best practices for TF escorts

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!

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

User avatar
Trugrit
Posts: 1186
Joined: Mon Jul 14, 2014 12:31 pm
Location: North Carolina

Re: best practices for TF escorts

Post by Trugrit »

Same setup as above except that the Umikaze waits 9 days until there
is zero percent moonlight to make the run in. Also rain but
RADM Tanaka does not care about the rain; he wants to close to
very close range and archive surprise if possible.

There is zero moonlight on 18 December 1941.

As a side note the phases of the moon in this game are historical.
You can look up on the internet what the phase of the moon are for
Every day during the Pacific War. That is useful information.

Weather and moonlight can play a significant factor in naval combat
As we can see below. It can be overlooked by inexperienced players.

There was a lot of maneuvering during the combat. Many range changes
As the combatants tried for position. The Japanese did not achieve surprise.

CPT Colton on the St.Louis crossed the “T” but was still not able to score a hit.

Maximum visibility was 2,000 yards and the combatants continued
to fire at each other from ranges well beyond max visibility.
I presume firing blind at the direction of sound and incoming rounds.

Another thing I’ve observed in the above tests is that the Japanese and
also probably the Allies as well don’t like to fire torpedoes at 1,000 yards.
They will do it but they prefer to fire at 2,000 to 3,000 yards which makes
real world sense because if a torpedo runs wild it can easily run in a circle.

I would not have thought the game would be this sophisticated but after
years of observation of this game I take nothing for granted.

Is this a great game or what?


3.jpg
3.jpg (144 KiB) Viewed 674 times
"A man's got to know his limitations" -Dirty Harry
User avatar
RangerJoe
Posts: 18293
Joined: Mon Nov 16, 2015 2:39 pm
Location: Who knows?

Re: best practices for TF escorts

Post by RangerJoe »

It also depends upon the aggression settings for the Japanese destroyer to see if it will hang around and fight or withdraw. Also, I have noticed that on a "Low" aggression rating, my ships tend to go after the merchant type vessels and not the escorts.

One time, I had a special Japanese AMC surprise an American xAK with a Long Lance torpedo hit at 18k yards. That was it, the xAK sank immediately.
Attachments
four day forecast.jpg
four day forecast.jpg (44.57 KiB) Viewed 652 times
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
:twisted: ; Julia Child
Image
User avatar
Yaab
Posts: 5477
Joined: Tue Nov 08, 2011 2:09 pm
Location: Poland

Re: best practices for TF escorts

Post by Yaab »

I would also add that merchant ships should be loaded in a way to reduce fires. Thus xAPs carry only LCUs, while supply fro LCUs is loaded onto dedicated xAKs. The more supply you have on ships, the more fires you generate once a ship is hit by shell/bomb/torpedo.
User avatar
RangerJoe
Posts: 18293
Joined: Mon Nov 16, 2015 2:39 pm
Location: Who knows?

Re: best practices for TF escorts

Post by RangerJoe »

Yaab wrote: Mon Jan 16, 2023 2:56 pm I would also add that merchant ships should be loaded in a way to reduce fires. Thus xAPs carry only LCUs, while supply fro LCUs is loaded onto dedicated xAKs. The more supply you have on ships, the more fires you generate once a ship is hit by shell/bomb/torpedo.
More important since some LCUs are only cargo, never load a LCU or an air unit on a ship that carries any fuel or oil otherwise there could be a gas BBQ for your units!

Also, split air units up into thirds when loading onto xAKs or AKs so if any ship is lost, only that part would have to be bought back.
Attachments
It can always be worse.jpg
It can always be worse.jpg (29.3 KiB) Viewed 577 times
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
:twisted: ; Julia Child
Image
User avatar
Sardaukar
Posts: 12601
Joined: Wed Nov 28, 2001 10:00 am
Location: Finland/Israel

Re: best practices for TF escorts

Post by Sardaukar »

RangerJoe wrote: Mon Jan 16, 2023 8:11 pm
Yaab wrote: Mon Jan 16, 2023 2:56 pm I would also add that merchant ships should be loaded in a way to reduce fires. Thus xAPs carry only LCUs, while supply fro LCUs is loaded onto dedicated xAKs. The more supply you have on ships, the more fires you generate once a ship is hit by shell/bomb/torpedo.
More important since some LCUs are only cargo, never load a LCU or an air unit on a ship that carries any fuel or oil otherwise there could be a gas BBQ for your units!

Also, split air units up into thirds when loading onto xAKs or AKs so if any ship is lost, only that part would have to be bought back.
You cannot buy back air units, only land units.
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-

Image
User avatar
btd64
Posts: 14370
Joined: Sat Jan 23, 2010 12:48 am
Location: Lancaster, OHIO

Re: best practices for TF escorts

Post by btd64 »

Sardaukar wrote: Mon Jan 16, 2023 8:34 pm
RangerJoe wrote: Mon Jan 16, 2023 8:11 pm
Yaab wrote: Mon Jan 16, 2023 2:56 pm I would also add that merchant ships should be loaded in a way to reduce fires. Thus xAPs carry only LCUs, while supply fro LCUs is loaded onto dedicated xAKs. The more supply you have on ships, the more fires you generate once a ship is hit by shell/bomb/torpedo.
More important since some LCUs are only cargo, never load a LCU or an air unit on a ship that carries any fuel or oil otherwise there could be a gas BBQ for your units!

Also, split air units up into thirds when loading onto xAKs or AKs so if any ship is lost, only that part would have to be bought back.
You cannot buy back air units, only land units.
Yes you can. Look at the lost air groups list under air losses....GP
Intel Ultra 7 16 cores, 32 gb ram, Nvidia GeForce RTX 2050

AKA General Patton

DW2-Alpha/Beta Tester
WIS Manual Team Lead & Beta Support Team

"Do everything you ask of those you command"....Gen. George S. Patton
User avatar
Sardaukar
Posts: 12601
Joined: Wed Nov 28, 2001 10:00 am
Location: Finland/Israel

Re: best practices for TF escorts

Post by Sardaukar »

btd64 wrote: Mon Jan 16, 2023 8:44 pm
Sardaukar wrote: Mon Jan 16, 2023 8:34 pm
RangerJoe wrote: Mon Jan 16, 2023 8:11 pm

More important since some LCUs are only cargo, never load a LCU or an air unit on a ship that carries any fuel or oil otherwise there could be a gas BBQ for your units!

Also, split air units up into thirds when loading onto xAKs or AKs so if any ship is lost, only that part would have to be bought back.
You cannot buy back air units, only land units.
Yes you can. Look at the lost air groups list under air losses....GP
Damn...forgot about that! Thanks!
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-

Image
Post Reply

Return to “War in the Pacific: Admiral's Edition”