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New player getting familiar with the game

 
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New player getting familiar with the game - 12/29/2012 12:15:48 AM   
Aditia

 

Posts: 237
Joined: 3/27/2011
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Bought the game 2 days ago on sale.

I am not new to wargames (started with Panzer General at age 12 and have been having at it ever since), but this is my first naval game and god is this daunting to start.

I read some sound advice and I will be familiarizing myself for a bit before starting H2H play.

After playing the Coral Sea as allies and playing turn 1 of the grand campaign against myself I have the following questions (and if permitted I would like to use this thread to ask more in the future):

1. During Coral Sea I lost so many aircraft attacking the Jap transports that my carrier TF's could no longer defend themselves. How do players usually plan to replace lost aircraft and pilots for their carrier air groups?
2. In some threads about house rules I did not see any restrictions on what the allied player can do in Pearl Harbor. Against myself I formed a new TF in PH to move all the BBs out of there to good effect, which did not seem right to me. Is this kind of move by the allied player usually agreed to be not allowed?
Post #: 1
RE: New player getting familiar with the game - 12/29/2012 1:07:12 AM   
Quixote


Posts: 747
Joined: 8/14/2008
From: Maryland
Status: offline
Welcome to the game!! "Daunting" is a very good word to describe WitP AE when you first get started. It gets better once you get used to it, but the initial learning curve is steep. In answer to your questions:
1. Put your carriers into a large base with lots of supply. You will then be able to add additional planes and pilots to your airgroups (this is the short answer - the long answer gets quite long with all the possible restrictions, exceptions, and conditions.)
2. I think the most common house rule about this is that no new Allied task forces can be created on the first turn, but that the Allies may move TFs that already exist.

(in reply to Aditia)
Post #: 2
RE: New player getting familiar with the game - 12/29/2012 1:59:27 AM   
Bullwinkle58


Posts: 8622
Joined: 2/24/2009
Status: offline

quote:

ORIGINAL: Aditia

2. In some threads about house rules I did not see any restrictions on what the allied player can do in Pearl Harbor. Against myself I formed a new TF in PH to move all the BBs out of there to good effect, which did not seem right to me. Is this kind of move by the allied player usually agreed to be not allowed?


Welcome to the game.

Take another look in the manual in the section on game set-up parameters. In some settings forming Allied TFs won't be allowed. Allowing such is there to play historical what-ifs. If you want a more historical 12/7 you can do that, or you can start on 12/8 with exact historical 12/7 results already recorded.



_____________________________

The Moose

(in reply to Aditia)
Post #: 3
RE: New player getting familiar with the game - 12/29/2012 6:01:23 AM   
BBfanboy


Posts: 2655
Joined: 8/4/2010
From: Winnipeg, MB
Status: offline

quote:

ORIGINAL: Bullwinkle58


quote:

ORIGINAL: Aditia

2. In some threads about house rules I did not see any restrictions on what the allied player can do in Pearl Harbor. Against myself I formed a new TF in PH to move all the BBs out of there to good effect, which did not seem right to me. Is this kind of move by the allied player usually agreed to be not allowed?


Welcome to the game.

Take another look in the manual in the section on game set-up parameters. In some settings forming Allied TFs won't be allowed. Allowing such is there to play historical what-ifs. If you want a more historical 12/7 you can do that, or you can start on 12/8 with exact historical 12/7 results already recorded.


For learning purposes [called sandboxing] I set up the first turn with no surprise and movement allowed to see what would happen. The TFs I formed did not move in the night phase but they sortied in the day phase before the strike came in. Since the AI was hard coded to do a port strike at PH it attacked the empty base and ignored the multiple TFs charging at them at max speed. Several TFs intercepted KB and eventually wore down the two BBs, two CAs and eight or so DDs defending and laid serious hits on two carriers and minor hits on the other four. Subs finished off the two cripples. Surface battles continued the next turn in both night and day phases with KB's ammo nearly gone. Two more carriers and a BB bit the sea bottom before KB escaped. Allies lost a BB, two CAs, a large CL and several DDs. While having fun, I learned that US gunnery at turn 1 is poor, especially at night. Furthermore, their shipborne torps are just as unreliable as the sub ones are [90% duds].
Anyway - against the AI it is your game to play according to what you want to learn. Learning to use all the switches and buttons requires that you mix up the situations and see what the best settings are. Just remember to save your initial setup in a slot you will not overwrite [like number 100] so you can redo it with different settings if you want to restart the scenario.


_____________________________

I have not yet begun to fight! OTOH I have not yet begun to flee. Hmmmmm - choices, choices -always with the choices.

(in reply to Bullwinkle58)
Post #: 4
RE: New player getting familiar with the game - 12/29/2012 6:13:30 PM   
Bullwinkle58


Posts: 8622
Joined: 2/24/2009
Status: offline

quote:

ORIGINAL: BBfanboy


quote:

ORIGINAL: Bullwinkle58


quote:

ORIGINAL: Aditia

2. In some threads about house rules I did not see any restrictions on what the allied player can do in Pearl Harbor. Against myself I formed a new TF in PH to move all the BBs out of there to good effect, which did not seem right to me. Is this kind of move by the allied player usually agreed to be not allowed?


Welcome to the game.

Take another look in the manual in the section on game set-up parameters. In some settings forming Allied TFs won't be allowed. Allowing such is there to play historical what-ifs. If you want a more historical 12/7 you can do that, or you can start on 12/8 with exact historical 12/7 results already recorded.


For learning purposes [called sandboxing] I set up the first turn with no surprise and movement allowed to see what would happen. The TFs I formed did not move in the night phase but they sortied in the day phase before the strike came in. Since the AI was hard coded to do a port strike at PH it attacked the empty base and ignored the multiple TFs charging at them at max speed. Several TFs intercepted KB and eventually wore down the two BBs, two CAs and eight or so DDs defending and laid serious hits on two carriers and minor hits on the other four. Subs finished off the two cripples. Surface battles continued the next turn in both night and day phases with KB's ammo nearly gone. Two more carriers and a BB bit the sea bottom before KB escaped. Allies lost a BB, two CAs, a large CL and several DDs. While having fun, I learned that US gunnery at turn 1 is poor, especially at night. Furthermore, their shipborne torps are just as unreliable as the sub ones are [90% duds].
Anyway - against the AI it is your game to play according to what you want to learn. Learning to use all the switches and buttons requires that you mix up the situations and see what the best settings are. Just remember to save your initial setup in a slot you will not overwrite [like number 100] so you can redo it with different settings if you want to restart the scenario.



In one of my AI games I did this too, but on every USN encounter with the KB I got the increased odds of retreat roll by the KB since it was Surface vs. Air and they ran with no damage. One of my surface TFs got clocked as the KB left with no damage. So it's odds. To me the risk is not worth it. The USN has a lot of very good cruisers at Pearl on 12/7 and there won't be any more for awhile. And the old BBs which get torpedoed in deep water are probably goners instead of salvaged if they ge t hit in port on 12/7. You'll have ample time to fight the KB later.

_____________________________

The Moose

(in reply to BBfanboy)
Post #: 5
RE: New player getting familiar with the game - 12/31/2012 11:22:06 PM   
Aditia

 

Posts: 237
Joined: 3/27/2011
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So, I read the manual (ugh), and been playing the Guadalcanal scenario as allies. Safe to say, I ran into a few issues I hope someone is willing to help me with:

1. After an amphibious landing, what is the best way to keep your troops supplied?
- What kind of ships do you use when you do not have a working port at the location you assaulted, and what are the correct task force settings?
- Is there any way to tell a resupply convoy to keep going back and forth for a bit? (probably also very useful to keep a major forward base stocked with supplies from the homeland)

2. How (for the love of god) do I get troops in friendly bases in such an order, that they can be picked up by troop carrying ships to ferry them where I want them to be? (for example some engineers from Australia to Guadalcanal to repair the port and such, or to Port Moresby to assist in airfield expansion)
- Do I assume correctly that if you want to get extra troops to an island that you just assaulted and conquered, that doesn't have a working port yet, that amphibious ships in an amphibious task force work best?

3. Is there a good way to hurt ships docked at a port with surface combat TF's, where you have local superiority? Or do you just keep them bottled up and try to bring in some airpower to do port attacks?

4. Is it me, or can the setting retirement allowed be really annoying, forcing you to do some tweaks to home port settings, so your TF don't all of a sudden decide to head 'back' when they are alomost at destination

BTW, I had loads of fun playing against the AI. Watching 2 brave DD's take on a Jap convoy with escort is probably one of the most exciting things I have seen in 18 years of wargaming. The 2 DD's engaged a CL, E, 2 PC Ch's (or something like that, small boats), and 5 big transports. After 10 minutes of the visual representation of the battle, my DD's disengaged, leaving behind all enemy ships heavily damaged (some sinking) , while one DD suffered system and flotation damage in the 20's. The DD decided to sink on the next turn :(

PS
I dont see any game setting that prevents the allied player from creating new TF's on turn 1, so it seems that having a houserule on it is necessary?
Do people usually let the allied player try and get assets out of dodge on turn 1? Or do they have to wait until turn 2?

(in reply to Bullwinkle58)
Post #: 6
RE: New player getting familiar with the game - 12/31/2012 11:59:36 PM   
BPRE

 

Posts: 613
Joined: 10/16/2000
From: Stockholm,Sweden
Status: offline
Hi,

Welcome to the game. Don't want to spend too much time at this hour (and knowing Witp better than WitP-AE) I just want to say that you can choose the Historical First Turn setting under Realism Options if you want restrictions on Turn 1.

The other option is to start on the 8th of December (scenario 6 in the standard game) or as you mention having house rules.

Happy New Year
BPRE

(minor spelling mistakes edited)

< Message edited by BPRE -- 1/1/2013 12:00:22 AM >

(in reply to Aditia)
Post #: 7
RE: New player getting familiar with the game - 1/1/2013 2:10:26 AM   
Itdepends

 

Posts: 704
Joined: 12/12/2005
Status: offline
1. Use amphibious TF loaded with supplies to keep your troops supplied. In order of effectiveness (speed of unloading) - AKA/APA/LST, then AP/AK thenk xAK/AP. Note the APA/AKA are precious assault ships though so not good for supply runs.

At starting point- give load instructions, set destination port, click "Human control" a couple of times till it shows CS = convoy something........ will go back and forwards with whatever you asked to be loaded. Can also do back loads but not an issue for the scenario you are playing.

2. Restricted (R) troops can't be loaded unless bought out (if possible) with political points. Otherwise load them in combat mode onto amphib TF's or strategic mode in transport TF. For port sizes of <=2 or 3 amphib unload rates are faster but not all devices can be unloaded unless on a APA/AKA or sufficient naval support is on site.

3. Bombardment missions will hit ships in port.

4. Probably threat settings- go to TF routing and set routing to "direct" and threat tolerance to "absolute"

RE new TF on turn one- one of the most common house rules is orders given to already formed TF only.

(in reply to Aditia)
Post #: 8
RE: New player getting familiar with the game - 1/1/2013 7:27:42 AM   
BBfanboy


Posts: 2655
Joined: 8/4/2010
From: Winnipeg, MB
Status: offline

quote:

ORIGINAL: Aditia

So, I read the manual (ugh), and been playing the Guadalcanal scenario as allies. Safe to say, I ran into a few issues I hope someone is willing to help me with:

1. After an amphibious landing, what is the best way to keep your troops supplied?
- What kind of ships do you use when you do not have a working port at the location you assaulted, and what are the correct task force settings?
- Is there any way to tell a resupply convoy to keep going back and forth for a bit? (probably also very useful to keep a major forward base stocked with supplies from the homeland)

2. How (for the love of god) do I get troops in friendly bases in such an order, that they can be picked up by troop carrying ships to ferry them where I want them to be? (for example some engineers from Australia to Guadalcanal to repair the port and such, or to Port Moresby to assist in airfield expansion)
- Do I assume correctly that if you want to get extra troops to an island that you just assaulted and conquered, that doesn't have a working port yet, that amphibious ships in an amphibious task force work best?

3. Is there a good way to hurt ships docked at a port with surface combat TF's, where you have local superiority? Or do you just keep them bottled up and try to bring in some airpower to do port attacks?

4. Is it me, or can the setting retirement allowed be really annoying, forcing you to do some tweaks to home port settings, so your TF don't all of a sudden decide to head 'back' when they are alomost at destination

BTW, I had loads of fun playing against the AI. Watching 2 brave DD's take on a Jap convoy with escort is probably one of the most exciting things I have seen in 18 years of wargaming. The 2 DD's engaged a CL, E, 2 PC Ch's (or something like that, small boats), and 5 big transports. After 10 minutes of the visual representation of the battle, my DD's disengaged, leaving behind all enemy ships heavily damaged (some sinking) , while one DD suffered system and flotation damage in the 20's. The DD decided to sink on the next turn :(

PS
I dont see any game setting that prevents the allied player from creating new TF's on turn 1, so it seems that having a houserule on it is necessary?
Do people usually let the allied player try and get assets out of dodge on turn 1? Or do they have to wait until turn 2?

A few additional comments to what Itdepends said:
1. I am not sure if APAs are available in the Guadalcanal scenario. APDs and LSTs also unload very fast but I don't think you have LSTs yet and APDs cannot carry much equipment. However, they are good for units with almost no equipment - paratroops, raiders and ... USN Port Service Detatchments. The latter give you about 30 naval support which helps a lot with the unloading. The other thing to keep in mind is that the speed of amphib unload is per ship, so the more ships you use the faster you get your troops ashore. If you have lots of ships available, use at least twice what you need.

2. Yes, you do need an amphibious TF for the equipment, but you can use flying boats such as the Catalina to fly in your engineers to start building the port and have the ships bring the equipment. Make sure you CAP the base before flying in troops or enemy fighters will eat your transport aircraft.

3. Before you can bombard his base you will have to get past the Surface Combat TFs. Send a couple of CL/DD TFs ahead of your bombardment run to attack/drive off the SCTFs. Otherwise, your bombardment force may spend its heavy shells on small enemy combatants rather than the desired targets.
Also be aware that what is hit by the bombardment is random, and can include the port facilities, the airfield and facilities, supply dumps, fuel storage, land units, and, just maybe, one or two of the ships disbanded in port. It helps to have your cruisers assign their float planes to "recon" the base they are bombarding, even at night [they must use flares or something]. Recon of the base the day before bombardment also helps.

4. If you are seeing your ships returning to port, they must have reached the hex you ordered them to and then the "retirement allowed" kicked in and they started on the way back. If you want them to stay in the hex it is best to set a patrol. This is a little non-intuitive because before you can set the patrol you have to set the base to return to. First, select the base you want the TF to head for if it needs to break off the patrol (out of ammo, out of fuel, damage). Set that as the home port and then click on "Return to [the home port]". Immediately change the "retirement allowed" to "remain on station". Then go to the "TF routing" screen and you will have the option "Set Patrol Zone". Click on this and you have 3 buttons for setting the zone you want to patrol. You do NOT have to use all three. If it is a one-hex patrol (say at one of your ports) just click the first button and then click on the hex on the map. Go back to the main TF screen and you will see it no longer says you are going back to home port, and just says "Patrol Zone" for destination.
Note that Patrolling keeps your ships moving and more ready for combat than if you just send them directly to the hex with a "Remain on Station" setting. The latter will cause them to stop and wait for orders, making them sitting ducks for surprise attack.

_____________________________

I have not yet begun to fight! OTOH I have not yet begun to flee. Hmmmmm - choices, choices -always with the choices.

(in reply to Aditia)
Post #: 9
RE: New player getting familiar with the game - 1/1/2013 5:29:21 PM   
John Lansford

 

Posts: 2662
Joined: 4/29/2002
Status: offline

quote:

ORIGINAL: Aditia

So, I read the manual (ugh), and been playing the Guadalcanal scenario as allies. Safe to say, I ran into a few issues I hope someone is willing to help me with:

1. After an amphibious landing, what is the best way to keep your troops supplied?
- What kind of ships do you use when you do not have a working port at the location you assaulted, and what are the correct task force settings?
- Is there any way to tell a resupply convoy to keep going back and forth for a bit? (probably also very useful to keep a major forward base stocked with supplies from the homeland)

2. How (for the love of god) do I get troops in friendly bases in such an order, that they can be picked up by troop carrying ships to ferry them where I want them to be? (for example some engineers from Australia to Guadalcanal to repair the port and such, or to Port Moresby to assist in airfield expansion)
- Do I assume correctly that if you want to get extra troops to an island that you just assaulted and conquered, that doesn't have a working port yet, that amphibious ships in an amphibious task force work best?

3. Is there a good way to hurt ships docked at a port with surface combat TF's, where you have local superiority? Or do you just keep them bottled up and try to bring in some airpower to do port attacks?

4. Is it me, or can the setting retirement allowed be really annoying, forcing you to do some tweaks to home port settings, so your TF don't all of a sudden decide to head 'back' when they are alomost at destination

BTW, I had loads of fun playing against the AI. Watching 2 brave DD's take on a Jap convoy with escort is probably one of the most exciting things I have seen in 18 years of wargaming. The 2 DD's engaged a CL, E, 2 PC Ch's (or something like that, small boats), and 5 big transports. After 10 minutes of the visual representation of the battle, my DD's disengaged, leaving behind all enemy ships heavily damaged (some sinking) , while one DD suffered system and flotation damage in the 20's. The DD decided to sink on the next turn :(

PS
I dont see any game setting that prevents the allied player from creating new TF's on turn 1, so it seems that having a houserule on it is necessary?
Do people usually let the allied player try and get assets out of dodge on turn 1? Or do they have to wait until turn 2?


1) You need a separate amphib TF loaded only with supplies unloading at the same time the assault units are still fighting. Assault ships carry some supply with their troops but they won't unload it until all the troops are ashore; that means the troops aren't getting any supply at all if you don't have another amphib TF unloading supplies for them.

2) Some land combat units (LCU's) are restricted by their HQ as to where they can deploy. Most Australian LCU's have restricted HQ's that keep them from leaving their country. If the HQ has a (R) behind it, they're restricted. If the HQ is yellow, you can change it to a non-restricted HQ if you've got the political points (PP) to afford it. If the HQ is white though, you're SOL and can't change the HQ at all. Transport aircraft can ferry the men overseas to other bases under the same HQ designation, but they won't carry the heavy equipment and they won't load onto a ship either.

3) Set your naval combat TF to bombard. They will randomly bombard the port facilities and any ships in the harbor, but if there are any surface combat TF's at the base your bombardment TF will have to fight them first.

4) If your TF destination is an open ocean hex and you set it to retire, if it has a lot of movement the TF will reach the hex and reverse direction in one move phase. If you don't want it to do that, set it to remain on station. The retirement option is useful for TF's that you want to unload at a base and then return to the destination ASAP, or bombard a base and then leave immediately, or raid a base.

(in reply to Aditia)
Post #: 10
RE: New player getting familiar with the game - 1/2/2013 3:40:11 PM   
Aditia

 

Posts: 237
Joined: 3/27/2011
Status: offline
Thanks for all the help so far. I am learning so much by getting my ass kicked by the AI in Guadalcanal. About time I start playing the AI in scenario 2 and learn some more. After a good few hours on that, PBEM time!

Some more questions:

- Weather seems to play a huge role in your ability to recon. Is there something like a weather map? Or do you have to guess about the weather 60 miles over from a hex you are currently in?
- In the Ops report, you see a lot of scouting reports that have hex coordinates next to them. Any way to quickly jump to such a coordinate?
- Any other way to make notes in-game, apart from using TF names as a note?

(in reply to John Lansford)
Post #: 11
RE: New player getting familiar with the game - 1/2/2013 3:45:23 PM   
witpqs


Posts: 14898
Joined: 10/4/2004
From: Argleton
Status: offline

quote:

ORIGINAL: Aditia

Thanks for all the help so far. I am learning so much by getting my ass kicked by the AI in Guadalcanal. About time I start playing the AI in scenario 2 and learn some more. After a good few hours on that, PBEM time!

Some more questions:

- Weather seems to play a huge role in your ability to recon. Is there something like a weather map? Or do you have to guess about the weather 60 miles over from a hex you are currently in?

I can help with this one. Two ways. Press the '3' key to see the predicted weather for tomorrow. It's very grainy and not very accurate anyway. Second, press the 'k' key to call a pop up of the forecast for all regions. When you see that you'll know what I meant by "grainy"!

_____________________________

Intel Monkey: https://sites.google.com/site/staffmonkeys/

(in reply to Aditia)
Post #: 12
RE: New player getting familiar with the game - 1/2/2013 4:50:58 PM   
Crackaces


Posts: 2621
Joined: 7/9/2011
Status: offline

quote:

ORIGINAL: witpqs


quote:

ORIGINAL: Aditia

Thanks for all the help so far. I am learning so much by getting my ass kicked by the AI in Guadalcanal. About time I start playing the AI in scenario 2 and learn some more. After a good few hours on that, PBEM time!

Some more questions:

- Weather seems to play a huge role in your ability to recon. Is there something like a weather map? Or do you have to guess about the weather 60 miles over from a hex you are currently in?

I can help with this one. Two ways. Press the '3' key to see the predicted weather for tomorrow. It's very grainy and not very accurate anyway. Second, press the 'k' key to call a pop up of the forecast for all regions. When you see that you'll know what I meant by "grainy"!


Might I add that playing with "Advanced Weather" greatly increases the P(x) of bad weather making Earth more like the planet Hoth .. grounding sea based patrol craft and playing havoc with strike packages ... probably less frustrating and less confusing to play without this feature on ...

_____________________________

Patients and providers of healthcare win with interprofessional practice http://ipep.arizona.edu/blog

(in reply to witpqs)
Post #: 13
RE: New player getting familiar with the game - 1/3/2013 12:09:29 AM   
Aditia

 

Posts: 237
Joined: 3/27/2011
Status: offline
Is Advanced Weather considered broken by concensus?

Thanks for the replies again.

I just started scenario 2 against the AI and I still feel a bit overwhelmed
But I am gonna perservere as I want to play this H2H so badly!

I decided to start turn 1 by making sense of the most important theatre: China!!
God is the land combat model different from what I am used to (PzC, been playing that for more than a decade now, and WitE, purchased when first released, and dropped after 6 months because of some serious flaws).
So, just looking at China, some questions came to mind:

- In land focused Wargames, having an actual MLR/front line is p. important. How does this work in WitP? Do I try to make a front line in good terrain, or do I focus on massing units into bases that are present at important Lines of Communication?
- Does infantry that is in the boonies get detected by the enemy? Or can they lurk and live off the land to mess with LoC on a later date as somewhat of a guerilla force?

(in reply to Crackaces)
Post #: 14
RE: New player getting familiar with the game - 1/3/2013 12:52:25 AM   
witpqs


Posts: 14898
Joined: 10/4/2004
From: Argleton
Status: offline
quote:

Is Advanced Weather considered broken by concensus?


Heck, no!

The weather model is ultra simple. It is better than playing without weather because it does add that additional - and quite large - layer of uncertainty. It is not a 'good' weather model in the sense of all the realism that it lacks. But playing with perfect weather every day in every hex is way, way more lacking.

Some people like weather 'off' and that's cool for them. There is certainly no consensus at all that 'Advanced Weather is broken'. I believe someone mentioned that it might be easier to learn while playing without weather on. Maybe. Beyond that, it is better than guaranteed perfect weather in terms of realism. To use it or not is just a matter of individual preference.

_____________________________

Intel Monkey: https://sites.google.com/site/staffmonkeys/

(in reply to Aditia)
Post #: 15
RE: New player getting familiar with the game - 1/3/2013 2:21:24 AM   
Chickenboy


Posts: 18217
Joined: 6/29/2002
From: Twin Cities, MN
Status: offline

quote:

ORIGINAL: Aditia

Is Advanced Weather considered broken by concensus?



My opinion is "yes". I have heard far more complaints about 'advanced weather'=on than off. They run similar to what has been described above-all storms, all the time.

_____________________________


(in reply to Aditia)
Post #: 16
RE: New player getting familiar with the game - 1/3/2013 5:50:53 AM   
BBfanboy


Posts: 2655
Joined: 8/4/2010
From: Winnipeg, MB
Status: offline

quote:

ORIGINAL: Aditia

Thanks for all the help so far. I am learning so much by getting my ass kicked by the AI in Guadalcanal. About time I start playing the AI in scenario 2 and learn some more. After a good few hours on that, PBEM time!

Some more questions:

- Weather seems to play a huge role in your ability to recon. Is there something like a weather map? Or do you have to guess about the weather 60 miles over from a hex you are currently in?
- In the Ops report, you see a lot of scouting reports that have hex coordinates next to them. Any way to quickly jump to such a coordinate?
- Any other way to make notes in-game, apart from using TF names as a note?

For a weather report in a particular hex [as opposed the the regional forecast] you must have ships or land units in the hex at the end of the turn. At that time you can roll the cursor over the hex and get the report, BUT ..... it's the report for the turn just finished! I have not found any pattern of weather progression that is reliable enough to use yesterdays weather as an indicator of next turn's weather. About all it is good for is helping you figure out why your aircraft didn't fly, why search aircraft missed spotting something and why combat got terrible results.

About search aircraft - the skill level of the pilots plays a good deal into whether they see anything and how accurately they report it. Also, do not set your search to the aircraft maximum range unless there is an emergency [enemy carriers in that region]. Extreme range will result in heavy operational losses.

_____________________________

I have not yet begun to fight! OTOH I have not yet begun to flee. Hmmmmm - choices, choices -always with the choices.

(in reply to Aditia)
Post #: 17
RE: New player getting familiar with the game - 1/3/2013 5:56:32 AM   
BBfanboy


Posts: 2655
Joined: 8/4/2010
From: Winnipeg, MB
Status: offline

quote:

ORIGINAL: Chickenboy


quote:

ORIGINAL: Aditia

Is Advanced Weather considered broken by concensus?



My opinion is "yes". I have heard far more complaints about 'advanced weather'=on than off. They run similar to what has been described above-all storms, all the time.

+1 on the "too many storms to be realistic" effect of having Advanced Weather on. With AW turned off, you still get some bad weather about 25-30% of the time and this seems more realistic for a tropical paradise.

_____________________________

I have not yet begun to fight! OTOH I have not yet begun to flee. Hmmmmm - choices, choices -always with the choices.

(in reply to Chickenboy)
Post #: 18
RE: New player getting familiar with the game - 1/5/2013 7:08:40 AM   
PizzaMan


Posts: 206
Joined: 7/14/2007
Status: offline
I would love to see afternoon thunder storms over tropical islands with clear morning phases, and fronts and cyclones that move slowly across the map.

(in reply to BBfanboy)
Post #: 19
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