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RE: About the game :(

Posted: Sun Jan 30, 2005 6:55 am
by ColFrost
ORIGINAL: winky51

Wow I have loved Grigsby's games for a very long time and this one takes the cake on detail. It is truely a masterpiece of detailed historical recreation. Great detail, nice graphics, sound, love the map. I loved the 1st one they made years ago and played it many times. I loved War in Russia. Both at a perfect level of play. You didn't have to get into the nitty gritty of detail play to enjoy the game. Just set it on autodo and just play.

Too bad this new version is unplayable unless you have no life WHAT SO EVER!

There has to be a balance between detail and playability and this game is well beyond the red line. Its rediculous. I almost fell asleep waiting to make sure Captain Smith recorded his 2nd kill, while bailing out and being captured. I was expecting results from his interigation and where he would be placed in a POW camp so I can set orders for the prisoners to break out.



I set the turn to 3 days.

I played one turn of the tutorial and it took me 10 minutes with the graphics on and .1 speed.

I turned the graphics off and it took me 5 minutes a turn at .1 speed.


If you love monster games then I think this is it for you. But otherwise forget it. I think it will take as many weeks as the real war to play this monstrosity of a game. I wish I could get my money back.

Is there anyway to DUMB it down so I can play it as fast as the original? So maybe I can enjoy it like the past games?

How do you people find the time to play this game.

Did you read the ads before you boought it? It takes me about a half hour per night per turn. Yes, it will take me four years, but hey, it never said anything different!

RE: About the game :(

Posted: Sun Jan 30, 2005 2:05 pm
by Tom Hunter
NY59giants,

Since you new to the game I am going to give you the most basic answers to your question. You may know this stuff already if so I apoligize.

This is in answer to your replenishment question.

First make sure you load fuel on the AO before you leave port.

Second the AO does not need to be in the TF it just needs to be in the hex.

Third if the two TFs don't spend the whole turn together replenishment may or may not happen. This is a timing issue having to do with the size of the hex and speed of the ships. If they spend the turn together they always replenish for me. One way to make certain this happens is to set the CV TFs to follow the replenishment TF.

I hope that helps.

RE: About the game :(

Posted: Tue Feb 01, 2005 8:36 pm
by Freedom205
the game is Grigsby's attempt to give bean counters
a chance to win a battle. j/k

Really, after the first couple turns, the game is pretty easy. Most turns only take 20 min. or so to do. (pbem)

RE: About the game :)

Posted: Mon Feb 14, 2005 2:27 pm
by Ian R
Tom,

Like ny59 I also have a replenishment task force question, and would be very grateful for any insight you could provide. I'm in v1.4.

And like ny59 "I am new to WitP, but not to wargames. Had original War in the Pacific board game from SPI ... " Hell, I got Fast Carriers in about 1975. And played Pacwar to death. That means I am used to forming replenshiment TFs (and here you get AE as well as AO, ) which include a jeep CVE that fills with replacement planes (assuming enough supply at home port) and can transfer onto the CV's in the air combat TFs. But it doesn't appear to work that way here.

In fact as best as I could work out the fast carriers sitting west of Saipan (with the replenishment TF's with them on 'follow' orders) stayed full of planes - some damaged, but full of planes none the less- despite there being no AVEs in the replenishment TF.

So what is the role (if any) of CVE acting as AVE to supply replacement aircaft to the carriers? Do you need to load a fresh carrier trained Vf or whatever on the CVE, put it in a CVE Transport TF and manually fly a depleted one off a carrier and the new one on? I tried this out but couldn't get the night Hellcat squadron I'd put on a CV to shift carrier to carrier - it wanted to go to a land base first. It was at least carrier capable although I can't remeber if it was carrier trained.

The other thing I haven't been able to workout is why the AE's stayed full of 2000 supply. There were 4 air combat TF's and 2 BB TFs (ordered to replenish at sea, picking up a few hundred ops points, but never the 1000 points referred to in the manual) from 3 replenishment TF's in the same hex. Every morning one of the the BB TFs was sent next door to bombard Saipan and came back to screen the carriers and pick up ammo the next morning. I had them bombard about 6 or 8 days in a row until the Marines took the base and can't understand why the Nitro, Pyro etc didn't reduce below 2000 supply.

I've spent a couple of days getting used to the interface, working everything else out in the tutorial and getting ready to dive into a 41-46 campaign against the AI, but just want to get this last duck lined up first.

thanks

RE: About the game :)

Posted: Tue Feb 15, 2005 5:31 am
by erstad
Check out the AE section of 14.2.1. Basically, can't reload main guns while underway; AE will reload smaller guns, mostly AA.

Plus, before 1945 you need to be in a base hex (which to me says they're not worth worrying about before 45, just refuel from the base hex).

RE: About the game :)

Posted: Tue Feb 15, 2005 11:38 am
by Ian R
erstad,

Thanks mate. I must have been bombarding with the secondary guns. Worked anyway.

I guess the advantage of the AE pre 45 is it does not need to dock/unload in a port before the ships can resupply - this could prove crucial if you need a quick refill in a size 1 port now, not in 12 hours time.

I am now re-reading the manual to see if the ave thing is tucked in there. Once the Saipan airstrip was in hand I pulled the VFN off the carrier on to the base and then the VBT went back to its usual berth.

RE: About the game :(

Posted: Tue Feb 15, 2005 1:59 pm
by Gem35
How do you people find the time to play this game.

Anywhere or Anyplace !

We shall go on to the end, we shall fight in France, we shall fight on the seas and oceans, we shall fight with growing confidence and growing strength in the air, we shall defend our Island, whatever the cost may be, we shall fight on the beaches, we shall fight on the landing grounds, we shall fight in the fields and in the streets, we shall fight in the hills; we shall never surrender!!!!

RE: About the game :)

Posted: Tue Feb 15, 2005 2:18 pm
by Ian R
OK. Found half an answer on manual page 132, 7.2.2.15. It says:

" carrier trained [units]... may take off and land on a carrier, and perform non transfer missions from it." (my emphasis)

This is more or less confirmed by the 1.30 patch which included this:

"36) Air groups were able to transfer off ships with more than 49% combined fires, flood and system damage when the task force in of which they were a part was at sea. Fixed. Now such a ship must be in a task force docked at a friendly base or in the base itself. The transfer must be also made from the selection screen and not by clicking the location on the map."

"37) An extraneous “–r” symbol was being displayed on the air group transfer base selection screen for groups on ships. Fixed."

I performed a transfer mission with the Avengers on the Enterprise, to send them to a land base. So the above must mean any air unit can perform a transfer mission off a CV, and if carrier trained or capable, can land on a carrier. Why I had trouble getting the carrier capable F6FN's off and could only do it by flying them onto a base I have yet to determine. Is there a hidden attribute (which would be historically correct) to stop most USN CVE's basing F6F's ?

What remains unclear is how you get fresh planes into CAGs on CVs on station and which can't take aircraft replacements (15.2). Even a subgroup will not auto transfer to rejoin the parent unless the carrier is in a base (7.2.2.20). You ought to be able to do a shuffle with some CVE acting as AVE (or if in transfer range of a base), but query if there are enough carrier capable groups to do this. Anyway, shouldn't the AVE be able to fly off replacement planes and pilots instead of swapping groups?

RE: About the game :)

Posted: Wed Feb 16, 2005 5:41 am
by bradfordkay
CVs will receive air replacements if they are in a base hex where the base has over 20,000 supplies or if they are in a base hex where the base is within transfer range of its (the bases, not the TFs) HQ and the HQ is located at a base with at least 20,000 supplies. Using CVEs to carry air replacements isn't doable in WITP, to the best of my knowledge.

RE: About the game :)

Posted: Wed Feb 16, 2005 7:26 am
by Ian R
Something for the 1.5 patch wishlist then. A CVE in a replenishment TF giving up its embarked planes to a refueling air combat TF.

RE: About the game :)

Posted: Wed Feb 16, 2005 2:40 pm
by rtrapasso
ORIGINAL: Ian R

Something for the 1.5 patch wishlist then. A CVE in a replenishment TF giving up its embarked planes to a refueling air combat TF.

There is something very much like this already in the game.

RE: About the game :)

Posted: Wed Feb 16, 2005 4:16 pm
by Ian R
Is this documented anywhere? I can only find references to CVs in a 20k supply base hex (or in a base with less supply but in transfer range of their HQ base where it has 20k supplies) absorbing aircraft replacements. Nothing about them doing it while at sea.

RE: About the game :)

Posted: Wed Feb 16, 2005 4:51 pm
by rtrapasso
ORIGINAL: Ian R

Is this documented anywhere? I can only find references to CVs in a 20k supply base hex (or in a base with less supply but in transfer range of their HQ base where it has 20k supplies) absorbing aircraft replacements. Nothing about them doing it while at sea.

IIRC - i think it is in the manual - do a search for CVEs. They get special replacement groups that feed the CVs replacement aircraft.

RE: About the game :)

Posted: Wed Feb 16, 2005 5:34 pm
by Ian R
Excellent!