help with strategy + a few questions

Gary Grigsby's strategic level wargame covering the entire War in the Pacific from 1941 to 1945 or beyond.

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temagic
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help with strategy + a few questions

Post by temagic »

Hi there. I've just been introduced to the game WitP, and while I've enjoyed ww2 games such as Hearts of Iron 2, Panzer General (SSI) etc. I've never tried any matrix games before. I downloaded the free version of Pacific War, but gave up on learning it. Now that I've made the decision to learn WitP, I need a little bit of help:

I'm going to play the campaign as the Japanese. My questions:

1. Where is the airgroup for the carrier Taiyo (sp?) - That escort carrier with 30 a/c capacity that just sits in Sasebo naval base without a/c. Where are they? Ans how do I get them on the carrier?
2. How do I combine TF's or troops? People talk about creating a AP TFs to ferry troops, then one AK TFs to ferry supplies, then combine the two. How can that be done?
3. By what time should I be finished taking the Phillipines and how long must I give myself tyo capture SRA?
4. With only 10 new navy pilots each month, and only 100 in the pool, the pool of pilots is gone by a week. By the 14th of december 1941, there are no replacement pilots left for the japanese navy. How can I counter this?
5. I invaded Kuching and Jesselton with a brigade of infantry each, but now, the brigade will not advance anywhere. In information screen for the unit, it has red numbers in support - How do I bring the support numbers up, and is it necessary in order to get the unit advancing again.
6. I've been lucky and have sunk both the Lexington and the Enterprise within a week of the game. But my carriers are now lacking pilots and the pilot replacement pool is empty. Am I screwed or what?

Thanks for helping me out guys. Banzai!
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RE: a few newbie questions

Post by Feinder »

Ooo. I like newbie questions. It means Matrix is still selling units. And selling units means more money for Matrix, and more money for Matrix means more cool games...

1. Where is the airgroup for the carrier Taiyo (sp?) - That escort carrier with 30 a/c capacity that just sits in Sasebo naval base without a/c. Where are they? Ans how do I get them on the carrier?
*** There isn't one. You can transfer a group of Kates/Vals/Zeros/Clauds onto her if you like. Make sure they say "carrier capable", and is less the 30 planes.

2. How do I combine TF's or troops? People talk about creating a AP TFs to ferry troops, then one AK TFs to ferry supplies, then combine the two. How can that be done?
*** Create two separate TFs. Have them load whatever you want. Then select one of the TFs, and select "Transfer ships to task force button" (it's on the right, near "create TF).

3. By what time should I be finished taking the Phillipines and how long must I give myself tyo capture SRA?
*** If you're playing the AI for the first time(s), I'd try to keep yourself on a relatively historical time table. SRA by end of March. Philipines by end of April. You can do it a lot faster, once you've played thru a few times. But actually keeping to a "historically reasonable" time-table will actually yield a rewarding game vs. the AI. But if you go too fast, it gets a little confused and ultimately "stupider".

4. With only 10 new navy pilots each month, and only 100 in the pool, the pool of pilots is gone by a week. By the 14th of december 1941, there are no replacement pilots left for the japanese navy. How can I counter this?
*** Be very conservative wiht your quality pilots. They can be absolute in their destructive ablities. But when they're dead, they're dead. There are ways to keep up pilot exp, thru training (bombing lightly defended enemy bases, then dispbanding the pilots into exisitng sqdns). But if you're playing the AI, I wouldn't worry about it. Just play with what you've got, and it'll certainly remain a more competitive game. If you play PBEM tho, you -will- need to train pilots.

5. I invaded Kuching and Jesselton with a brigade of infantry each, but now, the brigade will not advance anywhere. In information screen for the unit, it has red numbers in support - How do I bring the support numbers up, and is it necessary in order to get the unit advancing again.
*** Go pick up an HQ unit, and land it with your Bde. There's a lot of interaction between supply, support, disruption, fatigue with ground units, but it's a bit much to go into here.

6. I've been lucky and have sunk both the Lexington and the Enterprise within a week of the game. But my carriers are now lacking pilots and the pilot replacement pool is empty. Am I screwed or what?
*** You're playing the AI. You'll do fine. If you want to thrash the AI, folks can tell you how to clobber it in 2 months. But then you might say, "The AI sucks! Why play this game!". Play the AI thru, just doing whatever you think is a good idea. It's the AI, it's extremely unlikely that you'll ever do anything that comepletely borks your game. If you've sunk 2x CVs in December with no losses (except pilots), you're doing just fine.

Ultimately, most people end up playing PBEM anyway. The AI is great (and forgiving) teacher. When you finally to get assimilated (PBEM), you'll have to "un-learn" a few things. But overall, just play as think is best vs. the AI, don't do anything that you think might seem a little whacky (like invading Karachi in January), and the AI will give you a very rewarding game.

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RE: a few newbie questions

Post by ltfightr »

#1 Most IJN CVE's do not have an organic air group. You can put carrier capable a/c on them though.

The rest of my answers are similar to Feinders Something ate my nice long response.

As to pilot trainning do a search for the "Mogami method"
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RE: a few newbie questions

Post by Mike Solli »

ORIGINAL: temagic

Hi there. I've just been introduced to the game WitP, and while I've enjoyed ww2 games such as Hearts of Iron 2, Panzer General (SSI) etc. I've never tried any matrix games before. I downloaded the free version of Pacific War, but gave up on learning it. Now that I've made the decision to learn WitP, I need a little bit of help:

I'm going to play the campaign as the Japanese. My questions:

1. Where is the airgroup for the carrier Taiyo (sp?) - That escort carrier with 30 a/c capacity that just sits in Sasebo naval base without a/c. Where are they? Ans how do I get them on the carrier?
2. How do I combine TF's or troops? People talk about creating a AP TFs to ferry troops, then one AK TFs to ferry supplies, then combine the two. How can that be done?
3. By what time should I be finished taking the Phillipines and how long must I give myself tyo capture SRA?
4. With only 10 new navy pilots each month, and only 100 in the pool, the pool of pilots is gone by a week. By the 14th of december 1941, there are no replacement pilots left for the japanese navy. How can I counter this?
5. I invaded Kuching and Jesselton with a brigade of infantry each, but now, the brigade will not advance anywhere. In information screen for the unit, it has red numbers in support - How do I bring the support numbers up, and is it necessary in order to get the unit advancing again.
6. I've been lucky and have sunk both the Lexington and the Enterprise within a week of the game. But my carriers are now lacking pilots and the pilot replacement pool is empty. Am I screwed or what?

Thanks for helping me out guys. Banzai!

Welcome! I see you're coming to the dark side. Good for you. Here we go:

1. The Taiyo has no dedicated air group. You can use her in several ways. You can add a carrier capable group and go a-hunting, use her as a spare flight deck to take planes from other carriers if one of them takes damage, or use them to transport planes to far away places. In this last case, the planes will not be damaged. If you transport planes by AK, they will arrive damaged.
2. TFS: If you want to combine some of your TFs, open the one you want the other(s) to move into and click on the button on the upper right of the screen called (something like) transfer ships into or out of TF. A split window shows up with your ships in one box and all the other ships in the hex in the other box. Just click on the ships you want to transfer into your TF and they'll move.
3. It depends on your opponent. If your nasty Allied opponent wants to fight, it'll take longer than if your cowardly opponent flees. [:D] I usually can take the entire SRA by about March 42 or so.
4. You need to begin an on map pilot training program. Check out Spooky's website to get some info on it as well as searching the forum for threads that talk about it.
5. You're in the jungle. Everyone crawls through the jungle. Remember, soldiers can't move 60 miles a day in the jungle, even with a trail there. Pull the brigade out of Jesselton. You don't need it there. Use it offensively. Put a special base force in Kuching and then some Nells, Bettys, and Zeros. They'll control the surrounding water. Same thing with Jolo. You'll find that the level 4 airfields are gold. Take them as soon as possible, put some air support there and some planes on naval attack. In order to get the support requirements in the green, you need to put units with excess support in the hex. This will mean putting HQ and base forces there. You won't necessarily always have enough support in a hex.
6. No. You need to read up on pilot training to get things under control. It's not easy, but you can manage it.
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RE: a few newbie questions

Post by Feinder »

Hey Parker. Did I nail baby-KB...?



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RE: a few newbie questions

Post by ltfightr »

I hope not I have not run the turn. I Am at work on break.

As to Pilot Trainning Try reading this:

tm.asp?m=968963&mpage=1&key=Mogami%2Cme ... 78;�
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RE: a few newbie questions

Post by Feinder »

Just talkin' smack. You'll be anxious to run that turn now, won't you...



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RE: a few newbie questions

Post by ltfightr »

I wonder If my Boss would accept WITP Flu as the reason I need to go home......
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RE: a few newbie questions

Post by temagic »

Thank you all for your wonderfull replies guys. It's really helping me a lot! Now for a different question (production)

With the Player Def. Upgrades ON, is it advicable to a Japanese player to concentrate his aircraft production on only a handfull of models, like one recon plane, one float plane, one army fighter, one navy fighter, one 2e level bomber and one type of dive bombers? With Japan, it seems to me that they are producing too many different models (like the Germans also did) instead of mass-producing just a few. Will such an approach to a/c production be rewarding?

On the question of the CVE Taiyo(still sp?) - Whjat do you guys do with it when playing Japan? Do you include it in the KB and equip it with a/c or keep it as a "reserve flight deck". I like the idea of having 30 more a/c capable of offensive action against the allied CVs.

And last: Will the AI give me a fun and exciting game? I'm only two weeks into the game, and in China I seem to be steamrolling the defences, in Malaya I'm bogged down. I'm also bogged down in PI and Borneo. No landings in Java or Sumatra yet. I think I'll start a new game, now that I'm beginning to understand more.
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RE: a few newbie questions

Post by ltfightr »

Most IJN players add a/c to it and put it in at TF with the CVL's and other CVE's commonly refered to as Baby KB.

As to production for a while do not mess much with production. Look a spookies sight for the production advice. There are some models of engines to change and some minor things. But tinker too much and you will be out of supply as it takes 1000 supply units to repair 1 point on a factory.
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RE: a few newbie questions

Post by Mike Solli »

ORIGINAL: temagic

Thank you all for your wonderfull replies guys. It's really helping me a lot! Now for a different question (production)

With the Player Def. Upgrades ON, is it advicable to a Japanese player to concentrate his aircraft production on only a handfull of models, like one recon plane, one float plane, one army fighter, one navy fighter, one 2e level bomber and one type of dive bombers? With Japan, it seems to me that they are producing too many different models (like the Germans also did) instead of mass-producing just a few. Will such an approach to a/c production be rewarding?

I think so. But, I'm only up to Sep 42 in my longest running game. We'll see. Keep in mind that it helps the Allies just as much as us good guys.
ORIGINAL: temagic
On the question of the CVE Taiyo(still sp?) - Whjat do you guys do with it when playing Japan? Do you include it in the KB and equip it with a/c or keep it as a "reserve flight deck". I like the idea of having 30 more a/c capable of offensive action against the allied CVs.

I used her as a spare flight deck. To me, losing those highly experienced pilots is far more damaging than losing a CV. (Note that I used her as a spare flight deck until the Enterprise caught her. [:(])
ORIGINAL: temagic
And last: Will the AI give me a fun and exciting game? I'm only two weeks into the game, and in China I seem to be steamrolling the defences, in Malaya I'm bogged down. I'm also bogged down in PI and Borneo. No landings in Java or Sumatra yet. I think I'll start a new game, now that I'm beginning to understand more.

The AI is a great learning tool. Once you play your first PBEM, you'll never go back. I spent almost a year playing the AI before I started my first PBEM. (I was deployed and didn't have access to the forum, but that's another story. [:D])
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RE: a few newbie questions

Post by mlees »

On the question of the CVE Taiyo(still sp?) - What do you guys do with it when playing Japan? Do you include it in the KB and equip it with a/c or keep it as a "reserve flight deck". I like the idea of having 30 more a/c capable of offensive action against the allied CVs.

I would look at the ship's speed, AA, and sortie capabilities. I suspect that the ship is "not up to snuff". Use it in support of amphib invasions, hunting allied mechants, 'n stuff.
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RE: a few newbie questions

Post by dtravel »

You should never restart when playing against the AI.  You will learn more from your mistakes and having to live with the consequences of them (and have more fun) than if you give up.
This game does not have a learning curve. It has a learning cliff.

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RE: a few newbie questions

Post by temagic »

I suppose you're right. But I feel kind of bad about not really using the first turn for anything. I just loaded up the game, saw that orders had been given, and as such didn't bother to change any orders. Big mistake, I've found out later... Now I'll attempt a second campaign (first one lasted two weeks) where I'll give orders on the first turn as well...
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RE: a few newbie questions

Post by Mike Solli »

The first turn is incredibly important to the Japanese player. That's where you set the tempo for the invasion of the SRA, not to mention the Central Pacific. I usually have some 250 TFs moving on 7 Dec 41.
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RE: a few newbie questions

Post by Wolfie1 »

ORIGINAL: Mike Solli

The first turn is incredibly important to the Japanese player. That's where you set the tempo for the invasion of the SRA, not to mention the Central Pacific. I usually have some 250 TFs moving on 7 Dec 41.

OI Mike! - Less posting, more playing! Still waiting for your turn[;)]
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RE: a few newbie questions

Post by Mike Solli »

Ah, Wolfie, if I were only at home. I'm beginning to forget what that place looks like....[:(]
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RE: a few newbie questions

Post by Grotius »

The AI can most certainly give you a fun game if you play in a roughly historical fashion. Yes, PBEM is fantastic, but I wouldn't say there's "no going back" after PBEM. I've done PBEM, but I don't have time for a PBEM now; nonetheless I do have time to play a few AI turns every now and again, and I still get a big kick out of it. To keep the AI fun, don't save/reload, look the other way if it does something really dumb, and try not to keep restarting your game!
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RE: a few newbie questions

Post by temagic »

WOW! 250 TFs... that's alot! I started my game over again and have now played up to where I was last time, 16th of december 1941. I've taken lessons from my mistakes b4 (call it wargames, before the real thing. Even though I sunk 2 enemy CVs)

Now here's how my first real game is progressing:

On the 7th I had over a 100 TFs doing missions:

We landed in the PI and at Malaya. NLFs also landed at Rabaul, in the Gilberts, at Makin and Tarawa and at Guadalcanal. In PH we attacked and damaged 8 BBs (6 heavy damage, 2 moderate, none sunk, but all will be out of the war for a good time) The attack on Singapore (LBA operating from Indochina, also at the 7th) disabled both the Repulse and the POW (so much for British diplomacy). In Manilla harbour (mini-KB; 2x CVE and 2x CVL, I think,) we heavily damaged 10 allied submarines and a number of cargo-ships. Losses on first day: 36 a/c and numerous infantry personell.

A few days after PH attack, the KB on its way home to Tokyo, was attacked by Dauntless divebombers and Wildcat fighters. Of the 30-something a/c that attacked, all of them were either shot down or chased away (I think the enemy suffered some 98% losses. It was a Turkey shoot) Nagumo later located the enemy TF and sent the Kate and Vals and Zeros in for attack. It turned out to be the Enterprise (Where it came from or where it was heading I have no Idea, but I suppose it was heading towards PH) Several bombs and torpedoes hit the Enterprise which was seen burning and commander Fuchida reported it was heavily damaged, with extreme losses to the Enterprise a/c. The KB took only minor a/c losses compared to the enemys losses. No damage to any of the Japanese ships. 1 allied CV out of business, at least for quite some time.

Now it's been a week: PI is almost secure, Manilla fell today. The Americans are digging in at Bataan, but they'll starve to death. Anyway the defence of PI is toast. At Wake Is. the americans forced massed hara kiri on the SNLF there, as they failed to storm the atoll and secure the Island. Some estimated 2000 japanese troops perished on that island. But 7500 men from the Southern Detachment is on it's way. The KB is giving air coverage.

On Malaya we have fooled Percival to believe our main assault would be against the North and the North-West. After days of holding us back on our beachheads, while we made no real effort to break out, the main landing force hits Kuantan, smashing the defences there. Now we have one Indian brigade trapped, and half of the Malaya army soon trapped between our divisions and our divisions, leaving the road to Singapore open...

And I forgot one thing: China and Burma:

In China we are preparing a major offensive with the Mongol army against communist strongpoints in and around Yen'en. In central china our Changsha offensive have been a complete success, trapping one Chinese corps, and capturing the city, with its heavy industry. Hong Kong have also fallen and 17000 POWs were taken (2 allied DDs scuttled in the harbour) In Burma, we have taken Victoria Point and Tavoy in the south and are preparing for the campaign to take Rangoon and Mandalay.

All in all it's been a good first week I think. Allies have lost in one week almost 400 a/c to my 70 something. I've lost one SS (I-1 actually, quite surprising. I wonder if the next to go down will be the I-2) and one DD. That's about it... I learn more and more of this game now, and after playing it the whole day, I feel I'm getting the hang of the basics. Now I just need to figure out some really good strategies. I sure hope the A.I. will give me some tough nuts to crack in the upcoming months.

...Where's the Lexington?..
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RE: a few newbie questions

Post by Mike Solli »

Wow, taking Manila in a week. Very good.

Keep in mind that many of those 250 TFs are just to transfer ships/troops/planes to another location for a future mission. I use the 7 Dec 41 mega-move to relocate a lot of stuff.
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