Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Wake up call

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> War In The Pacific - Struggle Against Japan 1941 - 1945 >> Wake up call Page: [1]
Login
Message << Older Topic   Newer Topic >>
Wake up call - 3/13/2007 5:02:58 PM   
Redan


Posts: 129
Joined: 4/8/2006
From: a Quonset hut in Shangri-la
Status: offline
I've never played an historical scenario against the AI in either Witp or PACWAR where the Japanese seized Wake on the first try. Does it ever happen?

_____________________________

"You can't stack units in this game. This is Tactics II, hexes haven't been invented yet..."
Post #: 1
RE: Wake up call - 3/13/2007 5:07:11 PM   
marky


Posts: 5780
Joined: 3/8/2004
From: Wisconsin
Status: offline
yes ive seen it happen, other times ive seen Wake hold

_____________________________


(in reply to Redan)
Post #: 2
RE: Wake up call - 3/13/2007 5:07:40 PM   
String


Posts: 2661
Joined: 10/7/2003
From: Estonia
Status: offline
quote:

ORIGINAL: Redan

I've never played an historical scenario against the AI in either Witp or PACWAR where the Japanese seized Wake on the first try. Does it ever happen?


Sometimes.

(in reply to Redan)
Post #: 3
RE: Wake up call - 3/13/2007 5:18:05 PM   
Redan


Posts: 129
Joined: 4/8/2006
From: a Quonset hut in Shangri-la
Status: offline
Thanks. I figured it had to happen sometimes.

_____________________________

"You can't stack units in this game. This is Tactics II, hexes haven't been invented yet..."

(in reply to String)
Post #: 4
RE: Wake up call - 3/13/2007 6:09:50 PM   
patrickl


Posts: 1530
Joined: 6/20/2002
From: Singapore
Status: offline
If you try to load the scenario 10 times - the AI would take Wake Island 10% to 20% of the time - just need 3 to 1 AV to win the base.

Pat

_____________________________


Banner designed by rogueusmc

(in reply to Redan)
Post #: 5
RE: Wake up call - 3/13/2007 6:37:23 PM   
Wolfie1

 

Posts: 360
Joined: 12/22/2004
From: Blackpool, England
Status: offline
In PBEM, I have lost wake to the Japs in 3 out of 4 first turns.

_____________________________




Teamwork is essential - it gives the enemy someone else to shoot at.....

(in reply to patrickl)
Post #: 6
RE: Wake up call - 3/13/2007 8:01:27 PM   
Mike Solli


Posts: 15792
Joined: 10/18/2000
From: the flight deck of the Zuikaku
Status: offline
Add a Naval Guard to the original invasion force and it'll happen most of the time.

< Message edited by Mike Solli -- 3/13/2007 8:06:11 PM >

(in reply to Wolfie1)
Post #: 7
RE: Wake up call - 3/13/2007 8:20:33 PM   
DaveB


Posts: 151
Joined: 8/4/2003
From: Forres Scotland
Status: offline
...and in reality it took the Japanese 2 attempts anyway. If the resident Pac Thetare PhD's will excuse me here .... 11 Dec 42 500 troops plus CA/DD support were beaten back by 1st USMC Def Bn (388 men) + 12 F4F-3 of VMF-211. Daily (approx) bombardment whittled the defences down, and a heavier attack two weeks later took the place, more than a little due to a degree of tardiness on the part of the relief forces. (Lex to raid Marshalls as diversion, Sara to land Marines and VMF on Wake.... CV v Surface force opportunity missed). Unfortunately Sara moved at the 12 kts of the attached oiler....

I only play v AI - my life is such that at some point my turnround would be too slow for opponents and a chore to me - I've yet to lose Wake (or Rabaul) to the Japanese. To make up for it I lose lots of other stuff, although running BigB mod I seem to be a complete God of killing Jap transports at least <g>

(in reply to Mike Solli)
Post #: 8
RE: Wake up call - 3/14/2007 12:34:00 AM   
wdolson

 

Posts: 10398
Joined: 6/28/2006
From: Near Portland, OR
Status: offline
One day I tried running the first turn several times and Wake fell every single time. I've probably run the first turn 20 or more times and Wake has only survived the first turn twice.

A few days ago I started a new game against the AI and I did a non-historical 1st turn. I set the Wildcats at Wake to naval attack with 50% on CAP. They damaged two transports and completely screwed up the Japanese's plans. The troops Japan was able to land had no supplies and died of attrition within a few days. That's been an aberration in my history with the game.

Bill

_____________________________

WitP AE - Test team lead, programmer

(in reply to Redan)
Post #: 9
RE: Wake up call - 3/14/2007 1:12:37 AM   
histgamer

 

Posts: 1455
Joined: 11/30/2006
Status: offline
First two games i started it fell last 4 it hasn’t.

That said I have played the first turn many times but i am still working on my first grand campaign. Currently January 19th 1942 I am Japan. Advancing faster than historical in the PI and Malay and Burma however not as fast in DEI haven’t even taken a base there yet focusing all my energies on forcing the brits in Malay to surrender a month ahead of scandal.

(in reply to wdolson)
Post #: 10
RE: Wake up call - 3/14/2007 7:40:06 AM   
JeffroK


Posts: 6391
Joined: 1/26/2005
Status: offline
Playing the AI.

As Japan it has always fallen to my 1st day attacks.

As the Allies, it survives 90% of the time, and becaomes a pain in the side for the Japs on Eniwetok & Kwajalien.

_____________________________

Interdum feror cupidine partium magnarum Europae vincendarum

(in reply to histgamer)
Post #: 11
RE: Wake up call - 3/14/2007 8:25:44 AM   
bradfordkay

 

Posts: 8683
Joined: 3/24/2002
From: Olympia, WA
Status: offline
Against the AI an allied player can rush the Lexington and Enterprise to Wake to nail the invasion fleet. Even with them at high speed, if you are playing the Dec 7 scenario, the Japanese will land before your carriers can arrive. Playing the Dec 8 scenario, you can be there in time.

Once I saw the AI react with the KB to move on my carriers off Wake, cutting down between French Frigate Shoals and Midway - cutting my carriers off from Pearl. I then sent them on a long run to Davao... boy did that confuse the AI (like that is difficult!).

_____________________________

fair winds,
Brad

(in reply to JeffroK)
Post #: 12
RE: Wake up call - 3/14/2007 2:40:34 PM   
Dutch_slith


Posts: 330
Joined: 7/21/2005
From: the Netherlands
Status: offline
Playing the AI, Historical First Turn on. AI seizes Wake 30% of the time.

(in reply to bradfordkay)
Post #: 13
RE: Wake up call - 3/14/2007 4:11:23 PM   
patrickl


Posts: 1530
Joined: 6/20/2002
From: Singapore
Status: offline
Hi,

If you want a good game from the AI, let the AI takes Wake Island on the first turn. If it fails to take it on the first turn, it will persist till Dec 42 to try to conquer Wake Island and even sending KB swimming round it for months and you will be bored to death. If it takes Wake, it would then try to play an aggressive game in South Pacific.

Pat

_____________________________


Banner designed by rogueusmc

(in reply to Dutch_slith)
Post #: 14
RE: Wake up call - 3/15/2007 1:04:36 PM   
Charles2222


Posts: 3993
Joined: 3/12/2001
Status: offline

quote:

ORIGINAL: wdolson

One day I tried running the first turn several times and Wake fell every single time. I've probably run the first turn 20 or more times and Wake has only survived the first turn twice.

A few days ago I started a new game against the AI and I did a non-historical 1st turn. I set the Wildcats at Wake to naval attack with 50% on CAP. They damaged two transports and completely screwed up the Japanese's plans. The troops Japan was able to land had no supplies and died of attrition within a few days. That's been an aberration in my history with the game.

Bill


This is about as frustrating as getting more than 1 Kate group to use torps on PH against the AI. At least 50% of the attacks end up with NO torps being used. And if you wanted the sort of damage the historic attack got, you might as well forget that.

(in reply to wdolson)
Post #: 15
RE: Wake up call - 3/15/2007 8:55:21 PM   
AW1Steve


Posts: 14507
Joined: 3/10/2007
From: Mordor Illlinois
Status: offline

quote:

ORIGINAL: Redan

I've never played an historical scenario against the AI in either Witp or PACWAR where the Japanese seized Wake on the first try. Does it ever happen?

If you set your F4F's to naval attack , I found that the Japanese landing usually does not succeed. When I left the wildcats on LRCAP Japan always took Wake away from me. That would seem to follow what happen historically. So far I've tried it each way about five times. Any one else tried this?

(in reply to Redan)
Post #: 16
RE: Wake up call - 3/15/2007 10:08:28 PM   
Admiral DadMan


Posts: 3627
Joined: 2/22/2002
From: A Lion uses all its might to catch a Rabbit
Status: offline

quote:

ORIGINAL: DaveB

...and in reality it took the Japanese 2 attempts anyway. If the resident Pac Thetare PhD's will excuse me here .... 11 Dec 42 500 troops plus CA/DD support were beaten back by 1st USMC Def Bn (388 men) + 12 F4F-3 of VMF-211. Daily (approx) bombardment whittled the defences down, and a heavier attack two weeks later took the place, more than a little due to a degree of tardiness on the part of the relief forces. (Lex to raid Marshalls as diversion, Sara to land Marines and VMF on Wake.... CV v Surface force opportunity missed). Unfortunately Sara moved at the 12 kts of the attached oiler....

I only play v AI - my life is such that at some point my turnround would be too slow for opponents and a chore to me - I've yet to lose Wake (or Rabaul) to the Japanese. To make up for it I lose lots of other stuff, although running BigB mod I seem to be a complete God of killing Jap transports at least <g>

Acutally, the fault could be laid with Interim CinCUS VAdm Pye. He staggered his carrier strength instead of learning the lesson drilled home 3 weeks earlier that he should have MASSED his carrier strength as Adm Kimmel planned to do.

He had Lexington, Saratoga, and Enterprise stretched out between Wake and Midway. Had Pye tied them together even loosely under one commander, they could have helped hold wake and bag Soryu and Hiryu when they came to help. But Pye was all brains and no balls.

Washington gave him an out to bail on Wake, so he did.

_____________________________

Scenario 127: "Scraps of Paper"
(\../)
(O.o)
(> <)

CVB Langley:

(in reply to DaveB)
Post #: 17
RE: Wake up call - 3/15/2007 11:39:03 PM   
TAIL GUNNER

 

Posts: 1152
Joined: 4/27/2005
From: Los Osos, CA
Status: offline
If you play as Japan and want a guaranteed way to capture Wake every time on the first turn, just switch the Guam bombardment TF to Wake......
works every time....

(in reply to Admiral DadMan)
Post #: 18
RE: Wake up call - 3/16/2007 12:24:16 AM   
histgamer

 

Posts: 1455
Joined: 11/30/2006
Status: offline
I just took wake by making the transport group carrying troops there altered a bit. After the first turn the allies were still holding but my troops had reduced fortifications i then took 4 DDs and the CL out of the transport group and made them a bombardment group and blasted wake and it fell on the second day.

(in reply to TAIL GUNNER)
Post #: 19
RE: Wake up call - 3/16/2007 12:47:56 PM   
herwin

 

Posts: 6059
Joined: 5/28/2004
From: Sunderland, UK
Status: offline

quote:

ORIGINAL: Juggalo

If you play as Japan and want a guaranteed way to capture Wake every time on the first turn, just switch the Guam bombardment TF to Wake......
works every time....


In reality, the Japanese were too thinly spread to hit everywhere hard at the beginning of December.

_____________________________

Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com

(in reply to TAIL GUNNER)
Post #: 20
Page:   [1]
All Forums >> [Current Games From Matrix.] >> [World War II] >> War In The Pacific - Struggle Against Japan 1941 - 1945 >> Wake up call Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

2.000