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bugs (?) re: fleeing TGs and dead squadrons

 
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bugs (?) re: fleeing TGs and dead squadrons - 6/19/2007 5:54:42 AM   
Sean CAW

 

Posts: 3
Joined: 6/18/2007
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[Posted this on Wish List but I think that was the wrong place....]

Two suggestions/bug fixes:

1) When a land-based squadron is totally destroyed, I'm finding that for some reason, I can't transfer in new squadrons to take its place. So if I fly in 10 squadrons to Guam, and they're all shot up attacking the US Carrier fleets in the Phillippine Sea scenario, I can end up with 10 squadrons containing zero active planes, so that I can't fly in 10 fresh squadrons from my Carriers or other land bases. IIRC, in the old CAW, any totally destroyed squadrons would be effectively wiped off the landbase roster, so you could replace them with new squadrons, up to the 10-squadron limit. It'd be great to be able to do the same here.

2) Last night, while playing that same Phillippine Sea scenario, I harassed the US fleet enough with my land based air attacks that a good number of US TGs attempted to flee off the board. However, I found that when one of my squadrons from Tinian caught a US TG just as it was heading off the eastern edge of the board, I was able to attack it in that "location" for the rest of the scenario. Even more interesting - when I was launching future strikes against that TG, I was also able to hit other US TGs that had previously fled through that spot in the grid. So I ended up hitting the US transports, which had fled the board days earlier. This seems like a definite bug, if you're trying to allow TGs to completely flee the battle. These poor guys couldn't flee, and I racked up hundreds of VPs sinking them left and right, when they should have been hundreds of miles away by that point...

That's all so far

Cheers!
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