Yammy vs Treespider AAR - no peekie Forest

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

User avatar
castor troy
Posts: 14331
Joined: Mon Aug 23, 2004 10:17 am
Location: Austria

RE: Yammy vs Treespider AAR - no peekie Forest

Post by castor troy »

ORIGINAL: Yamato hugger
ORIGINAL: Grotius
Im going to have to give this one some thought. Mogami method isnt going to work in AE. New air groups coming on line eats pilots.
Hmm, interesting. If new groups eat into your pilot pool, then presumably your pool is bigger? I'm looking forward to seeing how this works in your game.

It is. You also have a "reserve pilots pool" (also shown)

So in this example, I have 877 navy pilots that are trained and ready at 50 experience. I also have an additional 213 Navy pilots that are currently in training that I can tap but if I do they come in with only 40 experience. And a further 220 that I can tap that would come in with 30 experience ect.

You have to use your trained pilots first, then your 40 experience, then your 30, ect.

Image


how does it work when you send back your veteran pilots to the pilot schools? How does that effect the training and can I see somewhere how many veterans I´ve sent back?
User avatar
goodboyladdie
Posts: 3470
Joined: Fri Nov 18, 2005 8:35 pm
Location: Rendlesham, Suffolk

RE: Yammy vs Treespider AAR - no peekie Forest

Post by goodboyladdie »

I'd love to know how that works too. I seem to remember reading in the air thread many moons ago that it improves the quality of replacements. How much does it actually achieve in practice? Do the instructor pilots return to duty at some point?

I can hardly wait. All these AARs have just got me hooked! [&o]
Image

Art by the amazing Dixie
User avatar
Mike Solli
Posts: 16376
Joined: Wed Oct 18, 2000 8:00 am
Location: the flight deck of the Zuikaku

RE: Yammy vs Treespider AAR - no peekie Forest

Post by Mike Solli »

ORIGINAL: Yamato hugger

My Guam invasion force nears its target. Since I dont know where his carriers have gotten off to I moved a Nell group to Saipan to cover the landing force. Since I cant spare any long range patrol planes to spot for them I will put 30% of them on naval search. Since I know the carriers (if they are in the area) would be somewhere to the east of me, I will concentrate my search there by setting my search arc from 30 degrees to 160 degrees. This is settable in 10 degree increments.

Image

From the shot above, it appears that you can have this unit on naval attack orders and have a % of them on ASW and a % of them on patrol. Is this correct?
Image
Created by the amazing Dixie
Yamato hugger
Posts: 3791
Joined: Tue Oct 05, 2004 5:38 am

RE: Yammy vs Treespider AAR - no peekie Forest

Post by Yamato hugger »

Yes, that is correct.

Edit: You can specify different search arcs for each type also if you wish.

Edit 2: Same with escort. You can set a percentage on CAP, a percentage on LRCAP, and the rest will be on escort. If you specify a target hex then you will fly both escort and LRCAP to that target.
User avatar
DuckofTindalos
Posts: 39781
Joined: Fri Apr 22, 2005 11:53 pm
Location: Denmark

RE: Yammy vs Treespider AAR - no peekie Forest

Post by DuckofTindalos »

I.e. 30-60 degrees ASW and 60-90 degrees search...
We are all dreams of the Giant Space Butterfly.
User avatar
Mike Solli
Posts: 16376
Joined: Wed Oct 18, 2000 8:00 am
Location: the flight deck of the Zuikaku

RE: Yammy vs Treespider AAR - no peekie Forest

Post by Mike Solli »

OMG!  That's fantastic!  Thanks guys!  Especially you, T.  You do a very good job of faking it considering there is no AE. [:D]
Image
Created by the amazing Dixie
Yamato hugger
Posts: 3791
Joined: Tue Oct 05, 2004 5:38 am

RE: Yammy vs Treespider AAR - no peekie Forest

Post by Yamato hugger »

Dec 11. A milestone!! The furthest Tree and I have ever gotten without restarting!!

(although we have upgraded from the version we started with [:D])

ASW force attacks Perch and scores a hit.

A Dutch boat put 3 shells into an xAK going around the horn on the south side of Viet Nam and damaged a vehicle!

The 144th inf reg and the 15th base force begin unloading at Guam. The 144th is currently prepping for Wake.

3rd bn 66th naval guard lands at Namatanai. An undefended dot base on the other side of New Ireland from Kavieng. The force is attacked later by 3 Hudsons from Rabul. No hits were scored but AA gunners in the 2 ship TF managed to damage one of the attackers.

Thought this was worthy of posting. Visibility 1000 yards, these 2 forces never saw each other (good for me):

Day Time Surface Combat, near Hollandia at 95,116, Range 15,000 Yards

Japanese Ships
xAK Teiryu Maru

Allied Ships
AM Penguin

Low visibility due to Rain
Maximum visibility in Rain: 1,000 yards
Range closes to 14,000 yards...
Range increases to 15,000 yards...
Range closes to 14,000 yards...
Range increases to 15,000 yards...
Both Task Forces evade combat

This transport later unloads the 4th bn 66th naval guard on Hollandia

4th base force lands on Manus (Admiralty Islands). A Rabul Hudson attacks for no effect.

Hudsons escorted by 2 Brewster 339s from Ambon intercepted by 5 Claudes attack CVL Ryujo as they close. 1 Hudson is shot down and the remainer of the allied force sent home damaged.

65th bde begins unloading at the allied main B-17 base on Mindinao at Cayagan. 3rd PA Constalbury rgt fires at and misses the unloading AKs. The unit hasnt completely unloaded but has more than enough troops, supplies, and support on the ground to accomplish its mission. The parent isnt yet on the ground (9% still left on its transport) yet, so I will ponder whether to attack now or wait a day. I have 2 tank regs and a SNLF bn closing on other bases on Mindinao so I will likely wait. Still, it would be nice to take out that level 4 airfield and move them B-17s out of range of Babeldaob so I can give my mighty Petes some respite.

Mirua detachment of the 33rd inf reg (16 div) begins unloading on Manado. Shore defenses damage a transport.

Bombardment at Hong Kong reports 130 more casualties some guns and vehicles destroyed. My first assault will come tomorrow.

6th tank reg and 1st bn 81st nav gd attack Kuching at 5:1 and shatter 1 British unit and drive the other 2 back to Sambas. We now have a level 2 airfield on Borneo. The airfield was not damaged in the attack. The 10th JAAF company sets up shop. Nates and probably some light and patrol bombers will move in later in the day.

Allied forces shock attack elements of the 41st inf reg at Kuantan and only muster a 1:2 attack.

Chinese units bombard the 9th tank co that drove in on the blitz attack yesterday near Changsha.

Very light air losses today. 3 allies and 2 Japs.

Image
Attachments
score.jpg
score.jpg (64.83 KiB) Viewed 265 times
User avatar
witpqs
Posts: 26376
Joined: Mon Oct 04, 2004 7:48 pm
Location: Argleton

RE: Yammy vs Treespider AAR - no peekie Forest

Post by witpqs »

Night Time Surface Combat, near Sorong at 82,107, Range 3,000 Yards

Japanese Ships
CL Nagara
DD Yukikaze
DD Tokitsukaze
DD Yamakaze
DD Kawakaze
DD Umikaze
DD Suzukaze
DD Shiokaze

Allied Ships
xAKL Bintoehan, Shell hits 12, and is sunk
AVP Reiger, Shell hits 3, and is sunk



Japanese Ships Reported to be Approaching!
Allied TF begins to get underway
Maximum visibility in Partly Cloudy Conditions and 57% moonlight: 12,000 yards
Range closes to 3,000 yards...
CONTACT: Japanese lookouts spot Allied task force at 3,000 yards
Japanese launch Long Lance torpedoes at 3,000 yards before allies detect Japanese presence
DD Shiokaze launches Torpedoes at xAKL Bintoehan at 3,000 yards
Range closes to 2,000 yards
xAKL Bintoehan sunk by CL Nagara at 2,000 yards
Range increases to 3,000 yards
AVP Reiger sunk by CL Nagara at 3,000 yards
Combat ends with last Allied ship sunk...


Disgraceful performance... 8 warships launch long lances at a mere 3,000 yards without being detected and miss 2 merchant ships!

Seriously, this and another combat where a strong SAG launched long lances against a lone mine layer point out something that might make The List to be looked at for a future patch. Long lances were expensive and great to have when you actually need them. Perhaps there should be some chance they won't be used on such unworthy targets?

[Yamoto Hugger: This is re-posted from Treespider's AAR as I presume you will not see it there.]
Yamato hugger
Posts: 3791
Joined: Tue Oct 05, 2004 5:38 am

RE: Yammy vs Treespider AAR - no peekie Forest

Post by Yamato hugger »

ORIGINAL: witpqs

Disgraceful performance... 8 warships launch long lances at a mere 3,000 yards without being detected and miss 2 merchant ships!

Seriously, this and another combat where a strong SAG launched long lances against a lone mine layer point out something that might make The List to be looked at for a future patch. Long lances were expensive and great to have when you actually need them. Perhaps there should be some chance they won't be used on such unworthy targets?

[Yamoto Hugger: This is re-posted from Treespider's AAR as I presume you will not see it there.]

No, I havent looked at his at all, but yes, I saw this as it happened. My guess is the gunfire sank the ships before the torps even got there. Don has been tweeking the gunfire routines lately. It wouldnt surprise me if he was launching torps, resolving 1 round of gunfire, determine torp hits, then round 2. I will wait for a bigger battle before I raise a red flag. I figure Kongo and company will eventually run into Repulse sooner or later.
User avatar
witpqs
Posts: 26376
Joined: Mon Oct 04, 2004 7:48 pm
Location: Argleton

RE: Yammy vs Treespider AAR - no peekie Forest

Post by witpqs »

Of course I am not suggesting a red flag, just an item on the list for a future look. Certainly wouldn't (shouldn't) be serious enough to impact a first release. After all, it's probably the same now (vanilla WITP) as far as warships wasting inappropriate ammo on tiny targets.
Andy Mac
Posts: 12578
Joined: Wed May 12, 2004 8:08 pm
Location: Alexandria, Scotland

RE: Yammy vs Treespider AAR - no peekie Forest

Post by Andy Mac »

p.s. when YH refers to 1st Bn of 66th Naval Guard Unit - its actually a reinforced SNLF company.
 
Mostly to help the AI 4 Naval Guard Units were split into between 4 and 6 company sized forces (so c 20 Coy sized forces) - I normally hate these small ant like forces but the AI needed a load of small units to attack dot bases etc.
 
They are also quite usefull for tailoring garrisons on atolls so we left them in and didnt give them a mandatory disband date 
 
If you dont want them they can be combined back into Bn sized NGU's albeit a little overstrength
 
Andy
Andy Mac
Posts: 12578
Joined: Wed May 12, 2004 8:08 pm
Location: Alexandria, Scotland

RE: Yammy vs Treespider AAR - no peekie Forest

Post by Andy Mac »

p.p.s the 4 units broken down like this are 18th 19th 66th and 81st NGU's - there is no real historical reason for these particular 4 to be broken down as I said it was driven by the AI but they are usefull....
 
 
Andy Mac
Posts: 12578
Joined: Wed May 12, 2004 8:08 pm
Location: Alexandria, Scotland

RE: Yammy vs Treespider AAR - no peekie Forest

Post by Andy Mac »

Allies also at start get a few Company sized units
 
RM Viper Force, an Aus Cavalry Survey unit in the Northern territories, NZ N Force, and the Australian Indpt Companies being the main ones plus small garrisons like Fanning Island etc.
 
Also the US 153rd Regt is broken down to Companies
 
Andy
 
User avatar
Don Bowen
Posts: 5190
Joined: Thu Jul 13, 2000 8:00 am
Location: Georgetown, Texas, USA

RE: Yammy vs Treespider AAR - no peekie Forest

Post by Don Bowen »

ORIGINAL: witpqs

Of course I am not suggesting a red flag, just an item on the list for a future look. Certainly wouldn't (shouldn't) be serious enough to impact a first release. After all, it's probably the same now (vanilla WITP) as far as warships wasting inappropriate ammo on tiny targets.

Let's put this one to bed. There are conditions underwhich torpedoes are fired, and those conditions include target values, detection levels and randoms.


bradfordkay
Posts: 8686
Joined: Sun Mar 24, 2002 8:39 am
Location: Olympia, WA

RE: Yammy vs Treespider AAR - no peekie Forest

Post by bradfordkay »

ORIGINAL: Terminus

I.e. 30-60 degrees ASW and 60-90 degrees search...


Can these arcs overlap?

e.g., 30-90 degrees ASW and 60-120 degrees naval search.
fair winds,
Brad
Yamato hugger
Posts: 3791
Joined: Tue Oct 05, 2004 5:38 am

RE: Yammy vs Treespider AAR - no peekie Forest

Post by Yamato hugger »

ORIGINAL: bradfordkay

ORIGINAL: Terminus

I.e. 30-60 degrees ASW and 60-90 degrees search...


Can these arcs overlap?

e.g., 30-90 degrees ASW and 60-120 degrees naval search.

Absolutely.
User avatar
witpqs
Posts: 26376
Joined: Mon Oct 04, 2004 7:48 pm
Location: Argleton

RE: Yammy vs Treespider AAR - no peekie Forest

Post by witpqs »

ORIGINAL: Don Bowen

ORIGINAL: witpqs

Of course I am not suggesting a red flag, just an item on the list for a future look. Certainly wouldn't (shouldn't) be serious enough to impact a first release. After all, it's probably the same now (vanilla WITP) as far as warships wasting inappropriate ammo on tiny targets.

Let's put this one to bed. There are conditions underwhich torpedoes are fired, and those conditions include target values, detection levels and randoms.

This was only listed in two threads because the thread originators stated they were not reading each others AAR's. This one went to bed, died in its sleep, and is buried good and deep.
pad152
Posts: 2835
Joined: Sun Apr 23, 2000 8:00 am

RE: Yammy vs Treespider AAR - no peekie Forest

Post by pad152 »

ORIGINAL: castor troy

ORIGINAL: Yamato hugger
ORIGINAL: Grotius


Hmm, interesting. If new groups eat into your pilot pool, then presumably your pool is bigger? I'm looking forward to seeing how this works in your game.

It is. You also have a "reserve pilots pool" (also shown)

So in this example, I have 877 navy pilots that are trained and ready at 50 experience. I also have an additional 213 Navy pilots that are currently in training that I can tap but if I do they come in with only 40 experience. And a further 220 that I can tap that would come in with 30 experience ect.

You have to use your trained pilots first, then your 40 experience, then your 30, ect.

Image

How do you get the most experienced pilots into naval air wings as replacements VS. ending up flying a Jake in some back water island?

User avatar
DuckofTindalos
Posts: 39781
Joined: Fri Apr 22, 2005 11:53 pm
Location: Denmark

RE: Yammy vs Treespider AAR - no peekie Forest

Post by DuckofTindalos »

Draw them.
We are all dreams of the Giant Space Butterfly.
pad152
Posts: 2835
Joined: Sun Apr 23, 2000 8:00 am

RE: Yammy vs Treespider AAR - no peekie Forest

Post by pad152 »

ORIGINAL: Terminus

Draw them.

Do you mean I can pick which pilots I want to go to specific air groups?
Post Reply

Return to “War in the Pacific: Admiral's Edition”