Good starting guides for new players
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therealevan
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Good starting guides for new players
Hi all,
I have played quite a bit of Wite2 but looking to expand my wargaming experience and try my hand at WitP:AE. After watching some videos by Jochen and read a few AARs and have decided to pick up the game. Part of my learning process for these types of games is to 1. jump and start playing, only with a focus on familiarizing myself with the absolute *core* game mechanics, while getting familiar with the various interfaces.
Once I am indoctrinated at a basic level, what guides are available to help get caught up to speed on some of the more nuanced mechanisms in the game? Additionally, are there any 'mods' or add-ons that I should get to either add more to the base game?
Evan
I have played quite a bit of Wite2 but looking to expand my wargaming experience and try my hand at WitP:AE. After watching some videos by Jochen and read a few AARs and have decided to pick up the game. Part of my learning process for these types of games is to 1. jump and start playing, only with a focus on familiarizing myself with the absolute *core* game mechanics, while getting familiar with the various interfaces.
Once I am indoctrinated at a basic level, what guides are available to help get caught up to speed on some of the more nuanced mechanisms in the game? Additionally, are there any 'mods' or add-ons that I should get to either add more to the base game?
Evan
- Platoonist
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Re: Good starting guides for new players
Welcome! The classic FAQs and Info for Newbies thread is a good start.therealevan wrote: Sat Aug 19, 2023 9:08 pm Once I am indoctrinated at a basic level, what guides are available to help get caught up to speed on some of the more nuanced mechanisms in the game? Additionally, are there any 'mods' or add-ons that I should get to either add more to the base game?
Evan
https://www.matrixgames.com/forums/view ... 6&t=167065
There is also the far more recent Air War guide by Chris21wen.
https://www.matrixgames.com/forums/view ... 3&t=396274
As this game is based on a Gary Grigsby foundation there are concepts you should find familiar. I'd probably steer clear of any modded scenarios until you get familiar with the game. They can sometimes cause confusion as they introduce a lot of units and conditions that aren't there in the standard game. However, there are some nice map and graphic mods in the scenario design sub forum though.
Re: Good starting guides for new players
I suggest that you try the Coral Sea scenario first from both sides, do so several times so you understand the system and how to get the results that you want. Here is a thread about someone who received advise on that scenario:
https://www.matrixgames.com/forums/view ... 3&t=361051
The try the Guadalcanal scenario until you are comfortable with both sides. The same person above received advise on this thread:
https://www.matrixgames.com/forums/view ... 4#p4761844
https://www.matrixgames.com/forums/view ... 3&t=361051
The try the Guadalcanal scenario until you are comfortable with both sides. The same person above received advise on this thread:
https://www.matrixgames.com/forums/view ... 4#p4761844
Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”

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Aerosol2207
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Re: Good starting guides for new players
Is there a guide out there specifically on the China theater as the Allied player? As a new player, China seems like a game all unto itself. I know the general dynamic is that supplies are always short, troop quality is lower than the Japanese, but numerical superiority offsets this and (maybe?) provides some options. So far I have a sort of half baked idea of a strategy but I know for certain I am missing a lot and would love to read a proper guide dedicated to the subject.
- Platoonist
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Re: Good starting guides for new players
Most Allied players dread dealing with China, especially at the beginning. So many mediocre corps with no personality.Aerosol2207 wrote: Sat Aug 19, 2023 9:57 pm Is there a guide out there specifically on the China theater as the Allied player? As a new player, China seems like a game all unto itself. I know the general dynamic is that supplies are always short, troop quality is lower than the Japanese, but numerical superiority offsets this and (maybe?) provides some options. So far I have a sort of half baked idea of a strategy but I know for certain I am missing a lot and would love to read a proper guide dedicated to the subject.
Try this link. It from one of Sardaukar's AARs against the Japanese AI. He explains how he set ups each section of the Allied front. Go down the the section that starts with China: Everybody's favorite tar-baby.
https://www.matrixgames.com/forums/view ... 7&start=20
Re: Good starting guides for new players
This is what I posted elsewhere:
Keep your HQs in bases where their support squads will help other units, they will not do so outside the bases.
Get Allied transports and even bombers to fly supplies into China, every little bit helps. Against the computer, I move those base forces in Burma into the mountains in China to help protect those bases with AAA as well as providing air support for a RAF fighter unit plus engineers for base building and repairs if needed. Try to keep the Burma road open and send as much supplies as you can into Rangoon to flow into China, Ramree Island may also work for this although not as effectively.
Play hit and run with your AVG but try to keep those air units on rail lines so they can rail out damaged aircraft. Otherwise, train your Chinese air units. Later they can be bought out and sent to India to build up, if needed.
Defend in good terrain, not in the open. Block the roads, trails, and rail lines. If your unit is trashed and about to die, try to get it on the enemy supply lines. The dead Chinese units will come back later at Chungking.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. . . .
Keep your HQs in bases where their support squads will help other units, they will not do so outside the bases.
Get Allied transports and even bombers to fly supplies into China, every little bit helps. Against the computer, I move those base forces in Burma into the mountains in China to help protect those bases with AAA as well as providing air support for a RAF fighter unit plus engineers for base building and repairs if needed. Try to keep the Burma road open and send as much supplies as you can into Rangoon to flow into China, Ramree Island may also work for this although not as effectively.
Play hit and run with your AVG but try to keep those air units on rail lines so they can rail out damaged aircraft. Otherwise, train your Chinese air units. Later they can be bought out and sent to India to build up, if needed.
Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”

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Aerosol2207
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- Joined: Fri Jul 28, 2023 3:34 am
Re: Good starting guides for new players
Thanks Platoonist and Ranger Joe.
I suppose I'd follow up with a strategic question regarding China - understanding the limitations with respect to supply, airpower, and troop quality.. is there anything you can do with the Chinese that can hurt the Japanese player? Is it just a sort of theater that takes up space for its own sake or is there a strategy where you can incorporate the China theater as part of a larger strategic idea? The only thing I can think of is maybe a mid-to-late war idea of securing some locations where you could fly in British or American Base Forces/Aviation support and try to get some bombers in range of the home islands or Korea (or if there are any important production centers in the heart of Japanese-controlled China).
I suppose I'd follow up with a strategic question regarding China - understanding the limitations with respect to supply, airpower, and troop quality.. is there anything you can do with the Chinese that can hurt the Japanese player? Is it just a sort of theater that takes up space for its own sake or is there a strategy where you can incorporate the China theater as part of a larger strategic idea? The only thing I can think of is maybe a mid-to-late war idea of securing some locations where you could fly in British or American Base Forces/Aviation support and try to get some bombers in range of the home islands or Korea (or if there are any important production centers in the heart of Japanese-controlled China).
- Platoonist
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Re: Good starting guides for new players
China is a wonderful place to train up US and UK pilots with actual combat experience. That's because the AI with its virtually unlimited stockpile of planes will mindlessly bomb Chinese airfields day after day either un-escorted or escorted only by Nates (which should be called Gnats). If you can rush a few additional Allied fighter squadrons there in addition to the AVG, they can rack up quite a few kills in 1942. Later on, Oscars and Zeros show up which make this a proposition bit more dicey. Probably a strategy that won't work with a human player.
In most AI games, Japan collapses on the Pacific front about 1943, so I've never really been able to see a late game Chinese push on the ground materialize very much. You can bomb Japanese cities from China with 4E bombers, but fighter cover over the home islands means you often do it a night and the weather usually isn't too good.
In most AI games, Japan collapses on the Pacific front about 1943, so I've never really been able to see a late game Chinese push on the ground materialize very much. You can bomb Japanese cities from China with 4E bombers, but fighter cover over the home islands means you often do it a night and the weather usually isn't too good.
Last edited by Platoonist on Sun Aug 20, 2023 12:21 am, edited 1 time in total.
Re: Good starting guides for new players
The only way that you can afford to bomb Japan from China is to either fly in lots of supplies or open a land route. Reopening the Burma Road can be done but it is difficult. However, instead of bombing Japan from China, wreck the industry in Manchuria!
Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”

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therealevan
- Posts: 74
- Joined: Tue Sep 13, 2016 1:26 pm
- Location: West Coast
Re: Good starting guides for new players
Hi everyone, thank you all for your feedback and guidance within this thread.
Another question I had was, how soon until I can start playing PBEM with other players? do I need to reach a certain level of proficiency? I am not competitive, but I do know the AI has its limitations (perhaps its limitations aren't as noticeable as I think they are).
Another question I had was, how soon until I can start playing PBEM with other players? do I need to reach a certain level of proficiency? I am not competitive, but I do know the AI has its limitations (perhaps its limitations aren't as noticeable as I think they are).
Re: Good starting guides for new players
I have not played a PBEM in this game but get a good knowledge of the capabilities of each side in the scenarios, then try those scenarios in a PBEM.
Then . . .
Then . . .
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Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”

- Platoonist
- Posts: 3042
- Joined: Sun May 11, 2003 4:53 am
- Location: Yoyodyne Propulsion Systems
Re: Good starting guides for new players
I guess it depends on how proficient your human opponent is. Without a little AI sparring match beforehand, a decent human player could really trample you on all the unknowns. Like Ranger Joe said, the Coral Sea scenario against the AI would be good start at the minimum. The first turn of the Grand Campaign scenario can be quite daunting especially as the Japanese Player. Sort of Operation Barbarossa with a vast and scattered navy thrown in and a lot of industrial noodling to do. But, at least you don't have to worry about the Russian winter or what to do with all those support units.therealevan wrote: Sun Aug 20, 2023 12:31 am Another question I had was, how soon until I can start playing PBEM with other players? do I need to reach a certain level of proficiency? I am not competitive, but I do know the AI has its limitations (perhaps its limitations aren't as noticeable as I think they are).
Re: Good starting guides for new players
Hi therealevan, as someone who has been playing this game in PBEM for years now, here are my 2 cents.therealevan wrote: Sun Aug 20, 2023 12:31 am Hi everyone, thank you all for your feedback and guidance within this thread.
Another question I had was, how soon until I can start playing PBEM with other players? do I need to reach a certain level of proficiency? I am not competitive, but I do know the AI has its limitations (perhaps its limitations aren't as noticeable as I think they are).
If you want to play as the Allies in a PBEM, I would also suggest to first play the small AI Scenarios mentioned and furthermore play the Grand Campaign for at least a month or so. This will give you a decent first understanding of the game mechanics and a feel for the Allied situation in the early game. The thing with the Allied Side of the game is that it is very forgiving. You can lose all of your Assets in the DEI and large parts of India and Australia and still win the game in the end. So even if you are playing against and experienced Japanese player in a PBEM, you still have plenty of time to learn the game. By the time you can go on the offensive in 1943, you will likely be an experienced player yourself.
I would strongly advise playing a PBEM as the Allies first, before jumping into Japan. The thing with Japanese Side of the game is, that it is not forgiving, and the learning curve is more like a cliff, especially for new Players. You don't really have time to learn the game, it is expected that you can set up everything and already have a plan on how to proceed for the next 6 Months after turn 1. If you still want to jump into Japan first, I would recommend playing the Grand Campaign against the AI for at least 6 Months to the point where you were able to successfully conquer the DEI.
I started playing PBEM as the Allies and only in my recent match (well, I guess it is going on for two years now, so recent may be the wrong word here) started my first game as Japan. I already had a firm grasp of the naval and air war side of the game and only needed to learn the Industry and R&D, but it was still quite the learning experience in the beginning. And nonetheless, I still made a lot of mistakes and learned a lot of things that I need to do better for future matches. Although, the game is not over yet, so the list might get longer...
The last thing I would like to add is: Choose your opponent wisely and take your time doing so. This is a long game, a PBEM can take years to finish. So getting to know each other just a little bit and talk about your expectations for the coming match, before even starting the first turn, can save you a headache later on and increases the likelihood that you will see 1944/45. Also there is the option to play PBEM in one of the smaller Scenarios too, if you don't want to immediately commit to the Grand Campaign.
Re: Good starting guides for new players
Wow, as I'm in the exact same boat (pun intended) as the OP, I'm finding this is a very informative thread!
A related question: How good is the AI?
Thanks all.
A related question: How good is the AI?
Thanks all.
SCPO USN (Ret.)
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therealevan
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Re: Good starting guides for new players
Hey Homer - Since you're in the same boat as me, wanted to give you an FYI. If you're on Windows 10, you may need to adjust resolution and window settings, I used this guide:homer82 wrote: Sun Aug 20, 2023 8:49 pm Wow, as I'm in the exact same boat (pun intended) as the OP, I'm finding this is a very informative thread!
A related question: How good is the AI?
Thanks all.
https://www.matrixgames.com/forums/view ... p?t=319897
I'm on a curved 36" with a native 4k resolution, so, the game looks a little skewed but with the right settings I'm able to play in a modest full-screen mode.
I did however start the coral sea scenario, feels like I'm in a pitch black room looking for the light switch. Haven't found it yet.
- Platoonist
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Re: Good starting guides for new players
To be fair to the AI, as long as you avoid strategies, tactics or outright exploits which can break the AI by taking advantage of the scripted nature of its play, you can have a decent and engaging game. Specifically, avoid defending too far forward, or too strongly where the AI is committing units piecemeal, and don’t ambush lone carriers where you've figured out their patrol loops. A common strategy which can stall out the Japanese AI would be to stuff critical locations like Singapore or Palembang or Java with land reinforcements that politically would not have been available at the time. If the Japanese AI can't get the oil and mineral resources it needs to keep going then it'll slowly wither away just as the real Japanese would have. Unfortunately, despite the designers best intentions, players always figure out how to "game" the game.homer82 wrote: Sun Aug 20, 2023 8:49 pm Wow, as I'm in the exact same boat (pun intended) as the OP, I'm finding this is a very informative thread!
A related question: How good is the AI?
Thanks all.
Impose to yourself some realistic strictures, like you would if you had to answer to Roosevelt and Churchill, and you’ll have fun. That being said I've always felt the AI does 'better' playing the Japanese than the Allies. Interior lines and the opening advantages of surprise and material superiority seem to really help it out. The Allied AI on the other hand has always come across as passive and prone to ambush as the game goes on, at least to me.
There are "Ironman" scenarios designed for both the Japanese and Allied AIs which really can make you work if you can overlook the ahistorical material advantages they get. Plus, a forum member named AndyMac has done a great deal over the years to improve the original AI scripts. Of course, the best aspect of the AI as always, is it won't quit on you after six months of play if it gets bored or frustrated and it won't complain if you go on vacation for two weeks either.

