Moondawggie
Posts: 403
Joined: 10/18/2003 From: Placer County CA Status: offline
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Mike, DEBs comments are right on! (I'd hate to go up against him in a PBEM game, but I'm not up to that level just yet.) IMHO, APs and AKs are just as valuable as major combatants, and need to be protected accordingly. Having huge numbers of infantry, armor, combat engineers, etc, "stuck" at Noumea or Brisbane isn't such a bad thing---when they are positioned there, they retrain, reprovision, and most importantly, resupply from a bottomless check-book of computerized wealth every turn----if you move them to a forward base and then have them sit around for months at a time, then you have to run huge convoys to replace the supplies they consume; the need in terms of AKs, APs, etc., to run continuous supply convoys from Noumea/Brisbane to whereever the heck you sent them impede your ability to load troops for actual assaults. To me, in a game, this constitutes an unnecessary logistics nightmare, although someone with "real world S-4" experience might find it fascinating... So, IMHO, it is OK to leave them in Noumea or Brisbane until you absolutely need to transport them to the combat zone for serious action, and then---fully rested, undisrupted from enemy air activity, and really pissed off that they are no longer able to hit the bars in some backwater port---turn them loose for a brief violent period until they take their objective. I also like to kill any enemy transport asset whenever I find one---that was the approach the USN subs actually took in WW2, and it works just as well in Uncommon Valor. As we used to say in the WestPac: "Fighter pilots make exciting movies, and attack pilots make history, but logistics wins wars..." Moondawggie
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"The Yankees got all the smart ones, and look where it got them." General George Pickett, the night before Gettysburg
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