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RE: "Tojo Edition" - 12/11/2009 4:48:55 PM   
jackyo123

 

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quote:

ORIGINAL: Canoerebel


3)  Wimpy Fortifications.  Fortifications are no good.  Chinese troops behind as much as eight forts are decimated by enemy artillery fire.  Even after installing Patch Two I've taken more than 1,000 casualties a day from bombardment in a hex that has eight forts.  Given the squads destroyed, the enemy can inflict more losses in that one hex than the Allied player can replace.  [Perhaps there are modifications that will limit the Japanese player's ability to bombard every turn, but I haven't gone far enough to see it yet].

4)  Sub War on Steroids:  In my PBEM game, the Japanese player has consistently operated his subs in and adjacent to the biggest Allied bases (Pearl, San Francisco, Noumea, Sydney, etc.) with near impunity.  The presence of dedicated ASW and air-ASW patrols have been ineffective.  At first the Allies scored some ASW success, but over the past four months ASW prosecutions have been virtually nil while Japanese subs have managed to sink nearly a dozen ASW craft - mainly AMs and DDs with a KV thrown in for good measure.  That these sinkings occur in or adjacent to basews with ASW patrols is a-historical.  Subs should have success against juicy transport TFs (and their escorts) on the high seas, but rarely in or adjacent to big bases that have major ASW activity.  One time, a Japanese sub even surfaced at Luganville during the daytime and torpedoed a docked AKL loading supplies...while an ASW TF and ASW aircraft didn't do a thing.

I know these and other problems are being addressed, so I have great expectations for AE and hold the creators in the highest regard.



I just posted a positive review in response to the wargamer article, but you make 2 good points here. Forts, which are time consuming to build, are too easy to take down. I would like to see the rate at which fortifications are reduced tied more closely to how many engineers are brought into a hex. I took 4 levels of forts down with 2 engineer units (small ones) in a couple of turns. I would imagine a 4/5 fort setup would be tree bunkers, trenches, barbed wire, light minefields, machine gun nests with fields of fire pre-cleared, etc. Should be an expensive and bloody process to clear them and the engineers should take some serious casualties when they try (would love to see a new combat mode - 'reduce fortifications'. This would focus all your units arty on the forts, and all groups with engineering that participate would try and do this. Enemy casualties would not be high, but the fort levels would drop.

re asw air cover - are you sure the issue isnt the search arcs? Pre patch, i also thought my asw blankets sucked, but now i can see them with their arcs i relaized i had large gaps in coverage.

(in reply to Canoerebel)
Post #: 61
RE: "Tojo Edition" - 12/11/2009 7:22:02 PM   
mjk428

 

Posts: 1944
Joined: 6/15/2002
From: Western USA
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quote:

ORIGINAL: bklooste
.

Not sure where the AFB get the ideas the IJA was a push over , with air support and well supplied they pushed over the Australians in Malaysia ( who did quite well in North Africa against Rommel who in turn gave the US a run for their money) , they also did ok in teh Solomans with pretty bad supplies also with Ichi Go they thrashed China.. Its just historically they chose not to.


Go back and read what I wrote.

Did they take Singapore in early January and inflict 10X the casualties that they received? In the Solomons they died in droves.

In this game they can steamroll anything in a couple days and be no worse for wear.





< Message edited by mjk428 -- 12/11/2009 7:23:55 PM >


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Post #: 62
RE: "Tojo Edition" - 12/11/2009 7:39:33 PM   
mjk428

 

Posts: 1944
Joined: 6/15/2002
From: Western USA
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quote:

ORIGINAL: DivePac88

I fear a lot of this criticism comes from people not fully upstanding, or taking the time to get a good grounding in the mechanics of this game. AE is not the game for every wargamer, it is a very complex game to play, and learn to play. It is a big operational level game, representing a big theater of World War Two military operations. Above all I think that it punishes bad generalship, and does this realistically, the hard way.




BZZZT

Been playing Grigsby games since Carrier Force. Virtually every single game he released.

WitP has had problems with unrealistic results since it was released. Frequently the patches have only made things worse. I think this is because gameplay varies so much between AI play and PBEM play. There really need to be separate campaign scenarios for each play style but that's always been a non-starter for some strange reason.

AE was sold as a "new game" so I think it's reasonable to hope the old problems get fixed.

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Post #: 63
RE: "Tojo Edition" - 12/11/2009 8:20:16 PM   
fabertong


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From: Bristol, England, U.K.
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quote:

ORIGINAL: mjk428

quote:

ORIGINAL: bklooste
.

Not sure where the AFB get the ideas the IJA was a push over , with air support and well supplied they pushed over the Australians in Malaysia ( who did quite well in North Africa against Rommel who in turn gave the US a run for their money) , they also did ok in teh Solomans with pretty bad supplies also with Ichi Go they thrashed China.. Its just historically they chose not to.


Go back and read what I wrote.

Did they take Singapore in early January and inflict 10X the casualties that they received? In the Solomons they died in droves.

In this game they can steamroll anything in a couple days and be no worse for wear.





Hi mjk428.........

First, I must say that I have loved WitP and even more so AE....I have played them every day since release...........but can understand some frustration with them.....

Some of this I think is because there is no real FOW in the game system....it is both (in some ways) a simulation and also a 'what if 'game......

However the fact that the start is based on an Historical OOB means that a Japanese player will be able to move quicker than in RL....the same is true for an Allied player when it comes time for their offensive.......

The thing is.....if you play the game over the 3-ish war years intended...it sort of evens itself out.....which makes the game fun.....the Allies suffer early....the Japanese....from late '42 on.......which makes it also a simulation......and also a 'what if ' game........

On a wider note....on the issue of this being the 'Tojo Edition'..I'll be intrigued to see how many AE games will end in Japanese victory...if the allied player sticks to the end of the war......I suspect....much like Nimitz....if you hang in and fight it out ......you will win......but we will only know in a few years time when the first AE PBEMs are fought out......

(in reply to mjk428)
Post #: 64
RE: "Tojo Edition" - 12/11/2009 8:43:06 PM   
mjk428

 

Posts: 1944
Joined: 6/15/2002
From: Western USA
Status: offline

quote:

ORIGINAL: fabertong


quote:

ORIGINAL: mjk428

quote:

ORIGINAL: bklooste
.

Not sure where the AFB get the ideas the IJA was a push over , with air support and well supplied they pushed over the Australians in Malaysia ( who did quite well in North Africa against Rommel who in turn gave the US a run for their money) , they also did ok in teh Solomans with pretty bad supplies also with Ichi Go they thrashed China.. Its just historically they chose not to.


Go back and read what I wrote.

Did they take Singapore in early January and inflict 10X the casualties that they received? In the Solomons they died in droves.

In this game they can steamroll anything in a couple days and be no worse for wear.





Hi mjk428.........

First, I must say that I have loved WitP and even more so AE....I have played them every day since release...........but can understand some frustration with them.....

Some of this I think is because there is no real FOW in the game system....it is both (in some ways) a simulation and also a 'what if 'game......

However the fact that the start is based on an Historical OOB means that a Japanese player will be able to move quicker than in RL....the same is true for an Allied player when it comes time for their offensive.......

The thing is.....if you play the game over the 3-ish war years intended...it sort of evens itself out.....which makes the game fun.....the Allies suffer early....the Japanese....from late '42 on.......which makes it also a simulation......and also a 'what if ' game........

On a wider note....on the issue of this being the 'Tojo Edition'..I'll be intrigued to see how many AE games will end in Japanese victory...if the allied player sticks to the end of the war......I suspect....much like Nimitz....if you hang in and fight it out ......you will win......but we will only know in a few years time when the first AE PBEMs are fought out......


Hello to you too!

To be clear, it's not hard to beat the AI. I don't play this game to win. I play it for the experience.

So when I spend all the time necessary to move ground units, supply, aircraft and warships where I want them - it's quite frustrating when all that effort has no positive impact. If it was because of my own poor decisions then it's clearly on me. However, when it's because the combat system simply doesn't reward any attempts at delaying the enemy then it's on the combat system. Simply pulling everybody back to India because you can't slow down the Jap advance in Burma becomes the only reasonable strategy. If the enemy advance ahead of schedule in one area meant that they got slowed elsewhere that would also make sense. Being ahead of schedule everywhere indicates a lack of realism. In WW2 the Japanese surprised themselves with their early success. There's absolutely no reason to think they could have done much better given their logistical constraints. Yet even the AI can far exceed their astounding historical results.

When the tables turn and I'm the one wielding Thor's hammer it won't be much fun either.

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Post #: 65
RE: "Tojo Edition" - 12/11/2009 9:09:01 PM   
fabertong


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From: Bristol, England, U.K.
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Hi mjk428.....


I'm sorry, I didn't mean to offend......

I play only PBEM......and in WitP I have played both sides.........in WitP you could slow the Japanese advance........and have while playing Japanese I have been slowed by Allied gameplay....

I'm only just learning AE's complex gameplay..........so I'm not in a position to offer advice.........perhaps in a years time...when I know the game well.......I could enter into a detailed discussion on the game system...........although I do feel the game has moved on since vanilla WitP.....

Let's see.

(in reply to mjk428)
Post #: 66
RE: "Tojo Edition" - 12/11/2009 9:24:41 PM   
mjk428

 

Posts: 1944
Joined: 6/15/2002
From: Western USA
Status: offline
quote:

ORIGINAL: fabertong

Hi mjk428.....


I'm sorry, I didn't mean to offend......

I play only PBEM......and in WitP I have played both sides.........in WitP you could slow the Japanese advance........and have while playing Japanese I have been slowed by Allied gameplay....

I'm only just learning AE's complex gameplay..........so I'm not in a position to offer advice.........perhaps in a years time...when I know the game well.......I could enter into a detailed discussion on the game system...........although I do feel the game has moved on since vanilla WitP.....

Let's see.



You didn't offend me in the least. I appreciated your friendly demeanor and the lack of insults because I would dare find any fault.

I'm also sorry that I gave you the impression I was offended.

My criticisms are directed at the game with the hope it will be improved vs the AI. I don't want to take anything away from PBEM in the process. I believe it's quite possible to please both AI & PBEM players - just not if they're playing the exact same scenario.

The two camps with irreconcilable differences are those that want a play balanced fantasy game vs those like me that expect plausible results from a historical simulation with a historical order of battle. Those folks in the former camp need to play "what if" scenarios, or better yet, a different game.

< Message edited by mjk428 -- 12/11/2009 9:27:47 PM >


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Post #: 67
RE: "Tojo Edition" - 12/12/2009 12:20:58 AM   
erstad

 

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From: Midwest USA
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quote:

However, when it's because the combat system simply doesn't reward any attempts at delaying the enemy then it's on the combat system. Simply pulling everybody back to India because you can't slow down the Jap advance in Burma becomes the only reasonable strategy.


Hmm. There are certainly AARs where the Japanese have been slowed in Burma.

(in reply to mjk428)
Post #: 68
RE: "Tojo Edition" - 12/12/2009 1:08:51 AM   
bradfordkay

 

Posts: 8683
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From: Olympia, WA
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I haven't gotten far enough in AE to say anything on this, but in CHS I was able to stop Chez cold at Mandalay. Well.... I stopped him there and kept waiting for him to retry with more troops but he never did.

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fair winds,
Brad

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Post #: 69
RE: "Tojo Edition" - 12/12/2009 2:32:42 AM   
jwilkerson


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The AI on "Very Hard" stopped me cold at Moulmein in AE (er I was Japanese).

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New Game Project Lead

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Post #: 70
RE: "Tojo Edition" - 12/12/2009 3:43:46 AM   
Knavey

 

Posts: 3052
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JW,

I bet it cheated.

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Post #: 71
RE: "Tojo Edition" - 12/12/2009 3:52:53 AM   
stuman


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Actually I think it is not " AE - Allied Edition " or " AE - Tojo Edition " but rather " AE - Anti Stuman Edition ". The game seems to have it in for me.

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Post #: 72
RE: "Tojo Edition" - 12/12/2009 8:42:44 AM   
Kull


Posts: 2625
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From: El Paso, TX
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Looking at this logically, you can clearly see the whole "debate" is essentially pointless:

1) The land war in China is an aberration in the overall mechanics of a "War in the Pacific" game. It should be obvious to everyone that the devs spent their time - and rightfully so - in upgrading the coding of the Air-Naval-Amphib portions of the game. And they succeeded spectacularly, IMHO. Seriously. Anybody who compares AE to WitP and says those aspects are now worse is flat-out lying. Elimination of air carnage, island stacking restrictions, and near-real-life loading/unloading times are just a few examples among a host of similar logistics and warfare improvements, all of which put AE light years ahead of its predecessor.

2) And that's important because, as in real life - the fate of China HAS NO STRATEGIC impact on the war. Go ahead and watch as Japan takes the whole thing (which probably isn't even possible, but let's accept the premise for a moment). What does Japan have? Answer: Absolutely nothing that will impede the cross-island onslaught from the USA. The war can only be won by preventing Allied conquest of the critical "island highway" leading straight at Japan. And every Manchurian Air Unit and all the "Artillery Death Stars" in the world won't keep that from happening.

3) So why - one must ask - is the debate focusing on an "over-powered" Japan? Simple. Admiral's Edition takes a long time to play and few of the complainers have played it long enough to see that all the Japanese success in '42 is ephemeral and fleeting. Whether the Allied player is facing the AI or a human, you WILL be taking it on the chops, and you WILL be taking it on the chops for MANY MONTHS of real-time game play! Is that frustrating as hell? You betcha. Which is just one more way in which the devs nailed the "real life" aspect of playing as the Allies in the early part of the war. Just like King and Nimitz and MacArthur, you'll feel angry and PO'd for a very long time. But just like they did, if you are patient and bear the blows and don't surrender (which, after all, was the real-life Japanese "war winning plan"), then you too will see the tide begin it's slow but inexorable turn. And it WILL turn.

People need to understand - and I mean REALLY UNDERSTAND - that the devs had to make hundreds of thousands of things function perfectly here. And the end product of that is a game which mimics the real "War in the Pacific" to an amazing degree. And if there are some aspects which aren't "just so", well, that's what happens when you are building a massively complicated monster like this. What's surprising isn't that some things may be wrong - the REAL miracle is that so much of it is exactly RIGHT!

Besides, if we've learned anything from watching these guys work over the past few years, it's this: If it can be tweaked and improved, they will do it.

(in reply to Erik Rutins)
Post #: 73
RE: "Tojo Edition" - 12/12/2009 9:48:42 AM   
Fletcher


Posts: 3386
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From: Jerez, Spain, EU
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quote:

ORIGINAL: Kull

Looking at this logically, you can clearly see the whole "debate" is essentially pointless:

1) The land war in China is an aberration in the overall mechanics of a "War in the Pacific" game. It should be obvious to everyone that the devs spent their time - and rightfully so - in upgrading the coding of the Air-Naval-Amphib portions of the game. And they succeeded spectacularly, IMHO. Seriously. Anybody who compares AE to WitP and says those aspects are now worse is flat-out lying. Elimination of air carnage, island stacking restrictions, and near-real-life loading/unloading times are just a few examples among a host of similar logistics and warfare improvements, all of which put AE light years ahead of its predecessor.

2) And that's important because, as in real life - the fate of China HAS NO STRATEGIC impact on the war. Go ahead and watch as Japan takes the whole thing (which probably isn't even possible, but let's accept the premise for a moment). What does Japan have? Answer: Absolutely nothing that will impede the cross-island onslaught from the USA. The war can only be won by preventing Allied conquest of the critical "island highway" leading straight at Japan. And every Manchurian Air Unit and all the "Artillery Death Stars" in the world won't keep that from happening.

3) So why - one must ask - is the debate focusing on an "over-powered" Japan? Simple. Admiral's Edition takes a long time to play and few of the complainers have played it long enough to see that all the Japanese success in '42 is ephemeral and fleeting. Whether the Allied player is facing the AI or a human, you WILL be taking it on the chops, and you WILL be taking it on the chops for MANY MONTHS of real-time game play! Is that frustrating as hell? You betcha. Which is just one more way in which the devs nailed the "real life" aspect of playing as the Allies in the early part of the war. Just like King and Nimitz and MacArthur, you'll feel angry and PO'd for a very long time. But just like they did, if you are patient and bear the blows and don't surrender (which, after all, was the real-life Japanese "war winning plan"), then you too will see the tide begin it's slow but inexorable turn. And it WILL turn.

People need to understand - and I mean REALLY UNDERSTAND - that the devs had to make hundreds of thousands of things function perfectly here. And the end product of that is a game which mimics the real "War in the Pacific" to an amazing degree. And if there are some aspects which aren't "just so", well, that's what happens when you are building a massively complicated monster like this. What's surprising isn't that some things may be wrong - the REAL miracle is that so much of it is exactly RIGHT!

Besides, if we've learned anything from watching these guys work over the past few years, it's this: If it can be tweaked and improved, they will do it.

Excellent post !

_____________________________



WITP-AE, WITE

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Post #: 74
RE: "Tojo Edition" - 12/12/2009 11:07:55 AM   
LoBaron


Posts: 4776
Joined: 1/26/2003
From: Vienna, Austria
Status: offline
quote:

ORIGINAL: Fletcher


quote:

ORIGINAL: Kull

Looking at this logically, you can clearly see the whole "debate" is essentially pointless:

1) The land war in China is an aberration in the overall mechanics of a "War in the Pacific" game. It should be obvious to everyone that the devs spent their time - and rightfully so - in upgrading the coding of the Air-Naval-Amphib portions of the game. And they succeeded spectacularly, IMHO. Seriously. Anybody who compares AE to WitP and says those aspects are now worse is flat-out lying. Elimination of air carnage, island stacking restrictions, and near-real-life loading/unloading times are just a few examples among a host of similar logistics and warfare improvements, all of which put AE light years ahead of its predecessor.

2) And that's important because, as in real life - the fate of China HAS NO STRATEGIC impact on the war. Go ahead and watch as Japan takes the whole thing (which probably isn't even possible, but let's accept the premise for a moment). What does Japan have? Answer: Absolutely nothing that will impede the cross-island onslaught from the USA. The war can only be won by preventing Allied conquest of the critical "island highway" leading straight at Japan. And every Manchurian Air Unit and all the "Artillery Death Stars" in the world won't keep that from happening.

3) So why - one must ask - is the debate focusing on an "over-powered" Japan? Simple. Admiral's Edition takes a long time to play and few of the complainers have played it long enough to see that all the Japanese success in '42 is ephemeral and fleeting. Whether the Allied player is facing the AI or a human, you WILL be taking it on the chops, and you WILL be taking it on the chops for MANY MONTHS of real-time game play! Is that frustrating as hell? You betcha. Which is just one more way in which the devs nailed the "real life" aspect of playing as the Allies in the early part of the war. Just like King and Nimitz and MacArthur, you'll feel angry and PO'd for a very long time. But just like they did, if you are patient and bear the blows and don't surrender (which, after all, was the real-life Japanese "war winning plan"), then you too will see the tide begin it's slow but inexorable turn. And it WILL turn.

People need to understand - and I mean REALLY UNDERSTAND - that the devs had to make hundreds of thousands of things function perfectly here. And the end product of that is a game which mimics the real "War in the Pacific" to an amazing degree. And if there are some aspects which aren't "just so", well, that's what happens when you are building a massively complicated monster like this. What's surprising isn't that some things may be wrong - the REAL miracle is that so much of it is exactly RIGHT!

Besides, if we've learned anything from watching these guys work over the past few years, it's this: If it can be tweaked and improved, they will do it.

Excellent post !


Excellent comment to an excellent post !

In fact, Kull, you should just go over to wargamers, copy it there and watch a new carnage unfold on details - maybe I´m too pessimistic there
but as a common misunderstanding on the concept of "discussion" is that many use it to deliver and defend a point of
view instead of coming to a conclusion based on the combined input the chances are high...

< Message edited by LoBaron -- 12/12/2009 11:12:19 AM >


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Post #: 75
RE: "Tojo Edition" - 12/12/2009 11:28:50 AM   
ChezDaJez


Posts: 3436
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From: Chehalis, WA
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quote:

ORIGINAL: bradfordkay

I haven't gotten far enough in AE to say anything on this, but in CHS I was able to stop Chez cold at Mandalay. Well.... I stopped him there and kept waiting for him to retry with more troops but he never did.


And you stopped me in China too. I didn't succeed in doing anything more than tidying up the lines there.

The reason I didn't bring more troops into Burma was twofold. The first being that I kept several divisions in the PI and Java areas due to self-imposed garrison requirements. The second being that I refused to move troops out of Manchuria except for a few small support units. IIRC, I still had nearly 12000 AV in Manchuria when our pilots decided to disappear.

Plus, it was about this time that I chose to move against NW Australia and I ended up with a lot of troops stranded in Darwin after your counteroffensive there.

Chez

_____________________________

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Post #: 76
RE: "Tojo Edition" - 12/12/2009 1:35:44 PM   
Canoerebel


Posts: 21100
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From: Northwestern Georgia, USA
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quote:

ORIGINAL: Kull
Looking at this logically, you can clearly see the whole "debate" is essentially pointless:

1) The land war in China is an aberration in the overall mechanics of a "War in the Pacific" game. It should be obvious to everyone that the devs spent their time - and rightfully so - in upgrading the coding of the Air-Naval-Amphib portions of the game. And they succeeded spectacularly, IMHO. Seriously. Anybody who compares AE to WitP and says those aspects are now worse is flat-out lying. Elimination of air carnage, island stacking restrictions, and near-real-life loading/unloading times are just a few examples among a host of similar logistics and warfare improvements, all of which put AE light years ahead of its predecessor.

2) And that's important because, as in real life - the fate of China HAS NO STRATEGIC impact on the war. Go ahead and watch as Japan takes the whole thing (which probably isn't even possible, but let's accept the premise for a moment). What does Japan have? Answer: Absolutely nothing that will impede the cross-island onslaught from the USA. The war can only be won by preventing Allied conquest of the critical "island highway" leading straight at Japan. And every Manchurian Air Unit and all the "Artillery Death Stars" in the world won't keep that from happening.


This is incorrect. China is an important part of the war in AE. Moreover, China's fate could have a devastating impact on the game if the Japanese player is clever, determined, and unconstrained by house rules. We've been through this many times before in other threads, but just for the record:

a) Through the use of strategic bombing and Artillery Death Stars the Japanese can destroy China. The Artillery Death Stars can wipe out any base no matter how many fortifications and no matter how many troops are there. [This is supposed to have been modified by Patch Two, but early results in my PBEM indicate this isn't the case]. Strategic bombing will easily wipe out China's infrastructure meaning that China will have no supplies. Also, the Chinese cannot replace their losses (both too few men and not enough supplies) so that their army gets smaller and smaller and smaller. There is no reason that the Japanese can't overrun the entire country. None of us have gone far enough into the game to experience that, but quite a few of us were on the brink and had to request ceasefires as the Japanese had already blasted through the major Chinese bases and were on the way to Chungking.

b) China out of the game throws the entire game out of whack. Once China falls there's nothing to prevent the Japanese player from diverting those countless troops and Artillery Death Stars to India or Russia. While none of us has gone far enoguh to see that happen it's clearly a possibility. As the Allied player, though, I'd prefer for the Japanese player to pursue one of those two options as opposed to pulling all those troops out of China and using them to reinforce Luzon, Formosa, Okinawa, Hokkaido, Timor, Java, and Celebes. Doing so would slow the Allied advance tremendously and make it far, far more costly.

House rules can probably address the situation in China, but House Rules are symptoms of imperfections in the game. We need to fix the Artillery Death Stars, ability to strategic bomb in China, and the worthlessness of fortifications. Note that two of these three fixes will also benefit the Japanese later in the war.

In closing, I am bringing forward these concerns I have about the game based upon the several hundred hours I have invested in my current PBEM game. I love the game and appreciate the work that went into designing it and the way the designers are addressing problems. So don't take the easy way out and dismiss me as a "complainer." Thank you.

< Message edited by Canoerebel -- 12/12/2009 1:40:16 PM >

(in reply to Kull)
Post #: 77
RE: "Tojo Edition" - 12/12/2009 2:14:06 PM   
LoBaron


Posts: 4776
Joined: 1/26/2003
From: Vienna, Austria
Status: offline

quote:

ORIGINAL: Canoerebel

quote:

ORIGINAL: Kull
Looking at this logically, you can clearly see the whole "debate" is essentially pointless:

1) The land war in China is an aberration in the overall mechanics of a "War in the Pacific" game. It should be obvious to everyone that the devs spent their time - and rightfully so - in upgrading the coding of the Air-Naval-Amphib portions of the game. And they succeeded spectacularly, IMHO. Seriously. Anybody who compares AE to WitP and says those aspects are now worse is flat-out lying. Elimination of air carnage, island stacking restrictions, and near-real-life loading/unloading times are just a few examples among a host of similar logistics and warfare improvements, all of which put AE light years ahead of its predecessor.

2) And that's important because, as in real life - the fate of China HAS NO STRATEGIC impact on the war. Go ahead and watch as Japan takes the whole thing (which probably isn't even possible, but let's accept the premise for a moment). What does Japan have? Answer: Absolutely nothing that will impede the cross-island onslaught from the USA. The war can only be won by preventing Allied conquest of the critical "island highway" leading straight at Japan. And every Manchurian Air Unit and all the "Artillery Death Stars" in the world won't keep that from happening.


This is incorrect. China is an important part of the war in AE. Moreover, China's fate could have a devastating impact on the game if the Japanese player is clever, determined, and unconstrained by house rules. We've been through this many times before in other threads, but just for the record:

a) Through the use of strategic bombing and Artillery Death Stars the Japanese can destroy China. The Artillery Death Stars can wipe out any base no matter how many fortifications and no matter how many troops are there. [This is supposed to have been modified by Patch Two, but early results in my PBEM indicate this isn't the case]. Strategic bombing will easily wipe out China's infrastructure meaning that China will have no supplies. Also, the Chinese cannot replace their losses (both too few men and not enough supplies) so that their army gets smaller and smaller and smaller. There is no reason that the Japanese can't overrun the entire country. None of us have gone far enough into the game to experience that, but quite a few of us were on the brink and had to request ceasefires as the Japanese had already blasted through the major Chinese bases and were on the way to Chungking.

b) China out of the game throws the entire game out of whack. Once China falls there's nothing to prevent the Japanese player from diverting those countless troops and Artillery Death Stars to India or Russia. While none of us has gone far enoguh to see that happen it's clearly a possibility. As the Allied player, though, I'd prefer for the Japanese player to pursue one of those two options as opposed to pulling all those troops out of China and using them to reinforce Luzon, Formosa, Okinawa, Hokkaido, Timor, Java, and Celebes. Doing so would slow the Allied advance tremendously and make it far, far more costly.

House rules can probably address the situation in China, but House Rules are symptoms of imperfections in the game. We need to fix the Artillery Death Stars, ability to strategic bomb in China, and the worthlessness of fortifications. Note that two of these three fixes will also benefit the Japanese later in the war.

In closing, I am bringing forward these concerns I have about the game based upon the several hundred hours I have invested in my current PBEM game. I love the game and appreciate the work that went into designing it and the way the designers are addressing problems. So don't take the easy way out and dismiss me as a "complainer." Thank you.


a) Very true, lets see of patch two tones this effect down a bit, and IMO a bit should be enough. But thats doesnt make Kull´s post incorrect...

b) Its absolutely possible to pull out many Japanese units long before the allies collapse in China, depending on what strategic targets you have for
the other theatres.I can think of many scenarios where I would pull out a majority of units deployed in China/Manchuko and deploy them elsewhere, some right from the start, some
maybe after the frontline has been cleaned there. None of this depends on a Japanese total victory in this area.

China is as important as the combination of actions of both players make it. The ressources that Japan has to invest to overrun China are so big that I
started to suspect long ago if it isnt a better strategy to deploy those valuable units elsewhere and just clean up the front to prevent successful Chinese counterattacks.
Also the ammount of garrison required nearly outweights the advantage of not having a frontline (at least after initial conquests), and you can redeploy the units earlier.

What you are all talking about is that IF the Chinese player chooses to he CAN overrun China. But he needs to invest in a full blown campaign that eats up supplies
(and ressources/fuel to replace those units) like a beast. We have not enough examples of what the impact is on late war but I quite sure the effect on other possible
campaigns is negative on the long run and could even speed up the allied counteroffensive.

Were not playing history, were playing alternative history based on historical units with astounding accuracy. I think its a mistake to artificially limit the players options just to
make sure the war goes exactly 1:1 with actual history. If this continues we arrive at a point where I just take a book recounting the whole war and doing exactly the same
things in game. Wow, very interesting. In that case id just send an email to my opponent and ask him to, please, switch to ´45 and drop two nukes on
Hiroshima and Nagasaki.

_____________________________


(in reply to Canoerebel)
Post #: 78
RE: "Tojo Edition" - 12/12/2009 3:44:19 PM   
Kull


Posts: 2625
Joined: 7/3/2007
From: El Paso, TX
Status: offline
quote:

ORIGINAL: Canoerebel

In closing, I am bringing forward these concerns I have about the game based upon the several hundred hours I have invested in my current PBEM game. I love the game and appreciate the work that went into designing it and the way the designers are addressing problems. So don't take the easy way out and dismiss me as a "complainer." Thank you.


I'm not going to pretend you weren't one of the people I was thinking about when I used that word. Keep in mind there's a big difference between pointing out potential problems to the game developers and making comments like this (the first sentence of your first post on the "Sweep Problem")

quote:

ORIGINAL: Canoerebel

Yeah, I just got clobberd (I mean REALLY clobbered) by a totally out-of-whack bomb/sweep mission. So totally whacked that it goes beyond "fortunes of war" and rises to the level of "this is nerfed."


And after a few days in which a lot of folks weighed in with a variety of opinions, LoBaron pointed out (and The Elf confirmed) that your real problem was using incorrect altitude settings. So within three days you went from the post above to this:

quote:

ORIGINAL: Canoerebel

Thanks for many helpful posts, especially those by LoBaron and Elf. I can see now that my own orders (having my Sweeping squadrons set at different altitudes, and at altitudes different from the bombers) was the main cause of my woes. I set the fighters so high because I had read a number of posts that players were having success running Hurricanes at max altitude, but in retrospect those Hurricane sweeps were going in by themselves (not with bombers).


I'm not picking on you man, really I'm not. But this game is HUGELY complex, and we owe it to the designers to NOT use sweeping statements about how the game is "nerfed" - until and unless it is absolutely proven beyond a shadow of a doubt that it really IS "broken". You're a good guy and you make worthwhile contributions here at the forum, and you are by no means the only poster who falls prey to overexaggeration. And in no way should my comments be construed as a demand that folks blindly accept what they see and not state their concerns.

But there's a right way and a wrong way, and "mad smilies" and harsh language is really not an appropriate means to point out potential problems. I understand that's how you feel at the moment, but the devs have feelings too, and it has to wear on them when they see so many visual demonstrations of attitude. Again, you are just one of many who do this, and far from the worst.

Rev Rick is always imploring us to maintain a civil tone here. And he's right - it not only increases the chance that folks will read your posts without getting their back's up, but it's also the best way to get one's point across. My rule of thumb for both work emails and forum postings is to first write the one that makes me feel good, and THEN to write the one I'll post or send. And the two rarely look anything alike!

Peace, brother.

(in reply to Canoerebel)
Post #: 79
RE: "Tojo Edition" - 12/12/2009 3:46:40 PM   
Q-Ball


Posts: 7336
Joined: 6/25/2002
From: Chicago, Illinois
Status: offline
I would like to see a longer game before drawing conclusions on China playability. One thing for sure: AE cannot model the complex political environment in China, and probably no game can. To be truly realistic, the Japanese units would have huge garrison requirements, and the Allied Chinese units would ignore your orders 95% of the time, or make up their own orders. Every day, a message from Stillwell complaining about the situation would show up on your ops report. It can't be done.

In game terms, the simplest house rule is to prohibit strategic bombing in China. As a trade-off, prohibit strat bombing of Burmese Oil fields, that will help the Japanese. It's too late for you Canoerebel on that one, but that's probably the biggest source of your problems. With industry in place, China actually has a decent amount of supply.

In my games, it seems this is the only HR really necessary. Besides this, the Allied player would be wise to abandon the central plain around Nanyang and Loyang, and let the Japanese have it.

I consider myself better than average player, and I am stalled in China at present; I pushed my opponent back to rougher ground, and that's where it sits.

_____________________________


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Post #: 80
RE: "Tojo Edition" - 12/12/2009 4:06:42 PM   
Kull


Posts: 2625
Joined: 7/3/2007
From: El Paso, TX
Status: offline
quote:

ORIGINAL: LoBaron

China is as important as the combination of actions of both players make it. The ressources that Japan has to invest to overrun China are so big that I started to suspect long ago if it isnt a better strategy to deploy those valuable units elsewhere and just clean up the front to prevent successful Chinese counterattacks.
Also the ammount of garrison required nearly outweights the advantage of not having a frontline (at least after initial conquests), and you can redeploy the units earlier.

What you are all talking about is that IF the Chinese player chooses to he CAN overrun China. But he needs to invest in a full blown campaign that eats up supplies (and ressources/fuel to replace those units) like a beast. We have not enough examples of what the impact is on late war but I quite sure the effect on other possible campaigns is negative on the long run and could even speed up the allied counteroffensive.


That's pretty much my feeling too. There seem to be a lot of lower level details that aren't playing out EXACTLY the same as they did in real life. But unless those "incorrect" details rise up to the level where they impact the strategic balance, then they really don't amount to much. Nobody wants to be playing "Fantasy in the Pacific", but a few ahistorical outliers are a small price to pay so long as they they don't impact the overall realities of the 1940s. Which were that, over time, the Allied Production Avalanche will ultimately overwhelm almost anything the Japanese do earlier in the game.

I have zero problems with folks pointing out questionable situations, but let's not turn ourselves into the Blind Men of India who touch one tiny aspect of the game and proclaim it a "wall" or a different part and insist it's a "snake" or a third part and proclaim it a "tree". All are small pieces of a vast whole, and need to be considered in that context.

(in reply to LoBaron)
Post #: 81
RE: "Tojo Edition" - 12/12/2009 4:13:54 PM   
Canoerebel


Posts: 21100
Joined: 12/14/2002
From: Northwestern Georgia, USA
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Well said, Kull.  Your comments made me stop and think and I realize that I'm being too shrill.  I shall chill out a bit.  Thanks for the heads up.

(in reply to Kull)
Post #: 82
RE: "Tojo Edition" - 12/12/2009 4:21:04 PM   
Shark7


Posts: 7937
Joined: 7/24/2007
From: The Big Nowhere
Status: offline

quote:

ORIGINAL: Kull

quote:

ORIGINAL: LoBaron

China is as important as the combination of actions of both players make it. The ressources that Japan has to invest to overrun China are so big that I started to suspect long ago if it isnt a better strategy to deploy those valuable units elsewhere and just clean up the front to prevent successful Chinese counterattacks.
Also the ammount of garrison required nearly outweights the advantage of not having a frontline (at least after initial conquests), and you can redeploy the units earlier.

What you are all talking about is that IF the Chinese player chooses to he CAN overrun China. But he needs to invest in a full blown campaign that eats up supplies (and ressources/fuel to replace those units) like a beast. We have not enough examples of what the impact is on late war but I quite sure the effect on other possible campaigns is negative on the long run and could even speed up the allied counteroffensive.


That's pretty much my feeling too. There seem to be a lot of lower level details that aren't playing out EXACTLY the same as they did in real life. But unless those "incorrect" details rise up to the level where they impact the strategic balance, then they really don't amount to much. Nobody wants to be playing "Fantasy in the Pacific", but a few ahistorical outliers are a small price to pay so long as they they don't impact the overall realities of the 1940s. Which were that, over time, the Allied Production Avalanche will ultimately overwhelm almost anything the Japanese do earlier in the game.

I have zero problems with folks pointing out questionable situations, but let's not turn ourselves into the Blind Men of India who touch one tiny aspect of the game and proclaim it a "wall" or a different part and insist it's a "snake" or a third part and proclaim it a "tree". All are small pieces of a vast whole, and need to be considered in that context.


And then there is also the aspect that this is in fact a game, and a game that is 100% predictable, 100% guaranteed to have 1 side always win, and 100% playing out exactly as the real war did is no longer a game, it's just a rehash of what I already know and its not fun. If I want to see a CG movie of the war playing out that is what History Channel is for, I want to see if I can do better.

_____________________________

Distant Worlds Fan

'When in doubt...attack!'

(in reply to Kull)
Post #: 83
RE: "Tojo Edition" - 12/12/2009 6:34:54 PM   
Rob Brennan UK


Posts: 3685
Joined: 8/24/2002
From: London UK
Status: offline
quote:


And then there is also the aspect that this is in fact a game, and a game that is 100% predictable, 100% guaranteed to have 1 side always win, and 100% playing out exactly as the real war did is no longer a game, it's just a rehash of what I already know and its not fun. If I want to see a CG movie of the war playing out that is what History Channel is for, I want to see if I can do better.


But you can as Japan expand further than historical, decide on differant strategic directions and different policy. If the game allowed Japan to over run the USA mainland 50% of the time for a 'win' no-one would take it the least seriously. Allied production is a fact of life in any simulation of the pacific war so yes the Allies will always 'win' but as Japan can you make them 'win' in 46 rather than 45. thats the litmus paper of end game success imo.

Caveat - unless i completely missed the point of your post

_____________________________

sorry for the spelling . English is my main language , I just can't type . and i'm too lazy to edit :)

(in reply to Shark7)
Post #: 84
RE: "Tojo Edition" - 12/12/2009 6:48:11 PM   
Mike Scholl

 

Posts: 9349
Joined: 1/1/2003
From: Kansas City, MO
Status: offline

quote:

ORIGINAL: Shark7
And then there is also the aspect that this is in fact a game, and a game that is 100% predictable, 100% guaranteed to have 1 side always win, and 100% playing out exactly as the real war did is no longer a game, it's just a rehash of what I already know and its not fun. If I want to see a CG movie of the war playing out that is what History Channel is for, I want to see if I can do better.



The only way you can "do better" than your historical counterparts is if you face the same realities, challenges and restrictions as they did. Wanting to "do better" by inventing your own realities makes it sound like you watch the "History" Channel far too much...

(in reply to Shark7)
Post #: 85
RE: "Tojo Edition" - 12/12/2009 7:35:32 PM   
mjk428

 

Posts: 1944
Joined: 6/15/2002
From: Western USA
Status: offline

quote:

ORIGINAL: Kull

Looking at this logically, you can clearly see the whole "debate" is essentially pointless:


Then why are you participating?

quote:

1) The land war in China is an aberration in the overall mechanics of a "War in the Pacific" game. It should be obvious to everyone that the devs spent their time - and rightfully so - in upgrading the coding of the Air-Naval-Amphib portions of the game. And they succeeded spectacularly, IMHO. Seriously. Anybody who compares AE to WitP and says those aspects are now worse is flat-out lying. Elimination of air carnage, island stacking restrictions, and near-real-life loading/unloading times are just a few examples among a host of similar logistics and warfare improvements, all of which put AE light years ahead of its predecessor.


I haven't seen anyone say that AE is overall worse in the Air/Naval/Amphib department. AE is an overall incremental improvement but it still has some real problems that (mostly) carried over from the original.

Land combat is pretty bad. It's always been pretty bad. Unfortunately ownership of every objective is determined through land combat so it can't just be ignored. AE is supposed to be a new game and I would expect land combat resolution to have been much more improved. There have been some nice improvements to help with supply and resting land units but the land combat itself remains a weak link. Which you apparently concede since you left it off the list above.

quote:

2) And that's important because, as in real life - the fate of China HAS NO STRATEGIC impact on the war. Go ahead and watch as Japan takes the whole thing (which probably isn't even possible, but let's accept the premise for a moment). What does Japan have? Answer: Absolutely nothing that will impede the cross-island onslaught from the USA. The war can only be won by preventing Allied conquest of the critical "island highway" leading straight at Japan. And every Manchurian Air Unit and all the "Artillery Death Stars" in the world won't keep that from happening.


This is simply untrue. Everything on the map is interrelated. The strategic impact if Japan takes all of China would alter every decision both sides made in game and IRL. The ridiculousness of such an event would also make many people think any historical wargame that easily allows it is utter crap.

quote:

3) So why - one must ask - is the debate focusing on an "over-powered" Japan? Simple. Admiral's Edition takes a long time to play and few of the complainers have played it long enough to see that all the Japanese success in '42 is ephemeral and fleeting. Whether the Allied player is facing the AI or a human, you WILL be taking it on the chops, and you WILL be taking it on the chops for MANY MONTHS of real-time game play! Is that frustrating as hell? You betcha. Which is just one more way in which the devs nailed the "real life" aspect of playing as the Allies in the early part of the war. Just like King and Nimitz and MacArthur, you'll feel angry and PO'd for a very long time. But just like they did, if you are patient and bear the blows and don't surrender (which, after all, was the real-life Japanese "war winning plan"), then you too will see the tide begin it's slow but inexorable turn. And it WILL turn.


It's absolutely no consolation that later in the game the weak game aspects will be in my favor. As for being frustrated just like Nimitz & King IRL. They wouldn't have just been frustrated, they'd have been replaced, if the war played out as it generally does in WitP. If voicing my displeasure on specific issues makes me a "complainer" or a "whiner" then so be it.

quote:

People need to understand - and I mean REALLY UNDERSTAND - that the devs had to make hundreds of thousands of things function perfectly here. And the end product of that is a game which mimics the real "War in the Pacific" to an amazing degree. And if there are some aspects which aren't "just so", well, that's what happens when you are building a massively complicated monster like this. What's surprising isn't that some things may be wrong - the REAL miracle is that so much of it is exactly RIGHT!

Besides, if we've learned anything from watching these guys work over the past few years, it's this: If it can be tweaked and improved, they will do it.


People need to understand - and I mean REALLY UNDERSTAND - that some of us aren't entirely thrilled with the product they purchased. There's no reason for anyone take that personally. Not the devs and especially not the peanut gallery.

I don't doubt the sincerity of all those who work so hard to make AE (and WitP before it) the best that it can be. Sadly all their hard work and good intentions mean nothing to me if I'm unable to enjoy the game.

_____________________________


(in reply to Kull)
Post #: 86
RE: "Tojo Edition" - 12/12/2009 8:01:45 PM   
Kull


Posts: 2625
Joined: 7/3/2007
From: El Paso, TX
Status: offline
quote:

ORIGINAL: mjk428
I don't doubt the sincerity of all those who work so hard to make AE (and WitP before it) the best that it can be. Sadly all their hard work and good intentions mean nothing to me if I'm unable to enjoy the game.


And that's the crux of your entire argument. Because YOU don't enjoy it, the game sucks. Sorry Charlie, but from what I can see, most of us beg to differ.

(in reply to mjk428)
Post #: 87
RE: "Tojo Edition" - 12/12/2009 8:31:35 PM   
mjk428

 

Posts: 1944
Joined: 6/15/2002
From: Western USA
Status: offline

quote:

ORIGINAL: Kull

quote:

ORIGINAL: mjk428
I don't doubt the sincerity of all those who work so hard to make AE (and WitP before it) the best that it can be. Sadly all their hard work and good intentions mean nothing to me if I'm unable to enjoy the game.


And that's the crux of your entire argument. Because YOU don't enjoy it, the game sucks. Sorry Charlie, but from what I can see, most of us beg to differ.


Sorry Sparky but that's the crux of your argument. Because YOU enjoy it, the game is the greatest thing ever and those that disagree are whiners and complainers.

I've cited the areas where the game falls short for me. It's those shortcomings that cause me to not enjoy the game. You're willing to overlook them. I'm not.

BTW, please show me where I ever said AE "sucks". Otherwise don't put words in my mouth.

_____________________________


(in reply to Kull)
Post #: 88
RE: "Tojo Edition" - 12/12/2009 8:58:24 PM   
stuman


Posts: 3907
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From: Elvis' Hometown
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Good posts Kull.

And these discussions are important imo because it allows us to improve gameplay one way or another.

I will disagree mildly with Canoerebel ( a dedicated player , one whose posts I enjoy reading ) in that I think that the need for HRs is both expected if not actually required in most games like this. If for no other reasons than to represent some RL political considerations that are hard to ignore, or code. Or because playing partners have different perspectives , or because no game is ever perfect.

I like that AE is flexible as it is.

_____________________________

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Post #: 89
RE: "Tojo Edition" - 12/12/2009 9:58:41 PM   
LoBaron


Posts: 4776
Joined: 1/26/2003
From: Vienna, Austria
Status: offline

quote:

ORIGINAL: mjk428


quote:

ORIGINAL: Kull

quote:

ORIGINAL: mjk428
I don't doubt the sincerity of all those who work so hard to make AE (and WitP before it) the best that it can be. Sadly all their hard work and good intentions mean nothing to me if I'm unable to enjoy the game.


And that's the crux of your entire argument. Because YOU don't enjoy it, the game sucks. Sorry Charlie, but from what I can see, most of us beg to differ.


Sorry Sparky but that's the crux of your argument. Because YOU enjoy it, the game is the greatest thing ever and those that disagree are whiners and complainers.

I've cited the areas where the game falls short for me. It's those shortcomings that cause me to not enjoy the game. You're willing to overlook them. I'm not.

BTW, please show me where I ever said AE "sucks". Otherwise don't put words in my mouth.


Oh i see were back to constructive discussion.

Devs, please include this into patch 3!

I´m working with software fixes day by day and have quite an experience how a small change that should improve one detail can have
such a big impact on other processes that it renders the original fix useless. So everything you change you have to be very, very careful with.
The Dev team of AE had and have to work with the same source code they got with the stock game. It´s a HUGE modding effort and this effort is highly apprechiated by nearly everyone here.

mjk428 noone disagrees that the game does not simulate everything to perfection.
If this prevents you from enjoying the game then set it aside, play something else, or nothing, or suggest something constructive and doable.

_____________________________


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Post #: 90
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