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Speaking of the RP system, there's one little quirk to RP management that I think is useful, and that is to reinforce your core units just as a given mission is ending, that way they don't show up damaged in the force pool in the next mission. It can be problematic when they do.
Other than that, it seems that an RP point is an RP point whenever you choose to use them.
Speaking of damaged units, I haven't found a way to reinforce units when they're on their transports. Am I simply not seeing another tiny button somewhere? LOL
On another note: the AI in this game is pretty d*mned imaginative. I'm playing the 3rd scenario of the Boot Camp Campaign for the fourth time, and the AI has only played the same way on 2 of the 4 times. Meaning, 3 out of 4 times the AI is doing something different.
You cannot repair units on transports so no hidden buttons this time. :-)
I agree, the AI is quite good compared to some other games. When you add the randomizing of certain units to that, it sure adds replayability imo.
Let's talk about submarines:
I used sonar to detect a submerged enemy submarine, but I can't get my destroyers to attack it. I can't move my destroyers into the submarines hex--the hex is greyed out--and there is no option to attack it from an adjacent hex.
Yes, that's what I'm saying. Upgrading is not much (at all?) used in Boot Camp, but for all the DLCs it is very important. You have yearly upgrades for most infantry units and armored vehicles and aircraft often have better models available when time passes.
You can only attack a submerged enemy submarine by using sonar. So only destroyers which are within two hexes of it and have not yet moved.
Ah, it's that 'not yet moved' part I didn't know!
So it takes two destroyers minimum to hunt submarines, oned to ping and another one in the vicinity already, waiting to attack?
Let's talk about cruisers:
I was unable to land a recon airplane on my cruiser, while the cruiser was at sea or in port. I've never heard of a cruiser-class ship being able to launch/land aircraft so if this feat was actually pulled off in the real world, then I'm going to be learning s'more WWII history as well as how to play this game.
got no time right now, but wanted to leave you that video as a starting point regarding catapult-launched Seaplanes:
https://www.youtube.com/watch?v=Ao6TYEsuKo0
But lets talk about landing! I seem to recall that these craft would ditch into the sea next to the seacraft after their mission and they'de rescue the pilot. An expensive way to gather information, if it's true.
I was able to ping and attack a submarine with a single destroyer all in the same turn. So, that question is answered. But is it true that if a submarine doesn't move or attack during its turn then it can't be detected via sonar?
More questions:
Someone on the slitherine forum made up an app for comparing unit statistics. It's a nifty piece of work! I was using said app to compare stats between tanks and noticed another sweet little complexity in OOB called 'close attack value.' The definition of close attack value is 'the higher the cover of the battlefield the closer is the attack value to the close attack value.' A cryptic-at-best explanation. I can't find any other information about this stat.
I've tried puzzling this out and I'm at a loss. Sometimes the close attack value is higher than the attack value, sometimes it's lower. It seems to suggest that some units get a bonus when fighting enemy units with good cover versus no cover--entirely backwards, in short. I don't get it.
When looking at unit statistics, do pillboxs count as vehicles or as infantry?
Well, they had floats so they landed next to the ship and were then recovered (like here[i.imgur.com]). No need to ditch the plane. Japanese Tone-class cruisers had five aircraft so they were quite useful as the eyes of the fleet.
Yes, that should be the case.
It is actually quite logical. Typically infantry is better in close terrain (forests, towns, jungle etc.) than armoured vehicles which rule the open terrain (farmland, open, desert etc.). Think for instance the bogace in Normandy which is a prime example of a close terrain. You never know where the guy with Panzerfaust is hiding before it literally hits you...
They belong to structures, but use the att/def values of infantry.
So both the Japanese and the Americans had float-plane-launch-capable cruiser ships, and the airplane would return to the cruiser, land on the water, and then the ship would use a crane arm to recover the airplane. Nifty. Got it. That picture you attached tells the story.
I'll try again to land a float-plane on or next to a cruiser. I tried it once and I didn't get the 'land' icon to appear in the airplanes' activity box area, but, I probably wasn't watching closely enough.
IDK, cool, a submarine running silent could and can still be detected by active sonar. Running silently defeated passive sonar, which listened for engines and guys banging equipment around reloading torpedoes, but as far as my understanding goes, there was and is no defense against active sonar.
But, the gameplay facet of a sub being undetectable for a turn or two reflects, I think, how difficult it is to locate an enemy that can't be seen and has three dimensions to hide in. My game-submarine was destroyed immediately the first time I tried to use it, in Boot Camp, and I wrote them off right then and there, but I think they have a place in a fleet to finish off damaged ships perhaps? To use them offensively would probably require a whole bunch of them, i.e. a Doenitz Wolf Pack?
Submarines can't be made to stay submerged for more than three turns?
You better buy other ships than subs. I usually deploy only a single sub (in Kriegsmarine I had three).
Yes, subs can stay submerged only three turns, except the German Type XXI U-boats, which have five turns "endurance".