an informal poll, if I may......

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

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Bullwinkle58
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RE: an informal poll, if I may......

Post by Bullwinkle58 »

ORIGINAL: pompack

ORIGINAL: Bullwinkle58

ORIGINAL: castor troy

your cap will never go out 8 hexes (unless you set it to LRCAP). Max leaking Cap is three hexes, but most of the ac will stay in the hex they´re based when being on Cap.

7.4.1 says two hexes--maybe, if a bunch of checks are made. Still that's 80 miles, and flak ranges are thousands of yards.

7.4.1 begs the question--why can the player set CAP at 8--or 10 with drop tanks in some models--if two hexes is the important figure?

Because you don't set CAP to 8 or 10, you set the mission (escort, sweep, etc) to 8 or 10.

OK, light-bulb time. All this time I had not attended to 7.4.1 and assumed that the 8 hexes was a CAP pursuit range against the egress. I have to make a mental adjustment. This game . . .

Very often I don't mix Escort and CAP in the same unit. I do 60% CAP and 40% rest, and set the hex range to max. It's true by 7.4.1 that CAP isn't ever at 8 hexes--not even close--but a bit counter-intuitive interface-wise. In any WITP2 I'd like to see CAP broken out as its own set of parameters. Mixing it with the Escort mission makes no more sense than mixing it with a ground attack mission.
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JohnDillworth
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RE: an informal poll, if I may......

Post by JohnDillworth »

I think flack loss might be directly tied to maneuverability rating. That would explain the lower Japanese flack losses all around and the almost total absence of fighter flack losses. If true it does become a problem later in the game when kamikazes appear. If the flack effectiveness is based on maneuverability Japanese fighters remain immune, event though they were most certainly not. The model does not allow for the lighter construction.
Today I come bearing an olive branch in one hand, and the freedom fighter's gun in the other. Do not let the olive branch fall from my hand. I repeat, do not let the olive branch fall from my hand. - Yasser Arafat Speech to UN General Assembly
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Bullwinkle58
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RE: an informal poll, if I may......

Post by Bullwinkle58 »

ORIGINAL: JohnDillworth

I think flack loss might be directly tied to maneuverability rating. That would explain the lower Japanese flack losses all around and the almost total absence of fighter flack losses. If true it does become a problem later in the game when kamikazes appear. If the flack effectiveness is based on maneuverability Japanese fighters remain immune, event though they were most certainly not. The model does not allow for the lighter construction.

I don't think very many AE formulae are tied to only one variable, but I'd guess maneuverability would be a core component. I'd think speed woudl also be in there, at least.

I don't know if there is a "solution" for the kami problem. It's structurally different than the regular air attack model where formations will turn back if they're pressed hard enough.
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oldman45
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RE: an informal poll, if I may......

Post by oldman45 »

If this is true, I can see where the kamikazi's will be a serious problem. If the cap doesn't stop them the shipping is doomed.
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Bullwinkle58
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RE: an informal poll, if I may......

Post by Bullwinkle58 »

ORIGINAL: oldman45

If this is true, I can see where the kamikazi's will be a serious problem. If the cap doesn't stop them the shipping is doomed.

Mostly my Liberty ships stopped them.[:)]
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