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Japanese CVL Air Unit Resize - Turns 2-5 Strategy

 
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Japanese CVL Air Unit Resize - Turns 2-5 Strategy - 11/13/2012 5:31:45 AM   
Kull


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As a new Japanese player, I'm almost pathologically concerned about losing time and wasting assets, so the quicker one can maximize the available units, the better. And potentially one of the most significant assets is Baby KB - or KBs. You open the game with small carriers Zuiho and Hosho in port, and Ryujo and Taiyo at sea. The 3 CVLs are carrying small (and almost useless) Claude units, two have small-but-serviceable B5N1 Kates, Hosho has a small Jean unit, and CVE Taiyo has nothing at all. Fortunately the game features the ability to both resize and upgrade these units, so the question is - what's the best approach to take?

I searched diligently on this topic, but couldn't find "rules" that worked consistently. Eventually, through trial and error, a process was discovered that appears to work all the time, and fairly quickly, too. First a couple of generic rules:

1) If you want to resize air units to the full carrying capacity of a carrier, get all but one of them off the carrier first!
2) When a unit resizes, it does NOT suck in planes from the pool in order to reach the new size.
3) A unit that resizes does NOT lose the ability to resize again. You can even resize multiple times in the same turn.

So how do we put these rules to work so as to have a pair of fully functional mini-KBs prowling the seas within the first 5 turns of the game? First a brief segue. One other really important consideration as the Japanese is you need to get pilots in training as early as possible. For the IJA, there's plenty of restricted units sitting around in Manchuria, Japan and China who can serve in a training role. But for the IJN, there's only a few locked away in Japan - using more means pulling units off the front lines. So if we can fill out a couple Baby KBs AND increase the number of training units? Bonus. So, how do we proceed?

1) Start of Turn 2:

1a) The Kates on CVL Ryujo can reach CVE Taiyo right away on Turn 2, so we make that transfer now. With the Kates gone, set the Claudes to "Resize to fit ship" (click the resize text off and on, three times, until the resize window appears) and select the number 45 (yes, it could be 48, but soon you'll see why we chose 45). At the same time, cancel the Ryujo's misson and start moving toward Takao - you need to be within 14 hexes by the start of Turn 3 (an easy journey). Note: Don't go to Babeldaoab. Claudes will not upgrade to Zeros there.

1b) The Kates on Taiyo go through the same process, but they can only maximize to 27 - Fortunately that is exactly what you need. Change Taiyo to an Air Combat TF (that's what she is now!) and point her back to Babeldaoab. After the Kates resize, this is a nearby port which (when docked) will allow you to fill them out with airframes and veteran pilots.

1c) Create a small Air Combat TF in Hiroshima, do not dock (this may not matter), and populate it with CVLs Zuiho, Hosho, and CS Chiyoda (as long as we're maximizing assets, lets make better use of Chiyoda's pair of floatplane units). Then do the following for each of the six units aboard:
- Zuiho Claudes resize to 30
- Zuiho Kates transfer to Hiroshima Airbase (add 18-20 Veteran Pilots too. You'll soon see why.)
- Hosho Jeans resize to 20
- Hosho Claudes transfer to Hiroshima Airbase
- Chiyoda Petes resize to 24
- Chiyoda Jakes transfer to Hiroshima Airbase

1d) Do a ton of other stuff and hit "End Turn"

2) At the start of Turn 3, you'll see that all five units resized, no exception. Now for the next phase of the plan.

2a) Divide the Claudes on Ryujo and transfer the "A unit to Takao (probably need drop tanks). Immediately upgrade it to a Zero, which will pull 15 Zeros from the pool. By now you should have a sizable pool of Veteran pilots, so add about 10 or so manually. The Zeros will be disabled for a while, but within 3 turns you'll be able to fly most of them back to Ryujo (you can even fly them back in increments, which isn't a bad idea). The remaining "B" and "C" units are still Claudes, but there's simply not enough Zero Airframes in the pool to convert all of these at game start. That said, you'll want to fly the "C" unit to Takao as well, so you can fill it up to 15 Claudes and add 10 Veteran Pilots. It's not a great option, but having a good sized CAP of experienced Claudes over Taiyo is better than nothing. Optionally, you could do the same with the "B" unit, but you might be running a bit low on experienced pilots at this point.

2b) Taiyo will now be docked at Babeldaoab, so fill out the Kates (add 15 airframes to get up to 27) and also add 15-18 Veteran Pilots. Now add some DD escorts and send Taiyo off to link up with Ryujo. Once they are close enough to exchange aircraft the "A" & "B" Claude/Zeros and Kates will operate from Ryujo while the "C" sections stay on Taiyo. And the math works very nicely:
- Ryujo (48 max) = Zero A (15) + Claude B (eventually 15) + Kate A (9) + Kate B (9) = 48
- Taiyo (27 max) = Claude C (eventually 15) + Kate C (9) = 24

2c) All three units aboard ship back in Hiroshima have resized, so it's time for the next move:
- Zuiho Claudes transfer to Hiroshima Airbase, divide into 3 section, and upgrade "A" and "C" to Zeros. That will consume the remaining Zeros in the Pool (and then some). Also add 5-6 Veteran Pilots to "A" & "C". "B" will remain behind as a Training unit, so it can be stripped of its veteran pilots and maxed out with Claudes and Replacements.
- Zuiho Kates transfer to Zuiho and set resize to 30.
- Hosho Jeans transfer to Hiroshima Airbase and fill out the unit with 12 Jean airframes. At the same time, return all those veteran pilots to the pool and add raw replacements. This is now a training unit. Since there are 71 Jeans in the pool, when KB eventually comes to town, I'd advise loading this unit aboard a big carrier and resizing up to 70 or more! Now THAT'S a training unit!
- Hosho Claudes transfer to Hosho and set resize to 20.
- Chiyoda Petes transfer to Hiroshima Airbase and fill out the unit with 8 Pete airframes. At the same time, return all those veteran pilots to the pool and add raw replacements. This is now a training unit.
- Chiyoda Jakes transfer to Chiyoda and set resize to 24. You only have 4 pilots, so this is good time add 20 veterans (many of which will come from the Pete unit you just eviscerated).

2d) Do a ton of other stuff and hit "End Turn"

3) At the start of Turn 4, the last three units have resized, and it's time to flesh out our Mini KBs and get rolling:

3a) Ryujo: Nothing major here. At this point you might be able to land the A & B Kates from Taiyo, but there's no real hurry. Another turn or two won't hurt matters (you're sort of stuck for a few turns anyway, since it takes a while for all those new Veteran Pilots to arrive)

3b) Taiyo: Much the same. Can't do much for the next turn or two but by the time she merges with Ryujo's TF, most of the airframes in Takao will be repaired and ready to fly back to "Mini KB #1"

3c) The Resizing in Hiroshma is complete so it's time to make the final transfers, assemble "Mini KB #2", and sail off into harm's way:
- Hosho Jeans (no further action)
- Hosho Claudes transfer to Hiroshima Airbase and fill out the unit with 4 Claude airframes. At the same time, return all those veteran pilots to the pool and add raw replacements. This is now a training unit.
- Zuiho Kates divide into 3 sections, with "C" transferring to Hosho, while "A" and "B" remain behind on Zuiho. Add roughly 6 airframes apiece to flesh out each section (veteran pilots were added last turn)
- Zuiho Claudes Section "A" transfers to Zuiho and Section "C" transfers to Hosho. Note: Once you have a large enough pool of Zeros, you may want upgrade Section "B" to the Zero and then swap it for the Kate "B", but at this stage of the war a fully functional Kate is more valuable than a Claude.
- Chiyoda Petes (no further action)
- Chiyoda Jakes (no further action)

3d) So what does "Mini KB #2" look like?
- Zuiho (30 max) = Zero A (10) + Kate A (10) + Kate B (10) = 30
- Hosho (20 max) = Zero C (10) + Kate C (10) = 20
- Chiyoda (24 max) = Jakes (24)
Which is a sizable improvement over the striking power and flexibility of this task force just two turns earlier!

So there you have it, by Turn #5 you should have two Mini KB's with a nearly full consignment of aircraft, able to protect themselves, safeguard invasion TFs, and do some damage along the way! Banzai, JFBs, Banzai!

< Message edited by Kull -- 11/16/2012 1:13:27 AM >


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RE: Japanese CVL Air Unit Resize - Turns 2-5 Strategy - 11/13/2012 11:27:31 AM   
btbw

 

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You know - you can resize in first turn wit no transfers and immediately result?

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RE: Japanese CVL Air Unit Resize - Turns 2-5 Strategy - 11/13/2012 6:22:12 PM   
Kull


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I tried 5 different starts, and played as far as 5 turns into the game - until the carriers were emptied, the air units aboard would not resize. Since I'm changing the unit sizes to the max per ship, maybe that's the reason my results are different from yours.

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RE: Japanese CVL Air Unit Resize - Turns 2-5 Strategy - 11/13/2012 6:22:48 PM   
jmalter

 

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post #2 in this thread
http://www.matrixgames.com/forums/tm.asp?m=2412310
lays out the rules for carrier airgroup resize limits.

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RE: Japanese CVL Air Unit Resize - Turns 2-5 Strategy - 11/13/2012 6:33:24 PM   
Kull


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quote:

ORIGINAL: jmalter

post #2 in this thread
http://www.matrixgames.com/forums/tm.asp?m=2412310
lays out the rules for carrier airgroup resize limits.



Those rules might have been true in 2010, but I can state categorically, they are NOT true now. For example, let's consider "Rule #1":

quote:

a) if only one group on the CVx, then new size is 9/10 of CV capacity.


Well, I just changed 5 groups to the max size of the carrier, and did so on Turn #1. According to that rule, it's impossible.

Pretty sure that those rules come from back in the day when "resize to fit ship" was an esoteric function that resulted in all sorts of odd unit sizes. With the new ability to manually set the resize number up to max carrying capacity of any carrier, the rules have changed. What wasn't obvious (to me anyway), is that you needed to empty the carrier of all other units in order to get the resize to function at all, when max sizes are selected.

< Message edited by Kull -- 11/13/2012 6:36:40 PM >


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RE: Japanese CVL Air Unit Resize - Turns 2-5 Strategy - 11/13/2012 7:02:43 PM   
btbw

 

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quote:

ORIGINAL: Kull

I tried 5 different starts, and played as far as 5 turns into the game - until the carriers were emptied, the air units aboard would not resize. Since I'm changing the unit sizes to the max per ship, maybe that's the reason my results are different from yours.

If you have target change size for full capacity then yes you need unload.
But if you want fill mini-KB then just change type of a/c (Claude to Zero etc.), add planes to groups and set new size, save game and load again. You have new size groups.
Fill again with planes and pilots but not more then capacity+110%.

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RE: Japanese CVL Air Unit Resize - Turns 2-5 Strategy - 11/13/2012 8:42:11 PM   
Q-Ball


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You don't have to remove any units to re-size them up to the capacity of the CV. Just type the size you want, create a TF, and then disband the ship again. After you disband the ship, you'll see that the groups have re-sized.



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RE: Japanese CVL Air Unit Resize - Turns 2-5 Strategy - 11/13/2012 8:50:35 PM   
Kull


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quote:

ORIGINAL: btbw
If you have target change size for full capacity then yes you need unload.


Exactly. But I have searched the forums rather diligently and couldn't find any posts where that information was explicitly stated.

quote:

But if you want fill mini-KB then just change type of a/c (Claude to Zero etc.), add planes to groups and set new size, save game and load again. You have new size groups.
Fill again with planes and pilots but not more then capacity+110%.


But I'm not just trying to create a mini-KB, but rather to make maximum use of the available air groups. The method I listed above allows you to create a full complement of aircraft for 3 CVLs and one CVE, using only the aircraft from two of them. And still provides you a new Fighter AND a new Torpedo bomber training group for the IJN (a rare and important commodity). Plus, you can grow both groups to 70+ size units and fill them with aircraft (Jeans and Claudes) that exist in abundance, but are of little use on the front lines.

A pretty useful strategy, wouldn't you agree?

Oh, and I tried your suggestion to "resize, save, and reload". It doesn't work with "max resizing" - even when there's only one unit left on the carrier.

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RE: Japanese CVL Air Unit Resize - Turns 2-5 Strategy - 11/13/2012 9:01:51 PM   
Kull


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quote:

ORIGINAL: Q-Ball

You don't have to remove any units to re-size them up to the capacity of the CV. Just type the size you want, create a TF, and then disband the ship again. After you disband the ship, you'll see that the groups have re-sized.


You are only half right. Open a new scenario. Set the Claudes on Zuiho to 30 and do the same with the Kates. Create and then Disband the TF. Neither unit will resize. Remove the Kates and do the same thing, but now with only the Claudes aboard. The unit will resize.

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RE: Japanese CVL Air Unit Resize - Turns 2-5 Strategy - 11/13/2012 9:30:32 PM   
SqzMyLemon


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quote:

ORIGINAL: Kull

But I'm not just trying to create a mini-KB, but rather to make maximum use of the available air groups. The method I listed above allows you to create a full complement of aircraft for 3 CVLs and one CVE, using only the aircraft from two of them. And still provides you a new Fighter AND a new Torpedo bomber training group for the IJN (a rare and important commodity). Plus, you can grow both groups to 70+ size units and fill them with aircraft (Jeans and Claudes) that exist in abundance, but are of little use on the front lines.

A pretty useful strategy, wouldn't you agree?

Oh, and I tried your suggestion to "resize, save, and reload". It doesn't work with "max resizing" - even when there's only one unit left on the carrier.


I'd make sure your opponent is ok with this. When I first joined the forum, I remember a pretty heated debate over naval air units that had been resized based on the larger CV's. It's something that needs to be understood between players from day one as it seems to be an unwritten house rule that this function won't be abused. I'm not saying it's right or wrong, it just needs to be clear to both sides that it's acceptable or not. If you're playing the AI then power to you.

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RE: Japanese CVL Air Unit Resize - Turns 2-5 Strategy - 11/14/2012 12:22:11 AM   
btbw

 

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quote:

ORIGINAL: Kull
Oh, and I tried your suggestion to "resize, save, and reload". It doesn't work with "max resizing" - even when there's only one unit left on the carrier.

For example Chiyoda:

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RE: Japanese CVL Air Unit Resize - Turns 2-5 Strategy - 11/14/2012 1:36:58 AM   
Kull


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quote:

ORIGINAL: SqzMyLemon

I'd make sure your opponent is ok with this. When I first joined the forum, I remember a pretty heated debate over naval air units that had been resized based on the larger CV's. It's something that needs to be understood between players from day one as it seems to be an unwritten house rule that this function won't be abused. I'm not saying it's right or wrong, it just needs to be clear to both sides that it's acceptable or not. If you're playing the AI then power to you.


Completely agree that PBEM players need to be comfortable with one another's strategies. My game is versus the AI and PDU is off. In this case I'm talking about taking obsolete airframes that are useless on the front lines and using them to populate units which are dedicated to training pilots - something the Japanese could have done fairly easily, if they'd chosen to do so. Frankly it's a lot more realistic than playing with PDU on, which most players don't have a problem with.

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RE: Japanese CVL Air Unit Resize - Turns 2-5 Strategy - 11/14/2012 2:06:56 AM   
Kull


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quote:

ORIGINAL: btbw


quote:

ORIGINAL: Kull
Oh, and I tried your suggestion to "resize, save, and reload". It doesn't work with "max resizing" - even when there's only one unit left on the carrier.

For example Chiyoda:


Interesting. That sparked an idea to do a few more tests. So here's my challenge back to you - Leave the Pete alone, but instead try to resize the 4-plane Jake unit on Chiyoda. It won't. But it WILL resize the Pete, all the way up to 24 (not just the 18 you used in your example). I'm guessing that's related to the small size of the Jake unit, such that it doesn't inhibit expansion of the Pete, even when both share the same deck.

However. Try your experiment with Hosho and Zuiho while they each carry two units, and it will not work. But it WILL work if you only have one unit on each carrier (I tested that earlier today and it didn't seem to work - hence my quote above - but after testing again this evening, it definitely does).

So many thanks to you and Q-Ball for pushing back. Although neither of you was entirely correct, neither was I, and it forced some additional testing that has given even greater insight into the workings of the "resize" mechanism.

Gonna have to revisit the original post - I can now shave even more time off the conversion process!

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RE: Japanese CVL Air Unit Resize - Turns 2-5 Strategy - 11/14/2012 3:01:53 AM   
btbw

 

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I resized Zuiho and Hosho too.

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RE: Japanese CVL Air Unit Resize - Turns 2-5 Strategy - 11/14/2012 3:45:46 AM   
Kull


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quote:

ORIGINAL: btbw

I resized Zuiho and Hosho too.


I've tested it 8 ways to Sunday, and it doesn't work with both units on the carrier. Post a Day2 save showing that you have both units on the Carriers and both are fully resized.

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RE: Japanese CVL Air Unit Resize - Turns 2-5 Strategy - 11/14/2012 5:35:13 PM   
fodder


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This thread reminds me of the Abbott and Costello sketch "Who's on first?"

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RE: Japanese CVL Air Unit Resize - Turns 2-5 Strategy - 11/15/2012 8:53:36 PM   
Kull


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quote:

ORIGINAL: fodder

This thread reminds me of the Abbott and Costello sketch "Who's on first?"


There was a dual intent - a specific strategy to maximize Japanese carrier borne assets, but also the desire to point out that some of the conventional wisdom on air unit resizing is flat out wrong.

I'm no expert on AE, Japan in particular, but I am pretty thorough in my testing and know how to perform a forum search. And some ofthe dialogue in this thread was helpful insofar as part of Q-Ball's post was correct in - the "Resize-Create TF-Disband TF" process does work - albeit not when multiple air units on the carrier are all set to max resize. But several people posted in here to indicate that either a) the rules were known and already posted (Answer: they are from 2010 and most are obsolete) or b) that any number of air units can be resized at the same time to at any level. And that's pretty clearly not true either.

Hopefully others will be able to read through the chatter and pull out some of the important takeways on "how to resize your carrier air units".

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RE: Japanese CVL Air Unit Resize - Turns 2-5 Strategy - 11/15/2012 10:29:50 PM   
LoBaron


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quote:

ORIGINAL: SqzMyLemon

quote:

ORIGINAL: Kull

But I'm not just trying to create a mini-KB, but rather to make maximum use of the available air groups. The method I listed above allows you to create a full complement of aircraft for 3 CVLs and one CVE, using only the aircraft from two of them. And still provides you a new Fighter AND a new Torpedo bomber training group for the IJN (a rare and important commodity). Plus, you can grow both groups to 70+ size units and fill them with aircraft (Jeans and Claudes) that exist in abundance, but are of little use on the front lines.

A pretty useful strategy, wouldn't you agree?

Oh, and I tried your suggestion to "resize, save, and reload". It doesn't work with "max resizing" - even when there's only one unit left on the carrier.


I'd make sure your opponent is ok with this. When I first joined the forum, I remember a pretty heated debate over naval air units that had been resized based on the larger CV's. It's something that needs to be understood between players from day one as it seems to be an unwritten house rule that this function won't be abused. I'm not saying it's right or wrong, it just needs to be clear to both sides that it's acceptable or not. If you're playing the AI then power to you.


I would see escessive unit resizing as gamey. The line what is defined as gamey though is obviousely difficult to define. Rsizing all those 9 plane units into 70+ squads and use them as training groups I am
usually fine. If you combine this with the production system though, turn them into frontline combat units with 2nd or 3rd generation planes, this I would have a slight problem with.



Could somebody please explain the "resize, save, and reload" method to me? never heard of this.

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RE: Japanese CVL Air Unit Resize - Turns 2-5 Strategy - 11/16/2012 1:07:50 AM   
Kull


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quote:

ORIGINAL: LoBaron

Could somebody please explain the "resize, save, and reload" method to me? never heard of this.


I ran a few more tests just make sure I fully understand all the ins and outs:

1) You do NOT need to save in order for this process to work. Open up almost any scenario, playing as Japan, with the Historical first turn off (so it will load on December 7th). The method I'm about to describe works perfectly in this set-up, and the game hasn't even been saved once at this point. Worth noting that it works on every subsequent turn as well. So, for the record: "Saving is Not Required"

2) CVL Zuiho is in Hiroshima Port, and is carrying a Size 12 Claude and a Size 9 Kate unit aboard. Change the resize setting on each plane from "Do Not Resize" to "Resize to Fit Ship" (a single click - NOT the setting where you can type in a number).

3) Now create an Air Combat TF (all you need in the TF is Zuiho alone). Then disband the TF.

4) Look at the two air units aboard Zuiho and you will see that BOTH have resized - the Claudes to 18 and the Kates to 12.

And for those wondering, "But wait Kull, you've spent half this thread saying that's impossible!! What gives??"

The answer is, I want BOTH units to max out at the full aircraft load of the carrier. And the method described above will not work when that is your goal. In order to get both units up to the max size of Zuiho, the method changes as follows:

5) You don't even need to load a new game. Find the Claude unit and click the Resize text twice (maybe 3 times) until a text box appears. This will let you type in any unit size number up to 30 (which is the max carrying capacity of Zuiho. If you tried the same thing with Hosho, for example, it won't let you type in a number higher than 20. Anyway, set the Claude to 30, and just for grins, set the Kate unit to 30 as well.

6) Now create an Air Combat TF (all you need in the TF is Zuiho alone). Then disband the TF.

7) Look at the two units aboard Zuiho and you will see that NEITHER has resized - both remain at 18 and 12 (or 12 and 9 if you were starting fresh with unaltered units)

8) Now remove the Kate from the carrier, create the Air Combat TF, disband the TF, and check the unit size of the Claudes. And it's 30. Note that you can resize the thing as many times as you want, see the changes take effect, and not save the game once.

9) Now you will have to not only save, but complete a full turn. Once it's done, unload the Claude, load the Kate (make sure she is set to "Resize to 30".

10) By now you know the drill. Create the Air Combat TF, disband the TF, and check the unit size of the Kates. And it's 30.

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RE: Japanese CVL Air Unit Resize - Turns 2-5 Strategy - 11/16/2012 4:11:25 AM   
John 3rd


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Heck. I had Shokaku and Zuikaku at Singers upgrading in July 1942 and decided to use their Vals and Kates to attack Lew's forces at Benkoelen. Left the Zero Daitai to train at 100%. Couple of turns later a check and find that they automatically resized to 90% of Sho--Zui capacity. I got two 60+ plane units THAT I DIDN'T WANT. Nuts...


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RE: Japanese CVL Air Unit Resize - Turns 2-5 Strategy - 11/16/2012 4:26:18 AM   
Q-Ball


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quote:

ORIGINAL: John 3rd

Heck. I had Shokaku and Zuikaku at Singers upgrading in July 1942 and decided to use their Vals and Kates to attack Lew's forces at Benkoelen. Left the Zero Daitai to train at 100%. Couple of turns later a check and find that they automatically resized to 90% of Sho--Zui capacity. I got two 60+ plane units THAT I DIDN'T WANT. Nuts...



It's easy to shrink them back though.......just pick a plane size to re-size to, "upgrade" to Claudes, then upgrade again back to Zeros. That should do the trick.

It's a bit of a pain though

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RE: Japanese CVL Air Unit Resize - Turns 2-5 Strategy - 11/16/2012 6:41:09 AM   
LoBaron


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quote:

ORIGINAL: Kull

quote:

ORIGINAL: LoBaron

Could somebody please explain the "resize, save, and reload" method to me? never heard of this.


I ran a few more tests just make sure I fully understand all the ins and outs:

1) You do NOT need to save in order for this process to work. Open up almost any scenario, playing as Japan, with the Historical first turn off (so it will load on December 7th). The method I'm about to describe works perfectly in this set-up, and the game hasn't even been saved once at this point. Worth noting that it works on every subsequent turn as well. So, for the record: "Saving is Not Required"

2) CVL Zuiho is in Hiroshima Port, and is carrying a Size 12 Claude and a Size 9 Kate unit aboard. Change the resize setting on each plane from "Do Not Resize" to "Resize to Fit Ship" (a single click - NOT the setting where you can type in a number).

3) Now create an Air Combat TF (all you need in the TF is Zuiho alone). Then disband the TF.

4) Look at the two air units aboard Zuiho and you will see that BOTH have resized - the Claudes to 18 and the Kates to 12.

And for those wondering, "But wait Kull, you've spent half this thread saying that's impossible!! What gives??"

The answer is, I want BOTH units to max out at the full aircraft load of the carrier. And the method described above will not work when that is your goal. In order to get both units up to the max size of Zuiho, the method changes as follows:

5) You don't even need to load a new game. Find the Claude unit and click the Resize text twice (maybe 3 times) until a text box appears. This will let you type in any unit size number up to 30 (which is the max carrying capacity of Zuiho. If you tried the same thing with Hosho, for example, it won't let you type in a number higher than 20. Anyway, set the Claude to 30, and just for grins, set the Kate unit to 30 as well.

6) Now create an Air Combat TF (all you need in the TF is Zuiho alone). Then disband the TF.

7) Look at the two units aboard Zuiho and you will see that NEITHER has resized - both remain at 18 and 12 (or 12 and 9 if you were starting fresh with unaltered units)

8) Now remove the Kate from the carrier, create the Air Combat TF, disband the TF, and check the unit size of the Claudes. And it's 30. Note that you can resize the thing as many times as you want, see the changes take effect, and not save the game once.

9) Now you will have to not only save, but complete a full turn. Once it's done, unload the Claude, load the Kate (make sure she is set to "Resize to 30".

10) By now you know the drill. Create the Air Combat TF, disband the TF, and check the unit size of the Kates. And it's 30.


Thanks for the explanation!

I knew the part where you can only resize to the max space available on a carrier (which results in 18 when the max is 30 and a 12 plane unit is also on the flight deck).
I had not idea about the rest!

_____________________________


(in reply to Kull)
Post #: 22
RE: Japanese CVL Air Unit Resize - Turns 2-5 Strategy - 11/16/2012 3:19:43 PM   
Kull


Posts: 2625
Joined: 7/3/2007
From: El Paso, TX
Status: offline
quote:

ORIGINAL: Q-Ball

It's easy to shrink them back though.......just pick a plane size to re-size to, "upgrade" to Claudes, then upgrade again back to Zeros. That should do the trick.

It's a bit of a pain though


Are we certain that's true, however? KB's air units are a special case, since their only resize options are "No resize" or "Resize in July 1942". At least until July, you can't bring up the unit size text box. But after July, if KB's air units have the same three options as, for example, Zuiho, I would think the method outlined in the post above would work equally well. In other words, no upgrading of units required, just setting the unit size while the carrier is disbanded, creating the TF, and then disbanding to get the desired unit number.

I'm a looong way off from July, however, so I can't test this.

_____________________________


(in reply to Q-Ball)
Post #: 23
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