AE, the real game (YH v TS mk IX)

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

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Odin
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RE: hexside control

Post by Odin »

[&o]<-----thats me, smashing my head on the floor.
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Yamato hugger
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ship repair

Post by Yamato hugger »

Here is a sample of the repair process. This is 1 of at least 2 methods you can use (I will show the other in a moment).

If you display the ships in port (this is the only ship in this particular port), you can click on the ships name. In the lower right corner you will see "repair type" and "priority". These are toggles. This ship has pierside and shipyard as its only choices. If there were a repair ship in port, this would also be an option. You will also see a repair estimate of time to repair. When a ship is done repairing or can no longer be repaired at this port you will get a message in your operations report.

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Yamato hugger
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RE: ship repair

Post by Yamato hugger »

Clicking "Manage ships under repair" from the port display will show a list of ALL ships that are damaged in that current port (even with 1 sys damage!) and the repair type can be toggled for any ship. Note the line at the bottom that says what your capacity is and your current total. In some cases (like after the Pearl Harbor raid for example) this screen is far more useful than putting them in 1 ship at a time because you can better manage your yard space here.

You can also see your choices for "priority".

If a ship is on fire, you cant start repairs until the fire is out.

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Yamato hugger
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RE: ship repair and pilot training

Post by Yamato hugger »

As an experiment, I selected "general training" on a few air units and after a few days, you will see that all of their stats will begin to climb (including defense).

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kfmiller41
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RE: ship repair and pilot training

Post by kfmiller41 »

YH quick question. When you get a pilot after he completes his initial training and he is a 35 exp (or 25 I can't recall) how long does it take to get him trained up to a reasonable level, say 60?&nbsp;
You have the ability to arouse various emotions in me: please select carefully.
Yamato hugger
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RE: ship repair and pilot training

Post by Yamato hugger »

ORIGINAL: miller41

YH quick question. When you get a pilot after he completes his initial training and he is a 35 exp (or 25 I can't recall) how long does it take to get him trained up to a reasonable level, say 60? 

Depends on what you are talking about. There are 13 categories that a pilot train in now. If you are just talking about a bomber pilot getting to 60 bombing or a fighter pilot getting to 60 air to air as I have already shown that can be done in no time at all (weeks/days). But if you are talking about getting his "experience" (ie the column just to the right of the "kills" column) to 60 I'd have to say I dont know. Thats why I put a few squadrons on general training. To see if this would raise his over all experience rating as it seems to me that the guys with the lowest experience are the ones that train (which makes sense).
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kfmiller41
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RE: ship repair and pilot training

Post by kfmiller41 »

Thanks also got an answer in PM from Erik, tried to reply but his mailbox was full:-)

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Yamato hugger
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RE: ship repair and pilot training

Post by Yamato hugger »

I should clean out mine as well, its getting there.
Yamato hugger
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RE: ship repair and pilot training

Post by Yamato hugger »

ORIGINAL: Yamato hugger

As an experiment, I selected "general training" on a few air units and after a few days, you will see that all of their stats will begin to climb (including defense).

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Snapshot of the 1st Sentai a few days later. Their raw experience levels havent changed (yet) but the defense is starting to come up.

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Yamato hugger
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Sub patrols

Post by Yamato hugger »

Sub patrols can be very effective:

I-8 is to patrol between the 3 green hexes.



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She makes contact with a passing AK and decided to follow her for a bit when:
Submarine under attack near Palmyra at 176,124

Japanese Ships
SS I-8

Allied Ships
xAKL Hirondelle, Shell hits 26, heavy fires, heavy damage



SS I-8 is sighted by xAKL Hirondelle
SS I-8 attacking on the surface

Edit: I-8 is the sub at the very top edge of the map. I-169 is the other one near the patrol zone. I-169 spotted and attacked the AK earlier in the turn and missed. I-169s patrol zone is south of I-8s. An AP that was carrying troops was torpedoed also this turn (by I-168) in the same area, heavy damage was reported from the single torp hit. I operate my subs in groups of 4. 1 "Glen boat" in a central patrol zone (I-8 is this flotillas Glen boat) and 3 others patrolling around that patrol zone. So the entire 4 subs end up patrolling an area about 15 hexes square.
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Yamato hugger
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RE: Sub patrols

Post by Yamato hugger »

Here is a look at the over-lapping patrols and the attacks in the area this turn:

1st contact on AK by I-168 on its patrol path in hex "X".
2nd contact I-169 spots an AP on its patrol and follows it to hex "Y" hitting (and probably sinking) it. It does not appear on the sunk ships display however.
3rd contact I- 8 reacts to I-168s contact report on the AK, finds it and sinks it with gunfire in hex "Z".

AFTER ACTION REPORTS FOR Dec 29, 41
--------------------------------------------------------------------------------
Submarine under attack near Palmyra at 176,130

Japanese Ships
SS I-168

Allied Ships
xAKL Hirondelle



SS I-168 is sighted by xAKL Hirondelle
SS I-168 attacking on the surface


--------------------------------------------------------------------------------
Submarine under attack near Palmyra at 180,130

Japanese Ships
SS I-169

Allied Ships
xAP Santa Maria, Torpedo hits 1, heavy damage


Allied ground losses:
18 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 0 destroyed, 2 disabled
Engineers: 0 destroyed, 0 disabled


SS I-169 is sighted by xAP Santa Maria
SS I-169 launches 4 torpedoes


--------------------------------------------------------------------------------
Submarine under attack near Palmyra at 176,124

Japanese Ships
SS I-8

Allied Ships
xAKL Hirondelle, Shell hits 26, heavy fires, heavy damage



SS I-8 is sighted by xAKL Hirondelle
SS I-8 attacking on the surface


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Grotius
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RE: Sub patrols

Post by Grotius »

Extremely cool! A question about these incidents:
She makes contact with a passing AK and decided to follow her for a bit when:
2nd contact I-169 spots an AP on its patrol and follows it to hex "Y" hitting (and probably sinking) it. It does not appear on the sunk ships display however.
3rd contact I- 8 reacts to I-168s contact report on the AK, finds it and sinks it with gunfire in hex "Z".

Do you have any control over whether subs "follow" the targets as you described?

I was especially intrigued to read that I-8 reacted to I-168's contact report. (I suppose that's why you have a Glen sub in each of your patrol groups.) It sounds like sub ops are much more interesting in AE!
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Yamato hugger
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RE: Sub patrols

Post by Yamato hugger »

ORIGINAL: Grotius

Do you have any control over whether subs "follow" the targets as you described?

I THINK it has to do with setting the react range, the I-8 attack was certainly react movement. It maybe just pure skipper aggression as to following (as in the case of the 169 boat above). I had them until 2 turns ago with their default "0" setting with nothing happening, so I tried setting this flotilla to 6 to see what happens. Needless to say all my sub patrols are on "6" now. I just now this turn changed my ASW patrols to 6 also to see what happens there.
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Kull
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RE: Sub patrols

Post by Kull »

ORIGINAL: Yamato hugger

I THINK it has to do with setting the react range, the I-8 attack was certainly react movement. It maybe just pure skipper aggression as to following (as in the case of the 169 boat above). I had them until 2 turns ago with their default "0" setting with nothing happening, so I tried setting this flotilla to 6 to see what happens. Needless to say all my sub patrols are on "6" now.

Looks like you just recreated the "wolfpack". Pretty neat.
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EUBanana
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RE: Sub patrols

Post by EUBanana »

ORIGINAL: Yamato hugger

Sub patrols can be very effective:

OMG

Please tell me that surface combat taskforces behave similarly as regards reactions. The inability to get surface ships to engage anywhere other than a port or by blind luck has always irked the hell out of me.

[&o][&o][&o]
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EUBanana
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RE: Sub patrols

Post by EUBanana »

ORIGINAL: EUBanana

ORIGINAL: Yamato hugger

Sub patrols can be very effective:

OMG

Please tell me that surface combat taskforces behave similarly as regards reactions. The inability to get surface ships to engage anywhere other than a port or by blind luck has always irked the hell out of me.

[&o][&o][&o]

As an addendum, I suppose if this is so, then ASW taskforces should react to and prosecute any submarine contacts that are detected over the course of a turn? This would also be very cool if so, as far as I can tell thats generally how it worked in reality in the late Atlantic war - aircraft do the spotting, and hunter-killer groups then hunt the target down.
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Yamato hugger
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RE: Sub patrols

Post by Yamato hugger »

Yes, in fact it took some effort to tone it down. Originally (about a year ago?) TFs were reacting (as many as 5 times in one test run), all over the place even on un-spotted TFs.

As for the ASW, thats why I just set them to 6. To see if this is the case.
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EUBanana
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RE: Sub patrols

Post by EUBanana »

ORIGINAL: Yamato hugger

Yes, in fact it took some effort to tone it down. Originally (about a year ago?) TFs were reacting (as many as 5 times in one test run), all over the place even on un-spotted TFs.

[&o][&o][&o][&o]

I'd buy AE for this alone, let alone everything else. [:D] Japanese fanboys have no complaints here, cruiser raiders on long Allied supply lines would be a lot more viable with this.

And I hope to see more of that sweet, sweet surface combat action that I crave so much. [:D]
As for the ASW, thats why I just set them to 6. To see if this is the case.

Cool, let us know how they react! (or fail to react)
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Yamato hugger
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RE: Sub patrols

Post by Yamato hugger »

A perfect chance to test my ASW react, and I forgot to set that TF to react! An allied sub was spotted in the marked hex in the am air phase.

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Sardaukar
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RE: Sub patrols

Post by Sardaukar »

I think that unescorted troop transports might be a bad idea in AE...[8D]
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-

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