Splitting up the KB on Turn 0 for Turn 1

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RangerJoe
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RE: Splitting up the KB on Turn 0 for Turn 1

Post by RangerJoe »

I would not make presumptions about what other people think unless there is direct evidence of this.
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Alfred
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RE: Splitting up the KB on Turn 0 for Turn 1

Post by Alfred »

ORIGINAL: RangerJoe

I would not make presumptions about what other people think unless there is direct evidence of this.

Very wise observation.

There wouldn't be too many experienced Allied exclusive players who would not be unaware of the Claude upgrading issue. Just because I haven't commented upon it in the past most definitely does not mean I was unaware of it. Just as I'm aware of other initial Japanese weaknesses.

As to the first turn move bonus, much of what I'm seeing in this thread is most definitely not what was intended by the devs. If there was any development work still undertaken, there would be a close look at some of the more extreme possibilities.

The design of the first turn move bonus was first and foremost, only for the benefit of the AI to allow it to achieve the historical day 1 moves. It was not designed to allow the Japanese player to permanently destroy the Allied historical structural capabilities before the Allied player has even had an opportunity to input any orders.

The idea that Japan has to abuse the first move bonus in order to survive is just absolute nonsense. Once again a conclusion made by players who willfully not play the game according to its set victory conditions.

Alfred
Alamander
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RE: Splitting up the KB on Turn 0 for Turn 1

Post by Alamander »

ORIGINAL: Alfred

The design of the first turn move bonus was first and foremost, only for the benefit of the AI to allow it to achieve the historical day 1 moves. It was not designed to allow the Japanese player to permanently destroy the Allied historical structural capabilities before the Allied player has even had an opportunity to input any orders.

The idea that Japan has to abuse the first move bonus in order to survive is just absolute nonsense. Once again a conclusion made by players who willfully not play the game according to its set victory conditions.

Alfred


The devs included the option to both play with an historical turn 1 or to begin the game on Dec. 8th for those who wish to do so. If you want to limit the Japanese opening move to what was done historically, why would you not just play one of these scenarios?

BTW, DBB does removes the 2 magic move TFs in the home islands that can be used to "pick up" the Okinawa TF, so if this really bothers you, that option is also available.

Again, Alfred, we are talking about picking up a couple of air support units, maybe a tank regiment, moving the TF at Okinawa out of harm's way, or moving around a couple CAs to act as a cover group. Compared to skipping steps in R&D to get 1945 aircraft in late 1942 or constantly modifying xAKLs to CMcs to get infinite mines, this is very small potatos.

Following your logic, a house rule against hunting CVs would be not "willfully playing the game against set victory conditions:" whatever that means.

awaw
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RE: Splitting up the KB on Turn 0 for Turn 1

Post by awaw »

ORIGINAL: GetAssista
ORIGINAL: Evoken
ORIGINAL: awaw
Hi, can you provide step by step instructions on this merging/magic move combo? I am unable to replicate it, thanks!
Create the non magic move task force > route the magic move task force through non magic move task force with a waypoint > tell non magic move task force to merge with magic move task force > success
Some notes; Magic move task forces doesnt burn fuel and they dont take system damage from full speed ,so use full speed for maximum effect
I second that it works exactly as described. The idea is to ensure that non-magic TF spends an absolute minimum of its action points before the merger. Because the remaining action points % transfer to a magic-move TF and applies as a restriction to further magic move.

I picked up BBs and CVL/CVEs from Home Islands all the way to CRB this way.
First of all, thank you for the tips. Did some testings....... I like to confirm, we can only merge ONE TF into the original magic TF ?

Eg, is this even possible?
Magic TF 1 waypoint move to hex A.
TF 2 (undocked) in hex A merge into TF 1
TF 3 (docked in port and loading troops) in hex A merge into TF 1.

TF3 cannot be premerged into TF2 due to port docking limits. Have not been able to suceed in the above combo so far.
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RangerJoe
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RE: Splitting up the KB on Turn 0 for Turn 1

Post by RangerJoe »

Undock TF 2 and try again.
Seek peace but keep your gun handy.

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“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
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awaw
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RE: Splitting up the KB on Turn 0 for Turn 1

Post by awaw »

But TF 2 is already undocked?

Or do you mean,
1. Undock TF3.
2. Dock/Undock TF2.
3. Dock TF3 (so that they finish loading in turn 1)
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RangerJoe
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RE: Splitting up the KB on Turn 0 for Turn 1

Post by RangerJoe »

Remember, while you have the amphibious bonus, you suffer no penalties when you land where there is no base . . .
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I'm not a complete idiot, some parts are missing! :o

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Chickenboy
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RE: Splitting up the KB on Turn 0 for Turn 1

Post by Chickenboy »

This is borderline...OK...over the borderline gamey, but I'm curious.

Has anyone added or removed the asterix character from a TF name by editing for first turn magic move optionality? Would it work? How does the turn AI process TF names with the asterix-does it care how it got an asterix?
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spence
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RE: Splitting up the KB on Turn 0 for Turn 1

Post by spence »

People are also talking about moving the battle fleet south using a magic move. If that would have happened, then the Allies might have been on a war footing, hence much less surprise.

The game system does not deal at all well with the Allies being ready for the Japanese attack.

I have completely reversed the initial game situation so that the Japanese AI walks into an Allied ambush with the Japanese stuck with their initial historical move on turn 0 and the Allies free to do whatever they want. The Japanese suffer somewhat greater losses than normal such that no Japanese Player who was not a complete masochist would even consider continuing the game beyond Turn 1. But Allied bombers still don't hit much of anything with their bombs, Allied CAP doesn't shoot down many Japanese planes, Japanese CAP shoots down most Allied bombers, Allied Surf TF don't engage or if they do the Japanese TF withdraws before losses get catastrophic (as in Japanese TF#1 lost 1 CV sunk and 2 damaged when attacked by several SS TFs, land based air, then CV air, then first a CA/DD Surf TF then two 4BB/CL/DD TFs and these heavy losses occurred only once thru 6 or 7 tries).





r
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RangerJoe
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RE: Splitting up the KB on Turn 0 for Turn 1

Post by RangerJoe »

You should see what happens when the IJN loses 3 big carriers shortly after the Pearl Harbor raid - to the USS Arizona!
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
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Evoken
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RE: Splitting up the KB on Turn 0 for Turn 1

Post by Evoken »

ORIGINAL: Chickenboy

This is borderline...OK...over the borderline gamey, but I'm curious.

Has anyone added or removed the asterix character from a TF name by editing for first turn magic move optionality? Would it work? How does the turn AI process TF names with the asterix-does it care how it got an asterix?
First turn move bonus doesnt have anything to do with asterix , i tried in editor you can make all the task forces with move bonus , even allies
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RangerJoe
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RE: Splitting up the KB on Turn 0 for Turn 1

Post by RangerJoe »

ORIGINAL: Chickenboy

This is borderline...OK...over the borderline gamey, but I'm curious.

Is that in reference to landing at no base? It would work nicely on Java with the grey roads and rail lines. Tanks ashore with supplies can move quickly to a base and attack. No CD guns to bother with. How many bases within reach of one IJA Army HQ?
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
:twisted: ; Julia Child


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Chickenboy
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RE: Splitting up the KB on Turn 0 for Turn 1

Post by Chickenboy »

ORIGINAL: RangerJoe

ORIGINAL: Chickenboy

This is borderline...OK...over the borderline gamey, but I'm curious.

Is that in reference to landing at no base? It would work nicely on Java with the grey roads and rail lines. Tanks ashore with supplies can move quickly to a base and attack. No CD guns to bother with. How many bases within reach of one IJA Army HQ?

Nah. It's in reference to editing out an infinite number of 'magic move' TFs. I wasn't sure the relevance of the asterix character in the name relative to the magic move. Evoken addressed my question.
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RangerJoe
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RE: Splitting up the KB on Turn 0 for Turn 1

Post by RangerJoe »

Remember that there are DD TFs with the Magic Moves in Japan. If I remember correctly, the first 10 TFs have them.

Ambush the Boise with 10 DDs with surprise . . .

Of course, I did sink the Boise on December 7th in my current game against the computer. Now to do the second turn.
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
:twisted: ; Julia Child


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RangerJoe
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RE: Splitting up the KB on Turn 0 for Turn 1

Post by RangerJoe »

ORIGINAL: Chickenboy

ORIGINAL: RangerJoe

ORIGINAL: Chickenboy

This is borderline...OK...over the borderline gamey, but I'm curious.

Is that in reference to landing at no base? It would work nicely on Java with the grey roads and rail lines. Tanks ashore with supplies can move quickly to a base and attack. No CD guns to bother with. How many bases within reach of one IJA Army HQ?

Nah. It's in reference to editing out an infinite number of 'magic move' TFs. I wasn't sure the relevance of the asterix character in the name relative to the magic move. Evoken addressed my question.

Well, that is useful information in a Scenario situation such as: what if the US Navy had suspicions that the Japanese would do what the did at Pearl Harbor and had the Enterprise, the Lexington, and the Saratoga there to greet the carriers when most of the Japanese aircraft were gone? Have that along with a massive CAP over Oahu?
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
:twisted: ; Julia Child


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scout1
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RE: Splitting up the KB on Turn 0 for Turn 1

Post by scout1 »

Alright, messing around with a SF magic move TF being directed thru a port hex with a non magic move Amphib TF with the intent for merging existing Amphib TF to SF TF .....

Now I'm guessing I need to change SF TF to Amphib with a way point where the Amphib TF is at .... But when I tag the original Amphib TF and undock it, I'm not seeing Merge TF as an option ... only Meet or Follow ....... What am I missing .....?????
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RangerJoe
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RE: Splitting up the KB on Turn 0 for Turn 1

Post by RangerJoe »

Maybe you are trying to be too complicated?
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
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Anachro
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RE: Splitting up the KB on Turn 0 for Turn 1

Post by Anachro »

ORIGINAL: RangerJoe

Maybe you are trying to be too complicated?

Nah, he's trying to be as authentic as possible. "Too complicated" is almost every Japanese operation in WW2. [:)]
"Now excuse me while I go polish my balls ..." - BBfanboy
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RangerJoe
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RE: Splitting up the KB on Turn 0 for Turn 1

Post by RangerJoe »

ORIGINAL: Anachro

ORIGINAL: RangerJoe

Maybe you are trying to be too complicated?

Nah, he's trying to be as authentic as possible. "Too complicated" is almost every Japanese operation in WW2. [:)]

Too true. Just charge up the middle and let the enemy worry about his flanks. [:D]
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
:twisted: ; Julia Child


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Ian R
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RE: Splitting up the KB on Turn 0 for Turn 1

Post by Ian R »

I agree with Ranger Joe. Manipulation of the special movement, that represents the fact that those TFs had already gone to sea in the days preceding hostilities, especially to do things like Mersing that take advantage of knowledge of Allied dispositions, would be unacceptable.

Question for Alamander - what is the latest date that you have played to as the IJ in a PBEM?
"I am Alfred"
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