From: Cobleskill, New York, USA
I have been doing this and following and participating in the forum every day. Unfortunately, this leaves me little time to play the game. Even with a (theoretical) IQ of 130, and a Professional Engineers' License I do not know enough to play this game adequately after much study. I have printed out sixty+ pages of notes on game rules only. I have saved these printouts since 1/04/10. For example:
WITP AE Tips From Forum 1/25/10 - 2/19/10
No Zero Bonus but an amphib bonus until March 1942
In game engine, sweep has advantage against CAP and CAP has advantage against escort. IIRC, this was confirmed by The Elf.
You should have your bombers and fighters set on the same altitude to get better chance of coordinated strike. Fighters on escort will however "meet" the bombers at assigned altitude and then "climb" 3000ft up to cover them. At least thats theory :D
The higher the DL of a fleet or a base the more accurate the attacks.
Political Points Disappearing-
Simple solution will be to suppress the 'Done' button until a selection is actually made. I will do this to the base, army and group command change screens to keep them consistent.
How To Air Evacuate LCUs-
Set the aircraft mission to supply, set the destination to Rabaul. Now set them mission to pick up troops, and then the one you want to move.
FT evac and insertion not working as intended:
pick up troops -> TF tries to load supplies, even if I turn on, "don't load supplies"
pick up /deploy troops -> get in, get the guys, get out before daybreak
Units not listed for pickup at bases, held or enemy held or underseige
FT task forces also stopped dead in their tracks by a simple sub attack. Not even a hit, just a shot.
I have found a couple of items that would impact picking up troops
1. coastal hexes were defined as a hex with at least one land and one sea hexSIDE. However, single hex islands would have all sea hexsides. This was the ONLY place where a coastal hex was defined this way. Changed it follow the normal method of just checking the type of hex so more LCUs will be available.
2. the 'troop only' flag was getting cleared incorrectly after returning from the pick up screen.
Not sure why the TF would stop after being attacked.
Returning Damaged warships for repair-
If you perform the temporary repairs 'pierside', 'readiness', or 'repair ship' but not 'shipyard' then all of the repair efforts will go toward 'minor float', 'minor engine', and 'system'. When those are sufficiently reduced you can send the ship to a larger yard for the permanent work. Of course if major float is just too high use a shipyard for the temporary repairs.
It's also absolutely critical to transit in the conditions you cite at Cruise speed. Going Mission speed will accumulate more float damage very quickly.
I got one of the RN BBs from Colombo to Cape Town with 75 Major Float, and 21 System Damage. One big key was Minor Float was zero. I'm not sure I'd try that again, but I was new to the game. It was on Cruise and I got lucky.
Naval support does assist in repairs for pierside, but does not for shipyard (the shipyard is a self contained entity).
Also, increaseing priority for a ship in an underutilized shipyard may have little or no effect as the shipyard will already be dedicating unused resources to ships under repair in the yard. It will, in effect, automatically raise the priority of a ship if no other ship is competing for the shipyard resources.
1. Land large force using many ships (NOT minimum ships) and using APA/AKA if you got them
2. Crunch the opponent quickly before you starve
3. Land LOTS of naval support troops
4. Withdraw assault force
5. Withdraw Naval support troops
6. Land garrison troops
All of the ways to repair major damage -
Repair Yards are able to repair all types of damage; System, Floatation, and Engineering damage, as well as Major damage.
AR, AD, AGP, and AG can repair major damage for PT, PB, PC, SC, AM, ML, HDML, MGB, YP, YMS, AMc
ARD can repair all major flotation damage
For PT , MGB, ML, PC, PB, SC, AM, YM, AMc, YP, and HDML: Major damage can be repaired by a size 4 port (or larger), except for ships with a tonnage greater than 499, which require a port of size tonnage/100. AR, AD, AG, and AGP can repair major damage.
For LB, LCVP, LCM, LCT: Major damage can be repaired by a size 4 port (or larger) or AR, AG, AGP
For Midget Submarines: Major Engine Damage can be repaired by a port of size 6 or greater, or by an AR or AS.
For xAP, xAPc, xAK, xAKL, TK, AKL, YO, and APc: Major damage can be repaired at a port with size equal to 100 per ship tonnage.
AR can repair major engine or major flotation damage if the damage is 5 points or less.
Ports of size 7 and above can also repair major engine and major floatation damage of five points or less, but only if the ship is taken offline (assigned to pier side repair mode).
The TB's are fast and can cause some damage, so keep them around, under air cover, and ready to react. This will force the Allied Player to tie up extra gunnery with his TF's. They are small so only a few VP each if sunk.
The PC's can be an additional escort for short to mid-range convoys. They can add their machine guns to the AA and be a potential target in lieu of more valuable ships. If the convoy ends up in a surface engagment, the torpedoes can be effective. Otherwise, anchor them in a port where their machine guns can provide a little extra AA.
Amphibious Assault Assistance
When attacking an atoll:
1. Make sure you have at least one or two transport with ONLY supplies on them. Otherwise, your troops will unload and attack without supplies.
2. When loading, use 5 times the number of ships you think you need. The idea is that you want to unload everyone in one day, and avoid having to make back to back shock attacks. You don't need that multiple if you have LCIs and other handy invasion craft, but if you are using xAP, use way way way more than you think you need.
3. Bombard and bomb the enemy there
4. Don't unload anyone that isn't close to 100% prepped. In AE, this is much more the case than WITP!
5. Tanks help alot (if they are prepped). Always bring some.
6. Use AGC/Amphib HQ if you have them. Use APA/LCI if you have them.
That should do it; quick unload, make sure you have supplies, bomb/bombard it
If set to "Follow TF" and "React 6
Don Bowen -
Orders to React will override orders to follow/meet. Choose your options wisely.
Political Point Shortcuts
Change a HQ from a Restricted Command to an Unreastricted Command - This will result in all of the units that are subordinate to become unrestricted. This saves the PP expense of changing the units individually. Example, several units are assigned to a Corps HQ that is assigned to a restricted HQ. The Corps HQ is not restricted with (R) by it's name. Rather than changing the units individually, to load for transport. Change the Corps HQ at a much lower expense of PP. Using logical groupings of units habitually assigned to a HQ, the HQ can be changed to effect the change of all of the units to different commands for various purposes. (Not gamey - exactly as intended)
Another variation on the TF Commander is to form a bunch of TF's of the same type and keep only the one with aTF Commander that you like. Example; say there are twenty DD's at Pearl and you want to form an ASW TF of four DD's. Form 10 TF's with two DD's each and select the TF that has the best TF Commander. Transfer ships in and our as necessary to get what you want and disband all of the other TF's. No PP's. (A little gamey)
Pilot Pools -
I. Types of Pilot Pools
A) Replacement Pool - low-experience pilots who are recent graduates of the off-map training program.
B) Reserve Pool - experienced pilots, assigned into 3 sectons: Group Reserve, General Reserve, TRACOM.
1) Group Reserve - This includes the following pilots:
a) Pilots assigned to an active unit, but who have a delayed arrival date.
b) Pilots assigned to an inactive unit. (the unit has not yet arrived)
c) Pilots assigned to an active unit, but WIA.
d) Pilots assigned to an active unit, but inactive due to too many pilots in the unit.
e) Pilots assigned to an active unit, but inactive due to too few planes in the unit.
f) Pilots assigned to an active unit, but inactive in order to be transferred.
2) General Reserve - This includes the following pilots:
a) Pilots not assigned to any unit.
b) Pilots whose unit was permanently disbanded/withdrawn.
c) Pilots whose unit was destroyed while they were inactive due to WIA.
d) Pilots transferred from Group Reserve.
e) Pilots in General Reserve are grouped by type. (Bomber, Fighter, Patrol)
f) Pilot type is determined by either the editor or unit type.
3) TRACOM - This includes the following pilots:
a) High experience (80+) pilots assigned by the player.
b) Pilots in TRACOM help to speed up the off-map training program.
C) Trainee Pool - pilots training in the off-map training program. Available only if the other Pools are empty.
II. Transferring Pilots
A) From unit to Group Reserve
1) From the air unit's information screen, click "Pilots".
2) Left-click the name of the pilot, then click "Yes".
3) The pilot will remain in the unit list, but greyed-out. The pilot will now also be listed in "Group Reserve".
B) From unit to General Reserve
1) From the air unit's information screen, click "Pilots".
2) Left-click the name of the pilot, then click "Yes".
3) Left-click the name of the pilot again, then click "Yes".
4) The pilot is no longer in the unit list. The pilot will now be listed in "General Reserve".
C) From General Reserve to TRACOM
1) Eligible pilots' names appear in yellow in the General reserve list.
2) Click the name of the pilot, then click "Yes".
D) Limitations of Transfers
1) Pilots assigned to units due to withdraw
a) Pilots in these units can transfer to Group Reserve with no restrictions.
b) Pilots in these units can transfer to General Reserve if the following condition is met:
- The # of pilots in the unit exceeds the maximum # of planes +1.
- e.g. if a unit can have 13 planes, there must be at least 15 pilots.
c) Pilots in excess of maximum planes +1 can transfer to General Reserve.
e) Pilots in these units eligible to transfer are randomly determined.
III. Assigning Pilots to Units
A) From the Replacement Pool
1) From the air unit's information screen, click "Get New Pilot".
a) Each click will assign 1 pilot, up to the maximum allowed.
2) From the air unit's information screen, click "Get # Pilots".
a) This will give the unit it's maximum allowed pilots at once.
3) The pilot(s) will now be listed on the air unit's "Pilots" list.
B) From the Reserve Pool
1) From the air unit's information screen, click "Request Veteran".
2) Click the name of the desired pilot, then click "Yes".
3) If transfer delay is less then 6 days, the pilot will be listed on the air unit's "Pilots" list.
C) Transfer Delay
1) There is a random, up to 15 days, delay for pilots transferring from the Reserve Pools.
2) Pilots with a delay of 6 days or less will show up immediately in the assigned unit's "Pilot" list.
3) Pilots with a delay of 7-15 days will be listed under Group Reserve until the delay is 6 days.
4) Pilots with a delay of 7-15 days will not be listed in their units "Pilot" list until the delay is 6 days.
There is a random, up to 15 day delay when transferring pilots to other units, or when transferring pilots to General Reserve.
Because of this delay, if you want a pilot to go to a specific unit, it is better to transfer the desired pilot straight to the desired unit, rather than transfer the pilot to General Reserve, then to the desired unit.
Pilots transferred to General Reserve who have a delay of 8 days or more are not available for transfer to a unit until there delay is 7 days or less; however, the delay is shown on the General Reserve screen as the month due, not the day due, which makes it hard to know exactly when the pilot will be available. So if you don't have an immediate need for a pilot, transfer him to General Reserve, if you want the pilot in a specific unit ASAP, use the direct-transfer method.
Pilots can't be transferred from the General Reserve pool to an unit without using "Request Veteran".
AFAIK, the transfer delay is totally random, I've seen no difference in high Exp pilots or low Exp pilots, nor in amount of Fatigue, or location of the unit.
Pilots in Group Reserve can be transferred to 4 places:
1) Pilots eligible for TRACOM (must have 81+ Exp, their names will be in yellow text), can be transferred to TRACOM either from the Group Reserve Screen or from the assigned unit's Pilots Screen.
2) Transferred back to Active Status. (right-click their greyed-out name on their unit's Pilots Screen)
3) Transferred to another unit. (using Request Veteran from the new unit's Air Unit Information Screen)
4) Transferred to General Reserve. (left-click their greyed-out name on their unit's Pilots Screen)
AI Scripts -
No need to edit anything. I think you can just delete ones you don't like. Or it might be better to rename or move them...
numbered 1-12 .dat files
Sub Transport Missions_
The SST's are the only Allied Subs that have Troop Space. All SS's have a cargo capacity that is hard coded, the largest being 60. See page 119 of the manual. The Allied Troops in Cargo Space Offset is 12 (largest SS troop capacity is then 5). See the table on pages 112-113. The only devices that load at 1x load cost are Light Equipment (Load Cost of less than 5). All squads have a load cost of greater than 5, so no squads can be carried on an SS. The only light equipment items are small mortars and AAMG with a load cost of 4 or less.
Conclusion: The only "troops" you can load on an SS are small mortars and AAMG and this is extremely limited. They will sustain 1 to 50 Disruption per day while on board and will sustain 1 to 3 damage when they unload. is it really worth it to rescue a bunch of cadres?
EDIT: On the other hand what are troops and what are cargo? The table on pages 112-113 imply that equipment is cargo. If that is the case, then:
Medium Equipment (2 x Load Cost) - Most Allied subs can load certain equipment.
Heavy Equipment (3 x Load Cost) - Some Allied subs can load even heavier equipment.
Vehicles (3 x Load Cost) - The biggest Allied subs could conceivable load engineer vehicles and motorized support.
Anyone know the answer to this one? I don't think that this is the case, becuase all LCU items loaded on a transport task force shows as "Troops".
There are only one or two Allied subs that will load troops in AE. The rest will only load supplies.
Which can ships can upgrade?
Japanese can convert Kyushu and Husimi cargo ship hulls into AR's
Allies get no conversions to AR.
The Dutch CM Rigel will upgrade to become an AR anytime.
The Australian AS Platypus will upgrade to become an AR beginning on 4/44.
Best policy... protect the AR's that you have!
For the Allies, some PG's upgrade to AGP's.
When you want to move planes by ship, you set up a transport/air transport/cargo TF of 1 ship (or more if including escort DD/De etc)
You then Load the plane group way you load troops... selecting Load Troops but instead you load a plane group
Only time the transfer to a ship would be used is if you have a ship in a TF capable of
such Ie: a carrier...
Later in war you can use CVE's to move air groups around..
Some planes will have the range to transfer to a base in Hawaii and on to other island bases...
but thats mainly the Pbys, Big bombers, cargo planes, not short range fighters/db/tb's
One tends to forget how far actually Hawaii is from west coast.
skyros - Try to use AKVs since aircraft will arrive ready to fight.
You can also forgo the transports for much of the trip. Use the off-map system to transfer from Eastern US to Cape Town, or, later, Aden, then one transpoort run to Perth or Colombo, etc. Going across the Pacific takes micromanagement and planning, supplies, and time to repair transit damage. I just Base Transfer them into the theater's periphery, then use ships for the last leg.
refueling subs at sea
Don Bowen -
Subs at sea can not refuel. No way, nada, intentionally disabled. You gotta get them to port.
Within 4 hexes IIRC they search 360. (in addition to any assined sectors?)
Add Supply - Patch 3 Beta
The base will try and get and maintain 3 x whatever value is displayed in the supplies required field as denoted by 'B' in the pic below.
This value can be modified by several conditions.
1. If HQ of base is present at that base then add 25k, this addition is not displayed to the user.
2. Spoilage limit can not be exceeded when trying to pull supplies if add supply is not used. If a base has a spoilage limit then it is displayed in the base screen as denoted by 'C' in the pic below.
3. Max draw aka supply cap, you can only draw up to the amount indicated per day as denoted by 'A' in the pic below.
4. If base has no spoilage limit and a cargo tf is loading supplies then the unused capacity is divided by 3 and added to supplies required.
(see drawing RE: Add supply - 2/18/2010 7:01:00 PM post 8)
Each hex has its own 'weather'.
The weather shown on the top row is the weather in the current hex - the one on the map with all 6 hex sides white.