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				reloading naval guns
				Posted: Tue Apr 16, 2002 7:51 am
				by kao16
				Just a "for your information"
Playing a beach assault (in a campaign) I have found that if I leave a ammo vehicle on the beach and sail the various gun equipped landing craft into the adjacent hex they rearm.
It's not as if this is totally unexpected, but it's the first time I tried it (had about 4 landing craft with rockets, mortars or guns that were floating about doing nothing having expended everything on the opening bombbardment).
			 
			
					
				
				Posted: Tue Apr 16, 2002 7:57 am
				by WhiteRook
				Now that is a useful infobite!
After all this time slogging around the Pacific - not once did I think to try that!  Doh!  
 
  
 
			
					
				
				Posted: Wed Apr 17, 2002 2:17 am
				by Goblin
				Had me REAL excited, thought you meant my cruisers!! Its a real cool tip though.
 
  
 
Goblin
 
			
					
				
				Posted: Wed Apr 17, 2002 5:21 am
				by tracer
				Originally posted by Goblin 
Had me REAL excited, thought you meant my cruisers!! 
Goblin 
Ditto...I thought there was a replenishment ship on the purchase screen that I missed 

 
			
					
				
				Posted: Wed Apr 17, 2002 7:14 am
				by WhiteRook
				
			 
			
					
				Heavily armed assault craft
				Posted: Thu Apr 18, 2002 12:04 am
				by Capt. Pixel
				Now maybe it's just because of my assault style - 
pound the cr## out of suspect positions and douse liberally with smoke on the approach lanes.  Repeat as necessary.  - 
that seems to make rocket and mortar assault craft fairly useless.
I mean, they don't fire indirect or smoke and, by the first turn I've covered the beach in smoke from other naval guns.  
Any targets I subsequently pick up are generally too close to my own troops to want to use that heavy fire power.  This for fear that I'll do more damage to  myself than to an entrenched enemy. 
 
 
Generally, I tend to cruise the coast and fruitlessly duke it out with a bunker or something until they run out of ammo.  The rest of the game, they ARE useful for drawing Opp Fire. 
 
 
Any recommendations? 

 
			
					
				
				Posted: Thu Apr 18, 2002 3:31 am
				by Goblin
				Capt,
Same here, buddy. My smoke screen and bombardment makes them of limited use. Now if I could get those cruiser guns reloaded.....
 
 
Goblin
 
			
					
				
				Posted: Thu Apr 18, 2002 3:46 am
				by WhiteRook
				Well it is a bit of a sticky wicket that! Of course I understand the fire and smoke problem all to well. 
 
 
And the way SPWAW handles the Arty. "spread" factor makes for an even bigger chalange I agree!  
 
 
But I also am for the heavy pre assualt bombardments, don't misunderstand me on that one!
It's just that I like to have (2) or perefrably (3) gunboats around for follow-up work! The 3in DP guns are great for the bunker and cave problems and the 40mm stuff is great for any enemy infantry caught out in the open don't ya know! And more than once I have broken up an enemy flank attack thanks to the patroling gunboats! 
 
 
I just personaly find them useful for at least 50-60% of the scenarios length, but it varies greatly with the scenario too! And I also like to keep them moving up and down the beaches to draw that heavy stuff that would other wise be directed at my poor grunts! 
 
 
I have always wished for more of them when I am playing Campaign Series games also. But like motorcycles I think this tends to be a matter of preferance and learning in which ways that they can be most useful to the individuel commander don't ya know!  

 
			
					
				And Also:
				Posted: Thu Apr 18, 2002 3:51 am
				by WhiteRook
				Sorry - I forgot to mention the last post that I was mainly talking about the support boats with 3 in,20mm and 40mm guns! The rocket support ships are very limited in useage after you land for the reasons posted before! 

  How ever, that being said and all if you suppect a rear area that the boats rockets can reach. 
Well then they become useful once again! Same goes if the flyboys spot some area or item you would like to lay some heavy suppression fire on! 

 
			
					
				
				Posted: Thu Apr 18, 2002 3:55 am
				by Goblin
				Well said WhiteRook. I generally find them useful for about 20-30% of a beach assault, but when I do get to use them, they come in handy. I looooovvvve smoke on an amphib landing!! 
 
  
 
Goblin
 
			
					
				Re: And Also:
				Posted: Sun Apr 21, 2002 5:41 am
				by 3/2 ACR
				Originally posted by WhiteRook 
Sorry - I forgot to mention the last post that I was mainly talking about the support boats with 3 in,20mm and 40mm guns! The rocket support ships are very limited in useage after you land for the reasons posted before!  How ever, that being said and all if you suppect a rear area that the boats rockets can reach.
  How ever, that being said and all if you suppect a rear area that the boats rockets can reach. 
Well then they become useful once again! Same goes if the flyboys spot some area or item you would like to lay some heavy suppression fire on!  
  
You can use mortars and rocket support ships in an indirect fire way. you would have to set them as computer controlled, the computer would then assign  targets, in a few turns and the only thing you would be able to do is move the target location once the computer assigns it
Rick 3/2 ACR
 
			
					
				Wow...
				Posted: Sun Apr 21, 2002 8:30 pm
				by BruceAZ_MatrixForum
				That is great info!  I have been playing SPWAW for years and never knew that!  Thanks for the info!
5th Recon
Semper Fi
			 
			
					
				Of course...
				Posted: Thu May 02, 2002 6:38 pm
				by AgentRoo
				they can be (sort of) used to direct fire a pathway through Dragons Teeth, Mines and Wire and give you a few more locations to land tanks in 
