Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Leaders

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

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Leaders Page: [1] 2   next >   >>
Login
Message << Older Topic   Newer Topic >>
Leaders - 9/10/2009 4:59:32 AM   
Tanaka


Posts: 4378
Joined: 4/8/2003
From: USA
Status: offline
As I cannot seem to find it anywhere in the manual or in the AE forums could one of the devs please post what the different leadership skills mean and who is good at what and what they should be assigned to? Pretty please?

Here is what was posted for WITP- Does all of this still apply? Changes? Additions? Corrections?

http://www.matrixgames.com/forums/tm.asp?m=797513&mpage=1&key=leadership%2Cratings

Leaders
LEADER RATINGS:

LEADERSHIP (SKILL):
skill roll by air unit leader effects pilot experience gain

INSPIRATION (MORALE):
morale Rolls effect number of patrol aircraft that fly
morale Rolls effect number of strike aircraft that fly
morale roll effects land unit fatigue reduction
morale roll effects land unit morale reduction due to fatigue
morale roll effects land unit element disabled due to fatigue
morale roll effects disabled land unit element destroyed due to fatigue
morale roll effects air unit morale recovery
morale roll by HQ leader effects attacking land unit assault value
morale roll by HQ leader effects defending land unit assault value
morale roll by unit leader effects attacking land unit assault value
morale roll by unit leader effects defending land unit assault value

NAVAL:
naval roll by ASW ship commander effects sub search (ASW TFs only)
naval roll by sub captain effects sub contact chance
naval rating by sub captain effects subs chance to survive ASW attack
naval roll by TF commander effects chance of "crossing T" in surface combat
naval roll by TF commander effects chance of attaining surprise in surface combat
naval roll by ship captain effects ship's chance of locating a target during surface combat

AIR:
air roll by group leader effects number of strike aircraft that fly
air roll by air HQ leader effects number of strike aircraft that fly
air roll by air HQ leader effects number of patrol aircraft that fly

LAND:
land roll by HQ leader effects attacking land unit assault value
land roll by HQ leader effects defending land unit assault value
land roll by unit leader effects attacking land unit assault value
land roll by unit leader effects defending land unit assault value
land roll by unit leader effects defending land unit's firing accuracy
land roll by unit leader effects defending land unit's experience gain
land roll by unit leader effects attacking land unit's firing accuracy
land roll by unit leader effects attacking land unit's experience gain
land rating of amphib HQ's leader effects chance of amphib unload success

ADMIN
admin roll by unit leader effects ability to use supply to reduce disruption and fatigue
admin roll by HQ leader effects ability to use support to reduce disruption and fatigue

AGGRESSION
aggression roll by TF commander effects chance of Bombard TF to change mission to Surf-Com
aggression roll by TF commander effects chance TFs will converge more rapidly in Surf-Com
aggression rating of sub captain effects chance of contacting enemy TFs



< Message edited by Tanaka -- 9/10/2009 5:26:14 AM >


_____________________________

Post #: 1
RE: Leaders - 9/10/2009 5:19:16 AM   
Tanaka


Posts: 4378
Joined: 4/8/2003
From: USA
Status: offline
quote:

ORIGINAL: Mike Wood

Hello...

We tried to give the player about the same information he would have, were he the theatre commander, so he could role play, instead of number crunch. The values can be viewed by loading the scenario into the data base editor, if he is so inclined.

As far as what type the player might place in command of a unit, I think the purpose and unit orders would influence the players choice.

The "bomber weenie" generally has a lower air skill and aggressiveness than the fighter commander, but a higher land combat skill (knows where in the infantry might hide and can bomb them better). I usually select a "promising" fellow with a good Inspiration (55% to 60%) and at least an average Leadership (50%+). If I plan on using the group for long range or opposed bombing missions, I prefer a bit higher Inspiration (60%-70%) and a "very promising" fellow, if available.


Bye...

Michael Wood

ORIGINAL: byron13

For the typical line doggie, the description is that he's a promising and careful officer. Some are "very," which I guess is a good thing. I guess careful is supposed to be a good thing, though it borders on cautious in my mind. A few are aggressive or cautious. but 90% are either promising/careful or very promising/careful. Other than a hint that they should be fighter leaders or assault unit leaders or surface fleet commanders, 90% all look the same. If the inspiration and leadership don't mean much, then there's really not a lot separating one from another that we can tell. If someone is best qualified to be a bomber weenie, does that mean he brings positive attributes to a bomber outfit, or is he just not good enough to be a fighter jock?

I guess the best we can do is put the very promising and careful people with the important units (unless aggressive is called for) and try to match assault units to assault leaders.

I would have hoped to have had a little more information for placing unit leaders.


Also where does it say land skill is good for air bombing units? And aggression is good for fighter air units? The list they gave us only mentions these as good for land forces and sea taskforces. Am I missing something?



< Message edited by Tanaka -- 9/10/2009 10:55:14 PM >


_____________________________


(in reply to Tanaka)
Post #: 2
RE: Leaders - 9/10/2009 10:54:37 PM   
Tanaka


Posts: 4378
Joined: 4/8/2003
From: USA
Status: offline
Anyone?

_____________________________


(in reply to Tanaka)
Post #: 3
RE: Leaders - 9/11/2009 5:41:46 PM   
Tanaka


Posts: 4378
Joined: 4/8/2003
From: USA
Status: offline


_____________________________


(in reply to Tanaka)
Post #: 4
RE: Leaders - 9/11/2009 6:52:05 PM   
Rexor

 

Posts: 295
Joined: 5/4/2005
From: The Oort Cloud
Status: offline
bump and bump

(in reply to Tanaka)
Post #: 5
RE: Leaders - 9/11/2009 9:19:50 PM   
TheTomDude


Posts: 372
Joined: 3/3/2006
From: Switzerland
Status: offline
Good question Tanaka.
That's still one of the biggest mysteries to me as well.

(in reply to Rexor)
Post #: 6
RE: Leaders - 9/11/2009 10:07:17 PM   
Admiral Scott


Posts: 625
Joined: 1/8/2001
From: Syracuse, NY USA
Status: offline
Inquiring minds want to know.

(in reply to TheTomDude)
Post #: 7
RE: Leaders - 9/11/2009 11:23:04 PM   
jcjordan

 

Posts: 1900
Joined: 6/27/2001
Status: offline
Generally speaking from WITP, not sure if same for AE but a skill greater than 65 made him good at it
Surface TF - naval w/ aggr
CV TF - air w/ aggr
Amphib TF - land w/ admin
Fighter - aggressive w/ air
Bomber - air w/ admin
assault hq - aggr & land
combat - land above 50
rear area hq - admin w/ land below 50
I never got a real good hold of what a patrol/recon/transport commander rating might be other than something w/ admin

(in reply to Admiral Scott)
Post #: 8
RE: Leaders - 9/12/2009 12:06:16 AM   
Tanaka


Posts: 4378
Joined: 4/8/2003
From: USA
Status: offline
Thanks! Can any of the devs confirm that this is the same for AE?


quote:

ORIGINAL: jcjordan

Generally speaking from WITP, not sure if same for AE but a skill greater than 65 made him good at it
Surface TF - naval w/ aggr
CV TF - air w/ aggr
Amphib TF - land w/ admin
Fighter - aggressive w/ air
Bomber - air w/ admin
assault hq - aggr & land
combat - land above 50
rear area hq - admin w/ land below 50
I never got a real good hold of what a patrol/recon/transport commander rating might be other than something w/ admin


_____________________________


(in reply to jcjordan)
Post #: 9
RE: Leaders - 9/14/2009 11:49:20 PM   
Tanaka


Posts: 4378
Joined: 4/8/2003
From: USA
Status: offline
bumpity

_____________________________


(in reply to Tanaka)
Post #: 10
RE: Leaders - 9/15/2009 12:11:32 AM   
51st Highland Div


Posts: 347
Joined: 7/23/2005
From: Glasgow,Scotland
Status: offline
Certainly some of the US naval leaders must be of a good standard considering how many time the "T" has been crossed in fights against the IJN..along with one or two RN commanders as well

_____________________________

https://i.ibb.co/SRBTPGK/hmsglasgowmatrix.jpg
______________________________________________

The beatings will continue until morale improves....

Banner thanks to RogueUSMC

(in reply to Tanaka)
Post #: 11
RE: Leaders - 9/17/2009 1:51:09 AM   
P.Hausser


Posts: 416
Joined: 8/16/2009
Status: offline
bomp

_____________________________


(in reply to 51st Highland Div)
Post #: 12
RE: Leaders - 9/17/2009 2:33:06 AM   
Nomad


Posts: 5905
Joined: 9/5/2001
From: West Yellowstone, Montana
Status: offline
Here is a part of a reply from Mike Wood a long time ago.

The "bomber weenie" generally has a lower air skill and aggressiveness than the fighter commander, but a higher land combat skill (knows where in the infantry might hide and can bomb them better). I usually select a "promising" fellow with a good Inspiration (55% to 60%) and at least an average Leadership (50%+). If I plan on using the group for long range or opposed bombing missions, I prefer a bit higher Inspiration (60%-70%) and a "very promising" fellow, if available.


Bye...

Michael Wood


_____________________________


(in reply to P.Hausser)
Post #: 13
RE: Leaders - 9/17/2009 6:57:57 AM   
jb123


Posts: 276
Joined: 8/6/2009
Status: offline
ok.... bump.

(in reply to Nomad)
Post #: 14
RE: Leaders - 9/17/2009 10:33:56 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
In general, they are the same.
But there are some differences.
When devs get a breather, they will probably reply.

_____________________________

Michael

(in reply to jb123)
Post #: 15
RE: Leaders - 9/18/2009 2:58:58 PM   
Magister Militum

 

Posts: 4
Joined: 9/17/2009
Status: offline
I'll worry about saving Mac when there is an option added to courtmartial him for gross incompetence in his preparations for and initial actions in the defence of the Phillipines.  Until then, let him man a foxhole near Bataan.

(in reply to michaelm75au)
Post #: 16
RE: Leaders - 9/18/2009 3:37:08 PM   
oldman45


Posts: 2320
Joined: 5/1/2005
From: Jacksonville Fl
Status: offline
I never try to get him out yet he keeps turning up in Brisbane....

(in reply to Magister Militum)
Post #: 17
RE: Leaders - 9/18/2009 4:08:49 PM   
pmelheck1

 

Posts: 610
Joined: 4/3/2003
From: Alabama
Status: offline
It seems as if the only skill that maters is leadership.  I don't know of any skill or inspiration checks that are made but a ton of leadership checks.

_____________________________


(in reply to oldman45)
Post #: 18
RE: Leaders - 9/19/2009 10:22:24 AM   
Husky_MatrixForum

 

Posts: 40
Joined: 7/17/2009
Status: offline

You sure?

quote:

ORIGINAL: Tanaka

Leaders

LEADERSHIP (SKILL):
skill roll by air unit leader effects pilot experience gain



(in reply to Tanaka)
Post #: 19
RE: Leaders - 9/20/2009 5:11:48 PM   
Chris21wen

 

Posts: 6249
Joined: 1/17/2002
From: Cottesmore, Rutland
Status: offline

One, if not the worst part of WitP and now AE ia the lack of information regarding leaders. In the quote below role play was mentioned. In true roll playing games you know exactly what is meant be the various skills an individua pocessesl, not some arbitary statement about being a him being a careful officer. I want to know what aggressiveness help, land skill helps not guess or experimment or hope that my careful officer is going to recognise the difference between a jap TF and an allied one. What determines that anyway, Naval skill?

Give use a break here the game is massive, brilliant and is the best game I've ever played on a computer but leader descriptions is poor, very poor.

quote:

ORIGINAL: Mike Wood

Hello...

We tried to give the player about the same information he would have, were he the theatre commander, so he could role play, instead of number crunch. The values can be viewed by loading the scenario into the data base editor, if he is so inclined.

As far as what type the player might place in command of a unit, I think the purpose and unit orders would influence the players choice.

The "bomber weenie" generally has a lower air skill and aggressiveness than the fighter commander, but a higher land combat skill (knows where in the infantry might hide and can bomb them better). I usually select a "promising" fellow with a good Inspiration (55% to 60%) and at least an average Leadership (50%+). If I plan on using the group for long range or opposed bombing missions, I prefer a bit higher Inspiration (60%-70%) and a "very promising" fellow, if available.


Michael Wood


(in reply to Tanaka)
Post #: 20
RE: Leaders - 9/20/2009 10:21:40 PM   
Tanaka


Posts: 4378
Joined: 4/8/2003
From: USA
Status: offline
I agree its hard to believe this whole part of the game was not even put in the manual Wish the devs would help us out here


quote:

ORIGINAL: Chris H


One, if not the worst part of WitP and now AE ia the lack of information regarding leaders. In the quote below role play was mentioned. In true roll playing games you know exactly what is meant be the various skills an individua pocessesl, not some arbitary statement about being a him being a careful officer. I want to know what aggressiveness help, land skill helps not guess or experimment or hope that my careful officer is going to recognise the difference between a jap TF and an allied one. What determines that anyway, Naval skill?

Give use a break here the game is massive, brilliant and is the best game I've ever played on a computer but leader descriptions is poor, very poor.

quote:

ORIGINAL: Mike Wood

Hello...

We tried to give the player about the same information he would have, were he the theatre commander, so he could role play, instead of number crunch. The values can be viewed by loading the scenario into the data base editor, if he is so inclined.

As far as what type the player might place in command of a unit, I think the purpose and unit orders would influence the players choice.

The "bomber weenie" generally has a lower air skill and aggressiveness than the fighter commander, but a higher land combat skill (knows where in the infantry might hide and can bomb them better). I usually select a "promising" fellow with a good Inspiration (55% to 60%) and at least an average Leadership (50%+). If I plan on using the group for long range or opposed bombing missions, I prefer a bit higher Inspiration (60%-70%) and a "very promising" fellow, if available.


Michael Wood





_____________________________


(in reply to Chris21wen)
Post #: 21
RE: Leaders - 9/21/2009 12:49:16 AM   
Admiral Scott


Posts: 625
Joined: 1/8/2001
From: Syracuse, NY USA
Status: offline
ditto

(in reply to Tanaka)
Post #: 22
RE: Leaders - 9/22/2009 4:18:50 PM   
Admiral Scott


Posts: 625
Joined: 1/8/2001
From: Syracuse, NY USA
Status: offline
bump

(in reply to Admiral Scott)
Post #: 23
RE: Leaders - 9/24/2009 3:28:23 AM   
PaxMondo


Posts: 9750
Joined: 6/6/2008
Status: offline
bump for a dev

_____________________________

Pax

(in reply to Admiral Scott)
Post #: 24
RE: Leaders - 9/24/2009 1:35:22 PM   
Czert

 

Posts: 255
Joined: 7/22/2006
Status: offline
This interese me too, and it is strange that devs didnt responded. Mayby leader skills dont work as intended ?

_____________________________


(in reply to PaxMondo)
Post #: 25
RE: Leaders - 9/24/2009 5:51:28 PM   
Admiral Scott


Posts: 625
Joined: 1/8/2001
From: Syracuse, NY USA
Status: offline
bumpity bump

(in reply to Czert)
Post #: 26
RE: Leaders - 9/24/2009 7:18:03 PM   
Rexor

 

Posts: 295
Joined: 5/4/2005
From: The Oort Cloud
Status: offline
Bump. Pretty Please?

_____________________________

"Human history becomes more and more a race between education and catastrophe." (H.G. Wells)

(in reply to Admiral Scott)
Post #: 27
RE: Leaders - 9/24/2009 7:34:12 PM   
jb123


Posts: 276
Joined: 8/6/2009
Status: offline
bump

(in reply to Rexor)
Post #: 28
RE: Leaders - 9/24/2009 7:40:34 PM   
Mynok


Posts: 12108
Joined: 11/30/2002
Status: offline

Reason would indicate that if nothing has been forthcoming by now, nothing is.



_____________________________

"Measure civilization by the ability of citizens to mock government with impunity" -- Unknown

(in reply to jb123)
Post #: 29
RE: Leaders - 9/25/2009 2:04:46 AM   
Admiral Scott


Posts: 625
Joined: 1/8/2001
From: Syracuse, NY USA
Status: offline
so bumping is futile?

(in reply to Mynok)
Post #: 30
Page:   [1] 2   next >   >>
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Leaders Page: [1] 2   next >   >>
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

0.922