Grab bag of noob questions

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boldrobot
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Grab bag of noob questions

Post by boldrobot »

I picked up the game during the recent sale and am loving it so far. I spent a bunch of time with advice threads, the manual, tutorial videos, smaller scenarios, etc., and I planned out my first turn using Kull's amazing orders spreadsheet. I'm about a month and a half into my first grand campaign as the Allies and have a handful of questions that I'm hoping some more experienced players can help with:

1. When does it matter what HQ an air unit is assigned to? Let's say I've got some air groups A stationed at base B, which has an air HQ LCU C. Do I get some bonus if A, B, and C are all part of the same command structure? Or is it just flavor? And how about for LCUs? When I transfer units out of restricted HQs I've been trying to be somewhat consistent (for example, various Australian units that I've sent to New Guinea have all been put in I Australian Corps). But does it really matter what unrestricted HQ I assign LCUs to?

2. When I transfer an air unit to a new base, any units under repair of course do not transfer on the same day. When those units reenter service, will they move to the new base on their own and join the rest of their unit automatically? Or do I just have to keep an eye on it and move the guys along when they're ready (or alternately, not move the unit until everyone is repaired)?

3. The Japanese attack on Pearl Harbor didn't manage to sink any BBs, but of course it heavily damaged many of them. I've read that the best move is to eventually send these guys to the West Coast to complete their repairs. How do I know when enough damage has been repaired for them to make the trip without randomly sinking? Is there some sort of rule of thumb? My guess is I should be primarily concerned with flotation damage here, but I'm not sure what number is considered "safe."

4. Is there a way to get the endurance display in the task force window to give more useful information, i.e., to differentiate between "if TF refuels at destination, it can make the round trip" and "this TF actually can't make this trip"? For example, if I make a convoy of decent endurance xAKs (say, 12k+) from LA to Sydney, with a waypoint somewhere near Penhryn, set to minimal refuel, the little numbers at the top left of the task force window go red.

5. Is there a way to set a TF to do a full refuel only at its home port? There are plenty of times when I don't want a TF to refuel at its destination, but want it to refuel immediately when it returns to its home port. Toggling between "Full Refuel" and "Do Not Refuel" is a little annoying.

6. Is there a good thread or resource anywhere on how I should be managing pilot training? I know this is something I need to be taking care of, and per Kull's spreadsheet, I have a bunch of squadrons set to training. What should I be doing with the pilots who are training? Put another way, if step 1 is "have training squadrons" and step 3 is "have good pilots in front-line squadrons," what is step 2 (which I am sure is actually like 10 steps)?

7. Less of a question than an observation, but in my game, the AI has decided to park KB at Makassar for like... the last two weeks (it is now January 17). I've put a few Dutch subs in the same hex and they put a single torpedo into Kaga, but otherwise have been unable or unwilling to attack even though they have ammunition. B17s out of Soerabaja have gotten chewed up by CAP and I don't think I have any other air assets around that are worth much. I'm very tempted to rush KB with cruisers, but clearly the AI is having some sort of brainfart so I don't want to take too much advantage of it. I know the AI runs on scripts and isn't super adaptable, but I'm surprised to see such weird behavior during something as early as the invasion of the DEI. Anyone seen something like this before?

Any insight would be appreciated.
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BillBrown
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RE: Grab bag of noob questions

Post by BillBrown »

As far as #3, I put the BBs into pierside repair until the system damage goes down to 0, and then into shipyard repair to get the flotation damage to 50 or less.
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Kull
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RE: Grab bag of noob questions

Post by Kull »

1) No, the air and land units get no "extra" benefit from being assigned to any particular unrestricted HQ. There are benefits from being in the same hex or command radius, but it doesn't have to be the assigned HQ. As you surmise, mostly flavor.

2) Once the damaged fragment repairs, it will automatically fly in to rejoin the parent.

4) The display basically tells you whether the amount of fuel (endurance points) is enough to complete the current journey (whether it be one way or round trip), but it does NOT account for the possibility of refueling. So a fleet going from LA to Sydney and back, will not calculate the benefits of refueling in Sydney (whether the TF is set to "Full Refuel" or "Do Not Refuel" or any of the intermediary settings). I'm not aware of any way to change that.

5) No

6) This is a pretty good recent thread on pilot training

7) I've never seen that. In all my games, there are usually several CVTFs that cruise through the Java Sea, but all of them keep moving. If KB has been parked in one place for two weeks, you *could* start up a Japan game using a save from a time when it had been parked for maybe the 1st week to see if there's anything odd in the TF composition. Or send out some small "bait" TFs from Soerabaja (with 1 or 2 semi-worthless AKLs) to see if they will tempt it to get off the spot.

Glad to see the spreadsheet has helped get you going! This is a great game, and it's always a pleasure to see new players starting their journey up the learning cliff.
Kursk1943
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RE: Grab bag of noob questions

Post by Kursk1943 »

3. Don't forget to set the speed to "cruise speed" if you send damaged BBs to the West Coast. I once lost a BB with floating damage 30 because I send it with "mission speed"...[8|]
Kursk1943
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RE: Grab bag of noob questions

Post by Kursk1943 »

Kull, are you sure of 1)? I spent a lot of PPs changing the HQs of my airgroups...[8|]
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Yaab
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RE: Grab bag of noob questions

Post by Yaab »

#1
Air groups get coordination benefits from being assigned to the same theatre HQ if there is nor air HQ in range.

Read this thread, posts #23 and 42
tm.asp?m=2382494
Kursk1943
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RE: Grab bag of noob questions

Post by Kursk1943 »

Okay, thanks Yaab, I always attached my airgroups to certain airHQs, i.e. the fighters of Southwest to II Fighter Command and based it in command range of most of the fighters. So it seems it's better to attach them in my example dircetly to Southwest?
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Yaab
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RE: Grab bag of noob questions

Post by Yaab »

You have to experiment and take notes. If you can't get one air HQ to cover groups in different bases, go with same theatre HQ to improve coordination.
Alfred
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RE: Grab bag of noob questions

Post by Alfred »

ORIGINAL: Kursk1943

Kull, are you sure of 1)? I spent a lot of PPs changing the HQs of my airgroups...[8|]

No you have not wasted spending PPs.

There are logistical benefits when air units are attached to an Air HQ within transfer range of the existing or to be upgraded to aircraft model.

Alfred
Kursk1943
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RE: Grab bag of noob questions

Post by Kursk1943 »

Yeah, that is a proper course!
boldrobot
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RE: Grab bag of noob questions

Post by boldrobot »

ORIGINAL: Kull

1) No, the air and land units get no "extra" benefit from being assigned to any particular unrestricted HQ. There are benefits from being in the same hex or command radius, but it doesn't have to be the assigned HQ. As you surmise, mostly flavor.

2) Once the damaged fragment repairs, it will automatically fly in to rejoin the parent.

4) The display basically tells you whether the amount of fuel (endurance points) is enough to complete the current journey (whether it be one way or round trip), but it does NOT account for the possibility of refueling. So a fleet going from LA to Sydney and back, will not calculate the benefits of refueling in Sydney (whether the TF is set to "Full Refuel" or "Do Not Refuel" or any of the intermediary settings). I'm not aware of any way to change that.

5) No

6) This is a pretty good recent thread on pilot training

7) I've never seen that. In all my games, there are usually several CVTFs that cruise through the Java Sea, but all of them keep moving. If KB has been parked in one place for two weeks, you *could* start up a Japan game using a save from a time when it had been parked for maybe the 1st week to see if there's anything odd in the TF composition. Or send out some small "bait" TFs from Soerabaja (with 1 or 2 semi-worthless AKLs) to see if they will tempt it to get off the spot.

Glad to see the spreadsheet has helped get you going! This is a great game, and it's always a pleasure to see new players starting their journey up the learning cliff.

Thanks! Your spreadsheet was incredibly helpful. I've got to run my first home-grown op soon (Japanese have landed men on Canton Island and I don't think my garrison can hold out, will have to retake it soon) and the skills/concepts I learned going through your spreadsheet will be super helpful there.

A couple follow up questions to the above:

2) Is this true even if the parent is more than one hop away?

7) KB eventually left after Kendari fell. Japanese followed up a few days later with an invasion of Makassar. Weird.

And a couple new questions:

8) After Manila falls, where's the best place to base subs patrolling near Japan? Darwin? Dutch Harbor?

9) Will a squadron flying LRCAP patrol throughout its entire radius, i.e., both long range and close range CAP? Or if I want coverage throughout the entire radius, do I need to split it between LRCAP and CAP? Trying to figure out the best way to cover troop convoys coming into Rangoon, which need CAP throughout their entire approach.
GetAssista
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RE: Grab bag of noob questions

Post by GetAssista »

ORIGINAL: boldrobot
2) Is this true even if the parent is more than one hop away?
Nope. Bridge too far

8) After Manila falls, where's the best place to base subs patrolling near Japan? Darwin? Dutch Harbor?
Whenever you can disband an AS ship and AR for quick repairs, store some fuel and be safe from air raids. Adak is good if you build it up. If not then good old Pearl Harbor, with and advanced rearming/refuelling on Midway

9) Will a squadron flying LRCAP patrol throughout its entire radius, i.e., both long range and close range CAP? Or if I want coverage throughout the entire radius, do I need to split it between LRCAP and CAP? Trying to figure out the best way to cover troop convoys coming into Rangoon, which need CAP throughout their entire approach.
LRCAP is only present in the target hex, nowhere else. So yes, use CAP for other coverages. Be aware that LRCAP quickly runs up pilots fatugue
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Kull
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RE: Grab bag of noob questions

Post by Kull »

ORIGINAL: Yaab

#1
Air groups get coordination benefits from being assigned to the same theatre HQ if there is nor air HQ in range.

Read this thread, posts #23 and 42
tm.asp?m=2382494

Oops - Thanks for correcting me on that one!
boldrobot
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RE: Grab bag of noob questions

Post by boldrobot »

ORIGINAL: GetAssista
ORIGINAL: boldrobot
2) Is this true even if the parent is more than one hop away?
Nope. Bridge too far

8) After Manila falls, where's the best place to base subs patrolling near Japan? Darwin? Dutch Harbor?
Whenever you can disband an AS ship and AR for quick repairs, store some fuel and be safe from air raids. Adak is good if you build it up. If not then good old Pearl Harbor, with and advanced rearming/refuelling on Midway

9) Will a squadron flying LRCAP patrol throughout its entire radius, i.e., both long range and close range CAP? Or if I want coverage throughout the entire radius, do I need to split it between LRCAP and CAP? Trying to figure out the best way to cover troop convoys coming into Rangoon, which need CAP throughout their entire approach.
LRCAP is only present in the target hex, nowhere else. So yes, use CAP for other coverages. Be aware that LRCAP quickly runs up pilots fatugue

Very interesting, and this in turn raises more questions:

When does it matter whether a ship is disbanded in a port or present in a TF in a port? Will AS and AR only offer benefits if disbanded?

I didn’t know about the target hex for LRCAP. Can I target a TF and have my planes provide LRCAP as it moves? Basically I’m wondering what the most effective set of orders is to get fighters to cover a convoy coming into a port where both the approach and the port itself are vulnerable to Betties (right now, Moresby and especially Rangoon for me).
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BBfanboy
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RE: Grab bag of noob questions

Post by BBfanboy »

ORIGINAL: boldrobot

Very interesting, and this in turn raises more questions:

When does it matter whether a ship is disbanded in a port or present in a TF in a port? Will AS and AR only offer benefits if disbanded?

I didn’t know about the target hex for LRCAP. Can I target a TF and have my planes provide LRCAP as it moves? Basically I’m wondering what the most effective set of orders is to get fighters to cover a convoy coming into a port where both the approach and the port itself are vulnerable to Betties (right now, Moresby and especially Rangoon for me).
The AS will reload SS ammo without it being disbanded. It will only assist with repairs if both are disbanded. Same with the AR and any ship.
Plus, if an AR is disbanded in port and no ship is specifically assigned to it, it will donate its repair points to the port to speed up pierside repairs.

LRCAP assigned to a TF follows the TF as long as it can. But if you start LRCAP at max range, the squadron can run out of ops points well before the TF gets to port. For large, troop laden ships I try to have them in a big TF escorted by a carrier or two (Carrier in a different TF in same hex). For smaller troop sealifts in range of enemy aircraft, APDs or other fast transports are useful and harder to hit.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
boldrobot
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RE: Grab bag of noob questions

Post by boldrobot »

ORIGINAL: BBfanboy

ORIGINAL: boldrobot

Very interesting, and this in turn raises more questions:

When does it matter whether a ship is disbanded in a port or present in a TF in a port? Will AS and AR only offer benefits if disbanded?

I didn’t know about the target hex for LRCAP. Can I target a TF and have my planes provide LRCAP as it moves? Basically I’m wondering what the most effective set of orders is to get fighters to cover a convoy coming into a port where both the approach and the port itself are vulnerable to Betties (right now, Moresby and especially Rangoon for me).
The AS will reload SS ammo without it being disbanded. It will only assist with repairs if both are disbanded. Same with the AR and any ship.
Plus, if an AR is disbanded in port and no ship is specifically assigned to it, it will donate its repair points to the port to speed up pierside repairs.

LRCAP assigned to a TF follows the TF as long as it can. But if you start LRCAP at max range, the squadron can run out of ops points well before the TF gets to port. For large, troop laden ships I try to have them in a big TF escorted by a carrier or two (Carrier in a different TF in same hex). For smaller troop sealifts in range of enemy aircraft, APDs or other fast transports are useful and harder to hit.

Thanks, super helpful stuff. I’ve got 3 Flying Tiger squadrons in Rangoon. Would it make sense to have one doing LRCAP over the TF at max range, one with the same orders but with its range set to maybe half (idea being this would show up later, to avoid the ops points issue you mentioned), and the third doing normal CAP?

I suppose I could also send in the Indomitable, but I’m wary of risking that asset.
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rustysi
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RE: Grab bag of noob questions

Post by rustysi »

The AS will reload SS ammo without it being disbanded. It will only assist with repairs if both are disbanded. Same with the AR and any ship.
Plus, if an AR is disbanded in port and no ship is specifically assigned to it, it will donate its repair points to the port to speed up pierside repairs.

Keep in mind that all ports have an inherent 'repair capacity' dependent on its size. NS (naval support) devices will add points to assist in ship repair as well, that is up to certain damage levels.

Wait I'll be right back....[:D]

Edit:

Here read this....

tm.asp?m=2990845&mpage=1&key=ship%2Crepair

Everything you wanted to know about ship repair, but were afraid to ask....[:D]
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BBfanboy
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RE: Grab bag of noob questions

Post by BBfanboy »

ORIGINAL: boldrobot
ORIGINAL: BBfanboy

ORIGINAL: boldrobot

Very interesting, and this in turn raises more questions:

When does it matter whether a ship is disbanded in a port or present in a TF in a port? Will AS and AR only offer benefits if disbanded?

I didn’t know about the target hex for LRCAP. Can I target a TF and have my planes provide LRCAP as it moves? Basically I’m wondering what the most effective set of orders is to get fighters to cover a convoy coming into a port where both the approach and the port itself are vulnerable to Betties (right now, Moresby and especially Rangoon for me).
The AS will reload SS ammo without it being disbanded. It will only assist with repairs if both are disbanded. Same with the AR and any ship.
Plus, if an AR is disbanded in port and no ship is specifically assigned to it, it will donate its repair points to the port to speed up pierside repairs.

LRCAP assigned to a TF follows the TF as long as it can. But if you start LRCAP at max range, the squadron can run out of ops points well before the TF gets to port. For large, troop laden ships I try to have them in a big TF escorted by a carrier or two (Carrier in a different TF in same hex). For smaller troop sealifts in range of enemy aircraft, APDs or other fast transports are useful and harder to hit.

Thanks, super helpful stuff. I’ve got 3 Flying Tiger squadrons in Rangoon. Would it make sense to have one doing LRCAP over the TF at max range, one with the same orders but with its range set to maybe half (idea being this would show up later, to avoid the ops points issue you mentioned), and the third doing normal CAP?

I suppose I could also send in the Indomitable, but I’m wary of risking that asset.
LRCAP has to have a defined target, like a base on land or a TF at sea. You will not be able to set a LRCAP over a TF beyond the max range you want the aircraft to fly. Note that you no not need LRCAP at night. It is very unlikely an enemy air attack on moving ships at night will hit anything. That means your TF that needs to be covered should only need coverage for 3 or 4 hexes of daylight (unless all the ships are quite fast).

You can set a CAP perimeter from your origin AF of say, 3 hexes, and if this is also the port your TF is heading for you should get some CAP for the final three hexes. The CAP will be dispersed by having to patrol 3 hexes in every direction but if you detect enemy aircraft a ways off the CAP should close with them.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
boldrobot
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RE: Grab bag of noob questions

Post by boldrobot »

Thanks for all of the helpful responses so far. I've got a couple more questions:

- When I'm satisfied with the experience level of pilots in a training squadron, where should I release them to? Group, active, or reserve?

- Is there a way to see the total naval support at a base without clicking through all of the LCUs? I see aviation support and support listed on the base screen, but not naval support.

- What is CVL Hermes good for? It seems like it carries no fighters at the start. Without CAP, I can't see this ship being very useful in combat or even very good as a convoy escort.
GetAssista
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RE: Grab bag of noob questions

Post by GetAssista »

ORIGINAL: boldrobot

Thanks for all of the helpful responses so far. I've got a couple more questions:

- When I'm satisfied with the experience level of pilots in a training squadron, where should I release them to? Group, active, or reserve?
Only releasing into reserve will free up spaces for new trainees. Note that it's good practice to have your training in stages. Traning skills in one squadron, then flying CAP in some backwater base to build up some xp, then frontline duty when xp is about 65+. The last part depends a lot on your losses, needs and training scale.

- Is there a way to see the total naval support at a base without clicking through all of the LCUs? I see aviation support and support listed on the base screen, but not naval support.
Base screen in the upper middle below port specifications

- What is CVL Hermes good for? It seems like it carries no fighters at the start. Without CAP, I can't see this ship being very useful in combat or even very good as a convoy escort.
Keeping Japan honest in the Indian Ocean early in the 42. Also resizing your carrier capable British fighter squadrons for training needs. They are crap for anything else anyway. Put Americans on Brit carriers
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