witpqs
Posts: 26087
Joined: 10/4/2004 From: Argleton Status: offline
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quote:
ORIGINAL: HansBolter quote:
ORIGINAL: Lowpe I feel your pain on having SAG not reacting! Part of what makes the game great. Pakse is a fairly critical base. Kudos on taking it for next to nothing. How are the plane losses doing daily? You mention savaging LRCAP? Interesting force magnifier in having Miri and Manila...fuel and a relatively big shipyard. Makes me wonder about the other close by shipyards. I got to thinking the 17 divisions you report on having in the greater Luzon area, the success of your Burma Push, the relative strength the Chinese have, and the long convoluted lines that Japan has. My guess is you are going to go for the Islands around Okinawa, and eventually Okinawa after it has been isolated for a while. The Formosa move is simply being opportunistic/diversionary. From Okinawa you will have complete freedom to attack the Chinese, Kyushu, Kochi, Honshu, or Korean coast; savage western Honshu Kyushu by air, move on the Japanese Islands. All of those islands can be built up to level 4,5 or 6 runways I think. From a Japanese viewpoint, Okinawa is more difficult to use kamikazes/land based air to defend than say Formosa. Of course I am probably all wet. I have found that SAGs will only react if under a patrol order. If you're guarding a base with them give them a one hex patrol pattern in the base hex. If you're looking for an intercept send them to the intercept point either with a 1 hex patrol pattern or a random pattern based around the target hex. If you're headed for a mid-ocean intercept attempt without a patrol order and miss guess on the correct intercept hex, no interception will occur. If you're headed for a mid-ocean intercept attempt with a patrol order and miss guess on the correct intercept hex, your patrol reaction range may still make the intercept happen. This is good advice with a slight change. The developers revealed and I have successfully confirmed that the key is the "Remain on Station" order overrides the "React" setting and causes the TF to not make any intercepts. The "Retire" order does allow interceptions and obeys the "React" setting (with the usual AE random additions!). The "Patrol" order also allows intercepts and obeys the "React" setting. As described by HansBolter, I regard the "Patrol" order plus "React" setting as the best way to make surface intercepts. When I only want a TF to make one attempt then return to base I use "Retire" plus "React" and give a destination hex that will make it sweep through the area I want as it goes out and returns (or just returns if it's on the way in already). Consider this part of HansBolter's post. quote:
If you're headed for a mid-ocean intercept attempt without a patrol order and miss guess on the correct intercept hex, no interception will occur. The most important factor is "Remain on Station" versus "Retire": if the TF has "Remain on Station" orders then no intercept will occur (unless they run into each other by chance, which happens in AE); with "Retire" orders the TF will obey the "React" range order and might intercept. But (as HansBolter advises) using a "Patrol" order (plus a "React" range order) will give the best chance of intercept because the TF will patrol around instead of arriving and heading straight home.
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