rustysi
Matrix Legion of Merit

Posts: 7472
Joined: 2/21/2012 From: LI, NY Status: offline
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quote:
ORIGINAL: Revthought Hey guys, I feel like I am filling the forum with piecemeal questions; however, the nature of this game is such that I don't know what I don't know until I know I don't know it--that's a mouthful. In any case, I realized last night I had no clue about ship conversions and was making impromptu choices based on my needs at present. For example, I ended up converting half of my Clemson DDs to DEs before I had an epiphany that the Allies have very few APDs for fast transport missions. This is a personal preference, and you'll need to get a feel for what's best for you. IIRC I've read that Allied players generally prefer the APD for these vessels. Understand too that I've only played as Japan as yet. So that made me curious if there was a good conversion guide out there that gives information about which ships can convert to what class and when, as well strategy advice on conversions. AFAIK no. Another thing I realized is that I can set the maximum distance for shore bombardment missions. I find I literally have no clue when it comes to optimizing these. Is there any information (or can anyone advise me) about how to best use my ability to set bombardment distances? Again IIRC there's a drop off in accuracy once you go over a certain percentage of the guns' range (2/3?). Generally I set it to 60% if I'm expecting shore defense guns. BTW don't go near Singapore or Manila as Japan you will not like the results. Putting heavy vessels against large caliber shore guns could be a sad event. I say could because its possible to reduce their efficiency with air attacks or restricting/reducing their supply. In addition you should set at least one float plane (if available) from one of the bombarding vessels to night recon with the base as the target. This is to aid in spotting. Oh, BTW bombardment missions will normally be done at night. Then I have some other basic questions: 1. I have an over abundance of xAKs and an under abundance of xAPs. I feel like I actually use such a small percentage of my xAKs that I must be doing it wrong. Any advice? Some of those xAP's will convert to AP's, a much more valuable ship, so watch for these and protect them. As for the xAK's, from the Japanese side at least, they can convert some of their cargo space to troop space, thus requiring fewer vessels to move ground troops. You need to have them in a port of level 6 or > and generally it takes about 5 or 6 days to complete. Don't know if this is a big deal for the Allies, but I find it helps to move troops around/from the rear areas for Japan. 2. Mine laying. What's the best strategy for laying mines? Is it worth laying offensive mines at all? E.g. sub mining places like Truk as the allies? As usual with this game it depends. Laying offensive mines at large Japanese bases shouldn't prove too profitable in a PBEM. The reason I say this is your opponent should have the base defenses up. For instance if there's an ASW TF present you'll be in shallow water and this could very well result in the loss of a sub. Air search by good units may see you coming. I normally have at least one AMc present to clear mines. You could possible hit an opponents minefield. Against smaller forward bases that you know he'll be reinforcing you'll probably have better results. For the Allies the need for defensive mines drops off as the game progresses. Have ACM's (mine tenders) at the base, if possible, as these will preserve your mines to the tune of 150 mines/ACM. Also note mines are limited in number and only certain mines will load on certain CM/CMc's. 3. Ship upgrades... when a ship is pulled into the repair yard for an "auto-upgrade" is it eating capacity? If so, I really need to turn auto-upgrade off, but I see no easy way to do this on a large scale. What Lokasenna said. 4. Is there anything you can do to help ships that both on fire and in port? What is acceptable FL damage for risking moving a ship? E.g. I really want to move BBs from Pearl to Seattle so that I am not wasting all of PHs repair capacity. Ships on fire will not enter a shipyard for repair. Lots's of naval support squads will help suppress fires and Pearl has these at start. In a PBEM be careful moving damaged ships out of Pearl too soon as the Japanese have a lot of subs around the islands. I know I would love to finish off these damaged Allied tubs. In one of my AI games the AI did just this and it was fun having a trail of burning sinking BB's in a line from the HI to the west coast. I wouldn't do it again against the AI, but that time I just couldn't resist. Against a PBEM opponent, bonsai!!!! 5. How important is recombining units? I have this OCD desire for recombining units and concentrating my forces at bases. Is this how the game is played? For example, I see no need to defend any of Malaya before JB and singapore, or the Philippines before a triangle around Clark Field, Manila and Bataan. Again it depends. If you're looking to pick up undefended/lightly bases or put a garrison in place split units are the way to go. Against a well dug in or defended hex/base they will not hold up and combined units are generally better. 6. Preparedness. Is there any way to prepare units for hexes with no bases, OR does preparing troops to defend/attack a particular base also bonus them for a radius around that base? Prepping for a base is for that base only. As to the rest, what Lokasenna said, except I have seen the bonus more than once. At any rate I hope some of this helps. Ciao
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It is seldom that liberty of any kind is lost all at once. Hume In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche Cave ab homine unius libri. Ltn Prvb
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