Lokasenna -> RE: Conversion Guide Bombardment Distance (and other questions) (3/2/2016 5:03:13 PM)
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1. This is often the case for the Allies in the early war. Many of your xAKs can convert into xAPs - look for the Pacific L and Dominion L cargo classes. They are capacity 3900 and 5500 (IIRC), and will convert into xAPs with capacity 1000/1900 and 2200/2250 (again, IIRC). There are some other classes as well, but those 2 are the most numerous. Also, you can ship troops on xAKs, it just takes many more of them than it otherwise would. 2. You can lay offensive mines, sure. Subs are the best way to do that, but keep in mind that sub mines are often your largest and laying them "defensively" is valid as well. 3. You can always pull the ship out of the yard to Pier Side: even if a ship requires a certain size repair yard, once the upgrade has started it will complete it at Pier Side mode. If there is associated damage that needs to be repaired, that may be another matter. 4. Fires: not really, no. More naval support might help. Maybe. Maybe not (ships on fire can't take advantage of Pier Side mode, so maybe they don't access port resources at all - no clue). For "acceptable" damage to move a ship, that's really up to your own judgment. Keep in mind that System damage represents working systems on a ship - pumps, electricals, etc. If you have a moderate level of System damage, there is a chance your ship will not be able to keep up with flooding while it sails to its destination and sink along the way. You don't always need to get it down to 0, but 0 is better than 10 and 10 is better than 20, and so on. I often sail ships with less than 50 flooding damage with 10-20 system damage if I really need to get that ship to a yard. If it can wait until System reaches 0, then I'll wait. Commander Inspiration rating apparently affects damage control checks, as does crew experience. 5. Your method is fine. As you play more you'll cotton onto alternate ideas, if any strike your fancy. Also, bigger units last longer in combat. Smaller units get worn out more quickly. 6. In a word, no. You should read in the manual what preparation does. In essence, it does 2 things: (1) prevents you from taking high levels of disruption/disabled troops upon amphibious landing, and (2) prevents you from receiving the preparation(-) penalty on defense. There is a third thing that is much more rare, which is that if you have an HQ unit prepped for a base that you are attacking then you might receive the HQ(+) bonus in your attack if the HQ is in range. You can stack a Corps/Army HQ bonus with a Command HQ bonus. In my thousands of turns, I've only ever seen this bonus show up one time, to my knowledge.
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