Hard Lessons
Posted: Wed Sep 01, 2004 6:43 pm
Well I have read the manual and have been reading heavily on this forum; therefore, I should have known better, but still I made a huge error in my opening strategy.
One of the things that I really like about this game is the detail and the lack of abstract concepts. (Ok ground combat is rather abstract, but as others have pointed out this is mostly a naval sim).
Take The Operational Art of War as an example. This is hands-down the greatest operational land combat sim out there. However, unlike WITP many concepts in TOAOW are abstract. If I move a unit from point A to point B it is assumed that everything they need moves with them. The support elements are organic and will not detach. You may model HQ units to effect supply distribution, but you will get none of the disastrous effects seen in WITP. Also, air units in TOAOW are self-supporting, when I move an air unit all its support moves with it; which is where I ran into trouble in WITP.
My plan was to evacuate Mindanao PI of it air groups and support elements.
Turn 1. I transferred the B-17's to CenPac and sent them to Aus. Next, I did the same with the support elements and boarded them on the AK's
Turn 2. Five B-17's sit there and are listed as repairing troops boarding.
Turn 3. Five B-17's sit there and are listed as repairing troops boarding.
Turn 4. Five B-17's sit there and are listed as repairing troops boarding.
Turn 5. Five B-17's sit there and are listed as repairing troops moving to Aus.
Turn 6. Five B-17's sit there and are listed as repairing. Aruggggggg! By know I realize that the planes will not do anything without crews to fuel, repair, and prep the planes.
Turn 7. RESTART!
I should have know, but I treated the game as if these concepts where abstract and not real world. I will not make the same mistake again…just different ones. [:)]
One of the things that I really like about this game is the detail and the lack of abstract concepts. (Ok ground combat is rather abstract, but as others have pointed out this is mostly a naval sim).
Take The Operational Art of War as an example. This is hands-down the greatest operational land combat sim out there. However, unlike WITP many concepts in TOAOW are abstract. If I move a unit from point A to point B it is assumed that everything they need moves with them. The support elements are organic and will not detach. You may model HQ units to effect supply distribution, but you will get none of the disastrous effects seen in WITP. Also, air units in TOAOW are self-supporting, when I move an air unit all its support moves with it; which is where I ran into trouble in WITP.
My plan was to evacuate Mindanao PI of it air groups and support elements.
Turn 1. I transferred the B-17's to CenPac and sent them to Aus. Next, I did the same with the support elements and boarded them on the AK's
Turn 2. Five B-17's sit there and are listed as repairing troops boarding.
Turn 3. Five B-17's sit there and are listed as repairing troops boarding.
Turn 4. Five B-17's sit there and are listed as repairing troops boarding.
Turn 5. Five B-17's sit there and are listed as repairing troops moving to Aus.
Turn 6. Five B-17's sit there and are listed as repairing. Aruggggggg! By know I realize that the planes will not do anything without crews to fuel, repair, and prep the planes.
Turn 7. RESTART!
I should have know, but I treated the game as if these concepts where abstract and not real world. I will not make the same mistake again…just different ones. [:)]