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RE: Random Questions from a New Player - 1/22/2019 3:52:04 PM   
brian800000

 

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Torpedo bombers attack--I fight them off but 1 gets through -- literally 1. Surely my AA will take care of that bomber, or my ships will maneuver to safety.

But it is not to be, and the brave bomber pilot puts a torpedo in the Warspite.

I sadly anticipate a couple months in the repair yard.

But then when I check the damage--only 3 float and no major damage. :)

Any thoughts on how that came to pass? I assume this is reasonably rare?

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Post #: 211
RE: Random Questions from a New Player - 1/22/2019 4:04:53 PM   
GetAssista

 

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quote:

ORIGINAL: brian800000
But then when I check the damage--only 3 float and no major damage. :)

Delayed torpedo detonation that splashed a lot of water on the deck

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Post #: 212
RE: Random Questions from a New Player - 1/22/2019 4:27:07 PM   
btd64


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quote:

ORIGINAL: brian800000

Torpedo bombers attack--I fight them off but 1 gets through -- literally 1. Surely my AA will take care of that bomber, or my ships will maneuver to safety.

But it is not to be, and the brave bomber pilot puts a torpedo in the Warspite.

I sadly anticipate a couple months in the repair yard.

But then when I check the damage--only 3 float and no major damage. :)

Any thoughts on how that came to pass? I assume this is reasonably rare?



I've seen this before. Consider yourself lucky....GP

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Post #: 213
RE: Random Questions from a New Player - 1/22/2019 5:12:57 PM   
BBfanboy


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The damage algorithm allows for damage in a range starting at 0 and going up to whatever the max for the weapon effect is. You got a good die roll on the damage but not on the AA.

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Post #: 214
RE: Random Questions from a New Player - 1/22/2019 5:29:14 PM   
Ingtar

 

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quote:

ORIGINAL: Lokasenna

For Air HQs, I just make sure they have enough torpedoes that I never have to worry about it (click into the TOE for them and set the default number).

I've had some in the 200s.


I did not think about that. Thank you for saving the annoying 20 at a time rechecks.

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Post #: 215
RE: Random Questions from a New Player - 1/22/2019 5:48:17 PM   
sPzAbt. 502

 

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quote:

ORIGINAL: Ingtar


quote:

ORIGINAL: Lokasenna

For Air HQs, I just make sure they have enough torpedoes that I never have to worry about it (click into the TOE for them and set the default number).

I've had some in the 200s.


I did not think about that. Thank you for saving the annoying 20 at a time rechecks.


+1

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Post #: 216
RE: Random Questions from a New Player - 1/25/2019 9:04:32 AM   
Edward75


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I don't play as Allies.
Question. When replenishment planes arrive in pool? Every day or every month?

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Post #: 217
RE: Random Questions from a New Player - 1/25/2019 10:10:12 AM   
btd64


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quote:

ORIGINAL: Edward75

I don't play as Allies.
Question. When replenishment planes arrive in pool? Every day or every month?


It depends on the number being produced per month. in a 30 day month, if a plane type has 15 being produced per month then you will get 1 every two days. Hope this helps....GP

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Post #: 218
RE: Random Questions from a New Player - 1/25/2019 2:35:13 PM   
wegman58

 

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Same for me this week. Prince of Wales is hit, belt penetration, all sorts of awful things in the combat report.

Damage - nothing more than 5.

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Post #: 219
RE: Random Questions from a New Player - 1/25/2019 4:07:03 PM   
bradfordkay

 

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quote:

ORIGINAL: btd64


quote:

ORIGINAL: Edward75

I don't play as Allies.
Question. When replenishment planes arrive in pool? Every day or every month?


It depends on the number being produced per month. in a 30 day month, if a plane type has 15 being produced per month then you will get 1 every two days. Hope this helps....GP



This is almost correct: in a 30 day month if a plane type has 15 being produced per month then you get a die roll with a 50% chance each day for one aircraft to be produced. I have had zero aircraft produced in a month when a particular type was supposed to get six of them that month. Conversely, I have had 20 produced one month when that type was only supposed to get 14.

My relationship with Murphy means that the ones that are seriously underproduced are the all important recon and search aircraft...

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Post #: 220
RE: Random Questions from a New Player - 1/25/2019 4:20:44 PM   
Macclan5


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quote:

ORIGINAL: bradfordkay
My relationship with Murphy means that the ones that are seriously underproduced are the all important recon and search aircraft...


My relationship with Murphy seems to be : I thought was was doubly careful selecting which air groups to upgrade and which not to upgrade....and one tiny mistake in those orders always bites me in the arse

It seems to me that through 3 full games (and scenarios played) - every time I have CVs sitting a Pearl 'ripe for F5F upgrades' - just waiting in anticipation of a major mission - the AI mysteriously identifies "that one random" VRF group down in Canton Island (or some other back water base behind the current lines) to upgrade immediately on turn end. I parked them there months ago in support of Carrier forces working the SP needing a safe harbor to replenish and the AI never fails to immediately upgrade this first even if those VRFs were at full strength

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Post #: 221
RE: Random Questions from a New Player - 1/25/2019 5:40:26 PM   
HansBolter


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Been burned by that random "maybe we'll decide not to produce anything today" effect as well.

The Americans have one squadron that can upgrade to the F4F3P recon aircraft.
The squadron has a size of 12 planes and a withdrawal date so there have to be 12 planes in the pool to implement the upgrade.
The scenario provides only one month of production of F4F3Ps at a rate of 12 planes per month.

One game I only received 11 planes that month and was NEVER able to use those air frames.

Pointed out on the forum that the scenario designer should have designed in a little fluff, say 13-14 per month, so in the odd game where you get burned by the randomizer you don't completely lose the use of the air frame type.



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Post #: 222
RE: Random Questions from a New Player - 1/25/2019 5:43:15 PM   
btd64


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Turn off group upgrades. Control them manually....GP

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Post #: 223
RE: Random Questions from a New Player - 1/25/2019 7:37:24 PM   
bradfordkay

 

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quote:

ORIGINAL: HansBolter

Been burned by that random "maybe we'll decide not to produce anything today" effect as well.

The Americans have one squadron that can upgrade to the F4F3P recon aircraft.
The squadron has a size of 12 planes and a withdrawal date so there have to be 12 planes in the pool to implement the upgrade.
The scenario provides only one month of production of F4F3Ps at a rate of 12 planes per month.

One game I only received 11 planes that month and was NEVER able to use those air frames.

Pointed out on the forum that the scenario designer should have designed in a little fluff, say 13-14 per month, so in the odd game where you get burned by the randomizer you don't completely lose the use of the air frame type.





For me in my present game it is the F4F-7. I only had 10 produced so neither squadron with F4F-3P aircraft can upgrade to the F4F-7. In a previous game it was the Aussie recon squadron that was never able to upgrade due to insufficient numbers of the next upgrade aircraft in the queue - and ended up with no aircraft whatsoever. Ever since then, I have insisted on PDU on. If the production algorithm is going to screw me out of an aircraft type I at least want to be able to upgrade to something else (somewhere down the line).

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Post #: 224
RE: Random Questions from a New Player - 1/25/2019 7:46:48 PM   
btd64


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This can be fixed in the editor. Then it won't be a problem....GP

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Post #: 225
RE: Random Questions from a New Player - 1/25/2019 8:16:58 PM   
bradfordkay

 

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Sure it can, but not all prospective players are willing to play an edited scenario. I accept the fact that in two games running my Aussie recon squadron received zero F4 Lightning photo recon planes, but at least in this second game they will be able to upgrade to the Mosquito photo recon aircraft later in the war.

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Post #: 226
RE: Random Questions from a New Player - 2/6/2019 12:16:36 PM   
Edward75


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Endurance and Durability
What do these meanings on planes? What do they give and how to apply them?

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Post #: 227
RE: Random Questions from a New Player - 2/6/2019 12:39:12 PM   
GetAssista

 

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quote:

ORIGINAL: Edward75
Endurance and Durability
What do these meanings on planes? What do they give and how to apply them?

Endurance is usually correlated with range and max time airborne. Important for observation missions like ASW/Search etc I guess.
Durability is airframe toughness against incoming damage. Hitpoints would be a close analogy. Bombers against AA, fighters against bomber fire, generally withstanding punishment e.t.c

< Message edited by GetAssista -- 2/6/2019 12:41:59 PM >

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Post #: 228
RE: Random Questions from a New Player - 2/6/2019 10:23:25 PM   
BBfanboy


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One thing about endurance that makes it important: if you are sending LRCAP to cover something, endurance is what affects staying on station. If you send the LRCAP to its maximum normal range, it will have little time to loiter and protect whatever it was supposed to. If you send it less than normal range you get some time for the aircraft to loiter.

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Post #: 229
RE: Random Questions from a New Player - 2/7/2019 9:51:18 AM   
Edward75


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quote:

One thing about endurance that makes it important: if you are sending LRCAP to cover something, endurance is what affects staying on station.


Is it possible to calculate and envisage this, any way?

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Post #: 230
RE: Random Questions from a New Player - 2/7/2019 11:35:24 AM   
HansBolter


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quote:

ORIGINAL: Edward75

quote:

One thing about endurance that makes it important: if you are sending LRCAP to cover something, endurance is what affects staying on station.


Is it possible to calculate and envisage this, any way?



Take a step back so you can see the forest.

You're far too focused on the trees.

One of the hallmarks of all Gary Grigsby games is the high degree of variability built into every interaction.

This makes it impossible to calculate exact outcomes and was done purposely.

This is a big part of what makes this game so appealing.

You will never be able to calculate exactly how much more effective a given fighter with higher endurance than another will perform. Following the rule of thumb that a fighter with higher endurance will perform better is all the 'guidance' a commander needs, or should need.


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Post #: 231
RE: Random Questions from a New Player - 2/7/2019 12:16:00 PM   
Edward75


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That is the problem! It is impossible to foresee or calculate anything. You never know if an escort will fly with your bombers. You never know Will your scouts detect enemy ships.
Each turn is like a game of "Russian roulette". I Houpe you know the meaning of this expression!)

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Post #: 232
RE: Random Questions from a New Player - 2/7/2019 3:06:27 PM   
HansBolter


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quote:

ORIGINAL: Edward75

That is the problem! It is impossible to foresee or calculate anything. You never know if an escort will fly with your bombers. You never know Will your scouts detect enemy ships.
Each turn is like a game of "Russian roulette". I Houpe you know the meaning of this expression!)



Yes indeed I do. That IS what makes this game so great.

As a theater commander SHOULD you be able to know exactly how many planes in a given squadron or how many squadrons in a group will fly a given mission?

Allowing the player to set parameters and issue orders while leaving the tactical implementation of the orders to the tactical AI is again what makes the game great.

Sounds to me like you would be happier playing a tactical game not a strategic/operational one.

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Post #: 233
RE: Random Questions from a New Player - 2/7/2019 5:03:21 PM   
GetAssista

 

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quote:

ORIGINAL: Edward75
That is the problem! It is impossible to foresee or calculate anything. You never know if an escort will fly with your bombers. You never know Will your scouts detect enemy ships.
Each turn is like a game of "Russian roulette". I Houpe you know the meaning of this expression!)

That's what war looks like. Individual stuff is somewhat random and you are never safe from things going fubar. Yet, on the strategic scale the law of large numbers works, and good commandeering plus tech/numerical advantage would win you the war despite some unfortunate battles along the way

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Post #: 234
RE: Random Questions from a New Player - 2/8/2019 5:23:57 PM   
rustysi


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quote:

ORIGINAL: HansBolter


quote:

ORIGINAL: Edward75

quote:

One thing about endurance that makes it important: if you are sending LRCAP to cover something, endurance is what affects staying on station.


Is it possible to calculate and envisage this, any way?



Take a step back so you can see the forest.

You're far too focused on the trees.

One of the hallmarks of all Gary Grigsby games is the high degree of variability built into every interaction.

This makes it impossible to calculate exact outcomes and was done purposely.

This is a big part of what makes this game so appealing.

You will never be able to calculate exactly how much more effective a given fighter with higher endurance than another will perform. Following the rule of thumb that a fighter with higher endurance will perform better is all the 'guidance' a commander needs, or should need.


+1


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Post #: 235
RE: Random Questions from a New Player - 2/8/2019 5:42:56 PM   
BillBrown


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Another +1, If you want a guarantee, buy a toaster.

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Post #: 236
RE: Random Questions from a New Player - 2/11/2019 2:54:23 AM   
brian800000

 

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Okay, so I figure for this next question a reply of "figure it out for yourself" would probably be fair...

But I'm planning an invasion of the Marshall Islands...it is my first amphibious attack, and i'm prepping for 3 islands in one go. The concern i have is that there are a bunch of small airfields--if they are capable of launching torpedo bombers then this could be a very sad invasion (i'm not looking for hints on this part, i think i should be surprised here).

I have two questions:

1) isn't there a bombardment bonus for attacking atolls? I thought I read this somewhere, but it isn't in the manual.

2) what kind of guns is the minimum to hope to close an airfield? Does a CA, a CL, and a couple DDs have any hope on a level 4 airfield?

The second question is kind of the crux of the issue...I probably don't have the firepower to close everything in the area but i want to hit as much as possible. In real life, I think a CA, CL, and 2 DDs could close a small airfield on an atoll, but i'm not sure how this is modeled in the game.

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Post #: 237
RE: Random Questions from a New Player - 2/11/2019 1:32:29 PM   
Macclan5


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quote:

ORIGINAL: brian800000

Okay, so I figure for this next question a reply of "figure it out for yourself" would probably be fair...

But I'm planning an invasion of the Marshall Islands...it is my first amphibious attack, and i'm prepping for 3 islands in one go. The concern i have is that there are a bunch of small airfields--if they are capable of launching torpedo bombers then this could be a very sad invasion (i'm not looking for hints on this part, i think i should be surprised here).

I have two questions:

1) isn't there a bombardment bonus for attacking atolls? I thought I read this somewhere, but it isn't in the manual.

2) what kind of guns is the minimum to hope to close an airfield? Does a CA, a CL, and a couple DDs have any hope on a level 4 airfield?

The second question is kind of the crux of the issue...I probably don't have the firepower to close everything in the area but i want to hit as much as possible. In real life, I think a CA, CL, and 2 DDs could close a small airfield on an atoll, but i'm not sure how this is modeled in the game.



You are being very ambitious - launching against 3 islands simultaneously

Your questions are somewhat self evident. If you lack sufficient Carrier / CVE Air CAP to protect all 3 "at once" invasions - then perhaps you should reconsider ?

To your specific questions:

1) BB / CA / CL / DD will all have some effect on Airfield depending upon 'range for bombardment' you set on the TF screen. The shorter the range you set - the more likely all guns will fire including AA for example. The closer the range you set - the more likely your ships can also be damaged by coastal Artillery for example ( if there is such a unit on the island you bombard).

It is not so much a 'bonus' you are seeking.

What you are seeking is sufficient Naval bombardment to not only damage the air strip and airbase supplies - but also outright destroy and damage a number of Airframes. Perhaps with the variables at play - you will be fortunate enough to 'bring down the air strike capability' for a turn or 2 or 3 ...

Answer - "bring enough" to do the job if you are worried about counter strikes. Further Nimitz (having learned from Tarawa) bombarded Roi and other islands for 'multiple days' - NOT just once

Many of the rookie gamers (myself included previously) see the wonderful results but over estimate the damage. Use history as your guide. Look up Wikipedia - and see "how much" Nimitz brought to the party

2) See above - bring enough

If you lack BB assets - then certainly you need CA / CL (a number) in the mix. DD will effect some damage as per your range settings - but the answer is "bring enough"






< Message edited by Macclan5 -- 2/11/2019 1:35:59 PM >


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Post #: 238
RE: Random Questions from a New Player - 2/11/2019 2:07:35 PM   
btd64


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My question for you is do you have enough AK's and AP's? You don't want to use xAP's and xAK's as they unload to slow for atolls....GP

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Post #: 239
RE: Random Questions from a New Player - 2/11/2019 2:08:44 PM   
btd64


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Oh, and what is the date?....GP

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Post #: 240
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