kbfchicago
Posts: 62
Joined: 10/17/2009 Status: offline
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turn time savers IMHO ranked in order of benefit (to me); 1. have a pattern. As an Allied player I always start at Pearl, go North, back down through US (West-Panama-East), out to SOPAC, SWPAC, up the DEI, Burma, India, Aden, finish up at Cape, then check strategic items like w/drawls, intel, etc. End with a review of the Ops report to pick up anything I may have missed. Having a set pattern is critical to not missing anything (by jumping around) and speeding up your turn execution. 2. make notes. I'm not as good with this as I'd like but a "diary" in a small notebook (old school paper day planner you can still pick up in Office Max barging bins) along side your pc with a few simple annotations of long range plans or a note placed for a turn 2-3 weeks in advance to remind you to check/rotate/upgrade/land/etc... is a huge time saver and keeps you focused on objectives. Additionally I write an "AAR-FOR" (after action report / future ops report) at the start of every 30 game days. Sectioned by major (AO) area of operation (SOPAC, CENPAC, NPAC, etc..) its 2-4 short paragraphs of what happened that month and then another 2-4 para of what I see happening in the next 30 days, "i.e. Suva needs at least two supply runs". Helps focus both tactical turn/turn actions and tie together an overall strategy that will lead you to victory. 3. set "maintenance" turns. I conduct (almost, sans emergency needs) all pilot maintenance moves, rotations, etc on/about the first day of the month. This is also where advance notes can really help you... i.e. Sqdn xyz will need to train until at least Sep 42 before pilots are ready, so don't waste time looking here for replacements to rotate into the pool. Also stratigize on which ships will go through upgrades for the month. 4. use TF names to keep track of "next steps" and outcomes. i.e. TF name for a supply run to Pearl might by "exch DD-Ward to SF for u/g" or "rtn to Kodiak" (as a reminder to return to an alternate port for its next mission). Very helpful as "weeks" will go by before the 1st mission is complete and you will be struggling to recall or end up constantly re-planning what you need them to do next. These actions help me keep turns (we play a two day game cycle) to as little as 30 minutes, generally 45-60 minutes. Opening turns, which require you to "touch" everything will take considerably longer. To reduce those opening moves, have a plan before you start...is I think about the only advice. Having started the campaign three times now...it really didn't get a whole lot easier between #2 and #3 :)
< Message edited by kbfchicago -- 1/14/2012 5:04:52 PM >
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