ORIGINAL: DanSez
Mine Games:
Surprisingly those DMS survive and limp away for repairs after clearing a bunch of mines.
Is this the right way to do it?
No -- use BBs. They are much more effective at clearing the mines. [:D]
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
ORIGINAL: DanSez
Mine Games:
Surprisingly those DMS survive and limp away for repairs after clearing a bunch of mines.
Is this the right way to do it?
ORIGINAL: jwolf
ORIGINAL: DanSez
Mine Games:
Surprisingly those DMS survive and limp away for repairs after clearing a bunch of mines.
Is this the right way to do it?
No -- use BBs. They are much more effective at clearing the mines. [:D]
The exact calculation (and the degree and source of randomness built into it) have not been revealed to us. But we do know that is basically depends upon nearby friendly and enemy forces. With significant friendly (to the base) forces next door, it might not automatically switch at all. Or maybe a low chance each turn. When you get to an empty enemy base you should always just order an attack. It might switch at the beginning of the turn and make the attack unneeded, or the attack might get the job done at the end of the turn.ORIGINAL: DanSez
ORIGINAL: witpqs
To move across a hex side, you must own that hex side of the hex you are in. Your unit(s) in Palembang own no hex sides at all - so of course they can't move! Your unit in the other base only owns the hex side that faces to the SW (map SW), so that is the only way it can move. After you capture the base, because there are no enemy units there, you will own all the hex sides in that hex and be able to move in any direction (that terrain allows).ORIGINAL: DanSez
Thanks. It is all a new day to me (in a wtf am I doing kind of way)...
I had not run into this problem before.
I then checked to see if I could move the Original Invasion Force from Palembang to (any square) and all movement is blocked at this point
I notices a rinky-dink xAK in port in Palembang and wondered if for some reason this was preventing a crossing.
Thanks to all for the answers. I got the next turn off with a DA to clear the base.
I am hoping that supplies will flow from Oosthaven upward to my siege forces after I clear the road as well.
thanks for the reply
I have been curious why when troops are marching thru hexes, the hexsides change as you arrive there. In a hex with an unoccupied base, how long do you have to sit in the hex before it just flips or do you have to DA each base (occupied or not) to take ownership?
Also in a calculation of force type exercise, a full Inf division and 3 bde of Art should outweigh an unoccupied base/city structure for hex ownership -- I guess I need to reassess how the game mechanics of this works.
So much to learn and my toes are sore from banging into restrictions in the dark.
ORIGINAL: Malagant
Dan, your results from initial sweeps at Rangoon are similar to mine, but I was able to wear him down pretty quickly because the SR of our aircraft is better. Another thing I did that helped was sweep Pegu for a few days instead of directly on Rangoon. His CAP will likely bleed over there a little bit, but won't be in force, so you can get more numbers on your side.
Also might be worth confirming that he's adhering to the 25k altitude limit from your HR.
ORIGINAL: DanSez
Can a sub survive 15 hits?
ORIGINAL: jwolf
ORIGINAL: DanSez
Can a sub survive 15 hits?
Depends on the hits. You'd have to check the detail in the combat replay to see how bad the hits are. Since it says "heavy damage" that looks bad for the sub, but I have had subs take several hits (not as many as 15) and come out with surprisingly little damage. The other thing about subs is that if they make it back to a shipyard they repair pretty quickly.
ORIGINAL: jwolf
ORIGINAL: DanSez
Can a sub survive 15 hits?
Depends on the hits. You'd have to check the detail in the combat replay to see how bad the hits are. Since it says "heavy damage" that looks bad for the sub, but I have had subs take several hits (not as many as 15) and come out with surprisingly little damage. The other thing about subs is that if they make it back to a shipyard they repair pretty quickly.
ORIGINAL: HansBolter
ORIGINAL: jwolf
ORIGINAL: DanSez
Can a sub survive 15 hits?
Depends on the hits. You'd have to check the detail in the combat replay to see how bad the hits are. Since it says "heavy damage" that looks bad for the sub, but I have had subs take several hits (not as many as 15) and come out with surprisingly little damage. The other thing about subs is that if they make it back to a shipyard they repair pretty quickly.
If you watch the combat animations you will glean the fact that near misses that cause small damage are recorded as hits.
As few as 2 or 3 penetrating hull HITS are usually enough to doom a sub.
I've seen subs take upwards of 8-10 minor near miss "hits" and easily make port for repairs.
ORIGINAL: HansBolter
If you watch the combat animations you will glean the fact that near misses that cause small damage are recorded as hits.
As few as 2 or 3 penetrating hull HITS are usually enough to doom a sub.
I've seen subs take upwards of 8-10 minor near miss "hits" and easily make port for repairs.
ORIGINAL: Lowpe
I have had a sub take a huge amount of hits over 20, and survive easily. It all depends upon the type of hit and ordinance doing the hitting.
ORIGINAL: obvert
Does anyone know what the +++ mean in those animations where the near misses cause damage to a sub? Seems like they change in number. Maybe they are the nearness of the near miss?