A few newbie questions

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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BigDuke66
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RE: A few newbie questions

Post by BigDuke66 »

Thanks, I posted it their.

Yes now I found some additional info too:
"To train LowN and LowG skills, set altitude between 100' - 5000'".



I also tried reassigning the IRs and indeed all units have to be under the same HQ to be combine and it doesn't seem to matter what HQ that is as the new unit will be assigned to where the "pieces" where assigned too.
The way how you do it significantly effects the PP you have to use, it will be cheaper to reassign the separated units to where you want the complete unit to be assigned to.
Alpha77
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RE: A few newbie questions

Post by Alpha77 »

Quick questions

a) Is Tarawa an atoll ?? It does not look like on the map. Because I remember reading in the manual, that assaulting atolls is very costly and dangerous. I lost so much troops in this landing to shock attack on my side - one inf reg. is quasi eliminated without getting to the enemy (and now don´t want "enable" all the disabled squads) - enough supply is there. Are there special rules if you land on Tarawa ?

b) I got CVEs with 2 airgroups on them - however these are much over their capacity. Is 1 of these groups meant to be transported somewhere or transfered to fleet carriers ? It also seems that the CAP of the fighters won´t fly if the other group (SB3) is still onboard ?? This cost me BB Missippi at the Tarawa landing to Bettys, cause the CVE did not provide aircover. Am I right with this asessment of CVEs ? They can only operate if only 1 group is onboard ?
Alfred
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RE: A few newbie questions

Post by Alfred »

ORIGINAL: Alpha77

Quick questions

a) Is Tarawa an atoll ?? It does not look like on the map. Because I remember reading in the manual, that assaulting atolls is very costly and dangerous. I lost so much troops in this landing to shock attack on my side - one inf reg. is quasi eliminated without getting to the enemy (and now don´t want "enable" all the disabled squads) - enough supply is there. Are there special rules if you land on Tarawa ?

b) I got CVEs with 2 airgroups on them - however these are much over their capacity. Is 1 of these groups meant to be transported somewhere or transfered to fleet carriers ? It also seems that the CAP of the fighters won´t fly if the other group (SB3) is still onboard ?? This cost me BB Missippi at the Tarawa landing to Bettys, cause the CVE did not provide aircover. Am I right with this asessment of CVEs ? They can only operate if only 1 group is onboard ?

Tarawa is an atoll. There are several ways you can tell whether invading an island will trigger an auto shock attack.

1. Read Appendix B, pages 289-304 of the manual.
2. Any island sized 1 or 2 (=6k or 30k troop stacking limit), or any atoll irrespective of it's size.
3. Islands whose name is written in yellow.

Regarding the CVEs, you used them incorrectly. There are three type of Allied CVEs received in the game.

1. CVE with no plane group attached eg Long Island
2. CVE whose air groups have the letter "R" in their name eg VRF-xxx. The "R" stands for replacement. These CVEs are weigh over the limit for conducting flight operations and are intended to be placed in a Replenishment TF to provide at sea airframe replacements.
3. CVE with airgroups within the limits of allowable carrier air operations. The name of the air group is typically VF-xxx or VT-xxx. These CVEs are best used to provide air cover for amphibious invasions.

Alfred
Alpha77
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RE: A few newbie questions

Post by Alpha77 »

Alfred - thanks.

The Tarawa battle became kind of a nightmare, Jap brought even reeinforcements in. So I will try to extract the troops still living.
It seems they also recover much slower than normal on that island, probably because it is so tiny and the enemy is always near.


"CVE whose air groups have the letter "R" in their name eg VRF-xxx. The "R" stands for replacement. These CVEs are weigh over the limit for conducting flight operations and are intended to be placed in a Replenishment TF to provide at sea airframe replacements."

This was the case here. Good to know :)
chrisol
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RE: A few newbie questions

Post by chrisol »

Hi,
 
Can I ask a couple of questions that are bothering me...
 
1) What does the "#" sign mean that appears after some ship names (I thought it was that they had a withdrawal date but came across some recently where I couldn't see that... but perhaps I wasn't looking in the right place)
 
2) How can I tell if a port is big enough to re-arm certain ships/guns eg. torpedoes, depth charges, battleship big guns etc. ?  The manual refers to it being relevant but I couldn't see how I can work it out
 
Thanks for your help,
Chris
 
 
 
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foliveti
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RE: A few newbie questions

Post by foliveti »

On ship rearming there is an appendix containing a ship rearm table in the back of the manual.  It shows device by device and lets you know how big a port you will need to rearm each device.  It also tells you what ships you can substitute for a sufficient size ship.  It looks pretty daunting at first, but you can get an idea pretty quickly about what kind of port you need for different ship types or weapons systems.  For example with a DD, you might be able to rearm the guns at a size 4 port, need size 6 for the depth charges and need size 7 for the torpedoes.
Frank
chrisol
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RE: A few newbie questions

Post by chrisol »

Oh - the manual... whoops

I'll have a closer look and see if I can work out a "rule of thumb" to help me remember,

Thanks
Chris
Schanilec
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RE: A few newbie questions

Post by Schanilec »

Big, Bigger, Biggest? [:D]
 
I'm lame and so is my sig.[:(]
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Bullwinkle58
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RE: A few newbie questions

Post by Bullwinkle58 »

ORIGINAL: chrisol

Hi,

Can I ask a couple of questions that are bothering me...

1) What does the "#" sign mean that appears after some ship names (I thought it was that they had a withdrawal date but came across some recently where I couldn't see that... but perhaps I wasn't looking in the right place)

From memory I think that's the flagship.
The Moose
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BigDuke66
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RE: A few newbie questions

Post by BigDuke66 »

Can anyone tell me if it matters what command a base is attached to?

Further more I would like to know if the "nationality" of bases, units, etc. matters in any way or should be considered in any way.
Alfred
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RE: A few newbie questions

Post by Alfred »

ORIGINAL: BigDuke66

Can anyone tell me if it matters what command a base is attached to?

Further more I would like to know if the "nationality" of bases, units, etc. matters in any way or should be considered in any way.

Yes, very much and it is so obvious, that I wonder whether you have expressed this question in your non native language not how you actually meant it to be.

1. Restricted air units can only be air/railroad transferred between bases under the same exact command.

2. PTs can be created from supply either carried by merchantmen or stockpiled at a base. In the case of the latter, the base must be attached to an American or Australian command.

3. Different nationalities have different replacement rates for their equipment and only a few units can use the same equipment of another nation.

4. The experience level which LCUs can train up to without engaging in combat varies between nationalities.

5. The list of potential TF leaders which a player can choose from is determined by the nationality of the flagship.

6. Pilots graduate with different experience levels based on their nationality.

In short, the staying power of units to remain combat effective is heavily affected by the national replacement rates of their equipment and personnel. Also different national infantry squads have different combat power.

Alfred
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BigDuke66
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RE: A few newbie questions

Post by BigDuke66 »

ORIGINAL: Alfred
2. PTs can be created from supply either carried by merchantmen or stockpiled at a base. In the case of the latter, the base must be attached to an American or Australian command.
The limit to American or Australian commands is new to me, it's missing in the manual.
ORIGINAL: Alfred
3. Different nationalities have different replacement rates for their equipment and only a few units can use the same equipment of another nation.
Yea well you get what the replacement rate gives you that's obvious but there isn't a "rate" at which global devices(support squads for example) are distributed to factions or sub-factions?
ORIGINAL: Alfred
5. The list of potential TF leaders which a player can choose from is determined by the nationality of the flagship.
That nationality also plays a role is again new to me, again the manual lacks that info.

Thanks.
Sun Tempest
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RE: A few newbie questions

Post by Sun Tempest »

I would have an question regarding the importance of planes' endurance. Exactly what endurance does and what is its impact on airplanes performance?
Alfred
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RE: A few newbie questions

Post by Alfred »

ORIGINAL: Sun Tempest

I would have an question regarding the importance of planes' endurance. Exactly what endurance does and what is its impact on airplanes performance?

Endurance is only about how long a plane can stay in flight. The combination of endurance and air speeds determines its range in hexes.

Endurance has nothing to do with:

* how resistant a plane is to battle damage

* how quickly a plane is repaired

* determining the service rating

* indicating a plane's capability to fly through adverse weather conditions

Basically, as a player, just disregard endurance and instead focus on the range in hexes a plane can fly.

Alfred
Rainer
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RE: A few newbie questions

Post by Rainer »

again the manual lacks that info
The manual was printed 2009 ...
WitP/AE
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BigDuke66
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RE: A few newbie questions

Post by BigDuke66 »

I know but there is an ebook version that could have been constantly upgrade & expanded to keep up with changes and improve weak spots, but here Matrix is like every other company using ebook manuals and just makes an initial release and thats it.
I really wish the companies would switch to wikis so everyone(or at first only design team members) could contribute and so make a perfect manual that is always up-to-date and clear as crystal.
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BigDuke66
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RE: A few newbie questions

Post by BigDuke66 »

Can anyone tell me how high the damage & fatigue values on the planes screen(within air group screen) can rise?
I guess the correspond somehow with the Durability & Maintenance values but how?

Fatigue value above Maintenance value = Stood down for Maintenance
Damage value above Durability value = Stood down for Maintenance
Or how does it work?
BillSirKill
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RE: A few newbie questions

Post by BillSirKill »

I spot the TF.. Decide to send in DBs... I want to attach Escorts. 1. Do I just send both the DBs and the Fighters to the hex? or 2. do i need to assign the escorts to the DBs. Also, I attempted to send the DBs to attack the TF --I got this message "LRcap mission may only target TF! There are 2 task forces in the HEX - do the DBs commanders pick their own targets?

thanks for the help
Bill
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Jim D Burns
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RE: A few newbie questions

Post by Jim D Burns »

ORIGINAL: BillSirKill

I spot the TF.. Decide to send in DBs... I want to attach Escorts. 1. Do I just send both the DBs and the Fighters to the hex? or 2. do i need to assign the escorts to the DBs. Also, I attempted to send the DBs to attack the TF --I got this message "LRcap mission may only target TF! There are 2 task forces in the HEX - do the DBs commanders pick their own targets?

thanks for the help
Bill

Escorts are handled automatically by the engine, you cannot manually force escorts to fly with a specific group of bombers. If you set up a fighter group with an escort mission, and then assign say 30% of the group to CAP that leaves 70% of the planes available to the game engine to use for escort missions during turn resolution.

During turn resolution bomber groups assigned with different bombing missions (naval, ground, airfield, etc.) will create their mission and will look for available escorts from fighter groups in the area with escort set as their mission task. Coordination rolls then come into affect (all hidden within the game code) and if everyone passes their die rolls the mission arrives over target with its escorts overhead.

Both bombers and fighters can get separated and show up piecemeal or some may locate the targets and others may not, some may get lost and take no action at all that day even though they fly and use up supply as fuel and are subject to op losses. There are probably hundreds of possible outcomes.

You can increase the chances of successful die rolls with good leaders, air HQs and experienced pilots. But even if you have the best of everything, there is never a guarantee your escorts will arrive with your bombers.

Edit: LRCAP is a defensive mission and only attacks enemy missions flown to the hex they are protecting, LRCAP does not protect your bombing missions. You can sweep a hex with fighters and they will attack enemy CAP in the hex. But there is no guarantee the sweep will arrive before your bombers arrive.

Jim
BillSirKill
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RE: A few newbie questions

Post by BillSirKill »

WOW..great answer! Thanks!!
Bill

PS: the more I delve into the game the more I see how much delving I still need to do!!
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