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Noob questions!! - 5/11/2005 2:16:25 AM   
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Skipster
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Hi all, just spent a couple days getting acquainted with WitP, and prior to my "real start" , I have some questions for which I could not find answers (or find where to look in the manual)

1) I understand the need for support for bases, and that less than the required support at an airfield will reduce the general level of attack factors (ground or air) available, but how badly? If I need 80 aviation support, and have 40, does that mean 50% of my planes are available for ops? IOW, should I stress about being 2 under the required support?

2) How do I know how much fuel is needed to replenish a TF? Is it the sum of all the "endurance" values? (ie. Lexington needs 8K+ fuel to go from empty to full?)

3) In the TF listings, fuel is given as say, 133/19. The manual says 133 is how far the TF can go with it's remaining fuel, and the 19 is to the objective hex and back to home port. The manual says these are averages. Looking at my TF's, the DD's look to have a lot less fuel left than that. Do the ships "share" fuel so the TF can indeed go that 133 hexes?

4) Also in the TF listing, each ship has an "ops" value. What is that?

5) I notice from reading this forum, that the Auto-convoy feature is not working. Is there a way to set up some kind of continuous convoy manually, so if I want to regularly haul fuel from Frisco to Pearl, I don't risk having tankers sitting idle at either port because I forgot about them?

6) When replenishing TF's at sea, do the ships with the oil/supplies have to be in the same TF? or just the same hex? Is any particular type of ship best for this?

Thanks in advance for answers. I'm sure I'll have more questions to add later

< Message edited by Skipster -- 5/11/2005 2:19:53 AM >
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RE: Noob questions!! - 5/11/2005 2:21:26 AM   
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itsjustme
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Another newbie here and rather than start another newbie thread, I'll post my question here. I've got and have played significantly UV. I am confused by the apparently (?) new transport system. I can't get troops to load on any transports. The troops are in the same hex, I've formed the transport TF, and have plenty of capacity. When I click on load troops, the screen to select troops from is empty despite the fact that I know there are troops in the same hex. What am I doing wrong? Thanks in advance.

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RE: Noob questions!! - 5/11/2005 2:48:01 AM   
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Arstavidios
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quote:

ORIGINAL: itsjustme

Another newbie here and rather than start another newbie thread, I'll post my question here. I've got and have played significantly UV. I am confused by the apparently (?) new transport system. I can't get troops to load on any transports. The troops are in the same hex, I've formed the transport TF, and have plenty of capacity. When I click on load troops, the screen to select troops from is empty despite the fact that I know there are troops in the same hex. What am I doing wrong? Thanks in advance.


Some Commands are restricted. That means you cannot load the troops on transports unless you pay political points to change their command to an unrestricted one. Restricted commands are: Philipines, ABDA, Australia, and West Coast.

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RE: Noob questions!! - 5/11/2005 2:48:15 AM   
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freeboy
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ok # 1.. two types of support.. base needs a level of support.. for troops etc.. and AVIATION support.. the more the better, but I do not know if we ever saw a real percentage of how much lack of aviation support hurts you.. I think lack of av supportit causes planes that fly to accumulate damage faster and not repair as fast

#4.. ops.. think of this as how much of the turn has been expended.. 1000 is the whole turn.. it is a "negative" value in that sence

#5 I play the forward pool method.. get a good port forward and load up large west coast or elsewhere convoys and dump there.. then use smaller .. or use a destination that is in the ocean and change the home port to the destination you want stuff to go too.

#6 same hex

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RE: Noob questions!! - 5/11/2005 2:48:44 AM   
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Bodhi
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quote:

ORIGINAL: itsjustme

Another newbie here and rather than start another newbie thread, I'll post my question here. I've got and have played significantly UV. I am confused by the apparently (?) new transport system. I can't get troops to load on any transports. The troops are in the same hex, I've formed the transport TF, and have plenty of capacity. When I click on load troops, the screen to select troops from is empty despite the fact that I know there are troops in the same hex. What am I doing wrong? Thanks in advance.


Trying to load a unit that belongs to a restricted command?

(Edit: 43 secs too slow)


< Message edited by Bodhi -- 5/11/2005 2:50:36 AM >


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RE: Noob questions!! - 5/11/2005 2:59:57 AM   
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Iridium
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Concerning fuel and how much ships use: Here's an example I'll use by showing a few screen shots. Basically range is dependent on fuel, but this is determined by how efficient the vessel is...so BB's are going to expend a lot more fuel than DD's.

Here's two BB's to show that there are even differences between classes:





Attachment (1)

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RE: Noob questions!! - 5/11/2005 3:00:29 AM   
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Iridium
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Nagato:






Attachment (1)

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Yamato, IMO the best looking Battleship.

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RE: Noob questions!! - 5/11/2005 3:00:52 AM   
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Iridium
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Fuso:




Attachment (1)

_____________________________

Yamato, IMO the best looking Battleship.

"Hey, a packet of googly eyes! I'm so taking these." Hank Venture

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RE: Noob questions!! - 5/11/2005 3:04:44 AM   
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Arstavidios
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quote:

ORIGINAL: Skipster

Hi all, just spent a couple days getting acquainted with WitP, and prior to my "real start" , I have some questions for which I could not find answers (or find where to look in the manual)

1) I understand the need for support for bases, and that less than the required support at an airfield will reduce the general level of attack factors (ground or air) available, but how badly? If I need 80 aviation support, and have 40, does that mean 50% of my planes are available for ops? IOW, should I stress about being 2 under the required support?



I think the lack of aircraft support will reduce the speed at which your aircraft become operational and you will end up with damaged aircraft unable to fly missions. If you don't fly your aircraft they should remain operational even you you do not have enough aircraft support.

quote:



5) I notice from reading this forum, that the Auto-convoy feature is not working. Is there a way to set up some kind of continuous convoy manually, so if I want to regularly haul fuel from Frisco to Pearl, I don't risk having tankers sitting idle at either port because I forgot about them?


You can create a transport task force, order it to load supply, select a destination and set it to computer control. Your tas force becomes a "CS" convoy and will shuttle between its home port and its destination. This is much more flexible than the auto convoy feature as you can set up CS convoys between any ports you control. However I think you can only move supplies and fuel but not resources and oil, so that moving your resources around is a pain in the *** when you play the Japanese.

quote:


6) When replenishing TF's at sea, do the ships with the oil/supplies have to be in the same TF? or just the same hex? Is any particular type of ship best for this?

Thanks in advance for answers. I'm sure I'll have more questions to add later


You can create replenishment task forces that can ressuply other task forces in the same hex. AO are specific fleet replenishment tankers which are often faster than regular tankers so that they can support fleet operations.

Hope this helps.


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RE: Noob questions!! - 5/11/2005 4:32:58 AM   
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Skipster
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quote:

ORIGINAL: Iridium

Concerning fuel and how much ships use: Here's an example I'll use by showing a few screen shots. Basically range is dependent on fuel, but this is determined by how efficient the vessel is...so BB's are going to expend a lot more fuel than DD's.

Here's two BB's to show that there are even differences between classes:




So in that example, it would take 10081 fuel to fill the Nagato from empty, and the Fuso 16000? It would take 4 4000 cap AP's full of fuel to fill the Nagato? Just want to make sure I understand.

Thanks for all the other answers guys, muchly appreciated :D

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RE: Noob questions!! - 5/11/2005 5:05:03 AM   
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Iridium
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No, fuel is merely how much oil (fuel) in, say tons, the ship has stored. Range is the distance the ship can travel with the current load in nautical miles...

These ships were full and are one or two days out of port, so they are almost full of fuel. Unfortunatly there are no percentage of fuel left on board indicators but you get used to it.

What your seeing in this example is that Fuso has a much greater operational range than the Nagato, making it the more efficient one when it comes to fuel consumtion.

< Message edited by Iridium -- 5/11/2005 5:15:31 AM >


_____________________________

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"Hey, a packet of googly eyes! I'm so taking these." Hank Venture

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RE: Noob questions!! - 5/11/2005 8:00:14 AM   
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Banquet
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Yes, I believe the fuel is measured in tons.

If you have a cruiser in port with fuel 1500. Then (assuming it's full) it will require 1500 fuel to 'fill it up' if it uses up all it's fuel.

So if you have 4500 fuel at a base, you have enough to fill up that cruiser 3 times.

I don't think you can work out how much fuel you need to replenish a ship unless you noted how much fuel it was carrying when it was full. Even when a TF disbands it doesn't necessarily fill up with fuel again. Sometimes you need to create a new TF and then select the 'refuel' option. This can make it difficult to pick the ships in port that have the best endurance as you don't know which need refueling and which are already full until you create the TF, select the 'refuel TF from port' option and see if the fuel figure goes up for some of the ships.

< Message edited by Banquet -- 5/11/2005 8:05:22 AM >


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RE: Noob questions!! - 5/11/2005 8:21:43 AM   
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Banquet
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1. The way I understand this is that 50 Aviation support is enough to service 50 aircraft. That doesn't necessarily mean all damaged aircraft get repaired every day, but that the damaged aircraft have someone working on them and are getting repaired as fast as they can be.

So, if you have 100 aircraft and 50 Av support. You only have enough support to look after half the aircraft. This will mean damaged aircraft aren't repaired as quickly as they could be. However, if you only fly half the squadrons you'll be ok.. and, if you fly all the squadrons, but only half as often (every 2 days) then in theory you'll be ok as well.


2. I believe ops points are what a TF uses when it does something other than move. I.e.. if a TF launches aircraft, or bombards a hex, etc, then it uses ops points. It gets 1000 each turn and, if it has 1000 it can move it's full movement distance (based on speed) If it uses ops by doing anything (like launch aircraft) then it will not be able to move it's full amount (due to time spent doing things other than sailing)



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RE: Noob questions!! - 5/11/2005 2:27:07 PM   
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Skipster
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Thanks again. Somehow I missed the Fuel rating right under the Endurance rating


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RE: Noob questions!! - 5/13/2005 2:34:11 AM   
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Skipster
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Hi all, got some more questions :D

What is a good size for TF's? Does it depend on the mission? Is more always better? Or only sometimes, or never? As Allies in '41, is it a good idea to put all 3 CV's together?

I decided to send Force Z after the landing ships at Khota Bharu, and in anticipation of IJN aircraft, had 70+ Buffaloes on 50% CAP (in 4 groups), covering Force Z every step of the way. I had several large air groups come after Force Z, but no sign of friendly CAP. (luckily the IJN planes didn't do much damage) Is there some way to get aircraft to cover a particular TF?

Does it help to set your CAP radius to normal range, as opposed to extended? (other than making it easier to find the enemy, which I assume happens when you decrease the search radius in general)

What's a good CAP level to set? (for that matter, what are good levels for all the air missions?) I assume that the higher the %, the faster fatigue will raise, but obviously a higher % means more planes in the air. For CAP, does a higher % give me more planes in any given combat, and/or a better spotting chance?

Really getting into this game, the problem was I played WaW just before I got WitP, so I have to get used to not making huge offensives every turn (it's a rough transition from 3-month to 1-day turns :D)

That's all I have for now (wait till I get to ground combat )

< Message edited by Skipster -- 5/13/2005 2:43:38 AM >

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RE: Noob questions!! - 5/13/2005 6:30:07 AM   
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pompack
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quote:

ORIGINAL: Skipster

Hi all, got some more questions :D

What is a good size for TF's? Does it depend on the mission? Is more always better? Or only sometimes, or never? As Allies in '41, is it a good idea to put all 3 CV's together?

I decided to send Force Z after the landing ships at Khota Bharu, and in anticipation of IJN aircraft, had 70+ Buffaloes on 50% CAP (in 4 groups), covering Force Z every step of the way. I had several large air groups come after Force Z, but no sign of friendly CAP. (luckily the IJN planes didn't do much damage) Is there some way to get aircraft to cover a particular TF?

Does it help to set your CAP radius to normal range, as opposed to extended? (other than making it easier to find the enemy, which I assume happens when you decrease the search radius in general)

What's a good CAP level to set? (for that matter, what are good levels for all the air missions?) I assume that the higher the %, the faster fatigue will raise, but obviously a higher % means more planes in the air. For CAP, does a higher % give me more planes in any given combat, and/or a better spotting chance?

Really getting into this game, the problem was I played WaW just before I got WitP, so I have to get used to not making huge offensives every turn (it's a rough transition from 3-month to 1-day turns :D)

That's all I have for now (wait till I get to ground combat )


TF Size: More than 15 ships suffer diminishing returns for AA per manual; more that 10 may not fight effeiciently in a surface combat or a bombardment. Note that most everything is a probability function; you can't say more than X ships is bad, only that more than X ships have a reduced probablility of fighting efficiently (and even "X" is a soft number in most cases)

Per your force Z example, it doesn't compute. You can set a percent CAP for a base or Carrier TF. If you use LRCAP to protect something like Force Z then the percentage is automatically set to 100%. If you use LRCAP, you also need to set a target (TF or location) that is to be CAPed.

As to a CAP level, the answer is (as always) "it depends". Personally I tend to set Carrier TF CAP to 80% for the Allies in the first year. They can afford to lose all of their strike a/c but not their carriers; of course someone else may set it to 30% becasue they feel that the carrier is toast anyway and they want the strike to get through. It depends on player strategy, time frame and nationality.

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RE: Noob questions!! - 5/13/2005 3:12:42 PM   
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PeteG662
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The CAP you set was CAP over the base the planes were in, not over the TF. The only way to put CAP over Force Z would be LRCAP.

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RE: Noob questions!! - 5/14/2005 1:05:33 AM   
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Skipster
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Ok, that makes sense, but raises another question: If CAP only covers the base the planes are in, what would be the point of setting CAP radius at anything other than 1? I assumed that CAP would patrol the whole radius. (Force Z was in the CAP radius of all 4 fighter groups)

Another question (unrelated) If I have damaged aircraft on a CV, do I have to be in port for those aircraft to repair?

< Message edited by Skipster -- 5/14/2005 1:06:49 AM >

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RE: Noob questions!! - 5/14/2005 1:12:12 AM   
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Bradley7735
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Fighters on CAP also have another mission. The radius if for the other mission.

FYI, Cap has a small chance to extend 2 or 3 hexes in addition to the 1 hex it is in. If it gets to 2 or 3 hexes, only a few fighters will make it.

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RE: Noob questions!! - 5/14/2005 1:26:34 AM   
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Terminus
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quote:

ORIGINAL: Bradley7735

Fighters on CAP also have another mission. The radius if for the other mission.

FYI, Cap has a small chance to extend 2 or 3 hexes in addition to the 1 hex it is in. If it gets to 2 or 3 hexes, only a few fighters will make it.


I thought that only happened if you put them on LRCAP?

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RE: Noob questions!! - 5/14/2005 2:40:48 AM   
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tsimmonds
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No, they can also escort bombers on strike missions. You set the fighters for "escort", you get three missions for the price of one:


  • CAP flying in the airbase hex to the tune of the % that you set (plus bonus scramblers), and
  • escorts accompanying strike aircraft within the max range that you have set to the tune of 100%-(the % that you set), and
  • the occasional CAP over friendly airstrike targets 1-2 hexes distant, within the max range that you have set

Klar?

BUT! If you get greedy, and set CAP to 100%, what you end up with is a LRCAP mission, which does not escort at all, and which does not benefit the base hex at all either. 100% CAP is for distant hexes only!

< Message edited by irrelevant -- 5/14/2005 2:42:43 AM >


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RE: Noob questions!! - 5/14/2005 2:55:21 AM   
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Terminus
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quote:

ORIGINAL: irrelevant

BUT! If you get greedy, and set CAP to 100%, what you end up with is a LRCAP mission, which does not escort at all, and which does not benefit the base hex at all either. 100% CAP is for distant hexes only!


Thanks! That actually explains a few things...

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RE: Noob questions!! - 5/14/2005 3:11:52 AM   
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tsimmonds
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Also, if you set 100% CAP (thus setting the mission to LRCAP), and then change your mind, if you change the % to 90%, the mission will reset to "sweep", not "escort". I have done this foolish thing many times; it gives you almost no CAP. What you want to do if you set the % to 100% by mistake, is to change the mission to "escort." This will automatically reset the CAP% to 90%.

Of course, you can reset the % if you prefer. You just have to remember to reset the mission as well.

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RE: Noob questions!! - 5/14/2005 3:24:34 PM   
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Skipster
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quote:

ORIGINAL: irrelevant


Klar?




Crystal. Many thanx

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