wege80 -> RE: Two questions about the interface of the game (6/11/2012 1:31:52 PM)
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ORIGINAL: LoBaron quote:
ORIGINAL: wege80 quote:
ORIGINAL: Justus2 quote:
ORIGINAL: kevin_hx But, who can explain this one? { For example: "5/4". How many hexes TF flows throughout the turn? 5? 4? 9 ? How much during the night, and how much during the day? } At Cruise speed, it will do 4 hexes per phase (day/night) for 8 total. At Full speed it will do 5 hexes per phase, 10 total. Speed is the same for Day/Night phases, unless the mission type (Fast Transport, Shore bombardment IIRC) require it to dash in at night, it will go to Full speed for that phase. Mission Speed setting just tells it to follow the required speed based on the mission type, default remains Cruise Speed, but as noted, some phases it will shift to Full Speed to accomplish the critical part of the mission. Hi guys! As I've read in many AAR's it's often quite difficult to manage your TF to exactly bomb during the night and than rush away and have a decent range traveled to avoid LBA. So waht are your planning steps to execute a succesful night bombing or fast transport run (bombing target and being away far enought in the PM pahse)? Thx for your input Chris As everything else: Add safety margins to your risky missions (sp. initiate the runs closer to target than in theory possible with max speed). Ah, and check commander aggression, threat tolerance, TF fuel stat, other TF who might want to refuel in the start hex,...these things. If possible add in fail safe mechanisms (e.g. run an SAG the same route, provide air cover, if needed make outbound course different from inbound course...) And do your recon/NavS homework. PS: I think you meant being far enough in the AM phase? Thx very much LoBaron! All these things are clear to me as far this is possible, but regarding threat tolerance, what should be best used for these settings? High tolerance I would guess? PS: Nice to see somebody from Austria here too [;)]
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