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Beware! - 10/27/2003 4:55:27 PM   
BPRE

 

Posts: 624
Joined: 10/16/2000
From: Stockholm,Sweden
Status: offline
Hi Zulu,

[QUOTE]
1) when you order them to load (at the starting port), immediateley also set a destination.
[/QUOTE]

It's very important that you set the destination [B]before[/B] you give the loading
command.
From the manual v 2.00, paragraph 8.21:

[B]Important note:[/B]
[COLOR=SandyBrown]Before the loading command is given, a destination hex should be set; if one isn't,
as soon as the TF finishes loading, it will commence unloading (it thinks it's arrived
at it's destination!).[/COLOR]

I remember that this caused me quite a bit of problems in the beginning before I got
used to it and I wasn't the only one having problems with it.
It can really destroy a well-planned, coordinated, amphibious attack when you're
biggest unit starts unloading immediately after being loaded and all the other TFs
set sail towards the enemy.

As for your thoughts regarding "patrol/do not retire" I agree with you and try to
do the same. Easy to forget though.

[QUOTE]
It also seems to me that if you send out a lot of groups of 1-2 transports rather than a large convoy, they are less prone to get targeted by the (AI) planes.
[/QUOTE]

I'm not 100% sure but I think the search planes have less chance to find only
1-2 ships compared to bigger TFs. So it's probably just as likely that they will
attack when they find the ship/s.
As an example I managed to hurt Yorktown quite bad a few hexes away from
Gili-Gili in a recent game (scenario 17). Together with a DD it was moving back
towards Noumea at the speed of only two hexes per turn and managed to pass
3-4 hexes south of Gili-Gili and move for maybe 5 turns before I actually found
her with search planes. The remains of the original TF (Lexington 3-4 CAs and
5-6 DDS) were found every turn halfway back to Noumea.

Regards
BPRE

(in reply to Zulu)
Post #: 1
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