I need help to understand this game!

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

Energisteron
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RE: I need help to understand this game!

Post by Energisteron »

Hmm, there seems to be a slight glitch with the Aleutian scenario.

The first time I click on Dutch Harbor all is normal, but if click anywhere else on the map, and go back to either of my bases, then the base info box (bottom left, anchor, airstrip, flag) only splashes up for a split second then disappears so I'm having difficulty interacting with this map. Anyone experienced this before? Something else I've done wrong?

I've been back to Buccaneer and that behaving normally.
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Trugrit
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RE: I need help to understand this game!

Post by Trugrit »

You may have a corrupt install.

I thought that might be the case from reading your first post.
It is why I asked about your version.

You might want to reinstall and re-patch. also check your command line switches.
They affect the graphics.
"A man's got to know his limitations" -Dirty Harry
Energisteron
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RE: I need help to understand this game!

Post by Energisteron »

Thanks Trugrit

"C:\Matrix Games\War in the Pacific Admiral's Edition\War in the Pacific Admiral Edition.exe" -fd -px1920 -py1080

Energisteron
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RE: I need help to understand this game!

Post by Energisteron »

AAR # will inevitably contain *SPOILERS* #

OK, I'm taking on the task of liberating the Aleutians. I have 2 calendar months to capture Attu and Kiska with quite limited resources.

First off, it's apparent this is very much a secondary operation; the two Japanese held islands are worth just 20pts apiece to me, and 40pts to them. So, as per my orders, taking just one will be a failure all round. Lose too many aircraft or ships, especially loaded transports would be hard to take!

It seems I've got what I've got for the duration of the campaign and I get nothing else. So what have I got?

Well, Dutch Harbor is my primary base. It's well developed and has good supplies of fuel and supplies.

It has plentiful groups of US land-based aircraft (3 Liberator, 2 Mitchell, 2 Catalina, and 1 Lightening fighter group; the Canadians chip in with 2 Kittyhawks, and 1 Ventura). I have NO CVs at all. The first thing I notice is that Attu is 18 hexes distant and the Liberators' radius is 17 hexes. Pushing out to 18 may increase operational attrition. Kiska however is well within range.

I have 3 decent Infantry Rgts with Engineers, AAA and 1 Artillery Btn in support. These are already slated for ops against either Attu or Kiska with approximately 50 prep pts in hand. So o I stick with this distribution or not?

So far, not so bad, but naval assets seem somewhat limited. As mentioned no CVs of any kind, but at least the ships I do have have absolutely no damage at all. I have 6 SS, 2 CA, 4 CL, and 13 DD plus a few auxiliary vessels. I'm intrigued by the AVDs (aircraft tender destroyers) of which I have 3. I'm not sure what their capabilities are tbh!

But what concerns me greatly is my available transport capacity; just 2 AP transports, each capable of loading 1500 troop load, and 3000 supplies. Nothing else has any troop carrying capacity! I have no LS or LC. Making a dummy TF indicates that the Rgt already rostered for Kiska can just about be squeezed aboard, although it exceeds carrying capacity. Not sure if these means a few guys get left behind?

My only other base is Adak which is in a fairly rudimentary state despite being effectively in the frontline. Its airstrip is grade 2, there's a basic defnce force including AAA, and its short of supply and fuel. Not good! Despite this though it has 3 groups of Warhawks, and 1 of US Venturas.

The enemy holds the two island objectives plus a distant base, Paramushiro-jima, 17 hexes from Attu and 22 hexes from Kishka.

What do I know about them? There's no indication of the presence of any enemy aircraft, or naval capabilities and no info on fortification level. See screenshot. Kishka: Seemingly a small force with 25 guns - including AAA? If anywhere near accurate I'd expect a full regiment to deal with this outpost.
Attu: These estimates seem suspiciously low!
Para (abbr.): Looks to be marginally superior to Dutch Harbor. No idea what naval units may be around there!


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MakeeLearn
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RE: I need help to understand this game!

Post by MakeeLearn »

ORIGINAL: Energisteron

Thanks Trugrit

"C:\Matrix Games\War in the Pacific Admiral's Edition\War in the Pacific Admiral Edition.exe" -fd -px1920 -py1080



Add -deepColor -dd_sw and you should notice a BIG difference. Also add -altFont for better text.






Deathifier
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RE: I need help to understand this game!

Post by Deathifier »

ORIGINAL: Energisteron

Hmm, there seems to be a slight glitch with the Aleutian scenario.

The first time I click on Dutch Harbor all is normal, but if click anywhere else on the map, and go back to either of my bases, then the base info box (bottom left, anchor, airstrip, flag) only splashes up for a split second then disappears so I'm having difficulty interacting with this map. Anyone experienced this before? Something else I've done wrong?

I've been back to Buccaneer and that behaving normally.

Sounds like a graphics issue, the scenario works fine for me on the latest stock patch and my game shows the same version number you posted earlier.

Try the -dd_sw parameter (runs DirectDraw in software mode, for me it removes some insane interface lag on Windows 7), then maybe try window mode (-w).

Also sometimes parts of the UI will play up and a complete restart (i.e. exit the game and relaunch it) fixes it.


As for your AAR:
ORIGINAL: Energisteron

It seems I've got what I've got for the duration of the campaign and I get nothing else. So what have I got?

You do get more stuff, as does your opponent.
In the intelligence screen (the "i" in the row of buttons on the top-left of the interface) you can view details about reinforcements and withdrawal schedules of all unit types along with lots of other useful info.
ORIGINAL: Energisteron
I have 3 decent Infantry Rgts with Engineers, AAA and 1 Artillery Btn in support. These are already slated for ops against either Attu or Kiska with approximately 50 prep pts in hand. So o I stick with this distribution or not?

For the scenario it will be a very good idea to keep those targets.
It will take some 3 months to change their preparation target and get back up to 100.
At less than 100 your units will take horrendous losses disembarking with the effect reducing the closer preparation gets to 100.

Ideally you would wait until everything is at or close to 100 however the scenario doesn't really give you the time to wait.
ORIGINAL: Energisteron
But what concerns me greatly is my available transport capacity; just 2 AP transports, each capable of loading 1500 troop load, and 3000 supplies. Nothing else has any troop carrying capacity! I have no LS or LC. Making a dummy TF indicates that the Rgt already rostered for Kiska can just about be squeezed aboard, although it exceeds carrying capacity. Not sure if these means a few guys get left behind?

They are actually civilian transports (xAP and xAK), they are not ideal for amphibious assaults.
You do eventually get APA's and they do the job much better.
However I'd say you could load up your first assault in the 4 transports you have and send them off (with lots of support) at whatever you choose to attack first.

If a unit can't fully load on the assigned transports it will load combat squad devices (e.g. infantry) then guns and other combat devices followed by support devices.
A partial load is not an issue if your get all your combat squads on board (as they do the fighting) however support plays an important role (as in, lots of non-fighting help so you can keep fighting), so try not to leave too much behind.

From looking at the setup I'll point out a few things:
1. The airfields available are small and level bombers do not like small airfields. Review manual section 7.2.1.7 to understand how this will impact your heavy bombers.
2. You don't have any recon aircraft so you will need to use something else if you want recon.
3. You don't have many patrol aircraft and you need them at Adak, but Adak lacks aviation support. You could move support from Dutch Harbor, but then you won't have any there. You do have a bunch of AVP and AVD - those support floatplanes (like your patrol aircraft), so move the AV's to Adak and then move the patrol aircraft and you can put up a decent patrol but be careful as enemy CAP can shoot them down.
4. The scenario is going to have a high tempo if you want to achieve your objectives in time with what you have and will get, so aim to keep things moving.

It certainly looks like a challenge :)
- Deathifier
Energisteron
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RE: I need help to understand this game!

Post by Energisteron »

Thank you, Deathifier.

There's a lot there I didn't realise, so I'll review my reinforcements and reassess.

Thanks, MakeeLearn

I'll give those settings a try.
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Bullwinkle58
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RE: I need help to understand this game!

Post by Bullwinkle58 »

1000-Mile War was the first scenario I played when AE was brand new. I had played WITP for four years, so I was familiar with some of the engine concepts. I have recommended this scenario to a lot of newbies over Coral Sea. It's a bit longer, and it doesn't have carriers. CV ops are the most difficult in the naval portion of the game.

1000-Mile will teach a lot about LBA, and logistics. The geography is small and very simple relative to threat vectors. You have to stage landings, but they're simple landings relative to a CG and attacking the Marianas, for example.

I'd say play the scenario with no attention to winning or losing. Just drill on interface mechanics and seeing how early decisions flow through the coming weeks.

Once this one is easy, try Coral Sea or step up to Guadalcanal.
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GetAssista
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RE: I need help to understand this game!

Post by GetAssista »

ORIGINAL: Energisteron
AAR # will inevitably contain *SPOILERS* #
Take note that there is a special subforum for AARs. I advice you to do your AAR there or you might get some grumps from some of the oldtimers.
Also, that subforum is filled to the brim with good reading material about how people play this game. With sparkles of drama, suspense, high quality war fiction etc. It all depends on the thread.
Energisteron
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RE: I need help to understand this game!

Post by Energisteron »

Ok, point taken, GetAssista.

AAR continued in AAR section.

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Reg
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RE: I need help to understand this game!

Post by Reg »

ORIGINAL: Energisteron

Hmm, there seems to be a slight glitch with the Aleutian scenario.

The first time I click on Dutch Harbor all is normal, but if click anywhere else on the map, and go back to either of my bases, then the base info box (bottom left, anchor, airstrip, flag) only splashes up for a split second then disappears so I'm having difficulty interacting with this map. Anyone experienced this before? Something else I've done wrong?

I've been back to Buccaneer and that behaving normally.

This could also be an issue with the size of the scenario playing area. If your screen size (particularly if you are running a big monitor at high resolutions) is larger than the scenario playing area (red square on the mini-map), you will have issues when you attempt to scroll the map (the graphic engine gets confused [X(]).

(Edit: I just confirmed this with the Thousand Mile War scenario and a 1920x1200 pixel display).

There are a couple of ways around this, the first is to reduce your monitor/game resolution (in the command line switches) so your screen does not cover the entire playing area. This is not a loss as you cannot enter the rest of the displayed map anyway.
Alternately you could use the editor to increase the size of the playing area a bit. (The AI won't mind but a PBEM opponent might [:D] )

Best of luck,
Cheers,
Reg.

(One day I will learn to spell - or check before posting....)
Uh oh, Firefox has a spell checker!! What excuse can I use now!!!
Energisteron
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RE: I need help to understand this game!

Post by Energisteron »

Thanks, Reg

Yes, that does seem to be the problem.
Energisteron
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RE: I need help to understand this game!

Post by Energisteron »

An even easier way I discovered to overcome this tiny glitch (failure to click on bases with a small map) was to click on a land unit symbol (not the base, port or airfield) which brings up a list of land units in that hex, then click on back. That seems to open up the base screen and you can cycle through them all from there.
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geofflambert
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RE: I need help to understand this game!

Post by geofflambert »

Most of the info that gets thrown at you during the replay is FOW. It doesn't show up on the map afterwards because it's false reporting. Train the heck out of your search/recon air crews and you'll still get bum info, but still train the heck out of them. Don't let the AI do anything you can do yourself. For instance don't put the subs on auto, run them yourself. Then there are the things you can't do yourself, like run a CV battle. All you can do is get your CVs to the right place at the right time and have good luck with the weather. You pick the right commanders and leave it in their hands. You train the heck out of the air crews. For instance, I don't like having fighter pilots on carriers whose air skills are below 70. Any day I don't expect a scrap I have the aircrews on 20% training. Don't go into a CV battle with less than 50% of your complement fighters. It doesn't take many DBs to sink a carrier but it takes a lot of fighters to keep one from sinking.

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geofflambert
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RE: I need help to understand this game!

Post by geofflambert »

Break your CV groups into as many TFs as you can screen adequately. 6 DDs is minimum. The reason to do this is that enemy strikes will tend to key on one TF and ignore the others. If you keep the TFs in the same hex their CAP is combined, but the enemy jumps on the first CV or BB they see.

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geofflambert
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RE: I need help to understand this game!

Post by geofflambert »

If you have two fighter squadrons on a CV put one on CAP/escort and the other on CAP/sweep. For instance if you have one squadron of F6Fs and one of F4Us let the F6Fs handle the escort duties and keep the F4Us overhead. Another way to handle that is to set the F4Us to a max range of two or three hexes.

Energisteron
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RE: I need help to understand this game!

Post by Energisteron »

Thanks geofflambert

That's all good advice.

The 1000 mile War scenario which I chose as training does not include that many CVs but I take your point. In other CV wargames I've usually found 1 TF of 2CVs and the others as single CVs is best.

I still find the lack of control over a CV battle a bit frustrating but I am getting the hang of giving the TF commander just enough leeway to make an attack 'if he thinks it wise'!

I have completed my AAR now for that scenario and am about to have a second go. I got a doubtful (although official) DRAW.

Here's the link

tm.asp?m=4301331&mpage=1&key=
Aurorus
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RE: I need help to understand this game!

Post by Aurorus »

ORIGINAL: Energisteron

Thanks geofflambert

That's all good advice.

The 1000 mile War scenario which I chose as training does not include that many CVs but I take your point. In other CV wargames I've usually found 1 TF of 2CVs and the others as single CVs is best.

I still find the lack of control over a CV battle a bit frustrating but I am getting the hang of giving the TF commander just enough leeway to make an attack 'if he thinks it wise'!

I have completed my AAR now for that scenario and am about to have a second go. I got a doubtful (although official) DRAW.

Here's the link

tm.asp?m=4301331&mpage=1&key=


You can set TF commanders when they are in a friendly port by clicking on the yellow TF commander on the TF screen. Select your TF commanders for CVs and surface combat groups carefully. Their attributes: air, aggression, and naval play a major role in how the TF behaves, whether it reacts to enemy ships within its reaction range or whether it does not, whether it launches air-strikes on less significant targets or whether it holds planes in reserve for the possibility of enemy CVs, how doggedly and effectively it fights in surface combat, whether its airstrikes are coordinated or uncoordinated, whether it moves at full-speed into dangerous waters to complete a bombardment mission or fails to move, sitting just in range of enemy air power, and so forth.
Energisteron
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RE: I need help to understand this game!

Post by Energisteron »

Thanks, Aurorus

That's great advice. I've replaced TF and air-gp commanders in my second playthrough here:-

tm.asp?m=4301331&mpage=5

Just flip back from the foot of the page (p5)
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