5 Things a WitP player should know coming to AE

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

User avatar
The Gnome
Posts: 1215
Joined: Fri May 17, 2002 2:52 am
Location: Philadelphia, PA

5 Things a WitP player should know coming to AE

Post by The Gnome »

I don't have time for the forums as much as I used to but the little I'm able to read, there are some critical differences between WitP and AE that may be difficult to see at first glance.

If you had to pick the top 5 things that every experienced WitP player should know that is changed in AE, what would they be?
User avatar
Nomad
Posts: 7273
Joined: Wed Sep 05, 2001 8:00 am
Location: West Yellowstone, Montana

RE: 5 Things a WitP player should know coming to AE

Post by Nomad »

#1 there is a huge difference in a Transport TF and an amphibious TF

Transport are for moving from large ports to other large ports efficiently.

Amphibious are for invading enemy bases and for landing your troops on your small to nonexistent port bases


#2 Very different TF rearming, no longer can small ports load everything if they just have supply

#3 Port loading/unloading is very different and needs study.

#4 Airbase stacking uses engines and not aircraft. Plus the number of units is counted.

#5 Combat of all three kinds is different and FOW is much higher.
User avatar
madflava13
Posts: 1501
Joined: Wed Feb 07, 2001 10:00 am
Location: Alexandria, VA

RE: 5 Things a WitP player should know coming to AE

Post by madflava13 »

Logisitics. Logistics. Logistics.

Ports rule. Airfields are secondary.

Guard your replacement pools like they're gold.

Escort everything, everywhere.

There's never enough of anything, anywhere.

"The Paraguayan Air Force's request for spraying subsidies was not as Paraguayan as it were..."
User avatar
kfmiller41
Posts: 1063
Joined: Tue Mar 25, 2003 9:00 pm
Location: Saint Marys, Ga
Contact:

RE: 5 Things a WitP player should know coming to AE

Post by kfmiller41 »

All so very very true[:)]
You have the ability to arouse various emotions in me: please select carefully.
User avatar
Mynok
Posts: 12108
Joined: Sat Nov 30, 2002 12:12 am
Contact:

RE: 5 Things a WitP player should know coming to AE

Post by Mynok »


Logistics could probably cover all 5. [:D]
"Measure civilization by the ability of citizens to mock government with impunity" -- Unknown
User avatar
Nomad
Posts: 7273
Joined: Wed Sep 05, 2001 8:00 am
Location: West Yellowstone, Montana

RE: 5 Things a WitP player should know coming to AE

Post by Nomad »

ORIGINAL: Mynok


Logistics could probably cover all 5. [:D]

Or 10. [:)]
User avatar
Cap Mandrake
Posts: 20737
Joined: Fri Nov 15, 2002 8:37 am
Location: Southern California

RE: 5 Things a WitP player should know coming to AE

Post by Cap Mandrake »

Ships that run out of fuel can no longer be magically propelled to their destination by friendly marine animals.

Under the right circumstance, torpedo bombers can operate from level 2 airfields.

Magic naval reconaisance out to 720 miles in all directions with 12 PBY's is gone.

Air groups now require more TLC. You can't just set fighters on 90% CAP for 8 mos straight.

Ditto bombers.

Lastly...be aware of the Allied Achilles heel...the Valdez..Fairbanks...Great Slave Lake Fishing Lodge...Edmonton potential invasion route.
Image
User avatar
The Gnome
Posts: 1215
Joined: Fri May 17, 2002 2:52 am
Location: Philadelphia, PA

RE: 5 Things a WitP player should know coming to AE

Post by The Gnome »

Hahaha, so logistics then?

Yeah I'm only on the first turn (long campaign, as US vs AI), my god there is so much more.... stuff. I just feel overwhelmed right now.

All the air units with withdraw dates for one. The new ship types also have me scratching my head, I may really need the manual on this one. I didn't see an computer controlled subs option which I always used in WitP, so there is some added stuff.

- So when you guys say there isn't enough of anything anywhere, are there a lot fewer supply points generated?

- Do you US players do any ship conversions to start?

- Someone mentioned guarding my replacement pools like they're gold - what do you mean? Do you mean like replacement pilots and whatnot?

- Is there much of a change in pilot fatigue? Normally I set all my US based squadrons to about 80% training - will I be flying my pilots into the ground out of fatigue?

I ran a quick test turn before I was done entering my moves to get a feel for things. I noticed the AI kept KB near PH after turn one and nearly sank Lexington, there's a big change lol.

bradfordkay
Posts: 8582
Joined: Sun Mar 24, 2002 8:39 am
Location: Olympia, WA

RE: 5 Things a WitP player should know coming to AE

Post by bradfordkay »

ORIGINAL: Cap Mandrake

Ships that run out of fuel can no longer be magically propelled to their destination by friendly marine animals.


Yes they can... the difference is that now there are unfriendly marine animals hammering on the hulls of those fuel less ships, so they may not make it to port!
fair winds,
Brad
User avatar
V22 Osprey
Posts: 1593
Joined: Tue Apr 08, 2008 2:07 pm
Location: Corona, CA

RE: 5 Things a WitP player should know coming to AE

Post by V22 Osprey »

ORIGINAL: Cap Mandrake

Ships that run out of fuel can no longer be magically propelled to their destination by friendly marine animals.


[:D][:D][:D]
ImageImage
Art by rogueusmc.
User avatar
DrewMatrix
Posts: 1429
Joined: Thu Jul 15, 2004 2:49 pm

RE: 5 Things a WitP player should know coming to AE

Post by DrewMatrix »

In WITP as the Allies my strategy was to put all the CVs in one TF, put all the fighters on CAP and let the IJ destroy their carrier air groups hammering against that invulnerable CAP. Now the occasional DB or TB gets through. At least in '42. I don't know they will be able to in a Phillipine Sea scenario.
Image
Beezle - Rapidly running out of altitude, airspeed and ideas.
User avatar
jomni
Posts: 2827
Joined: Mon Nov 19, 2007 12:31 am
Contact:

RE: 5 Things a WitP player should know coming to AE

Post by jomni »

ORIGINAL: The Gnome

I didn't see an computer controlled subs option which I always used in WitP, so there is some added stuff.

Subs can be toggled to computer control... in the TF screen.
- So when you guys say there isn't enough of anything anywhere, are there a lot fewer supply points generated?

Its not the number of supplies. Supply is abundant but concentrated in limited places.
There are not enough transports to ferry the supplies.
There are not enough large ports for efficient transport operations.
There are not enough DD's to escort supply TFs.
The list goes on.
I ran a quick test turn before I was done entering my moves to get a feel for things. I noticed the AI kept KB near PH after turn one and nearly sank Lexington, there's a big change lol.

Yup AI more aggressive. Which can also go against it like sending too many unescorted transports.
User avatar
DrewMatrix
Posts: 1429
Joined: Thu Jul 15, 2004 2:49 pm

RE: 5 Things a WitP player should know coming to AE

Post by DrewMatrix »

ORIGINAL: jomni
I ran a quick test turn before I was done entering my moves to get a feel for things. I noticed the AI kept KB near PH after turn one and nearly sank Lexington, there's a big change lol.

Yup AI more aggressive. Which can also go against it like sending too many unescorted transports.

In Allies vs IJ the aggressiveness of the AI is leading to a very bloody first few months. I suspect what will happen is huge losses by mi 1942 then the Allied building will replace what the IJ can't.

After the patch I plan to try Scen 2 the HI for that reason (more IJ industry to replace stuff)
Image
Beezle - Rapidly running out of altitude, airspeed and ideas.
User avatar
Cap Mandrake
Posts: 20737
Joined: Fri Nov 15, 2002 8:37 am
Location: Southern California

RE: 5 Things a WitP player should know coming to AE

Post by Cap Mandrake »

ORIGINAL: bradfordkay

ORIGINAL: Cap Mandrake

Ships that run out of fuel can no longer be magically propelled to their destination by friendly marine animals.


Yes they can... the difference is that now there are unfriendly marine animals hammering on the hulls of those fuel less ships, so they may not make it to port!

Duh-duh..duh-duh..duh-duh
Image
User avatar
The Gnome
Posts: 1215
Joined: Fri May 17, 2002 2:52 am
Location: Philadelphia, PA

RE: 5 Things a WitP player should know coming to AE

Post by The Gnome »

Does the new AI fix the suiciding transport behavior? Gosh that was frustrating
User avatar
skrewball
Posts: 305
Joined: Sun Dec 10, 2000 10:00 am
Location: Belgium

RE: 5 Things a WitP player should know coming to AE

Post by skrewball »

I think a big thing to remember is that the map scale is DIFFERENT!

I'm still thinking in WitP terms..."I'm 5 hexs from the Allied CV TF, I'm the perfect striking distance"

Yeah...not so much...that's what we call a mulligan [:D]
"Some people spend an entire lifetime wondering if they've made a difference. The Marines don't have that problem."
User avatar
Sheytan
Posts: 811
Joined: Mon Nov 27, 2006 11:53 pm

RE: 5 Things a WitP player should know coming to AE

Post by Sheytan »

? Specifically what is that?
ORIGINAL: The Gnome

Does the new AI fix the suiciding transport behavior? Gosh that was frustrating
rockmedic109
Posts: 2422
Joined: Tue May 17, 2005 11:02 am
Location: Citrus Heights, CA

RE: 5 Things a WitP player should know coming to AE

Post by rockmedic109 »

1.  Eating is still required. 
2.  Caffeine is a good way to stay awake longer in order to get more turns in per day.
3.  You still have to spend time with your wife.  Those two hours you spend sleeping can be spent next to your wife.
4.  Play on a laptop is preferred to a desktop.  That way you can take the computer with you when nature calls.
5.  AE is even more addictive than WITP.  There is no cure.  The only support group is this forum unless you want to call divorce lawyers a support group for your wife.
John Lansford
Posts: 2664
Joined: Mon Apr 29, 2002 12:40 am

RE: 5 Things a WitP player should know coming to AE

Post by John Lansford »

The AI is much more aggressive, stubborn, and opportunistic than it was in WitP.  It will do stupid things but it will also surprise you too.
 
However, if it's current rate of major ship loss continues for much longer, it will have no surface fleet to speak of by the end of 1942.  Six CA's, a BB, a CVL, and about 2 dozen DD's have been sunk by my forces before the end of February 42, mostly in surface battles and by submarines.  Kongo was sunk by a 300 kg bomb dropped by a lucky Dutch pilot.
User avatar
Icedawg
Posts: 1613
Joined: Fri Jan 27, 2006 8:55 pm
Location: Upstate New York

RE: 5 Things a WitP player should know coming to AE

Post by Icedawg »

ORIGINAL: Sheytan

? Specifically what is that?
ORIGINAL: The Gnome

Does the new AI fix the suiciding transport behavior? Gosh that was frustrating

He's referring to the way the AI would endlessly send unescorted transports with no air cover directly into a contested batttle zone. Needless to say, few of those transports made it to their destination and virtually none unloaded their cargo. It kind of made the game too easy. The AI would just set itself up for you to knock down without much effort. Not much fun.
Post Reply

Return to “War in the Pacific: Admiral's Edition”