****** OFFICIAL ADMIRAL's EDITION AAR V2*****

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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GaryChildress
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RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2*****

Post by GaryChildress »

ORIGINAL: Andy Mac

Not sure whats going to make the final cut

Its possible not everything you see will



Image

Andy, what are those unit icons I see at the bottom of this picture? Has AE now expanded the unit icon library to include unit size? [X(] [&o] [&o] [&o]
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RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2*****

Post by wdolson »

Loving the new icons too. Im assuming that the dashes on the size denote unit size, eg Rgt, btn, div and so on?
ORIGINAL: Dili
Yeah NATO symbols but rotated horizontally.

http://niehorster.orbat.com/000_admin/009_symbols.html

They didn't work on top, so they had to go on the side.

The unit type icons have gone from 9 to 90.

Bill
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RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2*****

Post by wdolson »

ORIGINAL: Gary Childress
Andy, what are those unit icons I see at the bottom of this picture? Has AE now expanded the unit icon library to include unit size? [X(] [&o] [&o] [&o]

We've been working to try and give the player more information at a glance. It also makes the interface nicer looking too.

Bill
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RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2*****

Post by GaryChildress »

ORIGINAL: wdolson
It also makes the interface nicer looking too.

Bill

I'll say! Now that is a beautiful sight! Way to go AE team! [&o][&o][&o]
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Terminus
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RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2*****

Post by Terminus »

Very good job on the new icons. Nice and crisp.
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Terminus
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RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2*****

Post by Terminus »

ORIGINAL: Dili

Nice that unit combining. Seems land combat took a big review. From what i know the British at that time fought as battle groups and very low cooperation in combined arms. Joining a division might be in this case not realistic except maybe for transport.

Remember the scale of the map, and consider the very low quality of the 11th.
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RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2*****

Post by cantona2 »

ORIGINAL: Terminus
ORIGINAL: cantona2

Andy can you please explain the different functions of the Operations Mode please?
Thanks

"Combat" is self-explanatory, "Move" and "Strategic Move" means the unit is packed up and very vulnerable to ground attacks, but allows faster movement ("Strategic Move" means using railroads and is required for sea transport in other than Amphibious TF's).

"Reserve" holds the unit back from the front lines (but still in a frontal hex), ready for intervening in the fight, while "Rest/Training" is intended for rear area R&R.


So does that means that the unit will not engage in combat until combat orders are issued?
1966 was a great year for English Football...Eric was born

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RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2*****

Post by cantona2 »

ORIGINAL: Andy Mac

Another quiet turn in Malaya (not elsewhere been having some fun with Boise but I will leave that for a naval team AAR later ;)

This may be of interest 11th Div finished concentrating


You tease!
1966 was a great year for English Football...Eric was born

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castor troy
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RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2*****

Post by castor troy »

Hi Andy! Thx for this AAR!

Couple of questions. In the same attack Sallies are bombing with 4x250kg GP bombs and other Sallies are bombing with 4x100kg GP bombs. Is this an error in the data base or can we now even choose the bomb loadout? [X(] Which leads to the next question. In Elf´s AAR he was nearly not able to score a hit on PM´s airfield while in your AAR the Japanese bombers achieve hits from 10.000+ ft like B52s. Probably because the Betties now also carry 4 additional 60kg GP bombs which leads to the next question: [:)] is an airfield hit still just a hit or does it make a difference if the airfield is hit by a 250kg GP bomb or a 60kg GP bomb. I hope it does.

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RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2*****

Post by Andy Mac »

loadouts are not user pickable
 
AF wasnt hit that hard you would need to ask the airdales about damage don't forget DL's start pretty high on turn 1.
 
 
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RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2*****

Post by Andy Mac »

11th is a little weaker than it will be in the release version because I took away the limited Arty it should have had but I won't restart for that now.
 
9th is in better shape because it has the best jungle trained Bn but 1 Bn out of 9 only lifts the average xp slightly.
 
Dili Auk was playing with Bde Groups at this time and it became more prevalant in mid 42 but the scale of the game is such that I prefer to use Divs where possible
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RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2*****

Post by Andy Mac »

Depends on the leader and xp value if in reserve they are available to pursue and on a roll can intervene in combat.

Andy
ORIGINAL: cantona2

ORIGINAL: Terminus
ORIGINAL: cantona2

Andy can you please explain the different functions of the Operations Mode please?
Thanks

"Combat" is self-explanatory, "Move" and "Strategic Move" means the unit is packed up and very vulnerable to ground attacks, but allows faster movement ("Strategic Move" means using railroads and is required for sea transport in other than Amphibious TF's).

"Reserve" holds the unit back from the front lines (but still in a frontal hex), ready for intervening in the fight, while "Rest/Training" is intended for rear area R&R.


So does that means that the unit will not engage in combat until combat orders are issued?
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RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2*****

Post by Andy Mac »

I am not at home but I thought this would help explain the differences in restricted units

3rd SSVF's HQ cannot be changed so its in white - its restricted and may never be made unrestricted
5/14th Punjab is unrestricted as its allocated to III Corps and may be deployed elsewhere
110th RAF Base Force is currently restricted but if you pay PP's it may be removed and redeployed.

In Malaya some forces are totally restricted, some are free to deploy and some are restricted but can be bought out.

Similar distinctions exist in Burma and in the DEI.

Andy
ORIGINAL: Andy Mac

Now this really is it because I need to go sleep...

The rest of the garrison at Taiping or should I say speedbump....



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Dili
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RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2*****

Post by Dili »

Dili Auk was playing with Bde Groups at this time and it became more prevalant in mid 42 but the scale of the game is such that I prefer to use Divs where possible

From what i know Brigade groups were the way British army fought and in case of armor not even much combined arms to talk about. That was one of reasons that Rommel got a way many times without superior forces. Piecemeal advances due to uncoordination, infantry far from tanks etc.
My question is also how game engine plays 3 separated units Vs an assembled one. Theoreticaly one assembled unit should be more coordinated giving a better combat result. I don't know if land combat has some sort of penalty for a decrease of efficency by the unit number involved. Of course there are also other factor like leadership. Maybe a Brigade with a very good commander can overcome that penalty if the parent Div. commander is nothing to talk about.
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RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2*****

Post by saj42 »

ORIGINAL: Andy Mac

Another quiet turn in Malaya (not elsewhere been having some fun with Boise but I will leave that for a naval team AAR later ;)

This may be of interest 11th Div finished concentrating



Image

Two questions:

1. (easy) Does the "target" column show the location the unit is prepping for?? - I assume in this example as they are at that location it displays 'at target/##' (with ## being the points accumulated).

2. (hard) The operations mode of a unit is viewed in the detailed unit screen. Is it possible to see it from the 'ground units at <base>' screen??
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RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2*****

Post by Andy Mac »

Yes but multiple Bde gps fought as Divs

Armour combined arms was a fiasco in the Desert although in France they did work together.

Game engine makes no difference between 1 unit and 3 units I think we have even solved the disruption caused by air attacks being reduced if you split units problem.

In terms of whether a Div or 3 Bde leaders have an impact a 3 x Bde will get three rolls, 1 x Div will a roll so less variance if three Bdes I would guess all leaders being equal.

ORIGINAL: Dili
Dili Auk was playing with Bde Groups at this time and it became more prevalant in mid 42 but the scale of the game is such that I prefer to use Divs where possible

From what i know Brigade groups were the way British army fought and in case of armor not even much combined arms to talk about. That was one of reasons that Rommel got a way many times without superior forces. Piecemeal advances due to uncoordination, infantry far from tanks etc.
My question is also how game engine plays 3 separated units Vs an assembled one. Theoreticaly one assembled unit should be more coordinated giving a better combat result. I don't know if land combat has some sort of penalty for a decrease of efficency by the unit number involved. Of course there are also other factor like leadership. Maybe a Brigade with a very good commander can overcome that penalty if the parent Div. commander is nothing to talk about.
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RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2*****

Post by Andy Mac »

Tallyho
&nbsp;
1. Yes
2. No sorry
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Terminus
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RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2*****

Post by Terminus »

ORIGINAL: cantona2

ORIGINAL: Terminus
ORIGINAL: cantona2

Andy can you please explain the different functions of the Operations Mode please?
Thanks

"Combat" is self-explanatory, "Move" and "Strategic Move" means the unit is packed up and very vulnerable to ground attacks, but allows faster movement ("Strategic Move" means using railroads and is required for sea transport in other than Amphibious TF's).

"Reserve" holds the unit back from the front lines (but still in a frontal hex), ready for intervening in the fight, while "Rest/Training" is intended for rear area R&R.


So does that means that the unit will not engage in combat until combat orders are issued?

It will defend itself (at somewhat reduced effectiveness), but won't attack in any way. "Reserve" is the second-best combat mode for defence, after "Combat" and before the others.
We are all dreams of the Giant Space Butterfly.
Dili
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RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2*****

Post by Dili »

Yes but multiple Bde gps fought as Divs
Armour combined arms was a fiasco in the Desert although in France they did work together.

Yes Montgomery with his lockstep ways had brought also some benefit. From my readings he unified many things that were operating apart in British Army . In desert since late August 42 the Brigade groups were disbanded and units started to work with better coordination.
Game engine makes no difference between 1 unit and 3 units I think we have even solved the disruption caused by air attacks being reduced if you split units problem.
In terms of whether a Div or 3 Bde leaders have an impact a 3 x Bde will get three rolls, 1 x Div will a roll so less variance if three Bdes I would guess all leaders being equal.

Okay.
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RE: ****** OFFICIAL ADMIRAL's EDITION AAR V2*****

Post by pad152 »

1. How come we seem aircraft attacking sometimes with and sometimes without ordnance?

4 x A6M2-21 Zero diving from 10000'
Airfield Attack: 1 plane(s) with no ordnance
Airfield Attack: 2 x 60 kg GP Bomb
4 x A6M2-21 Zero diving from 10000'
Airfield Attack: 2 x 60 kg GP Bomb

2. In the land unit screen we see "Garrision 0/232" for Taiping, do all locations now have a Garrision requirement?


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