quick question

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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vj531
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RE: quick question

Post by vj531 »

Thanks again Jim.

Its slowly 'sinking' in. NPI
With the goal being a PBEM game in the future. What scenario would be recommended after Guadalcanal?

Ship damage

Any tips on avoiding "no combat" ship damage?
Plagued with lots of Engine/System damage throughout.
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Just added *** - Is there any benefit to changing the Target for these unit 'based' @ Port Moresby?


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PS Why the * next to INF?
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vj531
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RE: quick question

Post by vj531 »

I now think I have problems/mix-up with changing HQ's.

Why are they - 1 'Yellow' and - 2 'available' to choose even though I have too few PP's?
I fear I have given many/some of my ground units some very strange HQ's using this anomaly/feature.

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In my rush to get boots on the ground earlier in the scenario I fear I cocked-up - This is my favourite[&:]
Quite how this would affect the HQ/unit, I'm not sure?

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obvert
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RE: quick question

Post by obvert »

They cost less if they're under the same Command HQ. I think it's 1/3 the usual cost, so you just have enough here to buy that change.
"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill
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vj531
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RE: quick question

Post by vj531 »

ORIGINAL: obvert

They cost less if they're under the same Command HQ. I think it's 1/3 the usual cost, so you just have enough here to buy that change.

Thanks for your reply.

What does this refer to?
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obvert
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RE: quick question

Post by obvert »

ORIGINAL: sharper

ORIGINAL: obvert

They cost less if they're under the same Command HQ. I think it's 1/3 the usual cost, so you just have enough here to buy that change.

Thanks for your reply.

What does this refer to?

What does 'this' in your question refer to? [:)]
"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill
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geofflambert
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RE: quick question

Post by geofflambert »

I believe the "*" means that those units are components of a division and could be merged if all components were present.

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RE: quick question

Post by BBfanboy »

ORIGINAL: sharper

Thanks again Jim.

Its slowly 'sinking' in. NPI
With the goal being a PBEM game in the future. What scenario would be recommended after Guadalcanal?

Ship damage

Any tips on avoiding "no combat" ship damage?
Plagued with lots of Engine/System damage throughout.
---------------------------------------------------------------------

Just added *** - Is there any benefit to changing the Target for these unit 'based' @ Port Moresby?


Image

PS Why the * next to INF?
Three questions in one post! You really are in learning mode! [:)]

1. Play either the 1000 mile war (Aleutians) or the Marianas game. The former has less carrier involvement and is more of a logistics/reinforcement scenario. The Marianas is fairly short but intense -lots of goodies to play with but a short timeline and lots of logistics. I had to play it three times before I was content that I knew how to handle the juggling involved.

2. Do not run your ships at full speed unless it is an emergency. Very hard on systems and engines. Repair damage in ports whenever you can. Minor engine damage can become major engine damage if left unattended.

3. Prep those units for where you intend to have them fight. If it is PM, prep them all for that.

The asterisk shows that those units are part of a larger entity. Bdes can combine to become a division if they are all assigned to the same Division, have the same equipment, have the same HQ and all pieces of the division are in the same place. On the unit screen lower left, click on the button labeled "OOB" which will show you which units are part of that larger unit and where they are located.

It looks like you have a problem with HQ assignments if those three Australian Bdes are part of the same Division. They could also have different equipment if one or two of the units have upgraded a device and the others have not.

For heaven's sake, get them all in combat mode. Troops in Strat mode are dead meat in an attack. In combat mode those that have engineers can help build forts and facilities. If the Japanese damage the airfield the troops themselves will contribute to repair of the runways only.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
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RE: quick question

Post by BBfanboy »

ORIGINAL: obvert

They cost less if they're under the same Command HQ. I think it's 1/3 the usual cost, so you just have enough here to buy that change.
Close - the figure is 25% to change HQs to another HQ under the same higher HQ.

Unfortunately Alaska Defence Command is not part of any command involved in the Guadalcanal battles, so you will have to pay full PP to change it back to one you can use. Make sure it is an UNRETRICTED HQ (one that does NOT have an [R] after the name).

In your first screenshot the Australia Command and sub-HQs are shown as available because you have enough PP to change the unit HQ at 1/4 of the full cost.
But Australia Command is restricted, so you would not be able to put the troops on ships if you assign the unit to a sub-HQ of Australia Command.
When you have enough PP to pay full price, go to SWPAC command and assign the unit to one of the unrestricted HQs there, preferably one that is prepping for the same target and might be moved there to help with the battles. (Think of the RL 1st Marine Div. located with 1st Marine HQ on Guadalcanal.)
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
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vj531
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RE: quick question

Post by vj531 »

Some good reading for the morning - The HQ stuff always confuses .......time to try and make sense of it!

Thanks Jim and everybody!
I'll be back!
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vj531
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RE: quick question

Post by vj531 »

Tassafaronga is it worth it?

reported 9000 Ija Vs 5000......

Am reinforcing, bombarding and bombing but........

ALSO
How does one use minelayers?
I send them to a target hex, but nothing seems to happen!
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RE: quick question

Post by BBfanboy »

ORIGINAL: sharper

Tassafaronga is it worth it?

reported 9000 Ija Vs 5000......

Am reinforcing, bombarding and bombing but........

ALSO
How does one use minelayers?
I send them to a target hex, but nothing seems to happen!
Tassafaronga is not essential for the Allies in terms of Victory Points, but Lunga IS. Being able to take Tassafaronga would remove the threat of the Japanese moving overland to attack YOU, but if the Marines dig in and build forts, they should be able to handle up to 4X their number of Japanese ... if the Marines have supply.
So if you don't think you have the troops to take Tassafaronga, do what the Allies did IRL - dig in, build up, get supply and reinforcements to Lunga and attack the IJN supply chain. Also try to prevent bombardments by attacking his bombarding ships. As in RL the Japanese can grind themselves down against hardened defences including an operational airfield with fighters and bombers.

Minelaying TFs start off set to "Do Not Lay Mines" in their unloading instructions. You must change this to "Lay Mines" and then click the target hex. Don't forget to set "Retirement Allowed" too.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
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vj531
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RE: quick question

Post by vj531 »

I took Tassafronga because I could........

But why is there no bloody replacement Mine......typical[:D]
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RE: quick question

Post by vj531 »

AI question.

Playing the Guadalcanal as allies and I'm on 11/11. To say 'it's been very quiet' would be an understatement.

Without giving too much away - it feels like the AI has 'go on holiday'.....[>:]

IJN has his whole fleet sitting at Truk..........(I peeked)
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RE: quick question

Post by BBfanboy »

What is your AI question?
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RE: quick question

Post by vj531 »

ORIGINAL: BBfanboy

What is your AI question?

Does the timescale sound about right?

Japan are very inactive?
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RE: quick question

Post by BBfanboy »

Mid November was when the Japanese started their last big push, historically. The big Naval Battles of Guadalcanal were around November 25, when Japan tried to bring in reinforcements and supply under cover of bombardment TFs to shut down Henderson Field. The Bombardment TFs were met by the last USN surface combat ships available and prevented from bombarding Henderson Field, so the next day the dive bombers and torpedo bombers savaged IJN cripples and transports.

That's historical. I don't know if the scripts for this scenario were written to follow that timeline. You may already have had enough successes that the AI cannot execute the scripts it has. For example, since you now have Tassafaronga, the AI cannot do a reinforcement mission there, it would need to have a script defining what is needed for a new Amphib landing. I don't know if such a script exists.

So keep watching Truk for signs of movement and start some offensive operations of you own to win more Victory Points. Can you take anything on New Guinea?
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
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RE: quick question

Post by vj531 »

Will digest and answer properly tomorrow
Thanks Jim

I nearly left Tassafaronga as bait but I hit his transport fleet so hard - I changed my mind!
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RE: quick question

Post by vj531 »

ORIGINAL: BBfanboy

Mid November was when the Japanese started their last big push, historically. The big Naval Battles of Guadalcanal were around November 25, when Japan tried to bring in reinforcements and supply under cover of bombardment TFs to shut down Henderson Field. The Bombardment TFs were met by the last USN surface combat ships available and prevented from bombarding Henderson Field, so the next day the dive bombers and torpedo bombers savaged IJN cripples and transports.

That's historical. I don't know if the scripts for this scenario were written to follow that timeline. You may already have had enough successes that the AI cannot execute the scripts it has. For example, since you now have Tassafaronga, the AI cannot do a reinforcement mission there, it would need to have a script defining what is needed for a new Amphib landing. I don't know if such a script exists.

So keep watching Truk for signs of movement and start some offensive operations of you own to win more Victory Points. Can you take anything on New Guinea?

I was probably wondering if the AI was rigid historical or?

New Guinea - I'll bare that in mind.

My main failing has been level bomber management. I opened up portland road to level 4(6) but the early attrition of my B17's let me down.
I wanted to carry a night bombing campaign on Rabaul but it's now fairly toothless and my attention to pilots is poor and muddled.

Two questions.

What are the small green circles surrounding some TF? (lack of endurance is my take)
Also you see some small red lines between TF?

thx
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Stephen

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RE: quick question

Post by LeeChard »

ORIGINAL: sharper

Is it plausible to ground attack Tassafaronga from Lunga?

I've done that but it takes a long time get there through the jungle.
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RE: quick question

Post by vj531 »

ORIGINAL: Ranger5355

ORIGINAL: sharper

Is it plausible to ground attack Tassafaronga from Lunga?

I've done that but it takes a long time get there through the jungle.

Indeed it does but the cost of Amphib landing was very costly - I did both in the end.
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