The return of tristanjohn

Gary Grigsby's strategic level wargame covering the entire War in the Pacific from 1941 to 1945 or beyond.

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Ron Saueracker
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RE: The return of tristanjohn

Post by Ron Saueracker »

ORIGINAL: moses

Makes sence but easier to exploit I think. I can send a naval base unit to a level 1 port and in one day I'm operational. I need no extra supply and pay no cost for operating my BB's out of silly bases. So basically in game terms what has been accomplished. The heavy ships exert no added logistics burdon on players other then making him send a naval base unit. Can these be split?????

As I proposed at least some advanced planning is required and a cost is exacted for operating out of silly bases. You can do it but running 4 or 5 Bombardment operations using Luganville as your base will at least wear out your ships. Plus I think there is already code for conditions for different things being replenished so perhaps this would be easier then making checks for the presence of specific units.


Sorry, supply has to be an issue as well, I was just adding a further restriction.
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Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan
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Tristanjohn
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RE: The return of tristanjohn

Post by Tristanjohn »

ORIGINAL: irrelevant

Problem that allows game to move too fast is not too much supply, it is too-easy transport. Too many AP/AK and too efficient loading and unloading. But if it were super difficult to scrape together the ships needed to do something and took days and weeks to get them ready, how many of us would still be interested in the game? I played a mod with Ron S. that halved AP/AK capacity and doubled LCUs load costs, and it was just about unbearable. And I am fairly tolerant of slogging through muck, I think probably not everyone is. What is the answer? I'm not sure there is one, beyond everyone making his own mod to suit himself and finding someone to play it with....

Well, what it all boils down to is how much historicity does a player want. Me, I want it as close as possible. Specifically, I want the logistics side of it to be as close to represetnative as possible, because without that (close) reality nothing else could possible work correctly, either.

You're right about the mechanics of ports working too fast, but then everything works too fast in this system, not just the ports. Well, I think the game has the speed of transports about right, but, for instance, the rest of the shipping is geared too fast, the airfields work too efficiently which allows aircraft to fly too often and like that.

With regard to Japan and its supply situation: if the Japanese player isn't required to figure out his logistics problems then what's the point to playing Japan? That was Japan's main bugaboo, getting what it needed where it needed when it needed to get it there. At least short term operationally speaking. The grand strategic outlook for Japan was grim no matter how you looked at it.
Regarding Frank Jack Fletcher: They should have named an oiler after him instead. -- Irrelevant
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Tristanjohn
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RE: The return of tristanjohn

Post by Tristanjohn »

ORIGINAL: irrelevant

Thing is, Ron, I don't really think it felt wrong so much as it felt too much like work! [;)]

It's just that kind of work that's supposed to be fun. Japan shouldn't be put in a position where it runs around conquering half the known world. [8D]

Having looked at this game system for some time now, I've come to the conclusion that the only real "fun" portion of the game for the Allies is the period from Pearl Harbor through, say, the end of 1942. After that I imagine (not having gotten further) it would become something of a bore. The Japanese player, however, gets it both ways. He can both enjoy the first portin of the game, where he sets up his perimeter defense, and then try to defend what he's got, against always increasing pressure with always diminishing assets, for the duration of the contest.
Regarding Frank Jack Fletcher: They should have named an oiler after him instead. -- Irrelevant
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