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My first go at this game, very enjoyable!

 
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My first go at this game, very enjoyable! - 1/4/2021 6:38:28 PM   
Randy Stead


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After much research and discussion in this forum, I finally felt ready to have my first go at this game. Following good advice, I chose the Coral Sea scenario. Good advice for a newb. I got to try my hand at carrier ops, learning how to set search arcs, merge groups, engage in surface combat. Much fun.

I merged the two carrier groups and moved them west by northwest toward Port Moresby. I then detached a cruiser and destroyer to beef up the other task force and sent it toward PM. No carrier action until the third day. They got lucky with the weather, light rain over me, heavy thunderstorms over their fleet. Lexington got heavily damaged, Yorktown had a lower amount of major damage to two systems. Just enough to hinder flight ops. My Lexington planes diverted to PM and some to Yorktown. I got a single 1,000 pound hit on Shokaku. Heavy damage, hoped she would sink later.

Meanwhile, the other group intercepted the small TF that was going to shore bombard PM. I heavily damaged the CL and that group withdrew. Later, the group hit the transport force and immediately sank 10. The other 3 sank on the way home. While this was going on the IJN carriers were tracking my cripples and later got a couple of hits on Chicago in the surface group as it withdrew toward Oz. I should have routed it further west. Lesson learned, keep away from IJN CV groups.

Yorktown made it back to Noumea but could not repair her damage. I guess because the port didn't have proper facilities? Have to dig more into that. The minor damage to her escorts was quickly repaired at Noumea. I then sent them to Brisban to meet up with the other survivors. I had toyed with the idea of forming them into a surface group and running at the CV group. However I think that would have been a bad idea.

There were a few bombing runs on PM out of Rabaul and another base. The Wildcats from Lexington and the P-40s that I sent over from Oz knocked out quite a few Nells over several days.

The battles petered out and in spite of attempts to get my SSs to get some licks in there was no successful submarine combat with the exception of one sub damaging merchantman.

Final result Allied major victory. Points:1224 to 690. I got 64 for damage to land units, plus some more for ships and planes. The IJN sank CV Lexington, CA Chicago and DDs Phelps and Dewey. The entire transport group were sunk and Shokaku was damaged.

I have learned a few lessons from this first run through. At first I had some confusion with search arcs but I got it sorted out. I forgot to set search arcs for the surface units that had planes, but almost every turn I got messages about weather preventing searches anyway. I'm guessing I had worse than average weather, but even with adverse weather I may have had better results with my carriers if they had been handled differently. Still, PM was saved and I did have the pleasure of sinking that entire invasion force.
Post #: 1
RE: My first go at this game, very enjoyable! - 1/4/2021 7:05:24 PM   
rustysi


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Fun, ha. Just wait, it gets better.

_____________________________

It is seldom that liberty of any kind is lost all at once. Hume

In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche

Cave ab homine unius libri. Ltn Prvb

(in reply to Randy Stead)
Post #: 2
RE: My first go at this game, very enjoyable! - 1/4/2021 7:13:55 PM   
Randy Stead


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I've just had my first hit of crack. I want more.

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RE: My first go at this game, very enjoyable! - 1/4/2021 7:14:46 PM   
Ambassador

 

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Well done ! WitP AE is a tough game to master, and starting small is indeed the best way.

Losing only Lexington is a historical result for that battle. It shows the superiority of the Japanese CVs in the early war, thanks to the elite pilots and range (and efficiency of the Kates).

Repairing major damage on capital ships needs repair shipyards, and large enough. Yeah, size matters. In a full campaign, a damaged CV/BB/CA usually requires to go to PH, and even to West Coast if it’s heavily damaged. Check Alfred’s Ship Repair 101 (Here)

(in reply to Randy Stead)
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RE: My first go at this game, very enjoyable! - 1/4/2021 7:19:25 PM   
Randy Stead


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Thanks for the link, Ambassador. I've printed it off and put it into my growing AE binder, a collation of miscellaneous game documents. I will give that section another read in bed tonight.

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RE: My first go at this game, very enjoyable! - 1/4/2021 7:22:40 PM   
pontiouspilot


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Don't be afraid to jump into a PBEM. Even if you get thrashed at first it's much more rewarding than AI can ever be.

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RE: My first go at this game, very enjoyable! - 1/4/2021 7:30:01 PM   
Ambassador

 

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I suggest you play again the Coral Sea scenario, as the Japanese. And maybe one or twice more as either, to test different strategies. It’ll be faster.

Next step would be the Guadalcanal scenario, it’ll teach you ground combat and a bit more logistics.

(in reply to Randy Stead)
Post #: 7
RE: My first go at this game, very enjoyable! - 1/4/2021 7:42:02 PM   
rustysi


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quote:

ORIGINAL: Randy Stead

I've just had my first hit of crack. I want more.


Don't joke, its not that far off.

_____________________________

It is seldom that liberty of any kind is lost all at once. Hume

In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche

Cave ab homine unius libri. Ltn Prvb

(in reply to Randy Stead)
Post #: 8
RE: My first go at this game, very enjoyable! - 1/4/2021 7:45:28 PM   
rustysi


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quote:

put it into my growing AE binder


Only one???? Oh wait, you're new.

_____________________________

It is seldom that liberty of any kind is lost all at once. Hume

In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche

Cave ab homine unius libri. Ltn Prvb

(in reply to rustysi)
Post #: 9
RE: My first go at this game, very enjoyable! - 1/4/2021 8:11:09 PM   
Ambassador

 

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quote:

ORIGINAL: rustysi

quote:

put it into my growing AE binder


Only one???? Oh wait, you're new.

I stopped printing mine, I couldn’t lift it anymore !

(in reply to rustysi)
Post #: 10
RE: My first go at this game, very enjoyable! - 1/4/2021 9:27:47 PM   
Dili

 

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Nice.
Search arcs in ships are fixed to game orientation and do not take in account ship movement orientation and direction. I prefer to not use them.

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RE: My first go at this game, very enjoyable! - 1/4/2021 10:18:45 PM   
RangerJoe


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quote:

ORIGINAL: Dili

Nice.
Search arcs in ships are fixed to game orientation and do not take in account ship movement orientation and direction. I prefer to not use them.


I agree. Plus most of the float planes do not have long ranges and will automatically search within four hexes. You are better off putting at least one VS squadron at 50% search which was historically done, the rest wait with baited breath for Naval Bombing. Also, do not attack past the distance that your carrier fighters can go.

In one sense, sinking the troop loaded transports is better than sinking the Shoho. Invasion called off, time to leave.

_____________________________

Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
― Julia Child


(in reply to Dili)
Post #: 12
RE: My first go at this game, very enjoyable! - 1/4/2021 10:21:57 PM   
RangerJoe


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I sent you a pm, no need to answer it. It has good advice for every married man.

_____________________________

Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
― Julia Child


(in reply to RangerJoe)
Post #: 13
RE: My first go at this game, very enjoyable! - 1/4/2021 11:53:50 PM   
Randy Stead


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From: Ontario, Canada
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quote:

ORIGINAL: RangerJoe

I sent you a pm, no need to answer it. It has good advice for every married man.


Thanks for the PM. Yes, all time tested and true, though my wife gets suspicious if I do that. Or looks for the attached string.

(in reply to RangerJoe)
Post #: 14
RE: My first go at this game, very enjoyable! - 1/4/2021 11:55:07 PM   
Randy Stead


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From: Ontario, Canada
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quote:

ORIGINAL: RangerJoe


quote:

ORIGINAL: Dili

Nice.
Search arcs in ships are fixed to game orientation and do not take in account ship movement orientation and direction. I prefer to not use them.


I agree. Plus most of the float planes do not have long ranges and will automatically search within four hexes. You are better off putting at least one VS squadron at 50% search which was historically done, the rest wait with baited breath for Naval Bombing. Also, do not attack past the distance that your carrier fighters can go.

In one sense, sinking the troop loaded transports is better than sinking the Shoho. Invasion called off, time to leave.


Not bothering with arcs would make things easier. Though, my rookie mind worries about that one arc. "Where's Strawberry 9?"

(in reply to RangerJoe)
Post #: 15
RE: My first go at this game, very enjoyable! - 1/5/2021 12:15:04 AM   
Randy Stead


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Second run through as Allies even more spectacular, with some last second heartbreak that ruined a shutout. Hockey term.

The score this time 1587 to 657.

I think I caught the transport task force early when it was divided, or appeared divided. I don't know if the AI sends it from two ports and merges them at sea, but the first air attack from my carriers caught 4 ships alone, damaging them. My subs scored about four successes, with hits and a couple of sinkings.

There was one carrier battle, the IJN hit me first, then I struck back at the same time. I always have a heart attack getting hit first, wondering if my counter-strike will make it. The weather gods were messing with me again. One group of 11 DBs missed the TF altogether, and I think they may have been the margin. I got 6 hits on Zuikaku, which limped off with heavy fires. Shokaku got plastered with 8 hits, heavy fires, heavy damage. CA Haguro got two hits, all from bombs. My TBs are only good for target practice, it seems. Perhaps I am doing something wrong there. More reading needed?

I got Hobart nearly back and one hex out from Townsville the flooding overwhelmed her. Yorktown sank in the same hex as Townsville. I wonder did she sink because I may have forgotten to auto-disband, or if she just died within sight of shore. Lexington was hit hard but made it to port, where she now sits unable to repair due to lack of facilities. Does Brisbane have a shipyard capable of repairing a USN CV? Moot point for the scenario as that hex is off map anyway.

I figured it was going to be a quiet game until conclusion but the sneaky IJN sent the balance of the transport fleet to PM. They were spotted by a Catalina rounding the cape. I quickly got a heavy surface group together, since the CV escorts were now free without the CVs to protect. They got the transports in an action about dusk and finished off the lone survivor in a night action. Again, the entire transport group destroyed at sea. Nice.

Well, that is enough for today. Two scenarios. Will have to try it from the IJN viewpoint. Though I have a queasy feeling. For some psychological reason I can play Axis in other games; Germany-Italy, but I find myself reluctant to play as Japan. Can't say why, just do. But I didn't feel that way as a teenager playing Avalon Hill's Midway board game.

One question, which I am sure I can find in the manual or a supplement. I had SS S-44 in Brisbane. She would not reload the 21 inch Mark 10 torpedo. Is that due to the port size at Brisbane? Is there another port in the Coral Sea scenario where you load that size torpedo aboard? Or perhaps I did something wrong or am misunderstanding. I'll be reading the manual again at bed time.

I'm also wondering about ships that make it back to a port in a heavily damaged state. Will getting into port and "anchored" prevent it sinking? If I recall correctly, Townsville is not large enough to dock a big carrier. Must you have a berth big enough to dock it to save it from sinking, or is it merely sufficient to get it into port and anchor it?

Wow, what a day! I finally got to grips with this game and it was a blast. As eager as I am to get into the grand campaign, I still have some boot camp to do. Then some advanced boot camp before I put to sea.

P.S. A few more details. The IJN sank Hobart and Yorktown. IJN lost 21 ships, including a CL, about 3 or 4 DDs to planes and subs, the rest were transports and the minesweeper that goes to Port Moresby. I think even Henry Fonda might approved of that exchange.

P.P.S. I am looking up the data for the torpedo to get its size in terms of rearm points. Then I will need to find a port that has the relevant size. Off now to the newb guides, where I may find the answer before someone answers this.

< Message edited by Randy Stead -- 1/5/2021 12:39:33 AM >

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RE: My first go at this game, very enjoyable! - 1/5/2021 12:56:39 AM   
Randy Stead


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An ancient wise man said, "Seek and ye shall find."

I sought, and I found...

In the manual, section 20.1.2.2 Ship Rearmament Table, lists the 21 inch torpedo [Mark numbers not given, but since the Mk 14 has its own entry, I will assume this line is all other 21 inch eels] at a rearm cost of1620. That means I need a port of size 7 to reload. Or, a tender with appropriate support at a smaller port. I have not yet looked up what tenders could carry the Mark 10 as supply, but the Tenders column lists: AE, AKE, AD, AS. Off now to check out those vessels to see if they can fit the bill.

As for the Coral Sea scenario, it seems that you get only the torpedoes at start, unless you can hook up with a tender. It feels rather rewarding to dig up the answers yourself. Of course help is always welcome, but I think you probably remember better if you put in the work yourself.

< Message edited by Randy Stead -- 1/5/2021 12:57:46 AM >

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RE: My first go at this game, very enjoyable! - 1/5/2021 12:58:59 AM   
RangerJoe


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Put your damaged ships into an "Escort Task Force" and set the speed to "Cruise." Also set them to "Auto Disband." Head for the nearest friendly port, preferable with an airfield with fighters. It is safer that way.

The early American Torpedo Bombers (TBs) were bad and so were their torpedoes. The torpedoes got fixed later and the Avengers came in. Early on for the US, the ship killers are the 1,000 pound bombs.

Catalinas on night search as well, maybe some even set to Naval attack with torpedoes. Yes, they did that as well.

Set your B-17s to Naval Search even if poorly trained. At least they will tell you if ships are out there - even if they can't tell the difference between a native canoe and a Battleship.

_____________________________

Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
― Julia Child


(in reply to Randy Stead)
Post #: 18
RE: My first go at this game, very enjoyable! - 1/5/2021 1:02:00 AM   
RangerJoe


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quote:

ORIGINAL: Randy Stead


quote:

ORIGINAL: RangerJoe

I sent you a pm, no need to answer it. It has good advice for every married man.


Thanks for the PM. Yes, all time tested and true, though my wife gets suspicious if I do that. Or looks for the attached string.


That is what the banners are for. Besides, you probably only did that previously when you did something wrong - at least, according to her. Show her the pm even.

The reason for the silk ones is that they will last and the only things needed are to keep them out of the direct sun inside and dust them.

_____________________________

Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
― Julia Child


(in reply to Randy Stead)
Post #: 19
RE: My first go at this game, very enjoyable! - 1/5/2021 1:14:42 AM   
Randy Stead


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All good advice, Joe, both in game and out of game.

Those poor torpedo bomber crewmen. Even by Midway they were flying coffins. One crewman survived at Midway, George Gay I think his name was. He watched the 3 IJN CVs get plastered by the DBs and then later was fished out of the water.

Agree about the B-17s. I've seen that advice several times in my travels. Keeps them off the ground at least. Did you ever play the Avalon Hill board game Midway? They had a provision in that game for "B-17s attacks." I think you rolled a 5 or a 6 and you got a hit on one ship. I think even that was too generous and my play mates agreed so we took that out of the rule book.

Well, my digging seems to have paid off. I cannot find any way in the Coral Sea scenario how you can rearm your subs with 21 inch torpedoes. There is no size 7 port in the game [of which I am aware] at which you could rearm, nor are there the appropriate tenders that could let you do so at a smaller port. So, unless I am mistaken, the only sub torpedoes you will get to fire are the ones already at sea. I would love to be proven incorrect.

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RE: My first go at this game, very enjoyable! - 1/5/2021 1:24:48 AM   
RangerJoe


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quote:

ORIGINAL: Randy Stead

All good advice, Joe, both in game and out of game.

Those poor torpedo bomber crewmen. Even by Midway they were flying coffins. One crewman survived at Midway, George Gay I think his name was. He watched the 3 IJN CVs get plastered by the DBs and then later was fished out of the water.

Agree about the B-17s. I've seen that advice several times in my travels. Keeps them off the ground at least. Did you ever play the Avalon Hill board game Midway? They had a provision in that game for "B-17s attacks." I think you rolled a 5 or a 6 and you got a hit on one ship. I think even that was too generous and my play mates agreed so we took that out of the rule book.


Thank you. If you post what I suggested with the explanation, I am sure that some people would agree that it would be a nice thing to do. Then you can show her the post as well as the answers.

Ensign George Gay as the only survivor of Torpedo 8. Three days later, a PBY fished him out of the water.

Yes, I know about the Avalon Hill game. Put all of the torpedo bombers of strength of "5" around a ship and it was dead.

_____________________________

Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
― Julia Child


(in reply to Randy Stead)
Post #: 21
RE: My first go at this game, very enjoyable! - 1/5/2021 1:30:42 AM   
Dili

 

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quote:

That means I need a port of size 7 to reload. Or, a tender with appropriate support at a smaller port. I have not yet looked up what tenders could carry the Mark 10 as supply, but the Tenders column lists: AE, AKE, AD, AS. Off now to check out those vessels to see if they can fit the bill.


Partially not correct. Port with size 7 , or a smaller Port with a certain level of Naval support, or a tender filled with enough supply.

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Post #: 22
RE: My first go at this game, very enjoyable! - 1/5/2021 3:28:04 AM   
Ian R

 

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quote:

ORIGINAL: Dili

quote:

That means I need a port of size 7 to reload. Or, a tender with appropriate support at a smaller port. I have not yet looked up what tenders could carry the Mark 10 as supply, but the Tenders column lists: AE, AKE, AD, AS. Off now to check out those vessels to see if they can fit the bill.


Partially not correct. Port with size 7 , or a smaller Port with a certain level of Naval support, or a tender filled with enough supply.


The table is on page 284- 287 of the manual.

6 Port plus 184 Nav sup

5 Port plus 264 "" ""

Etc.


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RE: My first go at this game, very enjoyable! - 1/5/2021 3:52:09 AM   
bradfordkay

 

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For those subs to be re-armed you can use a smaller port as long as you have an AS (Sub Tender) disbanded in that port with enough supply - and it does not have 50% or more damage. I do not recall if one is available in the Coral Sea scenario. IMO, that scenario is so short that you probably wouldn't be able to get one re-armed and back into action anyway.

When you play the full campaign, the only south pacific port with a shipyard large enough to repair US carriers is Sydney - and it is too small for the Lexington class. Much later in the war you will receive a couple of floating dry docks (ARD) with 55,000 ton capacity that are large enough to repair major flotation damage to any allied ship. Until then, you'd best hope that the Lexingtons and your BBs can stay afloat long enough to make it to Pearl. First, disband them in any port until system damage has been reduced to "green" numbers. Sending a seriously damaged ship on a long ocean voyage with high levels of system damage is asking for trouble.

< Message edited by bradfordkay -- 1/5/2021 3:55:07 AM >


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fair winds,
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Post #: 24
RE: My first go at this game, very enjoyable! - 1/5/2021 5:50:07 AM   
Ambassador

 

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quote:

ORIGINAL: Randy Stead

Second run through as Allies even more spectacular, with some last second heartbreak that ruined a shutout. Hockey term.

The score this time 1587 to 657.


See ? Already improving.

quote:

I think I caught the transport task force early when it was divided, or appeared divided. I don't know if the AI sends it from two ports and merges them at sea, but the first air attack from my carriers caught 4 ships alone, damaging them. My subs scored about four successes, with hits and a couple of sinkings.

There was one carrier battle, the IJN hit me first, then I struck back at the same time. I always have a heart attack getting hit first, wondering if my counter-strike will make it. The weather gods were messing with me again. One group of 11 DBs missed the TF altogether, and I think they may have been the margin. I got 6 hits on Zuikaku, which limped off with heavy fires. Shokaku got plastered with 8 hits, heavy fires, heavy damage. CA Haguro got two hits, all from bombs. My TBs are only good for target practice, it seems. Perhaps I am doing something wrong there. More reading needed?

As Joe said, early Allied TB are flying coffins. When I can, I’d rather drop them in a safe base, use them for training, and replace them with some USMC squadron, either F or DB. At least in a full campaign, and until I can get the far better Avengers.

Beyond airframes, pilot’s skills are crucial, and the early Allied aviators severely lack them, with averages of 50 being common, so in a scenario 1, you have to train your USN/USMC/FAA. Search the forum for « pilot training » and you’ll find plenty of threads, but long story short, you need to bring the skills as close to 70 as possible, and experience too. And train the Defense skill.

As for the heart attack, I still got one every time I see one of my carriers in the combat animations...


quote:

I got Hobart nearly back and one hex out from Townsville the flooding overwhelmed her. Yorktown sank in the same hex as Townsville. I wonder did she sink because I may have forgotten to auto-disband, or if she just died within sight of shore. Lexington was hit hard but made it to port, where she now sits unable to repair due to lack of facilities. Does Brisbane have a shipyard capable of repairing a USN CV? Moot point for the scenario as that hex is off map anyway.

Managing damaged ships is a question of feeling. Sometimes, it is best to simply aim for the closest base, no matter the air cover and size. The important factors are Fire and Flood damage - as long as Fire is raging, you incur additional Flood damage.
You can also disband in a dot base. The ship won’t repair itself, but you can bring an AR (or other tenders for smaller ships) or even an ARD if needed (and confident enough you won’t risk losing it).

Brisbane can’t repair CV. If you open the scenario 1 and check the industry screen, you can sort the data to have the repair shipyard sizes. Compare with the different ship’s tonnage to see where you can repair them. And note that even if a given yard can repair a BB or CV, you don’t necessarily want it to do it - not only a repair shipyard close to the frontline is at risk of enemy strikes, but it’s often advantageous to keep it free for smaller warships (put a 35k-ton BB in a size 40 shipyard, and your repair possibilities are seriously curtailed for a long time).
That’s why capital ships are better shuttled back further, once you’re confident you can keep them afloat for the trip.


quote:

I figured it was going to be a quiet game until conclusion but the sneaky IJN sent the balance of the transport fleet to PM. They were spotted by a Catalina rounding the cape. I quickly got a heavy surface group together, since the CV escorts were now free without the CVs to protect. They got the transports in an action about dusk and finished off the lone survivor in a night action. Again, the entire transport group destroyed at sea. Nice.

Well, that is enough for today. Two scenarios. Will have to try it from the IJN viewpoint. Though I have a queasy feeling. For some psychological reason I can play Axis in other games; Germany-Italy, but I find myself reluctant to play as Japan. Can't say why, just do. But I didn't feel that way as a teenager playing Avalon Hill's Midway board game.

One question, which I am sure I can find in the manual or a supplement. I had SS S-44 in Brisbane. She would not reload the 21 inch Mark 10 torpedo. Is that due to the port size at Brisbane? Is there another port in the Coral Sea scenario where you load that size torpedo aboard? Or perhaps I did something wrong or am misunderstanding. I'll be reading the manual again at bed time.

I'm also wondering about ships that make it back to a port in a heavily damaged state. Will getting into port and "anchored" prevent it sinking? If I recall correctly, Townsville is not large enough to dock a big carrier. Must you have a berth big enough to dock it to save it from sinking, or is it merely sufficient to get it into port and anchor it?

Docking and disbanding are not the same thing. You could disband Yamato or Midway in a small atoll dot base.

(in reply to Randy Stead)
Post #: 25
RE: My first go at this game, very enjoyable! - 1/5/2021 6:07:16 AM   
fcooke

 

Posts: 1156
Joined: 6/18/2002
From: Boston, London, Hoboken, now Warwick, NY
Status: offline
I've always wondered why so few of the Devastator crews were rescued at Midway. Granted, the plane was obsolete the day the first one rolled off the assembly line, but the USN generally pulled out all the stops to get men back. But in the game I pretty much never used the TBDs on attack unless I knew they were going after soft targets. Generally they were set to ASW and search.

As for damaged USN ships - get them to a port and they are fine most of the time. But heed the advice on getting as much fixed before sending them on a long haul to sort their serious damage. Many a player has lost a BB post PH attack by being hasty trying to get them back to the WC. And in a decent sized port USN ships can take a pounding without sinking, more so when the Kates are not lugging torps.

(in reply to bradfordkay)
Post #: 26
RE: My first go at this game, very enjoyable! - 1/5/2021 10:31:45 AM   
Sardaukar


Posts: 9847
Joined: 11/28/2001
From: Finland/Israel
Status: offline
Things come with experience.

Experience comes with bad decisions, true with WitP-AE as in life.

_____________________________

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


(in reply to fcooke)
Post #: 27
RE: My first go at this game, very enjoyable! - 1/5/2021 10:39:20 AM   
Trugrit


Posts: 947
Joined: 7/14/2014
From: North Carolina
Status: offline

Randy,

Congratulations, you are doing very well.

You Said:
…..“It feels rather rewarding to dig up the answers yourself. Of course help is always welcome, but I think you probably remember better if you put in the work yourself’….

I think you have the work ethic to be a very great player.

Work Ethic:
“The principle that hard work is intrinsically virtuous and worthy of reward”

Remember also that this game is more of a journey than a destination.
Take your time and enjoy the trip.

“What lies behind us and what lies before us are tiny matters
compared to what lies within us”
-Ralph Waldo Emerson


(in reply to Randy Stead)
Post #: 28
RE: My first go at this game, very enjoyable! - 1/5/2021 1:09:24 PM   
Macclan5


Posts: 1065
Joined: 3/24/2016
From: Toronto Canada
Status: offline
Concur with Trugrit

Welcome !

Self Discovery and the Learning Curve are indeed the centerpiece of this tremendous game. You have a great attitude.

There is learning of the 'implementation of orders' or tactics. Ordering units land / air / Naval to fulfill your orders. I encourage you to always think in terms of combined arms tactics - support one with the others.

While at the same time 'keeping your eyes constantly on the strategic' - what is my supply / fuel situation ? - do I have sufficient support ? What is in the pipeline of new troops / aircraft / Naval vessels that will execute my exponentially growing plans.

Two bits of advice from a relative rookie (compared to many kind veterans on this board).

1) A 'foothold in historical knowledge' is helpful. Depending upon your reading background there are plenty of summary articles on wikipedia (as an example) such as "list of IJN carriers in WW2" (etc). They are handy - easy reads - and often refresh or sustain your own knowledge of the Order of Battle on both sides - a learning curve within the learning curve.

2) Learn to appreciate / use "Search" and "Recon". Land based - ship based - you name it. Train pilots to get those skills up ( Naval Search and Recon). In my first couple of attempts at this game (Grand Campaign) so many challenges - so many reactionary moves - so many secondary missions - can be minimized - or first attempts more successful - when you effectively use search and recon.



_____________________________

A People that values its privileges above it's principles will soon loose both. Dwight D Eisenhower.

(in reply to Trugrit)
Post #: 29
RE: My first go at this game, very enjoyable! - 1/5/2021 1:48:02 PM   
alimentary

 

Posts: 142
Joined: 3/22/2010
Status: offline
quote:

The table is on page 284- 287 of the manual.

6 Port plus 184 Nav sup

5 Port plus 264 "" ""

Of course, the table in the manual applies for the scenario data for the stock scenarios delivered with the game. The actual limits are determined by looking at the scenario data.

If we look back in the manual at section 9.3.3.2...

"Rearm Level uses a rearm cost for each device aboard a ship. For Mines, ASW devices and Torpedoes, the load cost is used (this is usually the weight of the weapon). For guns (Naval, DP, flak), double the effect (as load cost does not reflect the size of ammo) Aircraft Sorties has a flat cost of 500."

If we look at the scenario editor (scenario 1, stock) for a 61cm Type 93 torp (id 1686) we find a load cost of 2160 per item. If we look at the table in the manual we find a load cost of 2160. [Yay, the documentation matches]

However, if we look for a 21in Mk 14 the table in the manual says 1290 but the scenario editor says...

ID 096 ( "21in Mk 14 Torpedo" ): 3280
ID 1594: ( "21in Mk 14 Torpedo" ): 1286 << Presumably this is the torp that the table has in mind.


< Message edited by alimentary -- 1/5/2021 1:51:33 PM >

(in reply to Ian R)
Post #: 30
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