Kull -> RE: Allies Set-up Spreadsheet for AE (1/8/2022 2:45:08 PM)
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ORIGINAL: Zovs Thanks again all. Just found another shortcut that helps the list all bases. When setting TF destination or patrol or waypoints. Setting routing and finding the exact hex is trial and error since I can’t display hex coords and only bases display them when you hover over a hex. I have to find a hex coord and manually count the hexes to find it in the sea for example. Unfortunately there isn't an easy way to determine non-base hex coordinates. Happily there's nothing magical about most of the spreadsheet "recommended coordinates", and you won't go far wrong by following a few simple rules in setting your own: 1) Submarine Patrol Zones: I name each one, so use the "patrol around" button and click an ocean hex in that area. You'll get much the same result as the manual settings, and - if desired - you can always go back and tweak the individual settings later. But that will keep you from getting bogged down in sub patrol zones. It really is "no fun" to try and get them all perfect. 2) ASW TF patrols: The idea - almost always - is to set a triangular zone in which the final leg is the home port, where the patrolling ships can rest for one turn and refuel. As for the other two points in the circuit? They could be anything, but should be within your Air ASW patrol range because ASW works MUCH better when air and sea are looking at the same area. Also, the length of the "patrol path" should not exceed the endurance range of the patrolling vessels, and in fact should always be 2 hexes or so lower than the max. For example a group of patrolling YPs have a max range of 12 but the patrol zone shouldn't exceed 10. Otherwise your ASW patrol TFs will be doing a lot of "return to base and disband", which is no fun since you'll have to constantly reset them. 3) Supply/fuel/troop convoys: For the Allies, the general plan is to run your convoys through regions that are unlikely to experience Japanese SCTF raids and submarine patrols. Obviously there are certain nexus points that can't be avoided (such as convoy origin and destination ports) but in between you have a lot of options. The majority of your early war convoys (and for this purpose we'll ignore the chaos unfolding in the regions subject to direct Japanese attack) are needed to run supply and fuel from the US to Australia, and bases in between. Although many players run these convoys from San Fran and through the Hawaiian islands, the spreadsheet does not do this specifically because of the "Japanese avoidance" principle noted earlier. So almost everything is going to/from LA. And that means a diagonal path in a SW direction, with a jog toward Sydney, Australia roughly at Flint Island. This even works for supplying Pago, Suva, Noumea or any points north or south of that line. It also puts your convoys well behind the air search perimeter established at Pearl-Palmyra-Christmas-Canton-Pago-Suva-Noumea. Which means that any hostiles heading south or east of those points should be detected in time to make a pathing adjustment. And, since we're talking about "waypoints", we'll ignore convoys originating in Capetown or Aden/Abadan since their destinations are obvious and there's not much routing required. Anyway, if you follow those simple guidelines, the process of setting waypoints - now and in the future - should be a lot less onerous and cumbersome.
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