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RE: Newbie tips: turn #1 (Japanese Player + some Allied info)

Posted: Sun Jun 27, 2004 5:51 pm
by Mr.Frag
SO SORRY AGAIN MR.FRAG, BUT WHAT´S THE BEST TYPE OF SHIP TO LOAD TROOPS TO??

Depends on the *type* of troops.

Inf = AP
AA = AK
HQ = AP
ARM = AK
ART = AK
ENG = AP (US ENG = AK if lots of Tractors)

It varies by the makeup of the unit.

RE: Newbie tips: turn #1 (Japanese Player + some Allied info)

Posted: Sun Jun 27, 2004 6:04 pm
by ATENTOKO
ORIGINAL: Mr.Frag
SO SORRY AGAIN MR.FRAG, BUT WHAT´S THE BEST TYPE OF SHIP TO LOAD TROOPS TO??

Depends on the *type* of troops.

Inf = AP
AA = AK
HQ = AP
ARM = AK
ART = AK
ENG = AP (US ENG = AK if lots of Tractors)

It varies by the makeup of the unit.
REALLY GOOD, I´VE BEEN USING ALL THE TYPES BUT WITHOUT ANY SENSE. NOW I KNOW WY I´VE DONE SO MANY SILLY THINGS IN THE PAST.
AND WHAT ABOUT SUPPLY[&:]

RE: Newbie tips: turn #1 (Japanese Player + some Allied info)

Posted: Sun Jun 27, 2004 6:06 pm
by Mr.Frag
Supply = AK best, AP worst.

RE: Newbie tips: turn #1 (Japanese Player + some Allied info)

Posted: Sun Jun 27, 2004 6:14 pm
by ATENTOKO
ORIGINAL: Mr.Frag

Supply = AK best, AP worst.
OUUUUUU YOU ARE THE BEST....... FINALY I CAN USE UV, OK. THE LAST YEARS IN ALCATRAZ WHERE TERRIBLE...JO JO JO

RE: Newbie tips: turn #1 (Japanese Player + some Allied info)

Posted: Sun Jun 27, 2004 6:17 pm
by Xargun
ORIGINAL: Mr.Frag

Supply = AK best, AP worst.

Once you guys get the manual there is a couple of pages dedicated to this topic of how everything fits into what kind of ships. Its interesting and seems to be right on the money - very important to pay attention to what you load on which ships - you can carry more and be faster in unloading too.

Xargun

RE: Newbie tips: turn #1 (Japanese Player + some Allied info)

Posted: Sun Jun 27, 2004 6:23 pm
by ATENTOKO
ORIGINAL: Xargun
ORIGINAL: Mr.Frag

Supply = AK best, AP worst.

Once you guys get the manual there is a couple of pages dedicated to this topic of how everything fits into what kind of ships. Its interesting and seems to be right on the money - very important to pay attention to what you load on which ships - you can carry more and be faster in unloading too.

Xargun
HELLO XARGUN,
I GUESS YOU HAVE THE GAME [X(][X(][X(] I WILL SEND THE 36 INF. REG TO MATRIX AND.........

RE: Newbie tips: turn #1 (Japanese Player + some Allied info)

Posted: Sun Jun 27, 2004 6:27 pm
by captskillet
Ahhh its all clear to me now.....!!!

RE: Newbie tips: turn #1 (Japanese Player + some Allied info)

Posted: Sun Jun 27, 2004 6:32 pm
by captskillet
I guess when you do an invasion then you really need 2 convoys kinda like I used to do in UV....1 to carry the men (with AP type ships) and as much supply as possible and a second (with AK types) to carry some extra poop paper and rifle ammo [:D] !!!!

RE: Newbie tips: turn #1 (Japanese Player + some Allied info)

Posted: Sun Jun 27, 2004 6:35 pm
by Fallschirmjager
ORIGINAL: Mr.Frag
However, when possible I will create AK convoys to haul in supplies for an invasion. AP's unload supplies so slow that they tend to hang around far to long and catch all those nasty bombs that planes like to drop.

Understood, but should your AK's run into a sub on the way, they will be a tad late and your troops will land with 0 supply and you will have a completely failed invasion. Pretty dangerous to run separate TF's.

You only have so many escorts to go around. The more TF's you have, the lower the level of escort protection you will have. Better to be strong in a few places then weak in many places.

War is nothing but a series of tradeoffs.
I would much rather lose supply than troops since troops are points lost.
I see your point about the escort matter. But invasions (at least for me) always get a priority on escorts.
One final question...if a ship is damaged and loses speed...does it detach itself and go back to its home base? I dont see why this would be changed since UV but you said if a sub found your convoy the whole system would be slowed down.

RE: Newbie tips: turn #1 (Japanese Player + some Allied info)

Posted: Sun Jun 27, 2004 7:05 pm
by Mr.Frag
One final question...if a ship is damaged and loses speed...does it detach itself and go back to its home base? I dont see why this would be changed since UV but you said if a sub found your convoy the whole system would be slowed down.

If the speed loss is dramatic enough, it will detach, but until then it might just make the difference between supplies for the beachhead and no supplies. AP's are generally faster then AK's so timing separate TF's is rather tricky. I've always found it easier to lump them together then split out the empty ships and send them home *BUT* I also have noted that sending thos empty ships home when instead they could be part of the masses which have escort and AA protection and probably LRCAP is not particularly safe.

One thing you quickly learn as Japan, you just don't have the goods to keep more then 3 invasion fleets running without running light on something. If you play within your means, you will dramatically reduce your losses. If you stretch yourself to add a couple more invasions, you are going to loose stuff whether it be to air power or naval power.

You have to ask yourself ... is an extra couple of days to get to a base safely more important then getting there with losses on the way. It is a strategy choice.

RE: Newbie tips: turn #1 (Japanese Player + some Allied info)

Posted: Sun Jun 27, 2004 7:08 pm
by Fallschirmjager
ORIGINAL: Mr.Frag
One final question...if a ship is damaged and loses speed...does it detach itself and go back to its home base? I dont see why this would be changed since UV but you said if a sub found your convoy the whole system would be slowed down.

If the speed loss is dramatic enough, it will detach, but until then it might just make the difference between supplies for the beachhead and no supplies. AP's are generally faster then AK's so timing separate TF's is rather tricky. I've always found it easier to lump them together then split out the empty ships and send them home *BUT* I also have noted that sending thos empty ships home when instead they could be part of the masses which have escort and AA protection and probably LRCAP is not particularly safe.

One thing you quickly learn as Japan, you just don't have the goods to keep more then 3 invasion fleets running without running light on something. If you play within your means, you will dramatically reduce your losses. If you stretch yourself to add a couple more invasions, you are going to loose stuff whether it be to air power or naval power.

You have to ask yourself ... is an extra couple of days to get to a base safely more important then getting there with losses on the way. It is a strategy choice.

How viable for Japan is it to march overland to capture bases? Or is it a better idea to invade everything from the sea?
The reason I ask is that it would take some of the pressure off of your Navy to land on one spot of the island and then use land hexes to march to the rest of the bases.

RE: Newbie tips: turn #1 (Japanese Player + some Allied info)

Posted: Sun Jun 27, 2004 7:20 pm
by Mr.Frag
How viable for Japan is it to march overland to capture bases? Or is it a better idea to invade everything from the sea?
The reason I ask is that it would take some of the pressure off of your Navy to land on one spot of the island and then use land hexes to march to the rest of the bases.

There are a LOT of bases that can *only* be taken via a march. Key thing to remember is that overland movement takes time. It is much slower then troop transports.

If there are no types of trail/road/rail networks, it will be a LONG time. (about 2 miles a day average)

RE: Newbie tips: turn #1 (Japanese Player + some Allied info)

Posted: Sun Jun 27, 2004 7:23 pm
by Fallschirmjager
ORIGINAL: Mr.Frag
How viable for Japan is it to march overland to capture bases? Or is it a better idea to invade everything from the sea?
The reason I ask is that it would take some of the pressure off of your Navy to land on one spot of the island and then use land hexes to march to the rest of the bases.

There are a LOT of bases that can *only* be taken via a march. Key thing to remember is that overland movement takes time. It is much slower then troop transports.

If there are no types of trail/road/rail networks, it will be a LONG time. (about 2 miles a day average)

As long as I am bothering you [:D]....one last question. I noticed most combat units in the game are division size. Can you split these into sub units? I cant imagine trying to garrison every base you take with a divisional unit. You wouldnt have enough men to go around.

RE: Newbie tips: turn #1 (Japanese Player + some Allied info)

Posted: Sun Jun 27, 2004 7:59 pm
by Xargun
ORIGINAL: Fallschirmjager

As long as I am bothering you [:D]....one last question. I noticed most combat units in the game are division size. Can you split these into sub units? I cant imagine trying to garrison every base you take with a divisional unit. You wouldnt have enough men to go around.

Yep. Divisions split into 3 sub units and Brigades (I think) split into 2 sub units.

Xargun

RE: Newbie tips: turn #1 (Japanese Player + some Allied info)

Posted: Sun Jun 27, 2004 8:12 pm
by ADavidB
No, you will be relearning the entire concept for loading things from scratch. It has been completely gutted and redone to make sense.

Huh??? Your description (clipped to save space) is gawdawful complicated. What is the point of making loading troops so complicated? The routine seemed to work okay in UV.

Dave Baranyi

RE: Newbie tips: turn #1 (Japanese Player + some Allied info)

Posted: Sun Jun 27, 2004 9:19 pm
by Mr.Frag
What is the point of making loading troops so complicated? The routine seemed to work okay in UV.

It is not complicated, it actually *finally* makes complete sense. You'll understand once you use it. [;)]

RE: Newbie tips: turn #1 (Japanese Player + some Allied info)

Posted: Sun Jun 27, 2004 11:23 pm
by IronDuke_slith
Frag,
Great thread. I think you're cutting hours off several learning curves here. thanks for taking the time out.

Cheers,
IronDuke