rockmedic109 -> RE: noobee (1) series of frustrations and questions (8/8/2006 3:41:21 PM)
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My answers may not be perfect, but I will try. 1. If you could put Australia Command troops on a ship, there is nothing in the code that would prevent you from dropping them off anywhere...say Pearl Harbor. Fixing this might cause other problems. I would rather live with it. If the command is unrestricted, then you do not need to expend political points before moving them. 2. The Follow Task Force command is only for friendly units as you surmise. All things being equal, you are correct in that the faster tf should be able to run down a slower tf. All things are not equal. Norfolk and Suffolk were faster than Bismark, yet Bismark successfully escaped their prying eyes. A carrier ducked into a squal at Santa Cruz or East Solomons {bad memory} and was not attacked. Hiryu was on the other side of the formation at Midway and not attacked. Having enough variances in outcome to handle such events is one of the strong points in this game. 3. Landing craft can dump ALL of their load in one turn. It may take several days for an AP or AK to disgorge it's troops and this entails more losses and disruptions and potentially the loss of an AP or AK which is certainly more valuable than a Landing craft. I believe barges produce no VPs for the opponet if they are lost and they can only be aerially attacked by Figher Bombers at 100' {I think}. 4. Works better to form a tf for each unit you want to transport...then when all are loaded, merge them into one tf. There is no way to break down the difference in AP/AK when loading the unit if you are looking at the capacity of the tf. I usually just use all AK or all AP and work around this minor problem. 5. I believe leaders, size of trail, supply level, exp of troops, fatigue and disruption all have impact on how far a unit moves. The 59 mile thing {if not related to the above} was a bug of prior to version 1.3 {I think}. 6. You need to send MSW. Read the rule carefully regarding minesweeper missions. They have to be on patrol/do not retire {I believe}. I think DMS will work in a bombardment tf that is moving through a hex containing a minefield. Also, if you set an offensice minefield in a port and then take that port, your mines become unfriendly to you and may damage your own ships. Welcome to club. Enjoy the game but ignore your wife/girlfriend at your own peril. You might want to have a standing order at a florist to send her a dozen roses every month or so.
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