Naval Patrol (Full Version)

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Smirfy -> Naval Patrol (3/20/2015 11:27:59 AM)


Automatic Naval Patrol seems to generate a sizable amount of fatigue, should this really be so?




Helpless -> RE: Naval Patrol (3/20/2015 11:35:51 AM)

It is tiresome and boring. :)

What do you call "sizable"? What is the weather? What is experience of group? Is this naval only group?




Smirfy -> RE: Naval Patrol (3/20/2015 12:04:20 PM)

Doing nothing but auto naval patrol and mission type is Naval only on several.

Pilots very experinced 70+ Beaufighters, Liberator PY, Wimpeys and Beauforts seem to be pulling high teens its winter so weather aint been great

I get the long hours and boredom but there was more than one crew per plane in a squadron




decourcy2 -> RE: Naval Patrol (3/20/2015 4:02:59 PM)

I found I had to adjust the mission setting for naval patrol for every headquarters by removing one or two days from their week.
However, that means I can never match Meklore's NI numbers cause i am too nice to my pilots!




Smirfy -> RE: Naval Patrol (3/20/2015 4:58:29 PM)

quote:

ORIGINAL: decourcy2

I found I had to adjust the mission setting for naval patrol for every headquarters by removing one or two days from their week.
However, that means I can never match Meklore's NI numbers cause i am too nice to my pilots!


For the directive patrol I split my Coastal aircraft in two and one group patrols 4 days a week the other 3 days and dont really have a problem with fatigue. Though I did create all the naval patrol squadrons for the Italian Campaign in the husky OOB I could find through the editor to make this possible. They get good figures for invaisions without having to waste all your normal aircraft on Patrol and without stressing your Coastal Patrol aircraft. Auto naval patrol however as I says seems to be very hard on the crews.

As an aside I created all these maritime aircraft squadrons and it makes no difference to transport losses outside invaisions and physically moving units by sea (Liquid skys 3 hex method) Turn 73, 73 troop and 563 cargo which is par for the course with the vanilla scenario. I also took the liberty of raising the aircraft pools for this scenario and I must say it plays alot better . That being said however Naval needs looked at as nothing seems to effect losses and I keep getting those turns with 7000 men are lost and nothing happens in game I assume a yet another automated troop ship took a torpedo. I would recommend doing likewise with the editor with regards the aircraft pools and maritime patrol stuff makes the scenario fun. Dont forget also to cancel your Strategic bomber withdrawl they are too much fun to play about with.

As a further observation I dont understand why naval taskforces take damage on siege work from bog standard units without coastal batteries. The only time these ships had to return to port with damage was to replace their Barrel linings




LiquidSky -> RE: Naval Patrol (3/20/2015 5:47:32 PM)



It seems to me that the auto naval stuff doesn't get intercepted. The only real problem with it is it spreads out as far as it can reach.

I also notice that if I leave it on all the time, the numbers attrit away. Probably over the course of the whole war most of the naval planes would be gone to operational losses. So I only 'turn it on' when I need it. After I invade, and am secure, with fighters in the area....I turn it off. I have way more cargo ships then naval planes so I can afford to lose a few more of them.

When I invade the continent, I would probably turn the auto naval on and leave it on, as by then I would never need it again.




Helpless -> RE: Naval Patrol (3/20/2015 6:17:20 PM)

quote:

It seems to me that the auto naval stuff doesn't get intercepted. The only real problem with it is it spreads out as far as it can reach.


Actually it does, by auto naval fighter patrols and AS.




Joel Billings -> RE: Naval Patrol (3/20/2015 6:32:49 PM)


quote:

ORIGINAL: Smirfy

That being said however Naval needs looked at as nothing seems to effect losses and I keep getting those turns with 7000 men are lost and nothing happens in game I assume a yet another automated troop ship took a torpedo.


This is probably just the regular front line attrition and the logistics phase digesting of past damage and turning them into some destoryed and disabled men and equipment. You only see your own sides values as the enemy logistics phase numbers are cleared after the start of their turn. In WitE where the numbers fighting are much larger, this can be a very big number each turn, and it always confused people as to why there losses were always higher per turn than the enemy. The scenario total values include everything, but you won't see your enemy's attrition and logistics losses in the turn totals.




marion61 -> RE: Naval Patrol (3/20/2015 7:05:15 PM)

It really helps if you put AS in the flight path of their naval. They have to travel to and from the zone and the best interceptions I get is when I place it in their path to get into the naval zone. Your interceptions may turn back a few groups which will reduce the overall bombers in the zone. AS is not a surgical directive, but it's good for lots of small things because it provides more than just interceptions in the area they are in.

If you have trouble determining their flight paths, just look at the naval interdiction numbers. When those planes fly to and from their zone's, they provide naval on their routes also and it's pretty apparent where they fly in from.




Smirfy -> RE: Naval Patrol (3/20/2015 7:17:02 PM)


quote:

ORIGINAL: LiquidSky



It seems to me that the auto naval stuff doesn't get intercepted. The only real problem with it is it spreads out as far as it can reach.

I also notice that if I leave it on all the time, the numbers attrit away. Probably over the course of the whole war most of the naval planes would be gone to operational losses. So I only 'turn it on' when I need it. After I invade, and am secure, with fighters in the area....I turn it off. I have way more cargo ships then naval planes so I can afford to lose a few more of them.

When I invade the continent, I would probably turn the auto naval on and leave it on, as by then I would never need it again.



Naval flies in both phases so gets double operational losses *if* fatigue carries over that cant help either




Helpless -> RE: Naval Patrol (3/20/2015 8:07:22 PM)

quote:

Naval flies in both phases so gets double operational losses *if* fatigue carries over that cant help either


Fatigue reduction happens each maintenance phase during air execution.




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