Assistance Loading/Moving Sea Planes

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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Slyguy3129
Posts: 31
Joined: Sat May 16, 2009 2:38 pm

Assistance Loading/Moving Sea Planes

Post by Slyguy3129 »

Hey guys.

Rather, new have played this game off and on for a while now, one thing that has always troubled me is how to effectively transport planes. Either new planes going to the front, new planes on my CVS, or moving Patrol Craft.

For instance, I am going to use my Catalinas as my eyes for my fleet boats, as at the moment I believe that is my strongest offensive asset. I would like to move them up to the front and set them up effectively enough to search out for enemy convoys.

How do I upgrade/ reinforce CV air units? Do I have to been in port?

How do I transport land air craft? Do I need a specific class of ship? For that matter it wouldn't hurt seeing an explanation on how to load troops :).

Anyways thanks for the help guys, still lost in the 12 hour first turn.
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KPAX
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RE: Assistance Loading/Moving Sea Planes

Post by KPAX »

ORIGINAL: Slyguy3129

Hey guys.

Rather, new have played this game off and on for a while now, one thing that has always troubled me is how to effectively transport planes. Either new planes going to the front, new planes on my CVS, or moving Patrol Craft.

For instance, I am going to use my Catalinas as my eyes for my fleet boats, as at the moment I believe that is my strongest offensive asset. I would like to move them up to the front and set them up effectively enough to search out for enemy convoys.

How do I upgrade/ reinforce CV air units? Do I have to been in port?

How do I transport land air craft? Do I need a specific class of ship? For that matter it wouldn't hurt seeing an explanation on how to load troops :).

Anyways thanks for the help guys, still lost in the 12 hour first turn.

Not in game right this sec, but some the Cats can simply fly from the west coast to PH. From PH, they can jump all the way to Oz.

You can transport them via (x)AKs, some CVEs (Long Island, but low capacity) AKV. The AKVs you will probably have to convert from AKs early on. AKV are best to transport the single engines because they are not crated (damaged) in transit like they will be for the AKs.

Planes will naturally upgrade themselves. You can right click the upgrade button to see what the path is.

CVs can change the air units around simply by flying units off (to make room as they are capacity limites for each CV type) and flying a new unit one. For the USN those are the USMC/USN fighters, DB ad TB. Look at the the top left of the air unit to see it is "carrier-trained". Pretty sure the three types will start with a "V" (ie VMF = fighters, etc).

You will need to be in a port with sufficent supplies for the CV's air units to ypgrade.
"War makes Heros on both sides." Hero (the movie)

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Thanks !!

KPAX
jmalter
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RE: Assistance Loading/Moving Sea Planes

Post by jmalter »

hmm, some Cats (PBY-4 & -5) have the legs to make the 56-hex flight from SF to Pearl, the -5A doesn't. from Pearl you can make a further series of long hops across the southern route to Oz, campaign-games usually start have some minimal AVsupport spotted along the way. but you can expect ops-losses, and air-units fragmenting as you leave damaged planes behind at these bases for repair. in addition, those tiny island base-detachments won't have much supply at start, it'll take time to ship supply to & reposition them (Kiwis have some escorts and shipping that will help), or to move loaded seaplane-support ships (AVD, AVP types) to the islands. make sure these ships are set to 'do not unload' when they arrive, disband them at their destination in fully-loaded state, otherwise they can't provide AV support to your seaplanes.

instead of sending all your Catalinas west, you might take a more measured approach - a combination of a sqn or 2 transferring west, while most of the WestCoast sqns train NavSearch for a month or 2, and you send shipping out to reinf & supply the islands along the southern route. Midway & Johnson Island are your 1st concerns, then Penrhyn, Pago, Suva & Noumea.

wrt your 'eyes of the fleet' idea, of course scouting from island bases is important, but don't expect the game to instantly convert the NavS detection of an enemy TF into immediate targeting for a strike by your nearby in-range CVs - the game don't work that way. air-combat TFs that are out looking for trouble should always depend on using their own NavS capabilities.

wrt to upgrades, i srsly advise you to turn EVERYTHING to OFF w/ game-prefs at start. IMO, air, land & naval units should all begin the game w/ replacements/upgrades OFF & base facility construction should be OFF. 2 reasons - a) initially, you've got no 'stockpiles', no large amounts of stuff to draw upon, you need to allow time for your industry to produce; b) you've got to take control of what's happening, don't let the computer decide where to distribute your stuff. it's useless when the computer upgrades your rear-area 'training' sqn to the latest plane, you want to manually decide when to upgrade your front-line sqns, and populate your back-line stuff w/ older models. bad things can happen if you don't control your upgrades manually, a sqn that's req'd to be withdrawn might suck up new production, or a Marine fighter-sqn might auto-upgrade to an early-model Corsair, which can't operate from a carrier.

wrt to troop movement by sea, there's 2 types.
a) AmphibiousTF, use this to assault an enemy base, or move a land combat unit (LCU) to a small-size port. to load LCUs, they must be in 'combat' mode, and must belong to a non-restricted HQ. AmphTFs use 'combat loading', the capacity of your shipping must be at least 20% greater than the LCU's troop/cargo size, else some elements of the LCU won't load & will be left behind.
b) TransportTF, use this to move between mid- & major-size ports that you control, the LCUs must be in 'strategic' mode, and must belong to a non-restricted HQ.

hth

mjk428
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RE: Assistance Loading/Moving Sea Planes

Post by mjk428 »

For reference:

Shortest distance from mainland is Eureka to Lahaina 54 hexes

Also Dutch Harbor to Midway is 41 hexes.
Slyguy3129
Posts: 31
Joined: Sat May 16, 2009 2:38 pm

RE: Assistance Loading/Moving Sea Planes

Post by Slyguy3129 »

Hey thanks for the tips guys I'll look into it when I load up later.

Still probably got about 6 full hours of work to do on the first turn. Once I get the ball rolling though it will all be downhill.
Slyguy3129
Posts: 31
Joined: Sat May 16, 2009 2:38 pm

RE: Assistance Loading/Moving Sea Planes

Post by Slyguy3129 »

While I have your attention if I may another question.

Say if I set an air unit to escort with 20 CAP 20 LRCAP without setting a hex will they just patrol further out? Any benifeits/conequences?
wdolson
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RE: Assistance Loading/Moving Sea Planes

Post by wdolson »

LRCAP covers a target, usually a friendly TF. If you set LRCAP without a target, they will try to cover friendly TFs within range.

Bill
WitP AE - Test team lead, programmer
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Slyguy3129
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RE: Assistance Loading/Moving Sea Planes

Post by Slyguy3129 »

Excellent, I assumed it may do something like that but I wasn't quite certain. And with all the areas having a ton of activity I wanted to have enough to make sure I could cover things healthily while not using all the pilots I have.

BTW: Had a darn good laugh typing this up and then reading your sig. That ain't no joke at all, I've spent almost 3 days working on the first turn alone, changing things, deciding that's not how I wanted to do things. Once I get over that first hump turns will get shorter, but once the action kicks back up again, it will slow back down. Thank God Almighty in Heaven that you guys didn't try and make this an RTS.
wdolson
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RE: Assistance Loading/Moving Sea Planes

Post by wdolson »

An RTS would be too much work for an octopus connected to the Borg collective.

Bill
WitP AE - Test team lead, programmer
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WO Katsuki
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RE: Assistance Loading/Moving Sea Planes

Post by WO Katsuki »


how about RTS with 8 players? allow a time compression so everyone can agree on a set pace - would be a fun option
Slyguy3129
Posts: 31
Joined: Sat May 16, 2009 2:38 pm

RE: Assistance Loading/Moving Sea Planes

Post by Slyguy3129 »

Knocked out a huge chunk of turn 1 last night. Mostly Troop settings order the what not. Most Aircraft training and orders. About to start focusing on supply.

Having trouble remembering how to bring up patrol zones on the map. I recall a hotkey in which it make patrol zones visible while giving orders to other units. Very useful when you are wanting to blanket an area with subs. Once I get those orders out of the way I think I will be close to getting ready for turn 1.
SBD
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RE: Assistance Loading/Moving Sea Planes

Post by SBD »

Patrol Zones:"6" key
Slyguy3129
Posts: 31
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RE: Assistance Loading/Moving Sea Planes

Post by Slyguy3129 »

Thank you sir, I knew it was something simple but I knew better than to go pushing buttons. Couldn't find any reference in the manual unless I just missed it which is possible.

Getting to that stage where I'm about ready to go but afriad I've missed things.
Slyguy3129
Posts: 31
Joined: Sat May 16, 2009 2:38 pm

RE: Assistance Loading/Moving Sea Planes

Post by Slyguy3129 »

Last one for certain this time.

The color of the lines, ie when I set Cats to NavS and then either set it in the menu or on map. When they are displayed on the map (the search area lines) they tend to be in different colors. The ones I see the most are green and black. What do they mean?

I assume green means good and both day and night coverage. Black being only night coverage/insufficient. I assumed if I had 11 planes in a squad, and each 10 degree line is followed by one plane. I would have adequate coverage for say 000-110 or atleast 000-100. But if my assumption on the colors are correct, then I'm not setting them optimally, because I see alot of black lines, or black with some green in it? BTW I am playing with the official patch released in Jan, I wasn't aware of the beta patch. I'm also playing DaIronBabes Sen C. Don't know if that will give you any ideas.

Thanks for the help again guys.

Played through the first turn. The AI hit me again at PH. I had hoped my CAPs would hold him off so I had a TF of TKs filling up to head to Sydney. Atleast I didn't lose anymore BBs, but other than that. I hit him hard in the air in the PHI and Singapore. I expect him to cut back some of those bombers.

I'm trying to get a real good handle on this game so that I might join the PBEM ranks. Once I get a few more months in (game time) I think I will be comfortable enough to try playing someone. Despite being new, I would rather that person be a fairly good J player. Would help me learn a thing or two by seeing what he is able to pull off.
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LoBaron
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RE: Assistance Loading/Moving Sea Planes

Post by LoBaron »

The coloured lines show search area covered in AM/PM, not night/day.

Black means that both AM and PM are covered, so your search arcs are overlapping and not covering the widest possible arc.
But they might instead spot something in PM phase they have not picked up in AM in the same area, for example because of weather.
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Slyguy3129
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RE: Assistance Loading/Moving Sea Planes

Post by Slyguy3129 »

Ah cool, so its opposite of what I was thinking.

So this brings up an idea to cover large day areas or concentrated day and night windows. Interesting.

Thanks again for the continued help!
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