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Post by fredsanford on Jun 21, 2014 13:52:16 GMT -6
Awesome!
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Post by fredsanford on Jun 20, 2014 19:40:33 GMT -6
Oh, and get ready for some crazy long repair queues for DD's. Poor little fellas get tore up in my navy. I've had DD's damaged in 1916 not ever get repaired b/c the queue gets so long I have to drop the long-repair time DDs to the bottom of the queue. Late in the war, the British have so many DD's that the 8 repair capacity can barely keep up with periodic maintenance, let alone repair large numbers of battle damaged DD's. Don't even get me started on #*$*#*#@%! hurricanes.
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Post by fredsanford on Jun 20, 2014 19:33:06 GMT -6
1. Playing on Admiral mode, so the CL is AI controlled. It's not always predictable what the CL will specifically do. But, it won't try to follow your heavies as they turn away. Since it's the lead for several DD divs, I want those ships to move to attack while the large ships get away. If the contact is with an enemy DD force, the CL will tend to be more aggressive and can dominate DD's with gunfire at close range. If I also have a CL squadron that's available, then I may assign it to the CL on "support" orders to help shoot up DD's. If the enemy force encountered shows heavy units in the mix, the CL will tend to try to break contact, but will "drag" the supporting DD's behind it, and can most likely get some torpedoes launched. 2. Multiple divisions. For example, if I'm playing the British, I'll use the 2nd DD flotilla assigned to scout and attached to the lead BB div, and have the two very large 1/2 and 2/2 flotillas as support for the CL. That's 20 DD's right there. There's other DD flotillas that have CL leaders, and you can always attach DDs to the scouting CL squadrons as well. It's not a bad idea to have a similar CL w/ DDs group on the rearmost core division as well. That way you'll have concentrations of DD's at both ends of you lines, and the flotilla attack will (hopefully) go in in multiple directions. The core BB divs can have smaller DD divs supporting each- at about a 1 DD: 1 BB ratio, but whether you're playing Germans or British you should have excess DDs available.
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Post by fredsanford on Jun 20, 2014 15:12:06 GMT -6
During the day, it also pays to have DD flotillas forward with the scouts as well. Keep some smallish (3-4 ships) DD divs on support/screen for the heavies, but I put DD's supporting scouting units all the time. I'm not shy about ordering a flotilla attack at the start of an engagement, either. This is true when I play either side. Even if the flotilla attack torpedoes nothing, it tends to scramble the enemy's formation while your battle line maneuvers into a favorable firing position. Another important effect is that it keeps the destroyer scrum away from your line, and near to his. Having the DD's out front as soon as possible helps to keep enemy DD's from getting into a position ahead of your line's path.
e-life is cheap in my DD fleet. I treat them as disposable assets (especially as the British) that bears the brunt of the fighting, while the battle fleet is for administering the coup de grace.
None of this applies to RJW DD's.
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Post by fredsanford on Jun 20, 2014 13:38:51 GMT -6
At night, my immediate actions on contact are to (a) order a flotilla attack, and (b) immediate simultaneous turn away by the lead heavy ships.
Also, consider changing DD divs from "support" to "screen" at dusk. DD's on "support" will lag behind the supported division at night, and this is a time when you really want to make contact with your smallest ships whenever possible. DD/CL divs on screen will tend to have ships lose contact at night though. A way to protect your van with light ships while minimizing the potential disorder is to use a DD flotilla with a CL leader. Put the CL on "screen" and it will lead your van. Put the DD Div's on "support" with the CL as the lead division. The DD's will lag behind the CL, but more-or-less abreast of the lead heavy ships. They will also default to line ahead formation, and that is easier to maintain at night. As above, on contact turn away simultaneously with your heavy units. At the same time, put the screening CL on "independent", and order a flotilla attack. Let the DD flotilla fight the night battle.
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Post by fredsanford on Jun 20, 2014 10:43:53 GMT -6
From what I've seen, the teleportation issue seems to occur when you have a force in multiple ports, and the game attempts to consolidate the entire force into one port.
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Post by fredsanford on Jun 17, 2014 10:18:40 GMT -6
Thanks. I did pretty much the same thing you did in the fix- went back a turn and moved the Minelayers out of Grimsby to Hartlepool. For good measure, I also transferred them to the BC Fleet. Been ok since. Grimsby's haunted.
Uber-Harwich Force has already crushed 1 SG. Sank 4 BC, 7 CL, 8 DD.
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Post by fredsanford on Jun 16, 2014 13:49:29 GMT -6
Well, shoot. Turn 7 and Harwich Force teleported to Grimsby again. Save attached if it's any help in troubleshooting. Attachment Deleted
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Post by fredsanford on Jun 16, 2014 12:08:17 GMT -6
Thanks! Time to crush some Germans with my Uber-Harwich Force.
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Post by fredsanford on Jun 15, 2014 14:30:10 GMT -6
I have some basing weirdness going on...
I started a new German Stronger 1916 campaign as the British, and did some fleet re-org. On turn 1, I assigned 5th BS to the Harwich Force and relocated it to Sheerness. 1/10th DD Div was moved to Sheerness as well in order to provide dedicated escorts to the BB's. To make room for these ships, I moved the Minelayers to Grimsby.
On Turn 3 (playing 2 week turns), 1/10 DD Div relocated itself back to Harwich without orders, but I didn't notice at the time. Did a minelaying mission with Grimsby-based ML Princess Irene, which returned to Grimsby at the completion of the mission. At the scenario end, I got the relocation message popup, saying "ML division is in Grimsby, do you want to relocate it to original port of Sheerness?" It would not clear on clicking 'no', but did clear on 'no to all'. But it shouldn't have come up in the first place.
On Turn 5, ALL of Harwich Force, except the AV's, where located in a now horribly over-capacity Grimsby.
Save file has campaign saves for turns 1, 3, & 5, and the end-of-scenario autosave from turn 3.
Attachment Deleted
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Post by fredsanford on May 4, 2014 8:58:39 GMT -6
I tend to favor 2 week turns, but I've never played a 4-week turn campaign, only 1- and 2-week versions.
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Post by fredsanford on Mar 19, 2014 6:35:49 GMT -6
One thing to keep in mind is that adding a robust air model is in development terms essentially a whole new game that needs to be developed from scratch. Even if the aircraft modelled are themselves not as capable as WW2 designs, the code would still need to be similar. NWS is a small shop without a ton of resources and budget.
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Post by fredsanford on Mar 3, 2014 18:22:34 GMT -6
If you buy RJW, Randomizer will come to your house and wash your car and cut the grass. Maybe even take you out for pizza.
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Post by fredsanford on Mar 2, 2014 18:56:04 GMT -6
I noticed the AI does a lot weaving, much more than me. I'm not sure it's helping. Exactly. Sometimes the AI needs to slow down and just shoot it out.
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Post by fredsanford on Mar 2, 2014 18:19:26 GMT -6
My suggestion for the AI would be for it to (a) place a greater emphasis on obtaining/keeping a downwind position for better gunnery, and (b) finding an optimum range for gunnery and try to maintain that range.
I say this after playing the Battle of the Yellow Sea as the Russians. I set the Russian battle line's course for the objective marker and then just let it run. Didn't give a single order after that (try it- it's a quick battle). The Russian fleet steamed slowly and steadily along. The Japanese battle line started in a good position- north of and slightly ahead and downwind of the Russian Fleet. If it would have stayed in that relative position and closed the range a bit, they'd have blown the crap out of the Russian fleet. Instead, it circled around to the south (upwind) and wove in and out of range, rarely closing to less than 10,000 yards. So their gunnery was overall pretty ineffective, although all but one Russian B was damaged. Result was a "hands free" decisive victory for the Russians.
As a programming goal, I'm sure this is "easier said than done", but wanted to raise the issue for possible improvement.
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