View Full Version : War In The Pacific (Grigsby's monster)
WussGawd
07-18-2004, 01:34 PM
I took the plunge on this one yesterday via Digital Download. This isn't a review as such, as I'm still forming impressions about it, but I thought I'd give you my initial impressions on it.
Price/Downloading
The price, $69.99, is the most I've ever paid for a computer wargame. Is it worth it?
The game is available only via Digital Download at the moment. Matrix does offer a CD Backup for $9.99, and apparently will throw in a DVD style case starting in August, when they make it available via CD. For those thinking of downloading, imagine SPWAW. 466 MB. Took me about 35-40 minutes via Cable modem. Full install measures a little under 600 MB in HD space, which I thought surprisingly small.
System Specs
Yep, Grigsby's done it again...designed a game that will push your system to the limit. Just for the record, so you can see how your machine measures up, here are the system specifications for my Dell Laptop (I don't have a desktop box, other than a really old one I keep for running some favorite old DOS games).
Dell Latitude C840
Pentium IV, 2 Ghz
1 GB of RAM
64 MB Nvidia GeForce 4 video chip
80 GB Internal Hard Drive.
Opening the Box (Manual, interface, etc).
Manual: There is no printed manual as such, Adobe Acrobat only, I'm afraid (I'll probably print the manual, haven't done it yet). The manual is 220 pages. Heck, the tutorial guide, which is separate from the manual, is 66 pages. There's a third PDF for the Game Editor Manual, but since I don't see myself using it, I haven't looked at the size.
Like most of Matrix Games' manuals, it's refreshingly detailed, harkening back to computer wargames in the 80's, before companies became cost conscious. It's refreshing when you consider the dreck that most companies include with their games as user manuals.
Iinterface:
Basically, Uncommon Valor with a few more buttons to reflect that you are now playing a theater instead of playing a smaller operational area. Conveniently. The interface, like UV's, is far and away the best Grigsby's ever done in a game (albeit, that's a lot like being the best ballerina in Galveston, relative to Grigsby's other games).
Scenarios and Gameplay
One of the big concerns for me was managing a game of this scope. Make no mistake about it. Gameturns in the Grand Campaign take a lot of time. I could see it playable as PBEM, not really so in other ways.
Happily, there are a variety of smaller scenarios (15 in all), some ranging from a couple of weeks (Coral Sea, which is virtually identical to the same scenario from UV), to several smaller six month campaigns, and a 4 different campaigns that start with later start dates and run to war's end.
I haven't really had a chance to get a feel for the competence or lack thereof for the AI yet, so I can't offer much.
That's it for now. I'll post more as I get the time.
WussGawd
07-18-2004, 04:58 PM
Feel free to ask questions on it. I'm playing the Rising Sun scenario right now.
Peregrine
07-18-2004, 09:52 PM
Sheesh, 70 bucks, that game better be on a solid gold CD with a jewel encrusted manual!
sachmo71
07-20-2004, 09:39 AM
Sheesh, 70 bucks, that game better be on a solid gold CD with a jewel encrusted manual!
It appears that to get a CD, the game will cost you $80.
How is the game going, guys?
Too detailed to be fun?
Fritz
07-20-2004, 10:32 AM
I have the game near the top of my buy list. I reckong I will pick up after the first wave of game play patches come out.
How are the logistics in this so far?
hukarez
07-20-2004, 10:39 AM
Anyone have a link to this? I'd like to check it out.
WSUCougar
07-20-2004, 11:12 AM
How are the logistics in this so far?
"Logistics? We've got logistics coming out of our ears!"
sachmo71
07-20-2004, 02:36 PM
"Logistics? We've got logistics coming out of our ears!"
Carroll O'Connor is greatness.
WSUCougar
07-20-2004, 03:24 PM
Carroll O'Connor is greatness.
Hey...did you lose my aerial photographs?
:D
WussGawd
07-21-2004, 12:02 AM
I have the game near the top of my buy list. I reckong I will pick up after the first wave of game play patches come out.
How are the logistics in this so far?
Complex. Very complex. It's a good thing, like in Grigsby's old game Pacific War, that the AI handles the routine stuff. Otherwise, the game would consist of setting up supply convoys, interrupted by occasional task force instructions.
Frankly, I'm in it up to my eyeballs. May be able to post something more coherent by the weekend. I've been spending a lot of the week volunteering for Kerry-Edwards out here.
WussGawd
07-21-2004, 12:04 AM
It appears that to get a CD, the game will cost you $80.
How is the game going, guys?
Too detailed to be fun?
Truthfully, if you have a CD burner, I'd skip the $10. What you get is a CD with the file burnt on it in a plain vanilla white CD mailer with a generic Matrix Games label stamped on the CD. Nothing special. Might be great for somebody who doesn't have a burner though.
Fritz
07-21-2004, 06:15 PM
aw heck - downloading now
---
WG-
looking at the screens I see the battle board. I had forgetten that UV had this, I turned it off after a turn or two. Do you play with it?
WussGawd
07-21-2004, 08:43 PM
aw heck - downloading now
---
WG-
looking at the screens I see the battle board. I had forgetten that UV had this, I turned it off after a turn or two. Do you play with it?
If you are referring to the combat animations, I killed them real quick. I do like the summaries, even if it does seem like a festival of mouse clicks at times.
EDIT:
Cool. It'd be great to do a PBEM sometime once we both have a few weeks of it under our belts. :)
WussGawd
07-21-2004, 08:50 PM
Anyone have a link to this? I'd like to check it out.
http://www.warinthepacific.net/
or the Company web site, including forums:
http://www.matrixgames.com/
WussGawd
07-21-2004, 09:27 PM
dola. A decent beginner's guide to the game is here, from what I can tell.
http://mathubert.free.fr/
Fritz
07-22-2004, 06:43 AM
If you are referring to the combat animations, I killed them real quick. I do like the summaries, even if it does seem like a festival of mouse clicks at times.
EDIT:
Cool. It'd be great to do a PBEM sometime once we both have a few weeks of it under our belts. :)
I keep the summaries as well. PBEM would be great, but nothing too big.
-----------
The download could be made smaller if they would dump their advertising partners stuff. The alienware avi is 18mb all by itself.
Fritz
07-25-2004, 04:31 PM
Just reading through the Tutorial now. It looks like 2x3 as added some good features.
Wish I was a rich shutin so I could attempt to play the full game.
WussGawd
07-26-2004, 08:14 PM
Just reading through the Tutorial now. It looks like 2x3 as added some good features.
Wish I was a rich shutin so I could attempt to play the full game.
:D
I hear that.
Fritz
07-26-2004, 08:23 PM
setting up the tutorial now. Big fucking tutorial.
I keep getting crashes when looking at american ships. Well, when I go to look at the air wings on the US CVs.
So far, I like the scale. I like the aditional mission speeds, I like that air transports can pull troops and not just push them, I like that changing commands and commanders is a cost item. I like that bases can be developed to be large enough to support mine/torpedo loading.
WussGawd
07-26-2004, 08:37 PM
Fritz, looks like they've got an interim patch up on Matrix Games' site to deal with the Tutorial crash. Go to the forums for WITP and look for the sticky-ed note mentioning Tutorial crashes.
Fritz
07-27-2004, 07:03 AM
ack, you have to start the tutorial over!
Fritz
07-29-2004, 10:35 AM
okay, I started the scenario that takes place from dec 7 to mar 1 in the sw pacific. In this scenario the Japanese side wants to take over the PI, DEI, Malaysia, etc. As the Japanese you get a crapload of troops and troopship, but not many warships. I reckon most of them are with the Pearl Harbor fleet. You have plenty of air power, but much of it is older and land based. You start with one CVL.
The scenario has a large feel but is manageable. I am not sure how much larger I could do and still feel like i am not ignoring critical areas just to get on with things.
hukarez
07-29-2004, 09:17 PM
$69.99....
That's quite a price. I checked out the website and all...am I correct in assuming that this is modeled after some tabletop game? In any case, this seems rather immense. Replayability sounds like it's off the charts. I'm very tempted to delve into this. Or is this some second iteration of some series? Nothing else in particular that I should check out first?
Fritz
07-29-2004, 09:20 PM
the game is directly based off of Uncommon Valor. The scale is different, and many new features have been added, but there is a much more alike than different. most of the screens look the same with the newer ones having a few additional options.
hukarez
07-29-2004, 09:30 PM
Ahh. So rather than choose Uncommon Valor, this War in the Pacific would be a much better choice then. It seems this game, as well as some 'Steel Panthers' game on that matrixgames website run for the same price. I'm guessing by all the posts here, the high price warrants a purchase!
EDIT: I think I'm going to cave in, before I change my mind for the Nth time. I find lengthy, gigantic scope games to be compelling the more I keep reading boards and the like about this. Of course, I'll probably get schooled for the rest of the summer...
Godzilla Blitz
07-29-2004, 10:28 PM
It seems this game, as well as some 'Steel Panthers' game on that matrixgames website run for the same price. I'm guessing by all the posts here, the high price warrants a purchase!
Steel Panthers is free. The $69.99 price is if you want a disk with the set of their four campaign add-ons for the basic game. I would download the basic game for free first. There is a ton of free gaming (scenarios, basic campaigns, etc.) in the download. If you really like that, then you can buy the add-on turbo campaigns later.
hukarez
07-29-2004, 10:40 PM
Steel Panthers is free. The $69.99 price is if you want a disk with the set of their four campaign add-ons for the basic game. I would download the basic game for free first. There is a ton of free gaming (scenarios, basic campaigns, etc.) in the download. If you really like that, then you can buy the add-on turbo campaigns later.Thanks for the heads-up. I got a bit confused, with different boards stating a few things. I caved in, downloading the WITP game. First time newbie, I suppose. I figure, this might help while away a rather humid weekend. I'll find out in 40 minutes!
Fritz
07-30-2004, 07:04 AM
one thing about a gmae like this: you cant measure the gameplay in terms of hours to finish. you need to measure it by your attention span. if you have a long one, the game will be an incredible value.
I do not have long one....
WSUCougar
07-30-2004, 10:21 AM
I do not have long one....
Must...resist... :o
Fritz
07-30-2004, 11:50 AM
Must...resist... :o
I absolutely expected to get a bite on that one. If I were a might hunter, you would be my wabbit.
Fritz
07-30-2004, 05:11 PM
Patch v1.20 is out. you need to register as a member on matrix, then register the game to get it. the patch is 119MB.
In passing, I remember a little more than 10 years ago when I managed a server with less than 120 MB of storage.
hukarez
08-01-2004, 02:48 AM
Hmm. Went to the site - seems there's a Patch v1.21 out as well. Something about sound issues, I suppose. Only 9.3 meg.
wbatl1
08-05-2004, 01:26 PM
hukarez-how is it to play as a first time player? hard to get the hang of? can you save at all points of the game(like all times during a turn)?
Desnudo
08-05-2004, 04:04 PM
one thing about a gmae like this: you cant measure the gameplay in terms of hours to finish. you need to measure it by your attention span. if you have a long one, the game will be an incredible value.
I do not have long one....
I think you need to measure not by attention span, but by your social interactiveness. If you don't work, have no friends, and don't have any other hobbies or activities, this game is right up your alley. I've seen some long haul games like Champ Manager before, but this one takes the cake.
hukarez
08-05-2004, 07:41 PM
hukarez-how is it to play as a first time player? hard to get the hang of? can you save at all points of the game(like all times during a turn)?
I think you can save at any point in the game and all. It's time consuming, that's for sure. I'm still on the tutorial...and I think I just went through about 4 or 5 turns. I've never played any of these games before, by the time I wrap up a couple of turns, I save the game and try to figure out what the hell it is that I just did.
I'm pretty sporadic in terms of playing the game - it's something that'll definately take up your time if you're really into it. I would read the manual...if I could just have it printed out, but 200+ pages is a bit over the top for me. I don't even think the laserjet at work has enough ink.
Still - I don't know when I'll finish the tutorial. The game takes awhile getting used to; at least, for me. I can understand a few concepts and what you have to do and all, but the little acronyms in the game are things I've had to look up in the manual. I think I'll run it in Windowed mode, so I can have the manual to click to for reference.
While my system exceeds the minimum requirements - it does take sometime to go through a turn on the CPU end. Lots and lots of processes!
Fritz
08-05-2004, 08:34 PM
on manuals: most printers will alow you to print 2 pages acrobat pages to one paper page. Cuts down on the paper and ends up about the size of a pre-printed manual.
hukarez
08-06-2004, 09:01 PM
on manuals: most printers will alow you to print 2 pages acrobat pages to one paper page. Cuts down on the paper and ends up about the size of a pre-printed manual.
I've been considering this lately. I recall back in the day, some folks used to have '4 pages' on a page, akin to 2x2 format. Though, I think that would probably be a bit 'unreadable', depending on the zoom I'm sure. Still, I don't think there's enough paper at work for me to print out anything near 100 pages. At least, not until the next supply run.
Fritz
08-11-2004, 03:04 PM
just finished reading the manual. oooof, what a bunch of stuff to know.
Started the 43-46 scenario. As the allies, I have passed control of the India, China, and Russian theaters to the AI. I spent the better part of last night just looking at my bases. Tonight I may issue some orders.
sachmo71
08-11-2004, 04:20 PM
just finished reading the manual. oooof, what a bunch of stuff to know.
Started the 43-46 scenario. As the allies, I have passed control of the India, China, and Russian theaters to the AI. I spent the better part of last night just looking at my bases. Tonight I may issue some orders.
Yikes.
Fritz
08-11-2004, 08:28 PM
I ought to start a dynasty, but it would have to be sweeping rather than detailed.
WSUCougar
08-11-2004, 10:01 PM
In the beginning, there was the Pacific. And Fritz saw that is was good.
And there were many bases in the vast reaches of the Pacific. And Fritz saw that these were also good.
And he looked forth upon the expanse of his realm, and he spake thusly: "Send two squadrons of Brewster Buffaloes to Midway!"
And this was not good.
Fritz
08-12-2004, 05:43 AM
In the beginning, there was the Pacific. And Fritz saw that is was good.
And there were many bases in the vast reaches of the Pacific. And Fritz saw that these were also good.
And he looked forth upon the expanse of his realm, and he spake thusly: "Send two squadrons of Brewster Buffaloes to Midway!"
And this was not good.
did you get put on meds or something recently? you have been hillarious as of late.
Fritz
08-12-2004, 05:43 AM
dola
I want to spake more
WSUCougar
08-12-2004, 08:09 AM
did you get put on meds or something recently? you have been hillarious as of late.
I turned 40. Everything's a riot since. :D
WussGawd
08-12-2004, 10:22 PM
In the beginning, there was the Pacific. And Fritz saw that is was good.
And there were many bases in the vast reaches of the Pacific. And Fritz saw that these were also good.
And he looked forth upon the expanse of his realm, and he spake thusly: "Send two squadrons of Brewster Buffaloes to Midway!"
And this was not good.
:D
Anybody know how to clean up spewed Diet Vanilla Coke off of a keyboard and LCD? :redface:
Prober
08-14-2004, 07:20 AM
Hello everyone
Here marks my virgin post on these boards. Usually more of a lurker than poster, but wanted to chip in on this thread. I finally completed the purchase, backed out a couple times, and am now slugging away at the tutorial. So far, Im pretty happy with the game. I can see this one cutting seriously deep into my online league time. Hope you continue to post your thoughts/reviews on this game.
I also downloaded the PacWar game. I lost many hours to that game as well a long time ago. I just dont remember those graphics looking so bad as they do now.
Later
Les
Fritz
08-14-2004, 09:53 PM
welcome prober.
I am 2 weeks into the 43 scenario now. My inital moves were focused on:
Capturing Kiska in the north
Raiding Wake, reinforcing Midway, and starting a buildup on Baker in the central.
moving up the solomons in the south
harasing shipping in the south west.
Kiska fell, but I have yet to rid the island of the Japanese
Baker will serve as an advanced air base assalting Tarawa, etc in the central. My engineers and aircraft are still a week away from landing there though.
The start of a move up the solomons unconverd a carrier strike force which I fortunately was able to bring dive bombers and later pt boats on. I think I have damaged all three carriers and am I am currently debating the wisdom of throwing some Battleships and cruisers against them. The task force has a battleship with it, and it will surely maul something if I get in close. I am hustling a carrier force of my own up, but will have to expose it to ground based aircraft.
I have also started the daunting task of getting hords of transports in montion. I have supplies and fuel moving all over the map, and am attempting to move several air groups into the solomons region to support an agressive drive.
One thing about this game, it is not for people that need instant gratification. Even if you do something well (I may have sunk a carrier) you often dont find out about it for 30 or more turns.
hukarez
08-14-2004, 11:47 PM
Hello everyone
Here marks my virgin post on these boards. Usually more of a lurker than poster, but wanted to chip in on this thread. I finally completed the purchase, backed out a couple times, and am now slugging away at the tutorial. So far, Im pretty happy with the game. I can see this one cutting seriously deep into my online league time. Hope you continue to post your thoughts/reviews on this game.
I also downloaded the PacWar game. I lost many hours to that game as well a long time ago. I just dont remember those graphics looking so bad as they do now.
Later
Les
Well, if you're playing the Tutorial...you'll most likely get through with it than I will. I'm on the brink of considering a 're-start' or what not, as I think I've severely got a TF group of ships that are in need of serious repair.
Just for shits and giggles, I thought I'd keep relatively on the 'low-down', and hope that docked TF would get some repairing going on, but no go.
I did, however, manage to figure out the whole 'CAP' thing and have been defending well against the Japanese through the air at the most. I just can't figure out why my docked ships just aren't repairing. Not a single point of damage repaired. I've checked to see if I had other TFs in the hex that were docked, and they weren't.
I'm going to have to skim through that manual again...
Fritz
08-15-2004, 06:38 AM
Just for shits and giggles, I thought I'd keep relatively on the 'low-down', and hope that docked TF would get some repairing going on, but no go.
I just can't figure out why my docked ships just aren't repairing. Not a single point of damage repaired. I've checked to see if I had other TFs in the hex that were docked, and they weren't.
take them out of the TF
you are in the port size 9 location? In any case repair is slow. I have BB in Seattle with 50 Sys damage. not one point has been repaired in 2 weeks.
hukarez
08-15-2004, 10:37 AM
take them out of the TF
you are in the port size 9 location? In any case repair is slow. I have BB in Seattle with 50 Sys damage. not one point has been repaired in 2 weeks.
I'll have to check the port size location, I know it's been upgrading slowly but surely in size, I think. So disbanding this TF is the way to get ships to be repaired? I'm glad the fires are finally out on a couple of those destroyers.
Mind you, I'm still on the tutorial! :eek:
Fritz
08-15-2004, 11:47 AM
I think I read that ships in TF repair more slowly, which is understandable
I'll have to check the port size location, I know it's been upgrading slowly but surely in size, I think. So disbanding this TF is the way to get ships to be repaired? I'm glad the fires are finally out on a couple of those destroyers.
Mind you, I'm still on the tutorial! :eek:
WussGawd
08-16-2004, 07:55 PM
I think I read that ships in TF repair more slowly, which is understandable
Fritz is right. This bit is right out of UV. Ships in task forces will repair flotation and fire damage more slowly, and (in my experience) won't repair systemm damage at all.
Fritz
08-17-2004, 08:23 AM
ABOUT 3 WEEKS INTO THE GAME:
things are slow. I have moved up the solomons a tad and launched some daring surface raids that have destroyed a fair number of transports along with some DDs and a CL (not to mention the CVL I sank). my advanced base on Vela Levella (sp) has a small airfield with some fighters on it. the next step will be to put some dive bombers in play. Once this is done, I will have a division land a little further north. To support the drive I have moved another CV and a CVL into the theater.
My baker buildup is slow. I sent engineers without aviation support ability, so my planes are not in action yet. as soon as another E unit gets to the island I will start moving a 2 DIv assault force into the area to take one of the islands around tarawa.
Again, the game is tediously slow in many cases. When things happen, the all seem to happen at once.
Fritz
08-18-2004, 09:54 AM
A couple of days into August 43 (Perhaps this should be in dynasty section, but I am trying to find learning points as well)
The damn Japanese bomber range is exceptionaly long, so any US invasion force must have covering fighter protection. The problem is long range CAP is not that long so you have to trot out the carriers. Bringing out the carriers means you also need to bring out CLs (light cruisers) and DDs to act as a screen. Because you are so close to some heavy Japanese ships, you need to build a surface (Battleship) force to support the landing and also to beat off any Japanese surface ships that might want to engage the US carriers. Lastly, you need to build some asw groups to patrol for japanese subs that will move towrads the US carriers.
The US forces in the area include 2 CVs 2 CVLs and 4 CVEs
The CVEs are escort carriers and have a top speed around 18 knots. They are good for providing aircover to convoys, but not so good for front line service.
The CVLs are light carriers. They have a large fighter group and moderate bomb or torpoedo group.
The CVs are front line carriers. The two in the area, Saratoga and Essex, are different class ships. The Essex is newer and more powerful and can conduct operations longer.
My Carrier Task forces are based around a CV and a CVL with the CVL providing long range CAP. I also throw in a few cruisers and destroyers to provide AAA support and screening. One would looks something like:
CV
CVL
CA
CL
CLAA
DD
DD
DD
DD
DD
but I dont know how a good a mix this is.
Unless I plan to run strikes at bases that I suspect will have strong air cover, I tend to set my CAP level from the CV high, at something like 60. I would rather my dive bombers and torpedo bombers take losses than have my carriers knocked out of action.
Fritz
08-19-2004, 07:25 AM
The tactics for using the two air combat groups covering a landing force make use of the Essex greater durability.
The Saratoga TF is part of the intial attack. This TF should operate for about a week before it will have to retire. This depends entirely it avoiding damage and its aircraft remaining functional. The Essex will move int orelive the Saratoga around day 6, or Day 5 if the Saratoga has been heavily engaged. By this time the Japanese will be reacting, so having the stronger force available will help.
The Saratoga will retire to replenish and return in 5 or 6 days to replace the Essex.
When retiring and rotating Carriers like this, I try not to send them too far away. Once identified by the Japanese, the Carriers will start to attract attention. Japanese Battleship, cruisers and/or carriers will move into the area and the second carrier group can be used to engage these forces.
------------
Yesterday night I played 3 days. A force of cruisers tried to slip down the protected west side of the slot and come up under my Buin invasion force.
Bad timing for the IJN as a combined force of about 200 dive bombers was available in the area. The cruiser force suffered heavy damage and slid into Munda. It just happened that I had planned a major PT boat raid on Munda to engage an expected barge flotilla.
I know the IJN lost 3CA and a CL, and I think there may have been a few other ships lost that I will not know about for a while.
sachmo71
08-20-2004, 09:00 AM
Nice going, Fritz!
klayman
08-20-2004, 10:07 PM
Damn you, Fritz! Now I gotta find some money.
hukarez
08-21-2004, 11:40 AM
Good grief.
It hasn't even been a full month yet, and I find myself stuck on the blasted tutorial. The whole System Damage thing was a bit deceiving for me - I figure "Systems" were a pretty important thing on a ship, at the least.
Still, I've been biding my time between inspecting the manual online (haven't gotten around to printing out 4 pages on 1 with the acrobat thing), as well as examining and re-locating my TFs. I might spend the next 2 turns issuing orders or what not.
I'm presently on that v1.21 patch that was out on the forums - though, I'm beginning to wonder if the tutorial ever does have an 'ending' of some sort? Still, I'd like to accomplish it - before I got on a much grander scope with one of the campaigns or the like.
Fritz
08-21-2004, 09:16 PM
The tutorial is not meant to be treated as a game. It just has some lessons that may or may not have results.
Fritz
08-21-2004, 09:20 PM
I am learning a lot about ground combat and amphibious invasions. Evidently I suck at both.
I have a division stuck in combat at Buin. I have decimated 1/2 of a division on a botched amphib of Tarawa. On Munda I was stuck with 1 division, but I added the 3rd Marine div to the mix and am slowly making some headway.
Lesson: Be prepared to commit overwhelming force to an area. Do not go in too thin.
This would be the basic principle of mass.
Fritz
08-22-2004, 02:03 PM
Well, end of Aug 43 and 2 full Jap. CVs are listed in my ships sunk report.
Fritz
08-25-2004, 02:32 PM
read this:
http://www.matrixgames.com/default.asp?URL=http%3A//www.matrixgames.com/forums/tm.asp%3Fm%3D661020%26mpage%3D1%26key%3D
sachmo71
08-26-2004, 08:26 AM
read this:
http://www.matrixgames.com/default.asp?URL=http%3A//www.matrixgames.com/forums/tm.asp%3Fm%3D661020%26mpage%3D1%26key%3D
That's pretty cool. I'll have to read the whole things when I get some time. Maybe you could do the same sort of thing here? Please please? :)
Fritz
08-26-2004, 08:44 AM
That's pretty cool. I'll have to read the whole things when I get some time. Maybe you could do the same sort of thing here? Please please? :)
I have been told I need a reading comprehension class. Follow that I would need a writing comprehension class first.
sachmo71
08-26-2004, 10:37 AM
I had no trouble following your dynasties before.
Market-Garden and Korea were excellent.
Anyway, it's just one request. From someone with an old computer. That can't run the game. Who is poor. On his birthday. :(
:)
Fritz
08-26-2004, 11:26 AM
I had no trouble following your dynasties before.
Market-Garden and Korea were excellent.
Anyway, it's just one request. From someone with an old computer. That can't run the game. Who is poor. On his birthday. :(
:)
no doubt an old computer wont run this. On my box a turn, once you "hit the button" takes almost 25 min to play through.
Fritz
08-31-2004, 08:37 AM
Just into October 43.
SW: The Allies have been deadlocked at Salamauna with a sizable force (1 AUS Div, 2 US Regt, 2 Arm Battalions) unable to evict the enemy. Thinking that reinforcements and supplies were coming overland from Lae, I directed the 1st US CAV into battle there. In a perfect world, I will take Lae and then decimate the forces at Salamauna.
A sizable land force has been ordered to gather at Darwin for a northern thrust right into the Dutch East Indies. To support this move, a British Battleship taskforce has been dispatched from India. My scouting in this region is poor, so this may end up being a huge black hole. That said, it will only be one if the Japanese are committed to the region, which will help the Allies in other places
Witp is very much about logistics - fuel and supplies. Operations in the central Pacific are inherently cheaper in terms of logistics because they are closer to San Francisco. Keep in mind that supplies/fuel must be expended for supplies/fuel to be transported. The DEI operations are very costly in terms of supply cost.
In the South Pacific (Solomons) the Allies have been able to take over Buin and turn it into a massive airbase. From here the Allies attempted to make a landing at the north end of the island and take Buka, but they were repulsed and shifted forces to nearby Green Island. Green Island will allow Allied aircraft to dominate everything in the region, including Rabaul and Kavieng.
Earlier strikes at Rabaul revealed wounded Battleships in port. The Buin occupation forced them to relocate to Kavieng. In support of Buka landings, a powerful surface force was sent on a raid of the harbor, with the intention of sinking transports and damaging any destroyers or cruisers that may come out to strike the allied transports. To cover the landings and the raid, a 2 CV, 3 CVL task force was deployed off the west coast of Buka. The raid revealed several Battleships and cruisers, and more importantly, 3 carriers. An airstrike was able to get bombs and torpedoes on the BBs and CVs, but no clear sinkings. As I write this, the focus has changed to get everything available on the damaged ships in Kavieng. Nearby submarines have been rerouted to cover escape lanes, a second carrier force is moving up. Surface task forces are being directed to rearm at Laguna. A small armada of PT boats is soon to be assembled at Green Island for a series of (suicide) dashes into Rabaul and Kavieng harbors.
All of this activity to sink ships has generated an enormous amount of activity in the air. Each night the Allies send out strike teams to hit airbases, hoping to damage them enough to keep Japanese land based planes on the ground. These strikes are followed up by High Altitude bombing runs and fighter sweeps by day. The Japanese have been able to get planes in the air, but mostly they have been unescorted bombers who are mauled by CAP as they near their targets. Even if the Allies are unable to sink the battleships and carriers, the loss of quality pilots will make the action worth while.
WitP is detailed in many ways. To replace the losses in aircraft, a side must have like aircraft waiting in a replacement pool. Accessing the pool costs supplies (an abstraction) which the Japanese are thin on. Squadrons each have moral, experience, and fatigue ratings which affect their availability and ability. They also have a leader with ratings that affect their ability. Each pilot is also tracked and rated. As quality pilots are eliminated, they are replaced with inferior trainees who must get some OJT.
The Ships are more detailed as well with commanders and crew ratings, plus weapon systems that have ammo limits and can be damaged. Damages to ship diminish its ability to fight, defend, sail, and eventually float. Repair to a ship takes time and supplies, and some repairs can only happen in a major port.
The Japanese battleships are proving to be very hard to sink, but I have to think that all the damage they are taking will put them out of action for a while, which is almost as good.
In the central Pacific Tarawa fell quickly to the 2nd Marine Division, and Makin has just fallen to the 27th infantry Division. This gives the Allies command of the GIlberts, and hurts the Japanese ability to interdict the supply line from the US to Australia. Both ground forces are being sent back to Hawaii to rest while airfields are being constructed. From here the central will look north to the Marshals.
Fritz
08-31-2004, 11:00 AM
one minor frustration with WitP is targeting.
Sometimes I want my planes to target capital ships (CV, BB, CA, CL) before hitting transports, but the game appears to have a mind of its own.
In the case of Submaries, there are global setting for both the Japanese and the Allies. Japanese doctrine calls for their subs to let transports pass and to look for combat ships. American doctrine is opposite. If you look at ship losses in the game you can see the effect. In 3 months the Allies have lost about 74 ships. Many of them are PT boats I have sacrificed, and there are a fair number of destroyers that have taken hits when screening for the big boys on raids. The Japanese have also punished my smaller ASW craft. The Japanese sub docrine has resulted in a few of my larger ships taking massive damage, but not enough to sink them. I probably have 6 Cruisers, a Carrier, and several Destroyers in drydock being repaired.
The Japanese have lost almost 375 ships. There are perhaps 50 surface combatants (many lighter craft) in here , the result of agressive play on my part. Another 20 - 40 are submarines, the result of their tactic for strinking combat forces (allied ASW is fairly strong). The rest are transports and tankers.
As I mentioned before, enemy losses do not always go immediately on the combat lost list. I may have sent more of the combat ships to the bottom than I know about.
In the short term, Japan will still be able to field a combat force. Their long term prospects are already bleak. Without the ability to supply advanced bases, Japanese ships and aircraft will have to base closer and closer to their sources of supplies.
The implementation of this doctrine is what allowed the allies to implement the strategy of a leapfrogging island hopping campaing. Stronger Japanese outposts could be bypassed. While they remain defensable, they do not have the supplies to serve as offensive staging points.
All of that said, weakening the Japanese surface fleet is still a priority of mine, because it forces the Japanese to shift to a doctrine that stresses long range land based aircraft. Because of diminishing pilot quality, this favors the allies. It is also gratifying to see the Big Boys listed in the combat reports of ships sunk.
sachmo71
08-31-2004, 11:17 AM
Cool. Individual pilots, huh? Freakin' crazy.
Fritz
08-31-2004, 12:49 PM
Cool. Individual pilots, huh? Freakin' crazy.
yeah, I don't go down to that level much, but there is a report on leaders in terms of missions flown, and kills. The good guys get up around 10 kills and then, well, they die.
I have not done much yet, but squadrons need to be rotated between active roles, rest, and training. Some squadrons like the patrol planes or fighter squadrons in low activity areas can be ignored for a while. In more active zones you need to keep an eye on things.
sachmo71
08-31-2004, 02:20 PM
Are the pilots random names, or do they have guys like Boyington?
Fritz
08-31-2004, 03:43 PM
Are the pilots random names, or do they have guys like Boyington?
I think the pilots are all random names. dont know about the squadron leaders.
Fritz
09-01-2004, 05:59 AM
Repair and rearming:
WitP is a game of planning. Each "base" is described from 0-9 in (potential) port and airbase size. The size 9s are places like San Fran or Toyko. Most islands only have a potential of 1 (or sometimes 2) for both. THat means the game will let you build a size 1 base. Actually, you can oversize your base by up to +3 but never higher than 9.
Base size affects things port load and unload speed, number of aircraft it can support, etc. It also affects what repairs and rearms can take place. For instance, only a size 9 port (and not many can get that way) can load torpedos in subs and mines in mine layers.
Well, to keep the war going, specialty ships were developed to perform port like functions at smaller bases. The game includes ADs (destroyer tenders), ARs (Repair Ships), AEs (Supply Tenders), ASs (Sub Tenders), and MLEs (Mine Layer Escorts). These ships can be placed at smaller ports (around size 5) with ample supplies (Between 20- 50k) to service the forward fleet.
Fritz
09-01-2004, 07:38 AM
The first few weeks of October have been good for the Allies: Salamauna then Lae have fallen, Green Island has its Airfield working, a Japanese CV and BB have been confirmed sunk, and Kavieng and Rabaul have emptied thier ports since they are now on the front lines.
The capture of Lae was tremendous since over 300 aircraft were nabbed in the process.
The CAs and BBs have retreated west to the northern coast of New Guinea, and the Allies are contemplating an airdrop to sieze the port.
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I think the aircraft on Lae were stranded due to lack of supplies to repair and operate them. Seeing the effect of this, my thoughts turn to a much more agressive campaign. My strongest Air Combat Task Force - with 1 CV and CVLs is going to sail east of New Georgia towards Truk, where I hope to raid the sealanes. Some oilers will be sent behind to refuel the ships. I will also assemble 3 smaller combat task forces made up of something like 1 CA and 3 DD to hunt transports. The CVL TB squadrons will provide scouting, their Fighter squadrons will provide long range CAP over the surface combat task forces. The CV itself will be used to strike at Truks airfields and port, and deal with any main force that might come out.
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Carriers have fairly short combat durations. Each carrier has a complement of aircraft and pilots. These aircraft and pilots wear down or are destroyed and generally are not replaced until a ship makes port. The Carrier also has a maximum sortie rating (a supply abstraction I think). A sortie is 1 aircraft on 1 mission. So a 36 plane strike is 36 sorties. The USS Enterprise has a sortie rating around 450. The newer Essex has a sortie rating around 750.
All Ships have weapons with ammunition amounts. This means the big guns of a BB can only fire so much before resupply. For a Carrier Task force, the most important ship weapon is the anti aircraft gun.
A Task Force that is engaged by enemy air must be looked at between turns. If the ships are low on or out of AAA ammo, the force needs to retire, even if they have plenty of combat power otherwise. Ships without AAA will be hit, and most hits will lay a ship up for a while even if they do not sink it.
sachmo71
09-01-2004, 09:16 PM
Have you had any BB vs. BB battles?
Fritz
09-02-2004, 07:20 AM
Have you had any BB vs. BB battles?
No, but not for lack of trying.
Task Force commanders have several ratings, but what you see is "Capt X is a promising and cautious (or agressive). He is best suited to command a ________ fleet."
Most American commanders are not agressive. This means they tend to retire from direct combat rather than seek it.
The Battleships I have wanted to take on have been weakened by bombs. My surface task force was 3 BB, 2 CA, 2 CL and 6 DD. The force I wanted to engage was made up of something like 4 BB and 2 CA. My guy would not attack it.
Fritz
09-02-2004, 10:14 AM
My targeting frustration grows....
I drove my main carrier task force in the South Pacific directly to Truk and struck 4 transports with 60 bombers (dive & torp) which is a little overkill.
Meanwhile, under 100 miles away, 4 crippled BBs and 2 CA were scooting northward to the security of a faraway port. Planes from my task force had spotted them, but my TF leader evidently decided to go after the transports. Grrrrrr. Putting these guys down would go a long way towards securing the region.
What I fear (though I should not from the AI) is that the Japanese could use a strong surface force to raid my transport lines, or that they could be used to break up an invasion.
The only real plus side is that the Japanese will have to expend resources repairing the ship. A sunk ship would not pull from resources.
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My goal has been to send 100 ships to the bottom each month. By October 20, my total is 433 known ships sunk, which means I am over quota from July 1. Of course I can't keep that sink rate up forever, but another month or two of that will cripple the Japanese ability to supply his outermost forces.
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I am gathering forces in Hawaii for a pair of landings in the Marianas. My plan is to grab unoccupied islands and quickly build some airstrips. As these airstrips grow, the bases will get some fighters for island defense, then some more for long range CAP, then some dive bombers for local sea lane interdiction, the some level bombers to start hitting the Japanese bases in the area. Each will also get a seaplane tender to get some long range scouting up.
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In the south west, I am close to establishing some bases off the western tip of New Guinea. From here the Allies will use airpower to control the sea lanes. The region is rich in oil, and stopping the flow of oil back to Japan will hurt their heavy industry. I plan to invest about 40 ships, 12 squadrons, and 3 divisions into the area. If the Japanese try to match this then I will deploy a 15 strong submarine force into the shipping lanes.
This strategy means that my main effort against Japan will come from the Central region, unless I chose to develop the mostly quiet Northern (Alaska) section. Unless opportunity dictates otherwise, the Phillipines will remain Japanese for the duration.
sachmo71
09-02-2004, 11:08 AM
So there is not targeting priority menu? That sucks. Is it a bug?
Fritz
09-02-2004, 11:40 AM
So there is not targeting priority menu? That sucks. Is it a bug?
No targeting priority. You can set mission type, based on the type of aircraft. Naval, Port, Airfield, Gound, Escort, Sweep, ASW, recon, Naval, Transport, Long Range CAP, training.
For some missions you can set an alternate mission. If you select Naval (which is non targeted) you can set a secondary mission of Port (which is targeted). Non targeted mission leave it up to the ai (commander).
In general it would be nice if a player could set naval strike priority (CV, Surface, Transport) but you can't.
Fritz
09-13-2004, 08:27 AM
Up through the Middle of Nov 43:
I have been able to keep up the 100 ships sunk a month (an then some) with a goal of about 3 per day. Most of these are transports, though there are quite a few light escorts and submarines in the list of 530 confirmed.
The Anti submarine campaign has been so successful that I rarely get reports of sub sightings and the Allies losses to them have slowed to a trickle. The transports break down roughly into three classes: AP, AK, TK. AP ships are great at transporting people, but not so good for other things and can not transport recourses, planes, or fuel. AK are cargo boats that do well with supplies and resources, fair with people, and can transport some fuel in a pinch. TK are tankers that carry fuel and oil only.
Of the three, the AP is the least valuable as the war rolls on. APs are primarily used for troop movement, which should dwindle as the Japanese are ever on the defensive. The TK is the next least valuable. Fuel is only used by ships, and as the Allies sink more and threaten the rest, the need for fuel will drop sharply. Still, keeping fuel from advanced ports will force the Japanese to sail from interior ports, thus shortening their active sea time. The TKs also return oil from places like the DEI. Oil is processed into fuel and also is needed to manufacture and repair ships and planes. The denial of oil to Japan does help the Allies.
The AK are what I like to see sunk now. They transport supplies which become aircraft fuel and replacements as well as ammunition and replacements for ground troops., Supplies are also consumed by improving the defenses of the islands the Japanese hold. From reading the Witp Forums, the best way to take an island is to isolate it from supplies, then pound the airfield and port so that they are not useable, then bomb the defenders to get their fatigue high and morale low, then invade. Japanese AKs also transport resources (raw materials) from occupied land back to the factories of the homeland are used to manufacture and repair plane and ships.
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The allied plan for November has been to aggressively push northward in the south pacific with naval forces hoping to engage and sink as much shipping and naval force as possible. And from this I have learned several lessons.
1.) Do not push so far forward that you can not cover the retirement of a naval force with airpower. The Saratoga (CV) task force moved up the east coast of New Georgia towards Truk to disrupt the flow of supplies to and through that major base. While about 150 miles east of Truk, a sizable Japanese strike was able to put a torpedo in the side of the Saratoga. The strike was not critical and the ship was still able to steam at 22 knots, and was also able to launch and recover aircraft. On the trip back to secure waters another Japanese force was able to find the wounded carrier and put another fish in her, and then another , and then another. Badly flooding, most of her systems gone, and on fire, the Saratoga turned on her side and slid under the waves.
2.) Surface combat task forces need air cover either from nearby carriers or from land based aircraft. The Allies probably have 5 cruisers in dry-dock (out of commission) for several months due to lack of air cover.
3.) Surface combat task forces need to have some size to them to be effective. I tired forming some 3 Destroyer or 3 destroyer and 1 cruiser TFs to raid the north of New Guinea. On several occasions surface action has resulted in badly damaged or sunk ships for the allies, with losses to the Japanese but not of the severity I had hoped for.
All told, the big push in November has resulted in a sharp jump in the Japanese loss rate. However, the loss of a Carrier, Cruiser, and 5 Destroyers is a steep price.
The Carrier loss is not critical, but it does impact operations. Currently the Allies maintain 2 CV task forces in the South Pacific, and 2 in the Central Pacific. The allies also have 1 CV at Pearl Harbor being repaired, but it is probably out of the picture for 2-3 months. Having one fleet carrier more would allow the Allies to dedicate a TF to the SW (DEI) area, or to rotate CVs in and out of repair status.
sachmo71
09-13-2004, 09:58 AM
Well, that's a better end for Saratoga then being blasted to pieces at Bikini. :(
Fritz
09-13-2004, 10:25 AM
Well, that's a better end for Saratoga then being blasted to pieces at Bikini. :(
When she sank, a CV replacement named Saratoga appeared in the Ship replacement log. I think she is due sometime in the first half of 45. By July 45 I think I have 5-6 full US CVs joing the War in the Pacific, and a number of the smaller CVLs as well.
Just as I was losing her, the CV Franklin became available in San Fansisco, so that lessened the blow.
Fritz
09-13-2004, 10:35 AM
Small note:
It turns out that Ground units have this "Destination" setting. Just figured out that it means "plan for operation at ____ location." For instance, if you plan to use the 1st Marine Division at Iwo Jima, you would set the destination to Iwo Jima. The more time you give a unit to plan for an operation, the more effective they will be.
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As I look to the DEI my first real combat step is to take Timor. Timor has 3 bases - East West, and Central - with a road linking the three. I already own the east, so I split the US 6th Div into 3 regiments and sent one to the island's easternmost base. I then set their operations for the central base and sent them marching. Of the two remaining regiments, one was set to planning for the central base and another to the western base. When the marching force is near the central location, I will use an amphibious attack to bring the other regiment into battle. Then the western base will follow.
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Another important thing to consider with ground units is they do not fair well left in the field or in advanced/undeveloped positions. Poorly planned combat on munda drew 3 Divisions into the fighting. I have already retired the 37th Div to Noumea to rest and refit, and the 1st and 3rd Marine Divisions will be relocated rearward shortly. Not sure how long a refit takes, but it could be several months.
sachmo71
09-13-2004, 01:06 PM
Skip the little islands...go for the bigguns!! :D
Fritz
09-13-2004, 03:48 PM
Skip the little islands...go for the bigguns!!
There are probably some different ways of handling the island hopping campaign.
Each location is rated in actual and maximum port and airfield size. The actual size affects many things, but perhaps the most important is how many and what types of aircraft can use the airfield. The Heavy bombers and large squadrons need big strips or very few planes will be available for use.
Right now, all I need are smaller islands I can base fighters and dive bombers on. When I get withing range of some of the big targets, the allies will need substantial bases.
So currently, my strategy is to take unoccupied places and develop them into bases, completely bypassing (where possible) Japanese held bases. My logic is I can isolate the bases easier than I can take them.
Of course, there is much i do not know about the game, and so my desicions may turn out to be very poor.
Fritz
09-14-2004, 08:21 AM
Developing the Western Pacific's Airpower is slow. I am attempting to go up the North Face of New Guinea and into the DEI. There just aren't enough fighter squadrons to go around.
On Timor, my westen base was given a small squadron of Austrailian Spitfires to cover the port as a base force and Engr battalion unloaded from port. Well, the 6 spitfires could not stand up under the strain of an all day attack by Japanese forces in the region and Betty bombers hammered the Allies small transport force, sinking all 6 of the cargo ships.
In the big picture, I have plenty of shipping. In the region, the loss of those ships sets me back. The allies now will have to move other ships into the area, which may take a few weeks.
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I have retired the Carriers from northern New Guinea. On CVL was torpedoed by a Japanese submarine and will be laid up for a few months. The Carriers are going to Brisbane and Sydney for some maintenace, then the Enterprise Task Froce will move up to support operations in the DEI. The Intrepid TF will move up to support a planed thrust in the South Pacific.
In the Central Pacific, US forces are a day or so away from invading the apperently unoccupied Bikini Atoll. This will give me two bases in the Marianas region. I think this will be enough to force the Japanese to either fight for the region, or let their forces die on the vine.
sachmo71
09-14-2004, 10:06 AM
The showdown is coming.
How many carriers do they still have?
Fritz
09-14-2004, 10:30 AM
Not sure. I have put 4 CVs and a CVL on the bottom, so there must be several CVLs and CVEs as well as a few CVs left in the mix. The Japanese CVs are all about prestige now anyhow. The land based air (LBA) is a bigger threat. The Japanese planes have tremendous range and solid hitting power. The allied fighters are much better at this point, as is the pilot quality, but everything has to have some sort of aircover of the Japanese LBA will thrash it.
Fritz
09-14-2004, 10:59 AM
Two things I just learned:
1.) each base has a Air Ballance (AIRBAL) rating that shows up when you mouse over the icon. This indicates which side has air superiority over a base. A positive number means your side and a negative number means the enemy. The number you see is not absolute, but a good guide.
2.) Each airfield has some limitations on how many aircraft it can effectively host. if their are more than 50 x airfield size (1-9) then only 1/2 the aircraft can sortie that day. If it is more than 100 x airfield size, only 1/4 of the aircraft can sortie that day. This rule means that a small base can not be used to dominate a region. Even a size 4 airbase can only host 200 planes effectively.
I think "planes" is actually "plane equivilents." A heavy bomber may count as 2 -4 planes for this purpose. These means some of the 100 plane bomber formations that will appear later in the game take up a lot of space. As it is, the 4 50 plane B-24 squadrons at Port Moresby might need to be dispersed.
sachmo71
09-14-2004, 12:08 PM
Can you split the squadrons, Fritz?
Seems like they left a good bit of the mechanics in the game from War in the Pacific.
Fritz
09-14-2004, 01:33 PM
Can you split the squadrons, Fritz?
Seems like they left a good bit of the mechanics in the game from War in the Pacific.
Well, yes and no. Some squadrons may be split, but I think only one half will get replacements and such. If the squadron parts are in the same place they will merge. Last night I had 4 planes from VF-42 in one austrailian city and 12 in another. by the next turn the 4 had moved (by rail I assume) to where the main squadron was located.
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Grigsby is not too proud to reuse parts of one game in another. Steel Panthers was heavily based on a game he put out in the mid to late 80s.
Fritz
09-15-2004, 07:44 AM
Can you split the squadrons, Fritz?
The large squadrons (48+ planes) split into 3 sub units. In this case the parent unit is acutally a group and sub units are "squadrons."
One B-24 group was split and spread the sub units out to 3 airfields. A P-47 fighter group was also split up and spread out as well. This arrangement seems to be much more effective. In several boimbing raids, my formations are no longer taking massive damage and unit fatigue and moral is staying high. Damage, Fatigue, and Morale were a problem.
With this new approach to deployment, one B 24 group has been transfered along with 1 P-38 group to Northern Austrailia to support a DEI offense. A P47, P38, and 2 B24 groups remain in NG. 1 B24 group and 1 P38 group have been returned to Brisbane for extended training. These will be used to rotate the groups as combat or maintenace upgrades dictate.
In the South Pacific a B24 group is standing down in preperation for redeployment in smaller units. The same is true in the central pacific.
Thanks a bunch Sachmo!
Fritz
09-15-2004, 10:28 AM
Over the past few days most of the divisions not on the front line have been pulled back to rear areas. This is the best way for them to refit and get replacements.
Reading the manual some more I have elected to try a more planned approach to ground actions. Each Division commander has been scutinized and replaced if needed. Objectives have been decided upon and a primary "force package" has been selected. A typical force package is a ground element (Division or Brigade/Regiment) and some engineers. Each of these has had their future objectives set to the appropriate location.
For instance, The 2nd Marine Division, located at Pearl Harbor and 2 Sea Bees ENGR Battalions have been assigned to invade Wake Island. Wake is not a crutial location, but it is in the path from Hawaii to Guam/Saipan/Tinian. The island will make a good seaplane base to keep and eye on the IJN and as an ASW base. It will also make a good supply depot and advanced port so my ships will not have to go all the way back to Pearl to rearm. Lastly, and perhaps most importantly, Wake can serve as an emergency repair port for ships damaged in combat. A stricken ship with flooding and fire damage will be able to pull into Wake for enough repairs before making a trip eastward.
The invasion of Wake will also season the men of the 2nd Marine Division before their next use.
The new "planning" doctrine will keep Divisions from any major action until at least 15 Jan 44, but should make future operations much more successful.
Smaller operations will continue.
sachmo71
09-15-2004, 11:21 AM
Who's commanding the second? Do they use historical leaders?
And I'm glad I could help you figure out the squadron issue. I'm playing the game through you, anyway. :D
Fritz
09-15-2004, 11:56 AM
Who's commanding the second? Do they use historical leaders?
And I'm glad I could help you figure out the squadron issue. I'm playing the game through you, anyway. :D
I have seen some names I recognize, like Mitchner and Fletcher in the Navy. Leaders go all the way down to ship captains, squadron leaders, and some battalion commanders. My guess is some people are real but most are fictional.
The squadron splitting idea was a big help. In NG I have designated 3 bases as A, B, and C. The A base has all of the A elements of the split air formations. As a house rule, I am trying to give a single formation one target, even though they may launch from several bases. One bombing strike had 42BG-A bomb from 30,000 feet, 42BG-B bomb from 25,000 feet, 42BG-C bomb from 20,000 feet. 277FG-A flew escort at 30,000 feet, 277FG-B flew escort at 25,000 feet, 277FG-C flew escort at 20,000 feet. Another squadron flew a sweep at 5,000 to keep the Japanese fighters low. The strike was not that successful in terms of bombs on target, but the Japanese interceptors took a beating.
sachmo71
09-15-2004, 12:00 PM
Awesome!
How does technology work? Do you get to know when to expect the B-29, or the Corsairs? How about upgrades in ship technology, such as fire control radar and torpedo improvements?
Man, I need a new computer! :D
Fritz
09-15-2004, 12:44 PM
there is an industrial componant to the game that I do not quite understand yet. You have aircraft factories that build certain modle planes and research others, but I dont have the mechanics of that down yet.
I do know that airframes enter a pool as replacements. These replacements can be used to cover squadron losses or to upgrade squadrons. To upgrade a squadron, it needs to be in a location with ample supplies. My best sucess has been rotating squadrons to large bases. If there are enough aircraft to refit the squadron, then it will upgrade. Many of my Dauntless bombers have just recently upgraded to Helldivers, most wildcats have been upgraded to Hellcats or Corsairs, and many P39/P40 have upgraded to P-38 or P47s. Of course, there are also new modles within types. Some of the early corsairs are now upgrading to a newer varient.
Ground troops also upgrade.
Ships can upgrade, but the process involves them returning to San Francisco or possibly Karachi. This can knock them out of action for a while. Brand new ships are often of newer classes.
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You really do need a newish computer to run this in anything faster than real time.
sachmo71
09-15-2004, 02:10 PM
Thanks, Fritz.
Fritz
09-16-2004, 07:01 AM
Some things about aircraft production I noticed last night:
1.) The allies are doing R&D on the P51B and P51D at the same time. It stand to reason that each model is treated as a seperate aircraft and not as improvements to one system.
2.) The Allies are building a crapload of some (replacement) airframes, even though they hardly have any squadrons using them.
3.) There is some bad shit headed Japans way in the next year.
Fritz
09-16-2004, 07:30 AM
One of the problems with WitP is that you can be gamey vs the AI. Few of my transport groups have had escorts with them. The threat of Japanese attack is so low.
This means i have a TON of Sub Chasers (SC) and Mine Sweepers (MSW) sitting in port doing little. It also means I am not doing much with the CVEs I have been getting.
Well, I am going to start better escorting my transports, just as a house rule.
The CVEs will be used with the transports. I am soon to get a few more in. They will be immediately sent to the DEI area.
Fritz
09-16-2004, 08:22 AM
DEI
In Timor an amphibious landing near the central base (Dili) has revealed a very weak Japanese force. The Regimental Combat Team (RCT) that landed should be able capture the base, but the RCT marching from the east will be able to help them if need be. A third RCT will be landed in the west in the next week or so. Timor should be secure by the end of December.
<i>To service aircraft at a base, the base needs to have aircraft support points which are provided by ground units stationed there. Only two types of units provide Aircraft support: Base Forces typically support 20- 60 aircraft; and Aviation Support Engineers, which support over 200. The SW Pacific has a few "spare" bases forces that can be relocated to Timor. Aviation Support is a little thin right now. This means each base in the DEI is only good for a small squadron or two. Sea planes can be serviced by sea plane tenders, so a few have been sent to the region.</i>
The Austrailian 6th DIvision has been transfered from Gili GIli on NG to Derby in Northern Austrailia. The 3 RCTs from the 6th will be used to capture southernmost islands in the DEI. The purpose here is to roll back the Japanese from Austrailia and to help secure a shorter path from Austrailia to India.
It will be perfectly fine for the Japanese to resist in the DEI since this will force them to stretch their support lines and expose their vital shipping to air and sub attack.
sachmo71
09-16-2004, 12:36 PM
The detail is astounding.
Fritz
09-16-2004, 01:10 PM
One thing I hate doing in games is using some external tool (pen and paper, spreadsheets) to accomplish housekeeping tasks.
I think I will have to do it in WitP though (at least for ground ops). With so many operations to plan and conduct, I find myself looking for some help. What I am thinking of is a sheet of paper with an operation name, target date, forces to use and their location. It might look like:
Operation: Goldweather
Command: Central Pacific
Objective: Guam
OpDate: 2 Feb 1944
Forces:
4th Marine Division - San Francisco
273 EAB - Pearl Harbor
68th TD - Pearl Harbor
214 Navy Base Force - Baker Island
---
Not exactly sure how to get this part going. Any suggestions from the gallery?
Clark
09-16-2004, 07:33 PM
Fritz,
I'm really enjoying this thread. I wish my computer could run the game.
Please continue to post, this is great.
Fritz
09-17-2004, 07:21 AM
Thanks Clark!
I really should have all my postings in the dynasty thread
Fritz
09-17-2004, 07:50 AM
More on aircraft support points.
Aircraft support points represent the 'stuff' needed to keep aircraft flying. These are the technicians, clerks, planners, as well as all their tools. If a base has 20 support points, then 20 aircraft can fly from the base and be fully maintained. When you get to 250 aircraft support points, you can maintain an 'unlimited' number of planes. Of course, other limitations still apply.
A base with more aircraft than support points will not be able to repair all damaged aircraft. Damage includes everything from combat damage to routine maintenance. Planes are not like cars where you can operate them for a long time between trips to a mechanic.
sachmo71
09-17-2004, 09:01 AM
Thanks Clark!
I really should have all my postings in the dynasty thread
GENIUS IDEA!!!!!
:rolleyes:
:D
sachmo71
09-17-2004, 09:04 AM
More on aircraft support points.
Aircraft support points represent the 'stuff' needed to keep aircraft flying. These are the technicians, clerks, planners, as well as all their tools. If a base has 20 support points, then 20 aircraft can fly from the base and be fully maintained. When you get to 250 aircraft support points, you can maintain an 'unlimited' number of planes. Of course, other limitations still apply.
A base with more aircraft than support points will not be able to repair all damaged aircraft. Damage includes everything from combat damage to routine maintenance. Planes are not like cars where you can operate them for a long time between trips to a mechanic.
But you only get points from the support units? So how many do you have? Can you divide those too?
Are you able to get away with less support points at bases in the rear where squadrons are resting? Are there any other ill effects to having too few support points, other than less planes flying?
Will planes at a base with no support points eventually all end up damaged?
Fritz
09-17-2004, 09:50 AM
Not sure how many I have in 12/43. The allies start off in 41 with not too many, but gain a large number of base forces and a fiar number of Av support sqaudrons as the game goes along. The support froces don't split.
This is one of the key elements to the game as it forces a side to decide where key bases are.
But you only get points from the support units? So how many do you have? Can you divide those too?
Yes. I have one base with 36 support points that I run 3 bomber squadrons out of. I run each squadron about 2 days a week and have the other two resting.
Are you able to get away with less support points at bases in the rear where squadrons are resting? Are there any other ill effects to having too few support points, other than less planes flying?
Yep. One tactic is to fly a healthy squadron to a captured base in advance of support units arriving. The squadron will fly missions (CAP in this case) until all the planes are destroyed or broken.
Will planes at a base with no support points eventually all end up damaged?
----
In two game days it looks like the Allies are going to get some more units that can do aviation support. Any designated to the Central Theater are going to be transferred to SW command, and shipped ASAP to Northern Austrailia. If the Allies can establish a few big airbases there, then the region can be dominated.
Fritz
09-17-2004, 09:51 AM
GENIUS IDEA!!!!!
I will move over for the 44 year.
Fritz
09-17-2004, 10:46 AM
Interesting note:
IRL, the Americans start the war of with several Carriers in service, though a number of the are in the Atlantic. The names of the carriers sunk were eventually used to name newer Essex class carriers later in the war.
In WitP, if an older ship is not sunk, you just dont get the newer one.
----
In the next month or so, the newer versions of both the Lexington (Coral Sea) and Yorktown (Midway) join the fleet.
Fritz
09-17-2004, 11:19 AM
Reading a bunch on Carrier Task Force Philosophy. Some folks say mass them in one TF, others say 1 Carrier per TF, a few others say 2 Carriers per TF.
All of the posters use more cruisers than I do.
One thing many folks on the matrix board do is build a replenishment TF to service the TF at sea. A replenishment FW would be something like a few AOs (oiler), an AE (ammo supply), a CVE to protect the force and to provide replacement FIghters to the CVs,and some Escorts.
I will have to try that.
sachmo71
09-17-2004, 11:45 AM
Reading a bunch on Carrier Task Force Philosophy. Some folks say mass them in one TF, others say 1 Carrier per TF, a few others say 2 Carriers per TF.
All of the posters use more cruisers than I do.
One thing many folks on the matrix board do is build a replenishment TF to service the TF at sea. A replenishment FW would be something like a few AOs (oiler), an AE (ammo supply), a CVE to protect the force and to provide replacement FIghters to the CVs,and some Escorts.
I will have to try that.
This was a necessity in the old game.
Fritz
09-17-2004, 12:02 PM
what part?
Calis
09-17-2004, 03:12 PM
Just wanted to hop in and say this is probably the thread I've enjoyed the most here for quite a while. Great stuff Fritz.
Unfortunately aside from my PC not being up to the task of running this game decently, I really do think it'd be way over my head to manage. Doesn't stop me from loving to read about someone who knows what they're doing playing it!
Also reminds me, I really need to read more on the Pacific War...I've just never got into it.
sachmo71
09-17-2004, 04:20 PM
what part?
You had to create replinishment convoys to and base them strategically around the south Pacific, or you would end up with stuck carrier task forces and the like.
Nothing would fill my heart with more terror than seeing my AO convoy steaming across the ocean to meet with a fast carrier TF, only to be set upon by trecherous Japanese submarines!
Fritz
09-17-2004, 05:03 PM
Thanks Calis
By doctrine, the Japanese do not attack transports often. They save the fish for combat ships. Most of what they have suck thus far are my Sub Chasers and Minesweepers on ASW duty. Sort of a Private war.
Their subs have have crippled a pair of Cruisers and a carrier, hardly worth the number I have sunk. From what I read, allied ASW is probably too strong.
Fritz
09-20-2004, 08:15 AM
As 43 comes to a close, the Allies lose a CVE to make 100 ships lost since mid June. Best intelligence suggests the Japanese have lost close to 700 in that time frame.
An Air Wing support unit has been moved onto Green Island to support 5 Squadrons of Helldivers who are about to cripple Kaveing then Rabaul.
Base and Air support is moving to northern Austrailia to support a strong effort in the DEI. Medium and heavy bombers and their escorts are waiting for the airfields to fly from.
The 27th Infantry Division along with a massive invasion fleet is sailing for Einwetok Atol in the Central Pacific.
The 4th Marine Division is sailing from San Francisco to the Western Solomons.
Fritz
09-20-2004, 08:24 AM
Anyhow, as 43 comes to a close so does the dynasty/AAR aspects of my posting to this thread. Postings for 44 will be in the dynasty section.
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