FAQ / Info for Newb's

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BigDuke66
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RE: Info for Newb's

Post by BigDuke66 »

I can understand that float planes using catapults can still operate but carrier planes starting from a docked carrier? Sounds strange.
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BigDuke66
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RE: Info for Newb's

Post by BigDuke66 »

What is the max distance for a command HQ to upgrade a LCU TOE?
I thought it was the simply command radius but it seems to be more, but how much?
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RE: Info for Newb's

Post by Cpt Sherwood »

2 X Command Radius.
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BigDuke66
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RE: Info for Newb's

Post by BigDuke66 »

OK, thanks.
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uncivil_servant
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RE: Info for Newb's

Post by uncivil_servant »

This is indeed very, very helpful except I am stuck on something and how to do it in the game.

I was asking someone in a post about how to send guys into TRACOM and was answered as could not find answer anywhere in published materials (click pilot >80 skill and send to TRACOM = Yes). OK.. that caushewd the advice to monthly go over each nations's air focres and reassign the pilots...
1. Pull the pilots.
2. Assign good pilots to front line units and units with best equipment
3. Assign other pilots to other lesser units and units in rear areas.

All well and good except how does that work?
I tried with two air units.. One a dutch air unit the 1.VI.G.V Fighter unit, the other a chineese unit...
When i pulled pilots from the Dutch unit the names turned gray. If i clicked each pilot seperately I got an individual prompt to send the pilot off yes/no. If yes, they dissapear. Otherwise they were Gray and unavilable (unit listed with zero pilots essentially). If I waited a day would they dissapear enabling me to select new pilots?
With a chineese unit doing the same thing when I individually selected each one the promt was instead to
return each pilot back to his unit.

soo..confused...

It boils down to this: To remove pilots I have the otion to send them to:
Release (most experienced/least experienced) pilot to: "Group" - what is that anyway? I can find no corresponding "group" to pull pilots from.(Default green slectable to right of release prompt area) or..
Release pilot to "reserve" (if one clicks the green group it becomes green reserve) where there is at least a "reserve" group to select new pilots from. (more on that in a moment) or....
manually select the pilot and have them go to "Group Reserve" which is neither group.. nor reserve.. its both.. or neither...

After any/all of the above do I wait a day for them to actually reach their destination?

Now to add pilots..
I can add from:
Any (?) random?
Replacement - which group of pilots are replacement pilots? Are they the "group", the "reserve" or the "group reserve" above?
Reserve - I think this would be the reserve group I can release pilots to unless it is the group-reserve one sends them to via manually clicking.
TRACOM - this appears self-explanatory

Further - pilots in "reserve pool" if i click them i get an option to retire them? What does this mean? Is this sending them to pasture or sending them on a furlough?

My confusion stems I can release pilots to two (2) places.. three if one includes TRACOM
but I can PULL pilots from three (3) places EXCEPT one place I can send pilots too is not an identical group I can pull them from... the "replacement" pool i can pick from is not named the same as the "group" I can release them to but cannot find... this is assuming the reserve one can release them to is the same as the reserve one can pull them from...

My apologies if this is explained but I cannot find the pilot allocating guidelines (the physical how-to) on the forums.
16.3 of this guide addresses what TRACOM does (confusingly) and how Air Commanders have a day delay but I cannot find the how to do a clean sweep and replacement as I was advised.


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Yaab
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RE: Info for Newb's

Post by Yaab »

I have a question concerning HQs. The first post of this thread says the FAQ info was collected from developer posts in different threads. If you go to the referenced HQ thread tm.asp?m=2331661
the HQ info posted there is posted by user wwengr showProfile.asp?memid=23680

Is wwengr a developer or was his HQ information lifted from WITP?

I have been using the FAQ info concerning HQs for a long time, but some doubts entered my mind. The game uses recommendation system for leaders to lead assault/frontline/rear HQs, and the recommendations are based solely on land/aggression ratings. This contradicts the importance of Inspiration in selecting leaders for HQs in this guide.
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wdolson
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RE: Info for Newb's

Post by wdolson »

He must have gathered the information from the forum and/or experience. He was not on the development team for AE.

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Yaab
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RE: Info for Newb's

Post by Yaab »

Thanks! The whole HQ thing is shrouded in mystery.
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RE: Info for Newb's

Post by miv792 »

Please tell me what altitude need for sea attacks FB, TF enemy within range, and the airport has a supply and 4+
Sorry for my english
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ETF
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RE: Info for Newb's

Post by ETF »

Where would go to find the load costs of certain types of weapons. Having difficulty finding it in the manual. Trying to off load motorized and 5 inch guns at lower ranked ports.I remember a chart for loading large guns at certain ports.....+ AKE etc. Just trying to figure the best place to load the big boys rather than Sydney and Pearl :) Can't seem find that chart.

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RE: Info for Newb's

Post by witpqs »

ORIGINAL: ETF

Where would go to find the load costs of certain types of weapons. Having difficulty finding it in the manual. Trying to off load motorized and 5 inch guns at lower ranked ports.I remember a chart for loading large guns at certain ports.....+ AKE etc. Just trying to figure the best place to load the big boys rather than Sydney and Pearl :) Can't seem find that chart.

Thanks guys and the AE team for the best wargame on the planet!
Three ways come to mind.
• Tracker. On the Devices page. This is the easiest way that I can think of.
• In the scenario editor.
• Use WITPloadae to dump the scenario files to CSV files and look in the file WITPdev<scen#>.csv (eg "WITPdev028.csv").
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ETF
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RE: Info for Newb's

Post by ETF »

Thanks Witpqs!
I will look for tracker....Installed it years ago.
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Alfred
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RE: Info for Newb's

Post by Alfred »

There is a fourth and even easier way.  The in game aircraft, troop and vehicle database (short cut key "D").  Only the electronic devices are missing and IIRC michaelm previously made a comment about including them so they may also appear perhaps in the latest official patch.

Alfred

Edit.

Just as I recalled, michaelm did include the electronic devices. Under "New" changelog for patch #7

21. Show Electronics data in in-game database view
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RE: Info for Newb's

Post by btd64 »

Bump. Good info here....GP
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RE: Info for Newb's

Post by wegman58 »

ORIGINAL: Reg

ORIGINAL: Menser

This needs to be a Sticky, added to as the patches come. Great job Dav!

Not a sticky but a Wiki....

There are a couple trying to get off the ground with info like this:
JB123's WITPAE Wiki
Historiker's Admirals Edition Wiki


If someone can edit, Historiker's WIKI went the way of the dodo - maybe kill the link or say 'RIP'
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RE: Info for Newb's

Post by RayM2 »

Greetings...ready to take the plunge with a GC. Can someone confirm that the "(Quiet China)" notation indicates that the China theater is not active for the player and AI? I did not see any mention of it in the Scenario introduction. Thanks.
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RE: Info for Newb's

Post by BBfanboy »

ORIGINAL: RayM2

Greetings...ready to take the plunge with a GC. Can someone confirm that the "(Quiet China)" notation indicates that the China theater is not active for the player and AI? I did not see any mention of it in the Scenario introduction. Thanks.
China will go quiet once the two sides have disengaged with a certain distance between them (IIRC, one complete hex with no troops in it). Adjoining enemy units will be attacked by the Japanese. The Chinese may have to sacrifice some currently engaged or adjacent troops to create the break. Just send the Chinese units toward the Japanese while the other units move away at best speed.

I am not sure about the air war in Quiet China.
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Korvar
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RE: Info for Newb's

Post by Korvar »

BBfanboy is correct; I'd add that what Quiet China specifically does is disable the AI scripts for China which allow the AI to make significant initiatives (i.e. offensive moves). The AI will still defend itself and attack targets of opportunity as BBfanboy said.

The air war will still be active with the Japanese Army Air Force and Chinese/AVG units being the primary participants on both sides. You will still be able to ignore the air war in China if you really want to, although I'd recommend trying to fight it anyway as preparation for future campaigns. It will teach you how to build an air force and to operate with limited resources. It will also build your tolerance for not being able to be everywhere or defend everything at once. This is generally true of the entire Allied war effort early on, but it's especially acute in China.

Down the road (you won't be able to do much anyway early on), I'd recommend not making any serious offensives in China as it will give you a false sense of the situation with a hamstrung AI - such as pushing the Japanese back to the sea or taking major objectives (Hong Kong, etc.). That said, I'd recommend making limited offensives so you will get an idea of how much supplies can be consumed by them as well as practicing ground operations in general; that is, getting a feel for the effects of disruption, supply, HQ organization, etc.

Also use China to practice logistics. Set up the supply flights from Burma 'over the hump' into China. Figure out how to get pilots trained and the squadrons configured so as to manage fatigue and loss of airframes. Practice building infrastructure selectively, as each new airbase/port/fort you decide to invest in sucks up the precious supplies you are trying to bring in. Note how supplies flow through roads/railroads. The China/Burma/India theater in particular has isolated road/rail networks, so you have to pay attention to where the supplies will come from and where they will flow to without your intervention.

Finally, I highly recommend taking a look at Kull's 1st turn spreadsheets. I followed them completely for my 1st turn, and by the end of it I knew the game well enough to proceed on my own. You don't have to follow the speadsheets to the letter, but they will help keep the momentum going when you are overwhelmed with choices. You can sort the spreadsheet by regions to make it easier to digest. The 1st turn is especially brutal in terms of player input - it takes much, much longer than your typical turn because you have to overcome the inertia of getting the 'ball rolling' on everything; this is true even for veteran players. The following turns become much easier as you only need to give input to a fraction of the units - those that are new arrivals, have reached their destination, engaged the enemy the previous turn, etc.

EDIT: Also take a look at the Useful Info for Beginners when you feel lost. Also download the forum squeeze PDF file.
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RE: Info for Newb's

Post by BBfanboy »

ORIGINAL: Korvar

EDIT: Also take a look at the Useful Info for Beginners when you feel lost. Also download the forum squeeze PDF file.
???
The Forum Squeeze link is in Italian and the link to the WITP-AE forum squeeze (whatever that is) says "no result". The website shows 0 downloads for the forum squeeze file for WITP-AE. Is there something I am missing?
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Korvar
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RE: Info for Newb's

Post by Korvar »

Image





Click the circled yellow download button - don't worry, the PDF itself is in English. The website shows about 1,300 downloads.

Image
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