Looks interesting so far

The creators of WW2: Time of Wrath move to the Pacific theater with Storm over the Pacific. Depicting the epic conflict between Japan and the United States, players choose from 26 available countries with historically accurate orders of battle including land, sea and air units and leaders. Concentrate on directing one country or command several to lead an alliance of nations. Engage in battle over the vast Pacific with 16 unit types modelled with an intuitive supply system and more.
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GaryChildress
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Looks interesting so far

Post by GaryChildress »

Trying to decide whether or not to get this game. Is this like a less complicated version of War in the Pacific?

1. How is industry handled in the game?
2. How are reinforcements handled?
3. How is combat carried out?
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Razz1
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RE: Looks interesting so far

Post by Razz1 »

No industry.
Need to capture cities that have PP's production points.

Purchase what you want if you have the PP's.
Each unit has a set time period before it is built.
There are a few events for new units, Choose to pay for it or scrap it.
Land: Move and attack or move units, then come back later in turn and click on attack. Same as several games.
Air: click on attack
Airstrikes from sea: click on button "airstrike"
Sea is based upon detection. Move into sea zone. If either side detects then there is combat unless the sea force succesfully retreats before battle.
Base detection is 30%. The more ships or fleets the better the chance to detect.
Anraz
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RE: Looks interesting so far

Post by Anraz »

Next to normal "PP" there are resources, they are similar to PP but the are more profitable for a conqueror (only part of conquered "normal" PP can be used and all PP from resources). There are a few events connected with resources to simulate Japanese economy and its dependance on rare resources. PP is gathered and stored as abstract points, but abundance of it is touched by wastage.
Reinforcements are dependent on supply level, territory ownership, connection with homeland and available PP.
gwgardner
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RE: Looks interesting so far

Post by gwgardner »

As Anraz alluded to, one nuance of reinforcement is that it is slower to reinforce a unit 'in the field' than in home territory.

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Razz1
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RE: Looks interesting so far

Post by Razz1 »

That is realistic and is in place so human player will not exploit it

Changing a division on the line to a corps and have it organized and ready to fight is silly.

Just buy strategy points and redeploy to home territory. Upgrade size and the stratgey re-deploy back to front.

You think Japan was kicking your ass in PBEM? How would you like it if I changed all those front line units to corps?

I can hear you crying and you live at least 2,000 miles from me.

Think of it as a logistics constraint.
Anraz
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RE: Looks interesting so far

Post by Anraz »

Considering  production point I think  is worth adding there are two important factors which influence  effective PP (number of production points gathered in every turn), I mean “war economy” and “social unrest”. I hope these two simples concepts are self-explanatory.
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