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Old 08-21-11, 04:03 PM   #1
Stealhead
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I was thinking that the remain on station/retire order had something to do with it the game sort of throws you in scenarios if you do not know the dynamics because it will have some tack forces like the carrier groups set to remain on station which lulls you into thinking that is the default mode.

The other tanker task force took so long to fuel because Brisbane had no more fuel for them to take so they just sat there waiting for more when I realized this I sent them on their way.

OK another peculiar thing I have several ground force units at Noumea when I formed a transport TF (there are several troop carriers in it) when I order load troops it only lists the air units at the base even though this is where the US Army units that will relive the US Marines and the support units needed at G canal are located.
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Old 08-21-11, 04:27 PM   #2
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OK another peculiar thing I have several ground force units at Noumea when I formed a transport TF (there are several troop carriers in it) when I order load troops it only lists the air units at the base even though this is where the US Army units that will relive the US Marines and the support units needed at G canal are located.
If you look closely at those ground units like the Americal Division you'll notice that they have a yellow (R) after their unit names in the Ground Unit Information Screen. That means that they are currently attached to a restricted HQ dedicated to the defense of New Caledonia (SoPacRear). Restricted units represent units that have designated solely for certain defensive or occupation purposes. You need to wait until you accumulate enough political points to attach them to an unrestricted HQ for offensive purposes. They can't be loaded onto ships until then. Restricted units with a white (R) can never be bought out.

The restricted units rules are basically there to put some limits on players using units ahistorically in a gamey fashion without consideration for certain political factors. (home defense, rear area garrisons, etc.) It also keeps Japan from transferring it's large Chinese garrison around the Pacific too freely.
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Old 08-21-11, 06:08 PM   #3
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Ah that makes sense then there are so many things that the manual just barely explains it can get a little confusing.What does placing a unit under strategic move do? It says pack in 2 days then pack in 1 day(after a turn cycle) does this make them easier to load onto ships or does it really do anything.

Is it safe to assume that sighting reports coming from naval searches are not 100% accurate and perhaps rather incorrect? I am assuming so as this was often the case in reality.I have fog of war on.
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Old 08-21-11, 06:28 PM   #4
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Ah that makes sense then there are so many things that the manual just barely explains it can get a little confusing.What does placing a unit under strategic move do? It says pack in 2 days then pack in 1 day(after a turn cycle) does this make them easier to load onto ships or does it really do anything.
Placing a ground unit in strategic mode means it is in the optimal formation for rail and road movement or movement by a transport task force. Basically it's packing it's equipment onto boxcars or trucks for ground movement or onto pallets and crates for ship movement. They move more quickly by rail and road and also load more efficiently into ships when in strategic mode. While in this state they are very vulnerable to damage from ground and air attack. It is NOT the optimal formation for an amphibious task force. Units need to be in combat operations mode to be loaded on an amphibious task force for an amphibious invasion or sea movement. It's certainly not the optimal formation for ground combat either.

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Is it safe to assume that sighting reports coming from naval searches are not 100% accurate and perhaps rather incorrect? I am assuming so as this was often the case in reality.I have fog of war on.
Yes. There are a good number of faulty or incomplete reports mixed in. You often get sighting reports for instance that state your patrol plane smacked the sub or ship they spotted with a bomb or depth charge. Sometimes they do, but more often they just reported a miss as a hit as optimistic pilots often did.
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Old 08-22-11, 02:45 PM   #5
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Another possibility for your convoys turning around and leaving is that they had 'Do Not Unload' checked. They'd simply turn and leave if this was the case. I've done this a number of times in the past. Believe me, once you've done that to a carefully loaded amphibious convoy during an atoll invasion and blown your timing you'll be double careful in the future.

Also remember that troops loaded in combat mode for an amphibious assault do so sub optimally EG: they use more space and so will require more ships. The one little ray of light here is that it is impossible to load strategically packed troops onto an amphibious task force. Do not ever, ever, ever, ever try to land an invasion force on an island or an atoll without the task force being amphibious. It won't go well for you. . In fact, any seaborne invasion should be a proper amphibious one. Only use the 'Transport' taskforces for moving troops from one rear base to another.

As for coast watchers and so forth. A lot of the time they come out with rubbish but that doesn't mean they won't pass you a gem of information sometimes. I had one give me accurate information about a Japanese carrier one time. It turned out to be true and it got sunk. Keep an eye for anything that pops us like 'Japanese carrier aircraft spotted' or 'Torpedo bomber spotted'. and take a note of the co-ordinates. It's most likely nothing but it could also be the KB moving towards one of your bases.
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