Zero PP each turn

Share your gameplay tips, secret tactics and fabulous strategies with fellow gamers here.

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

Post Reply
User avatar
wga8888
Posts: 461
Joined: Wed Sep 29, 2010 6:20 pm
Location: Sachse, Texas USA
Contact:

Zero PP each turn

Post by wga8888 »

Now about 20Jan1942 in a Very Hard game vs Japanese AI. I have noted in the last 10 turns that I have gotten zero PPs, I am keeping track of ship withdrawals (one still have 15 days and off board en route to South Africa). I have to look at each air group to see if some are to be gone (have not found a button to hit to check similar to ships).

If I am not to get any PPs, them it seems pointless to continue as cannot change HQs or bring in any of the plane groups building in the US under restricted commands. [Lots of P39 groups that I cannot send into the Pacific; will have to read up on that].

I have played two campaign games vs human IJN of the original WIP in the past. In this AE game, could not evacuate anything but B17s at high PP cost unlike in WITP. [More reading/searching on the forum].
Bill Thomson
wga8888@icloud.com
Discord: wga8888 #7339
817-501-2978 CST [-6 GMT]
User avatar
btd64
Posts: 15130
Joined: Sat Jan 23, 2010 12:48 am
Location: Lancaster, OHIO

Re: Zero PP each turn

Post by btd64 »

Air units can be checked in a list in the intelligence screen. I believe. Not home at the moment. But there is a list....GP

Putting your phone number here is brave. I would remove it....GP
IntelUltra7 16cores, 32gb ram, NvidiaGeForceRTX 2050
DW2-Alpha/Beta Tester
WIS Manual Team Lead & Beta Support Team

"Do everything you ask of those you command" Gen. George S. Patton
WiS Discord channel coming soon....
rockmedic109
Posts: 2464
Joined: Tue May 17, 2005 11:02 am
Location: Citrus Heights, CA

Re: Zero PP each turn

Post by rockmedic109 »

btd64 is right. You can easily find withdrawing air units on the information? screen. There will be a button to check for withdrawing air units and you can sort the list by date of withdrawal. The good news on these is that they can be withdrawn from anywhere.

Ships, not so much. You're limited in where a ship can be withdrawn. I will be losing about a hundred PPs because xAP Tasker H. Bliss is enroute to SF from the Marshalls at 5 knots! Getting the ships to ports they can be withdrawn from takes forethought.
rockmedic109
Posts: 2464
Joined: Tue May 17, 2005 11:02 am
Location: Citrus Heights, CA

Re: Zero PP each turn

Post by rockmedic109 »

Yeah! Tasker H. Bliss made it to San Francisco...

...and some idiot put her in the SHIPYARD FOR REPAIRS!!! 3 more days of -20 PPs.

The idiot was reassigned to Kodiak Island as the Bear Abatement Officer. He has been assigned a pocketknife for the performance of his duties.
User avatar
Sardaukar
Posts: 12806
Joined: Wed Nov 28, 2001 10:00 am
Location: Finland/Israel

Re: Zero PP each turn

Post by Sardaukar »

rockmedic109 wrote: Thu Jun 25, 2026 11:09 pm Yeah! Tasker H. Bliss made it to San Francisco...

...and some idiot put her in the SHIPYARD FOR REPAIRS!!! 3 more days of -20 PPs.

The idiot was reassigned to Kodiak Island as the Bear Abatement Officer. He has been assigned a pocketknife for the performance of his duties.
You know, you can still withdraw ship under repairs via "Show ships under repairs" button. Very useful when upgrade etc. happens in unfortunate time. It is right to the button "Manage ships under repairs".
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-

Image
rockmedic109
Posts: 2464
Joined: Tue May 17, 2005 11:02 am
Location: Citrus Heights, CA

Re: Zero PP each turn

Post by rockmedic109 »

Thank you!

The idiot has been recalled from Kodiak.
rockmedic109
Posts: 2464
Joined: Tue May 17, 2005 11:02 am
Location: Citrus Heights, CA

Re: Zero PP each turn

Post by rockmedic109 »

Rear Admiral Dunce is on his way back to Kodiak. This time he has been given a seal skin jacket.

There is no button next to Withdraw Ship OVERDUE on ship window. A couple more days...
User avatar
Sardaukar
Posts: 12806
Joined: Wed Nov 28, 2001 10:00 am
Location: Finland/Israel

Re: Zero PP each turn

Post by Sardaukar »

Maybe it is because it is in Shipyard and not Pierside.

Edit, no it's not that...
shipyard.jpg
shipyard.jpg (404.3 KiB) Viewed 121 times
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-

Image
rockmedic109
Posts: 2464
Joined: Tue May 17, 2005 11:02 am
Location: Citrus Heights, CA

Re: Zero PP each turn

Post by rockmedic109 »

Mine is overdue. Maybe that is it. It's in the 3 day time from Shipyard to Readiness. Could Overdue status muck up the works? Either way, I guess it's -20 for more three days. It wouldn't have been a problem if it hadn't hit that reef.
rockmedic109
Posts: 2464
Joined: Tue May 17, 2005 11:02 am
Location: Citrus Heights, CA

Re: Zero PP each turn

Post by rockmedic109 »

Now I understand. The total damage was less than 99. But Flotation was 76 {76 Major}. Oops. I should've sent it to Truk instead and let the Japanese sink it. It is going to be 71 days of reduced political points. Ouch.
Chris21wen
Posts: 7823
Joined: Thu Jan 17, 2002 10:00 am
Location: Cottesmore, Rutland

Re: Zero PP each turn

Post by Chris21wen »

Maybe some form o penalty should be applied when withdrawing a damaged ship say 10x excess damage? Or being able to withdraw a substitute? Probably too late for either.
User avatar
Sardaukar
Posts: 12806
Joined: Wed Nov 28, 2001 10:00 am
Location: Finland/Israel

Re: Zero PP each turn

Post by Sardaukar »

Yea, severe damage prevents withdrawal.

You could always get the ship to Readiness and then send it Full speed towards Japan...it'll sink soon with damage acquired by Full speed.
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-

Image
rockmedic109
Posts: 2464
Joined: Tue May 17, 2005 11:02 am
Location: Citrus Heights, CA

Re: Zero PP each turn

Post by rockmedic109 »

It went from Pearl to SF without gaining much. I could get it near Truk and let the Bettys take care of it but getting it near will take almost as much time.
try that

Set to Critical repair, it will take 71 days. I think I can get it down to under 50 and withdraw it. With bad rolls, it should still only take a month to get it that low. My next large PP expense will be a few West Coast Divisions for invading Truk or Rabaul. I will not have the transport capacity to try something that big till sometime in 1943.

Take my lumps and learn so I do not do it again until after I complete this game and restart another in four or five years when I will have forgotten this lesson.
User avatar
zebrazwo
Posts: 339
Joined: Sat Jul 01, 2023 3:35 pm
Location: Denmark

Re: Zero PP each turn

Post by zebrazwo »

Usually as you get older, the long-term memory still works, it's the short-term memory that goes first.

You know, walking into the kitchen, stopping in the middle of it, thinking what was it now I came out here for?

So you should be ok in 4 or 5 years ;)
Z
rockmedic109
Posts: 2464
Joined: Tue May 17, 2005 11:02 am
Location: Citrus Heights, CA

Re: Zero PP each turn

Post by rockmedic109 »

zebrazwo wrote: Sun Jun 28, 2026 4:25 pm Usually as you get older, the long-term memory still works, it's the short-term memory that goes first.

You know, walking into the kitchen, stopping in the middle of it, thinking what was it now I came out here for?

So you should be ok in 4 or 5 years ;)
What were we talking about?
User avatar
zebrazwo
Posts: 339
Joined: Sat Jul 01, 2023 3:35 pm
Location: Denmark

Re: Zero PP each turn

Post by zebrazwo »

:lol:

You said, when you restart in 4 or 5 years you will have forgotten the lesson.

In 4 or 5 years you will remember it, but tomorrow.... or today.... :lol:
Z
Post Reply

Return to “The War Room”