2 day/1 day turns
Moderators: Joel Billings, wdolson, Don Bowen, mogami
2 day/1 day turns
I've had the game for a few weeks now and am planning to start a full game against the AI in the next week or so. One thing I've noticed in the forums is that a few people play 2 day turns. What is the general preference for people - 1 day or 2 days. - and how does it affect gameplay (aside from the obvious before I get 10 sarcastic comments as soon as I post this!!!!!!!!!!!!!!!)
RE: 2 day/1 day turns
Most of us die hards play 1 day turn but some say 2 day turn will slow things down and make it historical. [:)]
- DuckofTindalos
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RE: 2 day/1 day turns
I used to be religiously on the side of the 1-day turn cycle, because I thought I absolutely HAD to micro-manage everything on a day-to-day basis. Then I tried just once to do a 2-day cycle and was instantly hooked.
Things move much smoother and much faster, and it's maybe a teeny bit more realistic to not be able to send new orders every day and have them be instantly obeyed.
I'm never going back to a 1-day cycle again.
Things move much smoother and much faster, and it's maybe a teeny bit more realistic to not be able to send new orders every day and have them be instantly obeyed.
I'm never going back to a 1-day cycle again.
We are all dreams of the Giant Space Butterfly.
RE: 2 day/1 day turns
Thanks for those comments - it was actually a couple of things that you'd put on the forums, Terminus, that made me look at 2 day turns
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bradfordkay
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- Location: Olympia, WA
RE: 2 day/1 day turns
I prefer the one day turns because it makes me feel more like Adm. Nimitz sitting at his HQ receiving daily reports on what is happening... [8D]
fair winds,
Brad
Brad
- ny59giants
- Posts: 9902
- Joined: Mon Jan 10, 2005 12:02 pm
RE: 2 day/1 day turns
If your playing against the AI, I would go with 2 day turns to help give the AI a small advantage and prevent you from doing too much micro-management (KB shows up someplace unexpected and your able to get away). The AI needs all the help it can get. [:D]
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[/center]RE: 2 day/1 day turns
Slight change of topic but how can I tell if a ground unit is fixed or not?? Sometimes I seem able to transport ground units and at other times none appear in the list and I'm not sure why
RE: 2 day/1 day turns
Fixed (restricted) commands are"
Canadian
West Coast
New Zealand
ANZAC
USAAF
ABDA
(Australia Command is NOT by the way)
India
China
(not sure if Far East is)
Kwangtung
China Exped
Home
Any units assigned to them may not be loaded onto ships or airlifted without paying political points to convert them to a non-restriced command (like CentPac, SoPac, SWPac, SEAC, Burma Area, Southern etc).
I'll say for 2-day turns I'm 60-40 for them. I like the clip of the game. The 2nd day's lack of control is neither here nor there for me (altho you do need to get used to guessing what you *and your enemy* can do in two days). Ground combat is problematci tho. Your troops will attack on day 1 successfully. But supplies are NOT delivered every day, so often on the 2nd day, your troops will continue to attack with inadagquate supplies, killing your AV, and if it's a close battle, you can (likely) drop to 0:1. Whereas with one day turns, you'd be able to evaluate the supply situation and NOT launch the attack (with 2 day turns, your army continus to attack if you get at least 1:1 on the first day, but doesn't botherh to check supplies).
Also, as I understand nukes, if you play 2 day turns, you end up dropping nukes two days in a row (if they're available). Not necessarily what you want to do. And 3 day turns, means dropping 3 nukes (if they're availale), which affects victory conditions (but noboy really cares at that point anyway).
-F-
Canadian
West Coast
New Zealand
ANZAC
USAAF
ABDA
(Australia Command is NOT by the way)
India
China
(not sure if Far East is)
Kwangtung
China Exped
Home
Any units assigned to them may not be loaded onto ships or airlifted without paying political points to convert them to a non-restriced command (like CentPac, SoPac, SWPac, SEAC, Burma Area, Southern etc).
I'll say for 2-day turns I'm 60-40 for them. I like the clip of the game. The 2nd day's lack of control is neither here nor there for me (altho you do need to get used to guessing what you *and your enemy* can do in two days). Ground combat is problematci tho. Your troops will attack on day 1 successfully. But supplies are NOT delivered every day, so often on the 2nd day, your troops will continue to attack with inadagquate supplies, killing your AV, and if it's a close battle, you can (likely) drop to 0:1. Whereas with one day turns, you'd be able to evaluate the supply situation and NOT launch the attack (with 2 day turns, your army continus to attack if you get at least 1:1 on the first day, but doesn't botherh to check supplies).
Also, as I understand nukes, if you play 2 day turns, you end up dropping nukes two days in a row (if they're available). Not necessarily what you want to do. And 3 day turns, means dropping 3 nukes (if they're availale), which affects victory conditions (but noboy really cares at that point anyway).
-F-
"It is obvious that you have greatly over-estimated my regard for your opinion." - Me

RE: 2 day/1 day turns
I tried 2 day turns and didn't like it, though I play against the AI.
I like micro-management to the nth degree so I may be biased.[:)]
I like micro-management to the nth degree so I may be biased.[:)]
It doesn't make any sense, Admiral. Were we better than the Japanese or just luckier?
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- jwilkerson
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RE: 2 day/1 day turns
For years I was a 1-day turn guy - but then Nik got me to try 2-day turns - I didn't like it for about the first 400 turns - but then finally saw the light - am I'm now a "reformed "2-day" turn guy!
The ability to do carrier raids (hit and run) is nice in the 2-day turns.
The ability to launch an attack, like an invasion, etc. and not get instance reaction has a more historical feel.
Also, you really need to plan all your attacks better, less like to try "suicide probes" on land or with air.
But for me at least, it did take a lot of getting used to. But haven't gotten there I'd say I'm pretty much a die-hard 2-day guy, with possible exception of the tiny "battle" scenario format.
Oh and 2-day turns also has the advantage for the Allied PBEMers, of getting them into the mid-game with half has many back and forths with their opponents. Having only played the Japanese in PBEM I can't speak much about this advantage. But I would think it would be attractive.
The ability to do carrier raids (hit and run) is nice in the 2-day turns.
The ability to launch an attack, like an invasion, etc. and not get instance reaction has a more historical feel.
Also, you really need to plan all your attacks better, less like to try "suicide probes" on land or with air.
But for me at least, it did take a lot of getting used to. But haven't gotten there I'd say I'm pretty much a die-hard 2-day guy, with possible exception of the tiny "battle" scenario format.
Oh and 2-day turns also has the advantage for the Allied PBEMers, of getting them into the mid-game with half has many back and forths with their opponents. Having only played the Japanese in PBEM I can't speak much about this advantage. But I would think it would be attractive.
WITP Admiral's Edition - Project Lead
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- Hornblower
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RE: 2 day/1 day turns
I'm a one turn guy..
RE: 2 day/1 day turns
I'm a one woman guy....[;)]
It doesn't make any sense, Admiral. Were we better than the Japanese or just luckier?
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- Hornblower
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Oldguard1970
- Posts: 578
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RE: 2 day/1 day turns
This is the list of Restricted HQs in the manual:
restricted HQ. These HQ’s are:
Japan
�� Home Defense Force
�� Kwangtung Area Army
�� China Expeditionary Army
Allies
�� Australia Command
�� West Coast
�� USAFFE
�� ABDA
�� Canada Command
�� New Zealand Command
restricted HQ. These HQ’s are:
Japan
�� Home Defense Force
�� Kwangtung Area Army
�� China Expeditionary Army
Allies
�� Australia Command
�� West Coast
�� USAFFE
�� ABDA
�� Canada Command
�� New Zealand Command
"Rangers Lead the Way!"
- DuckofTindalos
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RE: 2 day/1 day turns
In AE, restricted HQ's will have a (R) after their names in the game.
We are all dreams of the Giant Space Butterfly.
RE: 2 day/1 day turns
This is the list of Restricted HQs in the manual:
restricted HQ. These HQ’s are:
Japan
�� Home Defense Force
�� Kwangtung Area Army
�� China Expeditionary Army
Allies
�� Australia Command
�� West Coast
�� USAFFE
�� ABDA
�� Canada Command
�� New Zealand Command
Yes. The list above is for Stock (which is probably what the poster was talking about).
My bad. My list is for CHS. Be advised the different commands in Stock vs. CHS. A major difference is that in CHS there is the "India Commmand" (new) that is restriceted; and the "Australia Command" in CHS is -NOT- restricted in CHS (but it is in Stock). In CHS, the "ANZAC Command" is new and -is- restricted.
-F-
"It is obvious that you have greatly over-estimated my regard for your opinion." - Me

RE: 2 day/1 day turns
ORIGINAL: OldGuard1970
This is the list of Restricted HQs in the manual:
restricted HQ. These HQ’s are:
Japan
�� Home Defense Force
�� Kwangtung Area Army
�� China Expeditionary Army
Allies
�� Australia Command
�� West Coast
�� USAFFE
�� ABDA
�� Canada Command
�� New Zealand Command
Thanks for that - it's cleared it up. I was starteing to think it was me trying to do something wrong. And it is stock I'm playing at the moment. Couldn't find it in the manual, I'll have another look
RE: 2 day/1 day turns
I've just scoured the manual - the list above is in the manual as aircraft units which are unable to be transported. It doesn't mention ground units. So am I right in thinking that it does actually apply to all air and land units??
- USSAmerica
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RE: 2 day/1 day turns
Yes, you are correct. The restriction does apply to all air and land units assigned to that HQ.
Mike
"Good times will set you free" - Jimmy Buffett
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bradfordkay
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RE: 2 day/1 day turns
There will also be other ground units assigned to unrestricted HQs that will not be able to be moved. These ground units will have large, immobile guns (or in CHS, fortifications) that have an asterisk next to the item name in the TOE. This means that particular item is too large to move, and so the whole unit is immovable (unless you can get your enemy to destroy the large guns!).
fair winds,
Brad
Brad








