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A few questions from a newbie - 1/1/2022 11:28:46 AM   
Thorskin

 

Posts: 4
Joined: 1/1/2022
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Hello all,
I bought the game two weeks ago, read manual and forums, and played the "Return to wake" scenario to get a first look at the game.

Now I'm starting a campaign as allies against AI.
But I still have problems with false or missing info.

1- In the task force info screen :
move (m/c) 9/4,fuel 213/45 (16)
I understand first two numbers are speed in hex per turn for mission and cruise speed
next is the autonomy in hexes for the current selected speed
but what are the other two numbers?

2- In the base info screen :
Supplies Required
The manual says that it is the value per day, but it is obviously wrong
can you confirm it is per month?

3- Configuration of aircraft ASW patrol :
I understand that you can set a percentage of planes that will do something
other than the primary mission (cap, rest...)
But I'm confused by the ASW percentage :
If I set it to 30, does this mean that only 30% of the planes will fly the mission,
searching for subs and attacking them and 70% will rest,
or that 30% will search subs and the other 70% will attack?

4- Submarine Patrols :
Is it best to use my subs alone or to group them in TFs of 2 or 3 units?

5- Mixed naval convoys :
I know how to setup a supply OR fuel convoy to repeat under computer control
(the CS:destination thing)
I can manually load a TF with supply and another with fuel and merge them after that
If I then set the resulting convoy to computer control will it repeat with same cargos?

I'm waiting for your answers, and will probably have other questions
Post #: 1
RE: A few questions from a newbie - 1/1/2022 12:35:57 PM   
RangerJoe


Posts: 13450
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From: My Mother, although my Father had some small part.
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Try this thread which is stickied at the top of this sub-forum:

FAQ / Info for Newb's

https://www.matrixgames.com/forums/tm.asp?m=2260137

Single sub task forces, never use computer control for anything!

_____________________________

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 Thorskin)
Post #: 2
RE: A few questions from a newbie - 1/1/2022 3:20:44 PM   
Trugrit


Posts: 947
Joined: 7/14/2014
From: North Carolina
Status: offline

1- In the task force info screen :
move (m/c) 9/4,fuel 213/45 (16)
I understand first two numbers are speed in hex per turn for mission and cruise speed
next is the autonomy in hexes for the current selected speed
but what are the other two numbers?

See Below.

2- In the base info screen:
Supplies Required
The manual says that it is the value per day, but it is obviously wrong
can you confirm it is per month?

Per Month (Estimate only)
http://www.matrixgames.com/forums/fb.asp?m=3429604


3- Configuration of aircraft ASW patrol:
I understand that you can set a percentage of planes that will do something
other than the primary mission (cap, rest...)
But I'm confused by the ASW percentage:
If I set it to 30, does this mean that only 30% of the planes will fly the mission,
searching for subs and attacking them and 70% will rest,
or that 30% will search subs and the other 70% will attack?

30% fly, 70% stand down.
In most cases when you select a mission there will be a default patrol level set by the game.
As an example if you set a group to a training mission the patrol level will default to 40%.
If you want more training you have to increase the amount.


4- Submarine Patrols:
Is it best to use my subs alone or to group them in TFs of 2 or 3 units?

Alone

5- Mixed naval convoys:
I know how to setup a supply OR fuel convoy to repeat under computer control
(the CS: destination thing)
I can manually load a TF with supply and another with fuel and merge them after that
If I then set the resulting convoy to computer control will it repeat with same cargos?

It depends on the ship type.
Some ships can load only fuel like tankers.
Cargo ships can load either supply or fuel.
Some cargo ships can load both.

Example:
If you want to move both at the same time with CS then form up a cargo task force
that has some cargo ships and some tankers in it and set it to load supply.


The cargo ships will load supply and the tankers will load fuel.
Any cargo ship that can load both will load both.

Then set a destination and choose CS for supply and it will repeat.
The cargo ships will load supply, the tankers will load fuel and
a cargo ship that can load both will load both
.




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(in reply to Thorskin)
Post #: 3
RE: A few questions from a newbie - 1/1/2022 4:47:33 PM   
Thorskin

 

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Joined: 1/1/2022
Status: offline
Thanks a lot for this answer, and Happy new year.

(in reply to Trugrit)
Post #: 4
RE: A few questions from a newbie - 1/1/2022 4:57:21 PM   
Trugrit


Posts: 947
Joined: 7/14/2014
From: North Carolina
Status: offline

quote:

ORIGINAL: Thorskin

Thanks a lot for this answer, and Happy new year.


Happy new year to you as well.

Lets hope it is a good one.




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Post #: 5
RE: A few questions from a newbie - 1/1/2022 5:40:33 PM   
actrade

 

Posts: 283
Joined: 11/3/2006
Status: offline
@trugrit

As a new player, I had been setting up cargo TF with cargo ships and fuel ships with tankers in separate TF, then combining them. Had no idea I could simply put them together and say Load Supplies and that Tankers would default load fuel (since they can't load supplies). What you said makes perfect sense, just wish I had thought of it before! Thanks for the tip.

EDIT: To be clear, the reverse would work as well? Could I set up a cargo and say Load Fuel?


< Message edited by actrade -- 1/1/2022 6:18:04 PM >

(in reply to Trugrit)
Post #: 6
RE: A few questions from a newbie - 1/1/2022 6:31:31 PM   
Kull


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

quote:

ORIGINAL: actrade

@trugrit

As a new player, I had been setting up cargo TF with cargo ships and fuel ships with tankers in separate TF, then combining them. Had no idea I could simply put them together and say Load Supplies and that Tankers would default load fuel (since they can't load supplies). What you said makes perfect sense, just wish I had thought of it before! Thanks for the tip.

EDIT: To be clear, the reverse would work as well? Could I set up a cargo and say Load Fuel?



No, the cargo ships (xAK presumably) would load fuel at 50% of capacity.

_____________________________


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Post #: 7
RE: A few questions from a newbie - 1/1/2022 9:34:54 PM   
actrade

 

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Joined: 11/3/2006
Status: offline
Yes of course...but they would still load at least, right? I was thinking that loading supplies would be the way to go. Guess you would only go the other way if you were woefully short of tankers and desperately needed fuel.

(in reply to Kull)
Post #: 8
RE: A few questions from a newbie - 1/1/2022 9:39:39 PM   
rockmedic109

 

Posts: 2390
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From: Citrus Heights, CA
Status: offline
xAK and TK in the same task force given the load fuel command will have the xAKs load fuel, not supplies. xAKs can load fuel, just not efficiently. TKs cannot load supplies and will load fuel instead of supplies if given the load supplies order.

(in reply to actrade)
Post #: 9
RE: A few questions from a newbie - 1/1/2022 9:43:50 PM   
actrade

 

Posts: 283
Joined: 11/3/2006
Status: offline
Ok got it...thanks guys.

(in reply to rockmedic109)
Post #: 10
RE: A few questions from a newbie - 1/1/2022 10:10:57 PM   
GetAssista

 

Posts: 2732
Joined: 9/19/2009
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quote:

ORIGINAL: actrade
Guess you would only go the other way if you were woefully short of tankers and desperately needed fuel.

This situation happens more often than you think =)

For both sides tankers are precios ships in the beginning, and for Japan they remain so through the war.
Also, there is a downside to fuel-laden xAKs - they burn awful good. Allies usually roll with the risk. Japan on the other hand has some AKs that can load both cargo and fuel. And it is not adviceable to try haul both at the same time.

(in reply to actrade)
Post #: 11
RE: A few questions from a newbie - 1/2/2022 2:28:45 PM   
Thorskin

 

Posts: 4
Joined: 1/1/2022
Status: offline
I have run the first day of my campaign and that dammed japs attacked me by surprise at Pear Harbour
Fortunately I'm playing with the "No surprise" option
However they still managed to hit my 8 BBs, but none is sunk.

I've read the detailed thread about repairs but I still have 3 questions :
It says that there is a 3 days delay before returning to combat for non-readiness repairs.
1- Are the 3 days included in the estimated repair time?
2- If repaired in the shipyard, is the ship still occupying the yard during these 3 days?
3- When the ship is in a mode allowing the repair of major damage (in the shipyard for my BBs), is the major damage repaired first?

(in reply to GetAssista)
Post #: 12
RE: A few questions from a newbie - 1/2/2022 3:01:26 PM   
Kull


Posts: 2625
Joined: 7/3/2007
From: El Paso, TX
Status: offline
The "three day delay" only comes into play if you deliberately pull a ship out of shipyard or pierside repair mode BEFORE all repairs are completed. Otherwise, repairs will complete in accordance with the repair timeline you see on screen. Sometimes there is no choice, for example when a ship is at pierside repair in a port that cannot repair the major damage portions (in which case they will sit there forever until you manually pull them out), but otherwise if you leave them alone the 3-day delay won't be an issue.

_____________________________


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Post #: 13
RE: A few questions from a newbie - 1/2/2022 3:09:27 PM   
rockmedic109

 

Posts: 2390
Joined: 5/17/2005
From: Citrus Heights, CA
Status: offline
1
Yes. When you move a ship from repair to active, it takes three days.

2
I don't think so.

3
No. The non-major damage is repaired first. Major Damage takes a long time to repair on the bigger ships. It is sometimes better to repair the Sys Damage and move it to the west coast for further repairs. This will free up tonnage in your Pearl Harbor shipyards for ships with less damage that can be put back into combat sooner.

Many of your ship upgrades {you don't have to worry about it for a couple of months} require a shipyard to start. The upgrade will start automatically and the ship will be placed in the shipyard. This can suddenly overload the shipyard. You can freely move your ships between repair modes while repairs are underway. For those that are refitting, they do not need to remain in the shipyard and I usually place them in Pierside mode.

Also, with enough Naval Support, Pierside mode can sometimes repair a ship faster than Shipyard Mode.

(in reply to Thorskin)
Post #: 14
RE: A few questions from a newbie - 1/2/2022 5:16:16 PM   
RangerJoe


Posts: 13450
Joined: 11/16/2015
From: My Mother, although my Father had some small part.
Status: offline

quote:

ORIGINAL: rockmedic109

1
Yes. When you move a ship from repair to active, it takes three days.

2
I don't think so.

3
No. The non-major damage is repaired first. Major Damage takes a long time to repair on the bigger ships. It is sometimes better to repair the Sys Damage and move it to the west coast for further repairs. This will free up tonnage in your Pearl Harbor shipyards for ships with less damage that can be put back into combat sooner.

Many of your ship upgrades {you don't have to worry about it for a couple of months} require a shipyard to start. The upgrade will start automatically and the ship will be placed in the shipyard. This can suddenly overload the shipyard. You can freely move your ships between repair modes while repairs are underway. For those that are refitting, they do not need to remain in the shipyard and I usually place them in Pierside mode.

Also, with enough Naval Support, Pierside mode can sometimes repair a ship faster than Shipyard Mode.


If you switch repair modes, all of the repair points going to repair the next point of damage are lost. So hit the "cancel" option if you do not want to change things.

Once the upgrade starts, unless there is major damage that can't be repaired in pierside mode, it no longer needs a shipyard. That said, you can put the ship in pierside to repair all of the other damage first and then put it back into the shipyard to finish the major repairs.

_____________________________

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 rockmedic109)
Post #: 15
RE: A few questions from a newbie - 1/5/2022 1:43:51 PM   
Thorskin

 

Posts: 4
Joined: 1/1/2022
Status: offline
Thanks for this feedback of repairs.

Now about ground units :

In the unit composition, what is the meaning of the + sign after some numbers?

I've seen the movement table in the manual and read that speed is lower in combat mode. How much lower?
The unit info screen shows the distance moved so far but no speed or number of turns left to reach destination.
Also is there a way to know the terrain type, other than comparing the graphics?

(in reply to RangerJoe)
Post #: 16
RE: A few questions from a newbie - 1/5/2022 3:15:40 PM   
RangerJoe


Posts: 13450
Joined: 11/16/2015
From: My Mother, although my Father had some small part.
Status: offline

quote:

ORIGINAL: Thorskin

Thanks for this feedback of repairs.

Now about ground units :

In the unit composition, what is the meaning of the + sign after some numbers?

Methinks that it could use some more of that device . . .

I've seen the movement table in the manual and read that speed is lower in combat mode. How much lower?
The unit info screen shows the distance moved so far but no speed or number of turns left to reach destination.
Unit movement will depend on a few different factors such as the type of movement, the type of unit, the terrain that is being moved through, the fatigue of the unit, even being BOMBED! That may not be all inclusive so just to let you know, even units of the same type moving from one hex to another hex may move at different speeds.
Also is there a way to know the terrain type, other than comparing the graphics?
There is a list of things called "hotkeys" I suggest that you find it and maybe even print a copy of it if you need to. In the meantime, hit the alphanumeric "1" and see what that does for you.


Without looking at any addendum or patch notes, I suggest that you start reading:
quote:

8.3 GROUND UNIT MOVEMENT
8.3.1 OVERLAND MOVEMENT

on page 189 of the manual. Then look through any patch and updates notes.


_____________________________

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 Thorskin)
Post #: 17
RE: A few questions from a newbie - 1/5/2022 4:45:19 PM   
BBfanboy


Posts: 18046
Joined: 8/4/2010
From: Winnipeg, MB
Status: offline

quote:

ORIGINAL: RangerJoe


quote:

ORIGINAL: Thorskin

Thanks for this feedback of repairs.

Now about ground units :

In the unit composition, what is the meaning of the + sign after some numbers?

Methinks that it could use some more of that device . . .

I've seen the movement table in the manual and read that speed is lower in combat mode. How much lower?
The unit info screen shows the distance moved so far but no speed or number of turns left to reach destination.
Unit movement will depend on a few different factors such as the type of movement, the type of unit, the terrain that is being moved through, the fatigue of the unit, even being BOMBED! That may not be all inclusive so just to let you know, even units of the same type moving from one hex to another hex may move at different speeds.
Also is there a way to know the terrain type, other than comparing the graphics?
There is a list of things called "hotkeys" I suggest that you find it and maybe even print a copy of it if you need to. In the meantime, hit the alphanumeric "1" and see what that does for you.


Without looking at any addendum or patch notes, I suggest that you start reading:
quote:

8.3 GROUND UNIT MOVEMENT
8.3.1 OVERLAND MOVEMENT

on page 189 of the manual. Then look through any patch and updates notes.


The + sign next to a device indicates there are some available in the pools. If you have turned on "Replacements" for that unit and it meets the other requirements for receiving replacements and the devices are not used up by other units first, some should arrive at the unit in accordance with the supply cycle (bigger base - more frequent supply).

_____________________________

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 RangerJoe)
Post #: 18
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