GetAssista
Posts: 2732
Joined: 9/19/2009 Status: offline
|
quote:
ORIGINAL: koneeb88 Thats what I've been doing, but it's terribly inconvenient. If constant bombardment is what you SHOULD do, isn't there a better way? Air groups don't have to reset the order to bomb the base every turn. Constant bombardment is only a thing in AI games. Human player will come for your ships sooner rather than later, with CVs or Pts or subs, or attacking a reloading hub and burning your AKEs. So no, there is really not need for CS Bombardment option. quote:
ORIGINAL: BBfanboy The only way to get constant bombardment is to have enough Bombardment TFs to cover the period of time that it takes to return to the reload base and back to the target. Note that BBs take up a lot of operations points reloading their ammo. You need roughly two AKEs for each BB to keep up with a one-day turnaround. Ops points can be a limitation from the port, the AE or AKE, or the BB itself. It is useful to use lighter Bombardment TFs to fill in while BBs are rearming - they help maintain the MDL on the target and keep up the disruption and fatigue of the defenders. In case you don't know: Fatigue (lack of sleep and nervous anxiety) leads to - Disruption ( enough men missing from the squad to make it less effective) leads to - Disablement (enough men missing from the squad to make it combat ineffective) leads to- Destruction (enough men killed to make the squad no longer capable of being renewed with reinforcements) leads to - Unit destruction or dispersal (enough devices lost to result in dissolution of the unit) If you are able to keep constant pressure on an enemy LCU you will see that progression (except the fatigue and disablement which is present but not reported). I do daily bombardments in AI games a lot. Talking weeks and months of daily BB bombardments sometimes, that's the only way you can capture SF. So I have a lot of experience here. It's not as hard to set daily BB runs as you imagine. Reloading happens at the end of turn, and usually enough action points are left to reload BB main guns even from a small port and 1:1 AKE. Major factor is distance to target - 7 or 8 hexes can make you miss a daily run now and then. The other major factor is BB refueling. Since you have to keep bombarding force at Full refuel for them to readily reload their guns, you can miss the turns when BBs decide to replenish their bunkers. Refueling takes more action points compared to reloading. Hence it is beneficial to have zero fuel at reloading port so that BBs not bother with refueling at all. With respect to fatugue - in game it does not work like you wrote. First, bombardment hits mostly base-stationed units (AA, ENG, HQ, ART) and only starts targeting the main defensive force (INF) when there is few of the former left. The accumulation of disruption is unreliable, in larger bases LCUs recover their disruption very quickly, and again, INF is relatively unscathed in the first place. But still, hitting the base at the day of the attack is beneficial cause base-stationed units contribute to the adjusted AV, and sustained bombardments will gradually whittle down both base-stationed units and supplies, not to mention prevent fort building. All of this is strictly AI games and borderline abusing the AI, cause the latter is hapless vs sustained BB bombardments.
|