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In wich order do you take you move?

 
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In wich order do you take you move? - 11/8/2011 2:42:52 PM   
MAARTENR


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In wich order do you take your turn with the big campaigns from 1941/1942 and how many hours do you take for your turn as allied?

< Message edited by MAARTENR -- 11/8/2011 2:46:19 PM >


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RE: In wich order do you take you move? - 11/8/2011 2:52:37 PM   
jeffk3510


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45 min or less... First turn is a bit different, but doesn't scare me.

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RE: In wich order do you take you move? - 11/8/2011 3:03:19 PM   
herwin

 

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Japan first.

I start south of Timor, head north via the Philippines to China, turn west to Burma and India, check the western ports, then go to Perth, Sydney, the east coast of Australia, the Solomons and Noumea, Panama, the eastern ports, California and up to Alaska, and finally Hawaii.

It usually takes 45 minutes.

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RE: In wich order do you take you move? - 11/8/2011 3:08:22 PM   
MAARTENR


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Ok.

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RE: In wich order do you take you move? - 11/8/2011 3:40:37 PM   
bk19@mweb.co.za

 

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Can somebody contrast that for the Japanese player... and if possible, does the time taken at opposite ends of the game differ substantially?

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RE: In wich order do you take you move? - 11/8/2011 4:00:13 PM   
Erkki


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Playing Japanese in PBEM, 1h+ and if I make sure I didnt forget anything(and I always forget something), 2 hours + and a cup or two of coffee...

EDIT: that in early war.

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RE: In wich order do you take you move? - 11/8/2011 4:51:56 PM   
Chickenboy


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Japanese in mid-1943: Start with combat report, areas of imminent combat. Adjust ships in need of repair / refueling associated with these areas. Check all areas involved in combat report and related nearby battles or pending battles. Review OPs report in detail, noting any changes to production or unusual air or naval losses.

Once every 3 days or so, review production system, resources, oil, fuel and HI production for the economy. Once every 2-4 weeks, review pilot training. Once every week or so, review submarines on long-range patrol (check for SYS damage, fuel, etc.). Once every 3 days or so, review replacement LCUs, ships or air units-halt or expedite as needs dictate.

All told, 45 minutes-1 hour for typical days. Upwards of two hours for pending carrier battles (making sure everything is 'just so') or for major land engagements.

ETA: Once daily check SigInt. This won't take long. It is rarely useful, but worth the 10 seconds it takes to click on the button, 'just in case'.

< Message edited by Chickenboy -- 11/8/2011 4:52:48 PM >


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RE: In wich order do you take you move? - 11/8/2011 6:09:55 PM   
MAARTENR


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quote:

ORIGINAL: Chickenboy

Japanese in mid-1943: Start with combat report, areas of imminent combat. Adjust ships in need of repair / refueling associated with these areas. Check all areas involved in combat report and related nearby battles or pending battles. Review OPs report in detail, noting any changes to production or unusual air or naval losses.

Once every 3 days or so, review production system, resources, oil, fuel and HI production for the economy. Once every 2-4 weeks, review pilot training. Once every week or so, review submarines on long-range patrol (check for SYS damage, fuel, etc.). Once every 3 days or so, review replacement LCUs, ships or air units-halt or expedite as needs dictate.

All told, 45 minutes-1 hour for typical days. Upwards of two hours for pending carrier battles (making sure everything is 'just so') or for major land engagements.

ETA: Once daily check SigInt. This won't take long. It is rarely useful, but worth the 10 seconds it takes to click on the button, 'just in case'.

Allright do you mean with days the days of the game?

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RE: In wich order do you take you move? - 11/8/2011 7:07:44 PM   
pompack


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For Allied

1. Check combat replay and take care of any urgent items that came up in combat
2. Check Intel report
3. Check ops report and deal with any new units.\
4. Start at Uk and work down to Panama working any new units or issues
5. Start at San Diego and work north to Alaska working issues and new units.
6. Work any PH issues including maintenance
7. Do anything needed in China
8. Also for PI if you still hold it.
9. Ditto DEI and Malaya
10. Work India and Burma, paying special attention to base development
11. Ditto Ceylon
12 Check Mideast and Cape off-map bases for possible actions
13. Work Oz from west to east including NG
14. Ditto NZ
15. Work SoPac as required
17 Check all othe Wstpac bases just in case

18. Once a month check EVERY air unit in training in US and then elsewhere to see if pilots need to be harvested (harvest level varies with need, but should be about 75 skill max)

19 Save for record, end turn and then take a nap

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RE: In wich order do you take you move? - 11/8/2011 7:51:02 PM   
Hemmingway

 

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Getting into the discussion a bit late, but I play the Allies and it takes me about 45 min/turn. It's currently July 1943. Interesting that everyone runs their turns different. My path is:

1) Hawaii
2) Alaska
3) West Coast US, Panama
4) Along the South Pacific, Noumea
5) Australia
6) Central Pacific, Japan (mostly subs at the moment)
7) Burma, CBI
8) India


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RE: In wich order do you take you move? - 11/8/2011 8:39:25 PM   
Chickenboy


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quote:

ORIGINAL: MAARTENR


quote:

ORIGINAL: Chickenboy

Japanese in mid-1943: Start with combat report, areas of imminent combat. Adjust ships in need of repair / refueling associated with these areas. Check all areas involved in combat report and related nearby battles or pending battles. Review OPs report in detail, noting any changes to production or unusual air or naval losses.

Once every 3 days or so, review production system, resources, oil, fuel and HI production for the economy. Once every 2-4 weeks, review pilot training. Once every week or so, review submarines on long-range patrol (check for SYS damage, fuel, etc.). Once every 3 days or so, review replacement LCUs, ships or air units-halt or expedite as needs dictate.

All told, 45 minutes-1 hour for typical days. Upwards of two hours for pending carrier battles (making sure everything is 'just so') or for major land engagements.

ETA: Once daily check SigInt. This won't take long. It is rarely useful, but worth the 10 seconds it takes to click on the button, 'just in case'.

Allright do you mean with days the days of the game?

I'm playing 1 day turns @ about 1 turn / day, so the 'days' is interchangeable.

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