Laundry List of Questions
Posted: Wed Feb 26, 2020 3:25 pm
Didn't want to create multiple threads so I'll just list all my questions here:
1. What does unit Morale actually do? It seems that Readiness directly relates to combat effectiveness, but I can't tell what morale does.
2. If a HQ is damaged (strength less than 10), does it still provide 100% benefits to units under its command? Or does it provide reduced effectiveness?
3. Has anyone figured out how to effectively use zeppelins? Cause although I am pretty good at this game and can easily beat the computer, I just keep my blimps idle because I haven't figured out how to use them at all.
SUBS:
4. Does submarine supply level reduce their combat raiding effectiveness at all? I'm unsure whether I should be returning my subs often to port (often a very dangerous journey, not to mention time-consuming) or just leave them all in the atlantic on low supply.
5. What are your favorite targets for subs? I have found that it is risky to target the routes near England, because often a huge fleet of DD/CL will appear and severely damage my sub. However I have had good success targeting the routes farther out in the Atlantic, including the Canadian ports (Halifax). The Austrian subs in the Med seem impractical because the waters are too cramped and it's too obvious where your sub will be, and also there's a bottleneck for returning to base where the enemy could simply place a mine.
Turkey:
6. Is it possible to dislodge the British detachments from Basra/Kuwait without walking a HQ down there? It takes absolutely forever for the HQ to arrive and I don't have one to spare, yet my units can't attack at all without one and actually get completely stuck sometimes due to low supply. Is there an intelligent way to conquer Kuwait or was it intended to be an impregnable fortress unless you spend a dozen turns to walk a HQ down there?
Thanks for any answers!
1. What does unit Morale actually do? It seems that Readiness directly relates to combat effectiveness, but I can't tell what morale does.
2. If a HQ is damaged (strength less than 10), does it still provide 100% benefits to units under its command? Or does it provide reduced effectiveness?
3. Has anyone figured out how to effectively use zeppelins? Cause although I am pretty good at this game and can easily beat the computer, I just keep my blimps idle because I haven't figured out how to use them at all.
SUBS:
4. Does submarine supply level reduce their combat raiding effectiveness at all? I'm unsure whether I should be returning my subs often to port (often a very dangerous journey, not to mention time-consuming) or just leave them all in the atlantic on low supply.
5. What are your favorite targets for subs? I have found that it is risky to target the routes near England, because often a huge fleet of DD/CL will appear and severely damage my sub. However I have had good success targeting the routes farther out in the Atlantic, including the Canadian ports (Halifax). The Austrian subs in the Med seem impractical because the waters are too cramped and it's too obvious where your sub will be, and also there's a bottleneck for returning to base where the enemy could simply place a mine.
Turkey:
6. Is it possible to dislodge the British detachments from Basra/Kuwait without walking a HQ down there? It takes absolutely forever for the HQ to arrive and I don't have one to spare, yet my units can't attack at all without one and actually get completely stuck sometimes due to low supply. Is there an intelligent way to conquer Kuwait or was it intended to be an impregnable fortress unless you spend a dozen turns to walk a HQ down there?
Thanks for any answers!