Getting killed over Rangoon

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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olperfessor
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RE: Getting killed over Rangoon

Post by olperfessor »

What? Someone plays the Japanese side, and actually selects hard? Isn't that just Kamikazi crazy?

I am ready to start a new solo AE game as Japan, but I cannot figure out the aircraft engine system. I worry that by mid-1942 I will discover that I have utterly blundered, and will get only a few Claudes and Sallys for the rest of the war.
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HansBolter
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RE: Getting killed over Rangoon

Post by HansBolter »


The OP is facing the best pilots the US has at game start (AVG) coupled with the combat bonus of the very hard setting.


To the poster above:

The AI is incredibly easy to defeat. It's not an artificial intelligence that learns and reacts. It is a set of scripts that the game engine executes. Many players who play the AI not only play on hard or very hard we also play what are called Ironman scenarios that give the AI a huge boost in ahistorical extra units. All this is done to give the AI a better chance of giving a thinking human being a decent game.

There are Ironman scenarios for both sides. I am currently playing IronBabes C with extended map and stacking limits which is an Allied side against a beefed up Japan. I know Pax plays the Allied Iroman scenario by Andymac whcich pits the Japanese against a beefed up Allied side.

Beefing up the AI side gives it more units to lose before becoming unviable as an opponent.
Hans

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Lokasenna
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RE: Getting killed over Rangoon

Post by Lokasenna »

I've discovered that the biggest trouble with playing against the Allied AI is that it likes to start up its counteroffensive sooner than it has the forces to do so... In a couple of games, I had Midway-type battles in late '42 and came out on top (pilot quality IMO), and then the AI decides to send its amphibious landings in with no air cover because it has no CVs or too few escorts in early '43... I've found it necessary to simply stop practicing offensive ops and practice retreating instead, simply because otherwise I'll be loading up in head-to-head mode every 3 days forever. I still have to load up in head-to-head pretty often to force the AI to conserve its forces for several more months of game time.

Treasure these early days when the AVG is beating you up, because they won't last forever.
Numdydar
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RE: Getting killed over Rangoon

Post by Numdydar »

ORIGINAL: olperfessor

What? Someone plays the Japanese side, and actually selects hard? Isn't that just Kamikazi crazy?

I am ready to start a new solo AE game as Japan, but I cannot figure out the aircraft engine system. I worry that by mid-1942 I will discover that I have utterly blundered, and will get only a few Claudes and Sallys for the rest of the war.

You should check out my Production Primer for Japan. It may help with your game planning [:)]

tm.asp?m=3329605


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Feltan
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RE: Getting killed over Rangoon

Post by Feltan »

ORIGINAL: HansBolter


The OP is facing the best pilots the US has at game start (AVG) coupled with the combat bonus of the very hard setting.


To the poster above:

The AI is incredibly easy to defeat. It's not an artificial intelligence that learns and reacts. It is a set of scripts that the game engine executes. Many players who play the AI not only play on hard or very hard we also play what are called Ironman scenarios that give the AI a huge boost in ahistorical extra units. All this is done to give the AI a better chance of giving a thinking human being a decent game.

There are Ironman scenarios for both sides. I am currently playing IronBabes C with extended map and stacking limits which is an Allied side against a beefed up Japan. I know Pax plays the Allied Iroman scenario by Andymac whcich pits the Japanese against a beefed up Allied side.

Beefing up the AI side gives it more units to lose before becoming unviable as an opponent.

Now Hans,

Be kind to the AI.

In the WITP days, I had a few PBEM opponents that would make the AI seem brilliant by comparison.

Additionally, the AI never disappears into thin air when the going gets tough no matter what scenario you are playing.

Regards,
Feltan
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PaxMondo
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RE: Getting killed over Rangoon

Post by PaxMondo »

ORIGINAL: HansBolter
I know Pax plays the Allied Iroman scenario by Andymac whcich pits the Japanese against a beefed up Allied side.

Andy has 3 levels of Ironman, currently playing his "insane" version.

"Beware of Dorniers" [:D][:D][:D]

[&o][&o][&o]
Pax
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HansBolter
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RE: Getting killed over Rangoon

Post by HansBolter »

ORIGINAL: Feltan

ORIGINAL: HansBolter


The OP is facing the best pilots the US has at game start (AVG) coupled with the combat bonus of the very hard setting.


To the poster above:

The AI is incredibly easy to defeat. It's not an artificial intelligence that learns and reacts. It is a set of scripts that the game engine executes. Many players who play the AI not only play on hard or very hard we also play what are called Ironman scenarios that give the AI a huge boost in ahistorical extra units. All this is done to give the AI a better chance of giving a thinking human being a decent game.

There are Ironman scenarios for both sides. I am currently playing IronBabes C with extended map and stacking limits which is an Allied side against a beefed up Japan. I know Pax plays the Allied Iroman scenario by Andymac whcich pits the Japanese against a beefed up Allied side.

Beefing up the AI side gives it more units to lose before becoming unviable as an opponent.

Now Hans,

Be kind to the AI.

In the WITP days, I had a few PBEM opponents that would make the AI seem brilliant by comparison.

Additionally, the AI never disappears into thin air when the going gets tough no matter what scenario you are playing.

Regards,
Feltan


Trust me, I'm very kind to the AI. I routinely give it mulligans to undo its disasters and keep it viable. I was just trying to make the point that it has definite limitations and needs to both get all the help it can in the way of beefed up forces and be coddled by the player who keeps one hand tied behind his back.
Hans

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HansBolter
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RE: Getting killed over Rangoon

Post by HansBolter »

ORIGINAL: PaxMondo

ORIGINAL: HansBolter
I know Pax plays the Allied Iroman scenario by Andymac whcich pits the Japanese against a beefed up Allied side.

Andy has 3 levels of Ironman, currently playing his "insane" version.

"Beware of Dorniers" [:D][:D][:D]

[&o][&o][&o]


Andymac's newest Ironman versions are indeed "insane". I started his Ironman Nasty version for the Allied player, but after sinking about 4 hours into the Allied December 8th turn, I discovered that the base at Perth was missing and I refused to play the game out with that bug. I never bothered to report it to Andy.

In truth, I have become so enamored with the very, very different LCU counter mix in Babes Ironman that it's tough for me to want to go back to a stock LCU counter mix. I made the jump from the A to the C variant which places large cuts not only in shipping capacities, but also cuts the legs off many, many ships requiring significant adjustment on which ship classes get assigned the longest leg missions.

I also jumped to the extended map with stacking limits in the same game and that has a tremendous impact on game play. No more mountains of units at mega deathstar bases.

I'm thinking now of adding Gnarly Asian Roads to my next game. The continuing development of this game is absolutely incredible and my hat is off to all those involved in it's evolution.
Hans

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Feltan
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RE: Getting killed over Rangoon

Post by Feltan »

ORIGINAL: HansBolter

ORIGINAL: PaxMondo

ORIGINAL: HansBolter
I know Pax plays the Allied Iroman scenario by Andymac whcich pits the Japanese against a beefed up Allied side.

Andy has 3 levels of Ironman, currently playing his "insane" version.

"Beware of Dorniers" [:D][:D][:D]

[&o][&o][&o]


Andymac's newest Ironman versions are indeed "insane". I started his Ironman Nasty version for the Allied player, but after sinking about 4 hours into the Allied December 8th turn, I discovered that the base at Perth was missing and I refused to play the game out with that bug. I never bothered to report it to Andy.

In truth, I have become so enamored with the very, very different LCU counter mix in Babes Ironman that it's tough for me to want to go back to a stock LCU counter mix. I made the jump from the A to the C variant which places large cuts not only in shipping capacities, but also cuts the legs off many, many ships requiring significant adjustment on which ship classes get assigned the longest leg missions.

I also jumped to the extended map with stacking limits in the same game and that has a tremendous impact on game play. No more mountains of units at mega deathstar bases.

I'm thinking now of adding Gnarly Asian Roads to my next game. The continuing development of this game is absolutely incredible and my hat is off to all those involved in it's evolution.


I concur on the LCU's, and the ship ranges -- adds a whole new dynamic.

I added the Asian Roads mod as well. Not so much on that one. I frankly don't see a whole lot of difference in the sense that it just reinforces what usually happens wrt axis of advance and logistical tails.

Regards,
Feltan
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