question

Posted: Fri Jun 10, 2016 9:22 pm
by rustysi
Is it plausible to ground attack Tassafaronga from Lunga?

Its possible, as far as plausible, that definition is up to you. It'll take a while to get through the jungle and unit fatigue will rise, so you have to make a determination as to whether its plausible.

Being that Tassafaronga is a jungle hex it is hard on invading troops, and you would need all the associated accoutrements that go with an invasion. So an overland attack is not out of the question and is historical. Not that that is a deciding factor, its just how U.S. forces got there IRL.

EDIT: Added quote.

RE: quick question

Posted: Sat Jun 11, 2016 10:42 am
by vj531
ORIGINAL: BBfanboy

Convoys will run away from any enemy threat within range (aircraft or ships) unless you set the "Routing" to "Direct" and "Absolute" (threat tolerance). Even then if the TF commander is low on aggression and the threat gets real (like an air raid) the TF may "bug-out".

Also, the AI controlling the convoy commander's decision can "know" about the threat even if you have no sightings or other indications visible to you.

Accordingly, it is a good idea to have a separate Surface Combat TF guarding the unloading hex. Warships embedded with unloading ships will be stationary and will not fight well when attacked.
ORIGINAL: rustysi
Is it plausible to ground attack Tassafaronga from Lunga?

Its possible, as far as plausible, that definition is up to you. It'll take a while to get through the jungle and unit fatigue will rise, so you have to make a determination as to whether its plausible.

Being that Tassafaronga is a jungle hex it is hard on invading troops, and you would need all the associated accoutrements that go with an invasion. So an overland attack is not out of the question and is historical. Not that that is a deciding factor, its just how U.S. forces got there IRL.

EDIT: Added quote.

Thankyou for the great the feedback, I know all these newbie questions can be tiresome and I hear RTFM shouts! Unfortunately I'm dyslexic and these types of information dont stick. Only way for me is to learn is on the job, so to speak!

I've started Guadalcanal again so I can implement some of my newly learned advice.

RE: quick question

Posted: Sun Jun 12, 2016 7:43 am
by vj531
Looking for a searchable (MS word?) ship 'type' list

What a BB CV is etc

RE: quick question

Posted: Sun Jun 12, 2016 8:00 am
by chemkid
.

RE: quick question

Posted: Sun Jun 12, 2016 8:10 am
by vj531
Trying to move/attack Tassafaronga from Lunga.
This section below has me stumped and I can't find a manual reference.


Image

RE: quick question

Posted: Sun Jun 12, 2016 8:15 am
by vj531
ORIGINAL: chemkid

...not a 'word' list but you could copy from the pdf...
ORIGINAL: ckammp

In the manual:
Appendix A, section 20.1.2, contains a complete list of every ship type, their game code (ie - CV, CA, BB, AG, etc.) and short, descriptive notes about each type.
Printing out the list will take about 10-12 pages.

Hope this helps.

Tried that and for some reason you/I cant search/find in the PDF tables. When I tried to convert to Word using Nitro Pro they to were not searchable!
I keep forgetting ID's of the more exotic transports and auxiliaries.

RE: quick question

Posted: Sun Jun 12, 2016 8:16 am
by Yaab
Y= Yes

R = Replacements
U = Upgrades

So R Y means a unit has replacements On. If you have surplus devices in a pool, the unit will take missing devices from the pool.

Op Mode = Operation Mode (Combat, Rest, Move)