Anthropoid
Posts: 3107
Joined: 2/22/2005 From: Secret Underground Lair Status: offline
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quote:
I am finding that reaction ranges are somewhat irrelevant. I have the impression that this is mostly relevant to whether a TF that is on patrol, following, escourting, or otherwise not moving to a specific DH, and set to be aggressive will move off to attack something that is spotted at the beginning of the turn? Say for example, you have a TF set to Patrol Guam, and an enemy TF is spotted moving south of Guam by 3 hexes. If you have reaction set to three, it'll move out and attack if it is set to surface combat, and all the various checks are made (morale, leader aggress, etc.). Right? I've found that when I am raiding with several TFs going in waves setting the reaction range seems to help each one know what to do. quote:
I am finding that it's all about details. Making sure your forces are set not to retire when you want them to stand ground - it's incredibly sad when your ships pull back having expended 5% of their ammo when they could keep on killing. Making sure your troops are fueled - the last thing you want to see on the front lines is self-refueling TFs (BBs feeding DDs) - their speeds halve on the spot. Amazing detailed game isn't it. quote:
I am finding that 4BB 4DD is a good combo for USN. I am finding that a good TF is one that has 1-2 identical ones following it. Really. I'll have to try that. quote:
I am finding it's all about the ending hex during the night/day movement phases - so learn the ships, learn their speeds, monitor their movements. If you see a Japanese CA can you guesstimate its damage, it's speed, where is it going to pause? I think you are absolutely correct. quote:
Oh and don't double-stack subs. Pointless. Are you sure about this point? I had the understanding that they work better as single boat TFs, but does that necessarily mean that anything more than one sub in a hex is "overkill?" I've noticed (and maybe this is just anecdotal, and not accurate) that when I have 2 or 3 one-ship sub TFs in a hex they tend to have more encounters, fire more torpedoes, and sink more ships. Though most of the time I set them to patrol spead out in single-boat per hex lines. Just when I spot a vulnerable target, the converge!
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