Op points?

Gary Grigsby's strategic level wargame covering the entire War in the Pacific from 1941 to 1945 or beyond.

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HMSWarspite
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Re: WITP

Post by HMSWarspite »

Originally posted by Mogami
Hi, IN WITP every land unit has an objective. Once selected the unit gains 1 readiness point per day. If you land a unit to assault the enemy it suffers breakdowns based on it's readiness level.
(It takes 3 months to be completly ready.) Units that have not prepared for the landing suffer considerable breakdown damage.
Units assigned to defend a hex need the same 3 month period to be completly ready.



Ah...that does address one of my concerns (and better than Prep points too).

What limits are there on (e.g) transferring all US A Army Divs to HQ, NorPAC, and invading Hokkaido, then switching them all to SWPAC and shipping them all to New Guinea (other than the 3 month readiness build up)?

If I understand you, to have maximum chance of success, a unit must be allocated to an assault 3 months before D day? Can you do this from say the USA, as soon as the unit appears, and still get the benefit build up as it is as sea en route to the area HQ, and then in the invasion TF?
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mogami
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Political Points

Post by mogami »

Hi, There is another set of points used to transfer units and leaders from one HQ to another. Currently called Political points. Each leader has a value and when you replace one leader with another you subtract PP from the pool. Changing a Division or airgroup also costs points. If you assign an objective to a unit the transist time counts to readiness. (I think, I will have to check this)
One example for now. The Japanese player wants to transfer a division from China to another HQ. He checks the cost. (around 2400 points) He gets 50 points per day so it will require 48 days worth of PP to change HQ. If he set an objective for the division it would be almost half ready when he was able to make the change of HQ. Then the transport time. So the unit would be close to ready for use upon arrival at its new location.
Of course he would be unable to change any other units HQ during this time.

When you make a TF the senior ship captain is placed in command. If you want to use an Admiral you have to spend PP to place him in command. If you later want to change TF leader it costs more PP. Many types of TF do not need an Admiral so it costs no PP for these type TF.

All these systems are what alpha version is using. They all might change.
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pad152
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Post by pad152 »

Ok I was talking about Prep Points in PacWar not UV Op Points. I too have no problems with Op Points.

Ready Points?

Ready Points are generated by HQ's?

Ok it takes three months to ready a division for attack or defend.

Does it take three months just to move a land unit?

What about a smaller size land units does it still take three months.

Fatigue and Ready Points How does this work. Land Units just waste away in UV.
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mogami
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Ready Points

Post by mogami »

Hi, You can use a land unit without waiting 3 months. It just suffers higher breakdown and lost effectivness. I don't think this will prevent the Japanese from using the Naval Landing units to secure empty bases. They can still bring several units to fight enemy units. (numbers to make up for breakdown)
It applies to all units. (In China it will mean 3 months to prepare to attack, movement to objective and if successfull 3 more months to prepare for next objective. I don't think the Japanese will want their units in China suffering the high breakdowns. (They suffer enough when ready)
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