View Full Version : How do I set a "roadstead patrol"
Does anyone have any idea how do I place some vessels in a standing patrol on the approaches to a naval base? Placing them on duty does not help.
It would be really nice to have a few destroyers and all these Russian gunboats utilized as a patrol to fend off any enemy minelaying attempts or to assist lone raiders coming home from the hunt...
It might help giving an adjustable radiust to the area patrol mission.
Can't you put a waypoint right outside the base, then right click on the waypoint to set a long patrol?
Can't you put a waypoint right outside the base, then right click on the waypoint to set a long patrol?
Shall try;
I would like to avoid the situation when my patrol begins the battle farther from the base then the enemy squadron.
I would be best when the patrol ships would not leave the cover of the coastal batteries.
Such a function would be very nice addition to the campaign game, and I hope that SES guys will see and read this thread :-D
Bullethead
28 Aug 06, 12:58
Excellent idea :)
Ah, so you're talking about possibly establishing a waypoint on the port "hex" itself so you could patrol. Great idea.
On a similar issue, how do you lay mines in your port area? Can you click on the port itself to bring up the mine option? Seems to me I recall trying to do this and failing.
Sheik Yerbouti
28 Aug 06, 13:33
On a similar issue, how do you lay mines in your port area? Can you click on the port itself to bring up the mine option? Seems to me I recall trying to do this and failing.
They are laid automatically by TFs resting in your port. Can't remember if TFs with ready status lay them too.
Ah, so you're talking about possibly establishing a waypoint on the port "hex" itself so you could patrol. Great idea.
Exactly; thank you.
I was under a false impression that maybe ships with "on duty" status might appear on the roadstead of the base, similarily to the Port Arthur attack scenario at the beginning of the campaign.
In my current campaign "Angara" was returning to Port Arthur from a raid when she encountered "Tatsuta" with some DDs and TBs, and of course was badly shot up, before the 254mm battery chased the enemy away. I had a whole bunch of DDs and Gunboats with "on duty" status in Port Arthur. Funny; I even had a small hope thet thy would start leaving the port during the engagement :-D
In Russo Japanese war most of the naval action during the first phase of the war took place at the roadstead of PA, within the range of the coastal batteries.
FuurinKazan
28 Aug 06, 13:59
The way I've been doing it is to take my floating defense TF and give it a sailing order to a point adjacent to the base, and then across the base to another point. When the TF moves through the base 'square', give it a patrol order by right clicking on the path...
It's the clicking on the path part that seems to get you to the patrol command most reliably..However, the down-side is having to do a small bit of sailing to patrol home plate, but...hey, it works.
Roadstead patrol is about the only good thing I've found to do with the Russian gunboat club...Pretty good at it, too.
saddletank
28 Aug 06, 14:03
I think a separate game routine kicks in when you tell a TF to patrol at a port. I have set many patrols and the TFs doing the patrolling wander about the map in more or less the area I told them to patrol in but also their patrolling seems linked to the sailing course they had been given before they received the patrol order.
However if I set a TF to patrol at the point it's over a port (enemy - usually Chemulpo as I'm the Russians and that's where all the Maru's are heading) then the TF stays put, stuck there patrolling that one location for the full 150+ hours I tell it to.
I have yet to choose to patrol at a home port but I'll try that later and see if it works the same way.
Does anyone have any idea how do I place some vessels in a standing patrol on the approaches to a naval base? Placing them on duty does not help.
It would be really nice to have a few destroyers and all these Russian gunboats utilized as a patrol to fend off any enemy minelaying attempts or to assist lone raiders coming home from the hunt...
It might help giving an adjustable radiust to the area patrol mission.
I put a patrol out side of a base and it let me set the time it would stay there. I did that and it worked.
And what they did is when a ship came into range of where you could see there smoke they would go after it.
Is that what you are speaking of?
And on the use of my fleet on the base I just put them on patrol on the first way point that came up out side of my base. The did the same thing. But if I put them on Base patrol from my menu the computer takes care of it and they do patrol the base for about 20 miles out.
I put a patrol out side of a base and it let me set the time it would stay there. I did that and it worked.
And what they did is when a ship came into range of where you could see there smoke they would go after it.
Is that what you are speaking of?
And on the use of my fleet on the base I just put them on patrol on the first way point that came up out side of my base. The did the same thing. But if I put them on Base patrol from my menu the computer takes care of it and they do patrol the base for about 20 miles out.
I'm rather thinking about some kind of sentries deployed a few miles off the entrance to the base, possibly within or at the max range of the coastal batteries.
The problem is that when my TF returns to base and meets enemy ships just outside the base, only the coastal batteries are the proof that it is a friendly base. Even though it might be packed with ships ready to leave the port within an hour, when the battle begins nobody leaves the port.
Thus I almost lost the "Angara" attacked on a bright sunny day by some DDs and TDs just after she passed into the range of the 254mm battery. In the base all the gunboats and two DD squadrons had the "on duty" status, yet none of these vessels appeared on the battle map.
If the same engagement happened during the night, or with seriously limited visibility, the "Angara" would have been lost, because the coastal guns would not be able to see the target.
saddletank
28 Aug 06, 18:06
Even though it might be packed with ships ready to leave the port within an hour, when the battle begins nobody leaves the port.
Well if the port is full of ships that don't have steam up then it may as well be empty. Ships with almost no steam pressure in their boilers who could only creep out at 2 or 3 knots would be useless. When you think about this, it's realistic.
Tonight I set up some local patrols using forces inside ports. No enemy have since come near but the staus is showing 'dispersed' which sems to indiacte the ships are patrolling off the port.
Well if the port is full of ships that don't have steam up then it may as well be empty. Ships with almost no steam pressure in their boilers who could only creep out at 2 or 3 knots would be useless. When you think about this, it's realistic.
Tonight I set up some local patrols using forces inside ports. No enemy have since come near but the staus is showing 'dispersed' which sems to indiacte the ships are patrolling off the port.
Yea, that is what mine says. And I keep getting tags saying that more mines have been added to the port. No one is coming close now. Well so far that is.
Seeing Mr. Koger online, I am putting this thread up again, and ask:
Would there be a possibility to order my ships to patrol the closest approaches to my base? A light forces screen with 1-2 cruisers in support might work well against enemy patrols, minelayers ect.
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