Various issues and quick answer questions (Full Version)

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Cavalry Corp -> Various issues and quick answer questions (10/3/2005 8:23:34 PM)

Hi All ,
I have one bug to report the British 2inf IS ONE HEX NORTH OF Rangoon but it does not appear on the unit rosta OOB but when you glide the mouse over the hex it shows as there .At the moment I am trying to make it re appear by making all units follow into Rangoon .[&:]

Why is it units under attack ( from air in this case ) cannot move , its so easy to pin units ...its not realistic . I have invaded N Australia, its so easy to pin units with air and then surround them .[:-]

Last turn I had an allied CA hit by one torp , there was no message but next turn it was in the sunk list , does that sometimes happen ?

Do Heavy Flak units fire at higher altitude tha normal AA units or are they all treated the same . I have found Heavy Flak units are good against the B17 , should that be expected . I make sure all my exposed bases have maximum AA .
Does the experience ( and commander ) of flak units help them , what about HQ s?

I have been thinking about going into a full campaign as Japs but am a bit afraid of managing the supply and manufacture . What happens if I do nothing about changing factories etc . Should some ships be accelerated ?[&:]
What are the critical amendments that should be made to manufacture ?

What is the quickest way to get Japan to make more supplies I have tons of fuel but little supply . How much supply for instance should Tokyo make per day ?

Ship repair , HQ units seem to accelare the supply quite well ( it seems ) what other considertations should I be making . Ship repair point . I still cannot understand how they work ?

Many thanks for listening

Michael








Nikademus -> RE: Various issues and quick answer questions (10/3/2005 8:44:23 PM)


quote:

ORIGINAL: cavalry

Hi All ,
I have one bug to report the British 2inf IS ONE HEX NORTH OF Rangoon but it does not appear on the unit rosta OOB but when you glide the mouse over the hex it shows as there .At the moment I am trying to make it re appear by making all units follow into Rangoon .[&:]



Been experiencing this ghosting myself. Not sure if it would qualify as a critical bug fix however. Its annoying but fixable. Last resort is go into the Land unit listing screen and click on the displaced unit and assign it to a specific hex as destination. The 'ghosting' will then correct itself.

quote:


Why is it units under attack ( from air in this case ) cannot move


Accumulation of movement points is impacted by the unit's fatigue and disruption ratings. It is a bit of an abstraction but in general a unit that is being harrased from the air is not going to move as well or as organized as a unit unimpeeded. I dont consider it unrealistic as "interdiction" missions were a major staple of the Allied air forces in Europe.

quote:


Last turn I had an allied CA hit by one torp , there was no message but next turn it was in the sunk list , does that sometimes happen ?


Ships sunk on your side should always be reported. Enemy units may not be until later to represent 'fog of war'

quote:


Do Heavy Flak units fire at higher altitude tha normal AA units or are they all treated the same . I have found Heavy Flak units are good against the B17 , should that be expected . I make sure all my exposed bases have maximum AA .
Does the experience ( and commander ) of flak units help them , what about HQ s?


All flak guns in the game have altitude ratings. The bigger the gun, generally the higher it can shoot. heavy flak will have the biggest effect and are best against heavy bombers. Exp does impact their effectiveness. HQ exp does not to my knowledge but their support points are what are most important.

quote:


I have been thinking about going into a full campaign as Japs but am a bit afraid of managing the supply and manufacture . What happens if I do nothing about changing factories etc . Should some ships be accelerated ?[&:]


You'll face alot of the shortages that Japan faced. I generally dont mess with production at all when i play Japan. I have enough to do managing the armed forces and i dislike manipulating the economy too much as it seems all to easy at times to overproduce items. Most players i've read up on usually at least ensure that obsolete types of equipment are cancelled at the factories, such as Nates and Claudes in favor of newer types. I leave ship production alone.

quote:



What is the quickest way to get Japan to make more supplies I have tons of fuel but little supply . How much supply for instance should Tokyo make per day ?


Ship resource points to Japanese cities with heavy industry along with oil.

quote:


Ship repair , HQ units seem to accelare the supply quite well ( it seems ) what other considertations should I be making . Ship repair point . I still cannot understand how they work ?


Off the top of my head, when a naval base accumulates repair points greater than the DUR level of the ship in question, there is an increased chance/roll for a SYS point or two to be deducted in addition to the normal in port roll for SYS reduction so combining a shipyard with a big port (they go hand in hand anyway) and even an AR can maximize your repair potential.












Zachary -> RE: Various issues and quick answer questions (10/3/2005 8:54:43 PM)

I've read elsewhere on the forum that the Shinano should be halted, otherwise the Japanese will get some of their other more worthwhile ships delayed.




Yamato hugger -> RE: Various issues and quick answer questions (10/3/2005 9:03:50 PM)

quote:

ORIGINAL: Zachary

I've read elsewhere on the forum that the Shinano should be halted, otherwise the Japanese will get some of their other more worthwhile ships delayed.


I halt all carriers that dont have an airgroup assigned. This means Shinano, and all CVEs. Most of the CVEs cant be halted right away, as they are too far off in the production queue.

I hurry production of all CLs, and most CVs, and of course all ARs and MLEs.

Aircraft production I change the types on most R&D aircraft to their less types, that is to say I convert Judy R&D to Vals, Zeke to Zeros, ect. The R&D plants are going to cost you supplies to "repair" anyway, and they automatically convert when their type is available, so why not have them up and ready ahead of time? R&D plans repair very slowly.




tsimmonds -> RE: Various issues and quick answer questions (10/3/2005 11:28:05 PM)

quote:

I have been thinking about going into a full campaign as Japs but am a bit afraid of managing the supply and manufacture . What happens if I do nothing about changing factories etc . Should some ships be accelerated ?


For naval shipbuilding in general, track down the thread in this forum titled "acclerated ship [sic]"

Well, I had to track it down anyway, so here's a link.

You want to be careful about going wild with converting and expanding factories. The new ones are all damaged, and must be repaired before they will come on line. Repairs cost 1000 supply points per factory point, and take place at the rate of one point per day per factory. There must be at least 10,000 supply points in the hex before any repairs take place.

Supply is your main limiting factor in the early months.

quote:

What is the quickest way to get Japan to make more supplies I have tons of fuel but little supply . How much supply for instance should Tokyo make per day ?


That's the thing, there isn't really any way to do this. Supply comes from resource centers and HI, one point per each per turn. Tokyo has 1380 HI and 900 resource, that's 2280 supply points per turn. I think the entire home islands area combined produces like 15,000 supply per turn. That isn't really very much.

Resource centers you can't do anything about except capture more of them. HI you can expand, but that will only make the supply situation worse in the short run, as you will have to repair the damaged HI centers before they will come on line.




Oznoyng -> RE: Various issues and quick answer questions (10/4/2005 12:11:15 AM)

For shipbuilding, I

1. Halt all non-Glen subs (why produce an asset that is going to get stomped by uber ASW?)
2. Accelerate Glen subs (the single best deep recon asset you have, those guys can keep tabs on what your opponent is doing deep in his territory and allow you to position subs, surface groups, and carriers where they can hurt your opponent.)
3. Accelerate all CV/CVL/CVE with airgroups except for the two expensive ones.
4. Halt all CVE without air groups.
5. Halt BB's. (this is a matter of preference, but they take up loads of shipbuilding points that I think are better spent elsewhere)
6. Halt all AK AP AS AV (without airgroups)
7. Accelerate all DD's and Agano class CL's. Some of the DD's that are accelerated give you radar a bit early. The Agano class CL's are great CV escorts with almost as much AA as a BB, 4 of the better DC's, and a 36 knot speed that allows them to keep up with fleet CV's.
8. Convert and accelerate about 12-24 AR and 3 MLE. Four AR and 1 MLE each are earmarked for Marshalls/Gilberts, Truk/Rabaul, and SRA. Allocate the remaining to major repair shipyards (Okayama, Maizuru, Shanghai, and Tokyo). As Japan, getting injured ships back into the fight is as important as (or more important than) getting new ships. AR's are money well spent, since they get your big ships back into the fight much sooner and save ships that will otherwise succumb to float damage. You might consider putting together an emergency repairs TF, with 4 AR, some 4.5k AP (loaded with Naval HQ), and escorts. The purpose of this TF is to "shadow" your TF, putting into size 3 ports back away from the location of your offensive TF's to save float damaged ships. When the operational area of your ships moves, your TF loads up the Nav HQ and moves to a closer size 3 port.
9. Accelerate all TK, AO.




Oznoyng -> RE: Various issues and quick answer questions (10/4/2005 12:25:32 AM)

One other thing about the Agano class CL's. They are twice as fuel efficient compared to the fast BB's.




Yamato hugger -> RE: Various issues and quick answer questions (10/4/2005 6:38:00 AM)

quote:

ORIGINAL: Oznoyng

For shipbuilding, I

1. Halt all non-Glen subs (why produce an asset that is going to get stomped by uber ASW?)

Subs have other uses than ASW targets. Evac friendly cut off troops, supply, mining enemy ports. Personally I think its a mistake to shut these off.

quote:


2. Accelerate Glen subs (the single best deep recon asset you have, those guys can keep tabs on what your opponent is doing deep in his territory and allow you to position subs, surface groups, and carriers where they can hurt your opponent.)

Dont know that you really need to accelerate them. Guess this depends on how many you lose early on. Emily has a 27 hex range. Yes its nice to know when something is comming out of SF, but not life or death.

quote:


3. Accelerate all CV/CVL/CVE with airgroups except for the two expensive ones.
4. Halt all CVE without air groups.



Agreed.
quote:


5. Halt BB's. (this is a matter of preference, but they take up loads of shipbuilding points that I think are better spent elsewhere)


Huge mistake. Best weapon you have vs 4E bombers is a BB group.
quote:


6. Halt all AK AP AS AV (without airgroups)



APs maybe. AS repairs subs. AV can operate ASW seaplanes without using supplies or the need for a base force, I find them too useful. Id have a hard time justifying shutting down AKs.
quote:


7. Accelerate all DD's and Agano class CL's. Some of the DD's that are accelerated give you radar a bit early. The Agano class CL's are great CV escorts with almost as much AA as a BB, 4 of the better DC's, and a 36 knot speed that allows them to keep up with fleet CV's.



CLs definately. DDs I dont think they needed badly enough to accelerate them. I havent run out yet, but I havent made a PBEM game into 44 yet either.
quote:


8. Convert and accelerate about 12-24 AR and 3 MLE. Four AR and 1 MLE each are earmarked for Marshalls/Gilberts, Truk/Rabaul, and SRA.

Dont need a MLE in SRA. Probably no AR either. Java starts with a size 8 port, Singapore is size 8, Manila is 6 and Rangoon is size 6. All these can be built quickly into mine-bearing size 9 ports (if desired). Repair yards are available at Singapore and Hong Kong. Put South fleet HQ in Sing and you wont need any ARs. Not much is going to be damaged in this area except early in the war (when you have only 1 AR) or late in the war (when you are lucky if you get away to repair). I build 3 MLEs also, but they go to Kwaj, Rabul, and Marcus.

I think 24 ARs is excessive. 12-15 is usually good.

quote:



Allocate the remaining to major repair shipyards (Okayama, Maizuru, Shanghai, and Tokyo).

I put 4 each into Okayama, Maizuru, Shanghai, and Truk.
quote:



As Japan, getting injured ships back into the fight is as important as (or more important than) getting new ships. AR's are money well spent, since they get your big ships back into the fight much sooner and save ships that will otherwise succumb to float damage. You might consider putting together an emergency repairs TF, with 4 AR, some 4.5k AP (loaded with Naval HQ), and escorts. The purpose of this TF is to "shadow" your TF, putting into size 3 ports back away from the location of your offensive TF's to save float damaged ships. When the operational area of your ships moves, your TF loads up the Nav HQ and moves to a closer size 3 port.


Problem with this is you only have a few months of offensive action left after you get your ARs to begin with.
quote:


9. Accelerate all TK, AO.


I personally dont feel this is necessary either. If you clear the rail lines through China, you can unload your oilers in Saigon. That will provide oil to everything in mainland Asia. Getting oil to Japan isnt that hard (remember them AVs you dont build? Station them along the route to Japan 4-5 hexes apart with experienced Jake groups aboard).




Cavalry Corp -> RE: Various issues and quick answer questions (10/4/2005 7:00:18 PM)

Thanks for all the great replies

Regards
Michael




ltfightr -> RE: Various issues and quick answer questions (10/4/2005 10:01:27 PM)

I station an MLE as soon as possible in the Marianas with the 600 endurence ML all of them then Mine the HeII out of the Islands in one game I already have over 20,000 mines in each of the 3 islands and we are in 1942 still. I am going for broke I will mine until the allied invasion fleets arrive.




Feinder -> RE: Various issues and quick answer questions (10/4/2005 10:42:08 PM)

Don't be silly LtFighter. We need CVs for that, and you've insured that we're a little short on them for the moment...

[sm=00000030.gif]

-F-




ltfightr -> RE: Various issues and quick answer questions (10/4/2005 11:01:20 PM)

But by then I might be over a million mines at each island.




tsimmonds -> RE: Various issues and quick answer questions (10/5/2005 12:12:24 AM)

Just keep in mind, they do cost some supply![;)]




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