gwgardner
Posts: 6722
Joined: 4/7/2006 Status: offline
|
quote:
ORIGINAL: Vampiro Hi folks, 1) Reinforce/Upgrade I can adjust the amount of production put into reinforce/upgrade in the production screen. But is there a way of telling how much production I need to a) get all of my units back to full strength (how many turns would that take?) and b) how much production I need to upgrade all of my units? (it would also be able to prioritze upgrades, e.g. upgrade all CV first). I can set a number as high as I want to. What happens if it is more than my production + stockpile - upkeep? Would the not used production go to / stay in the stockpile? The reinforce and upgrade costs are listed in the manual. To give you a very rough example, to reinforce the starting Aussie or New Zealand bombers, I set those countries to around 24 PPs for reinforcements. Below that their bombers never get reinforcements - not enough in the reinforcement pool. Of course that means the US or UK have to setup convoys to send those PPs to those countries. I am not a min-max player, so I don't know the exact figure needed, I just adjust it until I start seeing some reinforcement going on. Then also you have to set those units to have a priority in reinforcements. 2) Fleet stance From what I understand "fleet" basically means engage in surface combat and raider means avoid surface combat. Does this mean I could set a DD group on raider to protect my trade? I don't think so, but stand to be corrected. 3) Surface combat I tried to attack a Japanese fleet with a hybrid (BB and CV and others, no subs) in surface combat, but I could not. Can I only passively engage in surface combat? I was on the tile next to the other surface fleet, when I clicked right on the enemy, it said I can't move there. With CVs in the TF, it is assumed you want to engage in stand-off combat, ie air strikes from the carriers. The accompanying surface ships would essentially be the carrier's escort. 4) Escort ships In a Let's Play I learned that 10 escort ships will make my merchant ships stay safe. This is not the case. I lost 3 merchant ships on a lane I protected with 13 escort ships. Is there an optimal ratio for escort ships per lane? The 10 escorts do not guarantee safetly for the convoy. That was simply a max number that would actually attempt to defend against sub attacks on a given convoy lane. I don't remember if that 10 limit has changed. 5) Subhunting From what I understand a DD attacks subs in a 24hex radius. Does this mean I could put the group anywhere, for example between two islands, and it has a chance to attack all subs within that radius? Would that include subs that are passing by or only subs that are operating within that radius at the end of the enemies turn? Would I have a chance of attacking subs that are hunting my convoys as well if they are parked within the radius or only if I am "parked" on the lane as well? Subs attacking a convoy must be situated on the convoy lane. Correspondingly, for a DD or CV to go sub-hunting against raiders on a convoy, they must be placed on the convoy lane. When doing so, they add a bonus percent to the assigned Escorts for that convoy lane. The 24 hex range is on the actual convoy lane. 6) Convoy hunting Do I need to park my subs exactly in a trade lane to hunt the merchant ships or is it sufficient to have the trade lane in my radius? If I park subs in raider stance let's say two hexes away from an enemy port, do I have a chance to hunt down their supply ships or do I need to block the port with a surface fleet? Raiding against ports requires that subs, surface ships, air units be in range of the port, in order to interdict it. For convoys, the subs must be on the convoy lane. Thanks a lot :)
< Message edited by gwgardner -- 5/8/2021 12:20:04 PM >
|