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Out of Contact Workaround . . .
Posted: Sun Jul 30, 2000 7:13 am
by Moonwolf
. . . Needed.
Is there any way to ensure off-board/naval artillery stays in contact, or is in contact more often than not?
I am making a set of scenarios where naval bombardment plays an important role in supporting troops on shore and breaking up the enemy attacks. However, instead of the naval artillery playing a major role in the scenarios . . . they remain out of contact much of the time
Is there any way I can change this? Is there any way to increase contact? Assign a FO to them? Higher ranking FOs? Assign them to the A0 unit? Purchase a HQ and assign them to the HQ? Anything?
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Ed Mortimer
Meglio un Giorno da Leone
Posted: Sun Jul 30, 2000 7:19 am
by McGib
Wait for V3?
Posted: Sun Jul 30, 2000 9:13 am
by Redleg
Moonwolf:
A few things I have tried:
1. Make the Arty Battalion CO a LTCol
2. Make Battery Commanders Captains
3. Make FO a Major.
Increase artillery ratings of all of the above *and* that of the overall commander. Once, in a large scenario, I made the commander a General.
Finally, increase Rout/Rally of the artillery units so they will rally for the next turn if they receive counter-battery.
Redleg
Posted: Sun Jul 30, 2000 8:37 pm
by Moonwolf
Originally posted by Redleg:
Moonwolf:
A few things I have tried:
1. Make the Arty Battalion CO a LTCol
2. Make Battery Commanders Captains
3. Make FO a Major.
Increase artillery ratings of all of the above *and* that of the overall commander. Once, in a large scenario, I made the commander a General.
Finally, increase Rout/Rally of the artillery units so they will rally for the next turn if they receive counter-battery.
Redleg
I've tried some of that, and it didn't seem to make a difference. Here's a question for you: what rank would a Navy Ship Captain equivalent in Army terms be? Colonel?
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Ed Mortimer
Meglio un Giorno da Leone
Posted: Mon Jul 31, 2000 1:00 am
by Redleg
A "full-fledged" ship is commanded by a "Captain" - equivilent to a Colonel. But, a PT boat has a "captain" that may be a LtJG so one must keep a bit of flexibility.
BTW - in scenario building, the FO is really the battery commander (Lt) and if you look carefully, you'll see that the gun sections are commanded by Sergeants. That is, unless it has recently changed.
Good luck!
Redleg
Posted: Mon Jul 31, 2000 9:52 pm
by BA Evans
Have you increased their experience? Lots of things test versus the experience of the unit. Maybe contact and radio checks use experience also?
The guns, forward observers, and your A0 all have radios?
BA Evans
Posted: Mon Jul 31, 2000 10:49 pm
by Moonwolf
Originally posted by BA Evans:
Have you increased their experience? Lots of things test versus the experience of the unit. Maybe contact and radio checks use experience also?
The guns, forward observers, and your A0 all have radios?
BA Evans
Yes, all have radios . . . high experience and skill. The ship has 125 experience, morale, rally & skill levels. Nothing helps. I've decided to wait for v3 before releasing the first scenario. I've also doubled the ships (to 2) and added a gun to each so that when they do fire . . . I increased ammo also so they will not run out . . . but they only fire perhaps 6-7 times in 20 turns. I even put out 8 FOs all over the board with combined LOS that covers the entire board (just about) . . .
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Ed Mortimer
Meglio un Giorno da Leone