JWE -> RE: Is it a waste of repair ships to have them in size 9 bases? (6/26/2009 7:51:24 PM)
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Used to be, in stock, HQs, ARs, things like that, had the “effect” of bumping up a port level, which used to be the prime determinant of the system; you had to go looking for a port level = x, to do a deed. Nowadays, everything, and I do mean everything, is independent. “Naval Support” squads take the place of HQs. HQs don’t mean squat unless they have NavSup in the OOB. Conversely, a Naval Port unit may have a bunch of NavSup gobs, but no HQ function whatever. So you can actually put “Scrappy” Kessing and his boys into Tulagi, and turn it into a nice little Naval base and repair center. Nowadays, NavSup and ARs, and the like, are like a deck of cards; you only get so many. There’s only 4 aces in the deck, and there’s also 4 duces. You put an AR into SFO, it can only support one ship up to its capability. No more of this “bump the port doo-doo”, it is only one card – play it wisely. You put the same AR at Bafangoo, it can support the same ship up to its same capability. Again, it is only one card, so play it wisely. You will have “things” in your playbox. A largish port can do some neat stuff, but only to a limited tonnage of ships. NavSup is a multiplier, but only up to its # of squads. ARs are a multiplier of sorts – one AR fixes one boat – and so on, and so on. Concept is to make the whole idea of “base of operations” actually mean something. Repair/rearm/whatever is gonna mean concentration of capability and development of a fleet base (or bases) somewhere. Something that now must be cherished and defended. “I don’t know what that logistics crap is that Marshal keeps talking about; but I want some of it!” E.J.King.
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