Air / helo escort of a surface fleet

Take command of air and naval assets from post-WW2 to the near future in tactical and operational scale, complete with historical and hypothetical scenarios and an integrated scenario editor.

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ultradave
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RE: Air / helo escort of a surface fleet

Post by ultradave »

I never said anything to you.
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Dave A.
"When the Boogeyman goes to sleep he checks his closet for paratroopers"
mikmykWS
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RE: Air / helo escort of a surface fleet

Post by mikmykWS »

Ballyhoo

See below on the rings. Posted this too in this thread several days ago.

Mike
ORIGINAL: mikmyk

ORIGINAL: ballyhoo

So I accomplished the skill, in the scenario fast and furios. It was a bit of work, having to de-group all the units and then create one large group and then formation editor. When I finished and started up the timer the map was full of red and yellow concentric rings that I did not notice before, and it was somewhat over kill in that sense. Thanks again

Yeah when ungrouped you can see the range rings for weapons (reds) and sensors (air=white, surface=yellow, sonar=greens). Its good stuff to know but can clutter the map. As Dave mentioned you can customize to display to your liking in a bunch of different ways by modifying things under the view and map settings menus.

Mike
thewood1
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RE: Air / helo escort of a surface fleet

Post by thewood1 »

ORIGINAL: ultradave

I never said anything to you.

I wasn't necessarily talking to you. But now that you mention it, you seem to be losing patience a little there. You need to be a little nicer in your responses to the OP.
spinecruncher
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Joined: Sat Sep 09, 2006 5:06 am

RE: Air / helo escort of a surface fleet

Post by spinecruncher »

Thanks, yes I have looked all at the menus I should have realized they are color coded the same in the menus as on the maps: So that means yellow are surface sensors light green underwater sensors, etc... Ok I should have drawn those conclusion how they are in the menus is what they are... I usually just have the setting on selected unit.

mikmykWS
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RE: Air / helo escort of a surface fleet

Post by mikmykWS »

Great. Looks like progress[:)]

Mike
spinecruncher
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RE: Air / helo escort of a surface fleet

Post by spinecruncher »

Perhaps the scenario, Fast and Furious is too advanced for me. My MTB units appear defenseless against helo attacks, and they inevitably get sunk.
mikmykWS
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Joined: Tue Mar 22, 2005 4:34 pm

RE: Air / helo escort of a surface fleet

Post by mikmykWS »

Are all of their radars on? This could be a reason why they're detected and destroyed.

The terrain is always the friend of the MTB. Sometimes I'll use one to illuminate and act as a scout and the rest as the silent cleanup crew. Much better than risking all!

Mike
spinecruncher
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RE: Air / helo escort of a surface fleet

Post by spinecruncher »

For anyone who cares to indulge my ignorance in this game, I have decided to check out a youtube video for Fast and Furious , and find out what I can do different. First thing is related to sensors. The player in this video has individually turned on all radar stations along the Norwegian coast, IE, clocked out off obey Emcon and turned on the radar stations. First question that come to mind is why would the parent EMCON setting not be sufficient? I will see how the changes effect my knowledge of enemy combatants...
mikmykWS
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Joined: Tue Mar 22, 2005 4:34 pm

RE: Air / helo escort of a surface fleet

Post by mikmykWS »

The EMCON setting isn't active so it isn't sufficient. You need to turn radars on.

Not sure what video you're watching but the player likely wanted a radar EMCON to be different than what they may have set it at the mission or side level. Thus breaking the inheritance.

This is actually a good case where inheritance is useful. Let say I wanted to quickly turn all those radars on without fiddling with each one. I could create an air intercept mission called Early Warning and then set it to have an active emcon. I then only have to add the units to it to give them all an active EMCON vs. going to each sensor dialog and setting each one to active.

M

spinecruncher
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RE: Air / helo escort of a surface fleet

Post by spinecruncher »

Thank you, the higher level functions related to doctrine are things I need to continue to learn about. So it seems by what you are saying, besides fiddling w each unit's sensors, one can either create a mission with the units involved and set the EMCON doctine for the mission-- which would mean adding radar stations into the mission; or by going into the scenario doctrine which may be less suitable since we dont want all the units to have the inherited settings. I can handle this. What really disturbs me are some of the weapon menu setting in the doctrines, specifically the WRA menu, with the long list of weapons and all the individual drop downs.

Edit: here is the youtube video I am referring to:

https://www.youtube.com/watch?v=B106byFkuSg
mikmykWS
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RE: Air / helo escort of a surface fleet

Post by mikmykWS »

Ha! Yeah there is a ton of buttons on that dialog but once you get it and over the button count it will make your game life easier.The idea is you can set specific weapons or groups of weapons firing parameters based on target types, ranges, salvos etc. These can also be inherited so again you're in a position of setting your preferences once and then the AI does it. The nice thing is once you get that you can change many choices at once at the root choices it's not really so bad and as you become aware of the impact you'll realize why it was done.

Mike
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ultradave
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RE: Air / helo escort of a surface fleet

Post by ultradave »

Also, while that dialog may LOOK intimidating, it may be that there are only one or two things that you'll feel like you need to change.

You can turn on those coastal radars easy enough in Fast and Furious. There aren't that many of them. If I remember (it's been a while) I think you have a little range advantage with your Penguins (I may be wrong about this so don't take it as gospel). You should be able to surprise *some* of the enemy missile boats. Don't expend everything against the groups of enemy missile boats though. You have enemy landing ships to locate and sink!
----------------
Dave A.
"When the Boogeyman goes to sleep he checks his closet for paratroopers"
spinecruncher
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Joined: Sat Sep 09, 2006 5:06 am

RE: Air / helo escort of a surface fleet

Post by spinecruncher »

I am still not sure what I am seeing with all those choices...
mikmykWS
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RE: Air / helo escort of a surface fleet

Post by mikmykWS »

Ok well come back with some specific questions and we'll try and help.

Mike
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