Need a bit help getting started
Posted: Fri Dec 09, 2011 10:05 am
Finally got to buy WitP and spent the last to night with this monster of a strategy game. Enjoying it very much, although half the time I don't know what I'm doing and the other half apparently doing my best screwing up horribly...
[:D]
A couple of points:
Is there a tutorial somewhere that walks you through a smaller scenario? The manual mentions one but I don't see such a scenario nor the documentation in the various game folders. Am I missing something?
The manual is certainly nice, but it describes the various features rather than how to actually play the game. And most of the AARs I've browsed so far, although highly entertaining and interesting, are focussed on the grand campaign and are a bit overkill for a newbie like me. n01487477' very helpful tutorials do help though.
Is there some info that describes what exactly all those ship classes translate into and how to use them effectively? I do know about CVs, BBs, CAs and the like but the plethora of transport and supply vessels thoroughly confuse me.
I've played the Coral Sea scenario half a dozen times (since it seemed to be the smallest scenario) and finally managed a decisive allied victory. Sunk the Shoho, 2 CAs, a CL, and most of the Japanese transportation fleet while losing an oiler and 54 aircraft. Go me! [:D]
My problem is that this victory came at the cost of literally running away from the Zuikaku and Shokaku. No matter what I tried these two Japanese fleet carriers smacked my CVs really bad. No matter what tactics I tried (keep Lex and Yorktown together or apart, concentrate all CAs and DDs of the scenario with the CVs, maximize CAP, maximize air strike escorts, go for the invasion force 1st or try to hit the carriers 1st) the Japanese eventually punched trough my defences with 80 aircraft raids wrecking my carriers while my raids got badly mauled by Zero CAP and then failed to hit their targets, even with 50+ dive and torpedo bombers.
Any tips how to deal with this situation would be greatly appreciated.
Another question: what are Devastators exactly for? Because they can't be intended to engage major warships for sure. They die in droves and fail miserably in hitting their targets.
Also: why sometimes raids seem to get launched without fighter escort? Seeing 15 Dauntlesses without escorts running into a dozen Zeroes makes me sad.
And: can you court-martial commanders? In one of my games I managed to sneak a SC TF of 5 CAs, a CL and 6 DDs into the Japanese carrier TF (2CVs, 2 CAs, 5DDs) at night and both forces evaded... [:-]
Other than that I'm loving the game. You know it's good when it's suddenly 3 AM and you realize you have to get up in less than 4 hours...
[8D]
[:D]
A couple of points:
Is there a tutorial somewhere that walks you through a smaller scenario? The manual mentions one but I don't see such a scenario nor the documentation in the various game folders. Am I missing something?
The manual is certainly nice, but it describes the various features rather than how to actually play the game. And most of the AARs I've browsed so far, although highly entertaining and interesting, are focussed on the grand campaign and are a bit overkill for a newbie like me. n01487477' very helpful tutorials do help though.
Is there some info that describes what exactly all those ship classes translate into and how to use them effectively? I do know about CVs, BBs, CAs and the like but the plethora of transport and supply vessels thoroughly confuse me.
I've played the Coral Sea scenario half a dozen times (since it seemed to be the smallest scenario) and finally managed a decisive allied victory. Sunk the Shoho, 2 CAs, a CL, and most of the Japanese transportation fleet while losing an oiler and 54 aircraft. Go me! [:D]
My problem is that this victory came at the cost of literally running away from the Zuikaku and Shokaku. No matter what I tried these two Japanese fleet carriers smacked my CVs really bad. No matter what tactics I tried (keep Lex and Yorktown together or apart, concentrate all CAs and DDs of the scenario with the CVs, maximize CAP, maximize air strike escorts, go for the invasion force 1st or try to hit the carriers 1st) the Japanese eventually punched trough my defences with 80 aircraft raids wrecking my carriers while my raids got badly mauled by Zero CAP and then failed to hit their targets, even with 50+ dive and torpedo bombers.
Any tips how to deal with this situation would be greatly appreciated.
Another question: what are Devastators exactly for? Because they can't be intended to engage major warships for sure. They die in droves and fail miserably in hitting their targets.
Also: why sometimes raids seem to get launched without fighter escort? Seeing 15 Dauntlesses without escorts running into a dozen Zeroes makes me sad.
And: can you court-martial commanders? In one of my games I managed to sneak a SC TF of 5 CAs, a CL and 6 DDs into the Japanese carrier TF (2CVs, 2 CAs, 5DDs) at night and both forces evaded... [:-]
Other than that I'm loving the game. You know it's good when it's suddenly 3 AM and you realize you have to get up in less than 4 hours...
[8D]