BBfanboy
Posts: 18046
Joined: 8/4/2010 From: Winnipeg, MB Status: offline
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quote:
ORIGINAL: ParaB Thanks for the clarification! Another couple of questions: - do ships load/unload cargo faster if they're docked? Depends on the type of TF. An Amphib TF will unload faster on its own at a level 0 or level 1 port and nearly as fast at a level 2 port. I try to dock my ships with the heaviest equipment (vehicles, guns, radar) and then rotate them as they get down to just supply left. - CAP only protects the hex it originates from while LRCAP provides CAP over nearby hexes, correct? CAP operates in the circular range of hexes you set. Sometimes in pursuit of an enemy aircraft it will even go a hex further. This is called "bleeding CAP" in the game. LRCAP goes to a specific hex or target TF and stays as long as fuel allows before returning. - do subs still react to targets when I use "remain on station"? Subs on patrol may react to a target with a high D/L in an adjacent hex if they are set with [react 1]. I have never seen a sub set to "remain on station" react, but I never use this setting either. Note that a sub on patrol will return to its patrol zone after a react away. I am not sure what a sub remaining on station would do if it reacted away. - how accurate are the combat reports? I hit a large Japanese troop convoy en route to Tassafaronga with aircraft and surface forces, according to the battle report the casualties were more than 12.000 soldiers? Usually the reports are greatly exaggerated, but I think the mix of troops is reasonably accurate so you can guess whether the troops were a Regiment, a BF, a construction unit, AFVs, artillery, an HQ, etc. - I've sent a tank battalion to Lunga. It's taking ages to unload. Should I only use special transports for mechanized units? Until you get LSTs and LCTs you do not have specialized landing craft for tanks. You need a big enough port/dock and lots of naval support to unload. Sometimes it can take a day or two to unload ONE tank, so patience and CAP are your friends. - When I want to move a LCU to another (enemy held) hex, should I use "combat" or "move" order? Move orders will cover ground the most quickly but troops are vulnerable to air attack and bombardment if they are in the open. In the jungle they should be OK. You can even enter an enemy hex in move mode - he cannot order an attack on you in the same turn unless you already have troops in his hex. You just have to remember to switch to combat mode at start of next turn. Exception: if you are crossing a river into enemy territory the game invokes an automatic shock attack on your part. I do not know if being in combat mode before the shock attack improves things over being in move mode. Since a SA is a "Combat Mode only" order, you would think the move mode is scrubbed prior to the SA. As the Gorn says - if you are already in a hex with enemy troops do not try to move away in Move mode. Use Combat mode ( like backing away from a bear but keeping your gun on him). I'm really grateful for all the input you guys provide. I embedded some responses which are a bit different from the Gorn's ...
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