I'm no expert, but I've read a bit about the 2nd New Zealand Division and I think he's a good choice.ORIGINAL: Andy Mac
I want to issue a challenge to the forum just to make it interesting.
Tiger Force is in the game arriving late 45/46 it has X Commonwealth Corps HQ and has several formations as it never actually happened I had to pick a commander for the formation (as the original leader was a placeholder)
It had to be an experienced Corps Commander acceptable to the US and CW Govts not just to the British - someone used to dealing with allies and respected.
I came down to three names for that command
My 1st choice Lt General Bernard Freyberg VC
My 2nd choice Lt General Richard O'Conner
My 3rd Choice Lt General Leslie Morshead (but he was already in game and I wanted to add something different !!!!)
This is your chance to influence the commander of the land component of X Corps I selected Freyberg for the command because I always had a sneaking regard for the man and its the only area in the whole ORBAT where I allowed myself artistic licence.
BUT if the forum can pick a better candidate for a force that arrives in 46 I am happy to hear it so go ahead !!!!
(p.s. NO MONTY I dont want to spend 10 years arguing about stats)
AE Land and AI Issues [OUTDATED]
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RE: Admirals Edition Land Thread

RE: Admirals Edition Land Thread
Yes. [;)]ORIGINAL: Brady
Bernard Freyberg, was the CO on Crete right...?

RE: Admirals Edition Land Thread
Japanese Enginear units:
From WiTP my isues with Japanese enginear units werre prety much that thye did not realy seam to mimic what I come to understand they were suposed to look like at all, buy my impreshions were based on infermation I got from OOB's in books about the various island campagines, and from reading the Handbook on The Japanese Army (the war department book), which I know is a dated referance work, and some other sources.
The impreshion I had was that some Japanese enginear units were very large in size manpower wise, and would break off chunks to use to tackle a given construction task, a core or brain power unit would supervise a large labor force, this labor force would consist of what ever troops were in the area, or be drawn from a labor force that was specificaly created for that end, such as an Okinawan labor unit, or a Korean labor unit. These labor units (regements) would also fight, or they did on Okinawa and on other islands, and provided a manpower pool for replacements,they were typicaly not armed, the labor regements, but as a mater of course for these battles were aloted arms and made use of weapons that came to have no owner when used as replacements.
Some Japanese Specialised units like road construction or airfield construction had inhearent enginearing vehicals, rolers, road graders, tractor's,Trucks, cement mixers exc...which were totaly absent from the stock game .
From WiTP my isues with Japanese enginear units werre prety much that thye did not realy seam to mimic what I come to understand they were suposed to look like at all, buy my impreshions were based on infermation I got from OOB's in books about the various island campagines, and from reading the Handbook on The Japanese Army (the war department book), which I know is a dated referance work, and some other sources.
The impreshion I had was that some Japanese enginear units were very large in size manpower wise, and would break off chunks to use to tackle a given construction task, a core or brain power unit would supervise a large labor force, this labor force would consist of what ever troops were in the area, or be drawn from a labor force that was specificaly created for that end, such as an Okinawan labor unit, or a Korean labor unit. These labor units (regements) would also fight, or they did on Okinawa and on other islands, and provided a manpower pool for replacements,they were typicaly not armed, the labor regements, but as a mater of course for these battles were aloted arms and made use of weapons that came to have no owner when used as replacements.
Some Japanese Specialised units like road construction or airfield construction had inhearent enginearing vehicals, rolers, road graders, tractor's,Trucks, cement mixers exc...which were totaly absent from the stock game .

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RE: Admirals Edition Land Thread
Hi all,
You will be forgiven... [;)]
BTW, I also think that general Freyberg is very good choice for that post (although I have aprsolutely nohing against Monty [:D])...
Leo "Apollo11"
ORIGINAL: Andy Mac
I want to issue a challenge to the forum just to make it interesting.
Tiger Force is in the game arriving late 45/46 it has X Commonwealth Corps HQ and has several formations as it never actually happened I had to pick a commander for the formation (as the original leader was a placeholder)
It had to be an experienced Corps Commander acceptable to the US and CW Govts not just to the British - someone used to dealing with allies and respected.
I came down to three names for that command
My 1st choice Lt General Bernard Freyberg VC
My 2nd choice Lt General Richard O'Conner
My 3rd Choice Lt General Leslie Morshead (but he was already in game and I wanted to add something different !!!!)
This is your chance to influence the commander of the land component of X Corps I selected Freyberg for the command because I always had a sneaking regard for the man and its the only area in the whole ORBAT where I allowed myself artistic licence.
BUT if the forum can pick a better candidate for a force that arrives in 46 I am happy to hear it so go ahead !!!!
(p.s. NO MONTY I dont want to spend 10 years arguing about stats)
You will be forgiven... [;)]
BTW, I also think that general Freyberg is very good choice for that post (although I have aprsolutely nohing against Monty [:D])...
Leo "Apollo11"

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RE: Admirals Edition Land Thread
ORIGINAL: Brady
Do Japanese Engenering units model some Enginear vehicals, or do they still just use humans and abstrat thier combat abalitys, in many Big battles during the war Japanese Enginear units provided large manpower researves, which in game was represented by giving them a limited combat value. Also many Japanese enginear units that didi have Earth moving equipment did not in game. Also many Japanese "Truck" or transport units that were used as pools for other units were not in game and as a result many units that benifited from having truck transpot available did noit have any represented at all in game has this been looked at?
BTW TY for answering all these questions.[:)]
Currently (some) of them have engineer vehicles. We added the vehicles just to make you happy because we were remembering old forum discussions about this topic.[;)]
Truck transport units are not in the game, they're (abstractly) represented by support (squads) found in HQ units.
RE: Admirals Edition Land Thread
[:)], I was just looking those old topic's up thanks, her's a pick I snaged from one of them:



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Obi-wan Kenobi said it best: A lot of the reality we perceive depend on our point of view
RE: Admirals Edition Land Thread
This kinda what I am refering to with the manpower aspect:
From Peleliu 1944:
Japanese forces present Palau District:
14th Divishion HQ-300(number of men)
2nd Infentry regement-3,960
15th Infentry regement-3,160
57th infentry regement-3,160
14th divishion tank unit-130
14th divishion signal unit-235
14th divishion transport unit-130
14th divishion sea transport unit-1,540
14th divishion independent service unit-130
14th divishion ordance duty unit-100
14th divishion water suply and purification unit-160
14th divishion field hospital-595
" The 14th Divishions 15th (-3rd battalion) and 59th Infentry regements (-1st Battalion) defended Babelthuap along with the 53rd IMB (-346th Battalion), almost 21,000 troops and 10,000 Korean and Okinawan labors."
" Yap Island was defended by 4,000 troops of the 49th IMB, 3,000 IJN personal of the 46th base force and 1,000 labors."
Other tables show the actual Enginer units asigned to these areas, but the number of men in them is very small, like:
53 IMB Enginer Unit-220
which clearly is in no way reflective of the men at their disposal.
Finialy some Motor transport suport for some of the Heavy Artillery and AA Units.
From Peleliu 1944:
Japanese forces present Palau District:
14th Divishion HQ-300(number of men)
2nd Infentry regement-3,960
15th Infentry regement-3,160
57th infentry regement-3,160
14th divishion tank unit-130
14th divishion signal unit-235
14th divishion transport unit-130
14th divishion sea transport unit-1,540
14th divishion independent service unit-130
14th divishion ordance duty unit-100
14th divishion water suply and purification unit-160
14th divishion field hospital-595
" The 14th Divishions 15th (-3rd battalion) and 59th Infentry regements (-1st Battalion) defended Babelthuap along with the 53rd IMB (-346th Battalion), almost 21,000 troops and 10,000 Korean and Okinawan labors."
" Yap Island was defended by 4,000 troops of the 49th IMB, 3,000 IJN personal of the 46th base force and 1,000 labors."
Other tables show the actual Enginer units asigned to these areas, but the number of men in them is very small, like:
53 IMB Enginer Unit-220
which clearly is in no way reflective of the men at their disposal.
Finialy some Motor transport suport for some of the Heavy Artillery and AA Units.

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Obi-wan Kenobi said it best: A lot of the reality we perceive depend on our point of view
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RE: Admirals Edition Land Thread
Ground Bombardments reseting movement orders
I have various LCU's at Myitkyina and I want to move some of them to Ledo and then India to be rebuilt. Currently, they get reset to their base of origin when my opponent does a bombarment attack. Is there going to be a way (i.e. - have a specific AV ratio between forces, maybe) that would allow me to withdraw troops instead of them being suck in a particular base??
I have various LCU's at Myitkyina and I want to move some of them to Ledo and then India to be rebuilt. Currently, they get reset to their base of origin when my opponent does a bombarment attack. Is there going to be a way (i.e. - have a specific AV ratio between forces, maybe) that would allow me to withdraw troops instead of them being suck in a particular base??
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[/center]RE: Admirals Edition Land Thread
ORIGINAL: VSWG
I'm no expert, but I've read a bit about the 2nd New Zealand Division and I think he's a good choice.ORIGINAL: Andy Mac
I want to issue a challenge to the forum just to make it interesting.
Tiger Force is in the game arriving late 45/46 it has X Commonwealth Corps HQ and has several formations as it never actually happened I had to pick a commander for the formation (as the original leader was a placeholder)
It had to be an experienced Corps Commander acceptable to the US and CW Govts not just to the British - someone used to dealing with allies and respected.
I came down to three names for that command
My 1st choice Lt General Bernard Freyberg VC
My 2nd choice Lt General Richard O'Conner
My 3rd Choice Lt General Leslie Morshead (but he was already in game and I wanted to add something different !!!!)
This is your chance to influence the commander of the land component of X Corps I selected Freyberg for the command because I always had a sneaking regard for the man and its the only area in the whole ORBAT where I allowed myself artistic licence.
BUT if the forum can pick a better candidate for a force that arrives in 46 I am happy to hear it so go ahead !!!!
(p.s. NO MONTY I dont want to spend 10 years arguing about stats)
Freyberg is a good choice, and probably good to keep him away from Monty by that stage!!
Curious if there is a Canadian Corps planned for early 46? I believe it was the 6th & 7th Cdn Divs and would have been 3rd Cdn Corps probably commanded by Simonds or Hoffmeister (perhaps even Foster). Not sure if one of the Armd Divs was lined up for the task. Big political issues but many of the existing troops (restricted enlistment) in those divisions would likely have been replaced by NWE vets from the 5 regular divisions.
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RE: Admirals Edition Land Thread
Ah …. Finally understand the original question about ‘devices’. I’m slow, but get there eventually.
OOBs (TO&Es) were sliced and diced at the battalion level, to identify those support weapons (and crews) that would naturally be found at the FEBA. The Allies generally had more support weapons at the company level, and those weapon’s firepower (and crew constitution) have been incorporated into what we all call ‘infantry squads’. Company and battalion level machine guns have been directly addressed (for both sides), so that the inherent firepower of a unit is much more adequately modeled.
Infantry support MGs are aggregated into a device type called ‘squad’ (more than one gun in a squad), so that units show a net benefit to AV, as well as firepower. These “MG squads” are aggregated so that loading costs and support requirements are not skewed, by counting every nose as separate.
Basically, the OOBs much better reflect the combat potential of a unit, and are way better able to be accurately represented.
OOBs (TO&Es) were sliced and diced at the battalion level, to identify those support weapons (and crews) that would naturally be found at the FEBA. The Allies generally had more support weapons at the company level, and those weapon’s firepower (and crew constitution) have been incorporated into what we all call ‘infantry squads’. Company and battalion level machine guns have been directly addressed (for both sides), so that the inherent firepower of a unit is much more adequately modeled.
Infantry support MGs are aggregated into a device type called ‘squad’ (more than one gun in a squad), so that units show a net benefit to AV, as well as firepower. These “MG squads” are aggregated so that loading costs and support requirements are not skewed, by counting every nose as separate.
Basically, the OOBs much better reflect the combat potential of a unit, and are way better able to be accurately represented.
RE: Admirals Edition Land Thread
ORIGINAL: Kereguelen
ORIGINAL: Brady
1) Earler it was mentioned that Japanese Enginear units could not be modeled in as detailed a maner as was wanted, referng to the larger ones Construuction units.
2)Also what about CD unts arree they as generic as before?
3) Are their any specialised units in game that their were not before?
1) Joe was referring to a problem with the game function(s) of the Combat Engineer device and we're still working on this. Another problem is that information about Japanese Construction units (formation date, TOE etc.) is hard to get and our source material (and thus the game OOB) may be somewhat incomplete. Still trying to improve this.
2) No, they're much more detailed/individual.
3) Yes (lots of).
This is getting better and better!
RE: Admirals Edition Land Thread
OK Freyberg it is
At the moment I have not included a Canadian Corps HQ (didn't know one was planned)
My sources indicate Tiger Force - ground element
X Corps HQ
Was an Australian Div (which I ignored as we dont disband other Aus Divs)
6th Can Div
3rd British Div
4th NZ Bde
and a Royal Marine Commando Div (there were also a large number of RM Beach Bns but I ignored these as they were really support not combat troops)
and 2 Armoured Bdes
I added an AGRA because that was appropriate
All formation use US equipment and TOE except the Commando Div.
Now the above arrives late 45 early 46 so its unlikely to see action but we wanted to add it as it was going to exist.
Andy
At the moment I have not included a Canadian Corps HQ (didn't know one was planned)
My sources indicate Tiger Force - ground element
X Corps HQ
Was an Australian Div (which I ignored as we dont disband other Aus Divs)
6th Can Div
3rd British Div
4th NZ Bde
and a Royal Marine Commando Div (there were also a large number of RM Beach Bns but I ignored these as they were really support not combat troops)
and 2 Armoured Bdes
I added an AGRA because that was appropriate
All formation use US equipment and TOE except the Commando Div.
Now the above arrives late 45 early 46 so its unlikely to see action but we wanted to add it as it was going to exist.
Andy
ORIGINAL: Gunner98
ORIGINAL: VSWG
I'm no expert, but I've read a bit about the 2nd New Zealand Division and I think he's a good choice.ORIGINAL: Andy Mac
I want to issue a challenge to the forum just to make it interesting.
Tiger Force is in the game arriving late 45/46 it has X Commonwealth Corps HQ and has several formations as it never actually happened I had to pick a commander for the formation (as the original leader was a placeholder)
It had to be an experienced Corps Commander acceptable to the US and CW Govts not just to the British - someone used to dealing with allies and respected.
I came down to three names for that command
My 1st choice Lt General Bernard Freyberg VC
My 2nd choice Lt General Richard O'Conner
My 3rd Choice Lt General Leslie Morshead (but he was already in game and I wanted to add something different !!!!)
This is your chance to influence the commander of the land component of X Corps I selected Freyberg for the command because I always had a sneaking regard for the man and its the only area in the whole ORBAT where I allowed myself artistic licence.
BUT if the forum can pick a better candidate for a force that arrives in 46 I am happy to hear it so go ahead !!!!
(p.s. NO MONTY I dont want to spend 10 years arguing about stats)
Freyberg is a good choice, and probably good to keep him away from Monty by that stage!!
Curious if there is a Canadian Corps planned for early 46? I believe it was the 6th & 7th Cdn Divs and would have been 3rd Cdn Corps probably commanded by Simonds or Hoffmeister (perhaps even Foster). Not sure if one of the Armd Divs was lined up for the task. Big political issues but many of the existing troops (restricted enlistment) in those divisions would likely have been replaced by NWE vets from the 5 regular divisions.
RE: Admirals Edition Land Thread
The new hexside control fixes this (we hope) as yu can now select a base to exit to and not have your movement reset as long as you have control of one hex facing - but these are areas we need to test further.
Broadly we have made huge changes to ground systems - we have more or less finished testing the database (upgrades, renaming units, disbandments etc)
But a big series of LCU movement and combat tests including this type of thing is on the list to do - I need to make sure it works as intended in all circumstances and I cannot come here and say it works now - I think it does but I need to spend a few months trying to break it to be sure. It will become a lot easier when we get the AI working as playing both sides to test is a real pain.
Andy
Broadly we have made huge changes to ground systems - we have more or less finished testing the database (upgrades, renaming units, disbandments etc)
But a big series of LCU movement and combat tests including this type of thing is on the list to do - I need to make sure it works as intended in all circumstances and I cannot come here and say it works now - I think it does but I need to spend a few months trying to break it to be sure. It will become a lot easier when we get the AI working as playing both sides to test is a real pain.
Andy
ORIGINAL: ny59giants
Ground Bombardments reseting movement orders
I have various LCU's at Myitkyina and I want to move some of them to Ledo and then India to be rebuilt. Currently, they get reset to their base of origin when my opponent does a bombarment attack. Is there going to be a way (i.e. - have a specific AV ratio between forces, maybe) that would allow me to withdraw troops instead of them being suck in a particular base??
RE: Admirals Edition Land Thread
ORIGINAL: Andy Mac
2. Mandatory Disband (i.e. 267th Indian Armoured Bde, most Dutch units) devices for these units go to the pool and may be redeployed. on the disband date.
I just had a thought about this feature. I understand that it's there to discourage the Sir Robin and account for historical withdrawals from theater, but it could potentially penalize a player that fights hard for the DEI. (I always do so and have always managed to maintain a foothold somewhere in the DEI.)
For the Dutch, could this feature be tied to whether or not the unit is still in Dutch territory or not?
Edit: While I doubt most players would do it, it could also lead to a strategy of "let's conquer the Pacific and mop up the DEI after the Dutch Regiments disband."
RE: Admirals Edition Land Thread
ORIGINAL: Andy Mac
I think you are wrong on this Jim but I will check repairs do not take supplies its merely having the squads in the base and feeding them thats taking them.
But as I said I will check
Supplies are not the only problem with not being able to turn off repairs. Why would I want to repair an airfield in a base I know I'm going to lose? That is just crazy.[;)]
Former War in the Pacific Test Team Manager and Beta Tester for War in the East.


RE: Admirals Edition Land Thread
Is rail movement going to be faster? It is painfully slow right now.
Former War in the Pacific Test Team Manager and Beta Tester for War in the East.


RE: Admirals Edition Land Thread
ORIGINAL: Kid
ORIGINAL: Andy Mac
I think you are wrong on this Jim but I will check repairs do not take supplies its merely having the squads in the base and feeding them thats taking them.
But as I said I will check
Supplies are not the only problem with not being able to turn off repairs. Why would I want to repair an airfield in a base I know I'm going to lose? That is just crazy.[;)]
I have not added a button for this but there is a way to stop repairs, any units that are not in combat mode do not contribute to base construction which includes repairs.
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RE: Admirals Edition Land Thread
ORIGINAL: Kid
Is rail movement going to be faster? It is painfully slow right now.
Oh yes but actual speed depends on type of rail (Minor Railway, Major Railway – single track, Major Railway double track). Strat mode is your friend for moving long distances.
Witp-AE
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RE: Admirals Edition Land Thread
[quote]ORIGINAL: Andy Mac
OK Freyberg it is
At the moment I have not included a Canadian Corps HQ (didn't know one was planned)
My sources indicate Tiger Force - ground element
X Corps HQ
Was an Australian Div (which I ignored as we dont disband other Aus Divs)
6th Can Div
3rd British Div
4th NZ Bde
and a Royal Marine Commando Div (there were also a large number of RM Beach Bns but I ignored these as they were really support not combat troops)
and 2 Armoured Bdes
I added an AGRA because that was appropriate
All formation use US equipment and TOE except the Commando Div.
Now the above arrives late 45 early 46 so its unlikely to see action but we wanted to add it as it was going to exist.
Andy
Just checked and you are right about the Cdn Corps HQ, it was considered allong with 7th Div but then discarded. The 6th Cdn Div also had a Tank Bn and two Medium Regts attached, so your assumption on the AGRA is correct. I believe the Tk Bn was to operate within the Div but am not sure. Div Comd is Hoffmeister.
OK Freyberg it is
At the moment I have not included a Canadian Corps HQ (didn't know one was planned)
My sources indicate Tiger Force - ground element
X Corps HQ
Was an Australian Div (which I ignored as we dont disband other Aus Divs)
6th Can Div
3rd British Div
4th NZ Bde
and a Royal Marine Commando Div (there were also a large number of RM Beach Bns but I ignored these as they were really support not combat troops)
and 2 Armoured Bdes
I added an AGRA because that was appropriate
All formation use US equipment and TOE except the Commando Div.
Now the above arrives late 45 early 46 so its unlikely to see action but we wanted to add it as it was going to exist.
Andy
Just checked and you are right about the Cdn Corps HQ, it was considered allong with 7th Div but then discarded. The 6th Cdn Div also had a Tank Bn and two Medium Regts attached, so your assumption on the AGRA is correct. I believe the Tk Bn was to operate within the Div but am not sure. Div Comd is Hoffmeister.
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RE: Admirals Edition Land Thread
ORIGINAL: BigJ62
ORIGINAL: Kid
ORIGINAL: Andy Mac
I think you are wrong on this Jim but I will check repairs do not take supplies its merely having the squads in the base and feeding them thats taking them.
But as I said I will check
Supplies are not the only problem with not being able to turn off repairs. Why would I want to repair an airfield in a base I know I'm going to lose? That is just crazy.[;)]
I have not added a button for this but there is a way to stop repairs, any units that are not in combat mode do not contribute to base construction which includes repairs.
Work-around noted but a button would be better, as units not in combat mode would get their tails kicked by the enemy. This is feedback, not criticism! [&o]
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