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Air Torpedo Rules

 
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Air Torpedo Rules - 10/5/2008 10:37:28 AM   
Hooper82

 

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Hey Guys,

I hear there are new rules for resupplying air dropped torpedoes. Can anyone expand or give me a link to where they are explained?
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RE: Air Torpedo Rules - 10/5/2008 11:18:53 AM   
Yamato hugger

 

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Not much to explain. Torps have load counts now on carriers, AVs, and air HQs. If your torp supply goes to zero, you carry bombs.

(in reply to Hooper82)
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RE: Air Torpedo Rules - 10/5/2008 11:56:32 AM   
Hooper82

 

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So can you transport torps to bases via AK's or something? Does the Air HQ "produce" torps from supply?
Do missions launched with torpedo loadouts that can't find there targets still use up thoes torps?

< Message edited by Hooper82 -- 10/5/2008 11:58:38 AM >

(in reply to Yamato hugger)
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RE: Air Torpedo Rules - 10/5/2008 2:52:11 PM   
Yamato hugger

 

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Torps are taken from supply points. For a carrier or AV type, resupply at a port in the same manner as you do to re-set your air sortie level. Basically all the carrier torp counter does is keep a player from loading up Kates in place of his Vals and heading out. Seemingly a carrier carries enough torps for 2 full strikes from the carrier. An AV holds 48 (not sure if this varies by class, I only looked at one to verify).

Land based torps come from air HQs. I dont really understand the purpose so I cant explain WHY you do this, but the process works like this:

An Air HQ starts with 100 torps. You can add 10 torps at a time by clicking a button. 10 supply is deducted from the base each time you click it (as it stands right now after clicking the button a box pops up and ask you how many torps you want up to 10). You can click this button as many times as you want in a turn (I loaded 1 HQ with 300+ torps before I got bored. I wanted to see what the upper limit was, but at 10 a click, and having to enter "10" each time was kind of a PITA really so I stopped at 300 or so).

(in reply to Hooper82)
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RE: Air Torpedo Rules - 10/5/2008 5:28:36 PM   
bradfordkay

 

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So this new setup really doesn't limit the number of torpedoes that the Betties/Beauforts can use. In effect, SAIEW.

My mistake... it appears that they'll now have to be at a base with an Air HQ, so that will change things somewhat.

< Message edited by bradfordkay -- 10/5/2008 5:37:24 PM >


_____________________________

fair winds,
Brad

(in reply to Yamato hugger)
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RE: Air Torpedo Rules - 10/5/2008 6:08:52 PM   
Yamato hugger

 

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Thats the only real difference. If you arent in range of an air HQ, no torps.

(in reply to bradfordkay)
Post #: 6
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