Random Questions from a New Player

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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rustysi
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RE: Random Questions from a New Player

Post by rustysi »

ORIGINAL: brian800000

Another kind of random question: ASW. I've read about date triggered ASW bonuses...does anyone know how they work? It seems the ASW of my ships increases during the war with upgrades and new ships coming on line also have better capabilities. But are there also date effects? Ie, a ship in 1941 will perform better in 1943 and better still in 1945 even if its ASW weaponry and crew experience are unchanged?

It depends on which side you're playing, and you seem to be the Allied side. I'm familiar with the Japanese side, not the Allied. IIRC those triggeer dates refer to Japan and are not 'bonuses', but less of a penalty. It is in the manual, and I did a cursory look with no luck. I'll try later if time, in the meanwhile you could take a look.

From memory (not good) I think the Allied side is just based on crew experience. You'll only usually get the results you want (ie hits) when their experience is ~70 or above. The vessels leadership skills will come into play in a different way. Maybe with the exception of naval skill they'll be mostly in the form of die rolls conducted under the hood.
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rustysi
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RE: Random Questions from a New Player

Post by rustysi »

to get the fires under control (although you may have a three-day wait to take it out of pierside repair to "ready" status.

Ships on fire in any port will not go into any repair mode (other than 'ready status') until the fires are put out. Do you want a ship on fire tied to your pier or dry-dock? At any rate the port will still assist with attempting to get the fires out.
It is seldom that liberty of any kind is lost all at once. Hume

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rustysi
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RE: Random Questions from a New Player

Post by rustysi »

I think the DD is a lost cause.

Don't fret, as the Allies, you'll get like a gazillion of 'em.[:D]
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brian800000
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RE: Random Questions from a New Player

Post by brian800000 »

ORIGINAL: rustysi

ORIGINAL: brian800000

Another kind of random question: ASW. I've read about date triggered ASW bonuses...does anyone know how they work? It seems the ASW of my ships increases during the war with upgrades and new ships coming on line also have better capabilities. But are there also date effects? Ie, a ship in 1941 will perform better in 1943 and better still in 1945 even if its ASW weaponry and crew experience are unchanged?

It depends on which side you're playing, and you seem to be the Allied side. I'm familiar with the Japanese side, not the Allied. IIRC those triggeer dates refer to Japan and are not 'bonuses', but less of a penalty. It is in the manual, and I did a cursory look with no luck. I'll try later if time, in the meanwhile you could take a look.

From memory (not good) I think the Allied side is just based on crew experience. You'll only usually get the results you want (ie hits) when their experience is ~70 or above. The vessels leadership skills will come into play in a different way. Maybe with the exception of naval skill they'll be mostly in the form of die rolls conducted under the hood.


I did find this in the manual:

The effectiveness of a TF’s escort is determined by its:
1. Maximum speed
2. Crew Experience
3. ASW Weapons
4. The total number of escorts in the TF

At night there is a small chance that the escort may use gunfire to attack a sub which is considered to be running on the surface Prior to 1944, Allied crews perform ASW functions during daylight at 114% of their crew rating, and at night at 150% of their crew rating (except for British crews which get no bonus at night as they generally already have extra high night experience). Prior to 1943, Japanese crews perform their ASW functions at 67% of their crew rating, while in 1943 and thereafter they perform at 80% of their crew rating. 6
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RE: Random Questions from a New Player

Post by brian800000 »

I realize I'm posting questions fast and furious, but just one more for today, I promise :) :

Catalinas and airfields...these are flying boats, right? I see in the tracker that they need a size 2 airfield to function, but it seems from the manual that they also can be tended by AVs and AVPs. Are these correct?
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RE: Random Questions from a New Player

Post by rustysi »

At night there is a small chance that the escort may use gunfire to attack a sub which is considered to be running on the surface Prior to 1944, Allied crews perform ASW functions during daylight at 114% of their crew rating, and at night at 150% of their crew rating (except for British crews which get no bonus at night as they generally already have extra high night experience). Prior to 1943, Japanese crews perform their ASW functions at 67% of their crew rating, while in 1943 and thereafter they perform at 80% of their crew rating. 6

That's the section I was looking for, see I told you I was unfamiliar with the Allied side. Keep in mind that those 'bonuses' for the Allied crews will be offset to a degree by their low experience levels early in the war.
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rustysi
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RE: Random Questions from a New Player

Post by rustysi »

ORIGINAL: brian800000

I realize I'm posting questions fast and furious, but just one more for today, I promise :) :

Catalinas and airfields...these are flying boats, right? I see in the tracker that they need a size 2 airfield to function, but it seems from the manual that they also can be tended by AVs and AVPs. Are these correct?

Yes. Also, if they have a tender that provides enough support for the planes in the unit they could operate from a zero or dot base with no problem as well.
It is seldom that liberty of any kind is lost all at once. Hume

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brian800000
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RE: Random Questions from a New Player

Post by brian800000 »

Two more questions. :)

-I'm still Dec. 1941. The zero is eating my fighters for lunch. Is there an airframe that turns this around?

-In intercepted an invasion force as it was unloading with 4 DDs. The DDs basically wrecked the invasion force, but 5 ships remain. The DDs have about 50% ammo left. I just left them in the same hex for the day, and the DDs didn't attack! Is this because they are low on ammo? Kind of disappointing--the remnants of the enemy TF is continuing to unload.
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rustysi
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RE: Random Questions from a New Player

Post by rustysi »

ORIGINAL: brian800000

Two more questions. :)

-I'm still Dec. 1941. The zero is eating my fighters for lunch. Is there an airframe that turns this around?

Not in Dec.'41, so stop feeding them.[:D]

-In intercepted an invasion force as it was unloading with 4 DDs. The DDs basically wrecked the invasion force, but 5 ships remain. The DDs have about 50% ammo left. I just left them in the same hex for the day, and the DDs didn't attack! Is this because they are low on ammo? Kind of disappointing--the remnants of the enemy TF is continuing to unload.

Not sure, but the ammo could be it. Anything else close by? Could they reach anyplace close where they may replenish?
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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RE: Random Questions from a New Player

Post by brian800000 »

Rustysi, the task force is literally parked in my port. There is an enemy task force of a handful of battered akls unloading with a couple pbs and my 4 DD fleet is also in the port hex not attacking. :(

When would you say a competitive airframe arrives, that I can effectively contest zeros? Maybe the P38?
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BillBrown
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RE: Random Questions from a New Player

Post by BillBrown »

P-38s make good sweepers, but not very good CAP aircraft. For a good CAP aircraft you need an aircraft that
can climb good and has good maneuverability. High durability also helps, but the pilots will make the most
difference.
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RE: Random Questions from a New Player

Post by HansBolter »

ORIGINAL: BillBrown

P-38s make good sweepers, but not very good CAP aircraft. For a good CAP aircraft you need an aircraft that
can climb good and has good maneuverability. High durability also helps, but the pilots will make the most
difference.


What he said.


Pilot inexperience is a bigger factor in your current mismatch than airframe disparity.

P40s with trained pilots stand up well against at least early model Zeros.


However, you won't rule the skies until the P47 and Corsair arrive.
Hans

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RE: Random Questions from a New Player

Post by btd64 »

I shot down 21 zeros in one turn with P-40B's. I lost 4. The pilots made the difference....GP
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RE: Random Questions from a New Player

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I did have an altitude advantage as well....GP
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RE: Random Questions from a New Player

Post by rustysi »

I was making a response when the server threw me out. Essentially it was what was said above. Train, train, train. Even P-40's will hold up if trained and not badly outnumbered. Not the best, but they can do. Just look at your AVG group.

As for the 'boats' I've not much idea why they won't attack. Sorry.
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In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche

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RE: Random Questions from a New Player

Post by brian800000 »

New discussion point! :)

Artillery...I get the point of all the other types of infantry units. I'm not sure what to do with artillery though. I'm kind of just trying to sprinkle them in with my other units. Some artillery should be with infantry and armor...but aside from that random observation, what does artillery actually do? Can it stand on its own to defend an island or base (i'm thinking not)?
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RE: Random Questions from a New Player

Post by dasboot1960 »

Some arty could fire in a coast defence role, but I'm pretty sure any unit caught in a ground assault defending with no AV will be overrun. I think it will be killed, perhaps it could retreat, but an overrun seems most likely to me.
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RE: Random Questions from a New Player

Post by BBfanboy »

ORIGINAL: dasboot1960

Some arty could fire in a coast defence role, but I'm pretty sure any unit caught in a ground assault defending with no AV will be overrun. I think it will be killed, perhaps it could retreat, but an overrun seems most likely to me.
This is true in a single base island where the arty unit has no place to go, but the guns can cause a lot of casualties as they fight to the last. NEVER shock attack into a heavy artillery concentration. A DA will have almost as good results while having fewer casualties.
Some units like Marine Defence Battalions have a small AV as well.

On a large land mass with several enemy bases, it is very hard to "overrun" an arty unit - they are programmed to retire before that happens. And in bombing from the air I find it hard to destroy guns, perhaps because they are "heavy metal" and it takes a direct hit to knock one out. But a low level Ground Attack by fighters (strafing and bombing) seems to be better at destroying them.

As for the purpose of artillery - it's all about firepower. The combat calculations adjust AV with the power of the weapons (among other things) so you need arty to blast the enemy out of defensive forts/terrain or to blast enemy attackers after they leave their cover. Incidentally, the best LCU to interdict enemy artillery is your own bigger and longer-ranged artillery.
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RE: Random Questions from a New Player

Post by Schorsch »

it is especially useful vs "chinese doomstacks"
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RE: Random Questions from a New Player

Post by Barb »

Artillery = Suppression!

Regular land combat:
It may not cause a lot of direct casualties, or squad disablements, but will raise enemy disruption and fatigue during the combat. That will come into consideration during assault calculations. In big numbers, open terrain, low exp unit opponent they can wear down enemy units by disabling/preventing recuperation (while your front line guys rests). The longer range and caliber of artillery the higher chance of destroying hit (thus 81mm Mortars, 75mm guns, 105mm guns, 25pdrs, etc are more of suppressors, while 150/203mm/320mm guns are killers).

The effectiveness of artillery fire can be countered by terrain, fortifications, high exp, number of support squads present, good leaders - and your own long range counter-battery fire (big long range guns), or air bombing them.

Do not leave artillery without protection of other untis, or they will get their asses kicked easily by smallest enemy combat unit - or evaporate under concentrated attack from air in a single turn.
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