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algebra testes
Mar 5, 2011


Lipstick Apathy
I read umm the one where they put down some dirty socialist tree hugging hippies using magic goggles.

And Clear and Present Danger, I can't remember anything funny about it apart from the movie ruled and the book might have been okay too.

edit: I know that wasn't directed at me but I just love cracking jokes about Rainbow Six

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Popete
Oct 6, 2009

This will make sure you don't suggest to the KDz
That he should grow greens instead of crushing on MCs

Grimey Drawer

Mr. Showtime posted:

Have you ever played Harpoon or read some Clancy books?

Neither. I'm hosed...

Cabbage Disrespect
Apr 24, 2009

ROBUST COMBAT
Leonard Riflepiss
Soiled Meat

LordPants posted:

I read umm the one where they put down some dirty socialist tree hugging hippies using magic goggles.

And Clear and Present Danger, I can't remember anything funny about it apart from the movie ruled and the book might have been okay too.

edit: I know that wasn't directed at me but I just love cracking jokes about Rainbow Six

You're ready to bomb the liberals, son. :clint:

Popete posted:

Neither. I'm hosed...

I'd recommend checking out some of Baloogan's videos to get a feel for how the game is played and the sorts of reasoning you're expected to go through to figure out how to act/react. You can usually get an idea for what a unit can do if you poke around in the database viewer for it, but there's definitely something to be said for being able to name the differences between an AIM-120C and AIM-120D P3I.4 without having to look them up. Download the DB images pack so that you can at least click on stuff and go "ah yes, fast plane" and "hmm, boat am small" while your hapless e-sailors and pilots are eaten alive by swarms of missiles.

One of these days I'm going to get around to effortposting on how you should go about using your toys, since that's something the game never really tells you. It's kind of a huge topic, though, and I'm no Grey Hunter, so if you're wondering about specific parts of it (like "how do I use my planes to kill ships") I'd actually be likely to answer instead of just postponing it indefinitely.

pthighs
Jun 21, 2013

Pillbug

Mr. Showtime posted:

One of these days I'm going to get around to effortposting on how you should go about using your toys, since that's something the game never really tells you.

Please do this. I am just getting into CMANO myself and could use a lot of help regarding doctrine and tactics.

Cabbage Disrespect
Apr 24, 2009

ROBUST COMBAT
Leonard Riflepiss
Soiled Meat

pthighs posted:

Please do this. I am just getting into CMANO myself and could use a lot of help regarding doctrine and tactics.

Do you have any specific questions/things you struggle with? It's a lot easier if you can narrow it down some so that I can focus my rambling, but if you need it I can start in on stuff that's more general and covers absolute basics.

One of the painful parts about writeups re: CMANO is that a lot of things change based on how new your toys are -- you can reasonably expect a group of three or four planes to make it close enough to a single 60s/70s-era ship to bomb it if you plan your attack correctly, but if you want to kill an Arleigh Burke in some 2007 scenario, you'll need to be aware that it'll vomit limitless quantities of Evolved Sea Sparrows that eat your BrahMos for breakfast without breaking a sweat. You pretty much need to fire missiles at it until it runs out of Sunburn sunscreen and eats poo poo.

warrencanadian
Nov 22, 2013
So I finally bought War in the Pacific since it's on sale and... I'm just kind of sitting here at the main menu, listening to dramatic music and realizing I have no clue what the gently caress to do. I'm just going to dive in and see how things go. I mean, it can't really turn out worse than that CMANO LP posted earlier. Which reminds me, I could also play it. I think I have a problem. Mainly that I keep buying wargames and never even come close to finishing them.

Koesj
Aug 3, 2003
I had the exact same 'problem' with WitP just 6 days or so ago, and simply started out with some smaller scenarios as per forums advice - watch, for example, Coral Sea play out between 2 AI forces and then try it out yourself.

I think uPen gradenko's advice of mastering Buccanneer (?) and only then starting a grand campaign is sound. I understand a lot of the basics now (got halfway through the manual already as well!) and yesterday it was time to tackle insane poo poo such as *training hundreds upon hundreds of useful pilots* and *sorting out supplies, fuel, basebuilding, etc.* :gonk:

e: vvv mixed up my grog thread allstars :shobon:

Koesj fucked around with this message at 17:43 on Jan 4, 2015

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
Repping my WITP tutorial again:

gradenko_2000 posted:

I wrote a tutorial for War in the Pacific: http://lpix.org/sslptest/index.php?id=17472

paradigmblue
Oct 12, 2003
I don't know if this is the right place, but with all this WitP:AE talk, is anyone interested in a PBEM game of it?

It might even be interesting to do a pair of LPs, one from each of our perspectives.

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

If you wanted to do a LP of both sides you could always spectate the game me, windy and Alikchi have going on and write it up (asuming they are agreeable). I always wanted to see a Goon LP with human players.

Popete
Oct 6, 2009

This will make sure you don't suggest to the KDz
That he should grow greens instead of crushing on MCs

Grimey Drawer
So I started the CMANO Air Tutorial last night. So far so good, but I ran into a problem when trying to take out the multiple SAM sites and hard targets. My SEAD aircraft will come in and launch a few missiles at the SAM sites but it seems to hardly do any damage, then they RTB but never seem to launch again. Is there something I need to do to get my aircraft to RTB and reload and rush back out to do the same mission? This whole time my main bombers came in to hit the hard targets but where eaten up by the SAM sites which where barely scratched.

Alchenar
Apr 9, 2008

I have decided that 50% off is my break point for CMANO. At that point I'm 'only' playing the full price of a new AAA game.

food-rf
May 18, 2014

Popete posted:

Is there something I need to do to get my aircraft to RTB and reload and rush back out to do the same mission?

Probably won't happen, because aircraft aren't normally turned around that quickly. There's a lengthy post on the command website on aircraft sortie rates.
Outside of very special circumstances aircraft won't be able to go up more than twice a day or so (so every 12 hours).

Pervis
Jan 12, 2001

YOSPOS

Popete posted:

So I started the CMANO Air Tutorial last night. So far so good, but I ran into a problem when trying to take out the multiple SAM sites and hard targets. My SEAD aircraft will come in and launch a few missiles at the SAM sites but it seems to hardly do any damage, then they RTB but never seem to launch again. Is there something I need to do to get my aircraft to RTB and reload and rush back out to do the same mission? This whole time my main bombers came in to hit the hard targets but where eaten up by the SAM sites which where barely scratched.

I was having similar issues once I got in to some of the scenarios. I think CMANO is a hell of a lot more about micro control and planning/plotting so that your strikes/missiles/subs/etc all do poo poo at the right moment, and that things like ARM missiles need to be fired at the time when SAM radars would want/need to be on (when you are attacking with other targets) as well as having normal missiles/bombs aimed at the SAM sites and other poo poo. I never got in to Harpoon so there's a sharp learning curve, since I'm more used to the WITP:AE style of macro-level control and the combat being all hands-off, or 4X / Paradox games. Baloogans videos as well as the LP's that someone listed a page ago (http://forums.sufficientvelocity.com/threads/poaw-commands-modern-air-and-naval-operations.230/) are helping a lot, but I'm not sure when I'll feel up to giving things like the Duelists scenario another try. That scenario is definitely what I was looking for when I bought the game during the sale though, as the old rear end Clancy books were something I read a lot of.

As for your specific question, in the aircraft screen there's some button somewhere where you can set up aircraft to be ready for quick turnaround for X sorties. Once they've taken off though I think you are screwed, and I think it's mostly available for fighters and not so much random strike aircraft.

My major gripe was not being aware that my ships that were told to turn radar off had turned them back on again at some point, and other things the AI did or was doing that got me shot. There was also seemingly something off about the pre-done prosecution zone in that my CAP harriers wouldn't actually prosecute poo poo inside the zone, but once I removed it they actually went and nuked the loving scouting bears that were around.

Cabbage Disrespect
Apr 24, 2009

ROBUST COMBAT
Leonard Riflepiss
Soiled Meat

Popete posted:

So I started the CMANO Air Tutorial last night. So far so good, but I ran into a problem when trying to take out the multiple SAM sites and hard targets. My SEAD aircraft will come in and launch a few missiles at the SAM sites but it seems to hardly do any damage, then they RTB but never seem to launch again. Is there something I need to do to get my aircraft to RTB and reload and rush back out to do the same mission? This whole time my main bombers came in to hit the hard targets but where eaten up by the SAM sites which where barely scratched.

The SEAD aircraft you get for that mission have cluster bombs, too, and the terrain works to your advantage. Fire all your Shrikes (prioritizing the Straight Flush, Fire Dome, Low Blow, and Spoon Rest radars), tell them to go to full military, then drop them to low altitude (you can get as low as 200 feet and still drop the CBU-59s) and have them come cluster-bomb the gently caress out of the SA-3cs and the SA-6bs. If you pop up over the ridge to the west, you'll be in quickly enough that they'll only be able to react and start firing by the time your bombs have hit, and if you kill the fire control radars the only thing shooting at you will be MANPADS. If you draw a line from the SAMs through your SEAD aircraft that are going to bomb them, the Prowlers should be somewhere vaguely on that line with their ECM pods going. 10nm out or so is fine; just fly them in with the SEAD flight but have them stop and orbit at 12,000 feet when they get that close. I, uh, I should maybe make a diagram for this or something.

Make sure your strike group is coming in right on the heels of the SEAD flight. The SA-6s and SA-3s can only guide two missiles at once (each), so your goal here is to arrive all at once, violently murder their friends, and leave while they're still distracted.

GOOD TIMES ON METH
Mar 17, 2006

Fun Shoe
I have a sort of similar CMANO question. In the Iron Hand missions you are supposed to take out an air defense network using primarily stand off weapons and you get some Blackjacks and Bears and poo poo to do the job along with some strike aircraft. I assume that the first target should be the two SA-5c installations because they have some fuckoff 150nm range, so once those are down the smaller craft has an easier time of going in and doing wild weasel stuff. The problem is, the unit in the game is listed as a 'SAM grp' with 22 different buildings, launchers, and small AA gun sites. As far as I can tell, I don't think there is a way to tell my Blackjacks to just target the radar sites of the installations instead of wasting missiles taking out small things that I don't care about. Is there something that I am missing?

maev
Dec 6, 2010
Economically illiterate Tory Boy Bollocks brain.
Keep away from children
Which one do I choose, Graviteam Tactics Operation Star or Combat Mission Red Thunder? (I like the eastern front and have little experience with complex grog games).

apseudonym
Feb 25, 2011

maev posted:

Which one do I choose, Graviteam Tactics Operation Star or Combat Mission Red Thunder? (I like the eastern front and have little experience with complex grog games).

I bought Graviteam Tactics during the steam sale and have to say I went back to CMRT pretty fast.

Myoclonic Jerk
Nov 10, 2008

Cool it a minute, babe, let me finish playing with my fake gun.
I reviewed Ultimate General: Gettysburg, and surprised myself by not liking it.
http://www.armchairgeneral.com/ultimate-general-gettysburg-pc-game-review.htm

I know there are some fans here, but I just couldn't get into it. And what it did right had already been done by Sid Meier's Gettysburg back in 1997 - only UG doesn't seem to get it quite right.

I dunno; it was just disappointing.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
If nothing else, about the worst thing I could say about Ultimate General is that it's easier to run on modern machines and is easier to legally acquire than Sid Meier's Gettysburg.

gazza
Oct 20, 2013
Get Combat Mission since Graviteam Tactics is confusing at the best of times. Personally I like Graviteam but the interface sucks and there's basically no documentation for it. You also get a lot more units to play around with in Combat Mission. You don't get to see this though:

Dirt Worshipper
Apr 2, 2007

Paralithodes Californiensis

maev posted:

Which one do I choose, Graviteam Tactics Operation Star or Combat Mission Red Thunder? (I like the eastern front and have little experience with complex grog games).

Red Thunder is fun and Graviteam is a confusing mess, and is also not fun.

Also it chugs hard on my decent pc.

Lunsku
May 21, 2006

Well poo poo, after looking through Combat Mission: Black Sea manual (PDF at Battlefront forums since yesterday) I'm kinda itching to get it. Modern tactical level game has been something I've been looking for, and my problem with Shock Troops was that the setting wasn't interesting at all.

Hav
Dec 11, 2009

Fun Shoe

Popete posted:

So I started the CMANO Air Tutorial last night. So far so good, but I ran into a problem when trying to take out the multiple SAM sites and hard targets. My SEAD aircraft will come in and launch a few missiles at the SAM sites but it seems to hardly do any damage, then they RTB but never seem to launch again.

The Shrikes have around a 50% hit ratio - I've been popping out the messages window so I can see everything happening - but be warned that the SAM sites consist of multiple units. The 'hardly any damage' will have knocked out two of the radars, and that's enough to stop them launching unless you get to eyeball range, in which case they'll turn on the illuminator and start spewing out missiles.

With that particular mission, you have a couple of SAM complexes and a Tall King radar. The SAM Complexes themselves consist of the various radars (Spoon Rest, Illuminator, Fan Song), launchers and command buildings, in this case the command buildings are 'reveted' or armored with piles of dirt.

The 'surprise', other than the Flogger dash, is an SA-3 mobile that is somewhere around the base. This isn't reveted, and is vulnerable, but it's also not something that you plan for the first time around.

Typical (reveted) SA-2 setup


I'm dicking around with the 'correct' way to address this;

The Tall King is search radar, so I *suspect* that a counter is the Prowler, although I'm inclined to throw a glide bomb at it. Both the SAM Complexes appear to be severely degraded by ARM strikes, but I'd be tempted to follow that with the cluster bombs. I did attempt to throw glides at the SAM complexes, but it wasn't good, and in my first attempt the Goa/Pechora chewed through my first wave, but I wasn't really timing the attack correctly as I moved from trying to micro to the mission setup. I'm not entirely sure that was a good move.

Apologies if the above is vague, I'm still researching the nuances of soviet era SAM, and enjoying the poo poo out of it.

Goetta posted:

As far as I can tell, I don't think there is a way to tell my Blackjacks to just target the radar sites of the installations instead of wasting missiles taking out small things that I don't care about. Is there something that I am missing?

You can set up missions for the aircraft, so that would be a strike mission. As for targetting the 'subsystems', I believe that 'unit view' blows that apart so you can select the targets for the mission. I'm playing with setting missions up beforehand and only reacting to things outside the plan, but it went horribly wrong due to a queueing snafu on the 'elevator' at NAS Fallon.

Mr. Showtime posted:

Make sure your strike group is coming in right on the heels of the SEAD flight. The SA-6s and SA-3s can only guide two missiles at once (each), so your goal here is to arrive all at once, violently murder their friends, and leave while they're still distracted.

Are you using a SEAD Patrol mission for this? Or are you directing stuff 'realtime'?

Hav fucked around with this message at 19:46 on Jan 5, 2015

Myoclonic Jerk
Nov 10, 2008

Cool it a minute, babe, let me finish playing with my fake gun.

gradenko_2000 posted:

If nothing else, about the worst thing I could say about Ultimate General is that it's easier to run on modern machines and is easier to legally acquire than Sid Meier's Gettysburg.

Do you mean "best thing" or are you being sarcastic?

TheHoosier
Dec 30, 2004

The fuck, Graham?!

What does one need to know about Unity of Command? I had an old hex ACW game I absolutely loved, but it's been a long time and I haven't played a game like it since. UoC looks pretty awesome so I figured i'd give it a shot. Anything I should know before I dive in?

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!

TheHoosier posted:

What does one need to know about Unity of Command? I had an old hex ACW game I absolutely loved, but it's been a long time and I haven't played a game like it since. UoC looks pretty awesome so I figured i'd give it a shot. Anything I should know before I dive in?

Don't worry too much about Brillant victories.

Myoclonic Jerk posted:

I reviewed Ultimate General: Gettysburg, and surprised myself by not liking it.
http://www.armchairgeneral.com/ultimate-general-gettysburg-pc-game-review.htm

I know there are some fans here, but I just couldn't get into it. And what it did right had already been done by Sid Meier's Gettysburg back in 1997 - only UG doesn't seem to get it quite right.

I dunno; it was just disappointing.

I played Sid Meier's Gettysburg so long ago, so maybe it's only me who has changed, but I enjoyed Ultimate General sizeably more than Sid Meier's game. I dunno, it might be just me misremembering, but I think Ultimate General has a better sense of scope, and so the idea of shuttling units around the battlefield to keep them refreshed and moral is much more involving and interesting. I'm also not sure SMG had much of an AI to speak of.

EDIT:
I don't know how good an argument this is, but I think some of the opaqueness of Ultimate General is intentional. It's supposed to be a bit of guesswork whether an unit can hold on for a bit longer or whether it's about to shatter, and you are supposed to be distracted all the way on the other side of the map, scroll back to see that OH poo poo a confederate charge is about to take Culp Hill and scramble to scrape together what defense you can. You can always pause, of course.

In terms of subtlety, the game does seem better on the defense, especially as Union, than on the attack. There's substantial subtlety there in terms of figuring out where the main thrust of the AI's attack is, what can hold, whether you can cling on to that bit of cover in the hope of bleeding the rebels some more or whether you need to make a break for it, etc. Attacking seems to be more of a bloody mess and there's not many ways to get away from that. The persistence of units from map to map often means that a defeat in terms of position can be necessary if you inflict sufficient casualties to set up a victory later on. Slaughtering the Stonewall Brigade is a pretty big deal.

Fangz fucked around with this message at 20:44 on Jan 5, 2015

Nenonen
Oct 22, 2009

Mulla on aina kolkyt donaa taskussa

TheHoosier posted:

What does one need to know about Unity of Command? I had an old hex ACW game I absolutely loved, but it's been a long time and I haven't played a game like it since. UoC looks pretty awesome so I figured i'd give it a shot. Anything I should know before I dive in?

Not much really. It has a pretty steep learning curve perhaps and you must wrap your mind around 1) supply lines are everything, 1b) but you can go without supply for a while if you know what you are doing and 2) there's no continuance beside points spent/gained, so last turn suicide attacks are completely kosher. Also q) the AI is no super genius but it will do its best to exploit openings. It's a solid game for the price range, a little puzzley and abstract but fun.

PleasingFungus
Oct 10, 2012
idiot asshole bitch who should fuck off

TheHoosier posted:

What does one need to know about Unity of Command? I had an old hex ACW game I absolutely loved, but it's been a long time and I haven't played a game like it since. UoC looks pretty awesome so I figured i'd give it a shot. Anything I should know before I dive in?

It's a little bit puzzle-game-y, has a nasty tendency to depend on luck for the optional extra-hard objectives, and the first mission is one of the harder ones.

Still quite a lot of fun, though. I played through all three campaigns and enjoyed them a great deal (though I don't remember if I ever finished Black Turn?)

Koesj
Aug 3, 2003
With regards to my first WitP campaign against the AI:

It's Dec 21, 1941 and the freakin' KB is BACK!!! 11 hexes N-NW of Pearl, probably refueled since I saw some AOs moving east near Midway a couple of days ago - the first thing pointing towards something nasty happening.

Beforehand I 'spotted' three different KB Carriers (by hitting them with dud torps aargh) running west around FF Shoal, Laysan and M'way, but that was more than a week ago. Last turn I got a fisheyed look at Zuiho near the Home Islands... but here we go again: Ships Sighted 9; CV CV CV CV CV CS :gonk:

What the hell do I do now? My 3 CVs are working up their air groups in PH and could sortie, but everything I've read tells me that's a bad idea. So do I cut and run in the face of an early-game killing blow against what I guess are low-sortie (_three_ days of Pearl Harbor air strikes at the start) CVs? I've got 9 Heavy and 4 Light Cruisers in mint condition raring to go as well, plus about a zillion DDs. Max speed/max react smallish surface elements pushing towards just about every hex within their movement range? Ball up around single-Carrier task forces and see what happens? Sortie my 11 speed, heavily damaged Battlewagons for good effect?

I'm playing with 2 day turns but could go to 1 day for a bit too, right?



Also, how is this supposed to be a quiet China scenario when just about half the things happening in the air and on the ground occur there?

Pornographic Memory
Dec 17, 2008

TheHoosier posted:

What does one need to know about Unity of Command? I had an old hex ACW game I absolutely loved, but it's been a long time and I haven't played a game like it since. UoC looks pretty awesome so I figured i'd give it a shot. Anything I should know before I dive in?

Supply lines are everything, basically. Your non-mission objective goals should generally be to look at the enemy supply lines and figure out the quickest way to cut them off, to protect your own, as the AI will ruthlessly exploit openings to make suicide rushes to your supply bases, and try to plan your advances so that you don't outrun your supply lines.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
On Unity of Command: game owns, buy buy buy. Make sure you grab all the DLC because Red Turn is the least puzzle-gamey and is therefore the best

Maybe one day grog game manuals will tell you how to play the game, rather than just how to manipulate the interface (and they can still fail at doing that too!)

Koesj posted:

With regards to my first WitP campaign against the AI:

It's Dec 21, 1941 and the freakin' KB is BACK!!! 11 hexes N-NW of Pearl, probably refueled since I saw some AOs moving east near Midway a couple of days ago - the first thing pointing towards something nasty happening.

Beforehand I 'spotted' three different KB Carriers (by hitting them with dud torps aargh) running west around FF Shoal, Laysan and M'way, but that was more than a week ago. Last turn I got a fisheyed look at Zuiho near the Home Islands... but here we go again: Ships Sighted 9; CV CV CV CV CV CS :gonk:

What the hell do I do now? My 3 CVs are working up their air groups in PH and could sortie, but everything I've read tells me that's a bad idea. So do I cut and run in the face of an early-game killing blow against what I guess are low-sortie (_three_ days of Pearl Harbor air strikes at the start) CVs? I've got 9 Heavy and 4 Light Cruisers in mint condition raring to go as well, plus about a zillion DDs. Max speed/max react smallish surface elements pushing towards just about every hex within their movement range? Ball up around single-Carrier task forces and see what happens? Sortie my 11 speed, heavily damaged Battlewagons for good effect?

I'm playing with 2 day turns but could go to 1 day for a bit too, right?



Also, how is this supposed to be a quiet China scenario when just about half the things happening in the air and on the ground occur there?

1. You can maybe make a play for a surface engagement with CAs and DDs that can manage ~28 knots, but those 11 knot BBs are just going to get sunk for no good reason (besides maybe absorbing bombs and sorties). You can also send out your carriers in single-CV TFs and try to get something out of those. As the Allies you can lose everything and still come back swinging, so it sort of depends on whether you're going to use historical hindsight (they cannot afford to lose even a single KB CV, you can piss away everything before 1944 without really noticing) and how much you want to roleplay caring about your virtual mans.

2. Don't touch China. The AI will stop moving stuff there eventually.

pthighs
Jun 21, 2013

Pillbug

I'm assuming I want to go for the fire control radars before the search radars, correct?

ArchangeI
Jul 15, 2010

Koesj posted:

With regards to my first WitP campaign against the AI:

It's Dec 21, 1941 and the freakin' KB is BACK!!! 11 hexes N-NW of Pearl, probably refueled since I saw some AOs moving east near Midway a couple of days ago - the first thing pointing towards something nasty happening.

Beforehand I 'spotted' three different KB Carriers (by hitting them with dud torps aargh) running west around FF Shoal, Laysan and M'way, but that was more than a week ago. Last turn I got a fisheyed look at Zuiho near the Home Islands... but here we go again: Ships Sighted 9; CV CV CV CV CV CS :gonk:

What the hell do I do now? My 3 CVs are working up their air groups in PH and could sortie, but everything I've read tells me that's a bad idea. So do I cut and run in the face of an early-game killing blow against what I guess are low-sortie (_three_ days of Pearl Harbor air strikes at the start) CVs? I've got 9 Heavy and 4 Light Cruisers in mint condition raring to go as well, plus about a zillion DDs. Max speed/max react smallish surface elements pushing towards just about every hex within their movement range? Ball up around single-Carrier task forces and see what happens? Sortie my 11 speed, heavily damaged Battlewagons for good effect?

I'm playing with 2 day turns but could go to 1 day for a bit too, right?


Personally, I would leave most of your CV's airgroups on Pearl and run the CVs with most of the cruisers south-east at flank speed for a day. Hopefully, KB will strike PH, where you can lie in wait with literally every fighter set to CAP. The only thing the Japanese can afford less than losing aircrews is losing carriers. If you bleed them out of experienced pilots, KB is just a big waste of fuel.

Hav
Dec 11, 2009

Fun Shoe

pthighs posted:

I'm assuming I want to go for the fire control radars before the search radars, correct?

I can't answer that question - gap in my knowledge - but I'd prioritise the fire control over search if you have a prowler up. Fire control provides the firing solution by tracking the bearing and elevation of the target constantly, whereas search radar is more 'laxed big picture poo poo.

I'm a complete beginner with regard to the game, but a fan of Cold War machinery, so big pinches of salt and corrections by people who actually know.

One thing I will note that I didn't mention; check the EMCON (Emissions Control) on your flights. Generally you want radar to be off on anything other than interceptors and AWACS, and the offensive ECM on the Prowlers to be on.

Koesj
Aug 3, 2003

Thanks for the great advice, I'll carry it into the rest of the game!

Maybe you should get in touch with the AI first though, and please put a whip to my spotter planes'pilots afterwards:



:downs:

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

Tankers and AO's look a lot like carriers from above/far away. A favorite trick of mine when playing as the IJN is to put a few tankers, a CVE or two and some cruisers in a TF and pretend like its going raiding a supply line. At medium-long search distances the reports will look a LOT like the full KB and then when the allied player gets confident its in one place and goes for a move somewhere else you jump out and bushwack them with the real deal.

Did that once and sunk two american divisions, Enterprise, Lex and a bunch of slow BB's trying to invade Noumea because my opponent thought the KB was running aound the Indian ocean. :japan:

Gay Hitler
Dec 11, 2006

I'm gay as heil!

combat mission black sea manual came out today

http://community.battlefront.com/topic/117390-black-sea-manual-get-it-here-while-its-hot/

literally counting the minutes until the game drops

Myoclonic Jerk
Nov 10, 2008

Cool it a minute, babe, let me finish playing with my fake gun.

TheHoosier posted:

What does one need to know about Unity of Command? I had an old hex ACW game I absolutely loved, but it's been a long time and I haven't played a game like it since. UoC looks pretty awesome so I figured i'd give it a shot. Anything I should know before I dive in?

First a disclaimer: I work for 2x2 as a contractor, managing their social media, so you might accuse me of bias.

UoC has a learning curve, yes, but it's different from most grog games. In most grog games, the learning curve is fighting the interface and learning how to do things.
In UoC, the learning curve is instead what to do and why. You need to learn how to not just beat up all the mans in frontal assaults, but instead look for opportunities to encircle or bypass. You also have to learn to secure your supply lines, because the AI is a mean bastard.

Here are the reviews I wrote of the DLC's before I, you know, started being professionally biased. http://www.armchairgeneral.com/unity-of-command-red-turn-pc-game-report.htm http://www.armchairgeneral.com/unity-of-command-black-turn-pc-game-review.htm

Oh, and tomorrow, the 6th, is the last day to get it 75% off on Steam.

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Popete
Oct 6, 2009

This will make sure you don't suggest to the KDz
That he should grow greens instead of crushing on MCs

Grimey Drawer
Hey I did it! Major victory on the air training mission for CMANO. I started by taking out the Tall King radar which helped a lot with long range SAMs. SEAD Swept in and took care of the mobils. I lost the 4 Corsairs cause they decided to loiter around over the SAM sites and I think where MANPADed to death, oops... Mopped up the runway and the missile sights with everything else.

quote:

SIDE: CVW-15
===========================================================

LOSSES:
-------------------------------
4x A-7E Corsair II


EXPENDITURES:
------------------
20x AIM-54A Phoenix
5x AIM-7F Sparrow III
21x Generic Chaff Salvo [5x Cartridges]
12x AGM-45B Shrike [ARM]
160x Mk82 500lb LDGP
7x 20mm/85 M61A1 Vulcan Burst [100 rnds]
4x CBU-59/B APAM [717 x BLU-77/B Dual-Purpose Bomblets]
8x AGM-62B Walleye II ER/DL
16x GBU-10E/B Paveway II LGB [Mk84]



SIDE: Red Side
===========================================================

LOSSES:
-------------------------------
4x MiG-23ML Flogger G
4x MiG-21bis Fishbed N
1x Vehicle (Fire Dome [9S35])
1x Radar (Tall King A [P-14])
1x Vehicle (Flat Face B [P-19])
1x Vehicle (Spoon Rest C [P-12])
6x SA-2f Guideline Mod 1/2 Single Rail
1x Vehicle (Fan Song F [RSNA-75M])
3x SA-7a Grail [9K32 Strela-2] MANPADS
1x A/C Tarmac Space (4x Very Large Aircraft)
2x SA-3c Goa Quad Rail
1x SA-6b Gainful [2P25] TEL
10x Building (Large)
1x Runway Access Point (Very Large Aircraft)
3x SA-6a Gainful [2P25] TEL
1x Runway (2000m)


EXPENDITURES:
------------------
11x SA-2f Guideline Mod 1 [S-75M2 Volkhov, 5YA23 / V-759]
59x SA-3c Goa [5V27D, V-601PD]
9x SA-6a Gainful [9M336]
20x SA-6b Gainful [9M336]
1x SA-7a Grail [9M32]

Popete fucked around with this message at 05:37 on Jan 6, 2015

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