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RE: WITP AE AAR Feb 09 Cathartes-JRCAR (Jap)

 
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RE: WITP AE AAR Feb 09 Cathartes-JRCAR (Jap) - 2/2/2009 7:39:26 PM   
Japan


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quote:

ORIGINAL: witpqs

quote:

ORIGINAL: jrcar





What is the "Ground" button (upper left quadrant)?




Sir, what is the "In Reserve" function ??

< Message edited by Japan -- 2/2/2009 7:41:32 PM >


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Post #: 151
RE: WITP AE AAR Feb 09 Cathartes-JRCAR (Jap) - 2/2/2009 7:39:40 PM   
jrcar

 

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Patrol orders

Ok here is an ASW TF. These are restricetd to a maximum of 4 ships.

Note under TF destination there is set TF Routing. Clicking this will go to the next post :)




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< Message edited by jrcar -- 2/2/2009 8:05:17 PM >

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Post #: 152
RE: WITP AE AAR Feb 09 Cathartes-JRCAR (Jap) - 2/2/2009 7:43:11 PM   
Dili

 

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quote:

HQ that the group is assigned to is within transfer range


Is the Air HQ transfer range the same as the Command range?

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Post #: 153
RE: WITP AE AAR Feb 09 Cathartes-JRCAR (Jap) - 2/2/2009 7:43:59 PM   
Mike Solli


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quote:

ORIGINAL: Dili

quote:

HQ that the group is assigned to is within transfer range


Is the Air HQ transfer range the same as the Command range?


I interpreted it to be the transfer range of the aircraft.

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(in reply to Dili)
Post #: 154
RE: WITP AE AAR Feb 09 Cathartes-JRCAR (Jap) - 2/2/2009 7:44:31 PM   
jrcar

 

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Here is the next screen.

Follow Tf is like stock, except you can also set a stand off distance so a TF can trail another by a user specified number of hexes (I don't use that much).

Use waypoints (not active because I haven't set a destination) allows you to specify upto 3 waypoints that can be used to guide a TF around the may. They can also apply to the way home again.

Set patrol zone allows you to set upto 3 waypoints that a unit will patrol within, This is not active if "set destination" has a destination.






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Post #: 155
RE: WITP AE AAR Feb 09 Cathartes-JRCAR (Jap) - 2/2/2009 7:48:30 PM   
jrcar

 

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Clicking on set patrol zone in the previous window brings up this window.

Patroling around a target (like a base) is useful, but I usually use the three boundaries to ensure I cover the area I want.






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Post #: 156
RE: WITP AE AAR Feb 09 Cathartes-JRCAR (Jap) - 2/2/2009 7:51:33 PM   
jrcar

 

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When you click "Set Boundary" you then drop to the main map screen and select the hex on the map, which then takes you make to this screen so you can set the three boundaries interactively with the map.

You can have a TF linger at the specified hexes (which is a great tactical option) and refuel IF there is a source in that hex (such as a port).






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Post #: 157
RE: WITP AE AAR Feb 09 Cathartes-JRCAR (Jap) - 2/2/2009 7:56:17 PM   
jrcar

 

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And here is what it looks like on the screen. The green hexes are the defined hexes, the yellow the path the TF will take.

The TF will continue to move over this path until it runs low on fuel, then it will head back to its home port, refuel, then proceed back on patrol again.

This "Patrol zone" is available for ALL TF. It is particularily useful for subs, but also for CV TF supporting a point in space, by moving you can break the Detection Level, and maybe avoid submaries and SCTF.






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Post #: 158
RE: WITP AE AAR Feb 09 Cathartes-JRCAR (Jap) - 2/2/2009 7:57:17 PM   
jrcar

 

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Correct, it is the aircraft transfer range.

Cheers

Rob

quote:

ORIGINAL: Mike Solli


quote:

ORIGINAL: Dili

quote:

HQ that the group is assigned to is within transfer range


Is the Air HQ transfer range the same as the Command range?


I interpreted it to be the transfer range of the aircraft.


(in reply to Mike Solli)
Post #: 159
RE: WITP AE AAR Feb 09 Cathartes-JRCAR (Jap) - 2/2/2009 7:58:08 PM   
cantona2


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This is going to make subs a hell of a lot more interesting

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RE: WITP AE AAR Feb 09 Cathartes-JRCAR (Jap) - 2/2/2009 7:59:37 PM   
cantona2


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Rob can you please explain the function of Routing Control please?

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Post #: 161
RE: WITP AE AAR Feb 09 Cathartes-JRCAR (Jap) - 2/2/2009 8:04:32 PM   
jrcar

 

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That is why you need Naval support and specialist ships. Without them not much repair happens. The crew fixes some minor repair.

Repair is still being tweaked, hopefully this weeks build is very close to the final, we shall see as we test.


quote:

ORIGINAL: witpqs


quote:

ORIGINAL: jrcar

... otherwise major damage on capital ships can only be repaired in a repair yard, with larger ports capable of repair of major damage equal to their port size times 100 (a level 1 port can repair major damage on a ship of 100 or less tons, level 2 101-200 tons).


Level 10 port x 100 = 1,000 tons, which would mean even destroyers never get repaired. Obviously I am misunderstanding this - please help!


(in reply to witpqs)
Post #: 162
RE: WITP AE AAR Feb 09 Cathartes-JRCAR (Jap) - 2/2/2009 8:07:58 PM   
jrcar

 

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quote:

ORIGINAL: cantona2

Rob can you please explain the function of Routing Control please?


Ok here is a screen shot of you just selecting a TF then giving it a destination.






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Post #: 163
RE: WITP AE AAR Feb 09 Cathartes-JRCAR (Jap) - 2/2/2009 8:14:21 PM   
cantona2


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Cheers Rob

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RE: WITP AE AAR Feb 09 Cathartes-JRCAR (Jap) - 2/2/2009 8:16:00 PM   
jrcar

 

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By setting a waypoint the the is modified (look at the map underneath the menu screen).

Routing Control gives further "guidance" to the ships captain on how much risk you want to take. Depending on what is selected the TF will modify its route to avoid KNOWN subsurface, surface and air threats, or it will go direct and not deviate.

I think "safest" also avoids POTENTAIL air threats, ie large bases that are capable of supporting a lot of aircraft (say level 4 onwards).

To be honest I usually use "direct", and use waypints to move around nasties. You can even set "direct" as the default for all TF instead of "normal" (which deviates a bit around known problem areas).






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RE: WITP AE AAR Feb 09 Cathartes-JRCAR (Jap) - 2/2/2009 8:16:29 PM   
Dili

 

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quote:

I interpreted it to be the transfer range of the aircraft.


okay thanks. And jrcar for all this explanations too.

< Message edited by Dili -- 2/2/2009 8:17:03 PM >

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Post #: 166
RE: WITP AE AAR Feb 09 Cathartes-JRCAR (Jap) - 2/2/2009 8:19:07 PM   
witpqs


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quote:

ORIGINAL: jrcar

The button is for adding aircraft "in reserve", they won't fly until the total number of aircraft falls to the unit size or lower, then the move from "reserve" status to ready. You can even add reserve aircraft to CV's, which is handy for when you expect a lot of action...

The "Ground" is how many aircarft the unit has lost on the ground.


So I take it the AE release will be pushed back a few months while that button is reversed to point to the left?


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Post #: 167
RE: WITP AE AAR Feb 09 Cathartes-JRCAR (Jap) - 2/2/2009 8:22:55 PM   
jrcar

 

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Ah now I see what you mean, no it represents INCREASING the aircraft in reserve, hence points to the right (a western cultural thing)

At some point there may be a decrease button.

I have never interpreted it the way you did, so it may be more intuitive when you do it in the game.


quote:

ORIGINAL: witpqs

quote:

ORIGINAL: jrcar

The button is for adding aircraft "in reserve", they won't fly until the total number of aircraft falls to the unit size or lower, then the move from "reserve" status to ready. You can even add reserve aircraft to CV's, which is handy for when you expect a lot of action...

The "Ground" is how many aircarft the unit has lost on the ground.


So I take it the AE release will be pushed back a few months while that button is reversed to point to the left?




(in reply to witpqs)
Post #: 168
RE: WITP AE AAR Feb 09 Cathartes-JRCAR (Jap) - 2/2/2009 8:24:02 PM   
jrcar

 

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Well I'm off to work now, you y'all later!

cheers

Rob

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Post #: 169
RE: WITP AE AAR Feb 09 Cathartes-JRCAR (Jap) - 2/2/2009 8:33:05 PM   
helldiver


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Thanks, Jrcar.

This looks like the genesis of a whole new ASW mini-game, especially with the increase in ship classes and the flexibility in conversions. The new functions are just what I want as the Japanese commander. Thank you.

Regards,
Helldiver

(in reply to jrcar)
Post #: 170
RE: WITP AE AAR Feb 09 Cathartes-JRCAR (Jap) - 2/2/2009 8:45:35 PM   
Erik Rutins

 

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quote:

ORIGINAL: jrcar
That is why you need Naval support and specialist ships. Without them not much repair happens. The crew fixes some minor repair.

Repair is still being tweaked, hopefully this weeks build is very close to the final, we shall see as we test.

quote:

ORIGINAL: witpqs
quote:

ORIGINAL: jrcar

... otherwise major damage on capital ships can only be repaired in a repair yard, with larger ports capable of repair of major damage equal to their port size times 100 (a level 1 port can repair major damage on a ship of 100 or less tons, level 2 101-200 tons).


Level 10 port x 100 = 1,000 tons, which would mean even destroyers never get repaired. Obviously I am misunderstanding this - please help!



Also keep in mind that shipyards can repair everything, as long as they can fit the size ship that needs fixing.

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(in reply to jrcar)
Post #: 171
RE: WITP AE AAR Feb 09 Cathartes-JRCAR (Jap) - 2/2/2009 8:49:00 PM   
witpqs


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quote:

ORIGINAL: Erik Rutins

Also keep in mind that shipyards can repair everything, as long as they can fit the size ship that needs fixing.


These things won't truly sink in until we each get our own AE Secret Decoder Rings.

(in reply to Erik Rutins)
Post #: 172
RE: WITP AE AAR Feb 09 Cathartes-JRCAR (Jap) - 2/2/2009 10:47:11 PM   
pad152

 

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Reading the following rules just makes my head hurt and makes me wonder if AE has been in the oven a little too long (over baked)! The manual is going to be as much fun to read as a IRS document and just about as clear!

Why have exceptions to rules? This will do nothing but produce endless questions, why do I have all of these air group fragments, why do I have all of these damaged air groups etc. etc.

quote:

Note Japanese build rates are usually 0 when production is on

Huh, this is clear as mud !!! Wouldn't build rates be zero when production is off!

Air Replacement Rules
quote:

Air units will automatically gain replacements under certain circumstances if aircraft are available in the replacement pool and the air unit has been set to Accept Replacements. To get replacement aircraft to flow automatically into an air unit, there must be planes in the pool and one of the following cases must be true (the first true will take effect):
• The air unit is located at a base with an airfield size of 1+ (or 0 if a float-equipped group and the base is in a coastal hex) and the base has over 20,000 supplies. Supplies will be expended at the base and the unit will receive damaged planes from the pool (they may repair before the next orders phase during the repair phase).
• The air unit is located at a base and the HQ that the group is assigned to is within transfer range of the air unit’s aircraft type, and the HQ is located at a base with an airfield size of 1+ and has over 20,000 supplies. Supplies will be expended at the HQ base and the unit will receive damaged planes from the pool.
• The air unit is located at a base and the Command level HQ that the group is assigned to is within transfer range of the air unit’s aircraft type, and the Command HQ is located at a base with over 20,000 supplies. Supplies will be expended at the HQ base and the unit will receive damaged planes from the pool.
• The air unit is located on a ship and a replenishment air unit is within normal range of the ship, the unit will receive planes from the replenishment unit instead of the pool.
• The air unit is located on a ship in the same hex as a base with an airfield size of 1+ (TF or at anchor) and the base has over 20000 supplies. Supplies will be expended at the base and the unit will receive damaged planes from the pool.


Rule Exception 1
quote:

If none of these conditions apply, land based air units may automatically have a sub unit created for it at the base containing the HQ that the air unit is assigned to or the Command HQ of the air unit’s HQ if it is not in the base. The base with the HQ must have supplies that are at least equal to twice the base’s supply needs plus the supplies that will be expended in creating the sub unit, the supply base must be within twice the maximum range of the aircraft type, and there must be planes in the pool equal to:
• 10 + (plane build rate / 2)
If these conditions are met, a sub unit of damaged planes will be placed at the HQ’s location and supplies will be expended from the base. Note Japanese build rates are usually 0 when production is on. Another subgroup will not be formed for the air unit until at least 7 days have elapsed.
A maximum of 12 planes will be added for replacements at a time.


(in reply to jrcar)
Post #: 173
RE: WITP AE AAR Feb 09 Cathartes-JRCAR (Jap) - 2/2/2009 11:03:06 PM   
erstad

 

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quote:

ORIGINAL: pad152

quote:

Note Japanese build rates are usually 0 when production is on

Huh, this is clear as mud !!! Wouldn't build rates be zero when production is off!



When production is on, the build rate is 0, and the Japanese build with on map factories. For scenarios where production is off, there will often be a Japanese build rate.

If you've played allies in a campaign, think about how there are two columns for aircraft replacement rates that sometimes have both numbers non-zero - one is the build rate and the other is the on-map production.

So I assume what they mean is that only the build rate, not the on-map production, counts for determining if a subunit will form.

(in reply to pad152)
Post #: 174
RE: WITP AE AAR Feb 09 Cathartes-JRCAR (Jap) - 2/3/2009 1:10:46 AM   
jrcar

 

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Yes we (the whole team) understands this issue, and it is at the fore front of any decision.

The problem is complex problems need complex solutions at times.

Stock allows things to happen too easily and quickly. This is actually a very complex problem.

If you want a simple game then AE may not be for you, sorry.

If you want to get closer to understanding the issues and limitations of WW2 operations and strategy, then AE is a good choice.


Personnally I've found the air replacement thing hard to grasp, I do like the impact it is having in the game though. Maybe there is an easier way... but I doubt it.

The rules allow a lot of flexibility to represent what was possible (or what was actually done) in WW22, while limiting what was not possible.

BUT the AAR is here to expose things, feel free to comment, if there is time it will get reviewed, otherwise it may go to a patch... or maybe this is the best way to do it.



quote:

ORIGINAL: pad152

Reading the following rules just makes my head hurt and makes me wonder if AE has been in the oven a little too long (over baked)! The manual is going to be as much fun to read as a IRS document and just about as clear!

Why have exceptions to rules? This will do nothing but produce endless questions, why do I have all of these air group fragments, why do I have all of these damaged air groups etc. etc.

quote:

Note Japanese build rates are usually 0 when production is on

Huh, this is clear as mud !!! Wouldn't build rates be zero when production is off!

Air Replacement Rules
quote:

Air units will automatically gain replacements under certain circumstances if aircraft are available in the replacement pool and the air unit has been set to Accept Replacements. To get replacement aircraft to flow automatically into an air unit, there must be planes in the pool and one of the following cases must be true (the first true will take effect):
• The air unit is located at a base with an airfield size of 1+ (or 0 if a float-equipped group and the base is in a coastal hex) and the base has over 20,000 supplies. Supplies will be expended at the base and the unit will receive damaged planes from the pool (they may repair before the next orders phase during the repair phase).
• The air unit is located at a base and the HQ that the group is assigned to is within transfer range of the air unit’s aircraft type, and the HQ is located at a base with an airfield size of 1+ and has over 20,000 supplies. Supplies will be expended at the HQ base and the unit will receive damaged planes from the pool.
• The air unit is located at a base and the Command level HQ that the group is assigned to is within transfer range of the air unit’s aircraft type, and the Command HQ is located at a base with over 20,000 supplies. Supplies will be expended at the HQ base and the unit will receive damaged planes from the pool.
• The air unit is located on a ship and a replenishment air unit is within normal range of the ship, the unit will receive planes from the replenishment unit instead of the pool.
• The air unit is located on a ship in the same hex as a base with an airfield size of 1+ (TF or at anchor) and the base has over 20000 supplies. Supplies will be expended at the base and the unit will receive damaged planes from the pool.


Rule Exception 1
quote:

If none of these conditions apply, land based air units may automatically have a sub unit created for it at the base containing the HQ that the air unit is assigned to or the Command HQ of the air unit’s HQ if it is not in the base. The base with the HQ must have supplies that are at least equal to twice the base’s supply needs plus the supplies that will be expended in creating the sub unit, the supply base must be within twice the maximum range of the aircraft type, and there must be planes in the pool equal to:
• 10 + (plane build rate / 2)
If these conditions are met, a sub unit of damaged planes will be placed at the HQ’s location and supplies will be expended from the base. Note Japanese build rates are usually 0 when production is on. Another subgroup will not be formed for the air unit until at least 7 days have elapsed.
A maximum of 12 planes will be added for replacements at a time.




(in reply to pad152)
Post #: 175
RE: WITP AE AAR Feb 09 Cathartes-JRCAR (Jap) - 2/3/2009 2:23:11 AM   
Richrd

 

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I'm in the middle (mid 42) of a stock campaign as the Japanese, consolidating an area slightly larger than historical. 95% of the many hours I spend at this game are making TF's and re-supplying the bases of my far flung empire. One thing about this new map is it seems to have many more bases. Does auto convoy work better or will I spend even more time  resupplying all those level one bases?

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Post #: 176
RE: WITP AE AAR Feb 09 Cathartes-JRCAR (Jap) - 2/3/2009 2:32:48 AM   
jwilkerson


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I use CS a lot. The combination of CS and waypoints will enable much more control over resupply missions.

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Post #: 177
RE: WITP AE AAR Feb 09 Cathartes-JRCAR (Jap) - 2/3/2009 2:37:37 AM   
JuanG


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quote:

ORIGINAL: jwilkerson

I use CS a lot. The combination of CS and waypoints will enable much more control over resupply missions.


I take it this means we can assign waypoints to our CS routes?

Otherwise, looking brilliant. If only we could get our hands on it soon.
Would love to see more major naval units, if your allowed to show em.

(in reply to jwilkerson)
Post #: 178
RE: WITP AE AAR Feb 09 Cathartes-JRCAR (Jap) - 2/3/2009 2:50:15 AM   
Cathartes

 

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When the war starts, the Allies have squadrons in the Eastern half of the continent. Eastern USA has a level 10 port and lvl 10 airbase. This is an abstracted, "off-map" base that represents large ports and bases on the US East Coast.

It's not as if all these aircraft are freely available for immediate combat. They can transfer overseas to off-map bases, or to the West Coast by rail, but they are not highly trained units with high morale. Also, they will need to go to existing bases with available AV support, and that's just not a luxury, excess item early-on for the Allies. Finally, some will have to be withdrawn at a future date, so choose carefully which ones you want to spend the effort moving and using.

If you're not sure what to do with them right away, don't just let them sit there, TRAIN THEM!

Oh, and if you're excited about those P-38s, they aren't that effective against Zeros unless you have some combat tested pilots in them.




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(in reply to jrcar)
Post #: 179
RE: WITP AE AAR Feb 09 Cathartes-JRCAR (Jap) - 2/3/2009 2:58:22 AM   
jrcar

 

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Yes CS convoy's can have waypoints, I'll cover them in detail as it is another! awesome change in AE that makes it easier for the player.

Cheers

Rob


quote:

ORIGINAL: JuanG

quote:

ORIGINAL: jwilkerson

I use CS a lot. The combination of CS and waypoints will enable much more control over resupply missions.


I take it this means we can assign waypoints to our CS routes?

Otherwise, looking brilliant. If only we could get our hands on it soon.
Would love to see more major naval units, if your allowed to show em.


(in reply to JuanG)
Post #: 180
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