AG's!!! I Can't Get Enough of Them

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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wwengr
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AG's!!! I Can't Get Enough of Them

Post by wwengr »

AG’s can rearm gun ammunition, 5” and smaller, and depth charges for Destroyer Escort DE, Destroyer Transport APD, Destroyer Minesweeper DMS, Destroyer Minelayer DM, Aircraft Tender, Destroyer AVD, Escort E, Torpedo Boat TB, Corvette KV, Patrol Frigate PF, Patrol Boat PB, Patrol Craft PC, Sub Chaser SC, Minesweeper AM, Motor Launch ML, Harbor Defense Motor Launch HDML, Motor Gun Boat MGB, District Patrol Craft YP, District Minesweeper YMS, and Minesweeper Coastal AMc.

The cargo capacity of the AG must be greater than the rearm value of the weapon, so the Sm.Gouv.Mar. AG cannot rearm the Mk-7 depth charge devices and the Kinesaki cannot rearm Type-2 Depth charge

Additionally AG's will function as repair ships, including repair of major damage for any PT Boats PT, Motor Gun Boats MGB, Motor Launches ML, Patrol Craft PC, Patrol Boats PB, Sub Chasers SC, Minesweepers AM, Yard Minesweepers YMS, Coastal Minesweepers AMc, Yard Patrol Craft YP, Harbor Defense Motor Launches HDML, Landing Barge LB, Landing Craft, Vehicle and Personnel LCVP, Landing Craft Mechanized LCM, and Landing Craft Tank LCT. They will function for minor damage only on Destroyer Escort DE, Destroyer Transport APD, Destroyer Minesweeper DMS, Destroyer Minelayer DM, Aircraft Tender, Destroyer AVD, Escort E, Torpedo Boat TB, Corvette KV, and Patrol Frigate PF.

AG's are most useful in smaller, perhaps remote ports where they can keep your small escorts, PT's or landing craft repaired and armed.

I have found the AG's to be useful for mission specific things. An AG with an AGP and a small tanker can turn the meagerest forward operating base into a fully functional PT/Landing Craft/Small Craft operations base with the ability to rapidly repair, including major damage, rearm, and refuel. The AGP is only necessary to rearm torpedoes.

Moving convoys long distances, I like to use small hunter-killer groups of the ash and trash (DE's, SC's and such) combined with search planes patrolling the remote lanes between remote islands to try to suppress enemy activity. I find this to be a better approach than trying to directly escort all convoys. Few of the escort ships have long enough legs to stay with the cargo ships and tankers without ultimately slowing them down, so it is hard to directly escort long distance convoys. Rather than spend the effort to build up these remote bases, I like to use the tenders. An AG with adequate AV, AVP, or AVD and a small TK makes these remote islands into fully functional bases for this specifc purpose. All you have to do is run in a tanker and a cargo ship from time to time to keep the group topped up.

AG's can also be used as an instant temporary upgrade of a base while the engineers are just starting work.
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CapAndGown
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RE: AG's!!! I Can't Get Enough of Them

Post by CapAndGown »

I can't stand AGs. I have absolutely no use for them. I convert them to xAKs or AKEs if given the chance. AKEs can rearm anything up to certain limits. The AKEs I have converted from xAKs can rearm every battleship I currently own.

So there. [:'(]
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oldman45
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RE: AG's!!! I Can't Get Enough of Them

Post by oldman45 »

At first I was not a fan but now I have found they are a great assest.
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crsutton
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RE: AG's!!! I Can't Get Enough of Them

Post by crsutton »

I won't leave home without them.
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jrcar
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RE: AG's!!! I Can't Get Enough of Them

Post by jrcar »

Even when carrying extra cargo their extra firepower can keep the enemy away.

As Allies I use them a bit, but am about to use them more.

Cheers

Rob
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Rainer
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RE: AG's!!! I Can't Get Enough of Them

Post by Rainer »

Great post, thanks a lot.
We (I) need more of these insight reportings.
The manual is very well done I think, however, because of the ongoing changes and fixes the game is drifting away from the rules book (like it should).

Like the original WitP the current version (WitP/AE latest patch/fix) has a lot of undocumented features to explore.
I don't feel that is bad because it puts me more into the situation the original commanders of that time frame were in.
They often did not really know how a certain set up would work out, be it a new weapon system or a new strategy/tactic.
Not because the commanders were not up to the task - simply because of lack of experience with the new systems.

So lets share what we found [:)]


PS: I'm not talking about how to defeat the enemy (that's in the AAR section) but how to handle the game mechanics and tools/weapons.

PPS: I copied and pasted your post into a text file "AGs.txt" and stored it in my WitP/AE Doc folder for reference. Thanks again.
WitP/AE
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xj900uk
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RE: AG's!!! I Can't Get Enough of Them

Post by xj900uk »

They are useful to keep a few around.  They can also carry (reduced) supplies in an emergency as well as tending to small ships & craft
Chris21wen
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RE: AG's!!! I Can't Get Enough of Them

Post by Chris21wen »

ORIGINAL: wwengr

The cargo capacity of the AG must be greater than the rearm value of the weapon, .....

Wish this was easy to find out[:(]
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