Stupid newb questions

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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warpimp
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Stupid newb questions

Post by warpimp »

Been lurking for a bit and finally bought the game. I have beaten Coral Sea and Guadacanal and have started an allies game. I have a few general questions. This game is so dazzlingly complex and I learn best by doing. I have started on the December 8th campaign just so I don't have to watch IJ shellac me for 20 minutes before I start. A few questions:

General:
o How do I combine air units. I would like to combine some Catalinas in the pacific to get a go 90-120 degree arc but a lot of squadrons are only 2 or 4 craft.

o How much of my merchant marine should I put into the auto-convoy? I feel like even if it is sub-optimal it would be nice to let the computer handle this aspect as much as possible and I can withdraw units from it to support Task forces or any base that isn't getting its needs met or to stockpile for an operation.

o I have a vague notion that I am supposed to leave some forces on non-frontline bases in China.

o How do I know how many ships/planes a port/airfield can support.

o Minelayers/Tenders/sweepers, how are they best employed?

I'd also like to discuss my general strategy. It is somewhat aggressive.

o Attempt to fight are hard retreat in the Philippines and take some Japanese attention away from the Indies and possibly attempt to holdout somewhere, is this a complete folly?

o Make a concerted Naval effort to protect wake and Singapore and harass Japanese shipping from the SRA.

I'm very excited to delve into a great game and it is great to find such a great community for it!


wegman58
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RE: Stupid newb questions

Post by wegman58 »

Port/Airfield capacity - in the manual. And for ports on the screen for the port (two numbers, one is total tonnage, one is biggest ship). Ships aren't numbers, but tonnage. And Plane size (number of engines) can hurt too. HQ help.

I think most people on the forum avoid auto-convoy like the plague.

On each base that has a garrison requirement there is a number if you have the ground troops view open.

In the early going, whatever the forces of Imperial Japan wants, it gets. Trying to defend Wake can lose you carriers. The computer will occasionally send the carrier force in that direction - you lose.

Bill Goin
jwolf
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RE: Stupid newb questions

Post by jwolf »

China and India both have many bases which will require a minimum garrison in order to avoid penalties. You can see these with the b hotkey and sort by garrison requirement. It's particularly a hassle in India because some ground units you might use for this purpose later get withdrawn, so you have to have backups ready to go in at those times.
warpimp
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RE: Stupid newb questions

Post by warpimp »

ORIGINAL: wegman58

Port/Airfield capacity - in the manual. And for ports on the screen for the port (two numbers, one is total tonnage, one is biggest ship). Ships aren't numbers, but tonnage. And Plane size (number of engines) can hurt too. HQ help.

Thanks. That was way too easy to find, I should have looked harder on my first skim.
ORIGINAL: wegman58
I think most people on the forum avoid auto-convoy like the plague.

Good to know. I guess I will have to just get a good feel for it.

ORIGINAL: wegman58
On each base that has a garrison requirement there is a number if you have the ground troops view open.

In the early going, whatever the forces of Imperial Japan wants, it gets. Trying to defend Wake can lose you carriers. The computer will occasionally send the carrier force in that direction - you lose.


Good to know! Is trying to keep Singapore and using it to harass shipping more tenable?

Also, are there possibly any strategies for the Allies to help in China?

Thanks for the words of wisdom!

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rustysi
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RE: Stupid newb questions

Post by rustysi »

How do I combine air units. I would like to combine some Catalinas in the pacific to get a go 90-120 degree arc but a lot of squadrons are only 2 or 4 craft.

More important than this is what are the pilot skill levels. Search needs to be ~70. Low experience = more op losses. Early on searches are not going to be that important. Usually the only thing you will gain is to see a day ahead of time where Japan is going to clobber you next.[:D]
How much of my merchant marine should I put into the auto-convoy?

I've never used it, most of us don't. A better tool is the CS (continuous supply) convoy system. I don't even use that as a Japanese player because it doesn't allow me the option to choose where I refuel my ships. As an Allied player who cares.
How do I know how many ships/planes a port/airfield can support.

You can have any number of ships in the same port. How many may dock at that port is subject to port size. If you have >1000 (I think) those over that number will still be there, but will not be shown when viewing the 'port screen'.

A/C at an airfield is dependent on airfield size. Fifty engines may be based per airfield level. That's not to say that you can't go over that level, but there are penalties. As with so many aspect of this game that's not the only consideration. You need to have AS devices to to support each air frame. It is also possible to have too many groups at a base. This may be increased by increasing the airbase size and with HQ units.
Minelayers/Tenders/sweepers, how are they best employed?

You'll learn over time.[;)] In general I suppose you know what they do, but here are a few pointers.

Tenders may support up to 150 mines provided they have fuel on board. Each turn some fuel will be subtracted from said tender as they preform their duties. So you need to check every once in awhile to refuel them. I do it every fifteen days.

Minelayers, obviously lay mines. Just choose that option when setting up your TF. Select the location to lay (base, or open water) the minefield, and lastly tell the TF to lay mines. Open water minefields will automatically 'decompose' over time. Quicker in deep water as opposed to shallow. I've never tried it, but I wouldn't attempt to lay a minefield at an enemy base with coastal guns, except maybe by sub. You may also encounter enemy mines.

Sweepers: I've found the best way to use them is within an invasion TF. Here they'll sweep after a primary bombardment from within the TF (provided you have ships within to do it). In addition they will be 'somewhat protected' by the guns of said TF while sweeping, which occurs before troops land. Doesn't mean you'll get all the mines before the invasion commences, but it generally works well. Also note that 'detected' minefields are less effected than those that are 'unknown'. Recon of said base may detect minefields.
I'd also like to discuss my general strategy. It is somewhat aggressive.

o Attempt to fight are hard retreat in the Philippines and take some Japanese attention away from the Indies and possibly attempt to holdout somewhere, is this a complete folly?

o Make a concerted Naval effort to protect wake and Singapore and harass Japanese shipping from the SRA.

Know this... 'Whatever Lola wants, Lola gets'. Substitute Japan for Lola.[:D] Early game Japan will take whatever she wants. Now she may not be able to take everything as her forces are limited, but a good player will get all the important targets. Keep in mind that when playing the AI its much easier to stop it, especially at the 'easier' levels. So as not to 'break the game' its best not to fight too hard until Japan gets to her 'historical' expansion.

Hope some of this helps. Ciao[:)]
It is seldom that liberty of any kind is lost all at once. Hume

In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche

Cave ab homine unius libri. Ltn Prvb
warpimp
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RE: Stupid newb questions

Post by warpimp »

Thanks for the info!
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PaxMondo
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RE: Stupid newb questions

Post by PaxMondo »

ORIGINAL: warpimp

Good to know! Is trying to keep Singapore and using it to harass shipping more tenable?
Against the AI it is possible to hold singers, but it generally will break the AI, so do this only if you want a short game.

Against a comparable opponent, it is almost impossible to hold. I've only seen it done when the IJ player is a relative newbie and the allied player more experienced.
OR
When the IJ player activates the SOV on Jan 1, 1942... see Lowpe's current AAR ...
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warpimp
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RE: Stupid newb questions

Post by warpimp »

So is the AI pretty inept, then?
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rustysi
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RE: Stupid newb questions

Post by rustysi »

ORIGINAL: warpimp

So is the AI pretty inept, then?

Not really, but its a script and can't react on the fly. Its unable to do things dynamically as a human opponent would do.
It is seldom that liberty of any kind is lost all at once. Hume

In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche

Cave ab homine unius libri. Ltn Prvb
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dwesolick
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RE: Stupid newb questions

Post by dwesolick »

ORIGINAL: warpimp

So is the AI pretty inept, then?

It really depends. Overall, considering the complexity of the game, the AI isn't too bad. If you want more of a challenge, try one of the "Ironman" scenarios, particularly one of the more recent ones. I'm currently playing scenario #102 and the AI has performed very well.
No way I could have held on to Singapore or Wake, even if I wanted to. It's all I can do to currently hold PM (actually lost it for a few weeks, first time that has ever happened to me going all the way back to UV).

As for bases, Wake doesn't offer much for the effort required to hold it. Singapore might be held, but it would be a nightmare to keep it supplied.

Welcome to the game and the forums! Great community here always happy/eager to help.


edit: sorry PM is Port Moresby, UV is "Uncommon Valor" a game that came out around the Harding administration time period. [:)]
"The Navy has a moth-eaten tradition that the captain who loses his ship is disgraced. What do they have all those ships for, if not to hurl them at the enemy?" --Douglas MacArthur
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PaxMondo
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RE: Stupid newb questions

Post by PaxMondo »

ORIGINAL: warpimp

So is the AI pretty inept, then?
No, but because of scripts there are certain goals that once your know them you can set traps easily for the AI. Basically, allow it to take the historical sphere. It will do a pretty good job of defending and it will throw some good jabs are you.
You need to be on at least HARD all the time, and put it on VERY HARD for a few days in every 10 day stretch, else it cannot supply islands and you can win pretty easy.

Don't do any "deep passes" meaning deep invasions. Be methodical. If you do, you can get a pretty good game well into '44 or longer.

When stock gets too easy, get the Ironman series ... the Nasty, Nasty version will challenge anyone with the above caveats.
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Macclan5
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RE: Stupid newb questions

Post by Macclan5 »

ORIGINAL: warpimp

So is the AI pretty inept, then?

I am a noted defender of the AI given the complexity; some may say apologist.

However inept is an unfair term.

The AI is linear and script driven. Take X base by date Y; further conduct various raids to cripple the Allied effort randomly in Hexes AAA - BBB through FFF GGG

The Allied Player in particular benefits from "almost perfect historical hindsight" and the "assurance that material superiority both quantitatively and qualitatively is coming through 1943 and 1944".

I disagree with the notion that you have to "bend to the AI or accommodate it".

You should attack it and use whatever strategies you desire understanding that you are aiming to shorten the war (compared with History for example) with wiser tactical decisions.

Suggestions for challenging game as a New Allied Commander in Chief:

(Grounded in a player that leans towards historical play-ability)

1) Implement some house rules such as:

2) Only Tankers / Oilers (tk / ao) may haul fuel reflecting the historical scarcity Allied Command faced.

3) Escort all off map movements (USA to Capetown) in an appropriate manner with DD / DE / AMC proportionate to convoy size reflecting the risk of German Uboat / Armed Merchant raiders in the Atlantic through 1943. Do not use "Full Speed" for all off map movements as the game does not really attribute the correct damage (SYS / FLT) as I understand

--

Play PDU off

Make due with the actual aircraft the Allied Command utilized at the front without the ability to "warp improve" that squadron of P39's the moment the best P38 upgrades become available.


--

Additionally one very significant test of my (growing) skill is a true "No - Reload Challenge".

Others disagree and while I will not hurt the AI feelings if I re-load a bad turn or missed opportunity - Chester Nimitz and Douglas MacArthur could not reload yesterdays battle.

--

Ser Sarduakar's Newbie tutorial specified 2 day turns to give the AI an edge / though I prefer one day.

tm.asp?m=2564541


Anyway some food for thought.

As indicated a PBEM is a far superior challenge and one day when I feel I have sufficiently mastered this game and I can dedicate more time to it.. I hope to be a gracious challenge to the vet players.





A People that values its privileges above it's principles will soon loose both. Dwight D Eisenhower.
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rustysi
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RE: Stupid newb questions

Post by rustysi »

I disagree with the notion that you have to "bend to the AI or accommodate it".

You should attack it and use whatever strategies you desire understanding that you are aiming to shorten the war (compared with History for example) with wiser tactical decisions.

Yes, and shorting the war is exactly what you will get. For me the AI is a learning tool. Now I understand that a real opponent will do things differently and try to play accordingly. The bottom line is if I play as I can against the AI the game will end early because it'll have nothing left for its 'moves'. So as a Japanese player I 'ignore' much of what it does. Want to invade Lunga/Port Morsby go ahead. Even though his carriers linger forever and mine are 'next door'. Landing more supplies/reinforcements, whatever. Third landing, ah, a bit too much for me to handle. I sink some.

The only reason I'm not doing PBEM at this point is from what I've read here I do need to see if my 'expenditures' will not sink my economy by late '43, early '44. Don't want to get to that point and have 'no fun' because I've strangled myself. I'd prefer to leave that to my Allied opponent.[:D]

Of course YMMV.[:)]
It is seldom that liberty of any kind is lost all at once. Hume

In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche

Cave ab homine unius libri. Ltn Prvb
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Lecivius
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RE: Stupid newb questions

Post by Lecivius »

Just to chime in here, there is no such thing as a stupid question.


Just stupid answers [;)]
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Zorch
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RE: Stupid newb questions

Post by Zorch »

ORIGINAL: Lecivius

Just to chime in here, there is no such thing as a stupid question.


Just stupid answers [;)]
But there are inquisitive idiots...not that any of them are on this forum. [:D]
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