Hi,
I've tried to save up a few hoping they are new and/or good...all for stock Scen 1
Have seen aircraft losses (from a single air battle) on three different reports: combat summary, combat report and thru the daily recap via the intel screen. Is the info on the intel screen the most accurate for enemy losses?
In WitP escorts used to fly 3k above the bombers so is that still the case, or do the escorts fly at the altitude they are assigned?
What exactly does disruption represent for a ground unit? Is it a percent of the unit that doesn't feel up to combat?
Are there oil / resource storage limits? Case in point is Shikuka. Had ignored it for a while then noticed the oil wasn't going above 30k on several turns, and there was no oil stored at Toyohara.
How did I do?
Thanks,
Scott
Good Questions?
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
RE: Good Questions?
Have seen aircraft losses (from a single air battle) on three different reports: combat summary, combat report and thru the daily recap via the intel screen. Is the info on the intel screen the most accurate for enemy losses?
I think the most accurate way to get combat losses is to watch the combat display in game and count 'em yourself.
In WitP escorts used to fly 3k above the bombers so is that still the case, or do the escorts fly at the altitude they are assigned?
Not sure, but I've read here that the escorts fly just above the raid. In my own experience I typically assign my cap% to whatever altitude I wish. The unit typically has an escort mission as well, usually thousand of feet apart (from the cap) and I've not had trouble with raids being escorted. My last turn did have one go in unescorted, but the orders were left over from the turn before. When I looked both the base and target hexes had bad weather. I ascribed this to the fact that the raid was unescorted. First one I had in a long time.
What exactly does disruption represent for a ground unit? Is it a percent of the unit that doesn't feel up to combat?
I look at this as a part of the unit that is disorganized and not in the best fighting trim. You don't want this or fatigue to be too high if you intend to fight.
Are there oil / resource storage limits? Case in point is Shikuka. Had ignored it for a while then noticed the oil wasn't going above 30k on several turns, and there was no oil stored at Toyohara.
Not sure on resources, but on oil I have seen it. You hit it on the head, Shikuka has a production of 300/day (after multipliers). The limit is x100, which is what you have. You need to be transporting this stuff back home (Honshu) young man.[:-] OTOH in my current game I set the oil at Nagoya to stockpile and its currently at 6500 where I thought the limit would have been 5000 (50/day x100). Thanks for reminding me to check as I hadn't looked lately to see if its still increasing.
How did I do?
Pretty good.[:D]
Hopes this helps.
It is seldom that liberty of any kind is lost all at once. Hume
In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche
Cave ab homine unius libri. Ltn Prvb
In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche
Cave ab homine unius libri. Ltn Prvb
RE: Good Questions?
ORIGINAL: jcax101
Hi,
I've tried to save up a few hoping they are new and/or good...all for stock Scen 1
Have seen aircraft losses (from a single air battle) on three different reports: combat summary, combat report and thru the daily recap via the intel screen. Is the info on the intel screen the most accurate for enemy losses?
Assuming you have FOW on, the most accurate report (but still not 100%) is the daily recap via the intel screen. Combat reports are very much subject to FOW and it is always a mistake to turn off combat animations and rely solely on what is provided via the Combat Report.
In WitP escorts used to fly 3k above the bombers so is that still the case, or do the escorts fly at the altitude they are assigned?
The air combat routines were extensively reworked for AE. If you want to maximise the chances of your bombers having escorts, IOW if you want coordinated air strikes, you have no alternative but to set the fighters to the same altitude as the bombers. Not doing so means at best cooperative strikes, not coordinated strikes. If coordinated the fighters fly Close Escort.
What exactly does disruption represent for a ground unit? Is it a percent of the unit that doesn't feel up to combat?
Disruption represents degradation in the unit's overall combat capabilities. In combat it is one of the factors which directly impact on combat firepower, losses and the odds of attack. It is an indicator of unit cohesiveness and is not the same thing as unit morale.
Are there oil / resource storage limits? Case in point is Shikuka. Had ignored it for a while then noticed the oil wasn't going above 30k on several turns, and there was no oil stored at Toyohara.
There is no resource or fuel storage limit. There is a 100 day oil production storage limit at the oilfield.
How did I do?
Thanks,
Scott
Alfred
RE: Good Questions?
ORIGINAL: jcax101
What exactly does disruption represent for a ground unit? Is it a percent of the unit that doesn't feel up to combat?
I can lend some insight from first hand experience; to me, this is the SNAFU factor (Situation Normal All "Fouled" Up).
In the immediate wake of combat, some things you may face include:
- Attending to wounded personnel and getting them to the rear
- Ditto for those more than just wounded, but at a lower priority
- Replacement personnel show up with no idea what to do
- Finding missing personnel and (in my experience) someone is almost always "missing" (to include hiding, run off, taking a crap in the woods w/o telling anyone, mental breakdown, etc.)
- Restoring communications -- radios break/damage and some stations likely destroyed (same for landline & field telephone in the old days)
- Leaders are missing and no one appears to be in charge
- During movement under combat conditions there are unexpected traffic jams, units get lost and many get intermingled with on another .... just sorting this out is a mess
- Confusion. No one knows WTF is going on, or what to do next -- worse if leaders are missing
- All planning can go out the window and you are in a reactionary mode
- Key equipment needs to be fixed (vehicles, radios, artillery, tanks, etc.) or destroyed to prevent capture ... if you can contact the mechanics because the radio net is down and you don't know where you are or where you'll be when they get there
- People detached from your unit get lost & are out of contact for an extended period (i.e., the truck sent to get supplies doesn't know where you're currently located)
- Items of supply run out, and others get misrouted -- and always seem to get misrouted to you
In essence, what was once barely controlled anarchy loses all pretense of order and stability. Equipment is broken or destroyed, people are lost and not sure where to go, no one seems to know what is going on, and next plan has yet to be developed.
Just remember, in each LCU on the WITP-AE map, a complete drama is being played out by imperfect people who are inexperienced (usually) and scared to death (often)
Regards,
Feltan
- Bullwinkle58
- Posts: 11297
- Joined: Tue Feb 24, 2009 12:47 pm
RE: Good Questions?
ORIGINAL: Feltan
ORIGINAL: jcax101
What exactly does disruption represent for a ground unit? Is it a percent of the unit that doesn't feel up to combat?
I can lend some insight from first hand experience; to me, this is the SNAFU factor (Situation Normal All "Fouled" Up).
In the immediate wake of combat, some things you may face include:
- Attending to wounded personnel and getting them to the rear
- Ditto for those more than just wounded, but at a lower priority
- Replacement personnel show up with no idea what to do
- Finding missing personnel and (in my experience) someone is almost always "missing" (to include hiding, run off, taking a crap in the woods w/o telling anyone, mental breakdown, etc.)
- Restoring communications -- radios break/damage and some stations likely destroyed (same for landline & field telephone in the old days)
- Leaders are missing and no one appears to be in charge
- During movement under combat conditions there are unexpected traffic jams, units get lost and many get intermingled with on another .... just sorting this out is a mess
- Confusion. No one knows WTF is going on, or what to do next -- worse if leaders are missing
- All planning can go out the window and you are in a reactionary mode
- Key equipment needs to be fixed (vehicles, radios, artillery, tanks, etc.) or destroyed to prevent capture ... if you can contact the mechanics because the radio net is down and you don't know where you are or where you'll be when they get there
- People detached from your unit get lost & are out of contact for an extended period (i.e., the truck sent to get supplies doesn't know where you're currently located)
- Items of supply run out, and others get misrouted -- and always seem to get misrouted to you
In essence, what was once barely controlled anarchy loses all pretense of order and stability. Equipment is broken or destroyed, people are lost and not sure where to go, no one seems to know what is going on, and next plan has yet to be developed.
Just remember, in each LCU on the WITP-AE map, a complete drama is being played out by imperfect people who are inexperienced (usually) and scared to death (often)
Regards,
Feltan
I agree with your list but for one: wounded.
Abstraction versus sim: noted. But the issue of wounded has always bothered me a little. At one time I was in favor of having actual care of wounded be in the game, with medical a sub-set of Support. We all know the thumbnail numbers on how many healthy it takes to care for one wounded. It's guerrilla war lore. But now that I've played a lot of PBEM I see that mechanism would be fantastically time-consuming.
However, in the current models, disabled "seems" to include wounded, but wounded that DON'T go to the rear. IOW, walking wounded. Why? Because they don't take Replacements to replace. The game doesn't model evacs. If it did the disabled squad counts would drop (by a lot, as most RL disabled are wounded and not the various categories of "lost" or "confused"), and the evacs would be replaced by healthy squads from Replacement pools (Allied) or Arms point-costed squads for Japan. Instead what we see is the disabled hang around and slowly, very slowly, become not-disabled. Wounded healing locally.
The Moose
RE: Good Questions?
ORIGINAL: Bullwinkle58
I agree with your list but for one: wounded.
Abstraction versus sim: noted. But the issue of wounded has always bothered me a little. At one time I was in favor of having actual care of wounded be in the game, with medical a sub-set of Support. We all know the thumbnail numbers on how many healthy it takes to care for one wounded. It's guerrilla war lore. But now that I've played a lot of PBEM I see that mechanism would be fantastically time-consuming.
However, in the current models, disabled "seems" to include wounded, but wounded that DON'T go to the rear. IOW, walking wounded. Why? Because they don't take Replacements to replace. The game doesn't model evacs. If it did the disabled squad counts would drop (by a lot, as most RL disabled are wounded and not the various categories of "lost" or "confused"), and the evacs would be replaced by healthy squads from Replacement pools (Allied) or Arms point-costed squads for Japan. Instead what we see is the disabled hang around and slowly, very slowly, become not-disabled. Wounded healing locally.
I tend to agree with your assessment.
"Destroyed" squads and devices are pretty self-explanatory; however, there seems to be an unexplainable mix of rationale behind "disabled" components.
If "disabled" includes wounded, it should require personnel to bring them back on line -- not all wounded, but some, can be treated and returned to duty on site.
Then again, "destroyed" squads would likely include some personnel that survived in a condition to continue the mission -- so maybe that number overstates losses. (?)
I am not of the opinion that this part of WITP-AE is fatally flawed; it seems to work out OK in the long run. However, there is no real accounting for losses despite the internal mechanisms that tend to make me believe it is possible to do so. The current solution is inelegant and not well defined, but I am not convinced that there is a lot of bang-for-the-buck to tighten in up and make it more understandable.
When you go into combat, an LCU will take permanent and temporary losses; moral, disruption and supply are all effected. The game models all this, but not in an easily explainable manner. Like our previous discussion on subs, the gross level simulation seems satisfactory, but how they got there seems to defy a detailed analysis.
Regards,
Feltan
- geofflambert
- Posts: 14887
- Joined: Thu Dec 23, 2010 2:18 pm
- Location: St. Louis
RE: Good Questions?
ORIGINAL: jcax101
Hi,
I've tried to save up a few hoping they are new and/or good...all for stock Scen 1
Thanks,
Scott
You don't understand, for veterans who read/post on this forum, every day is Groundhog Day. That's OK. Any question is a good one if it helps get you started playing.
There are no bad questions, only bad answers (too many coming from me). [;)]
RE: Good Questions?
The air combat routines were extensively reworked for AE. If you want to maximise the chances of your bombers having escorts, IOW if you want coordinated air strikes, you have no alternative but to set the fighters to the same altitude as the bombers. Not doing so means at best cooperative strikes, not coordinated strikes. If coordinated the fighters fly Close Escort.
Those few sentences are pure gold from Alfred.[&o] It took me a long time to understand it, but there is a huge difference between cooperative strike and a coordinated Close Escort.
Those few sentences are pure gold from Alfred.[&o] It took me a long time to understand it, but there is a huge difference between cooperative strike and a coordinated Close Escort.
RE: Good Questions?
There are no bad questions, only bad answers (too many coming from me).
Unfortunately me too. BTW questions that are posted here are good for us less experienced guys too. Helps us learn, well it does for me anyway.
It is seldom that liberty of any kind is lost all at once. Hume
In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche
Cave ab homine unius libri. Ltn Prvb
In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche
Cave ab homine unius libri. Ltn Prvb




