geofflambert
Posts: 14863
Joined: 12/23/2010 From: St. Louis Status: offline
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quote:
ORIGINAL: geofflambert Taking a little break before supper. I'm starting out by working on my submarines patrol zones. I'm not going to talk about anything necessarily applicable on 12/7 as the situation is unique and I don't want to give Steve any warnings. I'm starting with subs since I haven't actually played in two years and I need to shake the rust off. Just in general, and just from an IJN perspective: a) I have kept a log of all enemy ship sightings from previous games, from the air, from the sea and radio intercepts. If you're new to this you won't have such a log but I suggest you start one. In the log I report the date, the position, any info on the classes of ships and quantities of each (if known), their heading (if known), and any believed results if an attack occurred (torpedo hits, sinkings etc.). b) Whenever your subs make a port of call, make sure the captain isn't a piece of crap and replace him if he is. If the sub is capable of operating float planes, fill out the complement of air crew. They will likely only have one pilot attached and he'll be doing search at 25%. You can have crews of three, so do it. Add recruits and increase the search percentage to 35 to 50% and they'll receive on-the-job training for Naval Search which is a very important skill and they will be able to transfer later to other training programs. I'm out of time. Lots more on sub operations, I'll begin with c) next time I take a break from actually doing my turn. edit: an addendum to my last point. Set training for the squadron at 20%. If you put search/train at 50/20% check back once in a while and look at fatigue. If there's too much, cut back a little on search. I think 20% train is a sustainable amount and very beneficial. 2nd edit: When I say add recruits, I mean only recruits. Trained crew in the IJN is a very scarce commodity and you can't afford to have them taking a sea cruise on a submarine.
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