Some questions on transports

Adanac's Strategic level World War I grand campaign game designed by Frank Hunter

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hjaco
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Some questions on transports

Post by hjaco »

Having so far been falsely under the impression that naval endurance is linked with number of impulses in a turn (see tm.asp?m=1553927) i have come to some conclusions about handling transports which i would like to get clarified:

1) A new closer count on naval endurance gets me to believe that there are 3 naval "phases" pr. turn in so far that naval endurance falls with 3 each turn regardless of number of impulses. Is this correct ?

2) If you in a strategy phase has a ship with endurance lower than 3 and do nothing further then that ship won't carry out it orders for that strategy phase as it hits 0 ? Furthermore it will have a return order during the next strategy phase and be unavailable there as well ?

3) If you during that same strategy phase voluntarily choose a return order for that ship (which cost 1 naval asset) it will be available for new orders at your next strategy phase ?

4) After several fruitless attempts in getting German shipping into the North Atlantic i have come to realize (i think [8|]) that you initially can not carry out a shipping order if target sea area is enemy controlled ?

5) When a shipping order has been initially successful the status of control in that sea area in future turns is irrelevant with regard to your shipping ?

Thanks in advance for any reply.
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FrankHunter
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RE: Some questions on transports

Post by FrankHunter »

1. Yes, and this seems to be the cause of the "I can't amphib my troops" comments. I'm going to do something about this.

2. Sort of, it might be able to return to port within the time frame so that its available by the next strategic phase. A good reason not to patrol the North Sea from Alexandria. However, most missions except amphib, are done during the naval phases so having an endurance less than 3 doesn't prevent those missions from being accomplished.

3. Yes, assuming it can make it home in time.

4. No, you should be able to send shipping missions out without regard to control. Your chances are pretty dicey though depending on enemy strength.

5. Well, its the enemy ships that affect shipping. So if the Entente player is "controlling" the North Atlantic with 3 DDs that's a safer place for your German shipping than a "Contested" North Atlantic where the Entente has 2 BCs and 3 CAs on Raider missions.




hjaco
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RE: Some questions on transports

Post by hjaco »

Thanks for speedy reply Frank and i hope you enjoyed the week off [;)]

I will trouble you a little bit more though with your answers [8|]:

Regarding 4) I have so far never been able to succeed in shipping in the North Atlantic with Germany if that sea area was Entente controlled but maybe i am just a particular unlucky guy. On the other hand every time i have contested that sea area i have never failed with shipping.

But if i understand you correctly chances are based up against the same numbers per capital squadron that defines control of sea areas ?

Does having naval squadrons in that sea area increase your chances then ?
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hjaco
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RE: Some questions on transports

Post by hjaco »

ORIGINAL: FrankHunter

1. Yes, and this seems to be the cause of the "I can't amphib my troops" comments. I'm going to do something about this.

My opinion on this matter - maybe just increase readiness 1 point or two to enable transports on amphibious orders stationed in the same sea area as their orders are supposed to be carried out for two turns instead of one.

But careful to not go over the top - it's just WW1 after all.

As it is now say 4 transports on amphibious orders in the North Atlantic can transport 4 units per impulse. That's quite a lot during summer turns....
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FrankHunter
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RE: Some questions on transports

Post by FrankHunter »

I don't want to complicate things either, I think I will switch endurance to turns instead of naval impulses and only return ships to port because of endurance at the end of the turn (ie after the land impulses).  Damaged ships will return to port during the naval phase normally.

As it is now say 4 transports on amphibious orders in the North Atlantic can transport 4 units per impulse. That's quite a lot during summer turns...

Actually amphib points can't be used each impulse, once you use them they're used for the rest of the turn.

FrankHunter
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RE: Some questions on transports

Post by FrankHunter »

Oh, and my 4.5 days away from the computer playing with my daughter was nice thank you :-)

hjaco
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RE: Some questions on transports

Post by hjaco »

ORIGINAL: FrankHunter
As it is now say 4 transports on amphibious orders in the North Atlantic can transport 4 units per impulse. That's quite a lot during summer turns...

Actually amphib points can't be used each impulse, once you use them they're used for the rest of the turn.

Yes you can ! I am using the official patch 1.1 and have just rechecked again. You (well I) have fresh amphib points each impulse.
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FrankHunter
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RE: Some questions on transports

Post by FrankHunter »

I'm going to be checking that immediately since you're not supposed to. Just one more naval thing to clear up then.
SteveD64
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RE: Some questions on transports

Post by SteveD64 »

I can confirm I shipped 6 british units to the continent in one turn despite having only 2 transports at sea.
SteveD64
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RE: Some questions on transports

Post by SteveD64 »

Thanks for clearing this up btw.  The naval part of this game is the only thing I can't get my head around (especially playing as the TE).
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esteban
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RE: Some questions on transports

Post by esteban »

If transports are supposed to be limited to transporting one ground unit per turn per transport, then this is broken.  I can transport one unit per impulse per transport in a sea zone.
 
Also, the rules governing when a transport is eligible to transport a unit need to be much more transparent.  I have had situations where going into a strategy phase I have a transport in a sea zone with endurance of 1-2 and I think "ok, I can transport a unit this turn" then after the strategy phase the transport has decided to return to base and my unit is stuck.
 
Personally, I prefer the "one ground unit per impulse" thing.  The British had no real problems transporting their army to Europe, but at one unit per transport per sea zone, it would take 1/3 of alliend transports to get the British army over to Europe on some turns.  Not sure if that is too historic.  This is especially true given that if a submarine gets just 1 hit on a transport ship, it seems that the transport returns to base and can't be used. 
 
Also, and on a somewhat related note "auto refit" needs to be changed so it only refits units that return to base.  As it stands now, it pulls lightly damaged ships "out of combat" if they are in a sea zone adjacent to their base.  Personally, I would like my Dreadnoughts to stay at sea if they only have 2-3 points of damage.
 
 
FrankHunter
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RE: Some questions on transports

Post by FrankHunter »

I can transport one unit per impulse per transport in a sea zone.

Yes, its broken but I've fixed it now for the next patch.
Also, the rules governing when a transport is eligible to transport a unit need to be much more transparent.

Agreed, I thought 1.1 helped wioth the addition of the Amphib screen but it doesn't help if you can't get to that screen.  I have also made changes to naval endurance so that amphib units aren't going to head home between the strategic phase and the land impulses.

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esteban
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RE: Some questions on transports

Post by esteban »

So when's the next patch coming? :)
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