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Advice sought - 2 day turns

 
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Advice sought - 2 day turns - 3/27/2007 9:18:57 PM   
saj42


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OK this font of knowledge that is the WITP forum - I need some advice please

Just starting my first ever PBEM (long overdue ) and my opponent suggested 2 day turns. OK I thought, lets give it a try.
BUT I've never played 2 day turns before - even against AI.
SO what changes to orders, tactics and planning will I need to adopt ???

Hopefully I won't loose too much from the goofs I'm bound to make.



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RE: Advice sought - 2 day turns - 3/27/2007 9:53:28 PM   
Terminus


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Well, if you do goof, then it'll potentially harm you more because you have to wait an additional day. It sounds obvious, but you'll have to think ahead more...

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RE: Advice sought - 2 day turns - 3/27/2007 9:58:25 PM   
saj42


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Hey T, why am I not surprised that you're the first to post

Nearly 20000 now

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RE: Advice sought - 2 day turns - 3/27/2007 9:58:29 PM   
wworld7


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I really enjoy two day turns, but, you have to PLAN, and keep adjusting the PLAN to changing conditions.


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RE: Advice sought - 2 day turns - 3/27/2007 10:03:15 PM   
saj42


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Seems like timing is much more important, especially for amphib ops.
I have a feeling that air ops will go one of two ways:
1. more bloody as you have a second day strike even if first was disaster
2. players are more conservative and choose their air strikes carefully

Whats been your experience flipper?

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RE: Advice sought - 2 day turns - 3/27/2007 10:48:43 PM   
Nikademus


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rely more on retirement allowed and "commander's discretion" 2day turns doesn't allow you to micromanage to the same degree as with 1 day turns. It'll make you more cautious which isnt' a bad thing in terms of helping simulate better realism.

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RE: Advice sought - 2 day turns - 3/28/2007 8:03:31 AM   
KPAX


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I personally like 2 day turns. 

The game can move faster and you do not get bogged down in the mid 1942-mid1943 blues. 

But, as said many times, you do have to plan things out a lot more.  I study the map a bit more and really look for where the TF are at.

Good luck

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Thanks !!

KPAX

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RE: Advice sought - 2 day turns - 3/28/2007 9:01:35 AM   
Sardaukar


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2-day turns are best compromise between playability and control, IMHO. And it makes you plan more carefully.

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RE: Advice sought - 2 day turns - 3/28/2007 12:07:31 PM   
Rafael Warsaw


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Hi Mate!

All above plus stick to rumsfeldish wisdom:

There are things we know that we know
Things we know we dont know and
things we dont know that we dont know





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RE: Advice sought - 2 day turns - 3/28/2007 12:43:04 PM   
Subchaser


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Way too risky, higher game pace doesn’t worth it. Be ready to pay double price for your mistakes, and you will make some inevitably. Unescorted raids hitting base with unexpectedly strong CAP twice, convoys rerouted too late, no CAP over your carriers (bye bye!) … that all will cost you dearly. You just lose flexibility with two days turn, of course it adds some realism, but with AI commanders being not that smart, I bet you won’t like it.
This game designed for 1-day turns.


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RE: Advice sought - 2 day turns - 3/28/2007 2:01:45 PM   
Rafael Warsaw


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The worst thing is:

AI will break your TF and sail damaged ships home.

So on day one Your TF is bombed and it will be scattered so day 2 You will probably lose damaged ships (out of cap cover).

More over - all the moves should be really straight and BOLD - theres no way You can implement some cunning tactical plans.

Its much more operational than tactical.
Its fun.


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IJArmy: 10% of Planning, 90% of Faith. BANZAI!
"A long and studied assessment of your situation, fabertong leads me to reach the unescapable conclusion that your fcuked mate. Hope this helps." by Raverdave.

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RE: Advice sought - 2 day turns - 4/5/2007 5:30:02 AM   
RUPD3658


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I have played 2 day turns for over 2 years of game time and love it. It simulates the slower pace of communications (and thus ability to react) that was common at the time. The problems listed above are factors to consider but they should not talk you out of the idea.

The main thing that two day turns allow is deep raids. Keep in mind that your TFs will have 2 days of moves (up to 24 hexes) before the defenders can react. Don't forget that your opponant can do this too. Nothing like doing a Doolittle like raid in the enemy's rear and then running like hell for home.



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RE: Advice sought - 2 day turns - 4/5/2007 7:46:15 PM   
saj42


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Well I took the plunge and started a PBEM with 2 day turns.
It's not so bad when you get the hang of it. We've done the first 30 days in a week.
I get to direct the war for one day, and my subordinate commanders for another. Just wish my merchant TF leaders would route around location of KB like they do for subs.
Mind you my opponent has kept KB in Eastern Pacific for over 20 days which has crimped my initial resupply effort. Lost a few Dutch LBA to targetting errors, as well as a dozen AKs.

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