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RE: Build ships? Combat? Lets see some screenshots!
Posted: Thu Mar 18, 2004 2:31 am
by Mr.Frag
Take a look at Highway to the Reich, it's real time, you get your fix in half an hour to 2-3 hours depending on which area.
Great game, completely unique game system. [8D]
RE: Build ships? Combat? Lets see some screenshots!
Posted: Thu Mar 18, 2004 11:54 am
by Apollo11
Hi all,
ORIGINAL: Mr.Frag
Take a look at Highway to the Reich, it's real time, you get your fix in half an hour to 2-3 hours depending on which area.
Great game, completely unique game system. [8D]
I love TOAW and played it a lot (CoW version), I love Close Combat (2 and 3 - I was even involved in development as outside team), I adore UV (and WitP) but what I saw in HTTR was so much different than anything else before that I was literally swept of my feet...
The HTTR game engine is revolutionary!
BTW, my first HTTR combat 2 days ago (Tutorial #1) took 3 hours that passed in single moment (I was never aware of time passage in RealWorld - last I remember was that I listening to radio news at 6 PM and then, suddenly, it was past 9 PM)...
Leo "Apollo11"
RE: Build ships? Combat? Lets see some screenshots!
Posted: Thu Mar 18, 2004 12:04 pm
by siRkid
For which most of us are eternally grateful. Personally, I can't stand most of those types of games. My idea of a game is not to see who can click the mouse the fastest...
I'm with you 100% on this one. I've quit going to the computer store because they only carry FPS or RTS. Its like waiting for DISCO to die out.

RE: Build ships? Combat? Lets see some screenshots!
Posted: Thu Mar 18, 2004 12:53 pm
by paullus99
I agree Kid.....just a bunch of RTS clones - this one about Middle Age Warefare, another one about WWII, another one in space, yet another one....blah, blah, blah.
Luckily, it has allowed companies like BTS & Matrix (and Shrapnel Games) to carve out a niche in this industry and come out with true wargames the likes of which we haven't seen since the end of the SSI/SSG Glory Days.
From all indications, WiTP will be one of the most detailed & time intensive games ever attempted. I think even some of us pros will choke on the time required......certainly anxious to see....
RE: Build ships? Combat? Lets see some screenshots!
Posted: Thu Mar 18, 2004 2:26 pm
by sven6345789
Although an early push down the solomon chain and towards PM by the japanes will make resupplying australia more difficult, you can build up a shipping lane even further east. There are plenty of Islands in that area. The Japanes cannot possibly hope to take all of them, and even if they do, those boys will live on plain rice for most of the time sitting at the end of a realy long supply chain.
If your ships get damaged in this area(for the japanes), repair facilities will be VERY FAR away.
But, on the positive end, you might slow down the allied onslought long enough to stop japan from surrendering.
How many Divisions does Australia get? Two divisions (as much as I know) are send back from North Africa (Do the they just pop up at sydney or do the have to be transported from India?)and the Australians formed a few new divisions. Should be enough to defend Southern Australia at least.
I just wonder what the late war thrust through central pacific will be like when the US uses all assets bundled together in on edge.
Even when The Japanes take New Caledonia, this might not stop the US from taking the Marianas just in time to start the strategic bombing campaign.
RE: Build ships? Combat? Lets see some screenshots!
Posted: Thu Mar 18, 2004 2:58 pm
by Mr.Frag
Although an early push down the solomon chain and towards PM by the japanes will make resupplying australia more difficult, you can build up a shipping lane even further east. There are plenty of Islands in that area. The Japanes cannot possibly hope to take all of them, and even if they do, those boys will live on plain rice for most of the time sitting at the end of a realy long supply chain.
Sven, Japan starts the war in control of the Gilbert Islands east of the Solomon Islands. If they choose to push further south in this area towards Fiji and potentially east into the Line Islands, it will make for a rough road for the USA trying to get supplies to Oz. New Caledonia, New Hebrides and Santa Cruz Islands become that much easier to snag with airbases to the east sapping USA convoys before they can be brought to bear.
I have always looked at it that it is much more cost effective to sink a ship loaded with troops and planes then fight them on the ground or in the air. Japan's long range torpedo bombers and search aircraft are perfectly suited for this type of task.
One thing that really takes getting used to in WitP is just how short plane ranges are. Pretty much everything under a B-17 has to be crated up and loaded on an AK and tranported around because there are no bases capable of being used to transfer them around as stepping stones. Denial of any bases that allow the Allies to be able to move air units via air transfer instead of having to load them onto ships is a huge priority to me.
By forcing this upon the USA, you put them in a situation where escorts for the transports no longer have enough range to make the run in support of the transports. End result of all this fun is that PH becomes the only viable staging location for any USA action.
RE: Build ships? Combat? Lets see some screenshots!
Posted: Thu Mar 18, 2004 3:06 pm
by paullus99
The deep thrust down through the Solomons & towards Fiji may have its benefits in the short term, but what is to prevent the US from jumping right into the Central Pacific a year earlier (fighting the 1944 battles in 1943 or maybe even late 1942)?
The Japanese in the Solomons & further southeast would be on the end of a long supply chain, vulnerable to submarine interdiction and completely out of position to assist in defending against a straight shot by the US into the Central Pacific.....Without the dispersal of forces into the SW Pacific, you would have a much more concentrate thrust by US forces.
What do you guys think?
RE: Build ships? Combat? Lets see some screenshots!
Posted: Thu Mar 18, 2004 4:05 pm
by Mike Scholl
FRAG Most of your points are valid..., but I believe while the Japanese had the
Marshals before the war, the Gilberts were British.
RE: Build ships? Combat? Lets see some screenshots!
Posted: Thu Mar 18, 2004 4:49 pm
by Mr.Frag
FRAG Most of your points are valid..., but I believe while the Japanese had the
Marshals before the war, the Gilberts were British.
Sorry, I'm jumping a couple of turns into the game. Here's the opening turn for Japan ... note the Fast Transport TF I have highlited that is going to snag Makin Atoll. Tarawa Atoll right below it has a size 3 airfield (overbuild capable to 6) just waiting to be gobbled up and stocked with Betty's and Mavis's.
Getting supply there for Japan is far easier then getting supply past there for the USA.

RE: Build ships? Combat? Lets see some screenshots!
Posted: Fri Mar 19, 2004 3:34 pm
by Mike Scholl
I really think the Designer's reserch has fallen flat on it's face if they have the
British building any level 3 air bases in the Gilbert Islands prior to the war! I
doubt there were fifty non-natives in the entire chain, and what in the world
would thay have built such a large air complex for? Something is definately
WRONG here.
RE: Build ships? Combat? Lets see some screenshots!
Posted: Fri Mar 19, 2004 3:56 pm
by Mr.Frag
ORIGINAL: Mike Scholl
I really think the Designer's reserch has fallen flat on it's face if they have the
British building any level 3 air bases in the Gilbert Islands prior to the war! I
doubt there were fifty non-natives in the entire chain, and what in the world
would thay have built such a large air complex for? Something is definately
WRONG here.
Mike, it does not start at a 3, it is a (0)3 [;)]
RE: Build ships? Combat? Lets see some screenshots!
Posted: Fri Mar 19, 2004 4:01 pm
by Mike Scholl
THANK GOD! I was really starting to wonder based on some of the talk in the
preceeding missives.
RE: Build ships? Combat? Lets see some screenshots!
Posted: Sun Mar 21, 2004 1:53 am
by DerSchwarzeMann
You serious? 100+ hours? Well...then, anyway, back to the topic, how does battle take place? You just drag a hex to the enemy hex in order to fight? Whats the battle engine in this game?
time
Posted: Sun Mar 21, 2004 1:56 am
by mogami
Hi, I think a solo game of WITP will require 1000+ hours. To begin land combat you move into enemy hex and order your units to attack.
RE: Build ships? Combat? Lets see some screenshots!
Posted: Sun Mar 21, 2004 3:52 am
by pasternakski
Buy UV. Learn how to play that. Then multiply it by 100. Welcome to WitP.
You're going to have to plan strategically, organize tactically, support logistically, manage multiple operations, win great victories, suffer humiliating defeats, assign squadrons and wings to missions, organize task forces and direct them to their objectives, conduct corps and army size land operations, and just generally try to survive in a command role that is far too big for you. You might even accidentally win once in awhile.
Good luck.
RE: time
Posted: Sun Mar 21, 2004 10:36 am
by Mike Scholl
ORIGINAL: Mogami
Hi, I think a solo game of WITP will require 1000+ hours. To begin land combat you move into enemy hex and order your units to attack.
MOGAMI Please tell me your comment means that it's possible for two sides in one
hex not to be able to FIND each other for long periods. Some of the Jungles depected
on the map were so dense and rough that two whole Divisions could move through on
different "trails" and never run across each other.
Hex Size
Posted: Sun Mar 21, 2004 10:48 am
by mogami
Hi, Sorry If both sides have a division in the same hex they are going to see each other.
RE: Build ships? Combat? Lets see some screenshots!
Posted: Sun Mar 21, 2004 11:02 am
by Raverdave
ORIGINAL: pasternakski
You're going to have to plan strategically, organize tactically, support logistically, manage multiple operations, win great victories, suffer humiliating defeats, assign squadrons and wings to missions, organize task forces and direct them to their objectives, conduct corps and army size land operations, and just generally try to survive in a command role that is far too big for you. You might even accidentally win once in awhile.
Good luck.
Gawd this is killing me waiting for the chance to give you a good slapping in a PBEM ![;)]
RE: time
Posted: Sun Mar 21, 2004 11:05 am
by Raverdave
ORIGINAL: Mike Scholl
Some of the Jungles depected
on the map were so dense and rough that two whole Divisions could move through on
different "trails" and never run across each other.
Unless of course there happens to be an Aussie Division in the same hex.......the BEST jungle fighters ever bar none ![;)]
RE: time
Posted: Sun Mar 21, 2004 4:19 pm
by pasternakski
ORIGINAL: Raverdave
Unless of course there happens to be an Aussie Division in the same hex.......the BEST jungle fighters ever bar none ![;)]
They're pretty handy in a pub brawl, as well.
Too bad none of you are smart enough to play a decent game of WitP...