First turn

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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Lord_Martin
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RE: First turn

Post by Lord_Martin »

After a few more hours playing the game I´ve found out more things to do. Right now I set up patrol zones for submarines, and tries to understand how the repair works. Do I have to do something special with my BB:s in PH for exampel, or will they repair themself? Twotribes, you write something about drydock, will the larger ships require does to propertly repair?

And what is a yellow and red exclamation point shows? Does it have something to do with the supply level in a base?
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ltfightr
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RE: First turn

Post by ltfightr »

Yes to repair major damage of more than 5 points a ship needs to be in the shipyard. Select repair mode from ready to pierside then to repair ship then to shipyard.

The red means you do not have enough at that base the yellow means you are at min level.
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xj900uk
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RE: First turn

Post by xj900uk »

Well I have just started off a new campaign against the Japanese AI.  First turn they hit PH and sank 3 battleships + 1 destroyer & also destroyed loads of planes on the ground,  I think I shot down about half a dozen planes (all through AA,  none of my planes flew [:(]).
Day two they hung around and hit PH again,  this time sinking another 3 battleships, one cruiser,  2 x DD's and a few smaller craft  [X(]  Again they lost about half a dozen planes.  I had about 40 P40's flying CAP at various altitudes,  the IJN shot down 27 and as far as I can tell didn't loose a single plane in A2A combat.  I even had Val's shooting down P40's...
Day three guess what they hung around PH except this time hit a cruiser/DMS squadront hat was returning to Hawaii from the west.  Sunk all the ships there bar 1 DMS (badly damaged),  lost 2 planes to AA fire.
However by this time I had managed to converge two subs in the area into the hex where the KB was reported to be (by a PBY just before it was shot down).  The Jap DD's sunk one sub and damaged the other so badly it may not make the short distance back to PH...  Neither managed to get into a position to attack
 
I hate this new agressive AI.  As long as the KB hangs around PH it is making mincemeat of me...
Lord_Martin
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RE: First turn

Post by Lord_Martin »

So time for another question :)

When conducting searches from airgroups on moving carriers and I set up the search angels, should I use the starting position or the calculated ending position as a mark?
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TulliusDetritus
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RE: First turn

Post by TulliusDetritus »

xj900uk, don't forget that you can avoid this mess. Just play the scenario "one day after" Pearl Habor attack: the 8 december scenario that is. The Japanese will NOT strike PH again. I always use that one [:)]
"Hitler is a horrible sexual degenerate, a dangerous fool" - Mussolini, circa 1934
Lord_Martin
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RE: First turn

Post by Lord_Martin »

ORIGINAL: Lord_Martin

So time for another question :)

When conducting searches from airgroups on moving carriers and I set up the search angels, should I use the starting position or the calculated ending position as a mark?

I gonna bump this question :)

Anyway, now I´ve take a small break from the main campaign and played the Coral Sea scenario with both the japanese and the americans. I must say that the japanese one was far easier. It was very hard to combat the japanese carrier attack, and I only manage to damage them and made them retreat to base. But unfortunately they sank one of mine carriers and damaged the other one. But since the japanese didn´t manage to take PM I guess it was a tactical victory for the japanese but a strategic victory for me.

But now I think I understand the most basic with the game. I also manage to read half the manual and that makes me understand that I´ve lots of thing to learn.

In any case, I´ve bought the game via Matrix download service. Does it work to burn the download material to a dvd so I can be able to reinstall the game again if I buy a new computer/makes a clean install of Windows?
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TulliusDetritus
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RE: First turn

Post by TulliusDetritus »

Lord Martin, you must burn it. Don't let your only copy of the game on your HD [X(] I have the original CD + I burned two CDs. Just in case... I don't take any risk (and am paranoid) [:D]
"Hitler is a horrible sexual degenerate, a dangerous fool" - Mussolini, circa 1934
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TulliusDetritus
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RE: First turn

Post by TulliusDetritus »

When conducting searches from airgroups on moving carriers and I set up the search angels, should I use the starting position or the calculated ending position as a mark? - Lord Martin

As for your question, remember that there are two air phases: morning and afternoon. Therefore the planes will be launched from two different places: between A (origin) and B (destination: in this case x number of hexes).
"Hitler is a horrible sexual degenerate, a dangerous fool" - Mussolini, circa 1934
Lord_Martin
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RE: First turn

Post by Lord_Martin »

ORIGINAL: TulliusDetritus

Lord Martin, you must burn it. Don't let your only copy of the game on your HD [X(] I have the original CD + I burned two CDs. Just in case... I don't take any risk (and am paranoid) [:D]

Hehe, that´s a good point. My game is now backed-up on a CD. :)
ORIGINAL: TulliusDetritus

When conducting searches from airgroups on moving carriers and I set up the search angels, should I use the starting position or the calculated ending position as a mark? - Lord Martin

As for your question, remember that there are two air phases: morning and afternoon. Therefore the planes will be launched from two different places: between A (origin) and B (destination: in this case x number of hexes).

Oh, I didn´t think of that.
Thanks!


Lord_Martin
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RE: First turn

Post by Lord_Martin »

I think I´ll revive this one again.

When choosing scenarios, is it good or bad to have the historical first turn selected?
I can see it´s good when you are playing the full campaign. But if I´m playing the Coral sea or Guadalcanal scenario, what´s a good setting?

Edit: Oh, you can pretty much ignore this one. I found out that some scenarios do have a script for the first turn, and some don´t.

Let me put in a better question instead:

How does the supply network... work?
Are bases connected via roads/railroads atomaticly suppling eachother? I quest I have to supply every important island for itself.
fflaguna
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RE: First turn

Post by fflaguna »

ORIGINAL: Lord_Martin

I think I´ll revive this one again.

When choosing scenarios, is it good or bad to have the historical first turn selected?
I can see it´s good when you are playing the full campaign. But if I´m playing the Coral sea or Guadalcanal scenario, what´s a good setting?

Edit: Oh, you can pretty much ignore this one. I found out that some scenarios do have a script for the first turn, and some don´t.

Let me put in a better question instead:

How does the supply network... work?
Are bases connected via roads/railroads atomaticly suppling eachother? I quest I have to supply every important island for itself.

1) Historical first turn is NOT suggested if you want a serious game. It is MUCH more rewarding and easy to make sense of if you set up your own invasion fleets. Turning off "historical first turn" does NOT give a feeling of a-history unless the Japanese player does something silly like doing Pearl Harbor at San Diego instead of Hawaii, for example. I am 100% against a historical first turn. After turn #1 everything will basically turn historical anyway.

2) Yes, bases connected via roads or railroads are automatically supplying each other. Yes, you have to supply each individual island, although you can use the Automatic Convoy system or the Computer Supply system. AC system = AI will make TFs automatically and ship them to bases that you enable the AC system for. CS system = you make a supply TF of some kind and set all the orders, and then hit "Computer control" button. This makes a repeating convoy that will keep doing the supply orders that you set previously.

3) Lurk the forums and read the manual. If you haven't read EVERY page of the manual between Chapter 2 and Chapter 21, then you need to set aside a few hours each day to read large swaths of it. EVERY page is important to lay your eyes on. (Also note that there are also Ammunition Loading data tables in the Appendices too, even though there is not a direct link to it.)
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Kull
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RE: First turn

Post by Kull »

ORIGINAL: Lord_Martin

Hello!

I finaly have bought WitP:AE. I never really took time to get into the original WitP, but I aim on changing that now.
Anyway. I´ve started a full campaign as the allies, since I suppose I can manage a few (or probably many) mistakes without getting kicked to much.

The only problem is that everything is so bloody large. It´s hard to know where to begin.

I developed a spreadsheet containing a full set of "Day 2" recommendations for every Allied unit on the map. Feel free to use all, most, some, or none (spreadsheet is linked at the bottom of the first post in the thread):

tm.asp?m=2306421
Lord_Martin
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RE: First turn

Post by Lord_Martin »

Thank you for your answers both of you!

fflaguna: I try to read as much as possible. I´ve found out that it´s best for me to play the game and get familiar to the interface and options availible, and also problems I encounter from things I do not understand, and then go back to read the manual about it (or ask here in the forum). Because things makes more sense when I know from experience what they are taking about.

About the supply issue: Is it necessary to supply isolated islands with limited forces? Can they survive on theire own, or will they decrease in strenght?

Kull: Very interesting! I will certainly look into it. (I guess it took you some time to make that [:)])
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