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!
I am playing my first DBB GC game as the Allies (the dark side...?). There was an earlier post months ago (IIRC) that explained the why and what to do with the CT device convoys. To my embarrassment, I have searched and been unable to find that post. Could I trouble you to give a rundown on what should be done with these convoys?
As has been said, the devices dump into the pools when the CD convoy auto-withdraws a few days after arriving. The supplies and fuel they bring dump into the base's total. You need to have hulls available there to haul it to where you want it. Looking ahead in the queue for the CD dates can alert you to get a mess of tankers and xAKs moving toward CT or Aden or whereever. (Port Stanley CD convoys I don't manage further.)
I managed to win a decisive victory in my second outing in Coral Sea, even tho I lost the Yorktown in this one. My experience so far mirrors one thing that's true about war, lots of tedium followed by moments of sheer terror as the air strikes slam home or the surface fleets fight!
I guess I try Guadalcanal next and see how it goes.
AZ Gung Ho -
I respectfully submit that if you are in any way associated with the USMC / Raiders, playing the Guad Scenario is not optional...
"They're on our right, they're on our left, they're in front of us, they're behind us; they can't get away from us this time."
- Chesty Puller, USMC, Chosin Reservoir, Korean War
You are right Mac. My Dad was in the 4th Raider Battalion, and I'm on the Board of the Raider Association, and their Chaplain as well. In fact several of us from the Association are going to Guadalcanal next summer to see how our Vousa fund is working and make some changes. I can't tell you how excited I am about this - to the point of taking money out of my retirement fund to go!
I'm going to revive this thread after some time off, for a few questions (which hopefully are becoming more informed). I'll have to start the numbering over, as who knows what we would have been up to otherwise (thanks for everyone's help).
1. Radar for ships: There are so many different types, and many ships have multiple systems. But all of them show as "surface radar" in tracker. Are these somewhat redundant systems with slightly different characteristics, or are some to detect other ships and some for aircraft? If so, how can I tell?
2. Radar for surface combat: I've been assuming that radar is for surface combat. I'm extremely reluctant to commit BBs and to a lesser extent CAs and CLs to combat without radar as they need to shell enemy ships from a distance (you don't want them fighting DDs at close range). I'm less concerned about DDs having radar. I want SSs to have radar, so they can find targets. Is this the general idea?
3. Radar within a TF: can ships within a TF share results? For example, can my DDs without radar get a benefit from my BBs that have it?
4. Naval AA: From my experience, and from reading threads, it isn't all that useful. The bombers are going to get through. It isn't worthwhile to pull ships from the line to give them a few more AA guns. Is this reasonable?
5. How much are the US DDs hampered by the 60% dud rate on their torpedos? I've been ignoring it, on the assumption that most have a lot of tubes, so should be able to get some hits at least.
6. Devices: in tracker, some devices with the same name show up multiple times under different IDs (ie, 20mm Oerlikon AA Gun. What is the story with that?
7. ASW Devices: If a ship has a DC rack, but no K-Gun or similar device, does that mean it basically just rolling the DCs off the back of the ship? If so, I can't imagine that is accurate, and to really kill subs you need a K-Gun. Am I right to assume this?
7. ASW Devices: If a ship has a DC rack, but no K-Gun or similar device, does that mean it basically just rolling the DCs off the back of the ship? If so, I can't imagine that is accurate, and to really kill subs you need a K-Gun. Am I right to assume this?
That would be the "stern."[:)]
To answer your question, look at the ASW ratings of the various classes and correlate to the installation of DC guns. It's significant. Do your ASW upgrades on time, every time. Just do them. They are, IMO, the best type of upgrades in the entire game in terms of return on investment.
I believe the USN ASW ratings range, across all years and all classes, from a pitiful 2 to a monster 11. The difference in lethality is extreme.
7. ASW Devices: If a ship has a DC rack, but no K-Gun or similar device, does that mean it basically just rolling the DCs off the back of the ship? If so, I can't imagine that is accurate, and to really kill subs you need a K-Gun. Am I right to assume this?
That would be the "stern."[:)]
To answer your question, look at the ASW ratings of the various classes and correlate to the installation of DC guns. It's significant. Do your ASW upgrades on time, every time. Just do them. They are, IMO, the best type of upgrades in the entire game in terms of return on investment.
I believe the USN ASW ratings range, across all years and all classes, from a pitiful 2 to a monster 11. The difference in lethality is extreme.
Thanks--obviously my ignorance extends beyond AE. [:)]
Are you of the same mindset on radar upgrades (ie, always do them)?
Are you of the same mindset on radar upgrades (ie, always do them)?
I have to admit that I am ignornat of exactly how the radar upgrades, or radar at all, really plays into the algorithms. I figure that Radar Is Good (tm), so I do the upgrades, but I don't understand exactly how they affect DL rates, or actual combat calculations. Also, there seems to be some bugginess in at least some of the radar routines (see other threads), but that may be mostly or all land-based air search radars. I especially do the radar upgrades in 1942 for my subs, since I know that in RL radar was a force-multiplier for subs in orders of magnitude. Does it work historically in the game? Don't know. But radar can only help, so I'd do those too. Maybe not as aggressively as weapon upgrades, but the two are usually bundled.
I have another question; in one of my games I'm transporting an LCU with flying boats. For a couple of turns that wasn't a problem, and about 1/3 of the unit got transported. But after that, the planes stopped transporting the LCU, so 2/3 are still at the point of origin. I think even the planes' mission was changed, I set it back to Troop Transport but they don't budge.
Are you of the same mindset on radar upgrades (ie, always do them)?
I have to admit that I am ignornat of exactly how the radar upgrades, or radar at all, really plays into the algorithms. I figure that Radar Is Good (tm), so I do the upgrades, but I don't understand exactly how they affect DL rates, or actual combat calculations. Also, there seems to be some bugginess in at least some of the radar routines (see other threads), but that may be mostly or all land-based air search radars. I especially do the radar upgrades in 1942 for my subs, since I know that in RL radar was a force-multiplier for subs in orders of magnitude. Does it work historically in the game? Don't know. But radar can only help, so I'd do those too. Maybe not as aggressively as weapon upgrades, but the two are usually bundled.
LCU radar upgrades are good especially if the unit only has Sound Detector or Observer Corp devices.
There is a limitation of the size of devices that can be moved by plane - up to a load cost of 7 for air-drop and 9 (?) for base-base air transport.
Makes sense, but an option to just leave that equipment would also be nice. Now I have infantry stuck there along with the heavier stuff that can't be moved.
There is a limitation of the size of devices that can be moved by plane - up to a load cost of 7 for air-drop and 9 (?) for base-base air transport.
Makes sense, but an option to just leave that equipment would also be nice. Now I have infantry stuck there along with the heavier stuff that can't be moved.
Transport planes will pick up every device they can lift, and leave the rest behind.
There is a limitation of the size of devices that can be moved by plane - up to a load cost of 7 for air-drop and 9 (?) for base-base air transport.
Makes sense, but an option to just leave that equipment would also be nice. Now I have infantry stuck there along with the heavier stuff that can't be moved.
Transport planes will pick up every device they can lift, and leave the rest behind.
I picked a new destination and they transported the LCU there without any problem, but they wouldn't do so with the old destination. Weird. Maybe it was because of other factors, there was air combat over that hex for several turns in a row.
There's nothing you can do about it. Just reset them to defend every turn, so that they don't continue to bombard after the enemy TF has completed unloading.