BBfanboy
Posts: 18046
Joined: 8/4/2010 From: Winnipeg, MB Status: offline
|
quote:
ORIGINAL: HansBolter quote:
ORIGINAL: LargeSlowTarget If I am not mistaken, DMS sweep the hex they are in and the six surrounding hexes. In theory, placing a DMS in a hex next to the enemy base hex should sweep mines without having the DMS actually entering the enemy base hex and triggering the CD guns. I have not tested this, in my ongoing game I managed to lose all DMS or have them convert to escorts "by accident", and Japan cannot create more DMS... In this context I have observed something odd in the duel between minesweepers and CD guns : quote:
-------------------------------------------------------------------------------- TF 15 encounters mine field at Babar (76,117) - Coastal Guns Fire Back! 2 Coastal gun shots fired in defense. Japanese Ships AM Wa 107, Shell hits 3, heavy fires, heavy damage AM Wa 106, Shell hits 2, on fire, heavy damage AM Wa 105, Shell hits 3, heavy fires, heavy damage 10th Marine Defense Battalion firing at AM Wa 107 10th Marine Defense Battalion firing at AM Wa 106 10th Marine Defense Battalion firing at AM Wa 105 10th Marine Defense Battalion firing at AM Wa 107 10th Marine Defense Battalion firing at AM Wa 106 10th Marine Defense Battalion firing at AM Wa 105 70 mines cleared -------------------------------------------------------------------------------- TF 538 encounters mine field at Babar (76,117) - Coastal Guns Fire Back! 5 Coastal gun shots fired in defense. Japanese Ships AMc Fumi Maru #5, Shell hits 3, heavy damage AMc Mogami Maru #3, Shell hits 3, heavy fires, heavy damage AMc Sakaki Maru, Shell hits 1, on fire, heavy damage AMc Naruo Maru #3, Shell hits 1, heavy fires, heavy damage 2nd Air Advn Base Force firing at AMc Fumi Maru #5 10th Marine Defense Battalion firing at AMc Mogami Maru #3 10th Marine Defense Battalion firing at AMc Sakaki Maru 10th Marine Defense Battalion firing at AMc Naruo Maru #3 90 mines cleared 2 resp. 5 shells for 8 hits in each battle - those must be "magic shells" similar to that single bullet that hit President Kennedy and Governor Conally for a total of seven entry/exit wounds. Accumulated damage over multiple turns from coastal gunfire also seems way out of sinc with naval gunfire damage. I have had thin skinned transport ships take 3-5 rounds of coastal gunfire per turn for 5-6 turns without sinking. If they took that many hits in a naval combat they would be visiting Davey Jone's locker. I realize some coastal gunfire is small caliber by naval gunfight standards, but something still seems fishy. In my game vs. the AI I had some Japanese ships (DDs, AMs and PBs) enter Bataan hex and get shot up by the Fortress PLUS hit mines. The record was eight mine hits on one vessel and yes, the vessels went on to sweep hundreds of mines before the phase ended and the damage was applied to sink them. It is just a matter of the turn resolution steps where the IJ portion is resolved first (and results displayed in the animation) before the Allied side is resolved and only then are the results applied.
_____________________________
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
|