TRP - World at War Released v0.8.19

Durin69
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Re: TRP - World at War Released v0.8.10

Post by Durin69 »

The German presence in North America should also be limited. The 16-unit limit is working well when it triggers (nasty), but it does not take into account the nature of such units. You have a window of opportunity with the Germans to completely wreck the British within the constraint of these rules. 2-3 Pz Korps and enough planes (cheap to redeploy in TRP) mean that between the fall of France and the USSR, you have enough turns to reach Suez easily. Ideally, if the script was refined (or doubled) with a second test on 'no more than 2 Pz Korps,' that would be a good start.
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Lothos
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Re: TRP - World at War Released v0.8.10

Post by Lothos »

Durin69 wrote: Tue Mar 12, 2024 10:48 am The German presence in North America should also be limited. The 16-unit limit is working well when it triggers (nasty), but it does not take into account the nature of such units. You have a window of opportunity with the Germans to completely wreck the British within the constraint of these rules. 2-3 Pz Korps and enough planes (cheap to redeploy in TRP) mean that between the fall of France and the USSR, you have enough turns to reach Suez easily. Ideally, if the script was refined (or doubled) with a second test on 'no more than 2 Pz Korps,' that would be a good start.
If all the German units can concentrate in Egypt so can the UK.

It is NOT as easy as you think it is if you are facing a good Allied player. In fact its much harder than you think!
Durin69
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Re: TRP - World at War Released v0.8.10

Post by Durin69 »

IDK, this is our current PBEM feeback at least. The German have troops quality and you can't oppose Pzkorps easily. Plus you have some window of opportunity where it is possible to send 4 or so. I would be surprised to see a good British player resists that.
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Lothos
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Re: TRP - World at War Released v0.8.10

Post by Lothos »

Durin69 wrote: Tue Mar 12, 2024 1:52 pm IDK, this is our current PBEM feeback at least. The German have troops quality and you can't oppose Pzkorps easily. Plus you have some window of opportunity where it is possible to send 4 or so. I would be surprised to see a good British player resists that.
Yet it happens!

Everyone thinks they are Rommel until they discover they are not.
gigiduru
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Re: TRP - World at War Released v0.8.10

Post by gigiduru »

Durin69 wrote: Tue Mar 12, 2024 1:52 pm IDK, this is our current PBEM feeback at least. The German have troops quality and you can't oppose Pzkorps easily. Plus you have some window of opportunity where it is possible to send 4 or so. I would be surprised to see a good British player resists that.
Depends if the UK player prepares for the defence or not. If the brits only rely on spawned troops and do not reinforce with Tank Destroyers / AT / AA and Tank Corps from the mainland then yeah Axis can reach Suez.

Also felling France is not that easy if the allied player is experienced enough.
Durin69
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Re: TRP - World at War Released v0.8.10

Post by Durin69 »

Questions about the Finnish. The ally player managed to get the best outcome of the Russian-Finnish war, and they are in the low twenties in influence. What can I do beyond that, aside from putting all the diplo chits and hoping for several good results? Are there a few things that will influence them, like taking Leningrad?

Also, good feature, these 0-cost chits, it makes more sense to me.
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Lothos
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Re: TRP - World at War Released v0.8.10

Post by Lothos »

Durin69 wrote: Wed Mar 13, 2024 3:02 pm Questions about the Finnish. The ally player managed to get the best outcome of the Russian-Finnish war, and they are in the low twenties in influence. What can I do beyond that, aside from putting all the diplo chits and hoping for several good results? Are there a few things that will influence them, like taking Leningrad?

Also, good feature, these 0-cost chits, it makes more sense to me.
I believe you need to get them to 60 Mobilization and have units in Russia and then they will join you.

And OUCH!

So the Russians got all the winter equipment to, that sucks because now Murmansk is well protected.

You have a tough barb coming.
Durin69
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Re: TRP - World at War Released v0.8.10

Post by Durin69 »

Ok, so no Murmansk then. Although the Swedes are in the 70% ;)
What does it do this winter equipment thing? Boost all Soviets on map with free upgrades?
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Lothos
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Re: TRP - World at War Released v0.8.10

Post by Lothos »

Durin69 wrote: Thu Mar 14, 2024 6:35 am Ok, so no Murmansk then. Although the Swedes are in the 70% ;)
What does it do this winter equipment thing? Boost all Soviets on map with free upgrades?
It prevents them from getting damage just like the Germans during the winter. If they do not do the winter war and then say yes to the equipment they will get hammered.
Zeckke
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Re: TRP - World at War Released v0.8.10

Post by Zeckke »

Dont fight in winter just replace for germans and entrechment soviets

in winter better wait and that the other player fight, let him fight
Durin69
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Re: TRP - World at War Released v0.8.10

Post by Durin69 »

I've now taken Pearl Harbor. The process was very deterministic, and I was guaranteed success, which somehow bothers me. Logistically, I don't think the Japanese could have pulled that off, and I'm pretty sure the garrisons would have fended off an assault, or at worst, it would have lasted many months.

The process is simple: you need 2 amphibs and to keep your carrier fleet one turn after the strike. The carriers can cripple the initial corps, then the 2 amphibs do their extra sea damage, and then just waltz in!

I suggest that at the very least the defending corps be a marine so that it has extra supply for longer. But perhaps to represent the difficulty for the Japanese, given that the whole logistic rules can't be changed just for Pearl Harbor, then instead toughen the hex and give it a fortified city status? If the Japanese really want to take it, then 4 amphibs would do the trick, but then it would represent a super major investment, on par with what they would have historically committed.

But right now, it's easy-peasy. Too easy.
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Lothos
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Re: TRP - World at War Released v0.8.10

Post by Lothos »

Durin69 wrote: Wed Mar 20, 2024 6:46 am I've now taken Pearl Harbor. The process was very deterministic, and I was guaranteed success, which somehow bothers me. Logistically, I don't think the Japanese could have pulled that off, and I'm pretty sure the garrisons would have fended off an assault, or at worst, it would have lasted many months.

The process is simple: you need 2 amphibs and to keep your carrier fleet one turn after the strike. The carriers can cripple the initial corps, then the 2 amphibs do their extra sea damage, and then just waltz in!

I suggest that at the very least the defending corps be a marine so that it has extra supply for longer. But perhaps to represent the difficulty for the Japanese, given that the whole logistic rules can't be changed just for Pearl Harbor, then instead toughen the hex and give it a fortified city status? If the Japanese really want to take it, then 4 amphibs would do the trick, but then it would represent a super major investment, on par with what they would have historically committed.

But right now, it's easy-peasy. Too easy.
Pearl is a Primary Supply, why would their supply go down from being hit by carriers since they do not have Strategic Abilities.
Durin69
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Re: TRP - World at War Released v0.8.10

Post by Durin69 »

Exact, so supply is not an issue and a marine will not change anything. I duly and easily atomized the starting US corps, then landed as on a parade, I think a single SNLF would have done the trick given the carriers bombing the island.

Bottom line it's a low effort, deterministic, high reward for the Japanese. No brainer, each game you'll take PH in PBEM. If that's want you want and you are happy with that, then ok.
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Lothos
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Re: TRP - World at War Released v0.8.10

Post by Lothos »

Durin69 wrote: Wed Mar 20, 2024 10:51 am Exact, so supply is not an issue and a marine will not change anything. I duly and easily atomized the starting US corps, then landed as on a parade, I think a single SNLF would have done the trick given the carriers bombing the island.

Bottom line it's a low effort, deterministic, high reward for the Japanese. No brainer, each game you'll take PH in PBEM. If that's want you want and you are happy with that, then ok.
I am not sure how again you did it, I need you to be exact. Did you destroy the USA fleet and then had all of your carriers attack the unit? The Carriers do not de-entrench and have a small chance of doing 1 (sometimes 2) damage to land units. HOWEVER light carriers do NO damage. The unit being at full supply should have easily withstood the carrier attack. Now attacking with 2 full CORP and hitting it with your entire carrier fleet is about right in taking it.

USA, really had hardly any land forces to defend Hawaii and it could have been taken at that time.
Durin69
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Re: TRP - World at War Released v0.8.10

Post by Durin69 »

Was it entrenched? I don't think so; is it not a unit that is given by script on the declaration of war? I had also 2 battleships bombarding. 3 fleet carriers, each with 2 strikes, I think they performed well, like 3-4 hits for the 6 strikes. The CVE lowered further the readiness, and then the amphibs did 3 hits each.

I did not commit even the full carrier fleet, some were against the English. I had all CVE built, but it's not a sacrifice for the Japanese, more like an investment in the future (and at 150 MPP base price, they are affordable). I certainly did not sacrifice China given that I made good progress in it.

The bottom line, the defending unit was easy to smash, very low losses on my side. And yes, I sunk all 8 BBs. A mix of CVE strike and some subs attacks. I even had spare power to start softening the US corps and attack the initial airplane.
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Lothos
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Re: TRP - World at War Released v0.8.10

Post by Lothos »

Durin69 wrote: Wed Mar 20, 2024 12:48 pm Was it entrenched? I don't think so; is it not a unit that is given by script on the declaration of war? I had also 2 battleships bombarding. 3 fleet carriers, each with 2 strikes, I think they performed well, like 3-4 hits for the 6 strikes. The CVE lowered further the readiness, and then the amphibs did 3 hits each.

I did not commit even the full carrier fleet, some were against the English. I had all CVE built, but it's not a sacrifice for the Japanese, more like an investment in the future (and at 150 MPP base price, they are affordable). I certainly did not sacrifice China given that I made good progress in it.

The bottom line, the defending unit was easy to smash, very low losses on my side. And yes, I sunk all 8 BBs. A mix of CVE strike and some subs attacks. I even had spare power to start softening the US corps and attack the initial airplane.
What version did you play?

The unit is not entrenched on the first turn, but assuming you attacked on the second turn it should have been entrenched 1.

Also, I am surprised the USA player did not bring his entire fleet from the west coast over.

One last note, the amount of firepowr you brought, Historically Hawaii would have fallen. The Japanese were more focused on other areas in the Pacific and not Hawaii with their land forces.
Durin69
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Re: TRP - World at War Released v0.8.10

Post by Durin69 »

I don't remember how the corps lost its entrenchment; I'm pretty sure it lost it, though, at some point, but it started at 50% readiness from being deployed, so it was easy to damage.
No, the US player did not bring any ships into the vicinity; he complained he had almost no navy while at peace. I don't know if that's expected or not, I guess he will receive a lot by scripts?
We are playing version 0.88.
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Lothos
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Re: TRP - World at War Released v0.8.10

Post by Lothos »

Durin69 wrote: Wed Mar 20, 2024 4:30 pm I don't remember how the corps lost its entrenchment; I'm pretty sure it lost it, though, at some point, but it started at 50% readiness from being deployed, so it was easy to damage.
No, the US player did not bring any ships into the vicinity; he complained he had almost no navy while at peace. I don't know if that's expected or not, I guess he will receive a lot by scripts?
We are playing version 0.88.
He gets a massive Navy right after Japan DOWs them. That is why I am surprised you hung around because if you stay odds are he can destroy the Japanese Navy.
Durin69
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Re: TRP - World at War Released v0.8.10

Post by Durin69 »

I supposed he would receive reinforcements, but as I did not know how many, I assumed I would still have superiority. I also put a double line of pickets, subs then light cruisers, just in case. Perhaps he is too shy. I'll check the statistics screen; it would be a major problem if he had not received his ships.
Durin69
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Re: TRP - World at War Released v0.8.10

Post by Durin69 »

Do the Japanese receive a morale bonus each year they control the major objectives? Because I sense that my opponent is just amassing ships and is not visible anywhere, as he has basically no time pressure. So, contrary to the Americans aggressively engaging the Japanese at Midway and Coral Sea, my opponent is not much pressed and will wait until '44 perhaps before making his move, and when he does, it will be with dozens of carriers.

Not much the Pacific war I was hoping for. Now, perhaps I can push him to react by trying to reach Australia, but I would prefer he starts to counter me on Tarawa, Pearl Harbor, Port Moresby (I own all these islands now).
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