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Supplies and Coral Sea

 
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Supplies and Coral Sea - 12/27/2002 1:15:23 PM   
OG_Gleep

 

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I have played the Coral Sea scenario as Allies 4 times, never to completion though. I have restarted once I have a new understanding of the game and descide to start over.

I don't have a firm grasp of the supply system yet. Can someone give me a break down of what I should do on the Coral Sea scenario, with the given assets? What assets are not available on this scenario, but are in others that I will need to understand?


Couple of specific questions on supply:

1) On another thread, there is a suggestion to base planes along the rout of your TF to give recon support. Can I do this without worring about supplies?

2) Coral Sea has 3 transport planes and one TF (One ship I think). That is all I noticed anyhow. How are these used most effectively.
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- 12/27/2002 1:22:23 PM   
HawaiiFive-O

 

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I started learning the game the same way as you, and I had the same question.

But Coral Sea is not the scenario to learn about the supply rules. Nor are the other short ones, Eastern Solomons or Santa Cruz.

You'll need to play a longer one to get a feel for the supply system.

(in reply to OG_Gleep)
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- 12/27/2002 2:10:23 PM   
HawaiiFive-O

 

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To elaborate, the bases in the shorter scenarios are chock full of supplies, so you won't need to resupply them.

In a longer scenario, things are different. There are two types of supplies, Supplies and Fuel. Fuel is used by Naval vessels, Supplies represent everything else- bullets, rations, bombs, torpedoes, AP shells, you name it.

Bases do not automatically consume supplies, but the units stationed there do. Ships use Fuel constantly, even when docked. If you disband the TF and drop anchor, then they don't use Fuel.

Supplies will travel over land to other bases, provided they are within supply range, and one base is in need and the other base has a surplus. Supplies that travel overland suffer "attrition", for lack of a better word. 1 for each hex over a road, 10 for each hex over a trail, 50 for each hex cross country. For supplies transported from PM to Buna, for instance, they cross 3 "trail" hexes- consequently supplies shipped automatically overland between PM and Buna lose 30% of what was shipped. To Wau, you lose 50% of the supplies sent.

So you'll find that the Australian bases are supplied adequately all the way up to Townsville, via the road network, as each base supplies the next up the coast. Once you hit Cairns/Cooktown, they still get a overland supply, but it's over trails and you start to lose some of it. When attempting to keep PM supplied out of Cairns, I find I need to supplement the overland supply with a routine shipment of additional supplies via sea, or I run short very quickly.

Without supplies, your planes won't fly missions (no avgas, no bombs). Your troops fight at diminished strength. Your ships can't restock their ammo.

Please note that fuel does not travel overland! I didn't realize this the first time through and managed to strand half of my fleet in Townsville before I realized just why I had all these AO/TK in the fleet Pearl sent me.

There is no automatic supply of bases over sea. You have to set up convoys to supply these bases. Yes it's a lot of micromanagement. There are two modes of automating supply over sea. Routine Convoys and Constant Supply convoys.

Routine Convoys are created by forming a new Transport TF. Select Computer Control. Set it's home base to Noumea/Brisbane/Truk. The TF is now on cruise control. It will load supplies from it's home base and then automatically select a base to resupply. If you set it to Retirement Allowed, it will avoid dangerous bases (in range of LBA, I believe). If you set it to Patrol/Do Not Retire, the captain becomes much more daring. In practice, I've found this setting to be random and inefficient. It's more useful to have Constant Supply convoys that make shorter trips.

Constant Supply convoys are created by forming a new Transport TF. Select Computer Control. Set it's home base to the port you want to be sending supplies from. Set the destination to the port you want to send supplies to. The TF will now travel between the two, loading and unloading. I prefer this setting, as you can now create logistical tails. As the Allies, plotting a move against Lunga, you can set up a CS to Luganville. Then a separate CS from Luganville to Irau. You can rapidly build up supplies as the transport ships have less travel time, thus a quicker turn around.

One thing, these ships on cruise control will build up SYS damage, so you need to check them once in awhile.

Also, I have found it best to make these automated convoys to be just one ship. It's less likely to be noticed. And the targeting AI is less likely to launch a strike against a solitary AK or AP, even when it's docked at PM. My transport fleets were getting plastered by Rabaul airstrikes until I went to the "dribs and drabs" method of resupply. Now my ships are ignored as they sneak in one at a time. Be sure to stagger the shipments!

The actual ships themselves:

AK: Cargo vessel. Tends to be slower, but quicker to unload/reload. I like to use the 1500 capacity AKs for my "dribs and drabs" runs. If they do get caught unawares, I'm out one of the cheapest ships I own.

AP: Troop transports. Tends to be quicker, but slower to unload/reload. I'll use them for "dribs and drabs" into Indian Country, they are faster so hopefully they'll be less exposed.

APD: Fast transports. Low capacity and high speeds make these ideal for evacs of troops and night time resupply missions to get in, drop off the goodies, and then get out before the LBA wakes up.

TK: Tanker. Carries fuel, tends to be slower than the AO's. Other cargo vessels can carry fuel, but at 50% capacity, i.e. if it's a 2000 capacity AK it can only carry 1000 fuel.

AO: Fleet Oiler. Carries fuel, tends to be faster than the TK's.

Also, note that the higher the capacity, the longer it takes to unload/load. This is another reason you want to use the 1500 capacity ships for "dribs and drabs" runs. And fuel takes longer than supplies to load, so don't mix your TKs and AOs with your AKs and APs, it's inefficient. Unless there's a heavy sub presence and you are actually using a convoy with DDs included to move your supplies/fuel.

(in reply to OG_Gleep)
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- 12/27/2002 2:36:43 PM   
OG_Gleep

 

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That is exactly what I was looking for. Thank you. I couldn't find this information anywhere. Dunno how you figured it out. Its not exactly intuitive.


What about Air transports? What do you primarily use them for?

(in reply to OG_Gleep)
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- 12/27/2002 2:55:34 PM   
HawaiiFive-O

 

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I'll be the first to admit I don't get the best use out of my air transports.

For one, the planes/pilots wear out very quickly. After just a couple of runs fatigue shoots up, morale sinks, and losses start to accumulate. Some people don't mind the micromanagement of rotating their air transports, i.e. if you have 4 squadrons available, run 2 for 2 days, then stand them down and run the other 2 for 2 days, so on and so forth. This is too much micromanagement for me.

For two, the planes don't carry much supplies.

For three, and this is the real killer, I honestly don't know how much supplies they do carry. This drives me crazy, as I don't know how many squadrons I need to deliver the supplies I desire.

If I did know the precise carrying capacity, I'd be more likely to use them. As it is, I use them for emergency resupply and air transport of units. But even then you have to review each piece of equipment the land unit has to make sure you can carry it on board.

For instance, the Allied AA 40 mm Bofors is not air transportable. So when I first started out I tried to airlift them into PM only to discover that the most important piece of equipment was left behind! Annoying, to say the least.

I believe the load cost has to be less than 7 to fit it on a plane. There are some exceptions, like the pack howitzers the Aussies employ. I haven't found all the exceptions as I'm unwilling to have my units scattered willy nilly with all their heavy equipment left back in Australia.

Base forces, made up of only personnel are the best to transport. Forget about the radar, it won't fit.

(in reply to OG_Gleep)
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- 12/28/2002 1:23:09 AM   
HawaiiFive-O

 

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One other thing I forgot to mention, port size has a big effect on how long it takes to load/unload. The bigger the port, the faster the work goes.

(in reply to OG_Gleep)
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This is exactly what I was looking for too ! - 12/28/2002 7:46:44 PM   
Cyrille

 

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This is exactly what I was looking for too !

Thanks for your long answer, this helped me a lot.

In particular some things are harder to understand for those of us who are no english or american. Your answer is very clear :)

(in reply to OG_Gleep)
Post #: 7
- 12/29/2002 12:45:26 AM   
Fallschirmjager


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HawaiiFive-O....Excellent post


That cleared up some things for me.


Someone needs to write a strat guide.

_____________________________


(in reply to OG_Gleep)
Post #: 8
- 12/29/2002 5:19:56 AM   
OG_Gleep

 

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[QUOTE]Originally posted by Fallschirmjager
[B]Follow me on my drive to take Stalingrad! [/B][/QUOTE]

I did I did. Can you answer my questions in that thread?

Rgr, great post Five-0. Funny thing, I used to go on walks by big Tom's house when I was at my Aunties when I was a kid.

http://www.matrixgames.com/forums/showthread.php?s=&threadid=28673&perpage=15&pagenumber=1

(in reply to OG_Gleep)
Post #: 9
Thank you. - 12/29/2002 5:39:25 AM   
Poindexter

 

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Another thank you, Five-O. Appreciate the time you took in breaking that down for us. It comes in quite handy. :)

_____________________________

"Nothing is over until we say it is! Was it over when the Germans bombed Pearl Harbor? Hell no!"

(in reply to OG_Gleep)
Post #: 10
- 12/29/2002 5:40:38 AM   
OG_Gleep

 

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Ok, that one more shot was a very good choice. Love the game now that I get it. Thanks to everyone on the board, especially Hawaii-Five 0.

(in reply to OG_Gleep)
Post #: 11
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