opening moves?

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!

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bstarr
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opening moves?

Post by bstarr »

I just realized it's been so long since I've played I can't remember the opening moves. I remember all those AKs and TKs need to get moving and head to a rally point but I can't remember where they need to be. And I recall as the allies some places that needed different things. Pearl needs fuel, of course. Australia needs supply? Right? Aden needs fuel. I think. Etc, etc.

And besides the basics that I've seemed to have forgotten, does anyone have any opening move suggestions. I play HtH solo so I'm curious about both sides.

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RangerJoe
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RE: opening moves?

Post by RangerJoe »

Kull has some opening moves for both sides, look those up.
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BBfanboy
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RE: opening moves?

Post by BBfanboy »

ORIGINAL: bstarr

I just realized it's been so long since I've played I can't remember the opening moves. I remember all those AKs and TKs need to get moving and head to a rally point but I can't remember where they need to be. And I recall as the allies some places that needed different things. Pearl needs fuel, of course. Australia needs supply? Right? Aden needs fuel. I think. Etc, etc.

And besides the basics that I've seemed to have forgotten, does anyone have any opening move suggestions. I play HtH solo so I'm curious about both sides.
Are you playing historic or completely 'players option'? If the latter, imagine the USN broke the Japanese code the day before the PH raid arrived and decided to sortie the fleet ... makes for an exciting first turn. [:)]

There is no single 'rally point'. Just get all the cargo/tanker ships moving to the sources of their loads, and load up the ones already there to send where you intend to fight. xAPs should be used to remove reinforcements or withdraw troops that cannot stand for any useful period of time.

Political points will be your biggest headache for the first year.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
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bstarr
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RE: opening moves?

Post by bstarr »

ORIGINAL: BBfanboy

ORIGINAL: bstarr

I just realized it's been so long since I've played I can't remember the opening moves. I remember all those AKs and TKs need to get moving and head to a rally point but I can't remember where they need to be. And I recall as the allies some places that needed different things. Pearl needs fuel, of course. Australia needs supply? Right? Aden needs fuel. I think. Etc, etc.

And besides the basics that I've seemed to have forgotten, does anyone have any opening move suggestions. I play HtH solo so I'm curious about both sides.
Are you playing historic or completely 'players option'? If the latter, imagine the USN broke the Japanese code the day before the PH raid arrived and decided to sortie the fleet ... makes for an exciting first turn. [:)]

There is no single 'rally point'. Just get all the cargo/tanker ships moving to the sources of their loads, and load up the ones already there to send where you intend to fight. xAPs should be used to remove reinforcements or withdraw troops that cannot stand for any useful period of time.

Political points will be your biggest headache for the first year.

okay, thanks

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RE: opening moves?

Post by Ambassador »

ORIGINAL: bstarr
I play HtH solo so I'm curious about both sides.
Wait, you’re playing both sides ?!?![X(]

Don’t turn mad. You remind me of The Royal Game (by Stefan Zweig).[&o]
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