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Replacements and Other Stuff I Should Know

 
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Replacements and Other Stuff I Should Know - 9/28/2012 8:57:37 PM   
ChadS

 

Posts: 62
Joined: 9/5/2012
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Thanks to the community for their patience with those of us who are new, and especially for patience with me. Long story short, I can't always process something when I read it, and need "a different perspective" to solidify concepts. So far, WitP:AE's manual is pretty good, all things considered. But the supplemental assistance you all offer has been exceptional!

Was reading on reinforcements, and I was contemplating my diminished bomber squads in my Guadalcanal campaign game. I've got several B-17 squadrons, each with perhaps 4-6 planes in it. I was trying to figure out if there's a way to combine some of those groups.

I think the way this is done is by either withdrawing or disbanding some of the groups, and having the remaining ones at bases with 20k+ supplies, and an appropriately sized airfield (1 or greater). Will that get it done? If so, how quickly does that process work?

I read the air coordination doc--thanks to LoBaron for putting that together. If I'm not able to increase the size of my squadrons, I'm thinking I may be able to coordinate my attacks to meet the same effect. But, what is the difference between 5 attacks of 5 bombers vs. 1 attack of 25 bombers (other than the CAP flying against them each time)?

I'm starting to suffer from a logistics nightmare, as I don't seem to have the right kinds of transports at the right bases. I get one to where I think it should go, and discover it's too big for that port's dock! Good stuff to learn early, I guess.

One other thing I haven't been clear on--if I have a transport TF move supplies to a base, when it finishes unloading, does it run home (assuming set to non-disband)? I've had a couple of situations where they don't seem to go anywhere, but it may be my impatience.

Thanks!

Chad
Post #: 1
RE: Replacements and Other Stuff I Should Know - 9/29/2012 7:55:07 AM   
Itdepends

 

Posts: 700
Joined: 12/12/2005
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Was reading on reinforcements, and I was contemplating my diminished bomber squads in my Guadalcanal campaign game. I've got several B-17 squadrons, each with perhaps 4-6 planes in it. I was trying to figure out if there's a way to combine some of those groups.

Put them in the same base and disband one- it should give you the option of which squandron you want to send the planes/pilots to. You may also be able to upgrade them to another type of aircraft if the option is available and you have other plane types in the pool.

I think the way this is done is by either withdrawing or disbanding some of the groups, and having the remaining ones at bases with 20k+ supplies, and an appropriately sized airfield (1 or greater). Will that get it done? If so, how quickly does that process work?

Instantly

I read the air coordination doc--thanks to LoBaron for putting that together. If I'm not able to increase the size of my squadrons, I'm thinking I may be able to coordinate my attacks to meet the same effect. But, what is the difference between 5 attacks of 5 bombers vs. 1 attack of 25 bombers (other than the CAP flying against them each time)?

Only the cap- but it will chew the bombers over in smaller bites

I'm starting to suffer from a logistics nightmare, as I don't seem to have the right kinds of transports at the right bases. I get one to where I think it should go, and discover it's too big for that port's dock! Good stuff to learn early, I guess.

One other thing I haven't been clear on--if I have a transport TF move supplies to a base, when it finishes unloading, does it run home (assuming set to non-disband)? I've had a couple of situations where they don't seem to go anywhere, but it may be my impatience.

As long as it's set to auto retirement- and not "remain on station" it will return to it's home port

(in reply to ChadS)
Post #: 2
RE: Replacements and Other Stuff I Should Know - 9/29/2012 10:16:46 AM   
inqistor


Posts: 1332
Joined: 5/12/2010
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quote:

ORIGINAL: ChadS

Was reading on reinforcements, and I was contemplating my diminished bomber squads in my Guadalcanal campaign game. I've got several B-17 squadrons, each with perhaps 4-6 planes in it. I was trying to figure out if there's a way to combine some of those groups.

I think the way this is done is by either withdrawing or disbanding some of the groups, and having the remaining ones at bases with 20k+ supplies, and an appropriately sized airfield (1 or greater). Will that get it done? If so, how quickly does that process work?

Are you short on planes, or are those groups just that small? Airgroup can only operate number of planes up to its size, any extra will be placed in reserve.
First - check if some of groups can be combined (under OOB button), Guadalcanal Scenario tends to be low on supply, so you could have planes in pool, but not enough supply at bases to get extra planes (try getting group into Home Base).

quote:

I read the air coordination doc--thanks to LoBaron for putting that together. If I'm not able to increase the size of my squadrons, I'm thinking I may be able to coordinate my attacks to meet the same effect. But, what is the difference between 5 attacks of 5 bombers vs. 1 attack of 25 bombers (other than the CAP flying against them each time)?

Probably not much difference (at least, when there is no CAP), although manual mention, that bombing accuracy is based on leader check, so with poor leaders you should get better results with more attacks.
CAP tends to be smaller, and smaller with more raids (fighters land to refuel/rearm), so you can use it to your advantage.

quote:

One other thing I haven't been clear on--if I have a transport TF move supplies to a base, when it finishes unloading, does it run home (assuming set to non-disband)? I've had a couple of situations where they don't seem to go anywhere, but it may be my impatience.

As Itdepends already said, you should have retirement on, or they will stay at unloading hex. Auto disband only works at home ports. Remember, that you can set home port, when you form TF, so it will load in one port, unload at other, and then return to third, and disband there.

(in reply to ChadS)
Post #: 3
RE: Replacements and Other Stuff I Should Know - 9/29/2012 10:37:24 AM   
LoBaron


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From: Vienna, Austria
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Just to elaborate on a few points,

quote:

ORIGINAL: ChadS
If I'm not able to increase the size of my squadrons, I'm thinking I may be able to coordinate my attacks to meet the same effect. But, what is the difference between 5 attacks of 5 bombers vs. 1 attack of 25 bombers (other than the CAP flying against them each time)?


The difference is the effect an uncoordinated attack has on the raid cohesiveness (escorts protecting the bombers), so bomber exposure, and on CAP efficiency.

A raid is a point to point exercise split into those packs you see in combat animation. Compared to that CAP is a rotating mission with fighters RTB between combats,
refuelling, rearming and taking off again, getting reassigned to the combat hex and so on.

- The larger the packs, the larger the relative size of a specific pack compared to the opposing CAP, the bigger the chance of a high percentage of bombers getting through the CAP undamaged.
- The larger the packs, the higher the chance of the majority of bombers being covered by escorted fighters.
- Time passes between raids, allowing the CAP to recover (reassign fighter to CAP, refuel/rearm fighters, get them on station,...), so this also negatively affects relative size of the strike package compared to CAP

BUT, there are some effects which favor smaller packs:

- They are more difficult to spot initially, so it is possible that reaction time for CAP is shorter.
- They formations are harder to spot for the airborne fighters, so chances are higher that a very small bomber formation is missed by CAP completely

Please note that in many instances the different effect of one big attack as compared to small, but well protected, separate raids is not discernable.
It very much depends on the situation.

Also please note that by increasing the coordination supportive factors by your play, you only increase chances of coordination. You do not per default
eliminate adverse factors. So what you see is a higher percentage of coordinated raids, not the disappearance of uncoordinated raids.

And last, and this is something many people still are missing, "coordination" itself can be perfect, but the attack still split up horrendousely. Why? Because such a fight is
influenced by both sides, not only by the attacker. So if a large ammount of high exp, high skill, well led CAP manages to split the incoming attack, all your attemts at
coordination and protecting all the bombers can be shattered.



quote:


I'm starting to suffer from a logistics nightmare, as I don't seem to have the right kinds of transports at the right bases. I get one to where I think it should go, and discover it's too big for that port's dock! Good stuff to learn early, I guess.


Port docking size always remains the same compared to port size. So you can use a list of port sizes (thats what I did for a long time until I knew em all by heart)
and then compare to your ships. Note that you can simply mouseover a TF to see the tonnage.

Docking limites up to size 4 are (TF/Single ship):

6k/6k
12k/9K
24K/12k
48k/24k

quote:


One other thing I haven't been clear on--if I have a transport TF move supplies to a base, when it finishes unloading, does it run home (assuming set to non-disband)? I've had a couple of situations where they don't seem to go anywhere, but it may be my impatience.


An neat feature for small ports is the CS Convoy. Set up a supply mission to a small port, klick on "load supplies" (or what you want to transport), the klick on the AI selection
switch stating "Human controlled" 2 times until it says CS:[destination].

The TF then will shuttle between the main base and the destination transporting supplies as long as you don´t turn the CS off again or disband the TF.



_____________________________

S**t happens in war.

All hail the superior ones!

(in reply to ChadS)
Post #: 4
RE: Replacements and Other Stuff I Should Know - 9/29/2012 7:37:50 PM   
ChadS

 

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Joined: 9/5/2012
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Great stuff guys! Thanks much!


Something else I stumbled onto-into last night--Restricted HQs and units. Again, playing Guadalcanal, so I assume the GC results may vary, but I'm curious--what is the point of Restricted HQs, other than to hack me off? My understanding is, I can change a unit to a non-restricted HQ, and then transport it. But, when I go to change HQs, it seems hit-and-miss--some units will let me change, some won't. In both cases, it will say something like "Requires 330 Political Points to Change HQ," but I'll have only like 50. I'm not sure why that's enough sometimes, and not others.

Also, I believe I read that what HQ a unit belongs to doesn't much matter (except, of course for the ability to transport it). I do see that the HQ can positively impact various stats, etc. Does the HQ for a TF or ship matter much, though, since they're normally out of the ranges that HQs affect?

Thanks!

(in reply to LoBaron)
Post #: 5
RE: Replacements and Other Stuff I Should Know - 9/29/2012 9:33:50 PM   
jmalter

 

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i don't think ship/TF HQs make any difference. but i've read on these forums that an AirHQ performs better if its assigned to the same HQ as the base where it's located.

the PP-buyout thing is IMO a game-device that forces you to make choices as a theater-commander. IME you accumulate 50PP/day, then you have to decide how to use these points - do i buy some better leaders for my air/TF/LCUs, or should i save up to buy out a high-$ restricted LCU, so i can move it to the front lines?

a variant is, look at the possibility of changing a base's 'HQ ownership'. if the base is small, it might be cheaper to pay to change the base HQ to a restricted command, then you can fly airgroups of that same restricted command to the base w/o having to change the airgroups' HQ.


(in reply to ChadS)
Post #: 6
RE: Replacements and Other Stuff I Should Know - 10/7/2012 10:27:56 PM   
John Lansford

 

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Restricted HQ's are used to simulate "home force" land based units that were kept at home (Australia, India and the US, for example) for political purposes. Those land and air units can't be deployed overseas, but can be moved by air to other bases under the Restricted HQ's control. For example, if you put Munda under Australia Command (R) control, you could then fly any restricted air unit there, or even airlift a ground unit to that base. The PP cost to change the command may be steep, but at times it may be worth it if you are short on air/land units in a particular theater and need one of the restricted units moved.

(in reply to jmalter)
Post #: 7
RE: Replacements and Other Stuff I Should Know - 10/9/2012 4:50:36 PM   
ChadS

 

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Thanks. I am still trying to understand the difference in (R), [R], etc, and when it would be wise to change out the HQ. The manual makes it sound like you can replace an HQ for all units at once, but it seems to me, I can only do it on a per-unit basis.

(in reply to John Lansford)
Post #: 8
RE: Replacements and Other Stuff I Should Know - 10/9/2012 10:07:40 PM   
John Lansford

 

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If the land unit has a yellow HQ, even if it has an "R" behind the name you can change its HQ to activate it for deployment (although it may be expensive to do so in PP). If the land unit has a white HQ name, then you cannot change its HQ at all.

(in reply to ChadS)
Post #: 9
RE: Replacements and Other Stuff I Should Know - 10/9/2012 10:44:25 PM   
LoBaron


Posts: 4542
Joined: 1/26/2003
From: Vienna, Austria
Status: offline

quote:

ORIGINAL: ChadS
The manual makes it sound like you can replace an HQ for all units at once, but it seems to me, I can only do it on a per-unit basis.


I think what you are referring to is this:

You can assign land units to a, for example, corps HQ - like the I Amphib. After you have done this once you can assign the I Amphib to
every other HQ you desire - e.g. the PacificFleet HQ, but obviousely only need to spend the PP for the HQ change and the units follow.

Since a combat bonus can multiply from higher to lower ranking HQs this can be of help. Usually though, force composition, terrain, and numerical advantage
matter more, so don´t expect wonders from such a setup. In close calls it can be deciding but those are rare.



_____________________________

S**t happens in war.

All hail the superior ones!

(in reply to ChadS)
Post #: 10
RE: Replacements and Other Stuff I Should Know - 10/10/2012 2:55:21 PM   
ChadS

 

Posts: 62
Joined: 9/5/2012
Status: offline

quote:

ORIGINAL: LoBaron


quote:

ORIGINAL: ChadS
The manual makes it sound like you can replace an HQ for all units at once, but it seems to me, I can only do it on a per-unit basis.


I think what you are referring to is this:

You can assign land units to a, for example, corps HQ - like the I Amphib. After you have done this once you can assign the I Amphib to
every other HQ you desire - e.g. the PacificFleet HQ, but obviousely only need to spend the PP for the HQ change and the units follow.

Since a combat bonus can multiply from higher to lower ranking HQs this can be of help. Usually though, force composition, terrain, and numerical advantage
matter more, so don´t expect wonders from such a setup. In close calls it can be deciding but those are rare.



Thanks for the advice on the HQ bonuses.
Mostly, I'm just trying to evacuate units that are clearly going to be overrun, or I'm trying to reinforce areas that can possibly slow the progression at the very onset of the war. I'm not really trying to "game the combat system" with the HQ bonuses, though that's good stuff to know about.

(in reply to LoBaron)
Post #: 11
RE: Replacements and Other Stuff I Should Know - 10/10/2012 7:12:29 PM   
LoBaron


Posts: 4542
Joined: 1/26/2003
From: Vienna, Austria
Status: offline

quote:

ORIGINAL: ChadS


quote:

ORIGINAL: LoBaron


quote:

ORIGINAL: ChadS
The manual makes it sound like you can replace an HQ for all units at once, but it seems to me, I can only do it on a per-unit basis.


I think what you are referring to is this:

You can assign land units to a, for example, corps HQ - like the I Amphib. After you have done this once you can assign the I Amphib to
every other HQ you desire - e.g. the PacificFleet HQ, but obviousely only need to spend the PP for the HQ change and the units follow.

Since a combat bonus can multiply from higher to lower ranking HQs this can be of help. Usually though, force composition, terrain, and numerical advantage
matter more, so don´t expect wonders from such a setup. In close calls it can be deciding but those are rare.



Thanks for the advice on the HQ bonuses.
Mostly, I'm just trying to evacuate units that are clearly going to be overrun, or I'm trying to reinforce areas that can possibly slow the progression at the very onset of the war. I'm not really trying to "game the combat system" with the HQ bonuses, though that's good stuff to know about.



No worries, you are not gaming the combat sytem. Actually it is intended that way.

_____________________________

S**t happens in war.

All hail the superior ones!

(in reply to ChadS)
Post #: 12
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