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Old 09-02-2012, 12:42 PM   #16
Krauter
Ocean Warrior
 
Join Date: Aug 2007
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Originally Posted by Safe-Keeper View Post
Day/night seems to make a huge difference tactically, though. The more HOI3-savvy forumites will hopefully be along soon to tell us how much or little it might have contributed to this "incident" during my last scrap with the Kriegsmarine?


Dinsdaaaaaaale!
Aaah I think I may have an answer to that. Not sure on which DLC or patch they added it, but if you have way too many ships in a fleet, your hull% goes up (and into the red). The higher your hull percentage is, the more likely your capital ships will mistakenly sink your escorts. This is especially true in night time engagements. Generally for a CAG I will run (with USA or UK at beginning of war) 2CV+4CL (2 escorts to ea. capital). Late war I go to 6xCV+6xCL. Generally I try to stay below the 11% mark.

With SAGs I go 3x BB+2xCA/CB+ 8DDs (or CLs if I can spare them). Just be carefull with how many ships you have per fleet. If you've ever played SOV or GER against the USA late war you'll see these super stacks of doom. However in the engagements you'll be able to see that they often lose a tremendous amount of escorts whereas your reports tell you you've sunk none of them. This is due to their capitals engaging their escorts mistakenly.
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The U.S almost went to war over some missles in Cuba... Thank god the X-Men were there to save us right?
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Old 09-05-2012, 03:32 PM   #17
Kremmen
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Originally Posted by Krauter View Post
Thanks!

When I saw weather I don't mean rainstorms or snow, etc (they actually factor in very little with this game, something I feel should actually make a huge difference). What I mean is that, once you check your weather mapmode and see that Mud is starting to hit, you're going to want to slow down considerably as supplies take a lot longer to get to your frontlines and makes it harder to regain org.
Cheers
I really have to make a point of paying more attention to that,stick a post-it note on the monitor methinks
I think in HOI2 it made a bigger difference than it does in HOI3 but yeah still something to take into account.
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Old 09-16-2012, 11:25 PM   #18
Krauter
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Quick Update!

January 1, 1937 - June 1, 1937


Not much really to go on about.

We've made advances in the equipment that our infantry regiments will make use of. Most notably we've begun development of a new machine pistol which will hopefully give us an edge in combat. Likewise, our Panzerwaffe has a new experimental tank that has made it into production. More information will follow as tests are conducted and results found.

Raider, finally catching Hitlers ear to help him with the Kriegsmarine, has managed to secure funding to develop new anti-aircraft and a new propulsion suite for a new class of battleships.

Most importantly, the Panzerwaffe has finally been organized into its own command structure and all officers re-assigned throughout the Heer. No longer will old blundering fools lead our Panzers into battle! Now we have bright young officers who are constantly thinking of new ways to grind the enemy beneath our treads! The future looks bright for our new Panzerwaffe.

Finally, and oddly at the end of this report, on January 22nd, 1937 the Empire of Japan has committed to sign the Tripartite act and become part of the Axis powers. To commemorate this great step forward the framework for Panzer Korps II, III and IV have been laid down. Now all that is left is to enlist infantry units to help bolster our Panzers advances.

Thanks for being patient with me, sadly screenies kind of crapped out on me so those will be included in the next updates again. I will hopefully be posting more regularly as my time is freed up and actual combat begins!

Also, if anyone has any recommendations on how I should change or keep this AAR please don't hesitate to let me know.

Krauter
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