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RE: High (strange) damage, fighter losses in night combat

 
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RE: High (strange) damage, fighter losses in night combat - 1/30/2012 10:25:06 PM   
rader


Posts: 1238
Joined: 9/13/2004
Status: offline
-Non-historical turn but Japanese cannot invade deep in allied territory 1st turn (e.g., no Mersing Gambit)
-Allies may not form new TF on 1st turn (may move the already formed TFs).
-Max one port attack turn 1
-Reliable torps off, allied damage control on
-Fighters can be set up to an altitude where they get their second best manuever rating
-Para units must be whole before paradroppping (no dropping fragments)
-Must pay PPs to cross borders that start *friendly* (e.g., Manchuria -> China, or India -> Burma). Note that you can cross borders that start out enemy (e.g., Kwangtung units can move into Russia). You can retreat/reform a line across a friendly border to fight the same enemy (e.g., Japanese units in China can retreat into Indochina as long as they continue to fight Chinese, or Burma units can retreat into India as long as they continue to fight Japanese on the Burma border).
-If activating Russia, Japan must give Russia 1 week to redeploy units.
-Russian and other allied units cannot be co-located or occupy each other's bases.
-Thai units can move into the Burma panhandle and Indochina (but not beyond).
-No city bombing under 20,000 ft. Other than this, all city bombing (China, DEI is fine).
-Night bombing: you can fly bombers up to 50% of moonlight (e.g., 60% mooonlight = 30 bombers).
-4Es on naval attack restricted to 15k and only one group per base
-Landing or paradropping on non base/dot hex is forbidden
-No gamey use of many single ships to confuse naval combat routines (but picket ships are fine).
-Naval CAP trap ("bait&CAP") outside your own base must use as bait a TF composed at least CV/CVL/CVEs with 180 a/c <-This was added later
-Normal withdrawls ("on")
-PDU on

< Message edited by rader -- 1/30/2012 10:27:15 PM >

(in reply to Dan Nichols)
Post #: 31
RE: High (strange) damage, fighter losses in night combat - 1/30/2012 10:26:22 PM   
GreyJoy


Posts: 6750
Joined: 3/18/2011
Status: offline
This is the tech support forum guys. Let's not talk about our HRs here.
The point we need to discuss here is:
Is night bombing correctly tuned as it stands now?
Please leave out of the discussion our game. I beg you.

(in reply to Dan Nichols)
Post #: 32
RE: High (strange) damage, fighter losses in night combat - 1/30/2012 10:56:14 PM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
quote:

ORIGINAL: rader

-Non-historical turn but Japanese cannot invade deep in allied territory 1st turn (e.g., no Mersing Gambit)
-Allies may not form new TF on 1st turn (may move the already formed TFs).
-Max one port attack turn 1
-Reliable torps off, allied damage control on
-Fighters can be set up to an altitude where they get their second best manuever rating
-Para units must be whole before paradroppping (no dropping fragments)
-Must pay PPs to cross borders that start *friendly* (e.g., Manchuria -> China, or India -> Burma). Note that you can cross borders that start out enemy (e.g., Kwangtung units can move into Russia). You can retreat/reform a line across a friendly border to fight the same enemy (e.g., Japanese units in China can retreat into Indochina as long as they continue to fight Chinese, or Burma units can retreat into India as long as they continue to fight Japanese on the Burma border).
-If activating Russia, Japan must give Russia 1 week to redeploy units.
-Russian and other allied units cannot be co-located or occupy each other's bases.
-Thai units can move into the Burma panhandle and Indochina (but not beyond).
-No city bombing under 20,000 ft. Other than this, all city bombing (China, DEI is fine).
-Night bombing: you can fly bombers up to 50% of moonlight (e.g., 60% mooonlight = 30 bombers).
-4Es on naval attack restricted to 15k and only one group per base
-Landing or paradropping on non base/dot hex is forbidden
-No gamey use of many single ships to confuse naval combat routines (but picket ships are fine).
-Naval CAP trap ("bait&CAP") outside your own base must use as bait a TF composed at least CV/CVL/CVEs with 180 a/c <-This was added later
-Normal withdrawls ("on")
-PDU on


Is that the only one that was added later?

GJ is right, this discussion should be elsewhere.

(in reply to rader)
Post #: 33
RE: High (strange) damage, fighter losses in night combat - 1/30/2012 11:21:24 PM   
rader


Posts: 1238
Joined: 9/13/2004
Status: offline
It's the only one that was added since 1942 at least. There was some discussion early on in the game.

Agreed, sorry for taking up tech support time/space


(in reply to witpqs)
Post #: 34
RE: High (strange) damage, fighter losses in night combat - 1/31/2012 2:22:27 PM   
cwDeici

 

Posts: 70
Joined: 12/6/2011
Status: offline
I think the problem here which might be addressed in any future games is that the changes made were functional rather than substantive.

It's far less controversial in most historical games to add units and control of various territories rather than to change the mechanics, as the former addresses balance whereas the latter addresses contentious subjects of realism.

For example Japan could start with more carriers while the Allies get more land forces. Of course this would more openly admit that one is actually seeking an alt-historic simulation.

PS. Also, rather than crippling the comparative fighting ability of submarines against the IJN by (and I might be very wrong by assuming strengthened Japanese ASW) by strengthening the efficiency of Japanese ASW it might have be better to just give them more ASW assets.

< Message edited by cwDeici -- 1/31/2012 4:25:41 PM >

(in reply to rader)
Post #: 35
RE: High (strange) damage, fighter losses in night combat - 2/5/2012 12:33:02 AM   
bigred


Posts: 3599
Joined: 12/27/2007
Status: offline
I noticed w/ most recent beta update that my night bombers are more often missing the target(announced on screen during the replay).

edit: This could be a situation that the 60% of planes that never participated in the target run before the update are now "offically announced" in the replay as being Off target.
I noted that a second night run of the same 100+ planes did not coordinate and arrive together. This did strike me as unusual. Before the update usually the planes arrived on target in coordination many nights at a time.
Beta 1108r9

< Message edited by bigred -- 2/6/2012 4:01:21 AM >

(in reply to Dan Nichols)
Post #: 36
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