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RE: Newbie - 5/28/2007 2:05:12 AM   
Lord Martin

 

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I think I´ve got som grip about the ships now. I´ve still much to lear, but atleast I don´t try to intercept enemy carriers with APDs anymore :)

One thing I don´t understand yet is the factories. I´ve read that as Japan can controll the air-plane production, but not as the Allies. Is that right?
So as the allies my only concern is to make sure my industry has enough supply?

And one thing more, I´m understand that it´s possible to expand the factories. If I´m correct, how do I do it? I´ve only seen the port, airfield and fortification expand buttons.

(in reply to rockmedic109)
Post #: 61
RE: Newbie - 5/28/2007 3:15:44 AM   
rockmedic109

 

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You can't expand factories as allies. 

Japanese can control air plane production to a point.  I don't quite understand how myself because I play as Allies. 

As Allies, you really do not need to worry about allied industry.  It will run itself and what doesn't isn't needed.  You can move oil to Australia and India {I think} for a little extra supply and fuel but it's not needed imo. 

Moving oil and resources out of DEI {Where Japan will capture it} is something to think about.  You won't need it, but denying it to Japan is a good thing.

(in reply to Lord Martin)
Post #: 62
RE: Newbie - 5/28/2007 4:05:53 AM   
dtravel


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quote:

ORIGINAL: rockmedic109
AGP is the PT boat tender.  At a size 3 port with 3000 supplies, they will reload the PT boats torpedoes...otherwise you need a size 9 port.....which usually has less of a need for PT boats.


Changed in one of the later patches. Any size three port will reload PTs' torpedoes.

quote:

APD is a fast transport vessel....useful in small {one battalion} invasions.  I've read somewhere that the fast transport mission is bugged.


The "pickup troops" function of Fast Transport is broken. Does not work, never did.

quote:

LSD, LST, etc....these are your landing craft.  They are able to dump ALL of their troops in one turn.  a very useful ability., particuliarly in atoll landings.  They also produce to lowest casulties in landings.  Speaking of which, having a lot of prep points {100!} is also extremely desired for landings. 


The bigger ones (LSD, LSV) will take two turns. All the other landing craft will usually do it in one turn but that's more because their carrying capacity is so small. APs and AKs of the same size would unload just as fast, if you had any that small.


_____________________________

This game does not have a learning curve. It has a learning cliff.

"Bomb early, bomb often, bomb everything." - Niceguy

Any bugs I report are always straight stock games.


(in reply to rockmedic109)
Post #: 63
RE: Newbie - 5/28/2007 4:55:15 AM   
RUPD3658


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quote:

ORIGINAL: dtravel

The "pickup troops" function of Fast Transport is broken. Does not work, never did.



I have to disagree. I have used this to great success in stock ver 1.08.04.

After forming a FT TF you hit the "Load troops" or "Load only troops" button. When the choice of units comes up you hit the "Pick up unit" button (in the middle bottom of the screen). The choose the unit you want and click on THE LOCATION of the unit and the TF will dutifully go and get it.

Pick up troop also works just fine for air transport. To use this set the mission to "Troop transport" and select the base you want to pick the troops up FROM. The "Pick up troops" button will then become active. Select the unit you want and the AC will pick it up.

I have only used these under ver 1.08.04 so I can not confirm if that patch fixed it but it has worked just fine for me.


_____________________________

"The difference between genius and stupidity is that genius has limits"- Darwin Awards 2003

"No plan survives contact with the enemy." - Field Marshall Helmuth von Moltke


(in reply to dtravel)
Post #: 64
RE: Newbie - 5/28/2007 5:18:37 AM   
dtravel


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Well, I've never been able to get the "pickup troops" function of Fast Transport TFs to work since release and the air transport "pickup troops" stopped working for me a couple patches ago.

And yes, I do know how to issue the orders correctly.  I was sending save games in for FT TFs two and a half years ago and the Matrix programmers couldn't explain why it doesn't work either.

_____________________________

This game does not have a learning curve. It has a learning cliff.

"Bomb early, bomb often, bomb everything." - Niceguy

Any bugs I report are always straight stock games.


(in reply to RUPD3658)
Post #: 65
RE: Newbie - 5/28/2007 5:21:44 AM   
Cpt Sherwood

 

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I kind of remember that the FT pickup troops worked sometimes and didn't work other times, but no one could figure out why that was.

I know that Air Transport pickup troops works fine in 1.804, I have been using it quite a bit.

< Message edited by Cpt Sherwood -- 5/28/2007 5:22:20 AM >

(in reply to dtravel)
Post #: 66
RE: Newbie - 5/28/2007 5:26:22 AM   
RUPD3658


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Like I said it has worked fine for me. I am playing japan late in the war and have been using bothto evacuate bases that are under the Allied air umbrella.

Stock scn 15 ver 1.08.04

I posted the proceedure for issing orders since it is counter intuative. It took me a while to figure out how to use it since it does not follow a logical order. The "Pick up unit" should have been on the orders screen and the unit to be selected would have been a more logical choice for selecting the unit you want to pick up than clicking on that unit's location.

Yet another example of the learning cliff.

_____________________________

"The difference between genius and stupidity is that genius has limits"- Darwin Awards 2003

"No plan survives contact with the enemy." - Field Marshall Helmuth von Moltke


(in reply to dtravel)
Post #: 67
RE: Newbie - 5/28/2007 5:31:25 AM   
Cpt Sherwood

 

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quote:

ORIGINAL: RUPD3658

Like I said it has worked fine for me. I am playing japan late in the war and have been using bothto evacuate bases that are under the Allied air umbrella.

Stock scn 15 ver 1.08.04

I posted the proceedure for issing orders since it is counter intuative. It took me a while to figure out how to use it since it does not follow a logical order. The "Pick up unit" should have been on the orders screen and the unit to be selected would have been a more logical choice for selecting the unit you want to pick up than clicking on that unit's location.

Yet another example of the learning cliff.


I remember it not working before. The FTTF would pick up the troops but never unload them anywhere. I do not remember which patch we were using at that time. I was trying to FT a BF from Malaya to the Andaman Islands. The base force just disappeared a few squads at a time. I haven't tried it in a long time. I might try if I ever get a turn back.

< Message edited by Cpt Sherwood -- 5/28/2007 5:33:26 AM >

(in reply to RUPD3658)
Post #: 68
RE: Newbie - 5/28/2007 5:41:54 AM   
RUPD3658


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The only problem I have had is that sometimes the TF returns to the home port with the picked up unit but does not unload until done manually. I play 2 day turns so I don't know if this has any effect.

I have had more problems with FT TFs not going to a base with the units it claimed to have just loaded.

< Message edited by RUPD3658 -- 5/28/2007 5:42:40 AM >


_____________________________

"The difference between genius and stupidity is that genius has limits"- Darwin Awards 2003

"No plan survives contact with the enemy." - Field Marshall Helmuth von Moltke


(in reply to Cpt Sherwood)
Post #: 69
RE: Newbie - 5/28/2007 8:41:56 AM   
dtravel


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As I recall, the Fast Transport TFs would go to the target base and then turn around without actually loading anyone or anything.

But even if I trusted it to work (which I don't), I wouldn't bother with it because the airstrike targeting priorities are: 1) APDs; 2) ML & DM; 3) CV & BB; 4) everything else.  Yes, I am quite certain of that and no, I am not joking.  I've seen it happen too many times.

(edited for typo)

< Message edited by dtravel -- 5/28/2007 8:44:00 AM >


_____________________________

This game does not have a learning curve. It has a learning cliff.

"Bomb early, bomb often, bomb everything." - Niceguy

Any bugs I report are always straight stock games.


(in reply to RUPD3658)
Post #: 70
RE: Newbie - 5/28/2007 6:19:58 PM   
RUPD3658


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I have been picking up units from (classified) which is at the extreme end of the Allied air umbrella. The FT TF goes in at night and is back out of LBA range by the day air phase ala the old Tokyo Express.

I avoid having anyone in range of Allied LBA come daybreak. I am agressive, not suicidal.

I only started doing this in the last month or 2 (real time) and have not had any problems so it may be that the problem was fixed in 1.08.04.

End result is that the Newbie should now know that he has a few more options for getting cut off troops back into the fight.

_____________________________

"The difference between genius and stupidity is that genius has limits"- Darwin Awards 2003

"No plan survives contact with the enemy." - Field Marshall Helmuth von Moltke


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Post #: 71
RE: Newbie - 5/28/2007 7:19:17 PM   
qgaliana

 

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quote:

ORIGINAL: RUPD3658

The only problem I have had is that sometimes the TF returns to the home port with the picked up unit but does not unload until done manually. I play 2 day turns so I don't know if this has any effect.

I have had more problems with FT TFs not going to a base with the units it claimed to have just loaded.


Haven't used it in a while but it worked fine for me early in my current game evacuating Singapore. I just had the same issue of having to explicitly issue an 'unload' order when they got back to home port (1.804 game).

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Post #: 72
RE: Newbie - 5/29/2007 12:20:53 AM   
mc3744


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I used Fast TF several times (with the Allies) to pick up troops.
Once in a while they don't, but mostly it worked for me.

Pick up troops with air transports can be trickier. In New Guinea (with the Allies) there are a few bases (i.e. Buna) where it doesn't work. But mostly it does, both with Allies and Japs.

Of course if you paradrop on a base with airfield size 0, then you need to pick up with float planes.

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Post #: 73
RE: Newbie - 5/29/2007 2:27:29 AM   
terje439


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Since this is allready a newbie post, I'll just hijack this instead of creating a new one

I have started to play the game, and have tons of hours behind strategic/tactical games, as well as heaps of hours on UV. This game is getting to me however

So my Questions would be;
1. Is the only way to get my planes out of the Philliphines to
a) load them on ships that would then be sunk by allied planes
b) spend my political (?) points on first making them dutch, and then ANZAC and
then American again?
2. Am I doing something wrong, or are the starting planes located on my US carriers just
that bad? Tried to use my two Pearl based carriers to strike back at the Japanese strike
force, and the result? No damage to any Japanese ship, and my entire task force
became submerged
3. Is there any way I can chose not to produce certain plane types? I tried to click on the
plane names at the factories but that seems to do nothing.
4. The AV(D) adds 12 aircraft "slots" to a base?
5. Am I supposed to get any ground units out of the Philliphines (MacArthur springs to
mind) or just let them stay there and die?
6. How do I get my airgroups to attack IN FORCE, and not just 3-4 planes at a
time?
7. Is it possible to target a specific naval group to attack? After all if I know that the
Japanese carriers are just outside the Philipphines, I would not send my planes to
attack a merchant fleet...


If these Qs have all been answered previously (they probably have ) I am sorry.

Any help is apreciated!
Terje

(in reply to mc3744)
Post #: 74
RE: Newbie - 5/29/2007 3:08:42 AM   
Cpt Sherwood

 

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1. Only b will work. You can not load aircraft of a restricted command on a ship. Just pay to switch them to SWPac and fly them out when you want to.

2. Do not try to engage the entire KB with your two CVs. Your aircraft are not very good, your pilots are good but not as good as the IJN ones. You are greatly inferior in numbers.

3. Do not worry about stoping any Allied production. It is set in concrete and can not be changed.

4. AVs and AVDs will service Patrol aircraft only. They are useful to provide PBY support at minor bases.

5. Mostly they die. You have to switch them to an unrestriced command and then try to run a gauntlet. You can move smaller forecs( base forces, etc. using Subs or transport aircraft )

6. When you find out, let the rest of us know. The problem is that you need to get your pilots more experience, better leadership, and Air HQs amoung other things.

7. No. The local commander selects which Naval target to attack.

Good luck and ask any more questions you want.

(in reply to terje439)
Post #: 75
RE: Newbie - 5/29/2007 11:57:24 AM   
terje439


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quote:

ORIGINAL: Cpt Sherwood

1. Only b will work. You can not load aircraft of a restricted command on a ship. Just pay to switch them to SWPac and fly them out when you want to.

Ah feared as much. The question about command points (or what they are called) then would be, how do I get more of them? Is it a set ammount, or can I increase it somehow? I am aware that I can trade British ships for points later on, but I need heaps of points now hehe.

quote:


2. Do not try to engage the entire KB with your two CVs. Your aircraft are not very good, your pilots are good but not as good as the IJN ones. You are greatly inferior in numbers.

Yea, but still every one of my planes were shot down (atleast no transfer were being made from my CVs to Midway which was in range), and I only shot down 8 zeros and a total of 13 bombers...
Which makes me wonder if the default altitude settings are subpar?

quote:


3. Do not worry about stoping any Allied production. It is set in concrete and can not be changed.

Ok, so I will need to spend industry on planes I do not want then

quote:


4. AVs and AVDs will service Patrol aircraft only. They are useful to provide PBY support at minor bases.

The Catalina type aircraft only you mean? Not recon planes and cargo planes?

quote:


5. Mostly they die. You have to switch them to an unrestriced command and then try to run a gauntlet. You can move smaller forecs( base forces, etc. using Subs or transport aircraft )

ok so which ground units are the most crucial to the Allies early on?

quote:


6. When you find out, let the rest of us know. The problem is that you need to get your pilots more experience, better leadership, and Air HQs amoung other things.

So basically its best to let your pilots do nothing but training the first monts or so?

quote:


7. No. The local commander selects which Naval target to attack.

Ah! Well how do I get commanders that know how to prioritze?

quote:


Good luck and ask any more questions you want.

Hehe just did

Thanks for the help!
Terje

(in reply to Cpt Sherwood)
Post #: 76
RE: Newbie - 5/29/2007 1:25:45 PM   
rockmedic109

 

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1. You will get 50 points a day. If you want to change that, you will have to go into the Scenario Editor, edit it and restart.

2. Japanese get the Zero Bonus. Starts at +5 to MVR and drops by one per month. This will make it much harder to shoot down his Zeros. You are better off hitting him where he has no Zeros for 5 months.

3. You don't have to spend any industry. You have no control over the industry. You will just get these planes. Yes, some you won't want but that happened IRL {P-400s?}.

4. Any float plane. PBY, PBM, Kingfishers, etc. No planes that land exclusively on land.

5. Having them die in place is not a bad thing. They slow the Japanese down, allowing you to build up a defense. The only units that would be nice to keep would be Base Forces, 4th Marines and Asiatic HQ.

6. There are a few cheating ways of getting experience. I don't use them anymore. Makes the game way too easy. But if you must know.....
a. Have your bombers make supply runs to the base they are stationed at. Runs their experience up quickly.
b. Bomb little dot islands. Something with very little value and very little defense. Gets experience without risking much. This is arguably not gamey, but I usually choose a target that has some reason to be attacked.

7. You don't. CVs are supposed to be the main target, but if you do not have enough escorts, your bombers won't fly against them. You could use commanders with higher agression ratings {Admirals and Squadron commanders}, but I do not know if it will help much.

Have fun!

(in reply to terje439)
Post #: 77
RE: Newbie - 5/29/2007 1:51:56 PM   
terje439


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quote:

ORIGINAL: rockmedic109

1. You will get 50 points a day. If you want to change that, you will have to go into the Scenario Editor, edit it and restart.

2. Japanese get the Zero Bonus. Starts at +5 to MVR and drops by one per month. This will make it much harder to shoot down his Zeros. You are better off hitting him where he has no Zeros for 5 months.

3. You don't have to spend any industry. You have no control over the industry. You will just get these planes. Yes, some you won't want but that happened IRL {P-400s?}.

4. Any float plane. PBY, PBM, Kingfishers, etc. No planes that land exclusively on land.

5. Having them die in place is not a bad thing. They slow the Japanese down, allowing you to build up a defense. The only units that would be nice to keep would be Base Forces, 4th Marines and Asiatic HQ.

6. There are a few cheating ways of getting experience. I don't use them anymore. Makes the game way too easy. But if you must know.....
a. Have your bombers make supply runs to the base they are stationed at. Runs their experience up quickly.
b. Bomb little dot islands. Something with very little value and very little defense. Gets experience without risking much. This is arguably not gamey, but I usually choose a target that has some reason to be attacked.

7. You don't. CVs are supposed to be the main target, but if you do not have enough escorts, your bombers won't fly against them. You could use commanders with higher agression ratings {Admirals and Squadron commanders}, but I do not know if it will help much.

Have fun!



Pretty much what I believed then, apart from 2+4, those were new to me, as well as your cheat options, but true, not very realistic, so not something I will do
And did not know that my bombercrews were chickens either

Thanks!
Terje

(in reply to rockmedic109)
Post #: 78
RE: Newbie - 5/29/2007 1:55:31 PM   
terje439


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New question popped into my head

Are all types of planes effective in naval attack? Does a B-17 compare to a Helldiver sort of ting? I am guessing/hoping that the pure naval airplanes do better than the level bombers. But what sort of naval targets can I expect my level bombers to do "ok" or better against, and how about fighter/bombers? And is there any use at all to set "normal" fighters to attack naval targets?

Again, thanks alot for any help!
Terje

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Post #: 79
RE: Newbie - 5/29/2007 2:32:55 PM   
terje439


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Yes it is me again, and yes I have yet another question

How does naval repair work? All my BBs are afloat but heavily damaged, and I think I read in the manual that they should be sent back to the west coast ports for repair. Do I need to have them in a fleet to be repaired? Or do I have to have disband the fleet when it reaches SF? Or do I need to keep them in a fleet and make sure that fleet is docked?

Terje

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Post #: 80
RE: Newbie - 5/29/2007 3:28:27 PM   
rockmedic109

 

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Do NOT send anything back to the west coast until it has 0 Flotation. Otherwise they can continue to leak and end up doing an Oklahoma on the way to SF {Oklahoma foundered on the way...1946, I think}.

You should read the manual carefully regarding ship repair. Basically, the higher the port size, the better the chance at repair. Note, I said chance. The bigger the ship, the smaller the chance. Battleships and Carriers need the largest port to really repair. A repair yard at the port gives ANOTHER chance {a possiblity of two repairs taking place} if the number of repair points exceeds the DUR of the ship. A repair yard can build up 4 days worth of repair points....thus a small 15 point repair yard will never have enough repair points to help in the repair of anything larger than a cruiser. A Naval HQ boosts the effective port size for repair determination {I think the Admin rating of the HQ commander has somthing to do with this}. Up to four ARs can be used to boost the effective port size {one each} for repair determination. Up to 2 ADs can be used the same way to repair DDs. Up to 2 AS can be used to similiarly repair subs. And if there is any "item" {radar, gun, etc} that is disabled on the ship, that item will not be repaired except at a repair yard. I probably missed something, but that is all I can think of right now.

If you have a ship that is flooding and will not make it to a major port, you can stop by a nearby level 1 or 2 port in the hopes that the small port will stop the flooding. Then, when flotation damage is back to 0, you can continue to the repair yard. Might save you a ship. Also, you can rush an AR to the aforementioned port to increase it's odds.

Dive bombers are the most accurate, though they take AA at the level they come in at and at 2000'. Torpedo planes take AA at the level they come in at and 200'. Torpedo planes are the best at causing Flotation damage which {obviously} is what causes a ship to sink.

Most of the battleships and some of the cruisers are nearly impervious to bombs {especially the 500 pounders}. The bombs will cause minor SYS damage, ruin equipment {AA guns, Radar, etc} and start fires.

The big four engine bombers seem to be more effective than they should be. I think this is due to the program giving a certain percent chance of a bomb hitting and the B-17/24/29 carry a LOT of bombs. Using 4e bombers on naval attack for anything short of a crucial base {Pearl, SF, etc} seems gamey. I also use them at higher altitudes {no lower than 11,000'} which may mitigate this somewhat.

(in reply to terje439)
Post #: 81
RE: Newbie - 5/29/2007 4:24:24 PM   
terje439


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quote:

ORIGINAL: rockmedic109

Do NOT send anything back to the west coast until it has 0 Flotation. Otherwise they can continue to leak and end up doing an Oklahoma on the way to SF {Oklahoma foundered on the way...1946, I think}.


Yup, taken care of, noone leaves Pearl before Fire and Flood is down to 0.

quote:

You should read the manual carefully regarding ship repair.

Nah pdf files and myself does not go along well

quote:

Basically, the higher the port size, the better the chance at repair. Note, I said chance. The bigger the ship, the smaller the chance. Battleships and Carriers need the largest port to really repair. A repair yard at the port gives ANOTHER chance {a possiblity of two repairs taking place} if the number of repair points exceeds the DUR of the ship. A repair yard can build up 4 days worth of repair points....thus a small 15 point repair yard will never have enough repair points to help in the repair of anything larger than a cruiser. A Naval HQ boosts the effective port size for repair determination {I think the Admin rating of the HQ commander has somthing to do with this}. Up to four ARs can be used to boost the effective port size {one each} for repair determination. Up to 2 ADs can be used the same way to repair DDs. Up to 2 AS can be used to similiarly repair subs. And if there is any "item" {radar, gun, etc} that is disabled on the ship, that item will not be repaired except at a repair yard. I probably missed something, but that is all I can think of right now.


This is great input, exactly what I was looking for! One more Q thou, if I have 5 damaged BBs in a major port (say SF) does those repair points only work towards one ship, or are all ships "rolled" for? And at what structue damage lvl should I take ships out of the front line? So far I have sent them back as soon as they have any damage, but it seems my DDs take damage from being at sea, and most of them have 1 or 2 pts of structural damage...

quote:

If you have a ship that is flooding and will not make it to a major port, you can stop by a nearby level 1 or 2 port in the hopes that the small port will stop the flooding. Then, when flotation damage is back to 0, you can continue to the repair yard. Might save you a ship. Also, you can rush an AR to the aforementioned port to increase it's odds.

Good point! Btw does scuttling my ship leave fewer VPs for the enemy player?

quote:

Dive bombers are the most accurate, though they take AA at the level they come in at and at 2000'. Torpedo planes take AA at the level they come in at and 200'. Torpedo planes are the best at causing Flotation damage which {obviously} is what causes a ship to sink.

So if my DBs attack at an altitude lower than 2k feet and my TBs lower than 200 feet they will only get shot at once?

quote:

Most of the battleships and some of the cruisers are nearly impervious to bombs {especially the 500 pounders}. The bombs will cause minor SYS damage, ruin equipment {AA guns, Radar, etc} and start fires.

Ok, so smaller planes against smaller ship sort of thing then, good to know! But does the DBs carry anything larger than 500 pound bombs? Or should my carriers deploy TBs only?

quote:

The big four engine bombers seem to be more effective than they should be. I think this is due to the program giving a certain percent chance of a bomb hitting and the B-17/24/29 carry a LOT of bombs. Using 4e bombers on naval attack for anything short of a crucial base {Pearl, SF, etc} seems gamey. I also use them at higher altitudes {no lower than 11,000'} which may mitigate this somewhat.

kk, thanks for the information and help!
Terje

(in reply to rockmedic109)
Post #: 82
RE: Newbie - 5/29/2007 4:53:43 PM   
rockmedic109

 

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Repair yards use repair points when they try to repair something. After trying to repair one ship, any remaining points are used to try to repair another ship.

Scuttling halves the enemies' VP award for the ship. As allies, it it usually best to try and save the ship.....Allied damage control is pretty good.

DBs get AA at the altitude they are set at. Any altitude less than 10,000' and they use glide bombing which is less accurate {I think}. They will also take AA fire at the release point {2000'}. Similiarly TB's get AA at their set altitude and again at their release point {200' in this game}.

At standard range, SBDs will carry 1000 pound bombs {later in the war they may carry 1000lb AP if several skill rolls are made}. These are ship manglers, though some may still bounce off the bigger BBs. Even the Japanese 800kg AP will occasionally bounce off battleship armor.

(in reply to terje439)
Post #: 83
RE: Newbie - 5/29/2007 5:50:10 PM   
terje439


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thanks guys, I am now much better prepared to sink some Jap ships
Terje

< Message edited by terje439 -- 5/29/2007 5:51:02 PM >

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RE: Newbie - 5/29/2007 10:09:10 PM   
Dino


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quote:

6. How do I get my airgroups to attack IN FORCE, and not just 3-4 planes at a
time?


For naval attacks, setting their altitude at 15000 an above will make them attack in groups of 9 (good for attacking capital ships)...anything below that and they attack in groups of 4 (good for attacking transports).


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RE: Newbie - 5/29/2007 10:52:55 PM   
dtravel


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In regards to the questions about ship repairs, I posted the results of testing I did some time back.  If you look in the "Must Read Threads"  http://www.matrixgames.com/forums/tm.asp?m=1274014  you should be able to find a link to that post.  That will hopefully answer your questions.

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Post #: 86
RE: Newbie - 5/31/2007 2:25:20 AM   
terje439


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ok new question

I set some TFs to travel from Scarebaja (?) to Darwin, however they insist on going to Brisbane although their fuel is low. I have set them to patrol/do not retire, yet every turn they change their destination from Darwin to Brisbane, what am I missing?

Again thanks for all the help!
Terje

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Post #: 87
RE: Newbie - 5/31/2007 3:27:42 AM   
RUPD3658


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Is the TF or the area set to computer control?

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(in reply to terje439)
Post #: 88
RE: Newbie - 5/31/2007 12:25:15 PM   
terje439


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quote:

ORIGINAL: RUPD3658

Is the TF or the area set to computer control?


I can set an area to computer control?!
Anyway I know the TF is not on Comp.control, it changes itself to that every turn thou, so I have to constantly change it back to human control. Unless areas start under comp.control it should not be, I certainly have not pressed any button saying it should be.

Terje

(in reply to RUPD3658)
Post #: 89
RE: Newbie - 5/31/2007 6:45:40 PM   
bradfordkay

 

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Is there home port set to Brisbane? If they're low on fuel they often reset to go to their home port instead of a closer destination, i think.

Another possibility is that there are enemy carriers in the area and they are running for home.

< Message edited by bradfordkay -- 5/31/2007 6:48:12 PM >


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