RE: Choice of transports for invasion (Full Version)

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Tristanjohn -> RE: Choice of transports for invasion (3/13/2005 5:53:32 AM)

quote:

ORIGINAL: Ron Saueracker

quote:

I'm with Mog.

More, smaller ships, is better IMO.

One unit on 3 ships, is far better than one unit on 1 ship. Exactly for the reasons you said.

Yes, it makes for bigger TFs. But it unloads faster, makes for a wider target selection for your enemy, and more defense for you.

-F-


Hey, large, medium or small, I could care less...they all sink the same way.[8D]


Well, that's the third time you've quoted someone else when replaying to "me." [8|]

And yes, I wish I had your secret in the SRA. (Of course it might have helped my defense some had I not immediately pulled out 95% of everything on two legs.)




Ron Saueracker -> RE: Choice of transports for invasion (3/13/2005 6:01:30 AM)

quote:

And yes, I wish I had your secret in the SRA. (Of course it might have helped my defense some had I not immediately pulled out 95% of everything on two legs.)


No secret here. It is up to Japan pretty much how it will pan out.




BraveHome -> RE: Choice of transports for invasion (3/14/2005 8:39:05 PM)

quote:

ORIGINAL: bradfordkay

" That's the second time tonight you've "replied" to me yet quoted someone else. How are you doing that?"


If you hit "fast reply" at the bottom of the screen (my favorite method), then the "in reply to" note on your message will be the last person who posted.

You can also manually construct the quote using the special characters displayed during a quote, change text/original through copy/paste (if the Fast Reply option doesn't suit).




Larz6235 -> RE: Choice of transports for invasion (3/15/2005 12:36:41 AM)

I like the use more smaller equation. What about Cruisers for CounterBattery fire? How many AP's to Capital ships do you use in the TF when attacking a base with CD? I never use DD's as they always tend to get shootup pretty badly. Thoughts?




Grotius -> RE: Choice of transports for invasion (3/15/2005 12:52:54 AM)

I also like to spread troops out across many APs, but playing as Japan, there's a downside: escorts. I've got too few escorts as it is. Heck, I don't like sending out ANY TF without ASW escorts -- AKs, AVs, APs, you name it, I want them to have at least one escort.

How many ASW escorts do you typically give a transport TF that contains troops? I'm sure not comfortable with just one.




erstad -> RE: Choice of transports for invasion (3/15/2005 4:14:53 AM)

Several folks commented on the speed difference. The 3000 and 1500 are actually pretty close in speed. IIRC, the 3000 maxes at 11 and the 1500 at 10 knots, only a 10% difference. They both cruise at 9.

I'm thinking some people might be thinking "Hey, at max this TF moves 2 hexes/phase and this other one moves 1 hex/phase, therefore there is a 2:1 speed difference" but that would be not correct, since the game uses the actual speed, not just the hexes/phase.




tsimmonds -> RE: Choice of transports for invasion (3/15/2005 4:17:27 AM)

For me, the main difference between the 1500 and 3000 AP is that the 3000 can move 2 hexes per phase at full speed with several damage points, while the 1500 can move 2 hexes per phase at full speed only if it is undamaged. So if you are in enough of a hurry to want to move at full speed, leave the 1500s at home.




tsimmonds -> RE: Choice of transports for invasion (3/21/2005 2:27:54 PM)

quote:

I'm thinking some people might be thinking "Hey, at max this TF moves 2 hexes/phase and this other one moves 1 hex/phase, therefore there is a 2:1 speed difference" but that would be not correct, since the game uses the actual speed, not just the hexes/phase.

This is the case only if you can set a DH and leave that DH set for several days. Typically when I am running an invasion Op, there are so many TFs to coordinate, and I want the various TFs to be in certain hexes on certain days. The only way to do this is to set the DH for each leading TF day by day. If you are doing this, the actual speed does not matter, only the number of hexes you can move per phase. In this case it is indeed the difference between being able to move 1 hex/phase vs 2 hexes/phase. It is huge difference.




Sardaukar -> RE: Choice of transports for invasion (3/21/2005 6:53:29 PM)

I seem to hit few "cluster f*cks" every time I try big invasion as Allies. Darn TFs either mess up their loading process somehow..then I forget to switch off "Do not unload" etc.

My last invasion was delayed over a week, since TF refused to load 3rd Marine Division and Amphibious Force HQ into same TF. After Amph. Force HQ got into AGC, Marines refused to continue loading even when the task force had plenty of room in APs, LSTs, LCIs and so on. Oh well, I guess it really is bad to try to load more than one unit per TF. Then I created 2 TFs, after some unloading...got Marines into one and Amhibious Force HQ into another and recombined. It did seem to work fine...but when it sailed, I realized it had unloaded Amph. Force HQ back on the beach..so AGC sailed empty. I kinda got fed up and invaded just fine without the HQ...[:'(]

I think whole handling of the Amphibious TFs should be lot easier. Now it's pain in butt to assemble multi-unit TF. Not to mention game sometimes loads some ships really awkwardly..like APs full of supply and AKs full of troops.

Cheers,

M.S.





mogami -> RE: Choice of transports for invasion (3/22/2005 4:28:04 AM)

Hi, While I concur it is hard to move large invasion forces it is easy not to load supply onto AP or troops onto AK.
I load 1 unit at a time I never form a TF for invasion and load more then 1 unit.
(I do load multiple units when moving from one of my bases to another)




scout1 -> RE: Choice of transports for invasion (3/22/2005 5:07:27 AM)

Unfortunately Russell, I'd bet you load your transports this way BECAUSE of the limitations of the game engine and the interface. Bascially 2x3 took an approach that might be vald for a relatively small number of pieces/units and applied it to a game that is mutliple orders bigger in terms of units. [;)]




Tristanjohn -> RE: Choice of transports for invasion (3/22/2005 6:26:54 AM)


quote:

ORIGINAL: scout1

Unfortunately Russell, I'd bet you load your transports this way BECAUSE of the limitations of the game engine and the interface. Bascially 2x3 took an approach that might be vald for a relatively small number of pieces/units and applied it to a game that is mutliple orders bigger in terms of units. [;)]


Because the system is limited in this respect you must work with just one unit at a time when loading. Plan ahead, make sure all your shipping is where you need it, then load unit A on so many APs, next load unit B on so many APs, and like that. After everyone's loaded correctly you can then combine various TFs anyway you wish. Actually, you can combine them before everyone's loaded. Just be sure the TF you use as your mother TF is loading troops: e.g., if the other TFs are already completely loaded or loading supplies it won't matter; if one of the other TFs still needs to load troops, however, be sure the mother TF still has the load troops command.

I'm rarely in a hurry to invade. A few turns more or less doesn't matter to me. So for coordination I simply pick the slowest TF, give it orders each turn to move its minimum allowance (usually three hexes), and then have all other TFs toggled to follow it. Works like a charm. You could also combine all the ships into one very large TF if there are 100 or less, but often enough that requires breaking everything up on the other end because ships in the TF have been earmarked either to not unload there or not to unload right away. When that's the case I find it easier to do my "sorting" beforehand.

What I really find interesting is to have to load various TFs, situated all over the board, and then watch them slowly rendevous, as required, at a given sea hex on the map prior to invasion, meanwhile providing them each and all with proper sea escorts and LRCAP when called for. Sometimes that requires a little doong. I love it! [:'(]




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