Various questions (Full Version)

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verdugo94 -> Various questions (4/1/2017 11:06:50 AM)

Hello I have some questions, I dont know if it is better to open one topic per each and describe in the title the subjecto or just only one with all of them. I will write them here if it is better to change it I will do [:)]

-Which is the best way to decrease the AA´s of a enemy base? I am bombarding Bataan and the AA´s are toasting my bombers, I am bombing between 12k-15k feets, if I bombard higher the results are nearly none.

-Which is the best range for a naval bombardment, I thought it was the closer to 0 but I have made some with a larger range and the results are better, is it just bad luck? Or the shells need more range?

-I have a huge shortage in engines production, I have to bases per HA-35, HA-32 and HA-33 but the aircraft production overpass the engine production heavily because the increase of engines production is just 2 per turn, I have tried to shut off some aircraft production but it is not enough, is there any way to create more engines factories in different bases?

-What means the number between parentesis in the elements of a LCU unit for example IJA infantry squads (80)143, is the number of damaged elements? I have tried to search in the manual but I cant find nothing related to this.

Thanks you very much




dr.hal -> RE: Various questions (4/1/2017 12:47:16 PM)

Greetings verdugo94, I do hope you are enjoying the game.... it's a really great one.

As for your questions:

#1 One way to defeat Bataan is to drain it of supply. Thus your desire to bomb it at medium to low altitude might not work BUT if you bomb at high altitude, Bataan's AA guns still fire but won't hit much... YET you drain the US supplies at the base. That's only one suggestion, there might be others from other players.

#2 This all depends upon what guns are located in your target hex. If there are big guns and lots of them (such as Bataan) then the best range is in the next hex!!!! Assess your enemy's capability in the target hex and run some range calculations. Remember if you are using escorts, then the range should be relatively close. In my experience the closer the better...thus if there are no guns at the target hex, then move REAL close. And don't forget to use spotter aircraft from your CLs, CAs and BBs.

#3 I'm not too familiar with this one, so I'll let others handle this question.

#4 This number (80) represents the number of disrupted squads while the second number 143 represents the number of squads in good standing or in other words are ready for combat. Obviously the fewer in the () the better for your attack number.

Hal




Leandros -> RE: Various questions (4/1/2017 1:52:41 PM)


quote:

ORIGINAL: dr.hal

As for your questions:

#2 This all depends upon what guns are located in your target hex. If there are big guns and lots of them (such as Bataan) then the best range is in the next hex!!!! Assess your enemy's capability in the target hex and run some range calculations. Remember if you are using escorts, then the range should be relatively close. In my experience the closer the better...thus if there are no guns at the target hex, then move REAL close. And don't forget to use spotter aircraft from your CLs, CAs and BBs.

Hal


I didn't even know one could vary the distance (range) of a naval bombardment group....

Fred




obvert -> RE: Various questions (4/1/2017 2:24:34 PM)


quote:

ORIGINAL: verdugo94

-I have a huge shortage in engines production, I have to bases per HA-35, HA-32 and HA-33 but the aircraft production overpass the engine production heavily because the increase of engines production is just 2 per turn, I have tried to shut off some aircraft production but it is not enough, is there any way to create more engines factories in different bases?



This is a more complex question than just increasing engine production. You can do this by increasing factory size for each engine in the industrial management area.

Before doing this though, you may want to plan based on production for the entire war to get an idea of what planes you'll build into the future. You also have to consider R & D and which airframes you'll emphasise, which engines they use, and which engines you'll need in a few years.

The three you list are the most important in the beginning, and for most of the game they're useful. The Ha-45 and Ha-43 are important later.

It's important to either look at the Aircraft/Engine Production screen or use something like tracker to see how many engines you need (and will need in the future). See the image below.

Here on Dec 8 Japan is fine for Ha-35, as the total made exceeds the total needed currently. The Ha-32 is in deficit if the player plans to keep production of airframes as it is now. Many AARs go through this stuff in detail and every player has their own goals and ways of negotiating production. [:)]


[image]local://upfiles/37283/6A5EF540D6CC4563AF539AC9639ADFEC.jpg[/image]




InfiniteMonkey -> RE: Various questions (4/1/2017 2:36:55 PM)

quote:

ORIGINAL: Leandros


quote:

ORIGINAL: dr.hal

As for your questions:

#2 This all depends upon what guns are located in your target hex. If there are big guns and lots of them (such as Bataan) then the best range is in the next hex!!!! Assess your enemy's capability in the target hex and run some range calculations. Remember if you are using escorts, then the range should be relatively close. In my experience the closer the better...thus if there are no guns at the target hex, then move REAL close. And don't forget to use spotter aircraft from your CLs, CAs and BBs.

Hal


I didn't even know one could vary the distance (range) of a naval bombardment group....

Fred




[image]local://upfiles/55090/45DC30D823554582B1D0341F90140EA5.jpg[/image]




Bullwinkle58 -> RE: Various questions (4/1/2017 2:39:59 PM)

quote:

ORIGINAL: verdugo94

Hello I have some questions, I dont know if it is better to open one topic per each and describe in the title the subjecto or just only one with all of them. I will write them here if it is better to change it I will do [:)]

-Which is the best way to decrease the AA´s of a enemy base? I am bombarding Bataan and the AA´s are toasting my bombers, I am bombing between 12k-15k feets, if I bombard higher the results are nearly none.

-Which is the best range for a naval bombardment, I thought it was the closer to 0 but I have made some with a larger range and the results are better, is it just bad luck? Or the shells need more range?

-I have a huge shortage in engines production, I have to bases per HA-35, HA-32 and HA-33 but the aircraft production overpass the engine production heavily because the increase of engines production is just 2 per turn, I have tried to shut off some aircraft production but it is not enough, is there any way to create more engines factories in different bases?

-What means the number between parentesis in the elements of a LCU unit for example IJA infantry squads (80)143, is the number of damaged elements? I have tried to search in the manual but I cant find nothing related to this.

Thanks you very much



1. As stated, AA will fire as long as there is supply and AA LCU has working devices. You can work down supply by forcing AA fire, but it's slow. Attacking is the best way, but costs you.

2, Bombardment range is a series of trade offs. Closer is more accurate, but if you go inside the range of the AA guns they will fire too, and eat up your ammo you might need for AA on the withdrawal. Closer makes it easier for CD to hit you. Closer, I think, increases the randoms on mine field hits. In addition to range settings you need to decide and set the switch for "Escorts bombard Y/N" This again applies to using up AA ammo.

3. JFB question. But you cannot create new engine factories, no. They are set in the scenario. You can enlarge them and you can change which engine they make. Both of these at cost in supply and time. Tracker has tabs devoted to seeing your engines and aircraft in great detail. I imagine that's one of the hardest parts of managing the Japanese economy. Remember, some models are 2E and a few for you are 4E.

4. I think the number in parentheses is disabled devices, not disrupted. Disruption is short term. Disablement is long term. But the number outside the parentheses in your "good" device count.




dr.hal -> RE: Various questions (4/1/2017 2:43:06 PM)


quote:

ORIGINAL: Bullwinkle58

quote:

ORIGINAL: verdugo94

Hello I have some questions, I dont know if it is better to open one topic per each and describe in the title the subjecto or just only one with all of them. I will write them here if it is better to change it I will do [:)]

-Which is the best way to decrease the AA´s of a enemy base? I am bombarding Bataan and the AA´s are toasting my bombers, I am bombing between 12k-15k feets, if I bombard higher the results are nearly none.

-Which is the best range for a naval bombardment, I thought it was the closer to 0 but I have made some with a larger range and the results are better, is it just bad luck? Or the shells need more range?

-I have a huge shortage in engines production, I have to bases per HA-35, HA-32 and HA-33 but the aircraft production overpass the engine production heavily because the increase of engines production is just 2 per turn, I have tried to shut off some aircraft production but it is not enough, is there any way to create more engines factories in different bases?

-What means the number between parentesis in the elements of a LCU unit for example IJA infantry squads (80)143, is the number of damaged elements? I have tried to search in the manual but I cant find nothing related to this.

Thanks you very much



4. I think the number in parentheses is disabled devices, not disrupted. Disruption is short term. Disablement is long term. But the number outside the parentheses in your "good" device count.


You're right Bullwinkle, sorry about that, I used the wrong word. And there is a big difference between the two concepts as you indicate. Hal




obvert -> RE: Various questions (4/1/2017 2:52:56 PM)


quote:

ORIGINAL: Bullwinkle58

3. JFB question. But you cannot create new engine factories, no. They are set in the scenario. You can enlarge them and you can change which engine they make. Both of these at cost in supply and time. Tracker has tabs devoted to seeing your engines and aircraft in great detail. I imagine that's one of the hardest parts of managing the Japanese economy. Remember, some models are 2E and a few for you are 4E.



Well, you can create new engine factories actually! [;)]





InfiniteMonkey -> RE: Various questions (4/1/2017 3:03:43 PM)


quote:

ORIGINAL: verdugo94

Hello I have some questions, I dont know if it is better to open one topic per each and describe in the title the subjecto or just only one with all of them. I will write them here if it is better to change it I will do [:)]

-Which is the best way to decrease the AA´s of a enemy base? I am bombarding Bataan and the AA´s are toasting my bombers, I am bombing between 12k-15k feets, if I bombard higher the results are nearly none.

-Which is the best range for a naval bombardment, I thought it was the closer to 0 but I have made some with a larger range and the results are better, is it just bad luck? Or the shells need more range?

-I have a huge shortage in engines production, I have to bases per HA-35, HA-32 and HA-33 but the aircraft production overpass the engine production heavily because the increase of engines production is just 2 per turn, I have tried to shut off some aircraft production but it is not enough, is there any way to create more engines factories in different bases?

-What means the number between parentesis in the elements of a LCU unit for example IJA infantry squads (80)143, is the number of damaged elements? I have tried to search in the manual but I cant find nothing related to this.

Thanks you very much


General advice:

1. If you are going to Play Japan, get WitP tracker and learn to use it. Mucking with the economy can really screw you it you do not know how the pieces fit together.

2. Take a look at this thread: http://www.matrixgames.com/forums/tm.asp?m=3200810 for an aircraft/engine planner spreadsheet.

3. n01487477 aka Damian has a good intro to the Japanese economy you should read. It used to be in his sig/this thread http://www.matrixgames.com/forums/tm.asp?m=2933397, but the link there does not work for me. I have an old copy which I will try to e-mail you. It is too big, even zipped, to post (1.1 MB zipped with 500k limit).

4. Generally look at the newbie posts. Here: http://www.matrixgames.com/forums/tm.asp?m=2260137 and Here: http://www.matrixgames.com/forums/tm.asp?m=2576157

5. Learn to search the forum with google. Use https://www.google.com/advanced_search and put "www.matrixgames.com" into the "site or domain", then put "exact word or phrase" = "War in the Pacific: Admiral's Edition" and your search terms in the other areas.

6. There is a lot of incorrect information on the forums. People mean well, but the game is complex and the details are not always well documented. Commonly held beliefs can be wrong. You should look for (and believe) posts made by the user "Alfred". You should consider putting his name in your "this exact word or phrase" part of the advanced search. His posts are researched and based upon 1) developer posts, 2) manual quotations, or 3) Patch Notes.




Bullwinkle58 -> RE: Various questions (4/1/2017 3:43:26 PM)


quote:

ORIGINAL: obvert


quote:

ORIGINAL: Bullwinkle58

3. JFB question. But you cannot create new engine factories, no. They are set in the scenario. You can enlarge them and you can change which engine they make. Both of these at cost in supply and time. Tracker has tabs devoted to seeing your engines and aircraft in great detail. I imagine that's one of the hardest parts of managing the Japanese economy. Remember, some models are 2E and a few for you are 4E.



Well, you can create new engine factories actually! [;)]




Oh, sorry. I meant in a new base where there is no previous. Not expand a footprint. You can't create new ones wholesale can you?




Bullwinkle58 -> RE: Various questions (4/1/2017 3:50:52 PM)


quote:

ORIGINAL: dr.hal

You're right Bullwinkle, sorry about that, I used the wrong word. And there is a big difference between the two concepts as you indicate. Hal



I wish the UI were more clear on these two. Colors or something.

Even Tracker, in the LCU tab, conflates them. In the column heading in the bottom screen on an LCU's detail screen it uses "Disrupt." In the Formation detail-detail sub-screen it calls the same number "Disabled."




rustysi -> RE: Various questions (4/1/2017 8:46:17 PM)

quote:

You can't create new ones wholesale can you?


No, you can't create new sites to build upon. All you can do is enlarge existing ones.

As to the op, its pretty much all said above. Managing the Japanese economy takes time and practice.

One thing I'd like to add here IRT question #1. Always bomb his base, airfield/port, and at high altitude if he has strong AAA. By bombing the base you will get hits on your opponents' supply. Not many at altitude, but some supply hits are better than none. Once you've run down his supply you can lower your altitude and switch to bombing his ground units.

When it comes to Bataan watch those tricksy AFB's (when in a PBEM) they'll try and sneak supplies in in one ship TF's or aboard subs. The AI will also try in single ships. Don't think the AI will use subs for that.

Edit:Another way to lower you opponents' supply without too much risk is to move into his hex and bombard with your artillery. Be aware that Bataan has strong artillery of its own and your losses may be high. Also you will burn supply at a rate of 3X your opponent when bombarding.




Leandros -> RE: Various questions (4/1/2017 11:19:23 PM)


quote:

ORIGINAL: InfiniteMonkey

[image]local://upfiles/55090/45DC30D823554582B1D0341F90140EA5.jpg[/image]


Thank you - one learns something every day....[:)]....

Fred




Yaab -> RE: Various questions (4/2/2017 6:08:25 AM)

ad 1) Seems you bombing the place with too few bombers. Try to swamp Bataan's AA with sheer aircraft numbers. If you bomb with 30 bombers, then bomb with 100 bombers. I can TOTALLY disrupt enemy bombing if I maintain five heavy AA guns per one bomber ratio.




verdugo94 -> RE: Various questions (4/2/2017 6:31:38 PM)

Hello all for your answers,

about 1) I am bombarding with whole amount of 3 Air Division and the 5th, excepting bettys, nells and light bombers, I want to save ther previous ones because their pilots are hard to train. They are more than 200 bombers every day over Bataan, is that enough big? Because I will have to drain bombers from China then. Singapur was a bomber´s pilot meat grinder.

about 2) I think my mistake must be that I didnt made a recon in the hex I was planning to bombard previously, the planes were in naval search not in recon.

about 3) I have taken some pictures from the Tracker(I am using it since first turn, we are now on first week of February), maybe with this photos you could give more accurate advises, I have been expanding engines from first turn, the problem is that I also expanded air frames poduction and some bombers take 2 engines or more so the engines production is expanded much more slower that the engines one.

[img]http://thumbs.subefotos.com/df906f0c0a5f7b59ea2058e25f440e91o.jpg[/img]

[img]http://thumbs.subefotos.com/f23ce2da6f1f04af06b753398531fcfeo.jpg[/img]

[img]http://thumbs.subefotos.com/922ae98e8973245d8fa3bc9112c95451o.jpg[/img]

[img]http://thumbs.subefotos.com/9e487c9ef540c726b2c91fbed133f96co.jpg[/img]


I would appreciate also some economy advises if needed.

about 4) what is the difference between disabled and disrupted? the unit which are disabled will come back at some point?

Again thanks you very much for your help [:)]




Bullwinkle58 -> RE: Various questions (4/2/2017 9:44:09 PM)

Your bombing of Bataan is having a very significant effect. Don't worry. It's working.

Disrupted and disabled are very different.

Disruption mean "out of sorts" in English. More or less below peak efficiency. It is listed on the left side of each LCU's detail screen. It happens either from being loaded on a transport ship too long, or from combat stress. I don't think the formula for how it's calculated has ever been revealed. It can be corrected by time, supply, Support, good leadership, and not being in combat. Basically leave the troops alone to recover. Often this happens in 1-3 days.

Disabled means "broken." In the case of squads it's how the game shows wounded men. In the case of machines it means they need repair. Devices that are disabled can be destroyed more easily than devices in 100% repair or status. Disabled devices and squads can take weeks to be fixed. Being in a well-supplied base with a lot of Support can speed this up.

One common cause of disablements is an amphibious landing with under-prepped troops. I've seen 1/3 or more of the squads be disabled on the landing phase. For a full infantry division this leads to weeks or months of recovery.




obvert -> RE: Various questions (4/2/2017 9:54:11 PM)

quote:

ORIGINAL: verdugo94


about 3) I have taken some pictures from the Tracker(I am using it since first turn, we are now on first week of February), maybe with this photos you could give more accurate advises, I have been expanding engines from first turn, the problem is that I also expanded air frames poduction and some bombers take 2 engines or more so the engines production is expanded much more slower that the engines one.



Use the previous screen I posted and actually add up how many airframes (1E and 2E) for each engine. We're sure not going to add it up for you!! [:D]

quote:


I would appreciate also some economy advises if needed.



My advice would be to stop expanding so many factories. Don't build Nates. Think ahead and plan ahead.

Also, don't use your good pilots to bomb targets with lots of AA. The PI is a long grind. You're not gonna win there in a month, so don't waste your best pilots in airframes that are fragile with no armor.




rustysi -> RE: Various questions (4/2/2017 10:20:24 PM)

quote:

the unit which are disabled will come back at some point?


Yes, they will 'heal', as long as they get adequate supply. Don't use units with large numbers of disabled devices in combat or they will start to die off.

quote:

what is the difference between disabled and disrupted?


Disabled is a term which is used to show devices that are damaged in combat or through lack of supply and are not able to 'fight' until 'healed'. Disruption is a measure of disorganization which happens to a unit as a result of combat, whether it be from ground, bombardment, or air attack. It'll also occur when transported by sea, and I believe to a lesser extent even by movement.

As to the rest of what you are asking, economy and production its difficult to give specifics. The reason is all the variables involved. For instance, what scenario are you playing, any mods, etc? What are your game proclivities? What kind of losses will you accept? How important is this or that objective to you? So many others it would take me pages to list, and I'd probably miss many.

I think it would be best if you would ask specific questions and see the varied responses from the community and then you could pick and choose those that fit your play style. Examples might be: What do you think about increasing bomber production? Should I increase factory size? How much engine production do I need?

All that said there are a number of links above that if you read them they should be extremely helpful. I have read most if not all of them along the way, and I can tell you I could not play without the knowledge they imparted to myself.

This game will not be learned overnight and I don't believe anyone will ever learn/remember it all. I've been at it for far longer than I care to admit, and I believe I may just be at a point where I could offer a fair game as a Japanese PBEM opponent. Then again I've thought that before, only to later think I could be wrong. Remember this 'time vampire' of a game doesn't have a 'learning curve' it has a 'learning cliff'.[:D] Hope some of this helps.




Lord_Calidor -> RE: Various questions (4/5/2017 7:59:07 AM)

You can use ships' float planes as spotters? Wow, didnt know that for all my time in this game.
How do we do that?




HansBolter -> RE: Various questions (4/5/2017 10:10:52 AM)

Give them a recon mission, night if you are going for a night bombardment with the bombardment hex as the target. Only need one recon squadron for the entire TF.




BBfanboy -> RE: Various questions (4/5/2017 4:14:19 PM)


quote:

ORIGINAL: HansBolter

Give them a recon mission, night if you are going for a night bombardment with the bombardment hex as the target. Only need one recon squadron for the entire TF.

Only one does the spotting (set the range on it to 0 so it does not fly until the TF is in the hex), but I set other FPs in the TF to recon during the run-in to raise the D/L.




HansBolter -> RE: Various questions (4/5/2017 4:52:54 PM)


quote:

ORIGINAL: BBfanboy


quote:

ORIGINAL: HansBolter

Give them a recon mission, night if you are going for a night bombardment with the bombardment hex as the target. Only need one recon squadron for the entire TF.

Only one does the spotting (set the range on it to 0 so it does not fly until the TF is in the hex), but I set other FPs in the TF to recon during the run-in to raise the D/L.



BB you are overlooking the game play sequence.
Night naval movement phase comes before night air phase.
If the ships are capable of reaching the hex in the night movement phase the planes will already be in the target hex when they fly.




BBfanboy -> RE: Various questions (4/5/2017 5:15:46 PM)

Never thought about that sequencing - thanks Hans!

I am also using my bombardment TFs where there is no risk of air attack so I move them one hex away from the target during the turn before bombardment, and I set the FPs to recon during the day phase as I approach. I realize the D/L is reset to 0 at the beginning of the next turn, but the MDL is elevated and when night recon/spotting occurs it will get a better D/L if the MDL is not 0.

EDIT: Having played a turn with bombardments and watched the sequence, the air ops sequence does come AFTER the bombardment step.




rustysi -> RE: Various questions (4/5/2017 9:17:11 PM)


quote:

ORIGINAL: BBfanboy

Never thought about that sequencing - thanks Hans!

In my defence, I believe the bombardment phase happens after the night air ops - so the sequence would be naval move - night air - bombardment.

I am also using my bombardment TFs where there is no risk of air attack so I move them one hex away from the target during the turn before bombardment, and I set the FPs to recon during the day phase as I approach. I realize the D/L is reset to 0 at the beginning of the next turn, but the MDL is elevated and when night recon/spotting occurs it will get a better D/L if the MDL is not 0.


I'm usually within land range of the target, as I like to know what I'm getting into, so I let my land recon worry about the MDL.




Lord_Calidor -> RE: Various questions (4/6/2017 12:39:25 AM)

quote:

ORIGINAL: HansBolter

Give them a recon mission, night if you are going for a night bombardment with the bombardment hex as the target. Only need one recon squadron for the entire TF.


D'oh! I've been doing that for a long time, as I have a habit of Recon'ing most of my targets, bombardments included. Thanks for clarifying m8. [sm=00000436.gif]




verdugo94 -> RE: Various questions (5/16/2017 5:00:38 PM)

Hello folks,

I have more questions for you [:D]

1)From several turns ago my HI´s in Manchukuo, northern china and Korea are suffering a lack of fuel turn after turn, I have tried to send more oir to PA to produce for them and fuel to near ports, also I tried to switch to yes the option of stockpilling fuel but none of this is working , what am I doing wrong? [&:]

[img]http://thumbs.subefotos.com/d350cf94f13b0d4a5c1e84bd580a159bo.jpg[/img]


[img]http://thumbs.subefotos.com/bbc6e5638720722d91660ab43b5b7298o.jpg[/img]

2) Is there any way to avoid that every time I create a tf it drains the fuel from the base? Because sometimes I prefer it to be refueled by another tf, I would help me saving fuel also.

3) I have a sub SS-I6 that has a room for 1 aircraft but it came without an air group, could be that a bug? Or do I have to asign it a FP?

[img]http://thumbs.subefotos.com/7de3cc9a641c6edbb3e831b2486b0666o.jpg[/img]


Thanks you very much.




Aurorus -> RE: Various questions (5/16/2017 5:27:23 PM)

Oil cannot be used in HI. It must first be converted to fuel at a refinery. The only refineries that you have in Korea are in Port Arthur. Oil should automatically flow to Port Arthur from much of the Asian land mass. Fuel will flow to HI hexes and to ports that have ships in them.

Without a full overview of everything that is happening in your economy, I could not tell you why fuel is not accumulating at your HI hexes. You cannot be short of fuel overall in February 1942, no matter what you have done. Possible problems: 1) Your ports in Korea and China are filled with ships and the fuel is being held there. 2) You have been moving too much fuel out of via tanker from Korea from the beginning. 3) You are stockpiling fuel at bases that do not have HI or ships in port.

As to managing the Japanese economy in general, you will want to search the AARs from Japanese players and do some research into how successful Japanese players have managed their economy. One problem common to new Japanese players is overexpanding the economy: building too many plane factories, heavy industry, light industry, engines, and so forth. Be careful in your search of the AARs. Many players do a poor job on the economy. Do a search of PaxMondo's posts on the Japanese economy. He understands the fundamentals and explains it pretty well, if you take the time to sort through his various posts.




Aurorus -> RE: Various questions (5/16/2017 5:37:23 PM)


quote:

ORIGINAL: verdugo94


2) Is there any way to avoid that every time I create a tf it drains the fuel from the base? Because sometimes I prefer it to be refueled by another tf, I would help me saving fuel also.



Set TFs to "Do not Refuel" on the TF screen. They will not take on fuel at ports, but can still be refueled at sea via replenishment: either from larger ships sharing fuel with smaller ships or via replenishment TFs. I do this for most of my TFs. This requires constant vigilance, however. You must check your TFs frequently to be sure that they have sufficient fuel for their mission. You will also want Oilers or very large merchant ships at major ports to share fuel with your TFs.

In general, I use oilers to refuel almost all of my capital ships and large merchants to refuel most of my cargo ships. The large APs are about the only ships that I tend to refuel in a port. As I say, however, be careful setting most of your TFs to "do not refuel," as they will become "dead in the water" if they do not have enough fuel to arrive at their destination.




Kull -> RE: Various questions (5/16/2017 6:12:07 PM)

quote:

ORIGINAL: verdugo94

-I have a huge shortage in engines production, I have to bases per HA-35, HA-32 and HA-33 but the aircraft production overpass the engine production heavily because the increase of engines production is just 2 per turn, I have tried to shut off some aircraft production but it is not enough, is there any way to create more engines factories in different bases?


Here's the link to a spreadsheet that allows the Japan player to manage the production of air frames and engines. It quickly answers the question of how many engines of each type you would need, based on the number of air frames which require it. Also allows you to project airframe production increases into the future and tells you exactly how many engines you'll need each month.




Revthought -> RE: Various questions (5/16/2017 7:12:25 PM)


quote:

ORIGINAL: Leandros


I didn't even know one could vary the distance (range) of a naval bombardment group....

Fred



If you are setting up a bombardment TF (or if you just select it), you will notice that you can set bombardment range where each number represents 1k meters (I think).




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