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RE: Australian Cavalry units

Posted: Sat Oct 09, 2010 8:19 pm
by Andy Mac
I will be honest it wasnt high on the priority list because why on earth would any sane japanese player attack Russia
 
There is an Ai script but its not one I played with in 1941 or early 42 a lot.

RE: Australian Cavalry units

Posted: Sun Oct 10, 2010 6:20 am
by Shark7
ORIGINAL: Andy Mac

I will be honest it wasnt high on the priority list because why on earth would any sane japanese player attack Russia

There is an Ai script but its not one I played with in 1941 or early 42 a lot.

It is exploitable against the AI...if you are willing to move troops from other fronts. No way I'd attack Russia against a real player as that would be insane, but I just had to see what would happen vs the AI. [;)]

The main problem is that all the Soviet Units around Vladivostok head straight to Yenki and Mut...(I can't spell it without looking), stripping the ports of defenses. In the late game, the Japanese player probably can't stop it (not enough ships for the landing for one thing), but early enough, and with proper planning, you can slow the advance enough to cut those troops off by taking Vladivostok by sea. Move the troops in position, give it at least 60 days for the preparation to build up, and attack in mid February or early March.

All in all, its not a high priority, as you pointed out most sane Japanese players wouldn't do it...not too sure what that says about me. [:'(]

RE: Australian Cavalry units

Posted: Sun Dec 19, 2010 7:31 am
by rjopel
Device upgrade loop.

I checked a couple of different scenarios and it's in all that I checked.

Device 973 KNIL Rifle Squad upgrades to Device 996 KNIL Rifle Squad 45.

Device 996 KNIL Rifle Squad 45 upgrades to Device 973 KNIL Rifle Squad.


RE: Australian Cavalry units

Posted: Sun Dec 19, 2010 9:41 am
by Andy Mac
Bugger

RE: Australian Cavalry units

Posted: Fri Dec 31, 2010 5:22 pm
by rjopel
Difference in SQD replacement rates.

SCN 001 Chinese Rifle Sqds 1301-1303 have a replacement rate of 350/month

SCN 002 Chinese Rifle Sqds 1301-1303 have a replacement rate of 350/month

SCN 006 Chinese Rifle Sqds 1301-1303 have a replacement rate of 200/month

SCN 007 Chinese Rifle Sqds 1301-1303 have a replacement rate of 200/month

SCN 008 Chinese Rifle Sqds 1301-1303 have a replacement rate of 200/month

SCN 009 Chinese Rifle Sqds 1301-1303 have a replacement rate of 200/month

SCN 007 - 009 are Quiet China Scenarios.

SCN 010 Chinese Rifle Sqds 1301-1303 have a replacement rate of 350/month


It looks like SCN 006 should have the 350/month replacement rate of the other full scenarios.


It would also be nice if the SQDS were relabeled for what year they arrive rather then all having the same name.

Japan infantry squads

Posted: Tue Jan 18, 2011 4:11 pm
by inqistor
So what is the deal with Japan infantry squads? Some units use device 707, which do not upgrade, and some device 709, which actually downgrade at 4301.
Also, why SNLF, and para squads are so weak? Why there are no upgrades at all for Japan infantry?
What with 20mm AT Rifle? I see it in editor (device 607), probably as WITP artifact, but it is not in WITP AE database list.

Type 90 75 mm Field Gun

Posted: Sat Jan 22, 2011 6:03 am
by inqistor
Why does long-barrel Type 90 75 mm Field Gun have the same hard attack, as short-barrel 75mm? I can see, in editor, that hard attack in old version was 90. Were not this THE ONLY real Japanese long-barrel Antitank gun?

Extra (?) Air Support in some SNLF Coys

Posted: Sun Jan 23, 2011 9:38 am
by inqistor
In scenario 1.
A few small SNLF units, namely 2327, and 2330 tables, and
4438, 4440-4443 units have additional Air Support size 0 in OOB. Not, that with 0 number it doing anything, but if old WITP code, about adding Air Support at airfields still works, who knows?

RE: Extra (?) Air Support in some SNLF Coys

Posted: Sun Jan 23, 2011 10:02 am
by Andy Mac
Thats for the AI only so just ignore it.

I set it that way because the AI if it needs Av Support can add a point or two to any unit with zero av support.

Its a redundancy to allow the AI to move air groups around.

(The AI cannot skip bases in a chain so if the AI needs to move aircraft from Base A to Base B to Base C the AI must have at least one point of Av Support at Base B and C - if it doesnt then no plane will move so just in case a player sinks a critical base force or 2 I set it with some redundancy so the air war doesnt stall

Your other questions Kereguelen will need to answer he is the japanese OOB expert
ORIGINAL: inqistor

In scenario 1.
A few small SNLF units, namely 2327, and 2330 tables, and
4438, 4440-4443 units have additional Air Support size 0 in OOB. Not, that with 0 number it doing anything, but if old WITP code, about adding Air Support at airfields still works, who knows?

DEvice 1161 Long Tom Accuracy

Posted: Thu Jan 27, 2011 10:13 am
by PaxMondo
Andy,

Could you take a look at the accuracy of the the Long Tom (device 1161)? Looks like a typo copied from the range. at accuracy = 25, it is about 6x the accuracy of similar weapons in the game and it is really deadly. Maybe moreso than reality.

Discussed in MAIN in this thread.

tm.asp?m=2705238

Thanks.

RE: Extra (?) Air Support in some SNLF Coys

Posted: Thu Jan 27, 2011 10:15 am
by PaxMondo
ORIGINAL: Andy Mac

Thats for the AI only so just ignore it.

I set it that way because the AI if it needs Av Support can add a point or two to any unit with zero av support.

Its a redundancy to allow the AI to move air groups around.

(The AI cannot skip bases in a chain so if the AI needs to move aircraft from Base A to Base B to Base C the AI must have at least one point of Av Support at Base B and C - if it doesnt then no plane will move so just in case a player sinks a critical base force or 2 I set it with some redundancy so the air war doesnt stall
I oftened wondered about this ... thanks for the explanation!

RE: Japan infantry squads

Posted: Thu Jan 27, 2011 10:22 am
by PaxMondo
ORIGINAL: inqistor

So what is the deal with Japan infantry squads? Some units use device 707, which do not upgrade, and some device 709, which actually downgrade at 4301.
Also, why SNLF, and para squads are so weak? Why there are no upgrades at all for Japan infantry?
I'm guessing part of the reason is the cost.

INF upgrades are really expensive as opposed to other devices as (per the manual) the old INF units are returned as MP. So you have both the HI cost of building the new ones (6x load cost in HI per squad) plus the supply cost (load cost). That's about 30,000 HI and 4500 supply per division, IJ has about 200 divisions, so 6,000,000 HI and 900,000 supply ... you need a new economic balance to allow for this ...

RE: Japan infantry squads

Posted: Thu Jan 27, 2011 4:41 pm
by inqistor
ORIGINAL: PaxMondo

ORIGINAL: inqistor

So what is the deal with Japan infantry squads? Some units use device 707, which do not upgrade, and some device 709, which actually downgrade at 4301.
Also, why SNLF, and para squads are so weak? Why there are no upgrades at all for Japan infantry?
I'm guessing part of the reason is the cost.

INF upgrades are really expensive as opposed to other devices as (per the manual) the old INF units are returned as MP. So you have both the HI cost of building the new ones (6x load cost in HI per squad) plus the supply cost (load cost). That's about 30,000 HI and 4500 supply per division, IJ has about 200 divisions, so 6,000,000 HI and 900,000 supply ... you need a new economic balance to allow for this ...

Someone tested it in WITP, and in fact, upgrades took less, than manual claimed. Probably situation in AE is similar.
There are, like 100-200 Para squads in Japan army, and 1000-2000 SNLF squads. That would be quite cheap, yet they do not upgrade either.

RE: Japan infantry squads

Posted: Fri Jan 28, 2011 2:12 am
by PaxMondo
ORIGINAL: inqistor

Someone tested it in WITP, and in fact, upgrades took less, than manual claimed. Probably situation in AE is similar.
There are, like 100-200 Para squads in Japan army, and 1000-2000 SNLF squads. That would be quite cheap, yet they do not upgrade either.
Now that is interesting ... I will have to go back and search for that. Or was the info ever posted up on Spooky's site?

Impossible odds shock attack anyway?

Posted: Sat Jan 29, 2011 8:53 pm
by rhohltjr
Andy,
Sorry if this has been mentioned before or perhaps fixed in the latest patch,
but why do my Marines or Infantry land on (not over) the beach and immediately
go to shock attack? No matter if I set them to defend or bombard or duck and cover they
go shock attack and get wiped out. This is very repeatable. Is this hardcoded in the AI?
I want them to wait till I get some help on the beach before attacking and I never ever attempt
shock attack. But the little electronic commander(s) all seem to carry death wishes with them.

[&:][&:][&:]

RE: Impossible odds shock attack anyway?

Posted: Sat Jan 29, 2011 11:14 pm
by Andy Mac
Atolls are auto shock attacks other places arent - on atolls no room to marshall forces its attack or die

RE: Impossible odds shock attack anyway?

Posted: Sun Jan 30, 2011 2:12 am
by witpqs
Atolls, and also regular islands that are size 1 or 2 (means capacity 6,000 or 30,000) are auto shock attacks.

RE: Impossible odds shock attack anyway?

Posted: Sun Jan 30, 2011 4:59 am
by Andrew Brown
ORIGINAL: witpqs

Atolls, and also regular islands that are size 1 or 2 (means capacity 6,000 or 30,000) are auto shock attacks.

This is actually a fault. Shock attack should only be dependent on island size only (size 1 or 2). Whether it is an atoll or not should not be relevant.

Andrew

RE: Japan infantry squads

Posted: Sun Jan 30, 2011 9:00 am
by inqistor
ORIGINAL: PaxMondo

ORIGINAL: inqistor

Someone tested it in WITP, and in fact, upgrades took less, than manual claimed. Probably situation in AE is similar.
There are, like 100-200 Para squads in Japan army, and 1000-2000 SNLF squads. That would be quite cheap, yet they do not upgrade either.
Now that is interesting ... I will have to go back and search for that. Or was the info ever posted up on Spooky's site?

Found it.

Overall, interesting thread. I have not remembered, that armament points were THIS tight in WITP.

RE: Japan infantry squads

Posted: Sun Jan 30, 2011 10:25 am
by Kereguelen
ORIGINAL: inqistor

So what is the deal with Japan infantry squads? Some units use device 707, which do not upgrade, and some device 709, which actually downgrade at 4301.
Also, why SNLF, and para squads are so weak? Why there are no upgrades at all for Japan infantry?
What with 20mm AT Rifle? I see it in editor (device 607), probably as WITP artifact, but it is not in WITP AE database list.

Device #709 'downgrades' to #710 because the IJA eventually reduced the number of men in the infantry regiments of their 'strengthened' (reiforced B-Type) divisions. Device #709 (only existing as a device in strengthened divisions) is stronger than #707 because the additional 50mm grenade dischargers (light mortars) existing in strengthened divisions are figured in its anti-soft value and load cost (infantry platoons in ordinary divisions had three grenade dischargers while infantry platoons in strengthened divisions had five grenade dischargers). The trained infantrymen that became surplus by this reorganization then provided cadres for newly raised and rebuild formations (however, this change was apparently not implemented in divisions fighting in Burma). There was no other way to represent this with the game engine.

Para Squads are weaker than infantry squads because they did not have grenade discharger teams. SNLF Squads are not weaker as IJA Infantry Squads (#707)

The 20mm AT Rifle was not manufactured in sufficient numbers and thus not issued in enough numbers to warrant its inclusion. Btw., (WITP) device #607 stood for the 20mm Type 98 AA machine-cannon (AE device #724) and not for the (Type 97) 20mm AT Rifle.