Air Torpedo Rules

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!

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

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Hooper82
Posts: 41
Joined: Wed Nov 08, 2006 7:41 am

Air Torpedo Rules

Post by Hooper82 »

Hey Guys,

I hear there are new rules for resupplying air dropped torpedoes. Can anyone expand or give me a link to where they are explained?
Yamato hugger
Posts: 3791
Joined: Tue Oct 05, 2004 5:38 am

RE: Air Torpedo Rules

Post by Yamato hugger »

Not much to explain. Torps have load counts now on carriers, AVs, and air HQs. If your torp supply goes to zero, you carry bombs.
Hooper82
Posts: 41
Joined: Wed Nov 08, 2006 7:41 am

RE: Air Torpedo Rules

Post by Hooper82 »

So can you transport torps to bases via AK's or something? Does the Air HQ "produce" torps from supply?
Do missions launched with torpedo loadouts that can't find there targets still use up thoes torps?
Yamato hugger
Posts: 3791
Joined: Tue Oct 05, 2004 5:38 am

RE: Air Torpedo Rules

Post by Yamato hugger »

Torps are taken from supply points. For a carrier or AV type, resupply at a port in the same manner as you do to re-set your air sortie level. Basically all the carrier torp counter does is keep a player from loading up Kates in place of his Vals and heading out. Seemingly a carrier carries enough torps for 2 full strikes from the carrier. An AV holds 48 (not sure if this varies by class, I only looked at one to verify).

Land based torps come from air HQs. I dont really understand the purpose so I cant explain WHY you do this, but the process works like this:

An Air HQ starts with 100 torps. You can add 10 torps at a time by clicking a button. 10 supply is deducted from the base each time you click it (as it stands right now after clicking the button a box pops up and ask you how many torps you want up to 10). You can click this button as many times as you want in a turn (I loaded 1 HQ with 300+ torps before I got bored. I wanted to see what the upper limit was, but at 10 a click, and having to enter "10" each time was kind of a PITA really so I stopped at 300 or so).
bradfordkay
Posts: 8686
Joined: Sun Mar 24, 2002 8:39 am
Location: Olympia, WA

RE: Air Torpedo Rules

Post by bradfordkay »

So this new setup really doesn't limit the number of torpedoes that the Betties/Beauforts can use. In effect, SAIEW.

My mistake... it appears that they'll now have to be at a base with an Air HQ, so that will change things somewhat.
fair winds,
Brad
Yamato hugger
Posts: 3791
Joined: Tue Oct 05, 2004 5:38 am

RE: Air Torpedo Rules

Post by Yamato hugger »

Thats the only real difference. If you arent in range of an air HQ, no torps.
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