Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Grab bag of noob questions

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> The War Room >> Grab bag of noob questions Page: [1] 2 3   next >   >>
Login
Message << Older Topic   Newer Topic >>
Grab bag of noob questions - 1/21/2018 8:40:25 PM   
boldrobot

 

Posts: 38
Joined: 7/12/2010
Status: offline
I picked up the game during the recent sale and am loving it so far. I spent a bunch of time with advice threads, the manual, tutorial videos, smaller scenarios, etc., and I planned out my first turn using Kull's amazing orders spreadsheet. I'm about a month and a half into my first grand campaign as the Allies and have a handful of questions that I'm hoping some more experienced players can help with:

1. When does it matter what HQ an air unit is assigned to? Let's say I've got some air groups A stationed at base B, which has an air HQ LCU C. Do I get some bonus if A, B, and C are all part of the same command structure? Or is it just flavor? And how about for LCUs? When I transfer units out of restricted HQs I've been trying to be somewhat consistent (for example, various Australian units that I've sent to New Guinea have all been put in I Australian Corps). But does it really matter what unrestricted HQ I assign LCUs to?

2. When I transfer an air unit to a new base, any units under repair of course do not transfer on the same day. When those units reenter service, will they move to the new base on their own and join the rest of their unit automatically? Or do I just have to keep an eye on it and move the guys along when they're ready (or alternately, not move the unit until everyone is repaired)?

3. The Japanese attack on Pearl Harbor didn't manage to sink any BBs, but of course it heavily damaged many of them. I've read that the best move is to eventually send these guys to the West Coast to complete their repairs. How do I know when enough damage has been repaired for them to make the trip without randomly sinking? Is there some sort of rule of thumb? My guess is I should be primarily concerned with flotation damage here, but I'm not sure what number is considered "safe."

4. Is there a way to get the endurance display in the task force window to give more useful information, i.e., to differentiate between "if TF refuels at destination, it can make the round trip" and "this TF actually can't make this trip"? For example, if I make a convoy of decent endurance xAKs (say, 12k+) from LA to Sydney, with a waypoint somewhere near Penhryn, set to minimal refuel, the little numbers at the top left of the task force window go red.

5. Is there a way to set a TF to do a full refuel only at its home port? There are plenty of times when I don't want a TF to refuel at its destination, but want it to refuel immediately when it returns to its home port. Toggling between "Full Refuel" and "Do Not Refuel" is a little annoying.

6. Is there a good thread or resource anywhere on how I should be managing pilot training? I know this is something I need to be taking care of, and per Kull's spreadsheet, I have a bunch of squadrons set to training. What should I be doing with the pilots who are training? Put another way, if step 1 is "have training squadrons" and step 3 is "have good pilots in front-line squadrons," what is step 2 (which I am sure is actually like 10 steps)?

7. Less of a question than an observation, but in my game, the AI has decided to park KB at Makassar for like... the last two weeks (it is now January 17). I've put a few Dutch subs in the same hex and they put a single torpedo into Kaga, but otherwise have been unable or unwilling to attack even though they have ammunition. B17s out of Soerabaja have gotten chewed up by CAP and I don't think I have any other air assets around that are worth much. I'm very tempted to rush KB with cruisers, but clearly the AI is having some sort of brainfart so I don't want to take too much advantage of it. I know the AI runs on scripts and isn't super adaptable, but I'm surprised to see such weird behavior during something as early as the invasion of the DEI. Anyone seen something like this before?

Any insight would be appreciated.
Post #: 1
RE: Grab bag of noob questions - 1/21/2018 9:01:40 PM   
BillBrown


Posts: 2335
Joined: 6/15/2002
Status: offline
As far as #3, I put the BBs into pierside repair until the system damage goes down to 0, and then into shipyard repair to get the flotation damage to 50 or less.

(in reply to boldrobot)
Post #: 2
RE: Grab bag of noob questions - 1/22/2018 5:54:56 AM   
Kull


Posts: 2625
Joined: 7/3/2007
From: El Paso, TX
Status: offline
1) No, the air and land units get no "extra" benefit from being assigned to any particular unrestricted HQ. There are benefits from being in the same hex or command radius, but it doesn't have to be the assigned HQ. As you surmise, mostly flavor.

2) Once the damaged fragment repairs, it will automatically fly in to rejoin the parent.

4) The display basically tells you whether the amount of fuel (endurance points) is enough to complete the current journey (whether it be one way or round trip), but it does NOT account for the possibility of refueling. So a fleet going from LA to Sydney and back, will not calculate the benefits of refueling in Sydney (whether the TF is set to "Full Refuel" or "Do Not Refuel" or any of the intermediary settings). I'm not aware of any way to change that.

5) No

6) This is a pretty good recent thread on pilot training

7) I've never seen that. In all my games, there are usually several CVTFs that cruise through the Java Sea, but all of them keep moving. If KB has been parked in one place for two weeks, you *could* start up a Japan game using a save from a time when it had been parked for maybe the 1st week to see if there's anything odd in the TF composition. Or send out some small "bait" TFs from Soerabaja (with 1 or 2 semi-worthless AKLs) to see if they will tempt it to get off the spot.

Glad to see the spreadsheet has helped get you going! This is a great game, and it's always a pleasure to see new players starting their journey up the learning cliff.

_____________________________


(in reply to BillBrown)
Post #: 3
RE: Grab bag of noob questions - 1/22/2018 6:07:23 AM   
Kursk1943

 

Posts: 445
Joined: 3/15/2014
From: Bavaria in Southern Germany
Status: offline
3. Don't forget to set the speed to "cruise speed" if you send damaged BBs to the West Coast. I once lost a BB with floating damage 30 because I send it with "mission speed"...

(in reply to Kull)
Post #: 4
RE: Grab bag of noob questions - 1/22/2018 6:10:03 AM   
Kursk1943

 

Posts: 445
Joined: 3/15/2014
From: Bavaria in Southern Germany
Status: offline
Kull, are you sure of 1)? I spent a lot of PPs changing the HQs of my airgroups...

(in reply to Kursk1943)
Post #: 5
RE: Grab bag of noob questions - 1/22/2018 6:48:24 AM   
Yaab


Posts: 4552
Joined: 11/8/2011
From: Poland
Status: offline
#1
Air groups get coordination benefits from being assigned to the same theatre HQ if there is nor air HQ in range.

Read this thread, posts #23 and 42
http://www.matrixgames.com/forums/tm.asp?m=2382494

(in reply to Kursk1943)
Post #: 6
RE: Grab bag of noob questions - 1/22/2018 8:43:09 AM   
Kursk1943

 

Posts: 445
Joined: 3/15/2014
From: Bavaria in Southern Germany
Status: offline
Okay, thanks Yaab, I always attached my airgroups to certain airHQs, i.e. the fighters of Southwest to II Fighter Command and based it in command range of most of the fighters. So it seems it's better to attach them in my example dircetly to Southwest?

(in reply to Yaab)
Post #: 7
RE: Grab bag of noob questions - 1/22/2018 8:47:38 AM   
Yaab


Posts: 4552
Joined: 11/8/2011
From: Poland
Status: offline
You have to experiment and take notes. If you can't get one air HQ to cover groups in different bases, go with same theatre HQ to improve coordination.

(in reply to Kursk1943)
Post #: 8
RE: Grab bag of noob questions - 1/22/2018 9:26:02 AM   
Alfred

 

Posts: 6685
Joined: 9/28/2006
Status: offline

quote:

ORIGINAL: Kursk1943

Kull, are you sure of 1)? I spent a lot of PPs changing the HQs of my airgroups...


No you have not wasted spending PPs.

There are logistical benefits when air units are attached to an Air HQ within transfer range of the existing or to be upgraded to aircraft model.

Alfred

(in reply to Kursk1943)
Post #: 9
RE: Grab bag of noob questions - 1/22/2018 9:26:45 AM   
Kursk1943

 

Posts: 445
Joined: 3/15/2014
From: Bavaria in Southern Germany
Status: offline
Yeah, that is a proper course!

(in reply to Alfred)
Post #: 10
RE: Grab bag of noob questions - 1/22/2018 1:07:26 PM   
boldrobot

 

Posts: 38
Joined: 7/12/2010
Status: offline

quote:

ORIGINAL: Kull

1) No, the air and land units get no "extra" benefit from being assigned to any particular unrestricted HQ. There are benefits from being in the same hex or command radius, but it doesn't have to be the assigned HQ. As you surmise, mostly flavor.

2) Once the damaged fragment repairs, it will automatically fly in to rejoin the parent.

4) The display basically tells you whether the amount of fuel (endurance points) is enough to complete the current journey (whether it be one way or round trip), but it does NOT account for the possibility of refueling. So a fleet going from LA to Sydney and back, will not calculate the benefits of refueling in Sydney (whether the TF is set to "Full Refuel" or "Do Not Refuel" or any of the intermediary settings). I'm not aware of any way to change that.

5) No

6) This is a pretty good recent thread on pilot training

7) I've never seen that. In all my games, there are usually several CVTFs that cruise through the Java Sea, but all of them keep moving. If KB has been parked in one place for two weeks, you *could* start up a Japan game using a save from a time when it had been parked for maybe the 1st week to see if there's anything odd in the TF composition. Or send out some small "bait" TFs from Soerabaja (with 1 or 2 semi-worthless AKLs) to see if they will tempt it to get off the spot.

Glad to see the spreadsheet has helped get you going! This is a great game, and it's always a pleasure to see new players starting their journey up the learning cliff.


Thanks! Your spreadsheet was incredibly helpful. I've got to run my first home-grown op soon (Japanese have landed men on Canton Island and I don't think my garrison can hold out, will have to retake it soon) and the skills/concepts I learned going through your spreadsheet will be super helpful there.

A couple follow up questions to the above:

2) Is this true even if the parent is more than one hop away?

7) KB eventually left after Kendari fell. Japanese followed up a few days later with an invasion of Makassar. Weird.

And a couple new questions:

8) After Manila falls, where's the best place to base subs patrolling near Japan? Darwin? Dutch Harbor?

9) Will a squadron flying LRCAP patrol throughout its entire radius, i.e., both long range and close range CAP? Or if I want coverage throughout the entire radius, do I need to split it between LRCAP and CAP? Trying to figure out the best way to cover troop convoys coming into Rangoon, which need CAP throughout their entire approach.

(in reply to Kull)
Post #: 11
RE: Grab bag of noob questions - 1/22/2018 2:59:34 PM   
GetAssista

 

Posts: 2732
Joined: 9/19/2009
Status: offline
quote:

ORIGINAL: boldrobot
2) Is this true even if the parent is more than one hop away?
Nope. Bridge too far

8) After Manila falls, where's the best place to base subs patrolling near Japan? Darwin? Dutch Harbor?
Whenever you can disband an AS ship and AR for quick repairs, store some fuel and be safe from air raids. Adak is good if you build it up. If not then good old Pearl Harbor, with and advanced rearming/refuelling on Midway

9) Will a squadron flying LRCAP patrol throughout its entire radius, i.e., both long range and close range CAP? Or if I want coverage throughout the entire radius, do I need to split it between LRCAP and CAP? Trying to figure out the best way to cover troop convoys coming into Rangoon, which need CAP throughout their entire approach.
LRCAP is only present in the target hex, nowhere else. So yes, use CAP for other coverages. Be aware that LRCAP quickly runs up pilots fatugue


(in reply to boldrobot)
Post #: 12
RE: Grab bag of noob questions - 1/22/2018 3:00:12 PM   
Kull


Posts: 2625
Joined: 7/3/2007
From: El Paso, TX
Status: offline

quote:

ORIGINAL: Yaab

#1
Air groups get coordination benefits from being assigned to the same theatre HQ if there is nor air HQ in range.

Read this thread, posts #23 and 42
http://www.matrixgames.com/forums/tm.asp?m=2382494


Oops - Thanks for correcting me on that one!

_____________________________


(in reply to Yaab)
Post #: 13
RE: Grab bag of noob questions - 1/22/2018 4:40:26 PM   
boldrobot

 

Posts: 38
Joined: 7/12/2010
Status: offline
quote:

ORIGINAL: GetAssista

quote:

ORIGINAL: boldrobot
2) Is this true even if the parent is more than one hop away?
Nope. Bridge too far

8) After Manila falls, where's the best place to base subs patrolling near Japan? Darwin? Dutch Harbor?
Whenever you can disband an AS ship and AR for quick repairs, store some fuel and be safe from air raids. Adak is good if you build it up. If not then good old Pearl Harbor, with and advanced rearming/refuelling on Midway

9) Will a squadron flying LRCAP patrol throughout its entire radius, i.e., both long range and close range CAP? Or if I want coverage throughout the entire radius, do I need to split it between LRCAP and CAP? Trying to figure out the best way to cover troop convoys coming into Rangoon, which need CAP throughout their entire approach.
LRCAP is only present in the target hex, nowhere else. So yes, use CAP for other coverages. Be aware that LRCAP quickly runs up pilots fatugue




Very interesting, and this in turn raises more questions:

When does it matter whether a ship is disbanded in a port or present in a TF in a port? Will AS and AR only offer benefits if disbanded?

I didn’t know about the target hex for LRCAP. Can I target a TF and have my planes provide LRCAP as it moves? Basically I’m wondering what the most effective set of orders is to get fighters to cover a convoy coming into a port where both the approach and the port itself are vulnerable to Betties (right now, Moresby and especially Rangoon for me).

(in reply to GetAssista)
Post #: 14
RE: Grab bag of noob questions - 1/22/2018 7:52:02 PM   
BBfanboy


Posts: 18046
Joined: 8/4/2010
From: Winnipeg, MB
Status: offline

quote:

ORIGINAL: boldrobot

Very interesting, and this in turn raises more questions:

When does it matter whether a ship is disbanded in a port or present in a TF in a port? Will AS and AR only offer benefits if disbanded?

I didn’t know about the target hex for LRCAP. Can I target a TF and have my planes provide LRCAP as it moves? Basically I’m wondering what the most effective set of orders is to get fighters to cover a convoy coming into a port where both the approach and the port itself are vulnerable to Betties (right now, Moresby and especially Rangoon for me).


The AS will reload SS ammo without it being disbanded. It will only assist with repairs if both are disbanded. Same with the AR and any ship.
Plus, if an AR is disbanded in port and no ship is specifically assigned to it, it will donate its repair points to the port to speed up pierside repairs.

LRCAP assigned to a TF follows the TF as long as it can. But if you start LRCAP at max range, the squadron can run out of ops points well before the TF gets to port. For large, troop laden ships I try to have them in a big TF escorted by a carrier or two (Carrier in a different TF in same hex). For smaller troop sealifts in range of enemy aircraft, APDs or other fast transports are useful and harder to hit.

_____________________________

No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth

(in reply to boldrobot)
Post #: 15
RE: Grab bag of noob questions - 1/22/2018 8:09:17 PM   
boldrobot

 

Posts: 38
Joined: 7/12/2010
Status: offline
quote:

ORIGINAL: BBfanboy


quote:

ORIGINAL: boldrobot

Very interesting, and this in turn raises more questions:

When does it matter whether a ship is disbanded in a port or present in a TF in a port? Will AS and AR only offer benefits if disbanded?

I didn’t know about the target hex for LRCAP. Can I target a TF and have my planes provide LRCAP as it moves? Basically I’m wondering what the most effective set of orders is to get fighters to cover a convoy coming into a port where both the approach and the port itself are vulnerable to Betties (right now, Moresby and especially Rangoon for me).


The AS will reload SS ammo without it being disbanded. It will only assist with repairs if both are disbanded. Same with the AR and any ship.
Plus, if an AR is disbanded in port and no ship is specifically assigned to it, it will donate its repair points to the port to speed up pierside repairs.

LRCAP assigned to a TF follows the TF as long as it can. But if you start LRCAP at max range, the squadron can run out of ops points well before the TF gets to port. For large, troop laden ships I try to have them in a big TF escorted by a carrier or two (Carrier in a different TF in same hex). For smaller troop sealifts in range of enemy aircraft, APDs or other fast transports are useful and harder to hit.


Thanks, super helpful stuff. I’ve got 3 Flying Tiger squadrons in Rangoon. Would it make sense to have one doing LRCAP over the TF at max range, one with the same orders but with its range set to maybe half (idea being this would show up later, to avoid the ops points issue you mentioned), and the third doing normal CAP?

I suppose I could also send in the Indomitable, but I’m wary of risking that asset.

(in reply to BBfanboy)
Post #: 16
RE: Grab bag of noob questions - 1/22/2018 10:47:48 PM   
rustysi


Posts: 7472
Joined: 2/21/2012
From: LI, NY
Status: offline
quote:

The AS will reload SS ammo without it being disbanded. It will only assist with repairs if both are disbanded. Same with the AR and any ship.
Plus, if an AR is disbanded in port and no ship is specifically assigned to it, it will donate its repair points to the port to speed up pierside repairs.


Keep in mind that all ports have an inherent 'repair capacity' dependent on its size. NS (naval support) devices will add points to assist in ship repair as well, that is up to certain damage levels.

Wait I'll be right back....

Edit:

Here read this....

http://www.matrixgames.com/forums/tm.asp?m=2990845&mpage=1&key=ship%2Crepair

Everything you wanted to know about ship repair, but were afraid to ask....

< Message edited by rustysi -- 1/22/2018 10:51:54 PM >


_____________________________

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

(in reply to boldrobot)
Post #: 17
RE: Grab bag of noob questions - 1/23/2018 2:40:03 AM   
BBfanboy


Posts: 18046
Joined: 8/4/2010
From: Winnipeg, MB
Status: offline

quote:

ORIGINAL: boldrobot

quote:

ORIGINAL: BBfanboy


quote:

ORIGINAL: boldrobot

Very interesting, and this in turn raises more questions:

When does it matter whether a ship is disbanded in a port or present in a TF in a port? Will AS and AR only offer benefits if disbanded?

I didn’t know about the target hex for LRCAP. Can I target a TF and have my planes provide LRCAP as it moves? Basically I’m wondering what the most effective set of orders is to get fighters to cover a convoy coming into a port where both the approach and the port itself are vulnerable to Betties (right now, Moresby and especially Rangoon for me).


The AS will reload SS ammo without it being disbanded. It will only assist with repairs if both are disbanded. Same with the AR and any ship.
Plus, if an AR is disbanded in port and no ship is specifically assigned to it, it will donate its repair points to the port to speed up pierside repairs.

LRCAP assigned to a TF follows the TF as long as it can. But if you start LRCAP at max range, the squadron can run out of ops points well before the TF gets to port. For large, troop laden ships I try to have them in a big TF escorted by a carrier or two (Carrier in a different TF in same hex). For smaller troop sealifts in range of enemy aircraft, APDs or other fast transports are useful and harder to hit.


Thanks, super helpful stuff. I’ve got 3 Flying Tiger squadrons in Rangoon. Would it make sense to have one doing LRCAP over the TF at max range, one with the same orders but with its range set to maybe half (idea being this would show up later, to avoid the ops points issue you mentioned), and the third doing normal CAP?

I suppose I could also send in the Indomitable, but I’m wary of risking that asset.

LRCAP has to have a defined target, like a base on land or a TF at sea. You will not be able to set a LRCAP over a TF beyond the max range you want the aircraft to fly. Note that you no not need LRCAP at night. It is very unlikely an enemy air attack on moving ships at night will hit anything. That means your TF that needs to be covered should only need coverage for 3 or 4 hexes of daylight (unless all the ships are quite fast).

You can set a CAP perimeter from your origin AF of say, 3 hexes, and if this is also the port your TF is heading for you should get some CAP for the final three hexes. The CAP will be dispersed by having to patrol 3 hexes in every direction but if you detect enemy aircraft a ways off the CAP should close with them.

_____________________________

No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth

(in reply to boldrobot)
Post #: 18
RE: Grab bag of noob questions - 1/26/2018 2:00:48 PM   
boldrobot

 

Posts: 38
Joined: 7/12/2010
Status: offline
Thanks for all of the helpful responses so far. I've got a couple more questions:

- When I'm satisfied with the experience level of pilots in a training squadron, where should I release them to? Group, active, or reserve?

- Is there a way to see the total naval support at a base without clicking through all of the LCUs? I see aviation support and support listed on the base screen, but not naval support.

- What is CVL Hermes good for? It seems like it carries no fighters at the start. Without CAP, I can't see this ship being very useful in combat or even very good as a convoy escort.

(in reply to BBfanboy)
Post #: 19
RE: Grab bag of noob questions - 1/26/2018 3:08:54 PM   
GetAssista

 

Posts: 2732
Joined: 9/19/2009
Status: offline
quote:

ORIGINAL: boldrobot

Thanks for all of the helpful responses so far. I've got a couple more questions:

- When I'm satisfied with the experience level of pilots in a training squadron, where should I release them to? Group, active, or reserve?
Only releasing into reserve will free up spaces for new trainees. Note that it's good practice to have your training in stages. Traning skills in one squadron, then flying CAP in some backwater base to build up some xp, then frontline duty when xp is about 65+. The last part depends a lot on your losses, needs and training scale.

- Is there a way to see the total naval support at a base without clicking through all of the LCUs? I see aviation support and support listed on the base screen, but not naval support.
Base screen in the upper middle below port specifications

- What is CVL Hermes good for? It seems like it carries no fighters at the start. Without CAP, I can't see this ship being very useful in combat or even very good as a convoy escort.
Keeping Japan honest in the Indian Ocean early in the 42. Also resizing your carrier capable British fighter squadrons for training needs. They are crap for anything else anyway. Put Americans on Brit carriers


(in reply to boldrobot)
Post #: 20
RE: Grab bag of noob questions - 1/27/2018 4:36:13 AM   
jmalter

 

Posts: 1673
Joined: 10/12/2010
Status: offline
quote:

ORIGINAL: boldrobot
7. Less of a question than an observation, but in my game, the AI has decided to park KB at Makassar for like...
the last two weeks (it is now January 17). I've put a few Dutch subs in the same hex and they put a single torpedo
into Kaga, but otherwise have been unable or unwilling to attack even though they have ammunition.

IMO it's far better to task your subs to a 2 or 3 hex Patrol Zone rather than to a specific 'Remain on Station'
destination hex, also set their Reaction Range to 1.
IMO the SubTF needs to be expending movement points in order to search for & find a target, & it needs to keep
moving in order to avoid becoming 'known' to the enemy.
So if you've got 3 subs homing in on a hex, set them up w/ a 3-hex Patrol Zone to keep them moving into & away from
the enemy TF's location, 'quartering the search area' along expected enemy movement routes. I give each Patrol Zone
hex a 1-day stay to increase their endurance. Note that TFs on Patrol will automatically return to their home port
when they run low on fuel or ammo. They'll refuel & rearm (if fuel & ammo are available), then return to their
defined Patrols.
The sub war is a big part of the game, subs require a lot of care & feeding!

(in reply to boldrobot)
Post #: 21
RE: Grab bag of noob questions - 1/27/2018 5:22:45 AM   
jmalter

 

Posts: 1673
Joined: 10/12/2010
Status: offline
quote:

ORIGINAL: boldrobot
3. The Japanese attack on Pearl Harbor didn't manage to sink any BBs, but of course it heavily damaged many of
them. I've read that the best move is to eventually send these guys to the West Coast to complete their repairs.
How do I know when enough damage has been repaired for them to make the trip without randomly sinking? Is there
some sort of rule of thumb? My guess is I should be primarily concerned with flotation damage here, but I'm not
sure what number is considered "safe."

First thing is to check the Pearl shipyard - it likely suffered some damage so be sure it's set to Repair.
Second thing is to review all your damaged ships & set some priorities - don't concentrate shipyard repair of BBs
to the detriment of lighter ships. All your munged BBs won't fit in the Pearl yards, but they can repair System
damage in pierside mode.
Third thing is to heave a sigh & accept that some several BBs will be out of action for 1 year or more!

At some point you'll want to send some damaged BBs to West Coast shipyards, IMO they should have float/engine
damage of 40 or less, w/ system damage of 10 or less. Consider replacing the BB captains w/ high Nav skill guys,
to aid underway damage control. Form an EscortTF w/ plenty of ASW escorts, set it to Cruise speed. Do your best to sanitize the destination.
Nothing's worse than getting your cripples close to Bremerton & getting torpedoed by undetected IJ subs.

< Message edited by jmalter -- 1/27/2018 5:24:42 AM >

(in reply to boldrobot)
Post #: 22
RE: Grab bag of noob questions - 1/27/2018 7:14:26 PM   
rustysi


Posts: 7472
Joined: 2/21/2012
From: LI, NY
Status: offline
quote:

What is CVL Hermes good for? It seems like it carries no fighters at the start. Without CAP, I can't see this ship being very useful in combat or even very good as a convoy escort.


ASW, if pilots are trained in that discipline.

_____________________________

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

(in reply to jmalter)
Post #: 23
RE: Grab bag of noob questions - 1/27/2018 7:20:51 PM   
rustysi


Posts: 7472
Joined: 2/21/2012
From: LI, NY
Status: offline
quote:

- When I'm satisfied with the experience level of pilots in a training squadron, where should I release them to? Group, active, or reserve?
Only releasing into reserve will free up spaces for new trainees. Note that it's good practice to have your training in stages. Traning skills in one squadron, then flying CAP in some backwater base to build up some xp, then frontline duty when xp is about 65+. The last part depends a lot on your losses, needs and training scale.


For fighter pilots I usually put them into front line units once they get to 50/70/70. These are the groups' 'nugs' and generally I have about 6-8 in each group. They'll either 'get up to speed' or get 'wasted', whichever. I find most of them 'get up to speed'.

_____________________________

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

(in reply to rustysi)
Post #: 24
RE: Grab bag of noob questions - 1/31/2018 3:08:27 AM   
boldrobot

 

Posts: 38
Joined: 7/12/2010
Status: offline
Thanks again for all of the responses. If you'll believe it, I have another:

I want to put PT boats at some of my smaller island bases (especially Johnston/Canton/Christmas/Palmyra), but the PT boats of course don't have enough fuel to get there. I've read the section of the manual on creation of PT boats, but I don't really understand what the exact circumstances are when a task force can create boats (do I need certain types of ships? certain amount of supply loaded?). Could someone please spell this out for me?

Alternatively, I've got a dozen or so PT boats hanging out at Pearl. Any reason I couldn't put them in a TF with a longer-legged ship that they could refuel from? If that works, does it need to be any particular type of ship, or could it just be an xAK? Would rather not risk an oiler just to move a few PT boats around.

(in reply to rustysi)
Post #: 25
RE: Grab bag of noob questions - 1/31/2018 5:40:41 AM   
BBfanboy


Posts: 18046
Joined: 8/4/2010
From: Winnipeg, MB
Status: offline
PTs will not combine in a TF with other types of ships, but your can set a PT boat TF to follow the larger ships at range 0, and they will take fuel from those ships as required (every 12 hexes or less). Bear in mind the constant refuelling uses ops points that would otherwise be spent on movement, so your gaggle will take longer to get to destination and be more exposed to enemy attack because of that.

_____________________________

No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth

(in reply to boldrobot)
Post #: 26
RE: Grab bag of noob questions - 1/31/2018 7:28:11 AM   
LargeSlowTarget


Posts: 4443
Joined: 9/23/2000
From: Hessen, Germany - now living in France
Status: offline
Escort TFs accept all types of ships, so put the PTs into an escort TF together with a "mother ship" that can provide fuel (never mind that PTs had gasoline engines). An AGP (PT boat tender) would be ideal but at start the USN has only one - Niagara - and she is deep in the South Pacific with the Pensacola convoy (at least in the DBB mod, haven't touched stock scenarios in years).

_____________________________


(in reply to BBfanboy)
Post #: 27
RE: Grab bag of noob questions - 1/31/2018 3:28:36 PM   
Macclan5


Posts: 1065
Joined: 3/24/2016
From: Toronto Canada
Status: offline

quote:

ORIGINAL: GetAssista

quote:

ORIGINAL: boldrobot

8) After Manila falls, where's the best place to base subs patrolling near Japan? Darwin? Dutch Harbor?
Whenever you can disband an AS ship and AR for quick repairs, store some fuel and be safe from air raids. Adak is good if you build it up. If not then good old Pearl Harbor, with and advanced rearming/refuelling on Midway






This is actually a very good question - tactically sound - not Noob.

I have some experience and I am learning all the time.

GA has provided robust advise above.

Some random considerations:

1) Historical Sub bases were Pearl and Brisbane if memory serves me correctly.

2) Subs on patrol at Mission speed (important) will accumulate system and minor float damage. They may need a port with an inherent ship yard - where an AR may not be enough for multiple subs.

3) Many US subs update rather early in game 04/42 as I recall. Therefore again a shipyard is required to update.

4) Despite the updates and depending upon setting - USN subs may not be all that effective through 42 due to Torps.

--

I think the lesson I learned from the veterans on the board is the "time in patrol" is very important to your overall sub success.

So balancing creating forward bases - and concentrating subs on patrol around threat corridors / future objectives is the name of the game.

You forward bases will depend upon where the Opponent (AI / Human) tends to be sending task forces at you - from - so to speak.

Canton Island for example if a lot of activity in SoPac ?

Midway only if a lot of activity ? But set it up for down the road ?


_____________________________

A People that values its privileges above it's principles will soon loose both. Dwight D Eisenhower.

(in reply to GetAssista)
Post #: 28
RE: Grab bag of noob questions - 1/31/2018 8:00:17 PM   
rustysi


Posts: 7472
Joined: 2/21/2012
From: LI, NY
Status: offline
Alternately to that stated above you can create PT's right at your base. IIRC the base must have at least 10k of supply and you must have PT's available for deployment. By available I mean on the bottom right of your base screen (again IIRC) you should see a button, 'create PT's'. If its grayed out you have not met conditions.

Another way to move those PT's at Pearl is to 'move' them back to your pools. You can do this by right clicking on your PT boats and there should be an option to do so. Pretty sure they have to be disbanded at the base to do this. After some time they will re-appear in your pools and may then be 'created' at another base. The base will spend supplies to create these vessels.

_____________________________

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

(in reply to Macclan5)
Post #: 29
RE: Grab bag of noob questions - 1/31/2018 9:22:14 PM   
BBfanboy


Posts: 18046
Joined: 8/4/2010
From: Winnipeg, MB
Status: offline

quote:

ORIGINAL: rustysi

Alternately to that stated above you can create PT's right at your base. IIRC the base must have at least 10k of supply and you must have PT's available for deployment. By available I mean on the bottom right of your base screen (again IIRC) you should see a button, 'create PT's'. If its grayed out you have not met conditions.

Another way to move those PT's at Pearl is to 'move' them back to your pools. You can do this by right clicking on your PT boats and there should be an option to do so. Pretty sure they have to be disbanded at the base to do this. After some time they will re-appear in your pools and may then be 'created' at another base. The base will spend supplies to create these vessels.

There are also requirements for the port size or Naval/Command HQ presence. And the port must be of the correct nationality (except Australian ports that can make US PTs).
Then there is the option to create PTs from the supply in a TF, provided the supply was loaded in the US and there are PTs in the pools.

_____________________________

No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth

(in reply to rustysi)
Post #: 30
Page:   [1] 2 3   next >   >>
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> The War Room >> Grab bag of noob questions Page: [1] 2 3   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.906