First Practice Game Complete

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

Post Reply
User avatar
db2000
Posts: 21
Joined: Wed Mar 06, 2013 6:07 am

First Practice Game Complete

Post by db2000 »

Hi Folks,

Thought I would just let you all know I completed my first game Coral Sea scenario playing as allied. This game is tough lol. I definately need more time in the manual.

Started off really well finding Japanese task forces and doing extensive damage in return for none on three consecutive turns. In the end the Japanese took port Morsby from me and I only pulled a draw.

I'm happy with the result for a first effort with no clue on launching my own attacks.

Off to read the manual and have another punt.

Thanks for everyone's help getting me started.
"Life! Where would we be without it?" Derek Briscoe
User avatar
nashvillen
Posts: 3835
Joined: Mon Jul 03, 2006 3:07 am
Location: Christiana, TN

RE: First Practice Game Complete

Post by nashvillen »

+1
Image
User avatar
Paladin1dcs
Posts: 195
Joined: Thu Jul 07, 2011 2:05 pm
Location: Charleston, WV

RE: First Practice Game Complete

Post by Paladin1dcs »

Congrats on seeing it through. Others will probably note some of the ways you can improve on the ground and sea, but one of the things that took me forever to figure out is how to put a Carrier Strike Package together. Your fighters and dive bombers start at 10k feet , but your torpedoe planes only start at 5k. This can lead to your TBDs making their attacks separate from your fighters, which leads to things happening like Torpedoe-8's attack at Midway.


What I would suggest is to run all three of your squadrons in at the same altitude, say 15k for example. That allows your fighters to use their best maneuver band, your dive bombers to dive bomb instead of glide bomb and it keeps your groups together so no one gets left without fighter cover.


Anyway, hope that helps some.
jmalter
Posts: 1673
Joined: Tue Oct 12, 2010 5:41 pm

RE: First Practice Game Complete

Post by jmalter »

well done db2000, you lost PM, but your CVs survived.

Paladin has it right - assign all Naval Strike aircraft to the same altitude, 10-15k' ensures that your DBs will use use the dive attack profile for best results, TBs will automatically peel off and launch torps at low-level (unless your CV has no torps available, in which case the TBs will level-bomb from the assigned altitude. note that pilots have different skills for NavT & NavB - in a campaign game, you'll want to train your TB pilots in NavB once their NavT skills are up to snuff. DB pilots should train for NavB, then NavS.

mebbe you already know this, but for Fighters, it's only the 'unassigned' %age that's available for strike escort. trying to split a single sqn between escort & CAP is not optimal, w/ several CVs in the same hex or in the same TF, 1 sqn at range=0 should provide CAP only, 1 sqn should provide Escort only (w/ range set to match your DBs & TBs). Fighters using drop-tanks stay in the fight longer than those w/o, but deplete the CVs' mission capability faster.
JocMeister
Posts: 8258
Joined: Wed Jul 29, 2009 10:03 am
Location: Sweden

RE: First Practice Game Complete

Post by JocMeister »

I think putting your TBs on 15k will switch them over to glide bombing instead of using torpedoes! So don´t do that. [:)]
Image
User avatar
LoBaron
Posts: 4775
Joined: Sun Jan 26, 2003 8:23 pm
Location: Vienna, Austria

RE: First Practice Game Complete

Post by LoBaron »

No, as long as torps are set in squad config and are available, they will run torp attacks from any preset alt.

Also, there is no glide bombing alt for TB anymore, was removed in one of the patches. With bombs loaded TBs should always level bomb now.
Image
JocMeister
Posts: 8258
Joined: Wed Jul 29, 2009 10:03 am
Location: Sweden

RE: First Practice Game Complete

Post by JocMeister »

ORIGINAL: LoBaron

No, as long as torps are set in squad config and are available, they will run torp attacks from any preset alt.

Also, there is no glide bombing alt for TB anymore, was removed in one of the patches. With bombs loaded TBs should always level bomb now.

Ah, thank you. Didn´t know it was removed! [:)]
Image
User avatar
db2000
Posts: 21
Joined: Wed Mar 06, 2013 6:07 am

RE: First Practice Game Complete

Post by db2000 »

Lol.....spot on. Couldn't figure it out but Yeh was attacking in different waves and leaving myself open to counter attack once the Japanese knew where I was launching from with no real cap protecting me.

Also could not figure out the subs. I got in close to launch attacks but they always seemed to know I was there. Never found me thankfully.

Did not know how to counter attack with remaining troops or bombers once PM was taken. Had enough troops to get it back but it all happened two turns before the end.

Definitely going to have to read up more.

Thanks for the input.
"Life! Where would we be without it?" Derek Briscoe
User avatar
db2000
Posts: 21
Joined: Wed Mar 06, 2013 6:07 am

RE: First Practice Game Complete

Post by db2000 »

Thanks! Forgot to say, despite all that was going on all the Japanese carrier's were severely damaged and they were struggling to launch any air attacks. At the end Amy form of airstrike was coming from land ports where I believe their planes had to divert to because of heavy carrier damage.
"Life! Where would we be without it?" Derek Briscoe
jmalter
Posts: 1673
Joined: Tue Oct 12, 2010 5:41 pm

RE: First Practice Game Complete

Post by jmalter »

when a CV gets munged, 50+ damage, it can't fly planes. some %age of its sqns are stuck on-board 'til it can dock at a friendly base, some %age of its sqns will land at nearby friendly bases, where they might overload the base. they're likely to be severely depleted w/ heavy fatigue & minimal combat ability.
User avatar
db2000
Posts: 21
Joined: Wed Mar 06, 2013 6:07 am

RE: First Practice Game Complete

Post by db2000 »

Ok that explains it. They were severely hampered for aerial combat.
"Life! Where would we be without it?" Derek Briscoe
wdolson
Posts: 7648
Joined: Tue Jun 27, 2006 9:56 pm
Location: Near Portland, OR

RE: First Practice Game Complete

Post by wdolson »

Coral Sea is the shortest scenario. You really don't have the time to do a counter invasion as the Allies at PM. I don't think you have the lift capability to get an invasion on the beaches either.

With a longer scenario you have the shipping resources and time to retake a base if you lose it. In the grand campaign, it can be years before you get back to some lost bases.

Also note if you patched the game to either the most recent release or the recent beta, some changes have been made since the manual was produced. One thing most new players ask about is the crossed swords and exclamation points that appear on the map. They aren't that common in Coral Sea, but you will see them in longer games. The exclamation point means the base needs some sort of attention, either supply is running low or you haven't met garrison requirements and you had an uprising. The crossed swords means land combat happened in that hex last turn.

Bill
WitP AE - Test team lead, programmer
Image
User avatar
db2000
Posts: 21
Joined: Wed Mar 06, 2013 6:07 am

RE: First Practice Game Complete

Post by db2000 »

Hi Bill,

Thanks for the input. Here's the thing, don't know if it was a morale issue but my troops vacated to an adjacent hex. I still had a good number of guys in the hex so I figured there would be a way for me to send them back in on even odds. Didn't know how to do that and I'm guessing your right when you say it takes time to retake a base.

Only updated with the official updates so far. Yeh I read about the exclamation marks before
"Life! Where would we be without it?" Derek Briscoe
wdolson
Posts: 7648
Joined: Tue Jun 27, 2006 9:56 pm
Location: Near Portland, OR

RE: First Practice Game Complete

Post by wdolson »

Ground combat has two phases, the shooting at each other part, then resolving the assault. If the attacking force wins the assault phase, the losing force retreats to an adjacent hex (if thee is a retreat path. Occasionally an attacking force will retreat too, but the odds have to be very bad and the attacking force has to lose a few die rolls.

The best way to wipe out enemy ground units is to make sure they don't have a retreat path, then attack them. They won't be able to retreat and your attacking force will be able to whittle them down to nothing over several turns.

Usually after retreat the retreated units have poor morale and high fatigue. They wouldn't get very good odds if they just marched back in.

Bill
WitP AE - Test team lead, programmer
Image
User avatar
Sardaukar
Posts: 11295
Joined: Wed Nov 28, 2001 10:00 am
Location: Finland/Israel

RE: First Practice Game Complete

Post by Sardaukar »

ORIGINAL: db2000

Hi Bill,

Thanks for the input. Here's the thing, don't know if it was a morale issue but my troops vacated to an adjacent hex. I still had a good number of guys in the hex so I figured there would be a way for me to send them back in on even odds. Didn't know how to do that and I'm guessing your right when you say it takes time to retake a base.

Only updated with the official updates so far. Yeh I read about the exclamation marks before

I always recommend updating to latest Beta patch...so much more coming on your way with bug fixes and interface improvements.
"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”