Testing your Turn 1 as Japan in PBEM

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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ny59giants
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Testing your Turn 1 as Japan in PBEM

Post by ny59giants »

Gen Patton is my opponent in my third re-start against him due to errors in the Japanese economy parameters when it came to Heavy Industry (required twice the fuel input) and Light Industry being too little Resources required in my version of BTS Lite mod (I blame gremlins) that had gotten to July '42. I mentioned to him while during my first turn (non-historical) that I was going to 'test' it before I sent it to him. He didn't know what that was possible. I had learned about it years ago and thought I would post it here for any other novice Japanese players.

Slot 3 - main game file for whole game
Slot 6 - 1st turn - air & CV/CVL/CVE TFs
Slot 7 - 1st turn - ships
Slot 8 - 1st turn - ground
Slot 9 - 1st turn - economy
Slot 15 - 1st turn test and later my Tracker file

1) When learning about playing Japan, the first thing I do is go through ALL my air groups, check for leaders (replace as needed), change missions and targets, adjust altitude down to 4 or 5k for LBs to take full advantage of surprise, add pilots and airframes. Then, I adjust where my CV/CVL/CVE TFs are going and the planes on those ships are being targeted (Pearl - Zero at 12k, CAP 20%, Escort (no strafing); Vals - AF attack; Kates - Port attack; Jakes - NavS). Save in Slot 6. Save in Slot 15.

2) You now have the new modified game files in Slot 6 & 15. I now hit the "E" to end orders and save this in Slot 15. When you 'Exit' or hit 'Esc' you go back to "Main Menu" screen. I load a saved game file for Slot 15 which will come up as Allies and ask for new PW. I use 'test' to open Allied player turn 1. I ONLY adjust Force Z and the two American CV TFs to head south. No other adjustments. "E" end orders phase and save to Slot 15. I then open saved game in Slot 15 as Japan. I "run" the turn and take notes of any airgroup errors (mostly there may be a few airgroups that I forgot to change). Once the turn is run and I'm at the normal stage to do Orders, I just look to see what mistakes I've made.

3) I exit out of Slot 15 and open up Slot 6. I make changes to CV TFs and airgroups. I run another 'test' of turn one again. Hopefully, I've caught my mistakes and made changes, but occasionally, I have to do this a third time.

4) Once I'm satisfied that my CV TFs and airgroups don't need changes (Slot 6), I save Slot 6 in Slot 7. You shouldn't need to go back to make changes in Slot 6 again, but as you move on to all your ship orders (Slot 7) you now have a good game file (Slot 6) to fall back on and not be forced to start all over if you don't do your turn one testing. I adjust my TFs heading for Malaya and Luzon, so having the airgroups done is always a good thing.

5) After all my orders for ships are done (don't forget to do some conversions in your largest ports of about 6 Lima xAKs to AKEs, Ansyu to PBs, etc.) and saved in Slot 7. I again save the game in Slot 15. I then hit the "E" to end orders and go through the testing step I've mentioned before. Even though I've played Japan enough, I usually forget something with my ships. In my new restart, I had troops at Kwajalien unload there rather than head for Tarawa. Oops!! Once you are ready for turn 2 orders, go through your TFs and note where your mistakes are.

6) Exit and then open game in Slot 7. Make corrections/changes. Save again in Slot 7 and then Slot 15. Run your turn 1 test all over again in Slot 15. If you did things right, you can then save game files in Slot 8. So, Slot 7 is now your fall back game files if you mess anything going forward.

7) Now, go through your bases and ground LCUs. Give movement orders and in China any attacks. Base building can begin, too. Save in Slot 8 and Slot 15. Run test of turn 1 through Slot 15. Go back and make changes. Once you are satisfied here, Slot 8 is your new fall back game file.

8) Save game in Slot 9. Now comes the limited economic adjustments. I increase supply to +7 at Gifu and Maebashi, +5 at major port, and +3 or +4 at bases that will have just 1 or 2 repairs going on (not base expansion). Most of my economic adjustments are done on turn 2 when supplies have moved around. Save in Slot 9 and then Slot 15. Run your final turn 1 test through Slot 15.

9) If you are finally happy with your efforts and ready to send turn to your opponent, go back and open Slot 9. Then, save it in Slot 3. Open game and "E" end orders and save in Slot 3. Send game file from Slot 3 to your opponent.

Banzai!! Banzai!! Banzai!! [:D]
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btd64
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RE: Testing your Turn 1 as Japan in PBEM

Post by btd64 »

Thanks for posting Mike. I'm going to print it out when I get home....GP
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Chickenboy
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RE: Testing your Turn 1 as Japan in PBEM

Post by Chickenboy »

Thanks for posting as a reminder for newcomers to the game. I've done some iteration-on and off-for years. Something almost always comes up in dry runs ('Crap-I forgot to redirect those useless Midway bombardment DDs') that makes it worthwhile.
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pws1225
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RE: Testing your Turn 1 as Japan in PBEM

Post by pws1225 »

I am not a novice, but I am exceptionally dense. [:'(]

Thanks for the tip.
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John 3rd
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RE: Testing your Turn 1 as Japan in PBEM

Post by John 3rd »

Great idea to Post what many of us do for that all important start. Nice work and details for the newbies!
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Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
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PaxMondo
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RE: Testing your Turn 1 as Japan in PBEM

Post by PaxMondo »

my slot 10 is your slot 15 ... otherwise pretty close to same. my order is a bit different:
ground
ships
air
factories
bases
leaders
Pax
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LargeSlowTarget
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RE: Testing your Turn 1 as Japan in PBEM

Post by LargeSlowTarget »

Nice, never thought about doing PBEM dry runs that way. Copied to my cheat shee... ahem, my AE notes for future reference [:D].
Hotei
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RE: Testing your Turn 1 as Japan in PBEM

Post by Hotei »

This post made me register to thank you for it!
I am long time lurker and AI player that has for some time studied these forums how to organize a PBEM game as Japan.
This is something I will put to good use soon I hope.
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btd64
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RE: Testing your Turn 1 as Japan in PBEM

Post by btd64 »

ORIGINAL: Hotei

This post made me register to thank you for it!
I am long time lurker and AI player that has for some time studied these forums how to organize a PBEM game as Japan.
This is something I will put to good use soon I hope.

Welcome[:)]....GP
Intel i7 4.3GHz 10th Gen,16GB Ram,Nvidia GeForce MX330

AKA General Patton

DWU-Beta Tester
TOAW4-Alpha/Beta Tester
DW2-Alpha/Beta Tester
New Game Development Team

"Do everything you ask of those you command"....Gen. George S. Patton
Hotei
Posts: 110
Joined: Mon Jan 30, 2017 9:38 am

RE: Testing your Turn 1 as Japan in PBEM

Post by Hotei »

ORIGINAL: General Patton

ORIGINAL: Hotei

This post made me register to thank you for it!
I am long time lurker and AI player that has for some time studied these forums how to organize a PBEM game as Japan.
This is something I will put to good use soon I hope.

Welcome[:)]....GP


Thank you!
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Chickenboy
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RE: Testing your Turn 1 as Japan in PBEM

Post by Chickenboy »

Something that cost me dearly as well...

When you are first starting out a PBEM turn as Japan, you must select that on the scenario selection screen before you make any changes to setup. I'm not the only person that's told the computer to start a computer as Allied game thinking that I would just switch the Allied to human player later after inputting orders. It doesn't work that way.
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fabertong
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RE: Testing your Turn 1 as Japan in PBEM

Post by fabertong »

Hi Guys,


Doing a new turn 1 for the first time in many a year.....was looking to see any thing new I had missed.

....and this thread made me curious.......Am I the only Japanese player not to test their turn 1?

Not at all being critical of those who do......but the Japanese didn't get to test before the war.....and mistakes are a part of war.

I love the surprises when I run the first turn ......both good and bad.

Mind you....I am a very slapdash Japanese player.....

D.
pws1225
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RE: Testing your Turn 1 as Japan in PBEM

Post by pws1225 »

I am afraid I am as slapdash as you. My excuse is that by the time I have tended to all my turn 1 chores and my mouse is all but clicked out, all I want to do is get the damned turn off and away.
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Yaab
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RE: Testing your Turn 1 as Japan in PBEM

Post by Yaab »

ORIGINAL: fabertong

Hi Guys,


Doing a new turn 1 for the first time in many a year.....was looking to see any thing new I had missed.

....and this thread made me curious.......Am I the only Japanese player not to test their turn 1?

Not at all being critical of those who do......but the Japanese didn't get to test before the war.....and mistakes are a part of war.

I love the surprises when I run the first turn ......both good and bad.

Mind you....I am a very slapdash Japanese player.....

D.

Maybe they had wargames/boardgames and tested their "turn" in a pre-digital equivalent of WiTP:AE?
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BBfanboy
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RE: Testing your Turn 1 as Japan in PBEM

Post by BBfanboy »

My understanding of the OP is that "testing" did not mean testing their intended moves so they could change their plans, but testing that they did not miss anything on their setup for their intended strategy. It is very easy to miss a click or two and send a unit into trouble or have an important escorting unit not show up.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
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MakeeLearn
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RE: Testing your Turn 1 as Japan in PBEM

Post by MakeeLearn »

ORIGINAL: BBfanboy

My understanding of the OP is that "testing" did not mean testing their intended moves so they could change their plans, but testing that they did not miss anything on their setup for their intended strategy. It is very easy to miss a click or two and send a unit into trouble or have an important escorting unit not show up.


In the infantry we called it having someone "walking point".






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