gbaby -> RE: Naval Improvements in old updated scenarios (12/14/2017 1:54:45 PM)
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quote:
To increase the naval attrition divider to 100 eliminates any meaningful naval action. If that is desired then that is the way to do it. Otherwise there would be no naval activity. Thanks for the info, appreciated. However, setting 100 doesn't really eliminate, since playing as such the naval battles are still significantly causing a lot of damage. Sometimes in one round! Like 4 destroyers take on a task force of larger ships (as Elmer tried), they were all sunk immediately. I've had naval exchanges that were quite damaging with destroyed ships at the 100 setting, so it doesn't make it "safe". You just don't see entire stacks of ships disappearing at once. Of course, I would much rather have a scenario like yours with the results you have designed for and keep your setting as is. This is always the best. There is never a "general" rule to cover all the older scenarios, there are just too many variables, in OOB, equipment, and other settings, but so far... Oh, about the Japanese carrier comment. Yea, naval air power is very dangerous to ships. My concern though was with ship to ship getting out of hand, destroying each other in first encounter. I like the comments on the shore batteries. Your method to decrease their strength is best, and thanks for the tips on handling them.
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