Ask WPO Questions Here

War Plan Orange: Dreadnoughts in the Pacific 1922-1930, from the team that brought you War in the Pacific.

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Connfire
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RE: Ask WPO Questions Here

Post by Connfire »

Not a bug - an actual destination must be set. By that I mean a named base. When you and the enemy are in the same hex, you can't just "fall back" to one unnamed hex unless he forces you to retreat. That said, once you're out of the enemy-occupied hex, you're free to move however you want. To do what you want to do, I'd set a destination point to a base where my unit must travel through the hex you want to go to, then once you're there stop your movement.
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Von Weber
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RE: Ask WPO Questions Here

Post by Von Weber »

Oh Connfire, your help is so much valuable, you always come on help[&o], but if you could do it a little bit later may be I would not lost my initial Chinese army encircled in Tsinstao[:(].
But quite for sure I cannot move from one occupied enemy hex to another hex with enemy unit even if I put some base to destination?
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Connfire
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RE: Ask WPO Questions Here

Post by Connfire »

No you can't move from one enemy occupied hex to another - this is a pre-blitzkrieg time period. Its all about supply lines - you have to be able to trace an unbroken path to a base which can supply your unit. A ground unit will not willingly move out of supply. No supply = higher fatigue and disruption = higher casualties. Cutting off an enemy unit from its supply is a viable strategy too.

I learned the "retreat to a base, not a hex" lesson the hard way too - I endured about 2 weeks of destructive bombardment at the hands of French 75 and 155mm cannon in Indochina in my last PBEM before I figured out how to escape that kill zone without leaving southern China open to a counterattack.
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Von Weber
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RE: Ask WPO Questions Here

Post by Von Weber »

you have to be able to trace an unbroken path to a base which can supply your unit
By road or by jungle too?[:)]
How is supply for the unit being calculated?
How can I be sure that supply would be enough for one or another unit?
And how the distance to the base apply to a supply rate?
P.S. Still I have not lost my Army in Tsingtao.[;)]
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Connfire
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RE: Ask WPO Questions Here

Post by Connfire »

The game calculates the supply value to decide what is a "legal" move and what is not, and how much supplies get through. Bottom line is just like real life, the more difficult you make it to get supplies, either because you are cut off, or farther from a base, and/or one or more hexes off a highway or road, you can expect fewer movement options and less supply. The best bet is to look in the manual for specifics. I think 14.3 on page 143 may answer most of your questions. For this purpose a jungle hex is considered "cross country", though jungle terrain does affect movement rate and combat. From the manual:

14.3 GROUND UNIT SUPPLY
When tracing a supply path for movement of ground units or overland movement of supplies, a supply value is generated. This is determined by tracing a path from the base transferring supplies or the ground unit moving to the destination. This supply value determines whether the move is legal, and how much of the supplies are used up during the move. The supply value of a move is calculated by subtracting the following from 100 (900 if a ground unit moves):

• 2 for each hex moved along a rail/highway
• 5 for each hex moved along a road
• 25 for each hex moved along a trail
• 50 for each hex moved cross country

To order a ground unit move to a specific hex, the path of the move must generate a positive supply value to constitute a valid supply path. Ground units will move along a path that provides the best possible supply route from their current hex to their destination. For automatic supply movement, the supply value must be greater than 0. The greater the supply value, the more often supplies will be moved, and fewer supplies will be expended during the move.

Example: A unit moving from hex 54, 87 (Lae) to 54, 89 generates a supply value of 825 (1 hex of trail movement and 1 cross-country, 900-25-50=825). Since the value is positive, it is a valid move. Note that if there were enemy units in hex 54, 87, a movement plot to 54, 89 would not be allowed as it is not a friendly base. If supplies were being automatically moved from 54, 87 to 54, 89, it would return a supply value of 25 (100-25-50) which would allow some supplies to transfer. However this is a low value so supplies would not be transferred every day, and many supplies would be expended during the transfer.
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Von Weber
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RE: Ask WPO Questions Here

Post by Von Weber »

Thanx for irrefragable answer. Now supply issue is clear for me.
So coming to sub's sector. Connfire if it is not a military secret tell me how to deal with enemy subs.Last turn I had about 10 ASW attacks and no one could even spot a submarine. May be bad dice roll or unexperienced crew with incompetent captain in charge. The only way to attack a submarine is in case when it tries to attack a ship and couldn't dive deep or by Q-ship for sure[&:]
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Connfire
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RE: Ask WPO Questions Here

Post by Connfire »

There's no easy answer on how to deal with subs, they're nasty. I just load up as much ASW as I can when I know I'm going into sub-infested waters, and hope that they don't torpedo anything too valuable. Normally at the beginning of the game both the subs and ASW don't do much because the ships lack experience, but that changes quickly. Patrol aircraft can help in coastal areas, and subs have no counter to that. Hand-picking your captains can help, too.

As for Q-ships, the theory is sound, though I've never actually used them. If I'm going to convert an AK normally I make it into an AMC - I don't know if the return on the Q-ship justifies their conversion.
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Von Weber
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RE: Ask WPO Questions Here

Post by Von Weber »

Thanx again and again![&o]
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Von Weber
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RE: Ask WPO Questions Here

Post by Von Weber »

Repair problem. I've got some BB ships with about same average damage at the western coast.At Mare isl. the repair is moving, but in L-A and San-Diego it is still at the same point.Supply and support is enough, but still no result. I play 1 day cycle.
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Connfire
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RE: Ask WPO Questions Here

Post by Connfire »

Repairs can be time consuming, especially if they are BBs, BCs, or CVs, or other ships with high durability. You can improve times by increasing the size of the port, having a naval HQ present, ensuring there is a Repair Shipyard, having a higher number of ship repair points (the number fluctuates), and having ARs (as well as ADs for DDs and AS's for subs). You also don't want to overload a port with damaged ships - I tend to spread mine out.

Think of a the chance of a ship being repaired like rolling the dice, with the above factors serving as modifiers. There's still a chance you won't make the roll this turn, and the ship won't be repaired that day. I play 3-day turn cycles and even then it is not uncommon for a ship's damage to remain the same between turns. In the last game it took me a year to get BB Yamashiro, with 99 system damage, from Camranh Bay to Japan, then fully repair her. I accept that, no shipyard should be able to turn what amounted to a burned-out hulk back into a fully functioning BB in 99 days.

Despite all this, I still think the ships may repair and upgrade a little quicker in the game then in real life (which is fine, it is a game after all). But on the other hand the chances of having a situation like the real-life CV Yorktown nearly blown away in the Coral Sea, get patched up at Pearl Harbor, then be a fully functioning fleet carrier off Midway a month later is slim to none.
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Von Weber
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RE: Ask WPO Questions Here

Post by Von Weber »

Thank you for valuable info.[&o]
Just one more little question how do mines decay at Atolls like in shallow or deep waters?
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Connfire
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RE: Ask WPO Questions Here

Post by Connfire »

The decay rate is 50% in deep water, so its not really worth it unless an enemy TF is right behind or pursuing yours. It goes down to 5% in shallow water, and 1% in a base hex. In most cases I imagine an atoll is considered a base hex.
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Von Weber
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RE: Ask WPO Questions Here

Post by Von Weber »

Thanx a lot, cause I was considering it as deep waters, but had some doubts
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Connfire
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RE: Ask WPO Questions Here

Post by Connfire »

I should add I believe the decay rate is based upon the current number, not the original one. In other words, you drop 100 mines in deep water on Day 1. On Day 2, it's down to 50, due to the 50% decay rate. On Day 3, it goes down to 25, as that is 50% of 50, and so on. So you won't lose the whole minefield in 2 days, but nonetheless it does decay rapidly. This equation works more favorably with the 5% and 1% decay rates.
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Von Weber
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RE: Ask WPO Questions Here

Post by Von Weber »

One more question to Connfire[;)]
Does it feel any lack of supplies or fuel in the late war by Americans or Japan? I see the enormous stores of them for both side and I wonder will they ever come to end?
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Connfire
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RE: Ask WPO Questions Here

Post by Connfire »

The mainland USA really doesn't have to worry about a lack of supplies, assuming nothing crazy happens like US cities getting captured or anything. Their main concern is making sure that their overseas allies and posessions are supplied.

Japan, on the other hand, does have a supply issue. While they do have impressive stockpiles, they can't replace it at the same rate as the USA. They need to capture stockpiles, resource centers, etc, then transport the resources and oil back to Japan where it can be converted into supply and fuel. THEN, they need to distribute that to their overseas holdings to keep them in business. Auto-convoy handles most of this. Resource management is a major challenge playing Japan, but it can be done. Just don't let those pesky submarines get away with sinking too many of your AKs and TKs.
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Von Weber
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RE: Ask WPO Questions Here

Post by Von Weber »

OK! I a little don't understand, I see at the most allied bases only fuel & supply, and no resources and oil.Or may be I'm looking in the wrong way[&:]
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Connfire
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RE: Ask WPO Questions Here

Post by Connfire »

You see it when you click on a base, under Oil Storage and Resource Storage. The manual is vague on this, but I believe it works like this: Oil and Resources gets created by oil and resource centers. This gets converted into fuel and supplies, I think with your heavy industry. So some bases, like the US West Coast, will produce an ongoing stream of fuel and supplies due the fact it has all it needs - the raw materials and industry to convert it, at hand.

Japan is different. Even though they have large oil, fuel, resource, and supply stockpiles, it is a finite amount. They have the industry to convert fuel and resources, but not fuel and resource centers. So these need to be captured, hence the historical reasons for the war to begin with. You can capture the centers, as well as bases containing oil and resource storage, along with finished supply and fuel. The supply and fuel can be used where needed, while the resources and oil can be transported back to Japan via auto-convoy.

You can also disrupt the production system by aerial bombing industry in the USA, Hawaii, Australia, or Japan. Much of the production system, of which auto-convoy is a part, goes on behind the scenes and does not need to be managed by the player.
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Von Weber
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RE: Ask WPO Questions Here

Post by Von Weber »

Thank you Connfire, for the answers, now situation gets clear.
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Von Weber
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RE: Ask WPO Questions Here

Post by Von Weber »

One more question about supply & fuel for Japan. It is a little bit cheater question, but I'd like to know weather Japan gets enough supplies & oil(I found only one port with oil production in PRC) to make a stand against US if it captures only all the ports at the Chinese coast or it should obviously penetrate deep into Chinese territory to get the same results. Or may be it should start war with other countries?
In the game we play we have a pack of houserules, according to them none helps Russia in her hard time and British and Dutch will not declare war to Japan if it invades the French Indo-China providing Pacifying politics in the Pacific[;)] So should I expect intrusions and invasions or there is no economically based reasons for new war campaigns except Chinese one for Impire of Japan? Russia is frozen, cause it always cold there[:D]but I can be prepared by French.
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