witpaemail
Posts: 125
Joined: 3/2/2015 Status: offline
|
quote:
ORIGINAL: jmalter Hi RK, & welcome to our world. AFAIK, 'Training Groups' were a development idea that didn't get implemented in the game, so it's just a nomenclature thing. An airgroup is an airgroup regardless of its name - the USN gets many 'Replacement' VRF airgroups, they can provide replacement planes/pilots to CV airgroups, but can also function as normal fighter/strike groups. 'Carrier Trained' capability is gained by basing an airgroup on a carrier for 90 days. The 90 days need not be consecutive, a group will retain its CV 'training level' if it spends 45 days on a carrier, transfers to a land base for a while, then completes its training on a carrier. Carrier Training is by group, not by pilot. 1-way raids, or shuttle-bombing operations, or flying medium bombers from a CV deck aren't possible. Bummer, but just imagine the 'orrid code-complications involved! I believe there are 2 Boyingtons in the game, one is an Army pilot, t' other is a USMC pilot. Similarly, there are 2 MacArthurs in the game - the 1st starts in the Phillipines, the 2nd appears in a reinforcement HQ in Oz - it's possible to have both MacA's active simultaneously! Flying Commanders are usual, one can spend Political Points to buy a new commander, who will most often be a non-flyer. Given the usual thing where reinf airgroup cmders are bottom-feeders, there's a lot a pressure on you to replace/upgrade them. Don't deplete your PPs by upgrading every newly-arrived commander, save PPs & upgrade for advanced training or groups committed to combat. Don't use the early-war IJ amph assaults as a model for your own ripostes. For best success, an Invasion requires Recon, Bombing, Bombardment, Target-Planning, adequate air-cover, shipping, follow-up forces & re-supply. AmphTF operations are the most difficult level of WitP gaming. Torpedo supply for land-based aircraft (LBA) is provided by HQa land units, these units can purchase torps, or be set to automatically re-purchase more torps (if supply is available), to the limit of their command radius. SubTFs are best done by individual boats. For WitP purposes, a 'wolf-pack' is not a 3-boat TF - rather, it is 3 individual boats assigned to the same 3-hex patrol zone, staggered w/ 1 boat occupying each hex on each day. W/ new / upgraded subs available to move to the zone, when patrolling boats have expended ammo or suffered damage. In the game, subs are best deployed in 1-boat TFs. All pretty much true. Not all people would agree with his last paragraph however. Subs can indeed operate in "wolfpacks", and quite effectively if employed properly. Some people see no use for them, others do. My suggestion is try it both ways and see which YOU like better. Set some subs with 1 per TF, and some with 2-3 per TF and see which way YOU like it. Keep in mind most American subs arent terribly effective until later in the war (except the "S" boats). You will find your Dutch are your most effective subs early on, and US subs later (after their torp quality improves and they get their radar upgrades). Also, the "torpedo supply" for HQs he didnt go into in depth on how to actually set that. If you click on the "show unit TO&E" button on the bottom center of the HQ unit, you will see a "torpedo ordnance" line in yellow on the bottom line of the center display. Click on it and you can set the level to whatever you want it to be. You must turn on "replacements" (bottom left) in order for it to flesh out. Pretty much anything displayed on a unit (or TF) that is in yellow is player changeable. Oh, there are also 2 Halseys in the game. One starts in command of the Enterprise TF. Once you disband this TF, he can never command a TF again. There is another that can be used as a naval HQ commander. I havent really seen a use for this, but honestly I havent played as allies past 1942.
< Message edited by witpaemail -- 10/19/2015 10:14:38 AM >
|