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RE: quick question - 6/22/2016 12:31:15 PM   
vj531


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Im trying to replenish 16' ammo for the BB Nth Carolina at Noumea.
Is this possible or is it off to Sydney?






Attachment (1)

< Message edited by sharper -- 6/22/2016 12:34:04 PM >


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RE: quick question - 6/22/2016 3:57:16 PM   
BBfanboy


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To replenish BB gun ammo you need a level 7 port, or a lower level port with lots of naval support (see the manual for the table on ammo loading), OR, an AE or AKE ammo ship of appropriate size. I use the 5400 capacity AEs and 4200 capacity AKEs, but occasionally I have used AKEs with about 3900 capacity.

Note that replenishing torpedoes and depth charges takes similar large port or support ship. I think the table in the manual covers it.

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RE: quick question - 6/22/2016 7:57:46 PM   
vj531


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Had a look at manual p210 ish - it's quite abstract

There is though a big jump at level 7.

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Post #: 93
RE: quick question - 6/22/2016 10:48:49 PM   
rustysi


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quote:

ORIGINAL: sharper

Im trying to replenish 16' ammo for the BB Nth Carolina at Noumea.
Is this possible or is it off to Sydney?








You see the right hand side where it shows all the max ammo numbers in green. Well this is supposed to tell you the port is capable of reloading that weapon. Now if the vessel is out of op points or the port has reached its limits with other ships it can't complete the load this turn. Try again on another day and see what happens. I've seen a message to the effect 'can't fully reload' before (or something like that).

Edit: Best place to look for ship reloading... 20.1.2.2 p284.

< Message edited by rustysi -- 6/22/2016 10:54:57 PM >


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Post #: 94
RE: quick question - 6/22/2016 11:07:36 PM   
rustysi


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quote:

Allies do not get people carrying xAKs in official stock scenarios.


Fair enough, Japan gets tons of 'em. At a level 6 port I can even convert some cargo space to troop space. On the flip side Japan gets zero APA, AP, AKA's. To add to that she has few AK's too, at least to start. She can convert quite a few in June '42, but most assault type ops should be done for her by then.

quote:

On the second point, I thought in addition to HI points the AirCraft/Engine/Armament/Vehicle industries used supply to do their magic.


Not at all. Japan needs to hoard supply because she will first run out of oil. Then fuel. Once that happens Heavy Industries will shut down for lack of fuel input. HI is where Japan gets most of her supply generated. Hence if she doesn't hoard she will have none to supply her troops. The economy for the Japanese player is pretty complex and intertwined. The trick is to balance everything. OTOH, for me at least, its the only reason to play Japan.

_____________________________

It is seldom that liberty of any kind is lost all at once. Hume

In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche

Cave ab homine unius libri. Ltn Prvb

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Post #: 95
RE: quick question - 6/23/2016 12:00:54 AM   
Anachro


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quote:

ORIGINAL: rustysi
The economy for the Japanese player is pretty complex and intertwined. The trick is to balance everything. OTOH, for me at least, its the only reason to play Japan.


Right you are, Rutysi. I was doing a deep-dive into my industry, airplane production, R&D last night for my PBEM game with AcePylut and really had an epiphany: managing all this, making decisions on which aircraft I want to R&D and why, et. - all of it is extremely interesting and really adds another dynamic to the game. I don't think I'll ever be as good as some of our esteemed members at managing the Japanese economy, but I'll have fun and keep trying to get better at it.

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RE: quick question - 6/24/2016 11:15:31 AM   
vj531


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Looking for an dummies guide to 'operation points'.....

I've read the manual but still confused....is a figure in the 'Ops' column a negative or positive effect to the TF overall operation?
Im sure it all to do with refueling/replenishment....but sadly it still is not 'sinking' in.

I hope the above makes sense.


< Message edited by sharper -- 6/24/2016 11:34:43 AM >


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RE: quick question - 6/24/2016 4:19:26 PM   
BBfanboy


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Just think of each 12 hour phase (day or night) divided into 1000 chunks of time. The operations points just report how much time is used by certain activities.
Refuelling a nearly empty warship typically takes 250 ops points. It also uses 250 ops points from the tanker/AO (if that is what is used).

The amount of ops points used at a port to do refuelling depends on port size, and maybe naval support. Don't worry about it. Just check your ships to see if they got what they needed. Fuel is replenished before ammo, so usually fuel is fully replenished and it is ammo that needs another day of replenishment. And it is usually the providing vessel like a TK/AO or AE/AKE that runs out of ops points before the work is done.

Ops points are also used up by movement of aircraft and ships and can be used by combat.

All in all ops points are just a way to limit the amount of things happening in the game execution phase.

< Message edited by BBfanboy -- 6/24/2016 4:22:16 PM >


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RE: quick question - 6/24/2016 5:03:30 PM   
vj531


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thanks for above

I sent CV TF back to replenish and moved some of it's DB on to Lungi for the intervening period. Is this a good move or?

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Post #: 99
RE: quick question - 6/24/2016 8:08:04 PM   
BBfanboy


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quote:

ORIGINAL: sharper

thanks for above

I sent CV TF back to replenish and moved some of it's DB on to Lungi for the intervening period. Is this a good move or?

It depends ...
Firstly, Lunga airfield must be level 2 to support offensive operations. At level one it can just do CAP, search and recon.
Even at level 2, I am not sure if an SBD can take off with a full 1000 lb. bomb load. It might be limited to a 500 pounder.
At level 3 the SBDs can operate with full load for sure.

Secondly, you need to have enough air support to keep the aircraft in good repair.

Thirdly, you need to be safe enough from enemy bombing and from naval bombardment that the airfield will not be shut down. Fighter cover will take care of the bombers. You need mines/PTs/subs/SCTFs to keep the enemy from bombarding. If your squadron gets smashed there you will have lost some of the finest naval aviators in the world for nothing.

Fourthly - are there targets within range that you can expect them to hit? If you haven't been seeing any the SBD pilots are sitting on their duffs doing nothing for you.

In Real Life - the SBDs from Enterprise were only transferred to Lunga when she suffered so much damage that she would not be able to operate them for a long time (while in repairs). Fighters were already there from a similar transfer.

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RE: quick question - 6/24/2016 8:19:00 PM   
vj531


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quote:

ORIGINAL: BBfanboy


quote:

ORIGINAL: sharper

thanks for above

I sent CV TF back to replenish and moved some of it's DB on to Lungi for the intervening period. Is this a good move or?

It depends ...
Firstly, Lunga airfield must be level 2 to support offensive operations. At level one it can just do CAP, search and recon.
Even at level 2, I am not sure if an SBD can take off with a full 1000 lb. bomb load. It might be limited to a 500 pounder.
At level 3 the SBDs can operate with full load for sure.

Secondly, you need to have enough air support to keep the aircraft in good repair.

Thirdly, you need to be safe enough from enemy bombing and from naval bombardment that the airfield will not be shut down. Fighter cover will take care of the bombers. You need mines/PTs/subs/SCTFs to keep the enemy from bombarding. If your squadron gets smashed there you will have lost some of the finest naval aviators in the world for nothing.

Fourthly - are there targets within range that you can expect them to hit? If you haven't been seeing any the SBD pilots are sitting on their duffs doing nothing for you.

In Real Life - the SBDs from Enterprise were only transferred to Lunga when she suffered so much damage that she would not be able to operate them for a long time (while in repairs). Fighters were already there from a similar transfer.

but other than this! it was cracking idea?


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Post #: 101
RE: quick question - 6/24/2016 8:24:42 PM   
BBfanboy


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We won't know until something happens that makes the SBDs heroes or victims!

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RE: quick question - 6/25/2016 12:38:37 AM   
rustysi


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I just want to add one thing... For a quick question we're on page four???

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It is seldom that liberty of any kind is lost all at once. Hume

In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche

Cave ab homine unius libri. Ltn Prvb

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Post #: 103
RE: quick question - 6/25/2016 3:07:22 AM   
geofflambert


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quote:

ORIGINAL: rustysi

I just want to add one thing... For a quick question we're on page four???


That's because we're fresh out of quick answers.

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RE: quick question - 6/25/2016 6:26:07 AM   
BBfanboy


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quote:

ORIGINAL: rustysi

I just want to add one thing... For a quick question we're on page four???

I think the title should have been updated to "Some Quick Questions ... and Slow Answers"

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RE: quick question - 6/25/2016 10:22:32 AM   
vj531


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You know I appreciate all your help in these matters....


The 'in game' feedback on the like of the 'SBD's @ Lungi' is fantastic and gives newbies like myself new slants on a given situation, invaluable!

You must though let me know if I overstep the mark?

< Message edited by sharper -- 6/25/2016 10:30:32 AM >


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Post #: 106
RE: quick question - 6/26/2016 1:54:43 AM   
BBfanboy


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quote:

ORIGINAL: sharper

You know I appreciate all your help in these matters....


The 'in game' feedback on the like of the 'SBD's @ Lungi' is fantastic and gives newbies like myself new slants on a given situation, invaluable!

You must though let me know if I overstep the mark?

To be able to give timely advice to you would require that you post screenshots of your maps, your force allocations and describe your plans in much detail.
Not worth the effort in the early going of the learning curve. There are just so many nuances to the game and often my style of play will lead me to give advice in one direction while you might have a different style of play. There is no substitute for trying things and seeing if they work or not - it gives you a feel for what you can get away with and what could result in losses you find unacceptable.

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RE: quick question - 7/1/2016 12:15:19 PM   
vj531


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Repair Manager. Is this an add-on?

ALSO

Trying to build an airfield at Portland Road. (probable not needed for this Guadalcanal scenario. But good to see the timescale etc)
Is the problem purely a lack of supply and thus time?





The two units below, look as though they are correct type.





Attachment (1)

< Message edited by sharper -- 7/1/2016 12:30:48 PM >


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RE: quick question - 7/1/2016 2:08:53 PM   
BBfanboy


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The only "Repair Manager" I am aware of is in the context of repairing ships in port. It is just a way to list all the ships under repair and decide which ones go in the shipyard and which use pierside repairs.

This can be handy when you do an upgrade or conversion of a ship that "requires" a shipyard. Usually the ship only requires shipyard shops and cranes, not the drydock so if they have no floatation damage you do not want them in the drydock. So at the first opportunity after they start their upgrade or conversion use the Repair Manager to set them back to Pierside repair rather than leaving them in Shipyard repair mode.

In your screenshots for Portland Roads, you have just enough supply to build things but your units are in Move mode. They need to be in Combat mode to do anything for you.

EDIT: PS - try increasing the supply draw to Portland Roads by clicking the button next to "Supplies required" ONCE only. This increases supply requirement by 1000 points and the base will try to draw 3X that much - 3000 points. This (eventually) should give plenty of supply to do base building, fill out unit TOEs and perhaps load supply on a small cargo ship for Port Moresby. If, after a week there is still not enough supply finding its way to PR, try increasing the draw two clicks more and monitor for effect.

< Message edited by BBfanboy -- 7/1/2016 2:16:24 PM >


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RE: quick question - 7/1/2016 3:39:51 PM   
vj531


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quote:

ORIGINAL: BBfanboy

The only "Repair Manager" I am aware of is in the context of repairing ships in port. It is just a way to list all the ships under repair and decide which ones go in the shipyard and which use pierside repairs.

This can be handy when you do an upgrade or conversion of a ship that "requires" a shipyard. Usually the ship only requires shipyard shops and cranes, not the drydock so if they have no floatation damage you do not want them in the drydock. So at the first opportunity after they start their upgrade or conversion use the Repair Manager to set them back to Pierside repair rather than leaving them in Shipyard repair mode.

In your screenshots for Portland Roads, you have just enough supply to build things but your units are in Move mode. They need to be in Combat mode to do anything for you.

EDIT: PS - try increasing the supply draw to Portland Roads by clicking the button next to "Supplies required" ONCE only. This increases supply requirement by 1000 points and the base will try to draw 3X that much - 3000 points. This (eventually) should give plenty of supply to do base building, fill out unit TOEs and perhaps load supply on a small cargo ship for Port Moresby. If, after a week there is still not enough supply finding its way to PR, try increasing the draw two clicks more and monitor for effect.


I've just "landed" via a small TF a bit of supply at Portland road. But will it land any supply at a 0 port?
I'll sort that the 'Supplies required' button.

How do we get ships out of repair to send to bigger base to finish of 'irreparable damage #'?

I've changed the readiness but can't get the little £%^! into a TF to send it to a bigger port for necessary repairs. They are greyed out and will not form TF...(see below)

I have "a lot" of ships Noumea who have the '#' flag suggesting 'to me' they will get no further benefit from the facilities at that port.

Still lots to learn.........






Attachment (1)

< Message edited by sharper -- 7/1/2016 3:51:13 PM >


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Post #: 110
RE: quick question - 7/1/2016 10:32:59 PM   
rustysi


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They are grayed out because the ships are transitioning from 'offline' (shipyard or whatever) to 'online' repair. Those are my terms, but IOW the ship was shutdown to go into the yard or whatever and takes up to 3 days to get back 'online'. At that point it'll come back to a state where you may place it in a TF. Until then you just have to wait.

_____________________________

It is seldom that liberty of any kind is lost all at once. Hume

In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche

Cave ab homine unius libri. Ltn Prvb

(in reply to vj531)
Post #: 111
RE: quick question - 7/1/2016 11:37:52 PM   
BBfanboy


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If there is no port the ship must be loaded amphibiously and be in an amphib TF to unload that supply. Take it back to Cooktown or Cairns to unload/reload if you must.

The ships in your screenshot are greyed-out, and if you hover the cursor over them it will tell you the number of days before they can be ready for sea. This simulates putting the ship's systems and engines back on-line after being dismantled for repairs. The wait time is usually three days. Once that expires you can put them in a TF as usual.

I don't know if you have an AR in this scenario but if you do, it can repair small amounts of major engine damage at smaller ports. For CA Quincy, you could repair that engineering damage in 3 days if you had an AR at the port. Just click on the text that puts it from Readiness to Pierside mode, then click again on the Pierside text to put it in Repair Ship mode. This will save you much transit time going to a large base and back.
EDIT: P.S. - only one ship per AR at a time. Ships with multiple points of damage can tie up the AR for a long time. Usually repair all the system damage before assigning the ship to the AR for the engineering damage.

Caution: ARs are not plentiful. DO NOT put your AR in a forward port that can be bombed or bombarded by the enemy unless you have very good defences against these attacks.

Alternatively, a shipyard can repair Quincy in a day or two, and even a level 7 port can repair the engines without using a shipyard or AR.
Naval support also helps with repairs, but you need a lot of it to get major damage repaired.

< Message edited by BBfanboy -- 7/1/2016 11:43:07 PM >


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RE: quick question - 7/3/2016 12:57:15 PM   
vj531


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"AT TARGET" on base screen

Below is Lunga's ground units.

The 164th shows an 'at target' of 'Noumea/100'
The 7th USN Luganville/31

Think I could be misinterpreting this?







Attachment (1)

< Message edited by sharper -- 7/3/2016 1:00:34 PM >


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RE: quick question - 7/3/2016 2:28:58 PM   
GetAssista

 

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quote:

ORIGINAL: sharper
Think I could be misinterpreting this?

You forgot to offer your interpretation hence it is hard to answer this particular quick question.
Those are preparation values, at target means that actual location coincides with preparation target

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RE: quick question - 7/3/2016 2:44:37 PM   
vj531


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quote:

ORIGINAL: GetAssista

quote:

ORIGINAL: sharper
Think I could be misinterpreting this?

You forgot to offer your interpretation hence it is hard to answer this particular quick question.
Those are preparation values, at target means that actual location coincides with preparation target


Sorry my fault

At first I thought 'Noumea/100' = Unit location and %of unit there. Which I know is wrong.

You say "preperation values" I'm missing something.....

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Post #: 115
RE: quick question - 7/3/2016 3:00:14 PM   
BBfanboy


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quote:

ORIGINAL: sharper


quote:

ORIGINAL: GetAssista

quote:

ORIGINAL: sharper
Think I could be misinterpreting this?

You forgot to offer your interpretation hence it is hard to answer this particular quick question.
Those are preparation values, at target means that actual location coincides with preparation target


Sorry my fault

At first I thought 'Noumea/100' = Unit location and %of unit there. Which I know is wrong.

You say "preperation values" I'm missing something.....


Just look at any individual LCU screen - at the bottom right is the "Target" (location) that they are "prepped" (have planned) for. You can change this by clicking on it and selecting a new location on the map. Preparation is one point per day in most modes but in Rest mode you have a chance of two points preparation per day.

Prep is important for:
- Amphibious landing at a location - must be quite high (preferably 100%) to avoid losses and disruption on landing
- Defence of a location - anything over 30% helps
- HQs assisting with defence of a location - this is only a dice roll chance, but the higher the prep the better the chance (IIRC)
- And, I think but others do not, attacking a location.


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RE: quick question - 7/3/2016 5:55:42 PM   
vj531


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quote:

ORIGINAL: BBfanboy


quote:

ORIGINAL: sharper


quote:

ORIGINAL: GetAssista

quote:

ORIGINAL: sharper
Think I could be misinterpreting this?

You forgot to offer your interpretation hence it is hard to answer this particular quick question.
Those are preparation values, at target means that actual location coincides with preparation target


Sorry my fault

At first I thought 'Noumea/100' = Unit location and %of unit there. Which I know is wrong.

You say "preperation values" I'm missing something.....


Just look at any individual LCU screen - at the bottom right is the "Target" (location) that they are "prepped" (have planned) for. You can change this by clicking on it and selecting a new location on the map. Preparation is one point per day in most modes but in Rest mode you have a chance of two points preparation per day.

Prep is important for:
- Amphibious landing at a location - must be quite high (preferably 100%) to avoid losses and disruption on landing
- Defence of a location - anything over 30% helps
- HQs assisting with defence of a location - this is only a dice roll chance, but the higher the prep the better the chance (IIRC)
- And, I think but others do not, attacking a location.



Can you maximise this and how does one increase it, or is it just time?
I just thought you load bombard if available, then in essence land!


< Message edited by sharper -- 7/3/2016 6:07:50 PM >


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Post #: 117
RE: quick question - 7/3/2016 9:56:36 PM   
BBfanboy


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quote:

ORIGINAL: sharper

Can you maximise this and how does one increase it, or is it just time?
I just thought you load bombard if available, then in essence land!


Nope - if your unit is not prepped it will wreck itself on landing - lost squads, lost devices, lots of disablement and disruption. If the place you landed does not give you a well developed base and is in a malarial hex, it will take months to recover the disruption and replace the losses (if you have the supply). Hence my advice to land at Lunga (if you already own it) and march to Tassafaronga, because you do not have any units prepared for the latter.

It won't apply much in the short Guadalcanal scenario but in the Grand Campaign units with over 50 experience and good morale have a chance to switch prep targets and keep some of the prep points. That is the only way I know of to decrease prep time. Otherwise, it is just rest the troops and make plans.

There are some things you can do with the landings though. If you are about to land at an enemy base with no defenders or very weak defenders, do this:
1. Set your main amphib TF to "Do Not Unload"
2. Examine the LCU fragments on your AP type ships and select some with enough AV to take the base the day after landing.
3. Make a new amphib TF with just those ships you want to unload, have them land and take the base.
4. After you take the base change the other Amphib TF to "unload" and land the rest without enemy interference. If there is a port big enough to take some ships at the dock, select the ones that are hardest to unload (usually xAPs or xAKs with large equipment like radars) and dock them.

Doing the above means only the first group to land takes the landing disruption and losses.
BUT - you have extended your stay at the beachhead by at least two days and that gives the enemy more time to send ships and planes to attack. Make sure you have enough defences in place.

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RE: quick question - 7/4/2016 9:37:47 AM   
geofflambert


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quote:

ORIGINAL: sharper

Im trying to replenish 16' ammo for the BB Nth Carolina at Noumea.
Is this possible or is it off to Sydney?



16' ammunition is very hard to come by. Even 16" ammunition requires a large enough port. For 16' ammo, I suggest you select a port from the Douro Valley. Rinse your mouth with vodka between sips. Good luck.

< Message edited by geofflambert -- 7/4/2016 9:40:45 AM >

(in reply to vj531)
Post #: 119
RE: quick question - 7/4/2016 9:50:57 AM   
geofflambert


Posts: 14863
Joined: 12/23/2010
From: St. Louis
Status: offline
I should have been more specific, don't just rinse your mouth with any old vodka, especially not one of those flavored chick vodkas. I use 'Stoli', Stolichnaya.

(in reply to geofflambert)
Post #: 120
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