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Tips for first serious full-map campaign

 
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Tips for first serious full-map campaign - 1/10/2010 9:34:28 PM   
fflaguna

 

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Joined: 12/29/2009
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I've played the small-map scenarios a couple times each, and am currently in a Guadalcanal PBEM. I've read the ENTIRE manual line-by-line from Chapter 2 to Chapter 21. What are some tips for me as I begun my first serious full-map game?

Which side I'm playing as doesn't matter... :) I'm most interested in tips or advice regarding Land/Amphibious Warfare, Production, Aircraft Prod/Replacement, and Logistics movement... those are the things that small-map scenarios can't teach you well. The manual is most confusing about aircraft production and replacement!

I did not play WitP. My first game from this company is AE. :)

Let's get those tips coming!
Post #: 1
RE: Tips for first serious full-map campaign - 1/10/2010 10:13:56 PM   
Grollub


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Joined: 10/9/2005
From: Lulea, Sweden
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quote:

ORIGINAL: fflaguna

I've played the small-map scenarios a couple times each, and am currently in a Guadalcanal PBEM. I've read the ENTIRE manual line-by-line from Chapter 2 to Chapter 21. What are some tips for me as I begun my first serious full-map game?

Which side I'm playing as doesn't matter... :) I'm most interested in tips or advice regarding Land/Amphibious Warfare, Production, Aircraft Prod/Replacement, and Logistics movement... those are the things that small-map scenarios can't teach you well. The manual is most confusing about aircraft production and replacement!

I did not play WitP. My first game from this company is AE. :)

Let's get those tips coming!

Hi and welcome to a wonderful game/community!

I'd suggest that you try to start with the allies in the GC the first time, as that side is considered a little more forgiving of beginners mistakes

As for tips and advice I'd suggest that you look over the various excellent AARs. Most guys posting there will elaborate on why they did certain things and how it worked out. Otherwise ask specific questions in this forum.

For first turn advice I'd use the search function in the forums. Some allied pointers can be found here otherwise http://www.matrixgames.com/forums/fb.asp?m=2220841

Good luck!

_____________________________

“Not mastering metaphores is like cooking pasta when the train is delayed"

(in reply to fflaguna)
Post #: 2
RE: Tips for first serious full-map campaign - 1/11/2010 12:10:36 AM   
moonraker65


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Joined: 7/14/2004
From: Swindon,Wilts. UK
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Probably the first thing you should think about is shipping. Decide which ships you want to use for Auto Convoy and get them to San Fran or Colombo. You'll find a lot of Merchant shipping (AK/AKL/TK) is dotted around in the wrong places. Sort out where they should go early on. Then start getting some CS Convoys going to Colombo, Pearl and Australia (Adelaide) from either Cape Town or SF. For India/SEA and Australia use Cape Town for supplies. For anywhere West of Oz use SF. Fuel should be CS Convoyed from Abadan to India/SEA (Bombay or Karachi) and Colombo and you might want to think about putting at least one CS Fuel and one CS Supply convoy from Abadan to Aden because once you start basing AP/AK/AKL/AKV at Aden ready to start moving the reinforcements that arrive there they'll need refuelling once they arrive back. Don't make the same mistake I did with moving the Australian 6th & 7th Divisions to Australia when they arrive at aden. I used AKL's to move some of the 7th Division. They don't have the legs for the trip. Don't forget to escort every convoy. Jap subs are lurking. Set each base that you want to run Auto Convoys to to "On". Don't set every base to On. Definitely don't set bases to Auto Convoy "On" that are near Enemy Air and Sea threats. Think about where you're going to try and hold the Japs and where you'll let them have a free hand. If you want to use the 170+ dutch ships based in the DEI for other purposes the best bet is probably Darwin for a first move. Similarly with the Hong Kong and PI based ships. HK ships to Colombo and PI to Darwin if they can get through. Try to get the 3 USN Carrier TF's back to Pearl ASAP. They'll be needed later. Keep tabs on your convoys and make sure they're not getting too close to the numerous Japanese SCTF's and the KB especially early on.

< Message edited by moonraker -- 1/11/2010 5:56:08 PM >

(in reply to Grollub)
Post #: 3
RE: Tips for first serious full-map campaign - 1/11/2010 12:49:00 AM   
minnowguy

 

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From: St Louis
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  1. Turn everything you can that is automated "off" until you get your bearings:  Auto-convoy, auto-upgrades, base expansion, auto-replacements, etc.  This adds to the micromanagement burden -- which is already huge -- but prevents nasty surprises.  You'll want to turn a lot of this on later, but the nasty surprises are nasty.
  2. As soon as the automatic first turn is done, save the game into a slot called "turn 2 prep".  Fixing all the stuff you need to after the first turn took me a week.  If you keep a separate save for this, you'll be able to start a new game without doing everything over again.  In fact, copy the save file to another directory so you don't accidentally overwrite it.  I keep all my AE save files in _git_ but this is probably overkill for most.
  3. Look for useful threads on this forum and in the "War Room" forum.  I started a page on Turn 2 for the allies at the WITP-AE Wiki, but it is in its infancy (feel free to add stuff, please!).  Kull's first turn spreadsheet (forum topic here) is very handy. 
  4. I'd suggest playing 2-day turns just to move the game along.  With one day turns, I found myself tweaking things for 30 minutes after every turn and the longer turns encouraged me to just give commands and let things happen.
  5. After you play a couple of turns, remember that you can turn off the combat animations and turn the delay times WAY down to make things move faster.  You can get all the details from the combat and operations reports the next turn (and you'll do this anyway unless you can write VERY fast).  The animations make it feel like a game, but they aren't really necessary and they really slow things down.  Remember that the game is going to take 3-4 years of game time and if you only play one turn a day it'll take that long in REAL time as well.  :)
  6. Don't be afraid to restart if you make major blunders while learning the game.  OTOH, don't be too quick to restart.  The allies can recover from almost anything vs the AI and the panicky feeling from early 42 when you're trying to slow down the Japanese is one of the best parts of the game.

(in reply to moonraker65)
Post #: 4
RE: Tips for first serious full-map campaign - 1/11/2010 1:20:44 AM   
JohnDillworth


Posts: 3100
Joined: 3/19/2009
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Get any tankers yo can out of harms way. any fuel they can carry out is not worth it. Escort everything, but in particular tankers. You don't have enough tankers and every one makes a big difference. You will not have enough for a year or to so protect them. I only stress this becuase it is the one thing that can hamstring you campaign long term. You can probaly recover from most everything else.
One other thing. Of course you carriers are precious, but don't waste you carrier aircraft. You don't have enough to go around and you won't for many months so only use them when it is worth it.


_____________________________

Today I come bearing an olive branch in one hand, and the freedom fighter's gun in the other. Do not let the olive branch fall from my hand. I repeat, do not let the olive branch fall from my hand. - Yasser Arafat Speech to UN General Assembly

(in reply to minnowguy)
Post #: 5
RE: Tips for first serious full-map campaign - 1/11/2010 1:22:48 AM   
JohnDillworth


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pilot training. Don't forget training. Even stateside airgroups should not be idel. Everyone should be training all the time. Pick training and then training a specific skill. General training is not enough.

_____________________________

Today I come bearing an olive branch in one hand, and the freedom fighter's gun in the other. Do not let the olive branch fall from my hand. I repeat, do not let the olive branch fall from my hand. - Yasser Arafat Speech to UN General Assembly

(in reply to JohnDillworth)
Post #: 6
RE: Tips for first serious full-map campaign - 1/11/2010 2:23:48 AM   
JeffroK


Posts: 6391
Joined: 1/26/2005
Status: offline
Play the game with a historical approac, all sorts of short cuts will nerf the AI.

Dont expect to win the game in a week, month or year.

Be there for the long haul, even against the AI you will get pushed back and cop a few beatings.

Plan ahead, getting the shipping , LCU, supplies etc can take time,

Dont stint on Bombardnet and Air attack when invading, you need to seriously degrade the CD and supply of your target.

Ignore the AAR's, play your own game and learn the hard way, No good learning all of someone else's tricks.

Most of all, HAVE FUN.

_____________________________

Interdum feror cupidine partium magnarum Europae vincendarum

(in reply to JohnDillworth)
Post #: 7
RE: Tips for first serious full-map campaign - 1/11/2010 2:46:20 AM   
FAdmiral


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Joined: 12/20/2002
From: Atlanta,GA, USA
Status: offline
As the Allies, PICK YOUR BATTLES !!! Don't try to defend it all (can't be done) Formost, keep the enemy
away from oil & resourses as long as possible. They will eventually fall but when they do, get those subs
in place to torpedo the tankers & freighters. Watch where the AI uses its carriers and use yours somewhere else.
Use your warships vs. the AIs merchants but away from his air coverage. Do Not Try Any Big Assaults
Before April 1942
(AI gets first 4 months as bonus in some areas).

As the Axis, DO NOT OVER EXTEND !!! Get in, take what you need (oil, resourses and fuel) and then hold
on. You don't need every little island/atoll outpost the Allies have. Don't send your subs clear accross the ocean
to do patrols (80% transit and 20% patrol time) this goes for the Allies too.

For both sides, try to repair major damage fairly quickly at major ports. Don't try to fight with half dead ships!!!


JIM

(in reply to JeffroK)
Post #: 8
RE: Tips for first serious full-map campaign - 1/11/2010 11:27:04 AM   
moonraker65


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From: Swindon,Wilts. UK
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Air ASW tip - Use Hudsons and Catalinas for ASW. In Australia upgrade as many squadrons to Hudsons as you can. Once the Hudson III LR comes along it is a very useful Aircraft as it's equipped with ASV II Air to Surface Radar. I've found that Jap Sub activity can be curtailed to a point where they don't sink many ships at all and they also get attacked frequently keeping them submerged a lot. This allows you a lot more freedom with convoys but don't forget to keep them escorted with DD/DE/PG.

(in reply to FAdmiral)
Post #: 9
RE: Tips for first serious full-map campaign - 1/11/2010 4:26:11 PM   
fflaguna

 

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Joined: 12/29/2009
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quote:

ORIGINAL: FAdmiral

Do Not Try Any Big Assaults Before April 1942 (AI gets first 4 months as bonus in some areas).

Do human players get this same bonus?

(in reply to FAdmiral)
Post #: 10
RE: Tips for first serious full-map campaign - 1/11/2010 8:11:16 PM   
Sheytan


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Joined: 11/28/2006
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Human IJ player gets amphib bonus, no need to prep prior to 4/42. As far as I know this is it.

quote:

ORIGINAL: fflaguna

quote:

ORIGINAL: FAdmiral

Do Not Try Any Big Assaults Before April 1942 (AI gets first 4 months as bonus in some areas).

Do human players get this same bonus?



_____________________________


(in reply to fflaguna)
Post #: 11
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