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[Japan] Some Questions - 10/12/2008 2:19:50 PM   
Arkain

 

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Hallo Witp fans,

first, i tried the search function, but not all question could be ssolved. :(

So i have to ask:

political points:

What to do with them? Spare it for the 43+ oder spend it? If i should spend them, what should i "buy"? Bring the airgroups out of kwangtung to china or something else?

mayor key points:

what are the mayor key points for the war after 42. I mean, what cities/islands must i hold to get a good defending aera?

In my sight there are:

singapore -> save the westside
wake/canton -> save the eastside
bataaan/clarkfild -> save the south

so forgot something? Also i think the fortifaction should be high as possible, but what is with port and airfield? What is "enough"?

Supplyproblem in china (i play andrews 115 scenario).

in shanghai there laying about 40k oil and res around and i have oil problems in hong kong, but there are no enemy troops at the streets between singapore and hong kong. Where is the problem?


Thats are my biggest problems, maybe i find some one in the future.

Arkain


< Message edited by Arkain -- 10/12/2008 2:21:05 PM >
Post #: 1
RE: [Japan] Some Questions - 10/12/2008 4:18:58 PM   
scott64


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Maybe ship some oil to where you need it. Do not let the ai do it when you can do it better. You will need to secure  DEI  and Borneo, for the oil and resources.

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RE: [Japan] Some Questions - 10/12/2008 4:45:23 PM   
Yamato hugger

 

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Political points are for moving units from restricted commands (like Kwantung and Home Defense).

Jap major objectives in 43 will depend on what happened in 42. If you still have carrier superiority you can do limited offensives yet. Careful not to get too cocky.

Dont get carried away fortifying and building in 42. You will face a severe supply shortage begining in summer 42. Towards the end of the year things will settle down and then you can begin building.

The game is won on points. The bigger the bases are that you control at the end the more points you get for them. So you want to build up all ports and airfields to their max, but ONLY if you think you can hold them (dont build bases for the enemy to use).

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RE: [Japan] Some Questions - 10/12/2008 5:54:13 PM   
Arkain

 

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thank you for the tips. So i atm nothing and wait how the year 42 goes.

I use only manuel convoys, but i thought like in japan the ai transport the öl etc. over trail, train etc. the amount which is needed in the citys. From shanghai over trail, streets, train to hong kong.

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RE: [Japan] Some Questions - 10/12/2008 6:07:22 PM   
erstad

 

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There is no single "right" answer as to what to buy with your political points, but if it's a PBEM game one of my priorities is to pull some of the engineers out of China/Mongolia to help fortify everything possible.

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RE: [Japan] Some Questions - 10/12/2008 6:13:50 PM   
Yamato hugger

 

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I use mine (obviously for aircraft and a couple of 80 experience divisions) mainly for AA guns and engineers. But I play CHS, not stock. Stocks AA is near worthless.

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RE: [Japan] Some Questions - 10/12/2008 6:53:46 PM   
Arkain

 

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ok, i found another two "problems.

I surrounded a unit and attacked them, i got a 37to1 odd but the unit wouldn´t gave up. Is it a bug? Ok, after four turns with xx to 1 odds i destroyed the units.


Another problem with the bombardment from ships. I orderd a fleet (~20 Ships bb to dd) to bombard a city, everything is fine for about 1-2 turns, than the task switched automaticly to surface combat. What happend or what is the matter that they switched the task. If i change the task back to bombard they will do it for another turn and than again.

Something else, it´s about reinforce pilots.

I can only chutai from the navy to replace a daitai from the navy? It is not possible to use a army chutai to refresh a navy daitai? Need i also the same flighttype Zero -> Zero or it doesn´t matter. So i can use alfs to reinforce a zero daitai?

< Message edited by Arkain -- 10/12/2008 8:11:10 PM >

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RE: [Japan] Some Questions - 10/12/2008 10:56:49 PM   
Yamato hugger

 

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Its not a bug. If allied units are in a base and forced to retreat but have no where to go, they surrender. If they arent in a base, they wont. Jap units never surrender. This is actually working as designed. I use thos type of units as training groups. I send my lower experience units to attack them. They WILL eventually go away, so may as well make use of them

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RE: [Japan] Some Questions - 10/13/2008 1:08:52 AM   
dennishe


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quote:

Another problem with the bombardment from ships. I orderd a fleet (~20 Ships bb to dd) to bombard a city, everything is fine for about 1-2 turns, than the task switched automaticly to surface combat. What happend or what is the matter that they switched the task. If i change the task back to bombard they will do it for another turn and than again.


You will need to sent your ships back to base to load ammo if you want them to keep bombarding. Look at your ships in the bombardement TF. You will see they are low on ammo. The TF therefore automatically switches to surface combat...


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RE: [Japan] Some Questions - 10/14/2008 7:00:06 PM   
Arkain

 

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so, two new Questions:

How, or is there a button to prevent tbs and dbs to take a port attack? The settings for the bombers are naval attack, second rest and Nav Search 10%, It is not funny to loose bombers because they fly over a city instead a tf. :(

Is ist "normal" that after an asw mission (one night/day turn trowing some dcs) the asw goes home? Because if the subs a little bit far away from a port, it makes not many sence for me. Spot the sub, two days to the spot, one day hunting the sub, two days home..

Thanks,

Arkain

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RE: [Japan] Some Questions - 10/14/2008 8:14:51 PM   
rockmedic109

 

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ASW tf will return home unless set to Patrol/Do Not Return.  A button in second column switches between the two.


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RE: [Japan] Some Questions - 10/15/2008 12:38:02 AM   
Yamato hugger

 

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quote:

ORIGINAL: Arkain

How, or is there a button to prevent tbs and dbs to take a port attack? The settings for the bombers are naval attack, second rest and Nav Search 10%, It is not funny to loose bombers because they fly over a city instead a tf. :(



On the naval attack mission, to the right of it are other options as a secondary mission. Airfield attack, port attack, ect. At the bottom is one called "rest". If all you want is the unit to fly naval attacks and nothing else, click this rest button.




Attachment (1)

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RE: [Japan] Some Questions - 10/15/2008 7:18:11 AM   
Ambassador

 

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No, that's not his problem, as I read :
quote:

ORIGINAL: Arkain

so, two new Questions:

How, or is there a button to prevent tbs and dbs to take a port attack? The settings for the bombers are naval attack, second rest and Nav Search 10%, It is not funny to loose bombers because they fly over a city instead a tf. :(

As far as I understand, you complain that your planes attack TFs that are in the same hex as a base, not that they conduct port/airfield strikes. This is not a port strike, it's a regular naval attack. The AA of the base is not involved, but any CAP from the base's fighters will defend the TF too.

Except reducing the maximum range of the squadrons (lower right of the window), there's no way to prevent them of targeting a TF in a base hex if it's in range. You'd better give them escorts, or conduct airfield attacks with LBA to damage the runways.

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RE: [Japan] Some Questions - 10/16/2008 12:52:41 AM   
Arkain

 

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i am not sure, which settings i made. Sad that i lost/erased the savegame. I will have a eye at this current game. If i see it again, i will take some pictures. But i think i missed a setting or there where some ships in the port.

So i tryed a bit with the special japan pilot training, now i have some questions.

Withdraw/Disband ist clear for me, but for what do i need withdraw? Because after 60 days the merged airgroup loses the pilots from the withdrawed airgroup, so i have the same problem like for the withdraw.

After a disbanded airgroup arrives the theater, it will fill up with pilots from the pool (from the manuel), now i have 50 pilots in the pool (ijn), in 90 days i will have 60 and lose 10 for the airgroup. What will happen if the pool is empty? Arrives the airgroup with no pilots or will it use untrained pilots?

Is it possible to bring pilots back into the pool? My IJN pool is low at pilots (~50) and i would like save some good pilots for the later war.

Is it possible to get the pilots from the expierenced transport/recon airgroups to the frontlinegroups to replace the mia pilots? I know, it is only possible to share pilots from the same aircrafttype, but maybe i missed something.

I am sure my english is horrible, so excuse it, i try my best.

Arkain



< Message edited by Arkain -- 10/16/2008 12:56:08 AM >

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RE: [Japan] Some Questions - 10/16/2008 1:37:17 AM   
2ndACR


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Units will arrive with untrained pilots with really low exp.......35ish.

As Japan I rarely withdraw air units........as Allies, it helps to merge a/c into air units, but allows you to magically withdraw the air unit and keep the pilots even if they are stranded a million miles from no where. But you have to have a sacrifice unit of the same a/c to use that function.

Nope, once pilots are out, they are out. Once they are in a unit, they are in the unit.

Use the split air unit command (high expereince units)........fly a section to a frontline unit that needs fresh bodies, disband into frontline unit.
I have lots of transport a/c with 80's and 90 exp pilots, but they are just very good transport pilots. I will save them until Kamikaze time and unleash them on the Allies.

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RE: [Japan] Some Questions - 10/16/2008 4:55:20 PM   
Mike Solli


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quote:

ORIGINAL: 2ndACR
I have lots of transport a/c with 80's and 90 exp pilots, but they are just very good transport pilots. I will save them until Kamikaze time and unleash them on the Allies.


What good will that do? I was under the impression that the Kamikaze uses the bomb load of the plane. Since transports can't carry bombs, they shouldn't be able to damage ships. Am I wrong in this assumption?

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RE: [Japan] Some Questions - 10/16/2008 8:54:23 PM   
2ndACR


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Yep.......transports hit with a huge sledgehammer. IIRC, it goes by load. Hence, a Tabby has a load of 10,000 plus decent speed etc. Imagine packing 5 tons or so of explosives in a transport plus the fuel it has onboard.

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RE: [Japan] Some Questions - 10/17/2008 4:23:51 PM   
Arkain

 

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thanks for the great tips. So i have some new questions. 

what is the "best" way to destroy chinese troops? Atm all streets, railways are clear, but the enemy troops stay one hex away.If i attack they will retreat, surrounding takes month (no streets, jungel).. Is there a third option? Like if they have no supply for a period of time they will disapeare?

I got a new qirgroup hte 61 heavy sentai at "unknow place", so where can i see they should arrive and will they arrive in future?

Greatings,

Arkain

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RE: [Japan] Some Questions - 10/17/2008 4:32:32 PM   
Yamato hugger

 

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If the Chinese units are in your rear area, I find the best thing to do is surround them, park a low value unit on them (like a base unit) and leave them.

The problem with Chinese units is if you kill them, they come back. If you leave them in a prison camp in your rear they wont ;)

As for the "unknown place" problem. They are scheduled to appear at a base that is in enemy control at the moment. You need to clear this base. If you dont know which it is, start another game and look for that unit and see where it is supposed to come in.

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RE: [Japan] Some Questions - 10/17/2008 5:08:25 PM   
Arkain

 

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thanks a lot. 

edit: ok, got it, the airgroup must be organized.

Oh, again a question... i tryed severel settings for my fighter to protect a tf two hexes away from my af. No Sweep, 50%/50% or lcap (target the tf), none of the fighter attacked or devended the tf. What is wrong?

Also a problem, i captured yenen and now i have always not enough oil to run the hi, rail/raods a clear in the others cities are enough free barrel oil.. where/what is there the problem?

I have now nearly 1k Nates in the pool (upgrade to oscar), what can i do with the nates?

What can i do against ops looses? It now middle feb/42 and i have about 200 ops looses... is this amount "normal" and means ops looses that i lost the plane but the pilot survived?

If i capture a base and there are some enemy planes, will destroy the airgroup or will they arive in 90 days?



< Message edited by Arkain -- 10/17/2008 11:02:04 PM >

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RE: [Japan] Some Questions - 10/17/2008 11:50:11 PM   
engineer

 

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Some partial answers: 

Protecting TF 2 hexes away:  High morale CAP over the base will sometimes give CAP over a friendly units two hexes away (but not often).  The surest way is to use LR CAP.  Morale and range reduce the amount of LR CAP that will actually be available over the friendly unit.  For instance, I've been flying LRCAP with Zeros based in Kuching over Palembang and getting 7 - 9 planes on station out of 27 in the unit with morale in the mid to high 90s.  I suspect your problem is probably low morale in the fighters. 

Yenen Oil:  This is out of your control.  The engine moves oil and resources around to meet your industrial needs.  Divert some of the SRA oil to your Chinese ports that have a rail line to Yenen.  More oil should increase the odds that it will get to Yenen. (Do the Chinese have a unit blocking the lines of communication?) Also, make sure that your industry/resources in Yenen weren't damaged in the battle to capture it. 

Nate City:  You have a couple of options.  As you finish converting your Nates to Oscars then eventually all but 99 planes will get scrapped and you'll get a 900+ Nakajima engines back in your pool and, I think, some resources.  Otherwise, you can keep a handful of Nate Squadrons around and use them for human wave defenses against Allied planes.  I don't recommend the latter since they'll just become target practice for mid to late war Allied fighters with rookie pilots in the cockpits of your Nates.  Has your last Nate factory converted to Oscar's yet?  Obviously you don't need to keep building Nates.   

Ops Losses:  Planes may suffer mechanical failure in flight or crash on landing.  Operating from too small fields also increases losses.  EDIT: In an ops loss there is a die roll if the pilot is killed or survives - END EDIT. Some tips:
  1. Check your deployments and try to keep single engine planes operating from at least a size 3 field and twin engine planes operating from at least a size 4 field.
  2. Stock WitP assigns combat missions from the outset of virtually all of your squadrons (including home defense and Kwangtung Army).  Reassign your float planes and patrol planes in Japan to ASW to start attriting the US sub fleet.  Fighters, bombers, and recce should be grounded or assigned to training. Grounded planes suffer no ops losses, but training can improve pilot experience.  High inspiration commanding officers also improve the rate at which experience is gained. 
  3. Keep an eye on air unit morale and be sure to rest your units with a stand-down to training to rebuild morale.  High morale units will fight through hostile CAP to hit enemy ships while low morale units break and abort their missions. An aborted mission accrues ops losses without putting any bombs on target. 



< Message edited by engineer -- 10/17/2008 11:53:03 PM >

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RE: [Japan] Some Questions - 10/17/2008 11:50:32 PM   
Mike Solli


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quote:

ORIGINAL: Arkain
I have now nearly 1k Nates in the pool (upgrade to oscar), what can i do with the nates?


Use them to train up your disbanded IJA units. When they come back they will get Neanderthals for pilots. Convert the unit to Nates and train them up in ground attack against some isolated foe. Once they're up to what ever experience level you deem to be acceptable for frontline duty, convert them to a better airframe. No reason to have your Neanderthals smear themselves and a good aircraft against a mountain. Let the Nates (and Claudes for the IJNAF) be your fighter trainers.

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RE: [Japan] Some Questions - 10/17/2008 11:59:28 PM   
engineer

 

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Ditto Mike's comments on training.  That's a "Doh" on my part.  I'm still learning the game on the Japanese side and working within the engine to get trained replacement pilots into the pilot pool is a place where I'm still at the bottom of the curve.

A question of my own:  Do Japanese armaments points and manpower points convert to guns and squads by a fixed ratio? 

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RE: [Japan] Some Questions - 10/18/2008 12:38:35 AM   
Arkain

 

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thanks for the tips, again.

but the disbaned airgroups will only return in the disbanded size (9 aricrafts). So is the trick to build oversize Nateairgroups (50+ aircrafts) upgrade them to oscar, divide them to 3x 27 planes and use them huge amount of disbanded natesuqads to train again in 50+ Squads? Isn´t it a nearly work on it´s own, only a little los of a group by winning about xx nwe airgroups. I explain it better in numbers, what i mean. ;)

3x 27 Nates

2x 27 divide into 6x 9 Nates

this 6x9 Nates will be merge with the last 27 Nates to a great 81 Nates airgroup

the 81 Nates will be upgrade to oscar and than divide to 3x 27 oscar

after 90 days 2x 27 nates will arrive with untrained pilots

I am right or wrong?

if i am right, i can get a realy hugh airfleet until the war changes against japan.
I would test it, but 90 days is a looonnnng time in witp. ;)


< Message edited by Arkain -- 10/18/2008 12:41:39 AM >

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RE: [Japan] Some Questions - 10/18/2008 8:14:25 AM   
Ambassador

 

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quote:

the 81 Nates will be upgrade to oscar and than divide to 3x 27 oscar

No, they'll upgrade to 27 Oscars, not 81. Their standard maximum size is 27, when they upgrade, they only receive that number, not the same number of the older planes. They'll have 81 pilots, that's right, but with the pilot bug, it might not be a great idea to have that many pilots...

Only way to have 81 Oscars in the daitai is to convert everybody before disbanding the two daitais earmarked for training. But I don't think they'll all fly, you'll just end up with 27 active Oscars and 54 "reserve" Oscars in the daitai. Even if you have enough pilots. The only advantage is to have all the planes & pilots handy in case of attritional fight.

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RE: [Japan] Some Questions - 10/18/2008 1:09:42 PM   
Arkain

 

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quote:

ORIGINAL: Ambassador

No, that's not his problem, as I read :
quote:

ORIGINAL: Arkain

so, two new Questions:

How, or is there a button to prevent tbs and dbs to take a port attack? The settings for the bombers are naval attack, second rest and Nav Search 10%, It is not funny to loose bombers because they fly over a city instead a tf. :(

As far as I understand, you complain that your planes attack TFs that are in the same hex as a base, not that they conduct port/airfield strikes. This is not a port strike, it's a regular naval attack. The AA of the base is not involved, but any CAP from the base's fighters will defend the TF too.

Except reducing the maximum range of the squadrons (lower right of the window), there's no way to prevent them of targeting a TF in a base hex if it's in range. You'd better give them escorts, or conduct airfield attacks with LBA to damage the runways.



ok, now i have the same problem again.

KB at victoria point, no ships in the port, some troops and some airgroups at vp.

Settings of the bombers are prim. naval attack, sec. recon, nav. search 0%, range max. and the whole KB airfleet attacks vp.

With no recon all is fine, but thats "stupid" i would send out my bombers to look around and they attack everything they see....

at any time i play witp i will find now questions.. i captured canton island, port ist 2(2) but i can´t disband my as in ci, only dock. is it, why canton islnad is an atoll?

< Message edited by Arkain -- 10/18/2008 3:31:22 PM >

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RE: [Japan] Some Questions - 10/18/2008 3:57:27 PM   
Shark7


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The advice on moving those engineer units out of China is good for the reason stated, but also for another.  Personally I would not enlarge a single Chinese base simply because the bigger it gets the larger its garrison requirement.  Enlarging those bases just increases the number of troops you are going to tie up garrisoning them.

That said, building fortifications won't increase the garrison requirement, so leave 1 or 2 engineer units to run around building up the fort levels, but I would not even consider increasing airfield or port sizes in China.

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Post #: 27
RE: [Japan] Some Questions - 10/18/2008 4:27:51 PM   
Ambassador

 

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quote:

ORIGINAL: Arkain
ok, now i have the same problem again.

KB at victoria point, no ships in the port, some troops and some airgroups at vp.

Settings of the bombers are prim. naval attack, sec. recon, nav. search 0%, range max. and the whole KB airfleet attacks vp.

With no recon all is fine, but thats "stupid" i would send out my bombers to look around and they attack everything they see....

at any time i play witp i will find now questions.. i captured canton island, port ist 2(2) but i can´t disband my as in ci, only dock. is it, why canton islnad is an atoll?

In the "animation", what does the screen look like ? Bottom half, I mean, not the planes. If it's a sea, it's a naval attack. If it's ground, it's port/airfield/ground attack. My guess is that it's sea, given your orders.

They don't attack Victoria Point itself : they attack a fleet that happens to be in the same hex. Remember those hexes are 60nm across. It's still a naval attack.


As for disbanding TFs in port, it needs to be size 3 to do it. As you write, Canton Island is size 2, so it's not enough.

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Post #: 28
RE: [Japan] Some Questions - 10/18/2008 4:44:33 PM   
Yamato hugger

 

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quote:

ORIGINAL: Arkain

quote:

ORIGINAL: Ambassador

No, that's not his problem, as I read :
quote:

ORIGINAL: Arkain

so, two new Questions:

How, or is there a button to prevent tbs and dbs to take a port attack? The settings for the bombers are naval attack, second rest and Nav Search 10%, It is not funny to loose bombers because they fly over a city instead a tf. :(

As far as I understand, you complain that your planes attack TFs that are in the same hex as a base, not that they conduct port/airfield strikes. This is not a port strike, it's a regular naval attack. The AA of the base is not involved, but any CAP from the base's fighters will defend the TF too.

Except reducing the maximum range of the squadrons (lower right of the window), there's no way to prevent them of targeting a TF in a base hex if it's in range. You'd better give them escorts, or conduct airfield attacks with LBA to damage the runways.



ok, now i have the same problem again.

KB at victoria point, no ships in the port, some troops and some airgroups at vp.

Settings of the bombers are prim. naval attack, sec. recon, nav. search 0%, range max. and the whole KB airfleet attacks vp.

With no recon all is fine, but thats "stupid" i would send out my bombers to look around and they attack everything they see....

at any time i play witp i will find now questions.. i captured canton island, port ist 2(2) but i can´t disband my as in ci, only dock. is it, why canton islnad is an atoll?


So whats the problem? The save you sent me was a 2 day game allies vs Jap AI. You are concerned that the Jap AI launched attacks on Victoria Point? Why? You have no control over what the AI does.

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Post #: 29
RE: [Japan] Some Questions - 10/18/2008 4:50:40 PM   
erstad

 

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quote:

ORIGINAL: Arkain

at any time i play witp i will find now questions.. i captured canton island, port ist 2(2) but i can´t disband my as in ci, only dock. is it, why canton islnad is an atoll?


A port has to be at least size 3 before you can disband a TF into it.

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