Desesperate for some help please!

War Plan Orange: Dreadnoughts in the Pacific 1922-1930, from the team that brought you War in the Pacific.

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Stratos_MatrixForum
Posts: 94
Joined: Tue Jul 05, 2005 8:02 pm

Desesperate for some help please!

Post by Stratos_MatrixForum »

I have Plan Orange game, but his complexity kills me, I'm not capacited to control all the war in the Pacific, so want to ask If:

1-Exist a step by step guide to control the game

and specially

2-If is possible to have or design very very limited scenarios like take a small island or limited campaigns that not involve all the war production and control, I will really apreciate to control only 2 or 3 task forces, with only 1 or 2 objectives
Thank's
-If we have to retreat, where we will retreat sir??
-To graveyard!!
engineer
Posts: 597
Joined: Thu Sep 07, 2006 10:32 pm

RE: Desesperate for some help please!

Post by engineer »

WPO has a steep learning curve.  Here's what I do in the course of a turn.
 
0)  Consider the results of the previous turn and how they effect my on-going plans (Do I have freshly crippled ships that need nursing? Is a big invasion force bearing down on one of my bases?, Did I cripple a big part of his battle fleet in battle?, etc.)
1)  Review my main bases and check repair status of ships in port undergoing repair, assess how much is ready for sea. 
2)  Ditto for ground units and see if there are any headquarter adjustments that need to be made.
3)  Ditto for air units.  Also, for air units review if I want to upgrade any squadrons if they're eligible for upgrades.
4)  Check bases for supply status and organize my transport convoys to ferry troops and/or supplies/fuel forward to my distribution hubs and front line bases.   
5)  Double check what the other guy is doing. With Fog of War on you'll only see what you're in contact with.  With FoW off you'll see everything, but intelligence may be inaccurate in what you see unless you've had a hard sighting report.
6)  Check front line air bases and ground units for orders:  move/bombard/assault/defend, etc. adjust mission tasking for air units between sweep, search, ASW,
7)  Review the naval orders.  If scout planes or sub picket line have contacted a battleship dead ahad of a transport group you might want to make a detour, organize your task forces to undertake various missions, change orders to accomodate new intelligence. 
8)  When organizing your naval missions you may want to double check your captains and admirals.  If you're doing a long redeployment mission you probably don't care if the aggression or naval ability is high, but a good administrator to minimize TF sys damge is a good idea.  If you're heading into a new Jutland, then maybe that 26 administration ability isn't nearly as important as a 70+ naval ability.  Don't go overboard here, each command change costs political points.  Do TF commanders first, capital ships second, and major cruisers third.  I hardly ever bother with destroyer and transport CO's.  If you have plenty of PP's then aggressive sub commanders are a good idea. 
9)  Double check things before executing the turn.  It's a good idea to save the game as a last step before executing.  When it plays out and you see a technical error on your part you can take a "mulligan" and go back to fix the technical mistake (at least if you're playing solitaire).
 
WPO has a couple of smaller scenarios that only cover a few months.  Use those as training aids.  Focus on just snippets of those smaller scenarios to learn how to load a TF or conduct a surface sweep or a bombardment mission. 
 
I spent a few hours watching the computer play itself (you can set that up in the preferences page) just to get a feel for the system and what happens. 
 
As you get up the experience curve, look for combined arms opportunities.  Sub picket lines may pick up movement or damage an enemy ship, use the "follow TF" command to string together many smaller handy TFs instead of a single large mob TF, combine missions among your TFs.  For example, an invasion fleet should probably have a transport TF carrying troops, an ASW TF to keep enemy subs away, a bombardment TF to shell the defenders, a Surface Combat TF to keep raiders at arm's length, and a MSW TF to clear out any enemy mines that may be protecting the target.     
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JagdFlanker
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Location: Miramichi, Canada

RE: Desesperate for some help please!

Post by JagdFlanker »

there is no production, so no need to worry about that. i suggest playing the usa since all you have to do is move ships around trying to stop the japs. it's not until 6 months to a year into the war that you need worry about ground forces in the 4 year campaigns. just play with the ships and have some fun with that, then worry about the other details later when you get used to the ships - i never even looked at air or ground combat until 6 months into my current PBEM game and it didn't handicap me much at all.
Stratos_MatrixForum
Posts: 94
Joined: Tue Jul 05, 2005 8:02 pm

RE: Desesperate for some help please!

Post by Stratos_MatrixForum »

Sounds pretty hard, I will need to check those short scenarios, to get a feeling of it
Thank's
-If we have to retreat, where we will retreat sir??
-To graveyard!!
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