Page 1 of 1
4 hour set ups?
Posted: Mon Feb 24, 2003 3:28 am
by ADavidB
Somewhere along the way, Mogami made passing mention of something like taking 4 hours to set up an opening move for the Japanese side. I'm curious if this is just Mogami's sense of detail, or are the other play testers taking similar amounts of time to set up the beginning of a game.
Also, it must take less time to set up an Allied start doesn't it?
Finally, once the initial set-up turns are underway, what are typical times for setting up turns, and how do they compare to either UV or Pacwar?
Thanks -
Dave Baranyi
Posted: Mon Feb 24, 2003 3:34 am
by Snigbert
It's Mogami's sense of detail, I would say. I havent taken more than an hour.
First Turns
Posted: Mon Feb 24, 2003 5:09 am
by mogami
Hi, You could just go with what is already set up.
The way I make first turns.
First I look at every single base. Check the airgroup, ships, Landunits. (Landunits belonging to each HQ are spread all over so arrangments have to be made to gather the scattered parts together)
Then I decide objectives. And count landunits for each HQ involved (I look at supply required per day and add all the HQ units to find total supply that HQ requires (sitting still) I double this total and find a base with enough supply and AK's (or I send the AK's from other ports)
Then I go back and make TF's, Assign air missions, movement orders.
Then I go to every submarine and decide where it is going to patrol and what base it will return to. (Subs need a size 9 port or
a sub tender)
I organize the subs by endurance and speed. I send 1/3 back to Japan. 1/3 back to the base port and leave 1/3 on patrol.
I've gotten it down to around 4 hours (the first few times it took twice as long. By the time WITP is released I'll be able to do the whole turn in under two hours)
Re: First Turns
Posted: Mon Feb 24, 2003 12:20 pm
by Raverdave
Originally posted by Mogami
I've gotten it down to around 4 hours (the first few times it took twice as long. By the time WITP is released I'll be able to do the whole turn in under two hours)

Re: First Turns
Posted: Mon Feb 24, 2003 4:19 pm
by ADavidB
Originally posted by Mogami
I've gotten it down to around 4 hours (the first few times it took twice as long. By the time WITP is released I'll be able to do the whole turn in under two hours)
Oooo - 8 hour set ups on 1 day turns - no wonder you have cut back your posting levels in the UV forum...
Seriously - I do similar things when playing UV and find the anticipation of doing more in WitP fairly daunting.
Is the business of setting altitudes for planes still in WitP?
Do you like the initial default set-ups or do you feel the need to change a lot?
Is the setting of objectives significant? (In Pacwar it seemed almost worthless.)
Are the intelligence reports more like Pacwar ( telling objectives, where a HQ is located, etc. ) or UV ( which troops and planes are at a base )?
Thanks -
Dave Baranyi
Re: First Turns
Posted: Mon Feb 24, 2003 6:09 pm
by Sonny
Originally posted by Mogami
.......................
I organize the subs by endurance and speed. I send 1/3 back to Japan. 1/3 back to the base port and leave 1/3 on patrol.
...............
This must take a lot of planning if you are the Allies.
How long does it take you to set up the Allies - or have you ever done it?
Re: Re: First Turns
Posted: Tue Feb 25, 2003 2:12 am
by Mike Scholl
Originally posted by Sonny
This must take a lot of planning if you are the Allies.
How long does it take you to set up the Allies - or have you ever done it?
Let's hope it isn't much. The Allies got "sucker-punched" with
a surprise attack, which doesn't argue that they would have much
flexibility in their opening deployment---they didn't know they
were deploying.
The Japanese were launching a well-planned attack; and as the player is the Japanese Command, he deserves some ability
to shape that attack. More than Mogami's post would seem to
indicate he's getting, at any rate....
Posted: Wed Feb 26, 2003 1:15 am
by Nikademus
I just delegate those humdrum tasks to my suborninates. That way i can devote more time to working on my victory speech

Your "victory" speech.
Posted: Wed Feb 26, 2003 1:49 am
by Mike Scholl
Originally posted by Nikademus
I just delegate those humdrum tasks to my suborninates. That way i can devote more time to working on my victory speech
Given Mogami's comments, you'd better limit yourself to
playing the Allies. The Japanese have no resources to waste,
and need to push every opportunity to the max early on if
they are to survive the American counter-attack. Japanese
players are going to need to be painstakingly thorough in the
early going.
"Bah..."
Posted: Wed Feb 26, 2003 3:32 am
by Nikademus
Originally posted by Mike Scholl
Given Mogami's comments, you'd better limit yourself to
playing the Allies. The Japanese have no resources to waste,
and need to push every opportunity to the max early on if
they are to survive the American counter-attack. Japanese
players are going to need to be painstakingly thorough in the
early going.
<sniff!> I fully plan on trying a "Rueben" sandwich after our glorious forces occupy Washington D.C.
I should probably see to aquiring some prime real-estate too for my summer home.
:p
_________________
"I aint afraid of no Mogami...."

Japanese Flexabilty
Posted: Wed Feb 26, 2003 3:48 am
by mogami
Hi, While the current set up is the Alpha version and I do not know what changes there might be before all is said and done. The Japanese player has complete control over where his units go. There are a few divisions already loaded on transports at the start of turn 1. But they are the divisions the Japanese player would load if given complete control so it does not cause me any concern. (48th Inf Div loaded for transport to PI. (14th Army)
2 Div from 25th Army for transport to Malaya, Small force to cpature Guam, Small force for Batan Island, Small force for Makin and Wake (I cancel both and make a new force for Wake)
Other units that will not be used on turn 1 begin loading for use.
(14 Army has 2 more Div, 16th Army and 15th Army have units in home Islands as well) AP move on turn 1 to bases to pick up units on turn 2.
The Japanese have their hands full early just moving 14th, 15th, 16th and 25th Army units and supply.
14th Army PI
15th Army Burma
16th Army Borneo
25th Army Malaya
Supporting the 4 Armies are units from the Fleets and Area Armies.
Tenative moves into SOPAC (Rabaul/Kavieng area) Wake and Tarawa area)
The fleet needs a few weeks to complete tasks and reorganize (has to cover troop landings)
Early efforts of all 4 Armies devoted to securing airfields and moving support/supply into place. (Capture bases large enough to allow Japanese air cover over SRA and interdict allied movment)
It does require (for me at least) a lot of pre-planning. Anyone who thinks they can conduct operations over this much area by the seat of their pants is going to have a few surprises.
The Allies do have a lot to do early. However it does not involve alot of planning. (Mostly deciding what to fight for, and where to run.)
To MOGAMI
Posted: Wed Feb 26, 2003 6:27 am
by Mike Scholl
Thanks for the more detailed description of the "opening
round" situation from the Japanese perspective. It's reassuring
to see that some potential for flexibility in choices seems to exist.
I think every player has had the frustraiting experiance of believing the game hype "Now YOU can command the forces....",
only to find you only command them from a predetermined and
often annoyingly bad set-up. Seems 2by3 is going to give us
a better chance to be guilty only of our own mistakes. Doesn't
sound quite perfect---but at least there is player input.
As to Nikademus' "Reuben sandwich", I wish him well. But I
got a hunch that the "prime real estate" he'll be eating it in is
located in Levenworth, Kansas---while he awaits his "war crimes"
trial.