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Chain of command

Posted: Sat Apr 19, 2003 12:00 am
by mogami
Originally posted by Nikademus
I'll follow your orders Mogami.

Nice to have someone to blame if things go wrong :p


Hi, I can not be part of chain ogf command. I'll just do what each side decides. (Unless we can find another Beta tester who will follow orders) In any case the beta tester will not be making strategy only doing what he is told. Japanese players have to decide on CinC and other posts, same for Allies
(Are you volunteering to run Allies or Japan?)

Re: Chain of command

Posted: Sat Apr 19, 2003 12:06 am
by Chiteng
Originally posted by Mogami
Hi, I can not be part of chain ogf command. I'll just do what each side decides. (Unless we can find another Beta tester who will follow orders) In any case the beta tester will not be making strategy only doing what he is told. Japanese players have to decide on CinC and other posts, same for Allies
(Are you volunteering to run Allies or Japan?)


Sounds too much like real command structure =P

Not for me =)

Re: Re: Chain of command

Posted: Sat Apr 19, 2003 12:08 am
by mogami
Originally posted by Chiteng
Sounds too much like real command structure =P

Not for me =)


Hi, It's not a real game. Just a test. Don't be so stuffy, loosen up, relax, have fun (lots of ammo to fire back at the designers and testers later)

Re: Chain of command

Posted: Sat Apr 19, 2003 12:31 am
by Nikademus
Originally posted by Mogami
Hi, I can not be part of chain ogf command. I'll just do what each side decides. (Unless we can find another Beta tester who will follow orders) In any case the beta tester will not be making strategy only doing what he is told. Japanese players have to decide on CinC and other posts, same for Allies
(Are you volunteering to run Allies or Japan?)


ah.

Get your drift now. We are the instruments.....the drones ;)

Allies.

Re: Re: Re: Chain of command

Posted: Sat Apr 19, 2003 12:33 am
by Chiteng
Originally posted by Mogami
Hi, It's not a real game. Just a test. Don't be so stuffy, loosen up, relax, have fun (lots of ammo to fire back at the designers and testers later)


I am not in beta, and the points about the game that interest me apparently cannot be answered yet.

Should I send Dave an app?

Posted: Sat Apr 19, 2003 3:02 am
by Snigbert
I'd be up for it. We could also have a certain group of posters be SWPAC and some CENPAC, and they have to argue with each other over resources and such :) Pick one person to represent Nimitz, one to represent Mac, one to represent Australian and one for England and make them fight over strategy.

Mogami could have his IJN and IJA people doing the same :)

WPPac 46

Posted: Sat Apr 19, 2003 7:33 am
by LTCMTS
Remember that WPPac 46 would have been initiated on 16 Dec 41, when the USN did not have the ability to read IJN operational codes. Kimmel would have had to rely on radio traffic intel, DF and the PBYs to tell him if the Battle Divs of the Combined Fleet were at sea and in his area. He would have engaged 6 CVs, 3 CVLs, 6 BBs, 4 CBs, etc with 3 CVs and 9 BBs without throwing in land based aviation, which for the USN would have consisted of PBYs, since Kimmel would not agree to base Army air on Wake Island. Add in the subs on both sides. Given the results of both air and surface engagements between 9 Dec 41 and Jan 43, I don't think much of Kimmel's chances, that is if Yamamato took the bait, which is a very tenuous proposition.

Multiplayer

Posted: Sat Apr 19, 2003 7:38 am
by LTCMTS
As a 27 year vet, 22 as an officer and more staff time than I care to think about, I'll play. I have to put up with the bull puckies every duty day anyway (and then my wife gets ahold of me on weekends)

Re: WPPac 46

Posted: Sat Apr 19, 2003 5:45 pm
by TIMJOT
Originally posted by LTCMTS
Remember that WPPac 46 would have been initiated on 16 Dec 41, when the USN did not have the ability to read IJN operational codes. Kimmel would have had to rely on radio traffic intel, DF and the PBYs to tell him if the Battle Divs of the Combined Fleet were at sea and in his area. He would have engaged 6 CVs, 3 CVLs, 6 BBs, 4 CBs, etc with 3 CVs and 9 BBs without throwing in land based aviation, which for the USN would have consisted of PBYs, since Kimmel would not agree to base Army air on Wake Island. Add in the subs on both sides. Given the results of both air and surface engagements between 9 Dec 41 and Jan 43, I don't think much of Kimmel's chances, that is if Yamamato took the bait, which is a very tenuous proposition.


I believe, 2 of the CBs and one of the CVLs would be tied up in the southern ops. Not sure they could be pulled in time to participate. I agree though its not too likely that Yamamoto would take the bait so far out as Wake and with significant forces tied up in the south, but then again when you consider PH and Midway, he certainly wasnt adverse to taking big risk, being the gambler he was. More likely IMO that he would have sent out the 1st carrier fleet to try and attrite as much as the PacFleet as he could. That still could have been a disaster for Kimmel when you consider how dispersed he planned to deploy his carriers.

Posted: Sun Apr 20, 2003 9:12 pm
by Cap Mandrake
OK...I'm ready to pre-order :D

The team-based strategy sessions sounds like a blast.
Does WITP have a formal ability to designate subordinate commands for team play?

multi player

Posted: Sun Apr 20, 2003 9:32 pm
by mogami
Originally posted by Cap Mandrake
OK...I'm ready to pre-order :D

The team-based strategy sessions sounds like a blast.
Does WITP have a formal ability to designate subordinate commands for team play?


Hi, No there is no built in multiplayer per side functions. But they are not really needed. Just assign a top commander (or neutral player) per side.

Then. Turn 1 First player issues orders, saves game (not end turn)
send to next same side player. He issues orders, after last player issues orders he sends file to CinC (or neutral player) who makes sure no hanky panky (no one stealing units)ends turn and sends to first enemy player. Subcommanders would need to send e-mail explaining their plans requesting supply/reinforments prior to making orders. Such a game would only be for persons not in a hurry to finish. I still think you could get orders for 1 side per day so turns would be every 2 days (1735x2=3470 days (or ten years to finish) But you would know who was going to win most games
by mid 43 (Midway was around 180 days into war)
The process could be sped up by subcommanders just submitting plans and CinC (neutral) doing all the orders. Subcommanders would only need to submit new plans as needed. (then you could get 2-3 turns per day. (1735/2=837 days. Not unrealistic for a game this size (1735/3=578) I just finished a game (UV) with U2 that was 637 turns in less then 10 months. (with periods of inactivity due to moving and patch testing)
Also there are other start dates (May 42/43/44) Though I can't see a human Japan starting after the 42 start date (for a long campaign) With U2/Dan I plan on often making 5 or more turns per day. Major order input does not occur every turn. And after a while will focus down to several areas.

Strategy and Industrial Support

Posted: Tue Apr 22, 2003 9:11 pm
by LTCMTS
Recommended reading for the serious PITW fan, Leighton and Coakley's Global Logistics and Strategy: 1940-1943 from the United States Army in World War II series.