Good AARs Scenario 1

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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RangerJoe
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RE: Good AARs Scenario 1

Post by RangerJoe »

The full division does better than the disparate units that combine to form the division. Sometimes you also receive more devices when the disparate components form the division. The division performs better since there are more devices in total to spread the damage around. Thus the divisions with more devices also perform better than the same amount of AV in the smaller division.
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jdsrae
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RE: Good AARs Scenario 1

Post by jdsrae »

ORIGINAL: AleRonin

Thanks you for your guide especially for the strategic points.

You wrote "develop/understanding" in few points, where do you have learned these informations? (AARs, topics, hard way, etc.)

D. All of the above!

Manual, on the job training, AARs, manual again,

Scroll through the stats in the database, either the button in game plus the editor for the scenario you are playing. You will see details on TOE changes, device stats etc that you can develop an understanding of “firepower” from. Eg: compare the stats for a Chinese vs Japanese vs USMC rifle squad as the years change.
Review the various ship upgrade and conversion options. Choose your own adventure with them. As Japan you can either have lots of xAK merchants or convert most of them into something with military value like AG, AGP, AKE (but you need to watch details like which ones can rearm CA or different BB classes). Pretty sure as allies I converted one xAK class to AKE to rearm ships out in CENPAC but that was a few years back. Auxiliaries are real force multipliers.

For specific topics, try the search function and filter by “Alfred” posts and the topic eg: “101” or “supply”. Like the one you’ve already found, there are others.
I first tried the search with filter only a few weeks back and it works.

Patch notes - I need to re-read these as there will be lots of details in them that I’ve forgotten
A bit of google/Wikipedia research now and then to see how something was done historically.
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This game is like an onion, or maybe parfait
Currently playing my first PBEM, no house rules Scenario 1 as IJ.
AAR link (no SolInvictus): https://www.matrixgames.com/forums/tm.asp?m=4684655
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jdsrae
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RE: Good AARs Scenario 1

Post by jdsrae »

I modified spreadsheets from Kull and others which had the raw data.
You can filter by “parent unit” or similar and it shows you all the formations that can recombine.
Some like the tank units are scattered to the four winds but I work to bring all back and combine unit their parent at some point.
Many need to be bought out of Korea or China to the same HQ before you can combine them
Currently playing my first PBEM, no house rules Scenario 1 as IJ.
AAR link (no SolInvictus): https://www.matrixgames.com/forums/tm.asp?m=4684655
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AleRonin
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RE: Good AARs Scenario 1

Post by AleRonin »

Thanks to all!
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rustysi
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RE: Good AARs Scenario 1

Post by rustysi »

but I have a question now:
if I launch an assault, a three regiments attack outcome would be different respect a full division assault?

The devs have stated that when all components of a division attack together its not much different compared to a recombined unit. This may be important in the early going because to recombine certain units you need to spend PP's (Political Points) to get all the units to the same HQ otherwise they won't be able to combine. PP's are scarce early on and you have much need of them. In addition to that I find that most recombined units are commanded by 'Colonial Klink' and that's more PP's you have to spend. Yeah, the game engine seems to pick the worst commander from the division components.
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In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche

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rustysi
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RE: Good AARs Scenario 1

Post by rustysi »

As Japan you can either have lots of xAK merchants or convert most of them into something with military value like AG, AGP, AKE (but you need to watch details like which ones can rearm CA or different BB classes).

These aux vessels are extremely important in the early going. Without them your expansion as Japan will die on the vine. The most important one early on is the AKE. Japan starts the war (scen 1) with exactly one and that won't resup her 16" guns. There's one other vessel that will convert rather quickly, but the others will take some weeks IIRC. The Aden class xAK will resup all 14" and lower guns and Japan has bunches of these boats.

The mechanics of how these vessels work has changed since the game's inception, intended or not. They where only supposed to resup a vessel depending on their individual capacity, but now it seems that they will combine with others in port to resup anything. There's more to it, but you'll get that as you go.
It is seldom that liberty of any kind is lost all at once. Hume

In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche

Cave ab homine unius libri. Ltn Prvb
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AleRonin
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RE: Good AARs Scenario 1

Post by AleRonin »

I'm trying to convert some xAK in AKE and AGP in my current PBEM game, small scenario and limited use but should be helpful anyway.
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