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!
ORIGINAL: Bliztk
If you do Sir Robin, instead of doing only one operation or two, Japan can do several more things simultaneusly, which is bad for the Allies.
My brother has made that clear to me in many of our conversations as we talk about our upcoming PBEM game. He's joked about that fact and stated he hopes I do a Sir Robin.
"In times of war, the Devil makes more room in Hell"
ORIGINAL: crsutton
I might also add that there have been many revisions to the game that might have changed my overall strategy. For example, the ability to now buy back units changes a lot of things and I might have been more willing to sacrifice a division to hold a key point for a few months.
Are you refering to the latest beta patches? This is the second time I've hear about buying back LCU, but I thought it was not in the current official release?
We've purposely held off playing our game for many of the fixes (as well as enhancements) since we know we'll be commiting months, possibly years playing the GC; I've thought about even holding out a little longer for the next official release, but not sure I can wait.
Any word on when it might be put out as another official patch?
"In times of war, the Devil makes more room in Hell"
Hmm, looks like my reply got swallowed.... I would recommend Canoerebel's current AE AAR and also jrcar's AAR. I wouldn't really recommend the Fleet the Gods Forgot for numerous reasons, mostly because I think it teaches the wrong "lessons" and there's a distinct lack of logistical nous on both sides which would be a bad thing to learn.
John Dillworth: "I had GreyJoy check my spelling and he said it was fine."
Well, that's that settled then.
Hmm, looks like my reply got swallowed.... I would recommend Canoerebel's current AE AAR and also jrcar's AAR. I wouldn't really recommend the Fleet the Gods Forgot for numerous reasons, mostly because I think it teaches the wrong "lessons" and there's a distinct lack of logistical nous on both sides which would be a bad thing to learn.
These two, correct?
Tokyo Rose was a Hussy! Chez (J) vs. Canoe (A)
Aussies v Aussies - Clubbing baby seals (no AOFFEN or Mark)
"In times of war, the Devil makes more room in Hell"
ORIGINAL: Bliztk
If you do Sir Robin, instead of doing only one operation or two, Japan can do several more things simultaneusly, which is bad for the Allies.
My brother has made that clear to me in many of our conversations as we talk about our upcoming PBEM game. He's joked about that fact and stated he hopes I do a Sir Robin.
First, I agree that just running away will give your opponent too much leeway. Keep in mind that an active defense does not mean "fighting to the last man". Just occasionally showing your surface fleet to your opponent will force him to consider the possibility that they may be lurking around the next base he intends to invade. That will force him to be more cautious ergo slow him down.
Second, in AE the RNN ships really don't upgrade; so, by mid war they will be more of a liability than an asset especially in terms of AAA. Likewise for any Dutch BF you rescue. With the future patch likely including a "buy back" option for LCU, even saving the USN BF from the PI becomes less of a big deal.
Even using your precious carriers judiciously can really put a wrench into the works. Point being that how well you slow your opponent up in the first half of 1942 will determine wht kind of war you will be fighting late in 1942.
"We have met the enemy and they are ours" - Commodore O.H. Perry
While it occurs to me, an interesting observation, IMO:
I was a medic in the Regulars - US Army. My active duty was at a small post in Maryland (this was ages ago). We never were in the field.
Then I was in the National Guard with a rifle company (Co. C, 1/181 Inf., 26th "Yankee" Div.). Still a medic. During our annual two weeks, I asked an old hand what we were doing.
"We're retreating," he replied.
"Why do we retreat so much?" I asked (it seemed we practiced retreats a lot).
"Well," he said, "in a sense, anyone can attack. To retreat in good order and maintain your unit integrity - that's the mark of a good outfit."
Never forgotten that.
"Goddamn it, they're gittin' away!!"
- unknown tincan sailor near the end of Leyte Gulf, when Kurita retired
To some degree every allied player has to fall back for a fight another day. the amount is situational, but IMHO I dont advocate traditional sir robin.
Fight for it, surface raid, use subs, set fighter traps, defend forward where it makes sense, decide on the assets to expend in each area and make them count.
Oh, and have a plan as to what you are going to do...and do it. dont just react. You will do better.
Sir Robin doesn't necessarily mean pulling everything back. Hit the enemy where you can, otherwise concentrate your power to what you think is important to keep.
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-
ORIGINAL: Nemo121
... I wouldn't really recommend the Fleet the Gods Forgot for numerous reasons, mostly because I think it teaches the wrong "lessons" and there's a distinct lack of logistical nous on both sides which would be a bad thing to learn.
I will go along with this assessment of Fleet the Gods Forgot as a model of strategy. John said up front that he knew the game was not going the full distance which allowed him to pursue an extreme example of strategy not otherwise seen.
The reason I brought those AAR to your attention was they demonstrate that the Allied side is not toothless tiger and can be dangerous if cornered by an overconfident Japanese player. Unfortunately their position is hopelessly compromised and you would be unwise to attempt to emulate John 3rd in a long term game. However, given the right circumstances.....
Cheers,
Reg.
(One day I will learn to spell - or check before posting....)
Uh oh, Firefox has a spell checker!! What excuse can I use now!!!
Ah, it becomes clearer. You mustn't have read my AARs. I think that a quick read of them would show I don't require conversion to that belief. [:D]
As to John3rd: You'd be unwise to emulate his strategic thought or logistics in any long-term game. He undertakes action for no better reason than for it to be flashy, attacks things cause thy are there as opposed to them being vital and often suffers near-disaster through logistics mis-management which has to be fixed by others.
I have no doubt that he's an affable opponent - and I PBEMed him in an ACW wargame some years ago and found him pleasant - but for a long-term game like AE not taking care of your logistics is death and will destroy you far quicker than enemy action ever will. So, one must read his AARs with extreme caution if one is seeking to find something to emulate, IMO.
John Dillworth: "I had GreyJoy check my spelling and he said it was fine."
Well, that's that settled then.
"Nobody ever defended anything successfully, there is only attack and attack and attack some more."
"Fixed fortifications are a monument to the stupidity of man."
"The best defense is a good offense"
Oh, man, he never played with me. My mottos are:
- He who attacks too much does not live to defend another day
- High-mobility soldiers run away much faster than those in forts
- The best defense your opponent's poor offense
And the last one: giant turtles make the best cavalry.
ORIGINAL: HexHead
"Well," he said, "in a sense, anyone can attack. To retreat in good order and maintain your unit integrity - that's the mark of a good outfit."
Never forgotten that.
...actually, I like that too.
ORIGINAL: fbs
And the last one: giant turtles make the best cavalry.
This conjures images of many lines of a fat round hard-shelled turtles bristling with heavy lances "charging", at their pace, forward.
"In times of war, the Devil makes more room in Hell"
ORIGINAL: HexHead
"Well," he said, "in a sense, anyone can attack. To retreat in good order and maintain your unit integrity - that's the mark of a good outfit."
Never forgotten that.
...actually, I like that too.
ORIGINAL: fbs
And the last one: giant turtles make the best cavalry.
This conjures images of many lines of a fat round hard-shelled turtles bristling with heavy lances "charging", at their pace, forward.
Then Guam must have had the 2nd best calvalry. Theirs were mounted on Carbao (water buffalos)![X(]