InfiniteMonkey
Posts: 355
Joined: 9/16/2016 Status: offline
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ORIGINAL: Timotheus 1) Which Japanese Task Forces can "teleport" the first turn? Are they marked somehow on the map or do I have to just know which one can? When playing ahistorical first turn, where exactly can I place my Japanese fleets/convoys/transports/subs? Any limits? No limits? In Scenario 1, the First turn Move bonus TF's are: 1 Kido Butai (*) 128 52 2 IJN tankers (*) 128 52 3 IJN cruisers (*) 90 97 4 Kuching Cbt TF (*) 69 63 5 Heavy Cover (*) 51 72 7 Singora Cbt TF (*) 69 63 8 IJN destroyers (*) 84 63 9 IJN destroyers (*) 104 57 10 IJN destroyers (*) 119 54 12 Vigan Cbt TF (*) 84 63 13 Legaspi Cbt TF (*) 90 97 14 Aparri Cbt TF (*) 84 65 17 IJN destroyers (*) 108 58 85 Kota Bahru Inv (*) 69 63 86 Bangkok Holding (*) 60 71 90 Batan Is. Inv (*) 84 65 91 Singora Invasion (* 69 63 92 Pattani Invasion (* 69 63 93 Chumphon Invn (*) 60 71 94 Nakhorn Invasion (* 60 71 95 Prachuab Invn (*) 60 71 96 Batan Is. Air (*) 84 65 97 Singora Invn II (*) 69 63 98 Singora Inv.III (*) 64 72 140 Midway Replenish 128 52 141 Midway Bombardment 128 52 Most of them are marked with a (*) in the name, but obviously 140 and 141 are not marked as having the first turn move bonus... If you provide me the link where you are getting your scenario files, I can load them into my scenario editor and give you a list. Meanwhile, the only way I know of to definitively get a list is to look through every task force in the scenario editor and look to see if "First Turn Movement Bonus" is checked. The First turn move bonus allows a TF to move the equivalent of multiple turns of movement. I forget the number of turns... 10, 15 and 25 stick in my head, but I can't remember the exact number and a can't remember where it is documented. Note that you can modify the contents and mission of the TF, but if you ever disband the TF while entering turn 1, you lose the First turn move bonus. Also note that you can merge task forces into a First turn bonus as long as it merges within the first turn of movement of the TF with the bonus. quote:
ORIGINAL: Timotheus 2) How to best recon an enemy base that I want to invade? In my campaign vs AI I got quite a shock when an enemy base had 13,000 Japanese troops on it that I did not detect - and my disembarking troops packed up and went back (can't blame them, commander error :) Thing is, how do I recce a base? Use airplanes, especially ones with cameras? Bomb from air? Do subs going into the base (to, say, mine) help? Naval bombardment? Your information will improve as the detection level of the base and units in it improves. Review rulebook sections 10.1.1.2 and 10.1.1.3 for a list of actions that can improve DL. Also review 10.2 to understand how recon flights work. Short answer: recon flights, bombing missions, and bombardment all potentially give you information and raise DL levels of LCU's in a hex. The higher your DL (viewable by mouseover on a base), the more likely you are to have a good idea of what defends the hex. quote:
ORIGINAL: Timotheus 3) Is there a nice spreadsheet which shows me on one page which Japanese airplanes use which engines? Press I to bring up intelligence reports, then press e to bring up Aircraft/Engine Production, then sort by Engine. Tracker has the ability to export the aircraft list to a CSV file which you can then open in a spreadsheet. quote:
ORIGINAL: Timotheus 4) Any video or text guide on exactly what to click on the Japanese engine production / R&D page and WHY to click it (like I said, Allies are "EZ mode" :) You won't get two JFB's to give you the same answer on this one. So much depends upon the player's approach to the game. Understanding the Japanese economy as modeled in the game as well as aircraft R&D is a topic that spans dozens of threads in the forum.
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