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Submarine Management
Posted: Mon Sep 06, 2004 12:20 pm
by siRkid
NOTE THE BELOW EXAMPLE IS FROM MY GAME AND WILL BE DIFFERENT IN YOURS.
Select the List all taskforce (T) button to get the following screen:

RE: Submarine Management
Posted: Mon Sep 06, 2004 12:22 pm
by siRkid
From this screen select the ALL TF filter to remove all listed TF and then select the Sub Ops filter to display only Submarine TF.

RE: Submarine Management
Posted: Mon Sep 06, 2004 12:28 pm
by siRkid
Next select the Endurance Sort Filter so that the Submarine TF with the most endurance
is at the top. Now scroll down to the bottom of the list.
The Location Column is very useful. This column tells you where your TF is moving to
and can be clicked on to center the map on the selected TF. If you click on any TF in
the Location column, you will see the pop-up box disappear, the screen center on the
selected TF and then the pop-up box re-appears. Just Exit the box to get to the
selected TF.
By knowing the overall situation you can effectively manage your submarine TF from
this display. For example, in my game TF 1193 (the very bottom one) only has 800
endurance and is heading toward Diamond Harbor. I know that Diamond Harbor is
one of my submarine staging areas so there is no need to take further action. This
TF is heading home to refuel.
RE: Submarine Management
Posted: Mon Sep 06, 2004 12:34 pm
by siRkid
Now look at TF1129. Its endurance is only 3120 and it is heading for hex 94, 62 so I
should investigate it. First, I click on the Location to see where the TF is (You might
have to click a couple of times to confirm the TF’s location.) and note it is near Midway
Island. Next, I click on the Mission column of that TF to display its TF information screen.

RE: Submarine Management
Posted: Mon Sep 06, 2004 12:38 pm
by siRkid
From the TF Information screen I can see that this TF is based out of Pearl Harbor and
needs to return for more fuel. The last step is to select the Return to Pearl Harbor button
at the bottom of the display. Selecting the Back Button will take you back to the List all
TF screen where you can now manage your other Sub TFs.

RE: Submarine Management
Posted: Mon Sep 06, 2004 12:41 pm
by siRkid
If you know short cuts to managing your TFs please post them. Also, please do not turn this into a wish list, we already have one of those. I will deleted any from this thread. I want to this to turn into a help thread.
RE: Submarine Management
Posted: Mon Sep 06, 2004 2:32 pm
by Mike Scholl
Still a little on the cumbersome side, but it sure beats looking at all of them individually.
RE: Submarine Management
Posted: Mon Sep 06, 2004 2:45 pm
by Belphegor
Also use this method for looking at subs in trouble. Easier to find than searching the combat reports for those subs hit last turn. Choose the active ships button, turn off all, select SS and sort by system damage.
Later steps are the same as Kid's, find the sub you want to look at. Click on the location and determine where it is going; changing it if necessary...

RE: Submarine Management
Posted: Mon Sep 06, 2004 4:37 pm
by Chris21wen
You should also use the Show Ammo filter (top right of the List All TF screen). This way you can check if the TF has any Trops left. If not send it back to rearm.
RE: Submarine Management
Posted: Mon Sep 06, 2004 7:07 pm
by Twotribes
Actually the subs will auto return when out of ammo, they wont leave for fuel though until dry, limping back one hex at a time.
RE: Submarine Management
Posted: Mon Sep 06, 2004 7:56 pm
by Chris21wen
I thought so to, but I've had the things hanging about for two to three turns before doing so. What makes this worse is some of them have tried to attack! With the wasy ASW works it was their last mistake.
RE: Submarine Management
Posted: Tue Sep 07, 2004 2:15 am
by RevRick
You mean we don't get the Bingo Fuel notice on the sub. I thought that would hang over from UV.
RE: Submarine Management
Posted: Tue Sep 07, 2004 12:08 pm
by Chris21wen
Doesn't do it everytime. What tends to happen is the sub just hangs around under computer control. As soon as you change it back to human control the fuel then goes red and remains red even when you turn them back to computer control.
RE: Submarine Management
Posted: Tue Sep 07, 2004 3:57 pm
by Williamb
This method also works for other ships too.
Use the sort and click method on bases to get
"Ships in harbor"
I start sorting them by numbers so that the largest # of ships in a harbor is at the top. Say Pearl Harbor.
I think click into that base and start making my TFs.
Repeat for every base until you get all your APs and AKs and Warship TFs sorted.
Is alot faster than going through every ship and sorting them.
RE: Submarine Management
Posted: Tue Sep 07, 2004 6:52 pm
by freeboy
You mean we don't get the Bingo Fuel notice on the sub. I thought that would hang over from UV
Holy hand granades rev, I didn't know that they didn't go home when in need of fuel oooooppppss!!
Can they get refuelled at sea?
RE: Submarine Management
Posted: Wed Sep 15, 2004 12:06 am
by freeboy
BUMP? anyone?
RE: Submarine Management
Posted: Wed Sep 15, 2004 3:04 am
by Sinjen
Subs can be refueld at sea.
RE: Submarine Management
Posted: Wed Sep 15, 2004 3:15 am
by Mike Scholl
KID It would still be very much appreciated by players if a sub icon on the map would
"blink", change colors, or in some visable manner "report" that it is low/out of torpedoes,
or that it has barely enough fuel left to return to it's base. Clicking through several
filtered screens is better than looking at every sub..., but it would still be nice if the CO's
showed a bit of initiative and radioed home "All Torpedoes expended", or "we have reached
'Bingo' fuel level".
RE: Submarine Management
Posted: Wed Sep 15, 2004 3:16 am
by freeboy
or simply started back at bingo, or a bingo drop down...
RE: Submarine Management
Posted: Sat Sep 18, 2004 3:46 pm
by Buck Beach
Kid, thank you for the bandaid to help manage the sub operations. Please tell me there is a fix in the works that will the subs truely under computer control. Trying to calculate when to start a sub back home so it does end up doing one hex per turn for 8,10,12 turns is a real pain. Maybe I just don't know the game well enough yet to readily be able to tell when to start it back.