A standard game turn

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!

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nukkxx5058
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A standard game turn

Post by nukkxx5058 »

Hi, as we now know there is no tutorial coming with the game. And as a result I am lost (and I am probably not the only one).

Could some grognard explain in what consist a standard game turn? Who could give a list of typical actions? What the heck are you doing each turn and in what order? What unit type are you moving first and why? are you using all your TF ? do you deal with economics? etc.

Such a list of actions to perform each turn would be very valuable for a poor newbie struggling with a 330 pages manual.
Winner of the first edition of the Command: Modern Operations COMPLEX PBEM Tournament (IKE) (April 2022) :-)
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thegreatwent
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RE: A standard game turn

Post by thegreatwent »

Yikes, I am sure you understand given the size of the game that this is a very open ended question with many answers. For myself a typical turn goes something like this.

1. Review previous turn, make note of areas of importance.
2. Check intel screens (look for damaged subs, ships, fatigued squadrons etc...)
3. Plan air attacks, cap, sweeps etc...
4. Plan naval movement, form task forces. Review supply needs and form tf's if necessary to replenish.
5. Plan land combat.
6. (if Japan) Check industry/production.
7. Check critical areas one last time. Save. Run turn.


Sorry this is not more in depth. I recommend running the smaller scenarios until you are comfortable with movement and combat. Then try the GC against AI to learn production and long term planning. Hope this helps and welcome aboard[:)]
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Templer_12
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RE: A standard game turn

Post by Templer_12 »

There should be a tutorial in the coming patch.

Maybe this will help you a bit. You will get a "clue"

http://mathubert.free.fr/

Check >Stratategy Guide & FAQ<

Those Guides are written for WitP. But something is still true for WitP AE.

Have patience to the release of next patch.

And I guess reading the manual can not be avoided.
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RE: A standard game turn

Post by [RS]Wedge »

I'm a newb myself. I am in the process of taking my first turn in the Full Campaign as the Allies. What I did was select all expansions to be turned off (Airfield, Ports, and Fortifications to OFF.) I am now going through each base/airfield and strategically setting to either expand the airfield, port, OR fortification. I remember reading somewhere that if you divide time and try to expand 2 or more areas per a base it takes longer - it is better to expand 1 area at a time. I am going to try expanding fortifications on the front lines of the Pacific theater and as I get further back behind lines work on expanding ports and airfields. I am still in this phase of my 1st turn. Next I am going to locate all task forces and try and make sense of what to do with them. Maybe gather all cargo ships and tankers to try and get supplies to various islands that need them.

It's a start - I'm going into this blindfolded.
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thegreatwent
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RE: A standard game turn

Post by thegreatwent »

Wedge, that is how I did it in WitP. It worked but there were periods of frustration since I wasn't sure WHY something didn't go right. Keep at it, check the manual and the forums. After pulling hair out post a specific question here and I'll bet there will be an answer sometime soon.
erstad
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RE: A standard game turn

Post by erstad »

I'm sure there are people a lot more organized than me. But here's my sequence.

Run combat. I have battle animations off but I watch the screen to make sure it doesn't flash to some place unexpected.

Go to the information screen.
- check aircraft losses. That gives me a quick look at the turn. If I see high ops losses on a particular airframe type, I'll go make some adjustments right away, otherwise continue to
- Check ship losses on previous turn.

Open the combat report.
Read through the combat report. If the results of a combat suggest I need to do some followup, I jot a note in my notebook. If there's a ground combat that's part of a multi-day sequence (e.g., Singapore, Manila, etc.) I'll make some notes on original AV and adjusted AV so I have some history of how things are trending.

Open the ops report
Skim the ops report. take action on anything that seems to need it (e.g., TF out of fuel). Look at any unusual sightings, etc.

Issue orders, area by area. So I'll do all of Sumatra, Malaya, and Burma first. (Air, naval, ground). Then I save, and do all of China. Save to a different save file. Keep going until I've gotten everywhere in the same sequence each turn. As I issue orders, if there's something I need to remember next turn I jot a note in my notebook. So if, for example, I'm transferring an air unit that's going to take a couple of hops to arrive, I make a note that I need to look at the intermediate base next turn and send it on its way. (Otherwise I can and often do forget).

Check my notebook for anything I need to make sure I did this turn. Do those things.

Open the ships screen. Sort by system damage, look for anything that is at sea and heavily damaged, and figure out if I want to send it to port and if so where. If I have high system damage ships in port, that means they got where they were going and auto-disbanded. So I go to those ships and stand them down for repairs, putting in shipyard as appropriate. Repeat by sorting ship screen for flotation; repeat by sorting ship screen for engine. On engine damage, I also look for anything with even 1 point of damage that's in a major port, and go stand the ship down to get the engine repaired.

Open the ops report again. Look for reinforcements. Do something with the reinforcements.

Save the final pre-end-turn save (I have a region of numbers I use and just increment for each turn cycle's file)

End turn, save in my PBEM slot.

Load my pre-end-turn save in Witpstaff. Load my PBEM save in tracker. look at all the alerts, etc. If I see anything that needs action, go fix whatever and redo the end saves.

That's pretty much it on a per turn basis. Every so often, I go through pretty much every base/air unit/TF and make sure there's not something I've overlooked. I'll also periodically look for ships that are overdue for upgrade, check a bunch of stuff on industry like engine/airframe balances and production, etc. I think some people do that on a regular schedule (like once a week or month or whatever) but I do it when the mood strikes and I have time.


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Templer_12
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RE: A standard game turn

Post by Templer_12 »

ORIGINAL: thegreatwent

Wedge, that is how I did it in WitP. It worked but there were periods of frustration since I wasn't sure WHY something didn't go right. Keep at it, check the manual and the forums. After pulling hair out post a specific question here and I'll bet there will be an answer sometime soon.

Right, I agree.

Keep in mind - WitP AE is different of any other strategy game you played.
It´s not realtime, ´s not a rush game, ´s not a action game.
It´s a lot of patience, a lot experimenting, a lot of learning, a lot of reading and, I´m sorry....a lot of manual. [8D]


Oh, and a lot time checking new threads on this forum. [:D]
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Canoerebel
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RE: A standard game turn

Post by Canoerebel »

Holy cow, what a question!&nbsp; This'll take as long as a game turn, but from the Allied perspective.
&nbsp;
1.&nbsp; I start with Hawaii and West Coast.
a.&nbsp; New ground units arrive?&nbsp; Set prep,&nbsp;change op mode (usually to strategic), move if desired.
b.&nbsp; New ships arrive?&nbsp; Where are they going?
c.&nbsp; New aircraft arrive?&nbsp; Where are they going?
d.&nbsp; Form TFs for supply, transport, ASW, minesweeping.&nbsp; Name new TFs.
e.&nbsp; Need to spend Politcal Points to change HQ assignments?
f.&nbsp; Need to adjust assignment to increase fort/port/airbase levels?
g.&nbsp; Have xAPs and APs where needed and know when and how to use "amphibious TFs" instead of "transport TFs."
2.&nbsp; CenPac/SoPac
a.&nbsp; Same&nbsp;as above.
b.&nbsp; Check air patrol/nav search&nbsp;and adjust search arcs if needed.
c.&nbsp; Check ASW patro and adjust search arcs if needed.
d.&nbsp; Check ASW TFs.
e.&nbsp; Ships ready to return somewhere?
f.&nbsp; Adjust docking to expedite unloading of troops/cargo based upon my priority.
g.&nbsp; Check ship repair assignments.
h.&nbsp; Make sure troops are in right ops mode (training, if possible; make sure troops aren't in Move mode unless that's really the mode I want).
i.&nbsp; How are supplies/fuel?&nbsp; Think ahead to be able to make&nbsp;arrangements to get what I need where it's needed as soon as I can.
j.&nbsp; Minelaying?
h.&nbsp;Do I have AS/AV/AD/ACM etc. where needed?
3.&nbsp; SWPac (Oz)
a.&nbsp; Same as 1 and 2 above.
b.&nbsp; Give special attention to supply/fuel convoys from Capetown and other ports of origination.
c.&nbsp; Usually you have more APs and AKs in Oz than needed during the first part of the war; evaluate needs and get excess to West Coast or Capetown for use in convoys.&nbsp; APs and xAPs (but especially the former) are critical for troop transport/invasions.
d.&nbsp; Oz needs American aircraft.&nbsp; Begin sending them from West Coast early and often.&nbsp; II Fighter HQ is set for SWPac, so move it from West Coast to Oz.
e.&nbsp; You have miscellaneous small units scattered about New Georgia, New Guinea, etc.&nbsp; You may want to use air transport to consolidate them at a key base like PM and, if necessary, to evacuate them to Oz.
4.&nbsp; DEI
a.&nbsp; If your opponent doesn't impose a lockdown on DEI early in the game (primarily through employment of KB or establishing a nasty airbase someplace nasty like Koepang), use the time and plentiful AKs and TKs to pull fuel out of DEI and send it to someplace useful like Darwin or Perth.&nbsp; If your opponent gives you a few weeks or longer, you may have time to make multiple runs and really bolster your fuel.&nbsp; Perth is probably optimal.
b.&nbsp; Prepare to spend PP to change HQ assignments for units that will be evacuated.
c.&nbsp; Know when and how to evacuate (air transport, sea transport, etc.)
d.&nbsp; Do the things listed in 1 through 3 above (should've listed that as sub-item a).
e.&nbsp; Do you want to move&nbsp;offensive aircraft into DEI to enhance strike capability?&nbsp; B-17s?&nbsp; Carrier strike aircraft?&nbsp; Know how and why and how to extract them when the time comes.
f.&nbsp; Know when and how you wish to use combat ships in the DEI to sting your opponent or keep him "honest" in protecting his ships.
g.&nbsp; Do you want to consolidate your troops on Java or have them protect several cities?&nbsp; Decide and implement.
h.&nbsp; Use air/sea transport to bring in garrison units from distant ports (Kendari, Makassar, Morotai, etc.) unless you decide they are more beneficial where they are.&nbsp; I'd rather add 25 AV to a strong garrison than see them wasted against a couple of Jap naval guard units.
5.&nbsp; Philippines
a.&nbsp; Same as&nbsp;1 through 4.
b.&nbsp; Which hex/hexes will you garrison on Luzon?&nbsp; Know when and how to get troops there.
c.&nbsp; Build forts.
d.&nbsp; Evacuate troops/aircraft/ships according to your needs and abilities.
6.&nbsp; SEAC
a.&nbsp; Same as 1 through 5.
b. Watch out for Jap invasion of Mersing, which could allow the Japs to cut off Singapore from the nothern end of the Malay peninsula.
c.&nbsp; Have your units under control and in position to withdraw to Singapore no matter how the Jap offensive develops.
d.&nbsp; Know which units/fragments to evacuate and how and when to extract them (air transport/sea transport/subs).&nbsp; Where are they going?&nbsp; Do you need Port Blair to serve as a stopover on the way from DEI/Malaya to Burma/India?&nbsp; If so, a small garrison to prevent Jap conquest via para-assault is necessary.
e.&nbsp; Do you really expect to hold Rangoon/Burma?&nbsp; If you're like most players, you conclude "No!" due to inability to supply and inferiority of units. Know how to create speedbumps (Pegu is one) and know where you intend to actually make your stand.&nbsp; Get the needed troops and base forces and engineers in place to begin establishing your genuine MLR.
6.&nbsp; China:
a.&nbsp; Selective 1 through 5 above.
b.&nbsp; Do not attack anywhere, anytime, for any reason.&nbsp; Chinese troops suck early in the war.&nbsp; They require time, training, and better leaders.
c.&nbsp; Chinese troops that are attacked will suffer overwhelming, devastating, humiliating, carnage-wreaking losses.&nbsp; Do anything possible to find advantages for them - primarily getting them to bases in big numbers and behind fortifications.
d.&nbsp; Get your cities fortified.
e. Try to allocate supplies to your important bases by bumping up their supply "demand."
f. If you can't get units into fortified bases, get them into good terrain (mountainous is prefereable, forest or behind rivers is also helpful).&nbsp; If they are attacked even in such good terrain, they will lose and take huge losses.&nbsp;
g.&nbsp; Decide what you're going to do with the multitude of Chinese units in essentially unsupplied, undefendable postions close to the coast.&nbsp; Leave them there to interdict Jap supply and harrass the Jap communications/supply lines even though you know eventually those units will be surrounded and destroyed?&nbsp; Or, begin evacuating them immediately to bases you think you can actually defend.&nbsp; (I did the latter in my game, but I don't know yet whether it was the better of the two strategies).
h.&nbsp; Allied aircraft in China stink.&nbsp; Even the AVG is vulnerable because they just don't have replacements early in the war.&nbsp; You can try to use fighters judiciously to keep your opponent honest or to sting him, but mostly just get them to rear bases and have them train, train, train.
i.&nbsp; Land movement in China seems to work and make sense in AE (unlike WitP where it was really screwy).&nbsp; Sometimes you can advance a unit to sever a Jap supply line or isolate forward Jap units.&nbsp; This is probably an effective early use of the glass-jaw Chinese units.
7.&nbsp; Russia:
a.&nbsp; Set forts/ports/airfields to build as desired (especially forts early in the war).
b.&nbsp; Set land units and aircraft to train (I think I did this, but now that I think of it I'm not sure; not even sure you can tinker with settings on Russian units before they activate).
&nbsp;
I may edit this as I think of othe stuff.
&nbsp;
Good luck!
&nbsp;
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nukkxx5058
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RE: A standard game turn

Post by nukkxx5058 »

ORIGINAL: thegreatwent

Yikes, I am sure you understand given the size of the game that this is a very open ended question with many answers.

Yes ! I certainly do ! :-)

Thank you everybody. Your answers are very helpful.
Winner of the first edition of the Command: Modern Operations COMPLEX PBEM Tournament (IKE) (April 2022) :-)
ckk
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RE: A standard game turn

Post by ckk »

omg is this what I do?[X(] no wonder I'm tired[:D]

















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Redd
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RE: A standard game turn

Post by Redd »

Talk about your indepth answer. Good God! This really should be stickied as this is asked all the time. I've had this game well over a month and I'm still working through my first turn.[X(]
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