Japan First turn

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Cavalry Corp
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Japan First turn

Post by Cavalry Corp »

I have not played the campaign before

What is the hyper turn first move all about - extra move and all?

What suggestions would you have for where the first attacks should go ?

Any help appreciated , I do not know what the hell to do !

Cav
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bigred
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RE: Japan First turn

Post by bigred »

ORIGINAL: cavalry

I have not played the campaign before

What is the hyper turn first move all about - extra move and all?

What suggestions would you have for where the first attacks should go ?

Any help appreciated , I do not know what the hell to do !

Cav

The hyper move I think a free 36 hex pregame move by any IJN units w/o spending any fuel. The problem occurs when as a newbie like you and I have to develop a plan of execution for all the units involved. My thinking is as a newbie this should not be done as a IJN player until your second game so as you have a pregame strategy in place to deliver the damage to the allies.
Failure to execute an effective non histrical first turn strike will result in a lower learning curve of us because we will have a very short game.
---bigred---

IJ Production mistakes--
tm.asp?m=2597400
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RE: Japan First turn

Post by Cavalry Corp »

Thanks so its just ships ( some of which I asume are preloaded with troops? )
I have not looked at it yet but I assume the kb is in place

So you move and then do your turn?

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bigred
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RE: Japan First turn

Post by bigred »

ORIGINAL: cavalry

Thanks so its just ships ( some of which I asume are preloaded with troops? )
I have not looked at it yet but I assume the kb is in place

So you move and then do your turn?

Cav
Preload-correct, but be careful as these units have been assigned pregame objectives.

---bigred---

IJ Production mistakes--
tm.asp?m=2597400
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Mynok
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RE: Japan First turn

Post by Mynok »


It's actually just the task forces that have an * in their name.
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RE: Japan First turn

Post by Cavalry Corp »

So if I want a historical first move ( except the attack on ph ) i actually need do nothing in this move or just focus on the * units

Then all the factories etc etc

Just wanted to know aht it was all about , I have played a lots of the scn in AE and several campaigns of WITP but always 42 start
( won2 and winning the third as Japs want to get that finished so I can start a couple of big games of AE probably on 2 day turns )

... Another point, how does 2 day turn affect the PH attack ( assume the KB will not move I suppose or use way points to duck any surface TF) ??


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Rob Brennan UK
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RE: Japan First turn

Post by Rob Brennan UK »

Another point, how does 2 day turn affect the PH attack ( assume the KB will not move I suppose or use way points to duck any surface TF) ??

easily avoided 2 day attack so long as you have retirement allowed and reduce the plane ranges to 5-6 hexes. as im planning a PBEM2 day game soon i dont want kb hanging around just in case i dont clobber the airfields enough.
sorry for the spelling . English is my main language , I just can't type . and i'm too lazy to edit :)
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rader
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RE: Japan First turn

Post by rader »

You can select non-histrocal turn and then just make some minor tweaks. Only TFs marked (*) will get the movement bonus. If you change nothing at all, you will get a historical turn. Note that if you select non-historical first turn, the allies will also be able to move (unless you establish HRs to limit what they can do).

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JWE
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RE: Japan First turn

Post by JWE »

ORIGINAL: cavalry
Thanks so its just ships ( some of which I asume are preloaded with troops? )
I have not looked at it yet but I assume the kb is in place

So you move and then do your turn?

Cav
Works totally different from WiTP. There is no first turn auto-magic-move. Magic move is defined in the editor on a TF-by-TF basis.

The asterisk don’t mean jack. The scen designer put the * in the TF name as an aid. It does not mean the TF is a magic move TF, it only means the scen designer designated that specific TF to be magic move in the scen context and put a * in the name to be helpful. If you dink with the TF, it will still have the *, but lose the magic move.

LCUs are not pre-loaded. An LCU and a TF must start the game in the same place, and the LCU must have that TF identified in the “Unit To Load” field. Turn execution, on turn-1, will load it and move the TF. If you dink with the TF during the orders phase of your turn, the LCU will merrily sail off to wherever you set the TF to go (but with NO magic move). If you dink with the TF in the editor, you better dink with all the LCUs that TF was supposed to carry.

Much code was reduced to the editor level. Before you do any day-1 modding, you should be very well versed in the editor, and all the different ways that all the different file elements interact with each other.
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RE: Japan First turn

Post by Cavalry Corp »

ORIGINAL: Rob Brennan UK
Another point, how does 2 day turn affect the PH attack ( assume the KB will not move I suppose or use way points to duck any surface TF) ??

easily avoided 2 day attack so long as you have retirement allowed and reduce the plane ranges to 5-6 hexes. as im planning a PBEM2 day game soon i dont want kb hanging around just in case i dont clobber the airfields enough.



Is there a risk from the airfields at PH ?

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Mike Solli
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RE: Japan First turn

Post by Mike Solli »

On 8 Dec, there is no longer the surprise of 7 Dec, which reduces the Allied CAP by 75%, I believe.  If the airfield isn't trashed, quite a few Allied fighters may fly CAP, causing losses most Japanese players would like to avoid.
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Mynok
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RE: Japan First turn

Post by Mynok »

ORIGINAL: JWE

The asterisk don’t mean jack. The scen designer put the * in the TF name as an aid. It does not mean the TF is a magic move TF, it only means the scen designer designated that specific TF to be magic move in the scen context and put a * in the name to be helpful. If you dink with the TF, it will still have the *, but lose the magic move.

He's a newbie....I wasn't gonna get into all that with him........[8|]
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RE: Japan First turn

Post by Chickenboy »

ORIGINAL: JWE
The asterisk don’t mean jack. The scen designer put the * in the TF name as an aid. It does not mean the TF is a magic move TF, it only means the scen designer designated that specific TF to be magic move in the scen context and put a * in the name to be helpful. If you dink with the TF, it will still have the *, but lose the magic move.
JWE,

I assume that your * indicated TFs don't include TF 1 or TF 2 -Kido Butai and the refueling TF. I was able to use these effectively (and utilize the magic move) by dinking with their destination hex for turn one (just North of Manila). There was no problem with reordering either destination. Does 'dinking' in your lexicon only mean unloading of troops or loading different troops in an amphibious TF?
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JWE
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RE: Japan First turn

Post by JWE »

ORIGINAL: Chickenboy
ORIGINAL: JWE
The asterisk don’t mean jack. The scen designer put the * in the TF name as an aid. It does not mean the TF is a magic move TF, it only means the scen designer designated that specific TF to be magic move in the scen context and put a * in the name to be helpful. If you dink with the TF, it will still have the *, but lose the magic move.
JWE,

I assume that your * indicated TFs don't include TF 1 or TF 2 -Kido Butai and the refueling TF. I was able to use these effectively (and utilize the magic move) by dinking with their destination hex for turn one (just North of Manila). There was no problem with reordering either destination. Does 'dinking' in your lexicon only mean unloading of troops or loading different troops in an amphibious TF?
I meant dinking with it in the editor. Could have been clearer, I guess. The * is just part of the name that the designer typed. You can make a magic move TF in the editor, but it won't have a * unless you type it into the name.
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vlcz
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RE: Japan First turn

Post by vlcz »

ORIGINAL: JWE
I meant dinking with it in the editor. Could have been clearer, I guess. The * is just part of the name that the designer typed. You can make a magic move TF in the editor, but it won't have a * unless you type it into the name.

Thanks for the clarification, in fact when actually planning the turn you can even change the TF composition (i.e. add more ships) and the "magic" remains.
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RE: Japan First turn

Post by seille »

Mhh, seems to be a good thread for my question with so many specialists here [:D]

I have now my wonderful magic move TF with a target i don´t want to attack.
Instead i wish to send them to an other (better) place. I simply change the target for this taskforce
and let them land elsewhere and still have my movement bonus on first turn ?
I mean i could play around with this taskforce while preparing the first non historic turn (for example adding
or removing ships) and would still have my fast movement for turn one or is it a must to let the taskforce untouched?

Do i take a significant risk when i land the forces at a target they are not prepared for ?
No well defended target of course !
I ask because i´ve read some guys don´t use the original destinations for their attacks, no Makin or Guam at the start.

edit: thanks vclz, one question answerred. Over read your post the first time....
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Mike Solli
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RE: Japan First turn

Post by Mike Solli »

ORIGINAL: seille
I have now my wonderful magic move TF with a target i don´t want to attack.
Instead i wish to send them to an other (better) place. I simply change the target for this taskforce
and let them land elsewhere and still have my movement bonus on first turn ?

Yes, you can change the target and still keep the magic move. I did actually made a modification to the Batan Island Invasion force. I removed the transports for the air support unit from that TF and put it in a new TF. The new TF went to Batan Island and the original TF (with a SNLF) went to Guam. They arrived at Guam on 8 Dec.
ORIGINAL: seille
I mean i could play around with this taskforce while preparing the first non historic turn (for example adding
or removing ships) and would still have my fast movement for turn one or is it a must to let the taskforce untouched?

I wouldn't recommend adding ships but removing them didn't hurt a bit.
ORIGINAL: seille
Do i take a significant risk when i land the forces at a target they are not prepared for ?
No well defended target of course !
I ask because i´ve read some guys don´t use the original destinations for their attacks, no Makin or Guam at the start.

If you land a LCU at a base it is not prepped for, the only down side is that you don't get any bonus for the prep. It's not uncommon. In Malaya, for example, I often prep units for Singapore long before they arrive there. I plan for the unit not getting the bonus for prepping for combat along the way by overkill. Remember, overkill is your friend. [:D]
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John 3rd
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RE: Japan First turn

Post by John 3rd »

ORIGINAL: Mynok

ORIGINAL: JWE

The asterisk don’t mean jack. The scen designer put the * in the TF name as an aid. It does not mean the TF is a magic move TF, it only means the scen designer designated that specific TF to be magic move in the scen context and put a * in the name to be helpful. If you dink with the TF, it will still have the *, but lose the magic move.

He's a newbie....I wasn't gonna get into all that with him........[8|]

Have to note I truly HATE the limitation on the first turn movement of TF. I love to split the KB and the game won't let me do it. I love to move supplies and troops towards Palau, Truk, and Kwajalein. Game won't let me do it. I don't use that first turn move for invasions, I use it to set-up MY objectives--NOT Japan's of 1941.

Michael tells me this can be changed in the Editor. IS this very complicated at all???
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JWE
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RE: Japan First turn

Post by JWE »

ORIGINAL: John 3rd
Have to note I truly HATE the limitation on the first turn movement of TF. I love to split the KB and the game won't let me do it. I love to move supplies and troops towards Palau, Truk, and Kwajalein. Game won't let me do it. I don't use that first turn move for invasions, I use it to set-up MY objectives--NOT Japan's of 1941.

Michael tells me this can be changed in the Editor. IS this very complicated at all???
Tedious John, but not complicated. Welcome back btw.

A lot like WiTP - copy/paste the KB into another slot or slots, change the destinations, leaders, etc .. make sure you tag (or un-tag, depending) the First Turn Movement box. A value in the Destination ID field will put you at a Base. You can stand-off by leaving Dest ID blank and putting a value in Dest Hex X and Dest Hex Y. Then just change whatever ships you want to the new TF. You can define routing, all kinds of fancy stuff. You can also check to see what LCUs are scheduled to load on a transport TF.


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John 3rd
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RE: Japan First turn

Post by John 3rd »

Good to be back Sir! 
 
Thanks.  I'll give it a try and see how badly I mess it up!
 
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