Kull's allied start

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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majorlee1967
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Kull's allied start

Post by majorlee1967 »

Noob here, so please be kind. I am guessing many here use Kull's magnum opus to start their Allied game. I am attempting my first scenario 1 playthrough and hope the legendary Kull, or anyone else that may know can explain the logic behind not setting the Aussie LCU's to get reinforcements? TIA
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Re: Kull's allied start

Post by Kull »

Not just the Aussies - the Allies almost as a whole don't have a ton of devices when the game starts. Over time that will change, but for now the general rule is to restrict reinforcement just for those who will need them - front line units in areas that matter. As you learn the game, gaining an understanding of important minutiae like this improves not just your game, but gives you a better insight into the historical situation.

Enjoy the game!
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majorlee1967
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Re: Kull's allied start

Post by majorlee1967 »

Thanks for the quick reply. I see the logic now, but it is annoying to have engineers needing devices to get those facilities larger in a quicker fashion. I do have a hell of a lot to learn!! This game is like none other I have ever played with regards to the micromanaging of details...and I love it. Just got to keep the "I want it now" in check.
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Kull
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Re: Kull's allied start

Post by Kull »

In fact, here's what the Aussies have on 12/8/41 - not much besides Militia. And look at those build rates - yikes! It won't take long to burn through that little pool. A fairly useful report to view (click "i" at top left, select "Industry/Troops Resource Pool, click "All Nationalities" at bottom and then select "Australian", and finally click "In Pool" to sort from high to low.
Aussie Devices on 12-8.JPG
Aussie Devices on 12-8.JPG (67.69 KiB) Viewed 917 times
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Yaab
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Re: Kull's allied start

Post by Yaab »

majorlee1967, it is "replacements", not "reinforcements". Reinforcements in-game are those new units who arrive a) on-map/off-map according to the ground reinforcements schedule or b) appear on-map as emergency reinforcements when your enemy invades specific countries.

As Kull has shown, Australians have low replacement rates for their devices, so it is best to manually channel replacements (and upgrades) to selected Australian units.
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Re: Kull's allied start

Post by RangerJoe »

It is advisable to turn off ALL Chinese replacements, stockpiling all of their devices. This because they are both limited in supplies plus there are a lot of disabled devices in the units. The Indian replacement squads are limited with increases later while the British replacement squads (there are never enough) actually decrease in number.

For the Australians, it is important to stockpile the replacement devices except for the Mounted Rifles (Mtd Rifles) because they will upgrade to the CMF Militia Section, then the CMF Squad, (if I remember the order correctly) and then to the AIF Inf Section. Once a unit is full of the Mtd Rifles AND there are enough Militia to upgrade, then turn off stockpiling the Militia and upgrade the unit. The Mtd Rifles get upgraded to Militia while the "old" devices are put back into the pool but as MILITIA. This process will continue. It is best to do this first with units that disband (withdraw) early, try to do them in their withdraw order, and do the upgrades all the way up to the AIF Section. This should then have most if not all of the replacements coming in being upgraded to AIF Inf Sections instead of being in the pools and SLOWLY upgrading there, while your units are definitely short of infantry.

The same as above for the New Zealand Infantry devices as well.

Also, check your device upgrade paths. The Burmese squads, ISF squads, and others upgrade to Indian 1944 Infantry Squads so don't waste them either. Use them if you need to but don't waste them.

Also, stockpile ALL Garrison devices, they keep your units from moving. The first frontier scouts do so as well but the upgraded frontier scouts do allow movement.

For other Commonwealth devices, there is no need to upgrade all of them either. The rear area garrison units do not need the latest and greatest. Check what the upgrades are and how many that you receive so plan accordingly. You get lots of Matildas and they are good enough against Japanese infantry. The problem is, a player is not allowed to "downgrade" to a previous device no matter how many of those that they have and how short they are of the newest device.

But the most important thing is to have fun! So enjoy the game.
Last edited by RangerJoe on Sat Aug 19, 2023 10:21 pm, edited 1 time in total.
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majorlee1967
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Re: Kull's allied start

Post by majorlee1967 »

Kull wrote: Thu Aug 17, 2023 5:21 am In fact, here's what the Aussies have on 12/8/41 - not much besides Militia. And look at those build rates - yikes! It won't take long to burn through that little pool. A fairly useful report to view (click "i" at top left, select "Industry/Troops Resource Pool, click "All Nationalities" at bottom and then select "Australian", and finally click "In Pool" to sort from high to low.Aussie Devices on 12-8.JPG
Thanks for the tip. I had not grasped the abysmal replacement rates impact.
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majorlee1967
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Re: Kull's allied start

Post by majorlee1967 »

RangerJoe wrote: Thu Aug 17, 2023 11:44 am It is advisable to turn of ALL Chinese replacements, stockpiling all of their devices. This because they are both limited in supplies plus there are a lot of disabled devices in the units. The Indian replacement squads are limited with increases later while the British replacement squads (there are never enough) actually decrease in number.

For the Australians, it is important to stockpile the replacement devices except for the Mounted Rifles (Mtd Rifles) because they will upgrade to the CMF Militia Section, then the CMF Squad, (if I remember the order correctly) and then to the AIF Inf Section. Once a unit is full of the Mtd Rifles AND there are enough Militia to upgrade, then turn off stockpiling the Militia and upgrade the unit. The Mtd Rifles get upgraded to Militia while the "old" devices are put back into the pool but as MILITIA. This process will continue. It is best to do this first with units that disband (withdraw) early, try to do them in their withdraw order, and do the upgrades all the way up to the AIF Section. This should then have most if not all of the replacements coming in being upgraded to AIF Inf Sections instead of being in the pools and SLOWLY upgrading there, while your units are definitely short of infantry.

The same as above for the New Zealand Infantry devices as well.

Also, check your device upgrade paths. The Burmese squads, ISF squads, and others upgrade to Indian 1944 Infantry Squads so don't waste them either. Use them if you need to but don't waste them.

Also, stockpile ALL Garrison devices, they keep your units from moving. The first frontier scouts do so as well but the upgraded frontier scouts do allow movement.

For other Commonwealth devices, there is no need to upgrade all of them either. The rear area garrison units do not need the latest and greatest. Check what the upgrades are and how many that you receive so plan accordingly. You get lots of Matildas and they are good enough against Japanese infantry. The problem is, a player is not allowed to "downgrade" to a previous device no matter how many of those that they have and how short they are of the newest device.

But the most important thing is to have fun! So enjoy the game.
Excellent analysis. Obviously I have much more to learn and consider.
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majorlee1967
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Re: Kull's allied start

Post by majorlee1967 »

Yaab wrote: Thu Aug 17, 2023 7:28 am majorlee1967, it is "replacements", not "reinforcements". Reinforcements in-game are those new units who arrive a) on-map/off-map according to the ground reinforcements schedule or b) appear on-map as emergency reinforcements when your enemy invades specific countries.

As Kull has shown, Australians have low replacement rates for their devices, so it is best to manually channel replacements (and upgrades) to selected Australian units.
Guess I need to learn more of the semantics as well. Thank you for pointing that out.
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Re: Kull's allied start

Post by Kull »

Item #8 on the "Getting Started" tab covers aspects of this issue. By shutting off replacements at the Device Level, it's possible for certain units to get some replacements, but not others. Just don't spend too much time on this. There's 100's of other topics that we could dive just as deep on, and the Day 2 moves are time consuming enough as it is.

"Paralysis through analysis" is a real thing, and will bog you down in a hurry. Just follow the directions and you'll have learned a LOT by the time the last unit has been touched.
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Re: Kull's allied start

Post by RangerJoe »

A very important thing although don't dwell on it too much at first, ask yourself "Why am I doing this? What is the purpose? Is there another way to do this?" Now, with more experience it will become clear but start thinking about these things. Not everybody does it the same way nor for the same reasons. Even some of the most experienced players don't know everything, especially since there were changes made with updates which made the manual out of date. But the manual is being redone so all should be good in that respect. But the most important thing is to enjoy yourself and have FUN!
Last edited by RangerJoe on Fri Aug 18, 2023 4:48 am, edited 1 time in total.
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Re: Kull's allied start

Post by majorlee1967 »

Again thanks for solid insight and your time to answer. Ian definitely having loads of fun thus far. I love data, spreadsheets and how a thousand little nicks add up to a bloody mess.
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Re: Kull's allied start

Post by BananaConvention »

Kull wrote: Thu Aug 17, 2023 4:43 pm Item #8 on the "Getting Started" tab covers aspects of this issue. By shutting off replacements at the Device Level, it's possible for certain units to get some replacements, but not others. Just don't spend too much time on this. There's 100's of other topics that we could dive just as deep on, and the Day 2 moves are time consuming enough as it is.

"Paralysis through analysis" is a real thing, and will bog you down in a hurry. Just follow the directions and you'll have learned a LOT by the time the last unit has been touched.
Kull, PLEASE come to our Discord! We need your brain there. We're always talking about your spreadsheets.
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