A few newbie questions
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
RE: A few newbie questions
What's the effect of changing HQs? I've noticed that everyone changes a unit's HQ when moving them over a large distance (e.g. a squadron of fighters from Australia to Burma, for example). What are the exact in-game effects and how do you know which command to change the unit to? And what happens if you forget (e.g. you operate aforementioned Aussie planes in Burma without switching them to Burma Command)?
RE: A few newbie questions
Makes sense. [:)]
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brian800000
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RE: A few newbie questions
A question regarding the rest/training op mode: is this a good mode to leave LCUs in unless there is going to be combat in the hex? After reading the manual, I think that is the better default mode, but I'm concerned bombing attacks will be more effective or engineer construction efforts less effective.
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RE: A few newbie questions
Brian, both of your concerns are valid. AA will not shoot at planes, and engineers will not build or repair anything while in Rest mode. The engineers need to be in Combat mode to work. I believe the AA, and other defenses will work at a reduced effectiveness if they are in Move or Strategic Op mode.
Mike
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brian800000
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RE: A few newbie questions
ORIGINAL: USS America
Brian, both of your concerns are valid. AA will not shoot at planes, and engineers will not build or repair anything while in Rest mode. The engineers need to be in Combat mode to work. I believe the AA, and other defenses will work at a reduced effectiveness if they are in Move or Strategic Op mode.
Thanks. Is it safe to leave infantry and armor in rest mode if they are getting bombed?
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brian800000
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RE: A few newbie questions
This has to be a stupid question, but I'm not getting the "*" when I think I should be for overstacking. As an example I've tried, Chengtu opens the game with a bunch of groups, no Air HQ and a size 1 airfield. But it doesn't seem to be suffering from overstacking. What gives?
RE: A few newbie questions
Its within range of Chungking. Command HQs assist in meeting administrative stacking requirements.
Alfred
Alfred
RE: A few newbie questions
newbie question, when u click on an industry ie (manpower, HI, LI, resources etc), it has a repair then under that says on or off, if i turn it to off what does it do to the industry and /or supply for that base??? and vice versa, its off and i turn it on?????
TC ET1(SS)
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brian800000
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RE: A few newbie questions
ORIGINAL: xnavytc
newbie question, when u click on an industry ie (manpower, HI, LI, resources etc), it has a repair then under that says on or off, if i turn it to off what does it do to the industry and /or supply for that base??? and vice versa, its off and i turn it on?????
I think that if you turn it off, any damage to the industry will not be repaired. If you leave it on, then the damage will be repaired, but it sucks up supply.
I think in the display of the industry the number in parentheses is the damaged amount, and the other number is what is functioning. For example, with a value of (5) x 10, your industry value is currently 10, but could be 15 if you repaired it.
Someone please correct me if I am wrong.
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brian800000
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RE: A few newbie questions
A couple more questions regarding airgroups, and a bad mistake I may have made.
1) I got the idea that it would be good to max out the pilots in my training squadrons. So I've now done so. However, some of them only have a few planes, but now have many pilots. What concerns me is by getting all these new pilots, I seem to have used up anyone decent and some of the new guys have experience around 10. Are these guys going to crash my planes because of their low experience? Did I make a mistake here?
2) I don't think you can upgrade, add planes, or add pilots to a detached airgroup or an airgroup with detachments. Short of reunifying all of the airgroups (for some airgroups this isn't practical), is there a way to work around this? A few of my detachments now have 0 pilots and are just sitting around.
1) I got the idea that it would be good to max out the pilots in my training squadrons. So I've now done so. However, some of them only have a few planes, but now have many pilots. What concerns me is by getting all these new pilots, I seem to have used up anyone decent and some of the new guys have experience around 10. Are these guys going to crash my planes because of their low experience? Did I make a mistake here?
2) I don't think you can upgrade, add planes, or add pilots to a detached airgroup or an airgroup with detachments. Short of reunifying all of the airgroups (for some airgroups this isn't practical), is there a way to work around this? A few of my detachments now have 0 pilots and are just sitting around.
RE: A few newbie questions
Just 2 newbie questions... How do I make automated TF, without using the auto convoy? I mean, how to create a TF that will cruise between 2 or more ports and load & unload different resources, oil, supplies, fuel, at different ports? The only thing about naval logistics the Manual says is that theres the auto-convoy and that I need to move stuff around to keep factories working and fighting units supplied.
Secondly, is there anywhere a list on the ship type abbreviations? I know the BBs, BCs, DDs, PTs and most of them, but not not all of them are clear. I can always see the ship details, but the difference between ie. CVE and CVL is not obvious to me. Or AK, AKx, etc.
Secondly, is there anywhere a list on the ship type abbreviations? I know the BBs, BCs, DDs, PTs and most of them, but not not all of them are clear. I can always see the ship details, but the difference between ie. CVE and CVL is not obvious to me. Or AK, AKx, etc.
RE: A few newbie questions
ORIGINAL: Erkki
Just 2 newbie questions... How do I make automated TF, without using the auto convoy? I mean, how to create a TF that will cruise between 2 or more ports and load & unload different resources, oil, supplies, fuel, at different ports? The only thing about naval logistics the Manual says is that theres the auto-convoy and that I need to move stuff around to keep factories working and fighting units supplied.
Secondly, is there anywhere a list on the ship type abbreviations? I know the BBs, BCs, DDs, PTs and most of them, but not not all of them are clear. I can always see the ship details, but the difference between ie. CVE and CVL is not obvious to me. Or AK, AKx, etc.
1) You should use continous mode: Just take a cargo TF, load supplies or fuel, set the destination then click twice on the "human control". It will first to computer and then change to CS and the TF will travel between the two ports loading/unloading automaticly.
2) In the manual is a complete list.
RE: A few newbie questions
Thanks, I did try changing control, but obviously missed the continuous mode.
RE: A few newbie questions
ORIGINAL: brian800000
A couple more questions regarding airgroups, and a bad mistake I may have made.
1) I got the idea that it would be good to max out the pilots in my training squadrons. So I've now done so. However, some of them only have a few planes, but now have many pilots. What concerns me is by getting all these new pilots, I seem to have used up anyone decent and some of the new guys have experience around 10. Are these guys going to crash my planes because of their low experience? Did I make a mistake here?
The lower the experience level of a pilot, the greater the chances that they will crash. You can mitigate this to a degree by ensuring the air range is set to within the normal range. However overall in AE, operational training losses are quite low and nothing to be overly concerned.
2) I don't think you can upgrade, add planes, or add pilots to a detached airgroup or an airgroup with detachments. Short of reunifying all of the airgroups (for some airgroups this isn't practical), is there a way to work around this? A few of my detachments now have 0 pilots and are just sitting around.
I think you are confusing "detachment" with "fragment". Detachments can receive both replacement pilots and airframes. "Fragments" (identified with a forward slash eg VF-3/1) can not be reinforced with either pilots or airframes. Only course of action open to you is to reunify all the fragments or disband fragments into other units flying same airframes at same location.
Alfred
RE: A few newbie questions
Experimenting and playing around, I think I have understood the basics now, of industry, logistics and naval, air and ground war...
Just one last question left. Supply needed. Is the "supply needed" value given to a unit the daily or monthly needs, or just some abstract need, and every time the unit fights/moves the "available supply" value is reduced? The manual says its daily, but and mentions that fighting also uses supply, but fails to mention how much. I couldnt find an answer on the forums, except someone mentioning how a unit that had only its leader alive, that has "supply needed" or 2 and 12 supply available, would consume the supplies in 6 months. Knowing this I think is pretty essential. [:D] I tried to experiment with base supply needs vs. how many ground units they had to supply, but failed to make calculations match either daily or 1/30 a day supply needed. But thats probably just me.
Just one last question left. Supply needed. Is the "supply needed" value given to a unit the daily or monthly needs, or just some abstract need, and every time the unit fights/moves the "available supply" value is reduced? The manual says its daily, but and mentions that fighting also uses supply, but fails to mention how much. I couldnt find an answer on the forums, except someone mentioning how a unit that had only its leader alive, that has "supply needed" or 2 and 12 supply available, would consume the supplies in 6 months. Knowing this I think is pretty essential. [:D] I tried to experiment with base supply needs vs. how many ground units they had to supply, but failed to make calculations match either daily or 1/30 a day supply needed. But thats probably just me.
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John Lansford
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RE: A few newbie questions
The "supply needed" information is for the base and anything stationed there to operate and function. LCU's and air squadrons, basically. With enough supply, base forces repair and maintain planes, HQ's provide support, and fighting units can train/rebuild. Fighting at the base requires extra supply over and above the amount listed on the screen.
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brian800000
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RE: A few newbie questions
Another question...
Reading in the manual, xAP can load airgroups. However, with a fleet of 1 xAP, I am getting a message, "Number of Airgroups may not exceed the number of cargo ships." Is there a way to get that airgroup onto the xAP?
And if I haven't said it enough, thanks for everyone's help so far. [&o]
Reading in the manual, xAP can load airgroups. However, with a fleet of 1 xAP, I am getting a message, "Number of Airgroups may not exceed the number of cargo ships." Is there a way to get that airgroup onto the xAP?
And if I haven't said it enough, thanks for everyone's help so far. [&o]
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brian800000
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RE: A few newbie questions
Let me add to my previous question: I've read on the forums that any ship with enough cargo capacity can transport airgroups (in a disassembled state, as Aks do). However, I can't get them to load on ships that should have the cargo capacity, such as AGs.
According to the manual, AGs shouldn't work to transport airgroups (even if they have the capacity), but APs should.
Essentially my question is, what ships can transport airgroups, and what are the requirements?
According to the manual, AGs shouldn't work to transport airgroups (even if they have the capacity), but APs should.
Essentially my question is, what ships can transport airgroups, and what are the requirements?
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John Lansford
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RE: A few newbie questions
I don't think you can load planes on an AG, or an AP for that matter. I've only had luck loading them on AK type ships.




