boldrobot
Posts: 38
Joined: 7/12/2010 Status: offline
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I picked up the game during the recent sale and am loving it so far. I spent a bunch of time with advice threads, the manual, tutorial videos, smaller scenarios, etc., and I planned out my first turn using Kull's amazing orders spreadsheet. I'm about a month and a half into my first grand campaign as the Allies and have a handful of questions that I'm hoping some more experienced players can help with: 1. When does it matter what HQ an air unit is assigned to? Let's say I've got some air groups A stationed at base B, which has an air HQ LCU C. Do I get some bonus if A, B, and C are all part of the same command structure? Or is it just flavor? And how about for LCUs? When I transfer units out of restricted HQs I've been trying to be somewhat consistent (for example, various Australian units that I've sent to New Guinea have all been put in I Australian Corps). But does it really matter what unrestricted HQ I assign LCUs to? 2. When I transfer an air unit to a new base, any units under repair of course do not transfer on the same day. When those units reenter service, will they move to the new base on their own and join the rest of their unit automatically? Or do I just have to keep an eye on it and move the guys along when they're ready (or alternately, not move the unit until everyone is repaired)? 3. The Japanese attack on Pearl Harbor didn't manage to sink any BBs, but of course it heavily damaged many of them. I've read that the best move is to eventually send these guys to the West Coast to complete their repairs. How do I know when enough damage has been repaired for them to make the trip without randomly sinking? Is there some sort of rule of thumb? My guess is I should be primarily concerned with flotation damage here, but I'm not sure what number is considered "safe." 4. Is there a way to get the endurance display in the task force window to give more useful information, i.e., to differentiate between "if TF refuels at destination, it can make the round trip" and "this TF actually can't make this trip"? For example, if I make a convoy of decent endurance xAKs (say, 12k+) from LA to Sydney, with a waypoint somewhere near Penhryn, set to minimal refuel, the little numbers at the top left of the task force window go red. 5. Is there a way to set a TF to do a full refuel only at its home port? There are plenty of times when I don't want a TF to refuel at its destination, but want it to refuel immediately when it returns to its home port. Toggling between "Full Refuel" and "Do Not Refuel" is a little annoying. 6. Is there a good thread or resource anywhere on how I should be managing pilot training? I know this is something I need to be taking care of, and per Kull's spreadsheet, I have a bunch of squadrons set to training. What should I be doing with the pilots who are training? Put another way, if step 1 is "have training squadrons" and step 3 is "have good pilots in front-line squadrons," what is step 2 (which I am sure is actually like 10 steps)? 7. Less of a question than an observation, but in my game, the AI has decided to park KB at Makassar for like... the last two weeks (it is now January 17). I've put a few Dutch subs in the same hex and they put a single torpedo into Kaga, but otherwise have been unable or unwilling to attack even though they have ammunition. B17s out of Soerabaja have gotten chewed up by CAP and I don't think I have any other air assets around that are worth much. I'm very tempted to rush KB with cruisers, but clearly the AI is having some sort of brainfart so I don't want to take too much advantage of it. I know the AI runs on scripts and isn't super adaptable, but I'm surprised to see such weird behavior during something as early as the invasion of the DEI. Anyone seen something like this before? Any insight would be appreciated.
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