GJ - You might want to print this out to help understand these changes.
The “name” of a device does not matter, only the device data matters. Any Eng unit can always build, but if it has Anti-Armor <1, it cannot reduce forts. If it has Anti-Soft <9, it cannot AV. If it is “named” Construction or Labor Eng, but is a Type = 23 (squad), it will not build. If it also has a-a <1, and a-s <9, it won’t do anything but eat (i.e., nothing but ‘bodies’). So there is a matrix of different Eng squads that represent a mix of abilities; build stuff, reduce forts, able to AV, some of the above, none of the above. DaBigBabes uses this matrix (according to our appreciation as to how it falls out) to help limit in-game tempo, by limiting in-game infrastructure.
Shore Party is a sub-set of Nav Sup. Shore Party devices assist in loading/unloading but do not assist in repairing or rearming. Repair/rearm bases were very far and few between, for both sides, and thus with BigBabes, but both sides recognized an imperative for stevedoring and non-integral lift capability. Thus Shore Partys and a skoosh of code that lets them give an unload bonus to TFs. A Shore Party switch may be set for a Vehicle, such as an LVT-2 Amph Trac; It may be set for a Type = 24 Eng squad, like USA Port Srvc Sq, in which case it may also help build; It may be set for a Type = 23 Squad, like USA Amph Sup Sq.
Check the editor often, and become familiar with all the different kinds of units available. For example:
USMC Pioneer Sq – Squad type – No Build, Yes AV, Yes Shore Party, No Reduce Forts
USN Constr Eng Sq – Eng type – Yes Build, Yes AV, No Shore Party, No Reduce Forts
USN Spec Eng Sq – Eng type – Yes Build, No AV, Yes Shore Party, No Reduce Forts
USN Base Eng Sq – Eng type – Yes Build, No AV, Yes Shore Party, No Reduce Forts
USA Port Svc Sq – Eng type – Yes Build, No AV, Yes Shore Party, No Reduce Forts
USA Amph Sup Sq – Squad type – No Build, Yes AV, Yes Shore Party, No Reduce Forts
IJA Shipping Eng Sq – Squad type – No Build, No AV, No Reduce Forts, Yes Shore Party, LC = 17
IJA Cmbt Eng Sq – Eng type – Yes Build, Yes AV, Yes Reduce Forts, No Shore Party, LC = 17
IJA Const Eng Sq – Eng type – Yes Build, No AV, No Reduce Forts, No Shore Party, LC = 17
IJA Const Labor Sq – Squad type – No Build, No AV, No Reduce Forts, No Shore Party, LC = 20
IJN Const Eng Sq – Eng type – Yes Build, No AV, No Reduce Forts, No Shore Party, LC = 17
IJN Const Labor Sq – Squad type – No Build, No AV, No Reduce Forts, No Shore Party, LC = 20
So IJ Const Labor doesn’t 'do' anything and, what’s more, has a larger load cost. This represents the large manual labor component (Chinese/Korean) that results in 1000 man Eng Bns/Rgts without giving much additional capability. Typical IJA Const Bns/Rgts have 32 Const squads (590 ‘men’, 1088 total with the support, etc.), but 16 squads are Const Eng, while 16 are Const Labor. It's a way to have 32 squad (1000 man) Bns/Rgts with half the capability of a corresponding 32 squad Allied unit.
Even though many squad devices don’t ‘do’ anything (and many Eng devices can’t assault), they are still marginally useful (apart from the Eng devices being able to build). Anti-Soft = 8 (typically) so these units may still ‘shoot’ during the pre-assault fire phase. They ‘shoot’ better than the default firepower of a 251 Eng or 252 Sup device, so that’s something.
Different load costs also allow Const Bns/Rgts to be tailored as to troop count and, therefore, loadability and troop population on atolls and small islands.
wow! that's a lot of new things to understand!!!....so basically a lot less engineers around and i'll have to keep an aye on what i move to bases i want to build and to bases i want to conquer.
Thanks! really helpfull!!
I'm now sticking into the air production and the convoy system.... At the moment i think i'll wait a couple of turns before deciding what to do with my merchant ships...they are all scattered around the Empire and first i want to combine them in Japan and then i'll set up the different convoy-TFs and send them where needed.
The air production is a whole different matter... i read many many threads about it...and everybody seems to have a different (and strong!) opinion about what is best to produce and what is best to R&D....and i'm puzzled!
From my experience against Rader, it seems that it's better to concentrate on the Helens as the only Army Bomber (at least till the Peggy arrives), usefull also for ASW duties, skipping the Sallies and everything else (Lily, Sonia, Ann, Mary etc...); for what concerns IJAAF fighters, the Tojo and the Oscar seem the only valuable assets (so KI-61 skipped). Still dubious about the Nick....it never impressed me when i played agaist Rader and it sucks 2 engines... what do you think?
For the Navy i'm still dubious about the A6M3 and its variants.... is it really worth R&Ding it? Isn't it better to stick with the A6M2 untill the A6M5 comes online? For what concerns navy bombers i think i'll keep the Betty untill the Frances comes available.
Still don't know if it's worth to R&D the navy carrier bombers (Judy etc) and torpedo bombers... when it comes to CV vs CV i think it doesn't really matter how fast you go...only numbers count imho.
Long term R&D, K-84 and N1K2 obviously, while i think i'll skip the Jack that never really impressed me.