Korvar
Posts: 813
Joined: 9/3/2014 Status: offline
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quote:
ORIGINAL: Seathom Basically, is it only necessary to supply strategically-located ports and islands since the game will automatically transport from those bases to nearby bases in need? The game will only automatically transport supplies over rail and roads - Alfred's Logistics 101 is a great resource to better understand how it works. But the Gorn is right, if you need to move material over water, you need to create transport/tanker task forces. That said, using a 'hub-and-spoke' logistics system you alluded to works very well. All existing and potential base sites have development ratings for port and airfield sizes - you can develop these to a maximum of +3 over the rating OR up to size 9, whichever is lower. You'll want to plan out long term what bases will make good hubs to service surrounding bases - larger ports can move more goods and service the larger, longer-ranged ships. You'll also need to get engineers deployed to these bases in order to further develop them. It will take time to develop these, but the potential payoffs are great. I'm like you in that I like to micro manage a lot of my shipping. I don't use the auto convoy system at all. The computer controlled continuous supply task forces are good for relatively safe supply routes between major hub bases. For instance, I use a continuous supply TF to move fuel from Abadan (top of the map above India) to Karachi. The rail lines from Karachi then distribute the fuel to the rest of mainland India, and the Indian industry uses it to produce all the supplies India needs. I then manually create transport TFs as needed to keep Ceylon and other regional island bases well stockpiled. The same principle applies to Australia. You need to move fuel from the Continental US to the Australian mainland. In late '41 / early '42 you can get away with making a few fuel runs from Sumatra (Palembang) and Java to Australia before the Japanese threat becomes too great. Don't worry about transporting supplies - the Aussie industry will generate all the supplies you need for the region if you keep it well stocked with fuel. Fuel will allow your navy to operate and will keep those fuel convoys moving. Keep in mind that avgas is abstracted into supplies, so air units don't need fuel. For the Australia run you basically have two options: run direct over a shorter but more dangerous route from Los Angeles to the the eastern Australian cities of Sydney and Brisbane OR take the much longer but safer route of Eastern US to Cape Town, Cape Town to Melbourne and/or Perth. I chose the long route in my current grand campaign in case the IJN made a push into Fiji. It takes longer to set up and is less efficient, but I like the fact it is more inconvenient for the IJN to disrupt it. As for the ships to use - of course use tankers whenever possible, but also be sure to keep them safe. You don't get many of them. About 8,000 endurance is the starting point for long haul shipping routes, but often those ships have endurances of 10,000+. Keep in mind that cruise speed, not top speed, is the key consideration for what escorts (if any) to include with a given transport TF. Try to create TFs of ships with all the same cruising speed whenever possible. Consider keeping at least a few 17+ knot capable xAK/AK ships reserved for moving air groups from the US and Hawaii to the South Pacific. Use the smaller xAKL type ships with 10 or 12kts speed and low endurance as the 'spoke' transports to move supplies from the hubs to the many local bases. There is a lot to learn and a lot to do, but it is very rewarding when you get your logistics game moving as a well-oiled machine. The logistics component of this game is one of its best features IMO - those unfamiliar with warfare assume it is all about shooting some type of weapon at the other side... but for every person holding a rifle, flying a plane, or driving a ship, there are many, many more who bring the fuel, ammo, and all other necessities to make field operations possible.
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