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Checklist - 2/13/2013 6:25:16 PM   
kentcol

 

Posts: 98
Joined: 7/1/2006
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This may be a dumb question, but is there any kind of checklist of the things to be done on each turn?
Post #: 1
RE: Checklist - 2/13/2013 6:29:11 PM   
Bullwinkle58


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quote:

ORIGINAL: kentcol

This may be a dumb question, but is there any kind of checklist of the things to be done on each turn?


Yeah. The manual.

There are various attempts at what you're after scattered through the archives. Also see the newbie AAR by Saurdukar.

http://www.matrixgames.com/forums/tm.asp?m=2564541

Most folks come up with their own routine after awhile.

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(in reply to kentcol)
Post #: 2
RE: Checklist - 2/13/2013 7:30:16 PM   
Jorge_Stanbury


Posts: 698
Joined: 2/29/2012
From: Lima and Toronto
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My personal routine each turn is:
- check air losses/ ships sunk
- read the OP report
- read tracker alerts; make sure anything that requires attention is taken care of
- then I go theatre by theatre; Malaya, N Borneo/ Sumatra, Indochina/ Burma, Luzon, Mindanao, N China, HI, etc. I try to keep focus and finish at least one theatre in each "sit", so that I can remember later that "I finished Luzon and Burma, I still need to review HI and China
- then double check CVs and BBs (assuming they are operating).

every 2 or 3 turns I additionally check:
- production, R&D
- submarine patrols

once a month I check:
- training
- ship building/ ship refit/ conversions



< Message edited by Jorge_Stanbury -- 2/13/2013 7:31:37 PM >

(in reply to Bullwinkle58)
Post #: 3
RE: Checklist - 2/13/2013 7:39:54 PM   
Icedawg


Posts: 1576
Joined: 1/27/2006
From: Upstate New York
Status: offline
Here's a summary of a checklist I use. I'm at work now, so I don't actually have it at the moment, but what you see below is a pretty close approximation. I've broken it down chronologically into stages I go through each turn. It's pretty mechanical, but it generally keeps me from forgetting to do stuff.

Prior Turn Overview

Check combat report.

Check operations report.

Check sig intelligence (pretty pointless as Japanese player, but slightly useful once every blue moon).

Check air losses screens.

Check status of ships damaged.

Check status of LCUs involved in combat.

Industry

Expand any factories I wish to expand.

Check factories that expanded in prior turns and confirm that they are repairing – adjust supply levels if they are not.

Turn selected factories on/off depending on pool levels.

Check R&D levels for aircraft being researched. Convert factories once current type has been developed.

Check Oil/Resource and Fuel/Supply levels at bases.

Alter stockpiling status and supply draw for bases that are overstocking or understocking.

Check ship availability window. Halt/Accelerate ships. Turn off shipyards (to conserve HI) if pools are high.

Task Forces

Form, disband, reroute TFs. I usually do this in three stages:

All “economic” TFs (cargo and tanker) are formed, disbanded and routed. In addition, any Air, ASW, minesweeping and/or SCTFs that are providing escort for these TFs are also formed, disbanded and routed.

Next, I go on to “combat” TFs and form, disband and route groups of TFs all participating in the same theater.

Finally, I take care of submarines.

Change leaders (TFs and/or ships)

Check damage/repair status.

Check for upgrades and conversions.

Air Units

Adjust search and ASW arcs.

Adjust CAP.

Adjust recon missions.

Adjust offensive missions (sweep, airfield, port, etc).

Adjust training missions.

Transfer squadrons.

Draw pilots to squadrons that need them.

Check training squadrons and send pilots to reserve pools once they have trained to
desired levels.

Check for upgrades and replacements (both done manually – I leave nothing to the AI).

Check air support levels at airfields.

Check for overstacking at airfields.

Change leaders.

Change command.

LCUs

Set objectives.

Set destinations.

Adjust operations mode.

Adjust combat mode.

Check replacement/upgrade status.

Change leaders.

Change command.



GO THROUGH ENTIRE CHECKLIST AGAIN! (Nine out of ten times, I miss something moderately important the first time through.)

Triple check important things like KB, large amphibious TFs (and their supporting TFs), important unit upgrades and key factory progress.

E-mail turn to opponent. Double check to be sure the proper files are attached. Nothing’s worse than losing a day of real time due to attachment of the wrong files or failure to attach any files.


Hope this has been of help.

(in reply to kentcol)
Post #: 4
RE: Checklist - 2/13/2013 8:15:17 PM   
Chickenboy


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Joined: 6/29/2002
From: Twin Cities, MN
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My list:

(I only play Japanese)

1. Watch combat replay at 'normal' speed. You can get a fair amount of data from following aircraft vector pathways, altitude settings, etc. Plus, it's fun! Jot down important happenings from combat replay as they occur.

2. Read combat report. Jot down important happenings from combat report.

3. On the map: resolve important happenings from combat report. Adjust unit settings as befits the combat report and replay.

4. Check important home island ports and hubs. Everything loading / unloading smoothly?

5. Check on some individual high-value TFs:
A. Where is / where are the KB units? Are their airwing settings justified for their current (in)action?
B. Where are my tanker and replenishment AO TFs?
C. Where are my important surface combat TFs? What are their settings?

6. Check my LCUs. Are those engaging in combat suitably set for orders? Frontline or near-frontline LCUs get priority.

7. Check air units. Are those engaging in combat or likely to engage in combat suitably set for orders? Frontline or near-frontline air units get priority. Rear-echelon air (training) gets checked 2-3 x / month, always on the last day of the month.

8. (briefly) Check SigInt. Respond to any (rare!) actionable intelligence found therein.

9. Go through OPs report with a fine-toothed comb. Resolve those issues identified in OPs report. Identify, transit and task newly arriving units from OPs report.

10. (every other day) Check production status for Air, R&D and Engine (Engine R&D) status. Change research where necessary. Change production when necessary. Turn on / off production of air, engine and other where necessary.

11. "Quick" map overview theatre by theatre. This is where I sometimes 'lose myself' in a turn. It's so easy to do! But I manage to uncover some inefficiency or other or wayward low-priority TF that had been otherwise overlooked in my previous coverage. Plus, it's fun! It's a beautiful map, with nicely rendered units-why not gawk a little longer?

12. Save backup file.

13. Save end game file.

14. Send end game file and 001 combat replay to opponent. Send combat report .txt file to opponent for previous day.

15. Regret finalizing the turn as I realize that there was "just one more thing" I forgot.

_____________________________


(in reply to Icedawg)
Post #: 5
RE: Checklist - 2/14/2013 1:35:53 AM   
Sardaukar


Posts: 5962
Joined: 11/28/2001
From: Finland/now in Israel
Status: online
1. Check Ops report
2. Enjoy!

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"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


(in reply to Chickenboy)
Post #: 6
RE: Checklist - 2/14/2013 2:02:30 AM   
Colonel Mustard


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Joined: 11/22/2012
From: Upstate New York USA
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One other thing I always do is spend considerable time daydreaming and imagining the actions and how the strategy and tactics are playing out. A) It helps me remember that "one last thing" that Chickenboy forgot; and B) It doubles the fun of the game, vs. running through the checklist to "get it done."

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"It's all according to how your boogaloo situation stands, you understand."

(in reply to Sardaukar)
Post #: 7
RE: Checklist - 2/14/2013 7:19:18 AM   
Treetop64


Posts: 791
Joined: 4/12/2005
From: 519 Redwood City, CA - BASE (Hex 218, 70)
Status: offline

quote:

ORIGINAL: kentcol

This may be a dumb question, but is there any kind of checklist of the things to be done on each turn?



Not a dumb question at all.

The Ops Report is definitely a good place to start, as it gives a good rundown on what's been happening and can help with your planning. Planning, however, is still something you have to do yourself. The game won't do it for you.

_____________________________



"Junk is something you've kept for years and throw away three weeks before you need it"

(in reply to kentcol)
Post #: 8
RE: Checklist - 2/14/2013 7:30:06 AM   
obvert


Posts: 6817
Joined: 1/17/2011
From: PDX (and now) London, UK
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quote:

ORIGINAL: Chickenboy

Send combat report .txt file to opponent for previous day.


Hey. Just a question about sending the combat file to the opponent. Is this to check against sync issues, etc? I had always thought each opponents reports were different, and FOW was present in them. So say if there was a big battle and a ship was sunk but he didn't know, then he would find out. I could be completely misinformed, but I'm curious to find out the reasoning and if there is yet another thing about this game I don't yet understand.

_____________________________


"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill

(in reply to Colonel Mustard)
Post #: 9
RE: Checklist - 2/14/2013 7:29:36 PM   
Lokasenna


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Joined: 3/3/2012
From: Iowan in MD/DC
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Get Tracker, install it, and use the Alerts data set every turn :)

It's great for reminding you that LCUs have reached their destinations, ships have finished building, air groups resized, etc. Also gives a late warning if you've buggered anything with your supply chains...

(in reply to kentcol)
Post #: 10
RE: Checklist - 2/14/2013 8:04:48 PM   
geofflambert


Posts: 4383
Joined: 12/23/2010
From: St. Louis
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The checklist each day is everything you forgot to do last turn.

(in reply to Lokasenna)
Post #: 11
RE: Checklist - 2/14/2013 9:54:49 PM   
kentcol

 

Posts: 98
Joined: 7/1/2006
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Thanks, guys.

(in reply to geofflambert)
Post #: 12
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