cbrandonellis -> RE: Allied Setup Videos (12/16/2020 6:55:06 PM)
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ORIGINAL: GetAssista Just about any upgrade option available for the Allies, be it airgroups, LCUs or ships, should be turned off by default and thoughtfully toggled afterwards on a case-by-case basis for optimal distribution of rather limited pools. Or for ships to not get stuck in dangerous areas. I've noticed that all your ships are also set to upgrade by default. As GetAssista notes above, that can be an issue when suddenly you have ships parked in frontline ports, slowly upgrading for a week or more, subject to air or amphibious assault the whole time. And there's nothing you can do to speed that up. It can also sideline an entire class of transports and escorts, usually when you least want that to happen. A few other items: - As you noticed, moving air units will sometimes leave damaged fragments behind. The good news is, you don't have to micromanage that. So long as the parent unit is within transfer range, the fragment will fly out to rejoin it, the turn after repair is complete. - Be careful when adding airframes to understrength air units. For example, the reason I expanded those Canadian floatplane units to 8 instead of 12, is because the island Base Support units only have aviation support of 8. Expanding beyond the limit impacts repairability (and duration of repair) as well as flight ops (the numbers that can fly on any given mission). And in this specific case there's a limited number of Stranraer replacements, and it's a loooong time until those CansoA's become available. You were doing something similar with Rangoon, but there it's actually dangerous because that's a frontline base. So even though you'd like to load it up with fighters, the starting AV support is extremely low, and unsupported fighters will quickly pick up lots of unrepaired damage, and even things like the number which fly on any given CAP mission will be less than you hoped. I don't often say "why" things are done the way they are in the spreadsheet - and kudos to you for taking on that mission - but there's usually a pretty sound underlying explanation. As always, very good points. I always assume you have a good reason for the moves you make and they are well thought out, and therefore am loathe to change them. Along those lines, in SE China I notice you leave forces near Wenchow and Chuhsien. I've always played by retreating them back over the river to the West. Do you consider that too much Sir Robin to move them in that fashion or are you looking at them as a speed bump against Japanese movements into the heartland of China?
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