First Impressions. Working on Turn 1 as Japan

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mogami
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RE: First Impressions. Working on Turn 1 as Japan

Post by mogami »

Hi, Thanks. There were only 2 TF. The problem resolved when I cancelled the move order and set new ones. Still trying to figure out load troops with those 3 transport subs I converted just for these missions (rescuing units cut off in SRA)
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RE: First Impressions. Working on Turn 1 as Japan

Post by BBfanboy »

Sub Transport of Troops:
1. Only paratroops can load in Combat mode. Others will load in move mode
2. Rescuing troops is done using the "Pick Up Troops" setting. It does not appear until you set the Sub Transport TF to Troop Transport and then give it a destination of the pick-up hex. After that, the "Pick Up Troops" text will appear below the Troop Transport mission.
3. Next to the "Pick Up Troops" text will appear the name of one of the units at the pick-up hex. Just click on the unit name to change to the next one until the unit you want to pick up is showing, then send off your TF.

Note: I am uncertain whether Sub Transport can pick up in a non-base coastal hex. I think they can, but only light items like machine guns can be brought out with them.
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RE: First Impressions. Working on Turn 1 as Japan

Post by mogami »

Hi, When I form the sub transport TF I do not get the troop transport option. I have patrol AC moving people fine (go to pick up) Also I have same problem with Fast transport
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RE: First Impressions. Working on Turn 1 as Japan

Post by dave sindel »

ORIGINAL: mogami

Hi, When I form the sub transport TF I do not get the troop transport option. I have patrol AC moving people fine (go to pick up) Also I have same problem with Fast transport

I think I had this issue as well a while back. I split the sub transport TF into 3 individual TF's, and each one would then load troops. After all were loaded, I recombined them into one TF.
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RE: First Impressions. Working on Turn 1 as Japan

Post by mogami »

Eureka! Subtransport TF cannot load troops into multiple subs. Well done Is it the same for Fast Transports? (I have the same problem)
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RE: First Impressions. Working on Turn 1 as Japan

Post by mogami »

Hi, So I am in July 42 and wondering why some of my units never receive replacements. I think it is because certain minor allies stop producing replacements on the historical date Japan occupied them.
Hence my Dutch on Java, and my Burmese units no longer get replacements. (Land or Air) While a few PI divisions want to come onto map but the location is occupied.
On Java I am losing a battle of attrition because no new aircraft or infantry can be raised. I am not sure if they are getting any equipment.
I have a IJA division cut off and can send Commonwealth/British bombers in but fighters cannot reach. So I bomb it daily.
Batavia is where the attrition is taking place. I sink many Japanese supply transports but still enough get through that they are getting stronger.
Supply is slowly diminishing. I recaptured several manpower centers that the Japanese had occupied but I cannot repair them. (not that it would matter
I still hold enough to generate replacements if they were not turned off. I think I will edit the scenario simply because if Japan occupies them they will not produce but if not then I don't see why they would simply stop on an arbitrary date.
Up in Burma where I still own everything From Rangoon north I have a lot of units needing Burmese replacements. Rangoon is a 14 manpower but they turned off on the date Rangoon was historically occupied. (after a long siege the Allies threw the IJA back to Pegu and are laying siege to them there.)
So I will be using these units to meet garrison requirements in India and free Indian units to move to front.
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RE: First Impressions. Working on Turn 1 as Japan

Post by GetAssista »

ORIGINAL: mogami
I think I will edit the scenario simply because if Japan occupies them they will not produce but if not then I don't see why they would simply stop on an arbitrary date.
It is not only about holding territory but also about the sentiment of the populace and the assessment of that sentiment by the higher-ups. It is plausible to assume that Burmese were no longer seen as trustworthy with all the Japanese war successes and propaganda. On the other hand, Dutch replacements are Dutch guys not Indonesian and are not available cause the Netherlands are occupied by Germany.
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RE: First Impressions. Working on Turn 1 as Japan

Post by mogami »

Hi, Well the Burmese are not seeing Japanese success since we just killed 10k of them at Rangoon and are chasing them back to Mayala. And the Dutch have been occupied since 1940 but were getting replacements up to the date Japan historically occupied the SRA. In fact Mayala stops in Feb 42 (when Singapore fell) Burma stops when Rangoon fell and Java stops when Batavia fell. And the ABDA would not have been suddenly cut off from aircraft and equipment if they were holding.
I understand you need supplies to get the stuff but supply is not the problem. It's something I can fix when I play against the AI so no biggie.
In the game Bataan fell on March 14 (early compared to history) Singapore held out till April 14th and on Java the Japanese are investing Batavia but it should last for a while and they have 2 other bases. Altogether a little over 100k troops but 2/3 are cut off and out of supply. If the British div arrives intact I might be able reverse the situation. So many Japanese were lost in Luzon and Malaya and Burma that the AI is sending in div with AV of 40. (also 4 IJA div are starving on Port Moresby that they will never take. ) It is July 31st 1942 and Japan has lost 4.8k aircraft (allied under2k) They have inflicted 7.2k pts worth of ground loss but suffered 3.6k while doing so. By July 42 Japan should have a lead in the score but are behind by 5.2k Last turn every IJN CV/CVL/ (minus Zuikaku/Soryu and Zuiho that were lost) launched a raid on Port Moresby and lost 90 AC to 9 Allied and did no damage. (IJN carrier type ac lost to date 919 559 not counting Zeros) So I think the populations would not be over awed with Japan just yet. And the other Allied countries would be pouring in material not cutting it off.
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RE: First Impressions. Working on Turn 1 as Japan

Post by witpqs »

ORIGINAL: mogami

Hi, Well the Burmese are not seeing Japanese success since we just killed 10k of them at Rangoon and are chasing them back to Mayala. And the Dutch have been occupied since 1940 but were getting replacements up to the date Japan historically occupied the SRA. In fact Mayala stops in Feb 42 (when Singapore fell) Burma stops when Rangoon fell and Java stops when Batavia fell. And the ABDA would not have been suddenly cut off from aircraft and equipment if they were holding.
I understand you need supplies to get the stuff but supply is not the problem. It's something I can fix when I play against the AI so no biggie.
In the game Bataan fell on March 14 (early compared to history) Singapore held out till April 14th and on Java the Japanese are investing Batavia but it should last for a while and they have 2 other bases. Altogether a little over 100k troops but 2/3 are cut off and out of supply. If the British div arrives intact I might be able reverse the situation. So many Japanese were lost in Luzon and Malaya and Burma that the AI is sending in div with AV of 40. (also 4 IJA div are starving on Port Moresby that they will never take. ) It is July 31st 1942 and Japan has lost 4.8k aircraft (allied under2k) They have inflicted 7.2k pts worth of ground loss but suffered 3.6k while doing so. By July 42 Japan should have a lead in the score but are behind by 5.2k Last turn every IJN CV/CVL/ (minus Zuikaku/Soryu and Zuiho that were lost) launched a raid on Port Moresby and lost 90 AC to 9 Allied and did no damage. (IJN carrier type ac lost to date 919 559 not counting Zeros) So I think the populations would not be over awed with Japan just yet. And the other Allied countries would be pouring in material not cutting it off.
Any such thing is/was also more and more programming time and effort, which they ran out of.
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RE: First Impressions. Working on Turn 1 as Japan

Post by mogami »

Hi, They set replacements to start on a date (12/41) and then to stop on a date (4/42) All you have to do is remove the stop date. No programing required.
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RE: First Impressions. Working on Turn 1 as Japan

Post by witpqs »

ORIGINAL: mogami

Hi, They set replacements to start on a date (12/41) and then to stop on a date (4/42) All you have to do is remove the stop date. No programing required.
OK. I thought you implied you wanted replacements to stop when the place was overrun.
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RE: First Impressions. Working on Turn 1 as Japan

Post by mogami »

Hi, If Japan takes the manpower centers then the replacements will stop
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RE: First Impressions. Working on Turn 1 as Japan

Post by GetAssista »

ORIGINAL: mogami
Hi, If Japan takes the manpower centers then the replacements will stop
Allies do not have the industry layer that generates squads/devices from manpower/HI like Japan does so it is not possible in WITP AE. Moreover, industry resources are common for a side, not specific for each nation.
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RE: First Impressions. Working on Turn 1 as Japan

Post by RangerJoe »

Or you could set a new Burma replacement to reflect the Japanese propaganda on the lowland Burmese but have a different one set to reflect the Hill tribes such as the Kachins and Karens. A good book that I read a long time ago was "The OSS in Burma" which describes operations with these hill tribes.
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RE: First Impressions. Working on Turn 1 as Japan

Post by adarbrauner »

ORIGINAL: mogami

I understand you need supplies to get the stuff but supply is not the problem. It's something I can fix when I play against the AI so no biggie.
In the game Bataan fell on March 14 (early compared to history) Singapore held out till April 14th and on Java the Japanese are investing Batavia but it should last for a while and they have 2 other bases. Altogether a little over 100k troops but 2/3 are cut off and out of supply. If the British div arrives intact I might be able reverse the situation. So many Japanese were lost in Luzon and Malaya and Burma that the AI is sending in div with AV of 40. (also 4 IJA div are starving on Port Moresby that they will never take. ) It is July 31st 1942 and Japan has lost 4.8k aircraft (allied under2k) They have inflicted 7.2k pts worth of ground loss but suffered 3.6k while doing so. By July 42 Japan should have a lead in the score but are behind by 5.2k Last turn every IJN CV/CVL/ (minus Zuikaku/Soryu and Zuiho that were lost) launched a raid on Port Moresby and lost 90 AC to 9 Allied and did no damage. (IJN carrier type ac lost to date 919 559 not counting Zeros) So I think the populations would not be over awed with Japan just yet. And the other Allied countries would be pouring in material not cutting it off.


Play against yourself (hotseat head2head)! or the tough AndyMac scenarios;
if you've been fed enough by the AI under stat behavior;
ORIGINAL: mogami
Hi, They set replacements to start on a date (12/41) and then to stop on a date (4/42) All you have to do is remove the stop date. No programing required.

You could not even set a stop date; just auto impose that the moment enemy over run major population center/region, you turn off the replacement for that
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RE: First Impressions. Working on Turn 1 as Japan

Post by mogami »

We are making a big fuss over nothing. My point was if Java was still fighting do not turn off the replacements. (it don't make sense) If Java is gone then there are no Dutch to replace. It is not a game stopper. I am a Grognard I do not want Japan winning on Java because the game predetermined Java should fall. I shake my head over people not grasping this. I am not a reenactor. I have no desire to reenact WW2. The reason I give Japan certain advantages is so they can avoid repeating History and then I have to overcome their improvements. This is not hard why am I explaining this? Make the game as close to history as possible. Do not pre determine any thing. Since we know history we will screw up in new unimagined ways.If that is possible you have made a great game. If not then we need to work on it.
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RE: First Impressions. Working on Turn 1 as Japan

Post by RangerJoe »

Since we know history we will screw up in new unimagined ways.

That is most definitely the truth. At least we won't be repeating history exactly since we should know what already happened.

As it is, Japan already has a lot of advantages in the game with flexible aircraft builds, the ability to turn on/off production of ships, and the expansion of industry. It would not matter if the replacements continued until the end of the game since, simply, if there are no units to accept them, they will just stay in the stockpiles and never be used.

What I wish would happen would be if the PI units would get upgraded to regular US devices, especially since I have been wiping out the Japanese invasions.
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RE: First Impressions. Working on Turn 1 as Japan

Post by PaxMondo »

ORIGINAL: mogami

We are making a big fuss over nothing. My point was if Java was still fighting do not turn off the replacements. (it don't make sense) If Java is gone then there are no Dutch to replace. It is not a game stopper. I am a Grognard I do not want Japan winning on Java because the game predetermined Java should fall. I shake my head over people not grasping this. I am not a reenactor. I have no desire to reenact WW2. The reason I give Japan certain advantages is so they can avoid repeating History and then I have to overcome their improvements. This is not hard why am I explaining this? Make the game as close to history as possible. Do not pre determine any thing. Since we know history we will screw up in new unimagined ways.If that is possible you have made a great game. If not then we need to work on it.
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RE: First Impressions. Working on Turn 1 as Japan

Post by GetAssista »

ORIGINAL: mogami
We are making a big fuss over nothing. My point was if Java was still fighting do not turn off the replacements. (it don't make sense) If Java is gone then there are no Dutch to replace. It is not a game stopper. I am a Grognard I do not want Japan winning on Java because the game predetermined Java should fall. I shake my head over people not grasping this. I am not a reenactor. I have no desire to reenact WW2. The reason I give Japan certain advantages is so they can avoid repeating History and then I have to overcome their improvements. This is not hard why am I explaining this? Make the game as close to history as possible. Do not pre determine any thing. Since we know history we will screw up in new unimagined ways.If that is possible you have made a great game. If not then we need to work on it.
You have to pick on of the two options. Either you are playing in a WITP AE framework, where certain things can't be done (including variable cutoff dates for Allies production) and this is unlikely to change. Or you are designing your own game - then what you are saying is perfectly fine.

There might be a way in current WITP AE to make replacements available until some base is captured, but it depends on the nation. E.g. you can schedule a regular arrival of special LCUs similar to Brit/Anzac CD convoys to Capetown that auto-disband there and fill the pools. And disband those LCUs either on a timer (preferably) or manually in a homebase. The caveat is to have those LCUs unavailable when the base falls. Dutch ones will not arrive anywhere else if Java is captured, so those might turn out ok (although I'm not sure how disband timer works in this case). Malayan/Burma ones will eventually turn up in Aden cause they are Brit/Indian nation, and you don't want that
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