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Naval question.

Posted: Sun Jun 23, 2024 4:23 pm
by stormbringer3
Are there any changes to the Naval part of this title compared to WaW?
Thanks.

Re: Naval question.

Posted: Sun Jun 23, 2024 7:55 pm
by Platoonist
stormbringer3 wrote: Sun Jun 23, 2024 4:23 pm Are there any chances to the Naval part of this title compared to WaW?
Thanks.
I'm assuming you meant 'changes' to the naval part of this title.

There are some developer diary posts in this forum and an ongoing AAR being posted as well if you care to look. Seems to still be the standard one naval unit per hex format.

Re: Naval question.

Posted: Sun Jun 23, 2024 10:00 pm
by stormbringer3
Yes. I changed my typo.

Re: Naval question.

Posted: Tue Jun 25, 2024 4:49 am
by abulbulian
Platoonist wrote: Sun Jun 23, 2024 7:55 pm
stormbringer3 wrote: Sun Jun 23, 2024 4:23 pm Are there any chances to the Naval part of this title compared to WaW?
Thanks.
I'm assuming you meant 'changes' to the naval part of this title.

There are some developer diary posts in this forum and an ongoing AAR being posted as well if you care to look. Seems to still be the standard one naval unit per hex format.

That's a real shame. Any seasoned war gamer understands you can NOT have the same vanilla rock-paper-scissor naval mechanics in the Pacific theater that might be ok in European theater. It just doesn't work. The dev needs to play some more classic board war games in the PTO to understand this concept. For example you need to distinguish between LBA (land based air) and NAF (Naval Air Factors).

I will not pay $40 for a Pacific WW2 War game that has the same naval mechanics as SC Europe. It was bad enough in Global, but at least it was both theaters together which was enough for me to pick it up.
This is a real missed opportunity to produce a more serious title on the Pacific Theater 41-45. Oh well.

Re: Naval question.

Posted: Tue Jun 25, 2024 9:48 pm
by Numdydar
abulbulian wrote: Tue Jun 25, 2024 4:49 am
Platoonist wrote: Sun Jun 23, 2024 7:55 pm
stormbringer3 wrote: Sun Jun 23, 2024 4:23 pm Are there any chances to the Naval part of this title compared to WaW?
Thanks.
I'm assuming you meant 'changes' to the naval part of this title.

There are some developer diary posts in this forum and an ongoing AAR being posted as well if you care to look. Seems to still be the standard one naval unit per hex format.

That's a real shame. Any seasoned war gamer understands you can NOT have the same vanilla rock-paper-scissor naval mechanics in the Pacific theater that might be ok in European theater. It just doesn't work. The dev needs to play some more classic board war games in the PTO to understand this concept. For example you need to distinguish between LBA (land based air) and NAF (Naval Air Factors).

I will not pay $40 for a Pacific WW2 War game that has the same naval mechanics as SC Europe. It was bad enough in Global, but at least it was both theaters together which was enough for me to pick it up.
This is a real missed opportunity to produce a more serious title on the Pacific Theater 41-45. Oh well.
+1 to this

Re: Naval question.

Posted: Tue Jun 25, 2024 10:23 pm
by ThunderLizard11
Hmm... Are there at least concepts like zones of control that were introduced in the Naval War Mod?

Re: Naval question.

Posted: Sat Jun 29, 2024 4:29 pm
by Rising-Sun
Yeah i dont like the idea of having just one naval unit per hex. Instead, should have one core and some screens in each or whatever feel right.

Noticed it has Editor or toolkit, idk if this can be change differently.

Re: Naval question.

Posted: Sat Jun 29, 2024 4:52 pm
by Bo Rearguard
Rising-Sun wrote: Sat Jun 29, 2024 4:29 pm Noticed it has Editor or toolkit, idk if this can be change differently.
If previous SC titles are anything to go by...no. There was a task force mod once that really didn't do much more than rename the individual units as task forces. One unit per hex seems to be integral to the game system.

Re: Naval question.

Posted: Sat Jun 29, 2024 10:47 pm
by Rising-Sun
Bo Rearguard wrote: Sat Jun 29, 2024 4:52 pm
Rising-Sun wrote: Sat Jun 29, 2024 4:29 pm Noticed it has Editor or toolkit, idk if this can be change differently.
If previous SC titles are anything to go by...no. There was a task force mod once that really didn't do much more than rename the individual units as task forces. One unit per hex seems to be integral to the game system.
Yes but during the Solomon Islands, the Slot where Japanese uses number of capitol ships and some screens in that area during the night engagement. So one ship per hex is not going to feel right at all.

Re: Naval question.

Posted: Fri Jul 19, 2024 12:21 am
by Rosseau
It was one-unit-per-hex in the previous ACW title, and it "didn't feel right at all," to quote the previous poster.

Here's a link on what did "feel right" in this guy's review:

https://www.awargamersneedfulthings.co. ... eview.html

Nevertheless, I always find something to love about new SC games. I just can't help it.

Best wishes on a great launch for this one!

Re: Naval question.

Posted: Fri Jul 19, 2024 3:22 am
by Tanaka
stormbringer3 wrote: Sun Jun 23, 2024 4:23 pm Are there any changes to the Naval part of this title compared to WaW?
Thanks.
Use google translate for English:

https://www.wargamer.fr/strategic-comma ... l-runacre/

"From an interview with a French magazine. Mentions changes to the naval aspect. Minor but personally I like them. Strategic command has never intended to be an operational simulation:

“Lynx: The naval dimension is particularly important in this theatre of operations. Can you tell us about it?

The naval dimension is crucial, even for the war in China, because without control of the seas, it will be very difficult, if not impossible, for Japan to win.

Some improvements have been made to naval combat in this version, and the first of them was to make naval supplies more realistic.

This change means that ports that are not connected to the capital, industrial center or a Major's main supply center, i.e. ports on small islands, now provide less supply to naval units than before.

This modification has a double impact on the game. First of all, by increasing the importance of returning to the home ports in order to obtain maximum refuelling.

Secondly, by reinforcing the importance of another new feature introduced with this version: shipbuilding, aka Seabees, because this category of research offers players the opportunity to improve the supply value of these small island ports.

Shipbuilding can be extremely important to win naval battles far from your home ports, because it means that you can - and must - improve places like the Ulithi Atoll to make them valuable naval bases.

When Japan and the United States fight for the Solomons or the Allies approach Japan, improving ports to increase their supply potential to a maximum of 12 can really make all the difference in the naval battles that follow!

A second new category of research has been introduced: underwater warfare. We were aware that neither American submarine fleets nor Japanese submarine fleets had engaged in many attacks on merchant ships at the beginning of the war, and that only the United States had begun to do so as the war progressed.

As a result, both sides can now modify the doctrines of their underwater units as the war progresses, by increasing their raid capabilities to better target the routes of enemy convoys.

Another modification of the engine introduced for the Pacific game was to change the control area parameters of naval units so that their control area effects are customizable independently of land units.

Inspired by Hairog's WW2 Naval War mod, this change allowed us to significantly increase the area of control exercised by ships, and coupled with the increase in the chances and retirement distance of most naval units when they are beaten, the combined effects of these changes have radically changed naval battles.

These changes were very well received by the beta team, and we look forward to everyone being able to test them on July 18!”