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prolonged bombardment

 
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prolonged bombardment - 3/1/2009 11:26:27 PM   
Hornblower


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I’ve been playing this game for 6 years now. But, call me stupid, I can’t for the live of me figure out how to get a bombardment TF – like that associated with an invasion – stay on point and keep firing. If I set it to bombardment, they do a “Henderson” type, rather then what I want which is more like Iwo.. stay and keep on shooting..
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RE: prolonged bombardment - 3/2/2009 12:15:00 AM   
khyberbill


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You have to send them back to base to reload after most bombardments. Look at your ammo after each bombardment.

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RE: prolonged bombardment - 3/2/2009 1:33:49 AM   
RUPD3658


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If you set them to "Do not retrie" they may fire for a second day. At the least they will remain in the hex as a surface combat TF. You can then reset them to bombardment and have them bombard again if they have the ammo.

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RE: prolonged bombardment - 3/2/2009 5:13:15 AM   
byron13


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quote:

ORIGINAL: RUPD3658

If you set them to "Do not retrie" they may fire for a second day. At the least they will remain in the hex as a surface combat TF. You can then reset them to bombardment and have them bombard again if they have the ammo.


. . . though they seem to fire less ammo after the first day and are hence less effective. Sure wish they'd change that. If I want to send a BB group - screened by other surface combatants - to bombard and tell the skipper to blow 50% of his 16" rounds, he should be able to do it without worrying about conserving rounds. I know there's some logic in saving the barrels and liners, etc, etc, but I've alwasy considered it to be a design feature to make sure that you still have enough shells to fight a surface battle if you get jumped - which I don't disagree with. But it is a little frustrating to have an effective first day with subsequent days being less effective. If your home port is within a day's sailing, it's almost better to go all the way home, restock the 20% of your basic load that you shot, and sail back to the target for a one day shoot rather than drop anchor for three or four straight days of bombardment.

(in reply to RUPD3658)
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RE: prolonged bombardment - 3/2/2009 1:23:31 PM   
spence

 

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Do this:

1) form Transport TF; load with troops and supplies
2) change TF to Escort TF
3) add BBs
4) change TF back to Transport TF
5) invade; the BBs absorb most of the return fire and tend to suppress the CD guns such that the troops and transports are relatively unmolested

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RE: prolonged bombardment - 3/2/2009 1:30:09 PM   
John Lansford

 

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The "Bombardment" mission in WitP is not the "shore bombardment" missions that old USN BB's conducted prior to amphibious landings.  It's more like the WWI port bombardments that the German BC's conducted against British ports, or the IJN's bombardments of Guadalcanal.  IIRC they are making the pre-landing bombardments possible in AE, but all you can do in WitP is tell the TF to stay for another day and they'll fire a few more shells at the base, but after that they'll be too low on ammo to fire any more.

(in reply to spence)
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RE: prolonged bombardment - 3/2/2009 2:22:36 PM   
Odin


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Bombard-missions should be done like airattacks or City attack, that would be good.

Like this: Mission Bombard, target selected: Coastal defences, port, arifield, land units Coastal defences.

Shouldn´t be much work.

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RE: prolonged bombardment - 3/2/2009 3:29:57 PM   
Ron Saueracker


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Bombardments could sure use a redo. AE now to be released in 2010!

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RE: prolonged bombardment - 3/3/2009 3:57:39 AM   
byron13


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quote:

ORIGINAL: spence

Do this:

1) form Transport TF; load with troops and supplies
2) change TF to Escort TF
3) add BBs
4) change TF back to Transport TF
5) invade; the BBs absorb most of the return fire and tend to suppress the CD guns such that the troops and transports are relatively unmolested


Hadn't thought of BBs. I've always thrown in some DDs and DEs to the invasion TF mix, but I'm too much of a lazy slug to actually test the difference between having some close-in fire support v. not. Anyone else? Will guns attached to the invasion force actually make a noticeable difference in suppression? No doubt they will dilute the return fire on the invading force (the only use for special-purpose LCIs) - but is there a noticeable suppression of the enemy fire?

(in reply to spence)
Post #: 9
RE: prolonged bombardment - 3/3/2009 4:01:44 AM   
jwilkerson


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From: San Jose, CA
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quote:

ORIGINAL: spence

Do this:

1) form Transport TF; load with troops and supplies
2) change TF to Escort TF
3) add BBs
4) change TF back to Transport TF
5) invade; the BBs absorb most of the return fire and tend to suppress the CD guns such that the troops and transports are relatively unmolested


Just make sure you clear the minefields first - BBs in "transport" TFs seem to be "mine magnets" (I speak from experience!!!)

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Post #: 10
RE: prolonged bombardment - 3/3/2009 1:02:58 PM   
John Lansford

 

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I sent a mixed amphibious TF of LST's, LCI's and the specialized landing craft gunboats, with some escorting DD's and CL's, to land a marine division on Ulithi.  The Japanese had several base forces there plus a SNLF brigade, all dug in and stocked with several dozen antishipping guns.  That amphibious TF is now sitting at Kwajalein getting the holes patched in nearly every ship; they got reamed out by those CD guns even with the bigger ships in the TF.  If I sent them to Pearl or the West Coast I'd probably lose half of them from cumulative damage and eat up all the port repair points for the rest of the war...

(in reply to jwilkerson)
Post #: 11
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