Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Finally Playing the Grand Campaign!

 
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 >> Finally Playing the Grand Campaign! Page: [1]
Login
Message << Older Topic   Newer Topic >>
Finally Playing the Grand Campaign! - 5/28/2008 7:47:43 AM   
rogue

 

Posts: 43
Joined: 1/27/2006
Status: offline
Well after a few false starts and having played the Guadalcanal campaign a couple of times, I am finally going to play the real game (stock) I am on day one and have a few questions.

1. What do I do??? I know the historical facts, but its hard to decide how aggressive I should be or if I should just let the Japs expand and wait until later 1942 before starting the island hopping stuff. But which islands should I look at building up since I know the Japs are probably going to take them?

2. How do I resupply inland bases? I understand resupplying islands, but not bases inside China. How do I get them supplies?

3. How long before I can transport guys out of the Phillipines? I know they are doomed, but I want to save as many as possible.

4. How much falling back am I looking at before I can fully stop the Japs?

Things I've done so far:
1. Started sending subs around the Philipines to mess with the Jap Task Forces.

2. Placed all my aircraft on the West Coast to training.

3. Evacuated my BB, BC and surface ships out of Singapore to Samatra to keep them alive.

4. Placed treatened bases on build fortifications to help them out a bit.

5. Started moving troops around to the big bases and moving them away from more remote areas.

I know this is a lot, but the full game uses things that the smaller scenerios do not. I have no real clue how to conduct land warfare or do I have any idea how to use the industry. I will appreciate any info you can provide!


< Message edited by rogue -- 5/28/2008 7:49:25 AM >
Post #: 1
RE: Finally Playing the Grand Campaign! - 5/28/2008 8:01:20 AM   
wild_Willie2


Posts: 2934
Joined: 10/8/2004
From: Arnhem (holland) yes a bridge to far...
Status: offline

quote:

ORIGINAL: rogue

Well after a few false starts and having played the Guadalcanal campaign a couple of times, I am finally going to play the real game (stock) I am on day one and have a few questions.

1. What do I do??? I know the historical facts, but its hard to decide how aggressive I should be or if I should just let the Japs expand and wait until later 1942 before starting the island hopping stuff. But which islands should I look at building up since I know the Japs are probably going to take them?

2. How do I resupply inland bases? I understand resupplying islands, but not bases inside China. How do I get them supplies?

3. How long before I can transport guys out of the Phillipines? I know they are doomed, but I want to save as many as possible.

4. How much falling back am I looking at before I can fully stop the Japs?

Things I've done so far:
1. Started sending subs around the Philipines to mess with the Jap Task Forces.

2. Placed all my aircraft on the West Coast to training.

3. Evacuated my BB, BC and surface ships out of Singapore to Samatra to keep them alive.

4. Placed treatened bases on build fortifications to help them out a bit.

5. Started moving troops around to the big bases and moving them away from more remote areas.

I know this is a lot, but the full game uses things that the smaller scenerios do not. I have no real clue how to conduct land warfare or do I have any idea how to use the industry. I will appreciate any info you can provide!



HI there.

As this is your first major campain expect to be kicked around by the AI, this happened to everybody.

There are severall things you could do to criple the AI before the end/midle of 42....

Personally I would just go with the flow and learn from just playing the game without trying to beat the system on your first try.

If you want to have some fun, learn how to use the weathercover to sneak in some SC TF's to mess up the AI's SRA landings, as these will be only very lightly escorted...

Also learn how to use mines and PT boats to mess up the Jap advance.

You will soon notice that your fround forces in the SRA simply can't stand up to the Japanese as they send in forces to take your bases... Try reinforcing Java with Indian troops/AC AND supplies to make a stand there. If you are halfway decent in the game the Japs aren't going to take it then....

Evacuate the aussies from singapore to Java to help in the defence there.

Good luck

_____________________________

In vinum illic est sapientia , in matera illic est vires , in aqua illic es bacteria.

In wine there is wisdom, in beer there is strength, in water there are bacteria.

(in reply to rogue)
Post #: 2
RE: Finally Playing the Grand Campaign! - 5/28/2008 8:12:58 AM   
bradfordkay

 

Posts: 8683
Joined: 3/24/2002
From: Olympia, WA
Status: offline
Wow! How to start... What kind of game do you want? Do you want to smash the AI, or do you want a game that has something of a feel of the real war?

If the former, concentrate your forces at Manila, Singapore, Batavia, and Soerebaja in southeast asia, and try to hold Rabaul, Wake Island and Lunga in the south and central pacific areas.

If the latter, have fun trying to hold nothern Malaya while trying to intercept the various invasion forces with your surface task groups.

I usually start to withdraw my US base forces from the Philippines after the air units there have been decimated (which normally doesn't take very long!). I also recommend pulling out the Asiatic Fleet HQ and any forces under its command as soon as you can, but wait at least a week. There will be at least one Japanese CVE TF trying to intercept your escaping ships in the Sulu and Celebes Seas, so you will want them to have burned up some of their sorties before you send any valuable troop convoys. I recommend smaller convoys rather than larger ones, as the larger they are the more likely they will receive the attention of misses Betty and Nell (as well as Kate and Val off those carriers!).

The best way to resupply a specific base in China is to send one of the HQ units there. You can use the Chinese bombers to fly some supply, but they won't carry very much (nor will they do much damage to the Japanese, so it's a tough decision as to what to do with them - mainly they give the Japanese player victory points!). Later on you will get some US C-47 groups that you can use to fly supplies into China from India, but it's tough to create enough supply there to handle large offensives.



_____________________________

fair winds,
Brad

(in reply to rogue)
Post #: 3
RE: Finally Playing the Grand Campaign! - 5/28/2008 8:33:29 AM   
rogue

 

Posts: 43
Joined: 1/27/2006
Status: offline
Thanks for the information.  The weather system is something that I have not quite figured out.  I know that when you click on a base it tells you the weather prediction for the next turn, but I sometimes see that things are not always as the weather man predicts.  Sometimes I will see heavy rain, but can still launch bomber raids becuase the rain is in the adjacent hex.

As for what I want to do with the game?  Well, I don't want to be wasted by the Japanese for one.  Probably nothing more heart-wrenching than watching the Japanese taking control of Los Angeles.  Basiclly I want to learn how the war was fought from a historical view point, but not have to repeat history battle for battle.  This early how aggressive should I be?  Should I be moving out the Saratoga, Enterprise, Yorktown and Hornet or just keep them close to the US until the Buffalos are upgraded to Wildcats?

Also, I have found that it takes airfields to be level 4 before you really can get some decent air support, but the Marshall and Gilbert islands really don't lend themselves to being that big.  Should I be looking at building up these islands right away or waiting until I get more ground forces?

(in reply to bradfordkay)
Post #: 4
RE: Finally Playing the Grand Campaign! - 5/28/2008 8:57:10 AM   
bradfordkay

 

Posts: 8683
Joined: 3/24/2002
From: Olympia, WA
Status: offline
You do not want to tackle the Kido Butai ("strike force" - the main Japanese CV force) with your carriers while you have Buffaloes as your fighters. Send the Enterprise and Lexington southwest or southeast away from the Pearl Harbor strike force.

If you set them to full speed, you have a chance at catching the Wake Island invasion forces. You don't want to hang around Wake for long, because the AI will send the Japanese carriers after you as they withdraw from the PH strike. An alternate idea is to send them southeast to catch the Tarawa invasion force. Once I sent them to Wake and then on to Davao/Balikpapan- though you have to be really careful with fuel to do that.

The weather is fairly simple in WITP. You get a regional forecast, and each hex will roll the die for weather modified by the regional forecast. Thus you can get socked in even if the ofrecast is for "clear".

I wouldn't try to buildup the Gilberts in the early going. You don't want to have one of your bases within his Land Based Air range until you can cover them with your own LBA. You're better off setting up your rear area bases to start: Pago Pago, Suva, Noumea, Palmyra. These will be your supply centers, as well as forward repair bases.

BTW: have fun!

_____________________________

fair winds,
Brad

(in reply to rogue)
Post #: 5
RE: Finally Playing the Grand Campaign! - 5/28/2008 10:00:31 AM   
wild_Willie2


Posts: 2934
Joined: 10/8/2004
From: Arnhem (holland) yes a bridge to far...
Status: offline
Ok, about the weather.

By Pressing the 3 button you will get the weather in every hex of the map. If there is precipitation or thunderstorm you have a good chance of being hidden from search planes (overcast is dangerous btw) in that hex the next turn... It's not a 100% foolproof system, but by using it u can overcome some of the AI's betty threat.

Ps, in a few months you will be able to beat the AI with one hand behind your back and a few fingers up your nose, then it's time to move on to the holy grail....PBEM...

You might even think about not even starting a STOCK game with it's UBERCAP problem but  going for a mod instead. In most mods the UBERCAP problem has been greatly reduced and in them it's actually DANGEROUS to operate your CV's inside land based air cover.....  

In stock, just put up a 100+  plane CAP and see 60+ betty's impale themself on it every time....  

< Message edited by wild_Willie2 -- 5/28/2008 10:02:00 AM >


_____________________________

In vinum illic est sapientia , in matera illic est vires , in aqua illic es bacteria.

In wine there is wisdom, in beer there is strength, in water there are bacteria.

(in reply to bradfordkay)
Post #: 6
RE: Finally Playing the Grand Campaign! - 5/28/2008 1:02:59 PM   
Ambassador

 

Posts: 1674
Joined: 1/11/2008
From: Brussels, Belgium
Status: offline
Well, I just started again a few weeks ago, after a false start six months ago, so it's all fresh in my mind. And yes, I got humbled by the AI six months ago...
quote:

ORIGINAL: rogue

Well after a few false starts and having played the Guadalcanal campaign a couple of times, I am finally going to play the real game (stock) I am on day one and have a few questions.

1. What do I do??? I know the historical facts, but its hard to decide how aggressive I should be or if I should just let the Japs expand and wait until later 1942 before starting the island hopping stuff. But which islands should I look at building up since I know the Japs are probably going to take them?

Don't be too aggressive. There are islands you will lose. I tried, twice, to reinforce Rabaul, but not enough, not fast enough, and I'm in the process of losing it a second time. Wake is also lost - you can only manage to save the cadre of the units from there, with airlift from Midway.
I myself find confortable to build Midway (very easy, as it's close to PH), Johnson, Palmyra, Canton. I tried to go to Baker, but it really is too close to IJN's bases in the Marshalls. Suva, Noumea, Pago-Pago are all a must-build too, to secure the seaway between SF & Australia. It's far enough from the japanese invasion forces that you have no problem building them - as newbies, we simply can't build bases/invasion forces as fast as veterans can, with their greater experience.

quote:

2. How do I resupply inland bases? I understand resupplying islands, but not bases inside China. How do I get them supplies?

It's been said to move HQs. You should also stop all indiscriminate building, and carefully select the kind of improvements you want to make to your bases - every base building done consumes supplies, and it's hard to get in China. So, better concentrate on fortresses for a while (you don't need many big airfields at start), in the most dangerously exposed front-line bases.
Also, ponder the usefulness of giving flight orders to your air units : they consume supply, and bombing enemy units without any land combat planned soon should only be used as training.

quote:

3. How long before I can transport guys out of the Phillipines? I know they are doomed, but I want to save as many as possible.

Keep your PPs for a while: when units are badly disrupted/disabled/reduced, they cost much less. I got to transfer some units from USAFFE to SWPac HQ for less than 10 PP apiece, while on the first day they all cost at least 5, 10, 20 times as much.
By the way, you'd rather check the replacement rates of philippine troops before picking the survivors. You only get 21 PA rifle, 7 PS rifle and 7 PS cavalry squads per month. That's just enough to barely reconstitute one PA Division, one PS RCT and one PS cavalry rgt per year. So, save the PS RCTs and the lone PS cavalry, and only two or three PA div, as you would not have the time to reconstitute more of them before the end of the war (determine yourself the replacement on/off for each unit, to focus on reconstituting one unit at a time). Saving more than that is a waste of PPs.
So, don't pull units immediately. Wait. Use your early PPs for whole dutch units, while you wait for the USAFFE units to be much reduced. Pull back progressively to Manilla, and only swith units to another HQ when their cost is really low. Same goes for air units : wait until they have much less aircrafts to transfer them (4 PP/aircraft doesn't appear to be much, but 12 AC mean your whole PP Allowance for a day). Do not replace the losses !

Same goes for dutch troops - if you can save full regiments, fine (they cost more, but you have more time to slow the japanese down). But with their replacement rate (7/month too, IIRC), saving the cadres of more than three regiments (for example) is useless.

By the way, don't use too many ships, they'll be vulnerable to Betty/Nell onslaught. As soon as the Kuching/Brunei/Jolo bases fall, every ship going and coming from the Philippines, Borneo, Java, Sumatra is a a great risk. Use the dutch fighters to provide LRCAP to convoys, try to suppress Jolo airfield with bombers from Tarakan and B-17 from USAFFE. If possible, use airlifts to evacuate units, or subs to evac cadres. Patrol planes may transport troops too, don't forget that.

quote:

4. How much falling back am I looking at before I can fully stop the Japs?

As said by veterans, it depends on your personal wishes for the game. Some things may be done, even more or less historically.
For example, I've evacuated the whole Malaya by moving all the LCUs to the north, rather than Singapore. If done in an organized manner, you can be in Tavoy in less than three weeks, storming the lone japanese units on your way, while the other divisions are stuck in Malaya. I even took Bangkok, mostly in the hope of delaying the IJA to get the time to fortify Moulmein and Rahaeng. Not only can you save twelve useful brigades by doing so, and the numerous support units (notably three very big ISF base forces), giving you much more troops to defend Burma (it at least doubles the OOB), but you also deprive the IJA/N of useful airfields, keeping Rangoon's port open longer, and supply & reinforcement coming in. In my first try, I pulled back to Singapore (not fast enough), but by mid-December the Betty & Nells were pounding my shipping near Rangoon, and further when they got Tavoy : sending unescorted convoys to Chandpur & Diamond Harbor became a hazard.

Otherwise, don't hope too much from dutch and philippine troops. Their XP/morale is too low. I got a PA Div really beaten by elements from the 2nd Parachute Rgt (it got split in at least three different islands, far apart) !
The various dutch garrison batallions are simply too small to resist on their own, even against lone SNLF/NLF/Naval guard units. A fighting retreat, moving my dutch fighters and bombers to the front lines, is the best I can do. Keeping Java might be tempting, and doable, but it's the AI, and I guess it'd hurt it too much if you deprive it from the DEI's oil. For now (early january), I've managed to pull back most of the dutch units, one at a time, keeping enough PPs for some USAFFE units from time to time, when the occasion presents itself (such as when a unit is bloodily pushed back - check their state and PP cost every time they fight).


quote:

Things I've done so far:
1. Started sending subs around the Philipines to mess with the Jap Task Forces.

Only use the S-class subs : all other american subs are nearly worthless due to the high dud-rate of their torpedoes. S-class, dutch and british subs are the only useful ones in early war.
Use the others as minelayers and transports (for the evacuation of USAFFE's cadres). Once the IJA starts sieging Manilla, keep the subs in the port to be ready to load the last cadres and flee.

quote:

2. Placed all my aircraft on the West Coast to training.

Yeah, good thing. Some of the squadrons belong to unrestricted commands, so you may start moving them to forward bases.

quote:

3. Evacuated my BB, BC and surface ships out of Singapore to Samatra to keep them alive.

I grouped them with dutch, australian and american surface combattants, and used that big SAG to great effect in the Celebes Sea, intercepting several attacks to Davao and Jolo, sinking some AK/APs. You only have to steam away, full flank, when Jolo falls (or any other base close enough to arm Betty/Nells with torpedoes).

quote:

4. Placed treatened bases on build fortifications to help them out a bit.

Good, but some won't have the time to build a single level of forts before being attacked. Or, worse, will deplete their supply without even finishing.

quote:

5. Started moving troops around to the big bases and moving them away from more remote areas.

Australia Command troops may be moved by the railroads to provide additional defenses of northern Australia. Doing an evacuation of the DEI brings a risk of japanese attack on OZ, so better safe than sorry.

quote:

I know this is a lot, but the full game uses things that the smaller scenerios do not. I have no real clue how to conduct land warfare or do I have any idea how to use the industry. I will appreciate any info you can provide!

As the US, industry is not too important : you'll get more supply/fuel from "out-of-map production" than from industry proper. The only places where industry matters a bit are Australia and China - both have to be supplied by outer sources as much as possible. During the evacuation of the DEI, use tankers to move as much Oil as possible to Oz, before moving fuel.
For China, I already explained above what to do to minimize supply consumption.

Land warfare is quite complicated. Just remember three great assets :
- hotkey "w"
- hotkey "1"
- hotkey "r"
The former gives you the "ownership" of hexes - it's of prime importance for tracing the supply lines, and checking the movements possible. The two latter respectively give you the terrain type and the presence/absence of rail/road/trail ; this will help you determine the travel times.

Regarding the conduct of land warfare, there're only two areas where it matters : China and Burma/Siam. In the PI and the DEI/SRA, you'll mostly be pulling back.
In Burma, you should build forts in Moulmein and Rahaeng (first defensive line) and Mandalay (final defensive line). Cross-country fighting/movements are not important there, due to the jungle, so it'll mostly be around bases and rail/roadways. Try a stand at the first line, but if one stronghold is on the verge of falling, pull back to Mandalay - leave no unit in Rangoon. It is possible to make another defensive line in Bangkok/Tavoy, depending on how long you may be there to fortify, but I would certainly not stay there too long.
In China however, the terrain is much more open. There, you can learn the land warfare, using the cheap chinese troops. You should check their XP/morale values - those that have a low XP, group them and send them in contact with IJA troops, setting them to "bombard" ; their XP will gradually improve, until it's above 55. For my part, I won't engage in any large-scale operation until most of my chinese corps are at that level.
But then, I'm planning every operation in a series of steps :
- prep all units that will be involved in the attack, up until 100% ; don't forget the HQ and support units
- use recon missions on all bases involved, and look into the Intel reports of several weeks back, to get the most precise picture of the enemy's OOB (WitP' Utility is very useful)
- send a few divided divisions/corps on the enemy's rear, through the "wilds", several weeks before the attack ; their mission is to cut/disrupt supply with their zones of control, and possibly to trick the enemy into sending combat units restore their supply lines - combat is not to be engaged, or is to be disengaged as soon as possible
- transfer some air units from Southeast Asia to help bomb japanese positions and provide air cover
- send a few corps to nearby bases, especially if those bases are in urban terrain ; their mission is only to fix japanese units, to avoid the reinforcement of the principal target
- move your principal corps to the principal target, ensuring on the way there that you get the "ownership" of all neighbouring hexes
- then the battle may start, against an isolated enemy - don't be too rash, using deliberate and shock attacks should only be done from time to time. Land combat in WitP is much like medieval siege warfare : you try to reduce the fortifications and let the supply deplete before launching all-out assaults.

Ensure that each objective helps you for the next fight. For example, my first operation will be against Nanchang - because it helps isolate Wuhan ; the second operation will the be the base to the NE of Wuhan ; only then will I move to Wuhan.
But, the priority in China is to get a solid defensive line first.




All this coming from a relatively new player, you're fully entitled to disregard this post if you find better advice from other players...

(in reply to rogue)
Post #: 7
RE: Finally Playing the Grand Campaign! - 5/29/2008 6:32:32 PM   
hvymtl13


Posts: 214
Joined: 8/29/2007
Status: offline
quote:

ORIGINAL: rogue

Well, I don't want to be wasted by the Japanese for one.  Probably nothing more heart-wrenching than watching the Japanese taking control of Los Angeles. 


LOL yeah! I'd agree that would suck pretty badly. I am tempted to use that quote for my sig quote. :D

Use your Campaign 1 as training for logistics over the wider areas of operations. For first 6 months or so alot is riding on your ability to hold onto assets, and recover from intial losses.
I see alot about scripted actions, but the AI can and will react to your buildups and attacks. Make him react. Use feints, assign bogus objectives to Commanders (Phony intel), and hit him where he isn't. Stockpile supplies and fuel at secure forward bases, and then distribute to the father out ones.
Mainly, buy some time for your Armed Forces to buildup to fight a War in the Pacific. Something they weren't prepared to do when it actually started.

Edit- And whatever you do, however badly it goes, Don't quit the game and restart. That is to easy. Many of the mistakes that you will make, were also made by the Actual Commanders that were in charge during the Real war. Remember the bloody nose you get from time to time, because you will get some payback later, In spades.

< Message edited by hvymtl13 -- 5/29/2008 6:38:23 PM >


_____________________________


(in reply to rogue)
Post #: 8
RE: Finally Playing the Grand Campaign! - 5/29/2008 7:28:08 PM   
niceguy2005


Posts: 12523
Joined: 7/4/2005
From: Super secret hidden base
Status: offline
I really agree with Wild Willies first post.  On your first go at a Grand Campaign don't worry to much about beating up the AI, which is possible - in my last game the only thing I lost to the AI was Malaya. Your job is going to be to learn the mecahnics of the game.  To spice things up you might try various tactics.  Try reinforcing something that wasn't historically.  If you screw up, so what, it's the AI. 

Words of advise, players often spend too many political points mobilizing Dutch and PI units.  IMHO this is a mistake.  Saving the PI air units is worth it.  The rest actually matters very little in the outcome of the game.


_____________________________


Artwork graciously provided by Dixie

(in reply to hvymtl13)
Post #: 9
RE: Finally Playing the Grand Campaign! - 5/29/2008 7:32:54 PM   
Dixie


Posts: 10303
Joined: 3/10/2006
From: UK
Status: offline
Enjoy yourself. The most enjoyable game I had against the AI was my first one, where I had no idea what was going on or how to stop it

EDIT: Don't worry about losing to the AI, whilst it would suck, who's going to know

< Message edited by Dixie -- 5/29/2008 7:34:12 PM >


_____________________________



Bigger boys stole my sig

(in reply to niceguy2005)
Post #: 10
Page:   [1]
All Forums >> [Current Games From Matrix.] >> [World War II] >> War In The Pacific - Struggle Against Japan 1941 - 1945 >> Finally Playing the Grand Campaign! 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

2.922