Ambassador -> Returning player - various questions (6/11/2020 2:42:57 PM)
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Hi all, While I’ve been playing this game a couple years ago, the last few years have been very busy, and I had to drop it a couple years ago (even against AI). Professional situation changed, and I now have a little more time on my hands, but I realize there are a few things I don’t remember (or misremember, or never knew), and there’s only so many answers I can find by using Google with the « site: » tool. It would be kind of you, gentle sirs, to enlighten me of your all-encompassing knowledge.[;)] 1) disbanded ships in port I know they’re only attacked part of the time during port strikes, and that the whole « disbanded ships contribute 50% of their AA » is false. But, do they actually contribute AA to defend a base, when planes attacking it are on an airfield or ground strike mission ? And, related, do disbanded ships contribute their radar sets to detect incoming air strikes ? 2) drawing pilot reserves into squadrons I got my pilot training program quite good, but I have problems getting them to join their front line squadrons. Last time I played the game (couple years ago), I used to request veterans, but I remember it was tedious (first, many clicking, to request veterans, sort the list by skill, pick the number required, exit, do it again to have spare pilots, then opening the squadron pilot screen to make them all active when some of the latter were arriving grayed out). But, when I was using the « get X pilots » button with setting to Reserve, I often ended up with mismatched pilots (getting fighter pilots for my bombers, or the opposite). Is that feature borked, or did I use it wrongly somehow ? I was under the impression that the pilots would be drawn from the appropriate type of pilots (fighter reserve for F/FB/NF, bomber reserve for DB/TB/LB, etc). Is there a link to somewhere explaining how to set it to get the appropriate pilots (and I don’t even think about setting automatic replacements...) ? 3) 5’’ rockets I tested the GA rockets from the official scenarios, and concluded that they only get used on amphibious assaults, is that correct ? I tried putting them on DD in a test scenario, and bombardments missions would not use them (and they wouldn’t be used in ship-to-ship combat either, off course). But do they really work on amphibious assaults, or are LSM(R) and LCI(R) ? But I found they could be used on aircrafts (I had fun with the editor and a test scenario). Has anyone had any experience with GA rockets on fighter (or FB) in a modded scenario ? (Maybe it might be better to ask this in the modding subforum ?) 4) Ironman (might be the biggest question) A friend of mine whom I played with a couple of years ago might be willing to give a go to a full campaign again, but would want to play Japan in the Ironman scenario - off course, with boosting the Allied side too, too keep things entertaining and fun for both. On the principle, I’m inclined to agree, but as I’ve never really played Japan, nor the Ironman scenario against the AI, I don’t know for sure what all the changes are. From looking at the editor and firing the scenario in-game (without playing it), I felt like it does the following : - many more ships, with notably several more CV/CVL at start - bigger starting piles of supply and fuel, with some more automatic supply/fuel generation - better starting XP for pilots - better industry, so probably an acceleration of many late-war airframes/engines designs and ramped up production - more ground forces (several thousand more AV in Manchukuo alone) So, I suppose I could expect (If we kept things as such) a much stronger offensive phase in ‘42, probably extending well into ‘43 ; losing India and/or Australia ; not to achieve CV parity until ‘44 at best ; facing more numerous and more advanced fighters when I can eventually go on the offense. As our goal is not to make an alternate history where a JFB lives his wet dream of « winning » WWII, we’re looking to make some adjustments to level the field accordingly. Our goal is not to have a realistic simulation of the war, but to have fun without things getting too much out of hands. So far, we’ve agreed on the following : - reliable USN torpedoes from the start - a bit more free (daily) supply/fuel appearing in off-map bases (to run convoys from, say, Aden, Capetown, or the Falklands) - redeploying Chinese units, improving fort levels and starting supply stockpiles - accelerating the arrival of the new plane models (by 1/2/3/4/6 months whether their initial arrival was in 41/42/43/44/45) (and maybe likewise for ship upgrades) - adding a couple ships (essentially the cancelled CV/cruisers/DD, Ironman Allied’s AMCs, a single super-submarine (we were both fan of the SeaQuest TV show[:D], etc) What’s your opinion on such a deal ? Are such modifications to the Allied situation enough to compensate Ironman Japan’s improvements ? Thanks in advance for any insight of yours[&o]
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