ORIGINAL: vettim89
Authour's note: written after the Ambien so if its incoherant - not my fault
Hello Vettim89, no worries, I take Paxil. – good question. Answer has a lot to do with that thing I keep talking about; i.e., how different game aspects play together. There’s three things going on: Engineers, Port Size, and NavSup. Since the differences are fundamental to DBB, I’m going to have to get detailed, so please bear with me.
Traditional NavSup can do 3 things; 1- help unload, 2- help rearm, 3- help repair. Port Size can also do 3 things; 1- help unload, 2- help rearm, 3- help repair. When these are added together, one can turn any decent port into San Diego, or Maizuru. Under the stock system, almost every single unit had enough engineer capability to allow it to build Noumea into Mare Island. This allowed both sides to establish 30 or 40 decent frontline Port locations, whereas the reality was 8 to 12.
The Engineer tweaks, effectively nerf the construction units such that they don’t count for assault value, or fort reduction. Other tweaks nerf them further such that 27 squads might work more like 9. The point of all this is to give a job of work to all the construction Eng Bns out there (think Seabees or IJN Constr Rgts). They cannot AV or reduce forts, just build (Seabees can’t reduce forts, but they can AV – although you won’t want them to).
So Ports will build up more slowly, and one will have to commit construction units to that end. Clearly a Seabee Bn will do the deed way faster than a Japanese Rgt of ‘termites’.
Port Size; nothing really changes here. The issue with Port Size is that it grows so quickly, by highly over-competent engineer units. Slow that down, and Port Size begins to look reasonable. The real point is making Port Size the ultimate arbiter of repair/rearm; some few units can really help, but they are far and few between.
The NavSup tweaks aggregate NavSup squads into a limited number of units that can be deployed at a Port of choice (presumably a good one). The problem with NavSup is that it can do so many different things. However, the actual number of torpedo shops and ship repair stations was extremely limited (for both sides).
NavSup is broken into two areas: traditional NavSup (extremely limited), and Shore Party NavSup. Shore Party units carry out the load/unload assistance functions of traditional NavSup, but can’t do anything else. The vast majority of stock NavSup has been redefined in terms of SP units, and the Japanese OOB has been greatly expanded in this regard.
So the traditional NavSup functions have been limited to a realistic few units (mobile and deployable), while the stevedore/amphib support functions have been expanded at the Bn level (smaller numbers of effective squads).
Needed to keep a serious poopload of data in mind, for all 3 areas, so there’s going to be some blivets, but we’ve been dialing with this paradigm for a year and nothing has raised it’s ugly head so far.
Hope this makes sense. John