Shannon V. OKeets -> RE: A couple of questions (2/19/2014 8:41:11 PM)
|
quote:
ORIGINAL: Shotgun Hi I have a couple of quick questions to ask, hopefully somebody won't mind helping out. i) What is the easiest way to rearrange Carrier planes? I'm trying to organise my Japanese strike fleet which is stacked together in Tokyo, the carriers are full but I have several better quality aircraft that I would like to swap with those on the carriers. Can this only be done during the rebase phase? ii) I can't find any reference in the documentation as to what type and how many units are setup when I invade a particular minor? Is there a table somewhere? It does make it a bit of a surprise otherwise (although pleasantly in the case of Denmark, as I was expecting some resistance or NOT as in Yugo and Switzerland). iii) Similar to ii above, is there a list of Terrotorials that are added with the optional rule. I'm playing Global War without this option (but with Divisions) and can't get my head around the lack of any token defenses in the pacific. I know this is a corp level game and there is the notional unit rule but after playing WITP it doesn't quite feel right for Japan to effectively invade at will. Enjoying the game, and have lots more to discover. I haven't really touched the convey's yet, the CW seems to be doing ok without going into the fine detail of what resources are going where although I know a lot are wasted [approx 7 are idle most of the time]. This is counter balanced however by the Germans not having had the time for any Naval or combined actions, they've been too busy with Poland, Denmark, Holand, Belgium. France, Switzerland, Yugo, Greece and a '41 Barbarossa. Thanks in Advance. 1 - A the start of the game you can place carrier air units on carriers "for free" and rearrange them however you like during that phase. You can even place them on carriers at sea if the major power is already at war (e.g., in the Guadalcanal scenario). During the reinforcement phase, you can place arriving carrier air units on carriers that are in a home country port [I think you can do this even if the port is not in a city, like Plymouth]. During the rebase phase you can rearrange which carrier air units are on which carriers (for 'free') if both units are in the same hex: a port or a sea area section box. At the cost of one air mission you can fly carrier air units to/from carriers in a different hex. However, at least one of those hexes has to be a land hex. 2 & 3 - The easiest way to identify all the units fulfilling a given criteria (e.g., territorials, minor country units) is to start a Global War game with all the optional rules on. Then use the Units form (Ctrl-U) and its accompanying filter to see a selected list of units. When a minor country enters the war, it gets all of its units built by the year it enters the war, so be sure to filter by year. The reserve units arrive in the following turn if the minor country hasn't been conquered by then. There are some air units belonging to minor countries that have duplicates, one of the units arrives immediately and the other one goes into the Force Pool. In the unitdata panel there is a field for this: Built versus Not Built. There are also some special rules about what happens to minor country naval units - you'll have to read up on that because it has a lot of particulars.
|
|
|
|