Author Topic: Naval Surface Action AAR  (Read 1073 times)

Offline Stoney

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Re: Naval Surface Action AAR
« Reply #15 on: June 17, 2008, 08:14:05 PM »
Joining the discussion late...

GD, I think I mentioned this, but make sure that the Setup is aware that flight needs to be enabled for gunners to switch turrets, or some other consideration if a squad can't fill all the gun turrets from the start.
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Offline ClevMan

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Re: Naval Surface Action AAR
« Reply #16 on: June 17, 2008, 10:07:55 PM »
It would seem that all the comments mentioned previously more than adequately describe how things went last Friday...  However, I'll add my $.02, as well.  We (Air Raiders) were assigned the Allied TG, and we had a a blast!  It was one of those edge of your seat kind of fights, right from the start.  Wasn't real sure how I'd like not flying from the get go, but it truly was a fight to the end.

Even when we had the Axis guys on the run, they kept firing and still were getting good hits on us.  I would love to see this incorporated into each Pacific Theater scenario...  This was certainly a hit!

<S>

Offline ghostdancer

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Re: Naval Surface Action AAR
« Reply #17 on: June 18, 2008, 09:11:06 AM »
Okay have to work on somehow leaving the guns open so as a gun is destroyed squad members can switch to other ones (if guns not filled). Don't expect that to happen in frame 3 though since we have had people violating the 2nd life rule in (incidents in frame 1 and frame 2) when we left fields open.

Also have to work on using more than 1 fleet per side. Right now other ships don't show as icons so .. if you had 2 vs 2 fleets and they mix .. well if you get confused you could end up firing on your allied ships of the other fleet. Will think on how to incorporate more fleets for the future.
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Offline humble

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Re: Naval Surface Action AAR
« Reply #18 on: June 18, 2008, 11:07:25 AM »
One possibility in the current setup is to add an Axis cruiser only fleet and task it with a run down the slot to bombard a designated target. You could possibly use PT boats on the allied side as a counter (giving both squads a "2nd life" I'd think). This is one campaign where axis surface ships actually played a real part in that regard. Having an unblanced setup with a axis bombardment fleet would create an interesting issue for the allies and help to offset the axis limited bombing capability.

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Offline Saxman

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Re: Naval Surface Action AAR
« Reply #19 on: June 18, 2008, 12:40:06 PM »
humble,

Allied CiC would just send a squad or two of SBDs to pummel the heck out of the bombardment group. Which is why the Japanese only used this tactic at night.

And before you suggest the fleet would only be a valid target for the PTs, the PTs wouldn't stand a chance against the combination of manned guns and auto-ack.
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Offline humble

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Re: Naval Surface Action AAR
« Reply #20 on: June 18, 2008, 02:00:19 PM »
I was thinking exactly the same thing Sax. The allied CiC would have to expend resources on the bombardment fleet vs another target. If the fleet wasnt an objective itself then it would help to balance the sides a bit.

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Offline trax1

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Re: Naval Surface Action AAR
« Reply #21 on: June 18, 2008, 04:46:09 PM »
Also have to work on using more than 1 fleet per side. Right now other ships don't show as icons so .. if you had 2 vs 2 fleets and they mix .. well if you get confused you could end up firing on your allied ships of the other fleet. Will think on how to incorporate more fleets for the future.
One thing you could do is have one of the CM's launch a PT boat and keep it with the TG, this way the other side would know that the TG with the PT boat is the enemy fleet.
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Offline Spikes

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Re: Naval Surface Action AAR
« Reply #22 on: June 18, 2008, 06:54:23 PM »
Could just have one big fleet as well. such as 5 or 6 cruisers, 8-10 destroyers and 1 or 2 CVs, etc. Sure you'd have to edit the map...but it's possible.
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