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Points - 1/11/2021 3:48:23 PM   
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LeeChard
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I know political points are generated shooting down plane and sinking ships
Is there any other way I'm missing?
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RE: Points - 1/11/2021 3:54:53 PM   
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RangerJoe
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quote:

ORIGINAL: LeeChard

I know political points are generated shooting down plane and sinking ships
Is there any other way I'm missing?


I think that you are confusing victory points and political points. As far as I know, you are giving some starting political points then some each turn as set by the scenario designer.

_____________________________

Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
― Julia Child


(in reply to LeeChard)
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RE: Points - 1/11/2021 4:16:26 PM   
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Admiral DadMan
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quote:

ORIGINAL: RangerJoe


quote:

ORIGINAL: LeeChard

I know political points are generated shooting down plane and sinking ships
Is there any other way I'm missing?


I think that you are confusing victory points and political points. As far as I know, you are giving some starting political points then some each turn as set by the scenario designer.

Correct. They are 2 entirely separate point mechanisms.

_____________________________

Scenario 127: "Scraps of Paper"
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(in reply to RangerJoe)
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RE: Points - 1/11/2021 4:25:43 PM   
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Maallon
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See Section 17.0 of the manual on how to get Victory Points.
You get political Points as daily "allowance", the allies get 50 every turn, don't remember how much the Japanese get.

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Post #: 4
RE: Points - 1/11/2021 5:20:08 PM   
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btd64
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As for other ways to get PP's, withdrawing certain air units will generate some PP's....GP

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Post #: 5
RE: Points - 1/11/2021 5:55:09 PM   
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Randy Stead
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Speaking of political points, do you need to expend them to move a unit from one area to another? I'm looking at the Guadalcanal scenario; Port Moresby has a weak garrison. Can you simply pick up an LCU and send it there, or must the LCU, or air unit you wish to put there have to be attached to the HQ that is associated with PM? Or, can you just move a unit for the sake of getting something there and then later assign the unit to the HQ controlling PM?

I am rereading the manual, front to back, just haven't got to the political points section yet.

(in reply to btd64)
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RE: Points - 1/11/2021 6:04:42 PM   
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Maallon
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Every LCU that belongs to a restricted HQ cannot be loaded on a Transport ship and restricted Air Squadrons cannot fly to bases that belong to a different HQ. You need to buy them out with Political Points to an unrestricted HQ.

The HQ should be preferably a HQ that is in the Theater you want the Unit to fight in, as you get bonuses from the HQ, but otherwise as soon as they are unrestricted you can put them anywhere.

If you assign a Air Squadrons from a restricted HQ to a different restricted HQ, the squadron can transfer to the bases of the new HQ, but cannot transfer to the old ones.

edit: You can assign bases to a new HQ to send Air Squadrons to the base. For Example:
Nearly all Dutch Squadrons are restricted at the beginning of the Scenarios 1 & 2 and you cannot buy them out.
(The HQ name is greyed out, if that is the case, you cannot change the HQ of the Unit)
But if you change the assigned HQ of an Australian Base(for example Townsville) from the Australian HQ to the Dutch HQ the Dutch Squadrons can transfer to Townsville, as it is now a Dutch Base.
You can save Squadrons and PP with this.

< Message edited by Maallon -- 1/11/2021 6:17:10 PM >

(in reply to Randy Stead)
Post #: 7
RE: Points - 1/11/2021 7:33:06 PM   
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rustysi
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quote:

don't remember how much the Japanese get.


50/turn too.

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Cave ab homine unius libri. Ltn Prvb

(in reply to Maallon)
Post #: 8
RE: Points - 1/11/2021 8:17:12 PM   
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Randy Stead
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quote:

ORIGINAL: Maallon

Every LCU that belongs to a restricted HQ cannot be loaded on a Transport ship and restricted Air Squadrons cannot fly to bases that belong to a different HQ. You need to buy them out with Political Points to an unrestricted HQ.

The HQ should be preferably a HQ that is in the Theater you want the Unit to fight in, as you get bonuses from the HQ, but otherwise as soon as they are unrestricted you can put them anywhere.

If you assign a Air Squadrons from a restricted HQ to a different restricted HQ, the squadron can transfer to the bases of the new HQ, but cannot transfer to the old ones.

edit: You can assign bases to a new HQ to send Air Squadrons to the base. For Example:
Nearly all Dutch Squadrons are restricted at the beginning of the Scenarios 1 & 2 and you cannot buy them out.
(The HQ name is greyed out, if that is the case, you cannot change the HQ of the Unit)
But if you change the assigned HQ of an Australian Base(for example Townsville) from the Australian HQ to the Dutch HQ the Dutch Squadrons can transfer to Townsville, as it is now a Dutch Base.
You can save Squadrons and PP with this.


This is a very useful reply, thank you. It also answered, without me asking, why certain bases are displayed as American, when they are occupied by Australian forces, or Australian when occupied by Americans.

I am watching a Youtube video in which the narrator is beginning the Guadalcanal scenario as US vs human IJ player. I was asking myself why he could not simply put a unit on ships and send them Port Moresby, but it makes more sense now in light of what you have written.

(in reply to Maallon)
Post #: 9
RE: Points - 1/11/2021 8:33:12 PM   
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RangerJoe
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quote:

ORIGINAL: Randy Stead


quote:

ORIGINAL: Maallon

Every LCU that belongs to a restricted HQ cannot be loaded on a Transport ship and restricted Air Squadrons cannot fly to bases that belong to a different HQ. You need to buy them out with Political Points to an unrestricted HQ.

The HQ should be preferably a HQ that is in the Theater you want the Unit to fight in, as you get bonuses from the HQ, but otherwise as soon as they are unrestricted you can put them anywhere.

If you assign a Air Squadrons from a restricted HQ to a different restricted HQ, the squadron can transfer to the bases of the new HQ, but cannot transfer to the old ones.

edit: You can assign bases to a new HQ to send Air Squadrons to the base. For Example:
Nearly all Dutch Squadrons are restricted at the beginning of the Scenarios 1 & 2 and you cannot buy them out.
(The HQ name is greyed out, if that is the case, you cannot change the HQ of the Unit)
But if you change the assigned HQ of an Australian Base(for example Townsville) from the Australian HQ to the Dutch HQ the Dutch Squadrons can transfer to Townsville, as it is now a Dutch Base.
You can save Squadrons and PP with this.


This is a very useful reply, thank you. It also answered, without me asking, why certain bases are displayed as American, when they are occupied by Australian forces, or Australian when occupied by Americans.

I am watching a Youtube video in which the narrator is beginning the Guadalcanal scenario as US vs human IJ player. I was asking myself why he could not simply put a unit on ships and send them Port Moresby, but it makes more sense now in light of what you have written.


Think if you would have jumped into the Grand Campaign without knowing all of the stuff that you learned in the Coral Sea scenario and are learning now.

_____________________________

Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
― Julia Child


(in reply to Randy Stead)
Post #: 10
RE: Points - 1/11/2021 9:50:24 PM   
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BBfanboy
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quote:

ORIGINAL: Maallon

See Section 17.0 of the manual on how to get Victory Points.
You get political Points as daily "allowance", the allies get 50 every turn, don't remember how much the Japanese get.

In stock, the Japanese also get 50 per turn.

_____________________________

No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth

(in reply to Maallon)
Post #: 11
RE: Points - 1/11/2021 9:58:53 PM   
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Randy Stead
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Posts: 454
Joined: 12/23/2000
From: Ontario, Canada
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quote:

ORIGINAL: RangerJoe


quote:

ORIGINAL: Randy Stead


quote:

ORIGINAL: Maallon

Every LCU that belongs to a restricted HQ cannot be loaded on a Transport ship and restricted Air Squadrons cannot fly to bases that belong to a different HQ. You need to buy them out with Political Points to an unrestricted HQ.

The HQ should be preferably a HQ that is in the Theater you want the Unit to fight in, as you get bonuses from the HQ, but otherwise as soon as they are unrestricted you can put them anywhere.

If you assign a Air Squadrons from a restricted HQ to a different restricted HQ, the squadron can transfer to the bases of the new HQ, but cannot transfer to the old ones.

edit: You can assign bases to a new HQ to send Air Squadrons to the base. For Example:
Nearly all Dutch Squadrons are restricted at the beginning of the Scenarios 1 & 2 and you cannot buy them out.
(The HQ name is greyed out, if that is the case, you cannot change the HQ of the Unit)
But if you change the assigned HQ of an Australian Base(for example Townsville) from the Australian HQ to the Dutch HQ the Dutch Squadrons can transfer to Townsville, as it is now a Dutch Base.
You can save Squadrons and PP with this.


This is a very useful reply, thank you. It also answered, without me asking, why certain bases are displayed as American, when they are occupied by Australian forces, or Australian when occupied by Americans.

I am watching a Youtube video in which the narrator is beginning the Guadalcanal scenario as US vs human IJ player. I was asking myself why he could not simply put a unit on ships and send them Port Moresby, but it makes more sense now in light of what you have written.


Think if you would have jumped into the Grand Campaign without knowing all of the stuff that you learned in the Coral Sea scenario and are learning now.


I know. There's a reason you don't recruit special forces straight from the street. Guadalcanal will be my advanced course in ground combat and amphibious operations.

Today I have been watching a YouTube about the Guadalcanal scenario. It is about three hours, depicting his first turn setup. He shares his frustrations with some of the game's shortcomings as he sees them. I'm learning, between the video and the forum more information about HQs and setting objectives for the units, as well as manipulating pilot pools and reserves, something I have completely neglected to date.

< Message edited by Randy Stead -- 1/11/2021 9:59:40 PM >

(in reply to RangerJoe)
Post #: 12
RE: Points - 1/12/2021 7:27:30 AM   
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Maallon
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This is just my personal opinion:

The Game does have a few shortcomings that is true, but it does a lot of things right, too.
I don't know what specifically he picked out as shortcomings, but if he only concentrates on them, he will likely have not as much fun with the game.
It is generally a more fun approach to learn the game rules as is and play with them, instead of thinking all the time of what you could do if the rules there different.
Also Restrictions are there to boost your creativity.

Sorry if this was uncalled for, but I always thought it was silly that people complain so much about "shortcomings" and how much it frustrates them, instead of just enjoying the game as is.
Especially if it is such a good game as WitP:AE, that is actually very well designed.

(in reply to Randy Stead)
Post #: 13
RE: Points - 1/12/2021 11:16:23 AM   
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LeeChard
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Posts: 1099
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From: Michigan
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quote:

ORIGINAL: RangerJoe


quote:

ORIGINAL: LeeChard

I know political points are generated shooting down plane and sinking ships
Is there any other way I'm missing?


I think that you are confusing victory points and political points. As far as I know, you are giving some starting political points then some each turn as set by the scenario designer.

I wasn't confused. I was plain 'ol wrong

(in reply to RangerJoe)
Post #: 14
RE: Points - 1/12/2021 12:31:30 PM   
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RangerJoe
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quote:

ORIGINAL: LeeChard


quote:

ORIGINAL: RangerJoe


quote:

ORIGINAL: LeeChard

I know political points are generated shooting down plane and sinking ships
Is there any other way I'm missing?


I think that you are confusing victory points and political points. As far as I know, you are giving some starting political points then some each turn as set by the scenario designer.

I wasn't confused. I was plain 'ol wrong


All men make mistakes.

Married men find out about them sooner.

_____________________________

Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
― Julia Child


(in reply to LeeChard)
Post #: 15
RE: Points - 1/12/2021 12:35:57 PM   
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RangerJoe
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Posts: 13450
Joined: 11/16/2015
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Status: offline

quote:

ORIGINAL: Maallon

This is just my personal opinion:

The Game does have a few shortcomings that is true, but it does a lot of things right, too.
I don't know what specifically he picked out as shortcomings, but if he only concentrates on them, he will likely have not as much fun with the game.
It is generally a more fun approach to learn the game rules as is and play with them, instead of thinking all the time of what you could do if the rules there different.
Also Restrictions are there to boost your creativity.

Sorry if this was uncalled for, but I always thought it was silly that people complain so much about "shortcomings" and how much it frustrates them, instead of just enjoying the game as is.
Especially if it is such a good game as WitP:AE, that is actually very well designed.


That also sounds like how some people approach a marriage.

Some people like to criticize only thinking that they could have and would have done it differently and thus better. But I seldom see them try it.

_____________________________

Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
― Julia Child


(in reply to Maallon)
Post #: 16
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