LoBaron
Posts: 4776
Joined: 1/26/2003 From: Vienna, Austria Status: offline
|
quote:
ORIGINAL: Ancient seaman Hallo all. I bought the game a few days ago and well I installed a hot line with the local restaurants for delivery,kissed my wife,took a loooong vacation,closed the door of my room and I am ready to spend 4-5 years of my life. A lot of question although I have started to read every thread I find interesting: 1-the game came with 2 editors in scenario files.One is called editor and the other editor64.What is the difference and does it matter which one I use for editing? 2-the symbol 13 in LCU means para capable but I have seen other symbols as well like 12 in recon IJA units?What does that mean,anybody having a complete list of the symbols? Welcome to the nuthouse Ancient seaman! Good preparations you made for WitP AE. FYI, there are rumors that some players are able to slowly incorporate RL back into their gaming time after 1-2 years...but as I said, thats rumors... I cannot answer your first two questions, you might want to ask in the modders section if you don´t get a satisfying response here for the first, and simply study official LCU symbols for the second. Regarding the rest: quote:
3-What are the best ships for loading-unloading-transporting infantry and vehicles/tanks in amph. TF?Same question for supplies and oil/fuel. "Best" usually means "best available depending on date". As a rule of thumb: Infantry and other "soft" units from bad to good loading/unloading time: xAP (civilian transport), AP (military transport), APA (attack transport), LSI/LCI (landing ship/craft infantry) Tanks or "hard" units: xAK (civilian cargo), AK (military cargo), AKA, LST/LCT Fuel: TK, AO, or any AK type quote:
4-Is it possible for ships in a TF to get fuel/oil from an AO if it is included in the TF or in a different TF following the combat TF(for IJN) when they are at see? Yes. Create replenishment TFs and add oilers. This is their job. As a rule of thumb always use the TF type best suited for the task, mixing tasks reduces effectiveness. Combat ships should always be part of a dedicated combat TF. Obviousely there are exceptions to this rule. quote:
5-Is the CV group resize(IJN)written in the stone?I am planning to make a what if IJN CV with 90 planes and have the 3 air units with 30 planes each and stay that way for the whole war.Is that possible or it will resize no matter what? You can always turn off resize by clicking on the yellow "resize allowed" symbol. There is also the option to "resize to fit ship" which expands group size to the ships current max a/c limit taking units already stationed on the CV into account. quote:
6-Is it possible for a CV to have 4 permanent air units if its IJN? Yes, the operational max is 5 IIRC, not sure there though. Just be careful not to overstack. quote:
7-Do combat eng. squads construct ports/airfields/forts by themselves or the usual eng. squads have to be with them?Is an eng. squad equivalent with an eng. vehicle in terms of construction capabilities or not? No. combat eng. bring down enemy fortifications. Don´t build stuff. Eng vehicles are much faster in building than engineers alone, one of the advantages of the Allies is they got more of em. quote:
8-Motorised support and usual support squads are the same thing in terms of support capabilities?I mean whether you have 1 mot. support or 1 usual support squad gives the same to the unit they are?Do I have to have motor support in vehicle formations or the usual support is good enough? Yes. There is no difference whatsoever except support is a "soft" and mot. support a "hard" target, so use different cargo type and also different values in combat. quote:
9-Do aviation and naval support squads need the usual support squads also? Yes. quote:
10-For each plane in air units I need an aviation squad up to 250?How about air units stacking?Is it based on airfield number?For example base level 3 means up to 3 air units or it is based on the number of planes like for every airfield point up to 40/50 planes? Yes. You got 2 types of stacking. Number of a/c relative to avaiation support, and number of engines relative to air base size (50 engines per base level). So, a level 3 airfield can support 150 engines. EDIT: forgot the unit stacking: max number of units <= level of airfield, can be increased by +1 if Air HQ is present. Units stood down and fragments count as 1/3 Unit. Hope this helps and have fun!
< Message edited by LoBaron -- 2/16/2012 12:48:25 PM >
_____________________________
|