The signaller feature was a great addition. Thank you for making it possible.
Every campaign needs some missions to get used to the settings and this one wasnt the exception for that rule. Fine tune must be done during the run, and so were done. Thank you and thanks for the kind words.
I have absolutely nothing to critisize about the campaign. In fact, I think it was thoroughly arranged with high potential for different kind of missions that a longer campaign might rise up. Extremely detailed capabilities for every type of unit regarding the signaller feytature. For example: Trying to extend the detection area in Ulithi sector, I arranged a Daihatsu landing craft with fuel and loaded with a radio truck. As the truck has signaller capability and a detection range I supposed was the same as other units, aircraft and shipping, I sent it to one of the southern rocks of the atoll. In the next mission the craft arrived and disembarked the unit and the supplies. Just to let you know, all this operation took a couple of missions as
the craft had to move from one island to the main one before emberking the truck while the radio truck moved to the embarking position. Well, once disembarked, the radio was ready to detect any enemy unit within range, expecting the US Navy will close the atoll from the SE. Two missions later I noticed that the radio truck could detect only enemy ground units... and close enough to smell the lubricant oil of their weapons. Things like this make every campaign substatially more intense than you expect. Probably the designer would have known all this, but for the simple player who deals with a lot of units, its a constant learning trip wich intensifies the commanding task. Luckily, as I always say, they are just pixeled lifes and material. But once you are involved in the campaign, the become part of you.
Things to be improved, I have to say the change location feature. I have resupplied and sent back to duty some ships using this in the last mission. Jumping out up to 10 kms is too much. I havent noticed before this mission and so the oiler was able to reach Yap and refuel several ships. The DD freight capability and the internal tanks fuel distribution made things easier but, probably, unrealistic. Refuelling an airbase with heavy fuel, being useful is unrealistic but saved our brave pilots to stay grounded for one mission. Also a weird problem in the fuel transfer from units to fields helped a lot. Anyway I think its already fixed by 4S. I remember you again, Mike, about the high octane fuel as a special item to deliver.
I like a lot the submarines different fuel consumption rate when submerged and surfaced. Took me till this last mission to remember and make better use of.
The sea tender is also good as a movable recon platform. I've noticed the recovered planes are ready for the next mission without delay. Don't know if intentionally or not.
Would be good to plot a trip for the ship but as scrambler if the recon flight detects enemy activity, as the taking off plane crashes if the ship moves right from the beginning.
In short, t has been a great campaign carefully detailed.
Looking forward for the next one.