full campaign time

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!

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

Numdydar
Posts: 3283
Joined: Fri Feb 13, 2004 9:56 pm

RE: full campaign time

Post by Numdydar »

ORIGINAL: rustysi

I've read everything of yours that I could find. You are one of my mentors on this site. So when I get my butt kicked in a PBEM... Its all your fault.[:D]

Well you are in good company as I have always lost my games as Japan [:D]. Except against the AI of course. [X(]

Thanks so much for the nice comment as well.
buncheesy
Posts: 39
Joined: Mon Aug 26, 2013 8:15 pm

RE: full campaign time

Post by buncheesy »

ORIGINAL: Numdydar

Well you are not crazy until you are into mid '42 and deciding where to attack as the Allies and planning it out on paper (or spreadsheet). Then and only then are you an official member of our little group.

Oh and it has to be a GC too. Not of these piddly scenarios for you [:D]

So far
1. Bought game 16 months ago after second child born.
2. Read manual at work in lunchtimes, opened game, freaked, turned off
3. suffered sleep deprivation from baby rearing for 14 months (and played a handful of games)
4. In a random moment of insanity 1 month ago started rereading manual
5. Started coral sea scenario...lost, started again...won and started to itch
6. Started 1000 mile war....now reading forums on bloody everything and the itch is getting worse
7. Am excited[:)] and scared[X(] but cant wait to launch into a GC...and I really really should get some treatment for that itch!
Numdydar
Posts: 3283
Joined: Fri Feb 13, 2004 9:56 pm

RE: full campaign time

Post by Numdydar »

ORIGINAL: fulcrum28

hello,

After playing some small scenarios against PC, I'm considering to play a full campaign against PC controlling the Japanese side.

I have a concern about the time necessary for that huge campaign.

1)Do you recommend me to set up the turn length to 1 day or 2 or 3 days to reduce the playing time?
Since you are playing against the AI (and since the Allied AI is dumber than a brick) you need to play on Hard at a minimum. You also
Use 1 day turns for Japan until the end March '42 as that is when your invade bonus runs out. Then switch to 2 or 3 day turns as you see fit

2)has someone of you finished such a full campaign and if so how long did it take?
Say about a year with regular play to get into '44/'45

3)finally, China front should be omitted (controlled by Pc or playing the full campaign with quiet china option?
China is too important to Japan to be played as Quiet. At a minimum you want a land connection between Indochina and Shanghai. A quiet China will prevent that.
Also there is no AI just for China that will play both sides while the player controls the rest of the map. Either you do nothing, i.e. Quiet or you have to actively take part.


Thank you in advance, and look forward to reading the opinion of expert players on the full campaign.

Kind regards

I put my replies in line above as it did not seem like anyone (including me [:(]) directly answered any of your questions.
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wneumann
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Joined: Tue Nov 01, 2005 3:47 am
Location: just beyond the outskirts of Margaritaville

RE: full campaign time

Post by wneumann »

Typically, how long does it take the average player to complete their input for a turn? I am new to the game but it seems to be over an hour for me playing the allies in 1942 (Grand Campaign)
That sounds about right, maybe 2 hours of so (in 1942) for orders in a game turn where you're involved in extra activity(ies) involving significant levels of detail - such as pilot training, logistics (transport convoy system), tracking location & movement of opposing LCU and other forces from AAR's and other reports, etc. Much of this extra activity quite tedious and most (if not all of it) manual labor.

In late 1943 and after... Allied game turns get much longer simply due to scale. You have more stuff to keep track of and keep moving to where you want it going - more things and more you have to do with it. All on top of preparing and conducting offensive operations in the front lines. Logistics, intelligence and pilot training doesn't go away either.
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crsutton
Posts: 9590
Joined: Fri Dec 06, 2002 8:56 pm
Location: Maryland

RE: full campaign time

Post by crsutton »

ORIGINAL: wneumann
Typically, how long does it take the average player to complete their input for a turn? I am new to the game but it seems to be over an hour for me playing the allies in 1942 (Grand Campaign)
That sounds about right, maybe 2 hours of so (in 1942) for orders in a game turn where you're involved in extra activity(ies) involving significant levels of detail - such as pilot training, logistics (transport convoy system), tracking location & movement of opposing LCU and other forces from AAR's and other reports, etc. Much of this extra activity quite tedious and most (if not all of it) manual labor.

In late 1943 and after... Allied game turns get much longer simply due to scale. You have more stuff to keep track of and keep moving to where you want it going - more things and more you have to do with it. All on top of preparing and conducting offensive operations in the front lines. Logistics, intelligence and pilot training doesn't go away either.

If you are doing a turn a day then it takes about a hour or so. Even in 1945 the time spent as the Allies was not much longer. You just get into a routine and after four years of play know what to do. I found the late war Allies just as easy to manage. However, take a week vacation and you will need some time to remember where you were....[;)]
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