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rokohn -> More Questions. (9/6/2006 7:11:55 PM)

I have a few more questions about strategy and game mechanics.

1. What is the difference between a base force and a flag on the map. Not every flag has a base force and some base forces in the same hex as a flag cannot be moved. To expand on this question; in the start of the CHS campaign game there is no flag at Henderson Field. In the Aug 1942 campaign it is there waiting for the Americans to take it. How would it get there in the course of a game? This is important to know, as that is the only way to make a new airfield. (That I know of).

2. It has been suggested that trying to hold Rangoon and Burma is a waste of time for the allies. While I can understand evacuating Rangoon ASAP, how far back do the allies go? The AVG in the CHS mod appear in Mandalay, in Burma. Do I transfer them to a base in China proper and abandon Mandalay? Also, does the Burma Road have any real use in the game? If I abandon Burma all the way back to India proper, I will also loose the road. Any comments?

3. It would seem that setting ports in OZ and Noumea to automatic convoy would be a death sentence for the ships leaving from SF. The path takes them right past the Marshalls and in range of Jap Aircraft. Is there something I am missing? Do I just supply the ports manually?

Thank you for all of your assistance.




niceguy2005 -> RE: More Questions. (9/6/2006 7:18:58 PM)

2. Defending Burma is not a waste of time, it's just a battle you are unlikely to win, unless it is the AI, in which case it is possible. Pick your battles, you have to stand and fight somewhere and then retreat, whether that is through the jungle to India, China or by sea from rangoon.

3. Don't use auto-convoy for anything early in the war. The AI is terrible at plotting courses as you have seen and it waits too long to resupply bases; you will run out of supply. The computer can't anticipate your offensive missions or your mass bombing campaigns. auto-convoy should really only be used for back water bases later in the war. Then it is very handy.




niceguy2005 -> RE: More Questions. (9/6/2006 7:20:49 PM)

BTW, welcome to the game.

Interesting quote. Question though, is it really even possible to teach a righteous man?




bradfordkay -> RE: More Questions. (9/6/2006 7:22:50 PM)

A base has a flag on it if it has at least a size 1 port or airfield built. With neither of these, it will be a dot base even if it has the capability of being built into a larger base. Most base forces can be moved, but (expecially in the CHS) there are several base forces that have attached CD units that are immovable. If you see an asterisk (*) next to any device in the unit's device listing, then the unit is immovable.


I like to try to hold Mandalay, though it always has been futile so far. Once the Japanese control any Burma/Ledo hex so as to cut the road, then the daily supply arriving in Kunming will no longer get through.

It is best to handle long range supply TFs on your own. The "air value" rating given each base was supposed to determine a TFs route, but something never worked right there. If you trust the AI's pathfinding (even when you create the TF and designate the destination), it will send your TFs right through enemy territory - should that be the most direct route. Most of us choose an interim destination like Pago Pago that is just out of the way.




Mike Solli -> RE: More Questions. (9/6/2006 7:25:46 PM)

Here you go:

1. A base force is a ground unit. The flag on a map or a dot in the middle of a hex shows who controls the hex. If there is a flag, that means there is a port and/or airfield there. If there is a dot in the middle of the hex (red for Japanese and green for Allied) that means there is a base there but there is no airfield or port.

2. Sorry, but I play the Japanese. I do like it when the Allied try to defend Burma. The ground units in that area at the start of the war are pretty poor so it's relatively easy to trash them and make things easier for me later.

3. It is a death sentence because the convoys take a direct route there, which is right through the Mandates. Give them a "waypoint". Set the home port as the location in Australia you'd like to go. Then set the destination at some point in the SW Pacific. The TF will go to the destination and then from there to Australia avoiding the Mandates. Alternately, you can set a destination as an island somewhere in the SW Pacific and then continue to leapfrog from island to island until you reach your destination.




Nemo121 -> RE: More Questions. (9/6/2006 8:10:32 PM)

A righteous man may be wrong. Error can always be corrected. Hence it is possible to teach a righteous man since righteousness does not guarantee infallibility. A point often missed on this and other fora.




rokohn -> RE: More Questions. (9/6/2006 10:09:15 PM)

Thanks for the answers, but there is still one not answered.
 
In game terms, after the Japanese seize Guadalcanal how would they start the base there that eventually became Henderson Field?  In the Aug 42 scenario that came with the game there is a Jap flag in Guadalcanal, it think it is called Lunga.  How does one make a port and air base when one never existed there?
 
Nemo has the right of it.  Also that the emphasis is on the fact that the righteous man appreciates the correction.  The quote is from Proverbs 9:7 – 9.  When I think of all the many forums I have read through, seen all the flame wars, and the damage caused by trolls, this is great advice no matter what your religion.  The passage just screams “Don’t Feed The Trolls”.




Nikademus -> RE: More Questions. (9/6/2006 11:26:58 PM)

You use engineer squads and vehicles to build up the port and/or airfield values of the base location in question. These devices are contained in "Base Forces" and in Contruction battalions. (Both types fall under LCU class "ENG") All geographic locations eligable to be made into bases have a normal max build value assigned for both Airfield and Port. Any value >0 turns that location into a "base" (denoted with a map symbol...Allied or Japan flag) The Normal max level you can build too is the # in parathesese.

example.

Lunga

Airfield 1(5)
Port 1(5)

The first number value denotes the current "size" of the airfield and port. the # in the () is the max normal build value. Remember though that you can "overbuild" up to 3 levels above the number in () so in this example, Lunga can build to a maximum size 8 airfield and size 8 port.

To disband ships in a port requires minimum value size 3

Airfields require size 2 or higher to stage offensive bomber ops.
Size 4 or higher required to launch 2 engine bombers with no penalty
Size 5 or higher for 4 engine.
Size 7 or higher for B-29's

Airfield size also denotes max capacity of the airfield in terms of efficiency. Size * 50....so size 1 = 50 aircraft max. You can stack more than that but you incur a penalty on strike sizes.






bradfordkay -> RE: More Questions. (9/7/2006 9:02:01 AM)

The "dot bases" are bases that have a potential for having a base, but as of yet no construction of any form has occured (not even enough of a native port to qualify as a level 1). Lunga is properly something like 0 (2) for port and 0 (4) for airfield at the start (depends upon which map you are using). With both port and airfiled being level zero, it should have no flag but rather a "dot" in the center of the hex. Some scenarios might start it at 1 (2) and 0 (4), and thus it will have a flag instead of the dot.



" Size 5 or higher for 4 engine.
Size 7 or higher for B-29's "

This is a simplification, not a rule. The rule for level bombers is that base size required for unrestricted bomber operations is level 4 + (bomber load/6500) (fractions rounded down). With all the mods out there revising bomb loads, we might not want to get ourselves caught up in thinking that a certain plane can operate from a level 5 airbase when its payload actually requires a level 6. I don't know of any aircraft in particular that would fit this case, but there may be some out there...




rokohn -> RE: More Questions. (9/7/2006 7:33:35 PM)

Thanks again.

Based on Brad's response, I assume the first side to get to Guadalcanal and increase the port or airbase from a size 0 to 1 will get the "honor of putting up the flag".  I also assume then that if a hex doesn't have a dot on it (some hexes in India, Burma or China for example) then there is no way to place an air base there or even put a fort there.




SireChaos -> RE: More Questions. (9/7/2006 8:20:49 PM)


quote:

ORIGINAL: rokohn

Thanks again.

Based on Brad's response, I assume the first side to get to Guadalcanal and increase the port or airbase from a size 0 to 1 will get the "honor of putting up the flag".  I also assume then that if a hex doesn't have a dot on it (some hexes in India, Burma or China for example) then there is no way to place an air base there or even put a fort there.


I think LCUs staying in a hex in the countryside will fortify, at least. Look at the unit screen for some of the units standing around in China (if you´re allies) or Manchuria (if you´re Japan); in the top left, it will say, IIRC, for example "IJA unit, with 3 forts" or something like that.




dtravel -> RE: More Questions. (9/7/2006 9:58:01 PM)


quote:

ORIGINAL: SireChaos


quote:

ORIGINAL: rokohn

Thanks again.

Based on Brad's response, I assume the first side to get to Guadalcanal and increase the port or airbase from a size 0 to 1 will get the "honor of putting up the flag".  I also assume then that if a hex doesn't have a dot on it (some hexes in India, Burma or China for example) then there is no way to place an air base there or even put a fort there.


I think LCUs staying in a hex in the countryside will fortify, at least. Look at the unit screen for some of the units standing around in China (if you´re allies) or Manchuria (if you´re Japan); in the top left, it will say, IIRC, for example "IJA unit, with 3 forts" or something like that.


Correct, but those are for that unit only. If the unit moves those "forts" disappear, they don't remain for another unit to occupy. The Fortification Levels that you build at a base will remain and are used by all friendly units in the hex.




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