Naval combat

The creators of WW2: Time of Wrath move to the Pacific theater with Storm over the Pacific. Depicting the epic conflict between Japan and the United States, players choose from 26 available countries with historically accurate orders of battle including land, sea and air units and leaders. Concentrate on directing one country or command several to lead an alliance of nations. Engage in battle over the vast Pacific with 16 unit types modelled with an intuitive supply system and more.
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aitorful
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Naval combat

Post by aitorful »

Is the naval combat like Time of Warth or is a different one?. I think the the naval combat in Pacific is a very important part.
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doomtrader
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RE: Naval combat

Post by doomtrader »

Naval combat is totally redesigned in Storm over the Pacific.
Player will have control over what is going on during the naval battle, which ships to attack, which ships should evade.

Also on the strategic level ships are control directly from the main map.
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Max 86
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RE: Naval combat

Post by Max 86 »

How would something like the battle of Midway play out in this system? I am not asking that the game faithfully recreate the battle but more in general operational game terms how do these things play out?

1. Code breaking efforts revealed the Japanese intent towards Midway. Does SOP give intel rpts that would simulate this?
2. Search missions were launched to find the other side's carriers. Does SOP have rcn flight missions?
3. Levels of feedback from the rcn aircraft varied. Is all intel 100% or is there a guess/gut instinct factor?
4. Are CAP levels set per hex/TF? How is CAP handled?

Basically, in game terms, can you describe how two opposing CV fleets search, locate (or not) each other, launch air raids and conduct torpedo/dive bomber attacks?

Thank you.
No problem Chief!
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doomtrader
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RE: Naval combat

Post by doomtrader »

1. Code breaking efforts revealed the Japanese intent towards Midway. Does SOP give intel rpts that would simulate this?
Storm over the Pacific does not use intelligence system.
2. Search missions were launched to find the other side's carriers. Does SOP have rcn flight missions?
Yes it does, you can set air recon missions for both land based air units and for carriers.
3. Levels of feedback from the rcn aircraft varied. Is all intel 100% or is there a guess/gut instinct factor?
As long as you are playing with FOW on, there is never 100% knowledge about enemy naval units
4. Are CAP levels set per hex/TF? How is CAP handled?
Less more those are handled automatically, if an enemy air unit is trying to perform any action in the range of your fighter unit then it is a chance to engage them.

Basically, in game terms, can you describe how two opposing CV fleets search, locate (or not) each other, launch air raids and conduct torpedo/dive bomber attacks?
Presence of enemy ships is autodected by friendly fleets and also depends on size of fleets. Another possibility to detect enemy is to send some air recon.
If we assume that the battle occurs, opposing CVs are trying to attack enemy ships from the 'second line'.
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Max 86
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RE: Naval combat

Post by Max 86 »

Thanks for the quick response. This looks very promising.
No problem Chief!
Joram
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RE: Naval combat

Post by Joram »

I found the naval side adequate but uninteresting in the European theater so it's good to hear that you're improving it for the pacific theater!
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doomtrader
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RE: Naval combat

Post by doomtrader »

We are aware that the Navy was very important in achieving victory.
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Max 86
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RE: Naval combat

Post by Max 86 »

Couldn't agree more. The CV vs CV interaction is the key imho. I can't remember what the turn scale is (weekly?) but how opposing fleets engage one another with one week turns is so different than how it is handled for one day turns or even hourly turns.

I'm gonna give this game a shot because of the Pacific theatre and previous positive experience with TOW. I have my fingers crossed but have confidence in your efforts. Naval games seem so much harder to do than land based stuff.
No problem Chief!
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