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RE: Learning Curve

Posted: Wed Jul 28, 2021 2:15 pm
by RangerJoe
Land units automatically disappear. "Scotty" beams them elsewhere.

RE: Learning Curve

Posted: Wed Jul 28, 2021 2:27 pm
by drum_taps
ORIGINAL: RangerJoe

Land units automatically disappear. "Scotty" beams them elsewhere.
That's right come to think of it. I just lost a bunch of aviation support units I had at island airbases like Canton Island to withdrawals.

RE: Learning Curve

Posted: Wed Jul 28, 2021 2:32 pm
by RangerJoe
ORIGINAL: drum_taps
ORIGINAL: RangerJoe

Land units automatically disappear. "Scotty" beams them elsewhere.
That's right come to think of it. I just lost a bunch of aviation support units I had at island airbases like Canton Island to withdrawals.

Yes, those were actually civilians and the Navy thought better of using them.

RE: Learning Curve

Posted: Wed Jul 28, 2021 2:57 pm
by btd64
ORIGINAL: drum_taps

ORIGINAL: btd64

ORIGINAL: drum_taps



Great idea. I just went and bought a couple spiral notebooks from the supermarket:-)


Glad you liked the idea....GP
Actually you have helped me twice today. I just did a search on Political Points to try to salvage that game I've spend 4 months on. A post showed up by you from 2017 mentioning ship withdrawal. I know it's in the manual, but I missed it. It is July 4th 1942 and I have not withdrawn one ship. Once I can get those off the board (most of those overdue ships are out at sea) I may be able to get out of the PP hole.


How far in the pp hole are you?....GP

RE: Learning Curve

Posted: Wed Jul 28, 2021 3:07 pm
by drum_taps
ORIGINAL: btd64

How far in the pp hole are you?....GP

-207 PP

RE: Learning Curve

Posted: Wed Jul 28, 2021 3:24 pm
by RangerJoe
ORIGINAL: drum_taps

ORIGINAL: btd64

How far in the pp hole are you?....GP

-207 PP

That actually is not that much. But you need to move those ships as fast as is possible to the closest exit port.

RE: Learning Curve

Posted: Wed Jul 28, 2021 6:04 pm
by rustysi
Also I think the games you tend to struggle more are more memorable and fun than the games where everything just went perfect.

And what game(s) might those be...[:D]

Seriously, I've never had one.[:'(]

RE: Learning Curve

Posted: Wed Jul 28, 2021 7:50 pm
by btd64
ORIGINAL: RangerJoe

ORIGINAL: drum_taps

ORIGINAL: btd64

How far in the pp hole are you?....GP

-207 PP

That actually is not that much. But you need to move those ships as fast as is possible to the closest exit port.


Check air units to....GP

RE: Learning Curve

Posted: Wed Jul 28, 2021 8:02 pm
by RangerJoe
ORIGINAL: btd64

ORIGINAL: RangerJoe

ORIGINAL: drum_taps




-207 PP

That actually is not that much. But you need to move those ships as fast as is possible to the closest exit port.


Check air units to....GP

He has said that he does:
The Air Units withdrawal part I did know about, probably because the air war interests me the most. . . .

RE: Learning Curve

Posted: Wed Jul 28, 2021 8:26 pm
by HansBolter
Ships are the real buggers when it comes to making withdrawals on time.

It often takes far longer to get them to a withdrawal port than it does for air squadrons to get a base that works.

It pays to look far ahead with regard to ship withdrawals.
You don't want to discover 4 days before a withdrawal is due that the ship in question is in a cargo TF in the middle of the ocean.

IIRC the first ship withdrawal is the Dominion Monarch which starts in Singapore.
It should have left Singapore on turn one.

I typically try to look 2-3 months ahead on ship withdrawals so all can be identified, located and a route to a withdrawal port planned.

RE: Learning Curve

Posted: Wed Jul 28, 2021 10:25 pm
by drum_taps
I have been able to withdraw half the offending ships. That leaves me 5 on the board. Of those one I can remove from the board next turn. Unfortunately the other 4 are about a far away from from a legal place for withdrawal as you can get. For instance Queen Elizabeth is in Nourmea. I am going to continue this game h and at least see if I am bleeding Political Points at a slower rate or hopefully be slightly above the red line for losing points per turn. At least now I know to send some other soon to withdraw ships on their way. I have been using the WIP Tracker, but really only reading information level alerts and intel reports (I gotta know a little bit a head when the are the Japanese going to launch another failed invasion of Canton Island?). I need to start digging in a little deeper to it from here on out.

RE: Learning Curve

Posted: Wed Jul 28, 2021 10:43 pm
by RangerJoe
You can withdraw ships from Sydney Australia if it is not threatened by the Japanese.

RE: Learning Curve

Posted: Thu Jul 29, 2021 12:13 am
by BBfanboy
What RJ said. The manual is not up to date on the withdrawal locations. The patches since original release of the game added a lot of locations.

RE: Learning Curve

Posted: Thu Jul 29, 2021 12:19 am
by rustysi
.

RE: Learning Curve

Posted: Thu Jul 29, 2021 12:20 am
by rustysi
ORIGINAL: HansBolter

Ships are the real buggers when it comes to making withdrawals on time.

It often takes far longer to get them to a withdrawal port than it does for air squadrons to get a base that works.

It pays to look far ahead with regard to ship withdrawals.
You don't want to discover 4 days before a withdrawal is due that the ship in question is in a cargo TF in the middle of the ocean.

IIRC the first ship withdrawal is the Dominion Monarch which starts in Singapore.
It should have left Singapore on turn one.

I typically try to look 2-3 months ahead on ship withdrawals so all can be identified, located and a route to a withdrawal port planned.

Good advice.

RE: Learning Curve

Posted: Thu Jul 29, 2021 12:51 am
by drum_taps
ORIGINAL: RangerJoe

You can withdraw ships from Sydney Australia if it is not threatened by the Japanese.
That with it makes it 2 turns to get down to 1 ship over due and one more turn to clear the overdue list. After I saw you post about Sydney it gave me the idea to test Columbo after I could not get rid of CL Emerald at Trincomalee. Columbo worked.

RE: Learning Curve

Posted: Thu Jul 29, 2021 12:53 am
by RangerJoe
ORIGINAL: drum_taps

ORIGINAL: RangerJoe

You can withdraw ships from Sydney Australia if it is not threatened by the Japanese.
That with it makes it 2 turns to get down to 1 ship over due and one more turn to clear the overdue list. After I saw you post about Sydney it gave me the idea to test Columbo after I could not get rid of CL Emerald at Trincomalee. Columbo worked.

Yes, Columbo also works if it is not threatened by the Japanese.

RE: Learning Curve

Posted: Thu Jul 29, 2021 2:22 am
by Maallon
ORIGINAL: rustysi
Also I think the games you tend to struggle more are more memorable and fun than the games where everything just went perfect.

And what game(s) might those be...[:D]

Seriously, I've never had one.[:'(]
See! They are not memorable at all! [:D]
I also can't remember ever having a perfect game, must have slipped my mind.[8|]

RE: Learning Curve

Posted: Thu Jul 29, 2021 7:27 am
by Trugrit

Down Memory Lane:

fb.asp?m=4404541


RE: Learning Curve

Posted: Thu Jul 29, 2021 9:15 am
by btd64
ORIGINAL: rustysi

ORIGINAL: HansBolter

Ships are the real buggers when it comes to making withdrawals on time.

It often takes far longer to get them to a withdrawal port than it does for air squadrons to get a base that works.

It pays to look far ahead with regard to ship withdrawals.
You don't want to discover 4 days before a withdrawal is due that the ship in question is in a cargo TF in the middle of the ocean.

IIRC the first ship withdrawal is the Dominion Monarch which starts in Singapore.
It should have left Singapore on turn one.

I typically try to look 2-3 months ahead on ship withdrawals so all can be identified, located and a route to a withdrawal port planned.

Good advice.

Yeah, it's what I do....GP

Of course as a last resort, SAIL TO THE NEAREST ENEMY BASE AND GET SUNK [:(]....GP