ORIGINAL: Bif1961
The standard Kingfisher float planes are a range of 6.
Thanks. I plan on staying at least 6 hexes away from the DS. Preferably more.
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
ORIGINAL: Bif1961
The standard Kingfisher float planes are a range of 6.
ORIGINAL: Bif1961
If you don't want to accidently attack it then you might want to stay 11 hexes away if possible. However it may move around to present a moving targets to your converging I-boats, so don't count on it staying in one place. You might want to hangout to the NE and as the carriers leave after a successful landing he might leave an exploitable gap in air coverage and you might be able to attack his transports reloading the extra troops he brought for the attack that exceed the 6,000 troop limit on Wake. So not only does he have to wait around to offload everything after taking the island he has to wait to reload the troops he needs to take off to get back down to near the 6,000 troop limit. He might get impatient with his carriers seeing you have reacted with anything other than subs and as he carriers start to cheat leaning towards home it may present a chance to sink reloaded transports and kill mainly combat units, as he will leave engineers base force small LCU and possibly CD and AAA behind on Wake. So as he pulls away with his slow reloaded amphibious TF without benefit of close CAP you can rush in an attack it from a distance away that his DS might be out of position to counter-attack your KB. Bide your time you are faster than his withdrawing amphibious TF loaded with LCUs he pulled off of Wake and will make ready for his next landing. The added benefit might be sinking APs before they can be converted to much more valuable and usable APAs.
ORIGINAL: RangerJoe
A good idea. If you can get some good, fast DDs and Cls in the area for some high speed runs as well if he leaves unguarded transports. Or even try to get them behind him so they rush through his eggressing vessels. On a low visibility night with low aggression, you might be able to get a Long Lance attack in and then leave. They will run towards your KB while his fleet steams the other way - possibly leaving the cripples behind him.
ORIGINAL: Bif1961
Move AOs and AEs to Marcus and that way they, your surface forces, can do high speed runs between Wake and Marcus refuel and rearm and be back quickly. The triple threat of surface. subsurface and air attacks should bare some fruit to his determent. However, timing is everything
ORIGINAL: RangerJoe
Net time, if you have a glen equipped sub in the area, have it hang back with no air search. When your search planes evacuate then use your Glen for air search. If possible, have a replacement on board and/or ready to fly to the sub.
ORIGINAL: SierraJuliet
I'm very reluctant to utilize high speed runs with this mod unless I have very good reason to do so. Even at mission speed damage builds fast and super quick when the ships are flogged - an aspect of the mod I appreciate very much.
You are of course right from the historical point of view. I suspect the current level of wear and tear for the shipping was a conscious choice by the design team for better gameplay feel. Just as with the level of aircraft ops lossesORIGINAL: LargeSlowTarget
Would be nice to see shipping in AE being forced to undergo periodic upkeep periods at repair yards - would help to increase the shipping bottleneck and slow-down the game.
ORIGINAL: LargeSlowTarget
ORIGINAL: SierraJuliet
I'm very reluctant to utilize high speed runs with this mod unless I have very good reason to do so. Even at mission speed damage builds fast and super quick when the ships are flogged - an aspect of the mod I appreciate very much.
This might be just an impression. I have made no changes concerning the accumulation of sys damage - this is not a modable parameter.
Unfortunately not, because I think sys and eng damage accumulation from just cruising around has been nerfed too much. A few days port repairs between trips are usually enough to keep everything shipshape.
I have read the detailled TROMs of a couple of British troop transports and was surprised about the long and frequent "upkeep periods" and "voyage repairs" several weeks long several times a year.
Would be nice to see shipping in AE being forced to undergo periodic upkeep periods at repair yards - would help to increase the shipping bottleneck and slow-down the game.