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wobbly -> (10/28/2003 2:48:47 AM)

Splitting the transport TFs into little units can have two (off the top of my head) ditractions:

1. Coordination of the troops (if you are moving troops) you are trying to unload - especially in an invasion hex. I often find, even though I have enough load capacity to take the units I have chosen, that if I am close up to the threshold of the TF lift capacity, that the TF will add extra ships to itself (including damaged ships) or that it wont take all the men you intended. You can stop damaged ships from being auto-added but doing so can mean not all the troops go! Remeber you can't tell what the AI is going to do in load operations until it processes the turn - if it does it wrong it will muck your time-table up while you sort out the mess!

2. Surface combat TFs. If the enemy manages to intercept your transport TFs (usually in an invasion or re-supply a base hex) they will attack each TF and will likely do far more damage than they will against a large TF with a few escorts. Typically in a surface engagement (surface comabt vs transport) the surface combat will return fire from defending escorts and also manage to hit 1-3 transports. If you have split the 25 ships Tf into 8 TFs of 3 the only thing stopping you taking massive damage is the enemy running out of ammo!




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