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RE: Newbie questions - 4/29/2016 9:19:02 PM   
geofflambert


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I may be thinking of a case of supplies loaded in cargo mode (no troops involved) when they should have been in amphib mode.

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RE: Newbie questions - 4/29/2016 9:27:19 PM   
jmalter

 

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quote:

ORIGINAL: ParaB
I just checked, I had all Wildcats squadrons set to patrol at 15k feet. The last Betty attacks were at 6-7k. I changed CAP to 10k and just wiped out a small strike (3 Zeros, 6 Betty) with no losses.

When defending against torpedo attack, you should set your CAP at 10k' max, so your fighters can react to the low-level torpedo-bombers. Those guys are far more dangerous than high-level bomber attacks!

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RE: Newbie questions - 4/30/2016 11:07:47 AM   
ParaB

 

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Again, thank you guys.

Really helpful.


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RE: Newbie questions - 5/3/2016 12:10:50 AM   
rustysi


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Keep in mind here that I'm speaking of a stock scen1 game. Some player defined scenarios change things.

quote:

ORIGINAL: ParaB

Thanks for the clarification!

Another couple of questions:

- do ships load/unload cargo faster if they're docked?

Ships which cannot dock will 'dock' at a friendly base in a rotation algorithm provided in the code. The main thing to remember is that each port has a load/unload capacity as set forth in the manual (don't have the location handy, but you can look it up). That's what'll set the level. Now at small 1/2 level ports some large items may only load/unload slowly if at all. This will be enhanced if you bring naval support squads to the port to act as stevedores. As for amphibious landings on hostile shores everything will eventually unload. This may be enhanced by specialty craft (LSD, LST, etc).

- CAP only protects the hex it originates from while LRCAP provides CAP over nearby hexes, correct?

CAP will protect the surrounding area out to 3 hexes (IIRC) if the units providing CAP have a range set to at least that. It may go further (not sure), but will have a reduced number of A/C the further away it is. LRCAP will only protect the hex to which its applied (AFAIK).


- do subs still react to targets when I use "remain on station"?

No, set a patrol zone (may be just one point) if you wish your subs to react. Their max react is one hex.


- how accurate are the combat reports? I hit a large Japanese troop convoy en route to Tassafaronga with aircraft and surface forces, according to the battle report the casualties were more than 12.000 soldiers?

I wouldn't put too much stock in the number of soldiers in a combat report, the more important numbers are the devices disabled/destroyed. These too are subject to FOW.

-I've sent a tank battalion to Lunga. It's taking ages to unload. Should I only use special transports for mechanized units?

You could if you have them. Alternately you could transport these type units in amphib TF's. You'll need more ships as they're 'combat' loaded as opposed to 'transport' load, but they'll unload somewhat faster. Also as stated above NS squads will help unload if you have them at the base.

- When I want to move a LCU to another (enemy held) hex, should I use "combat" or "move" order?

I generally use 'move' mode as they'll get there quicker, but you need to remember to place them into 'combat' mode when they arrive. Can be dicey, so the choice is yours. Also IIRC they are more vulnerable to air attack in 'move' mode, but from my experience in difficult terrain I haven't noticed a difference.

I'm really grateful for all the input you guys provide.

Hope some of this helps. Ciao




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Post #: 34
RE: Newbie questions - 5/4/2016 12:15:23 AM   
geofflambert


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I concur, and air interdiction frequently jolts LCUs from "move" mode to "combat" mode, sometimes to such an extant that I just give up and proceed tactically.

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