Force Z

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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jmbraat
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RE: Force Z

Post by jmbraat »

I usually let Force Z do its thing ... more often than not airborne torpedoes get at least one with damage to the second one. Current game they're both sitting in Capetown with heavy damage. Results vary, rarely finding transports, sometimes meeting SAGs, mostly they bombed and torpedoed.
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Shark7
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RE: Force Z

Post by Shark7 »

ORIGINAL: Ranger5355

Many admirals, maybe most, did not believe it likely or even possible to sink a BB maneuvering at sea. When I play the allies against AI I let Force Z take it's chances as I like to model the lack of intelligence that I have of the actual Japanese abilities.
In one game Force Z made it to the beaches and slaughtered the invasion fleet. You never can tell.

And when Admiral Phillips was informed that the G4M and G3Ms were making a torpedo attack, he replied "There are no torpedo aircraft about". The Allies had no real concept of what Japanese naval aircraft were capable of.

This was a systemic failure by the Allies, that is completely under-estimating the capabilities of the IJN and IJA. Hence the near unstoppable expansion of the Empire for the first 6 months of the war. The Allies always considered the Japanese a second rate nation (militarily) until they got whipped by a very well trained and prepared IJN/IJA.

Force Z was doomed by the whole mindset...the British simply believed that the IJN could not stand up to a modern strike force like Force Z, nor would they have any way to stop a modern BB at sea.
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HansBolter
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RE: Force Z

Post by HansBolter »

As some one who plays the AI with a historical first turn and runs the first turn over, and over and over again in order to get the AI the best possible PH strike for a game start, I have seen the full gamut of possibilities for Force Z with an historical first turn.

I have seen both sunk many more times than I have seen more than two BBs sunk at Pearl.

I have seen one sunk and one get away damaged.

I have seen both get away damaged.

I have seen both get away scott free because no strike flew.

I have even seen the buffaloes intercept and slaughter the betties and nells.

Playing the historical first turn doesn't automatically lock you in to the historical result of both sunk.
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geofflambert
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RE: Force Z

Post by geofflambert »

ORIGINAL: Canoerebel

In my game with Q-Ball, I forgot to issue orders to Force Z, partly because our "Orders only to TFs at sea on Dec. 7" home rule did not mean I couldn't issue orders to Force Z, which was at Singapore.  So, I lost the BC and BB that turn.  I was so ashamed that I didn't even ask for a re-do.  My opponent was so ashamed for me that he didn't offer one.

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jwilkerson
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RE: Force Z

Post by jwilkerson »

ORIGINAL: HansBolter

... <snip> ...

Playing the historical first turn doesn't automatically lock you in to the historical result of both sunk.

And this was exactly the design goal ... or restated in the reverse sense ... the historical first turn (of scenario one) does not automatically result in the survival of PoW and Repulse ... as do the other scenario starts or options.
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