rustysi
Posts: 7472
Joined: 2/21/2012 From: LI, NY Status: offline
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quote:
but according to Wiki the 18th Infantry Division had two brigades and two regiments to each brigade (presumably 3 battalions to a regiment?). Yeah, forget that. Most divisions in the game, the 8th Japanese ID is the only one I can think of offhand that's different, will have three regiments, plus support elements. By support elements here I mean engrs, arty, recon. Some may have these embedded within the regts some not. quote:
So are you saying that upgrades on should be only activated at set times e.g. when in rear areas? Not exactly. Japans' upgrades are normally easier than for the Allies. They don't have to rely on what's in the pools to get upgrades, Japan doesn't have 'pools' per say. She relies on 'armaments' production points which are generated through 'heavy industry' (HI) production. As long as there're armaments points in that 'pool' devices for upgrades may be 'purchased'. The problem is you need to meet certain conditions for the unit to get the 'upgrade'. Such as in supply, and proximity to an HQ, etc. If conditions are met for say one regt and not the others then the unit can't combine until all have the same equipment. Thus turn off upgrades until the unit is recombined, if that's what you wish to do. All this being said consider that the Dev's have stated that a 'broken' down division will function as a fully combined division if all elements are operating from the same hex. quote:
So is it best to move and fight as a division in this game? Should I be looking to combine 18th Division asap? Although the choice is yours (and I prefer to operate as a full unit) see comment above. At this point I'd like to add that you need to be aware of the skill levels of all your commanders as some in the 'broken' down unit may be sub-par. Also it has been my experience that the game, for whatever reason, tends to pick 'Col Klink' and put him in charge when a unit is combined. Watch this. quote:
So I assume that these units are unloading. No. Look in the upper left corner. They are loaded on a ship in TF85. quote:
There is nothing on this screen to say this but the 'Set Future Objectives' is set to Kota Bharu. 'Set Future Objectives' has nothing to do with where the TF is headed, but it could. This box and level tells us what base the unit 'should' attack and capture next. The closer the number is to 100, the better the chance the unit has to get an 'attack bonus' when it assaults said base. This 'bonus' is really dependent upon HQ's that have the same objective and whether its in 'range' or not. It can seem a bit confusing, but you'll get it. HQ or no though all units should be as well prepped as possible when attacking a base. quote:
This one is heading for Kota Bharu and is called the third wave? What happened to the second wave? Its out there somewhere. These are just names given by the Dev's to these TF's and have no real meaning. quote:
These units presumably can't fit on available shipping (I am assuming the remaining shipping at Samrah is required elsewhere) and so will need to be loaded from returning vessels. I'd check the port at Samah. Pretty sure there'll be enough shipping there to load whatever is located in the base. Remember those load numbers can be deceiving. An 'amphibious' load is not the same as a 'transport' load, and then of course there's 'cross-loading'. Confused yet? When its said the game has a 'learning cliff' that's a statement, not a joke. quote:
Within this task force is the 21st Infantry Regiment of 5th Division. Some of this division is at Singora, some at Patani and there are some elements on board ship (Task Forces 91 and 92) and it seems both these task forces are there too. I best have a look and see what exactly is in Patani and Singora to the north. Yeah, your units are pretty scattered at the start. Some of that is historical, and some may have been done by the Dev's so the Japanese don't get to 'ahead of themselves', if you get my drift. So anyway look at the map. IMHO the only way to proceed through Malaya is down the west coast main road. Following that RR track from Kota Bharu will be painfully slow. That said there's a quirk in the game mechanics that'll also slow you down on the west coast route. If you attempt to go from the base of Aloa Stor (IIRC, its not named on the map) in the north, south past those two clear terrain hexes along the coast the AI routing will screw you up. What I mean by that is that the program will rout the unit(s) through the two clear terrain hexes. At that point you'll be off the road trying to pass from a clear terrain hex to a jungle hex. It'll slow you down bunches. So in this case just route your units two hexes to the jungle hex where the 'M' for Malaya is and further south after they arrive at that hex. Things like this sometimes happen in the code.
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