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Turn Question - 8/2/2005 2:06:03 AM   
Zigfreid

 

Posts: 26
Joined: 5/12/2003
From: Tornado Alley North
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This may have been talked about before, so sorry in advance if so.
This is for anyone:
What steps do you take in sequece to plan your turn in a one day/turn game? What would you do different in other situations of turn/days?
Just wondering how else it's done.
Thanks
Post #: 1
RE: Turn Question - 8/2/2005 2:44:50 AM   
rogueusmc


Posts: 4583
Joined: 2/8/2004
From: Texas...what country are YOU from?
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I check my main transfer points every turn as well as anything dealing with a current operation...Every two or three turns, I do a detailed walkthrough of all my bases and units.

_____________________________

There are only two kinds of people that understand Marines: Marines and the enemy. Everyone else has a second-hand opinion.

Gen. William Thornson, U.S. Army


(in reply to Zigfreid)
Post #: 2
RE: Turn Question - 8/2/2005 4:00:37 AM   
Knavey

 

Posts: 3052
Joined: 9/12/2002
From: Valrico, Florida
Status: offline
You will find that you fall into a normal routine. It will probably vary from player to player. My revolves around theaters.

My sequence...

1. Watch replay and view ops/intel reports. Use Bohdi's excellent utility for this.
2. Open turn and view the current air losses. This tells me real numbers and also if I need to make adjustments to what I am flying in the current air combats.
3. Check on my radar arrivals. This is normally just early in the war. I force the radar to arrive at the bases I think need it the most. When they have their sets, I turn the replacements back on for the rest of the ENG units. After about 1 month, I no longer look at radar anymore.
4. Check on Chinese replacements. I keep a tally of the major Chinese ground combats going on and I look to see how many replacements I pulled. Then I record all the strengths of the units in the hex to ensure that I am not losing ground. If I have a decreasing number, I make adjustments as necessary to stop the bleeding. I also check the ship/aircraft/ground unit reinforcement screens and record if anything is showing up for next turn.
5. I record various numbers around the map. Right now I am building up an Indian Division and I keep an eye on it by recording its assault strength. Last turn, it went up by 4. That is not a lot, but its more than normal and eventually it will get to a strength I am happy with for deployment.
6. I have a training cycle for pilots and planes. I record the experience level of several groups that are priming for combat and when they reach my threshold, I move them to the front.
7. ***Edited by wartime censors as too secret a tactic to post on the forums***
8. Only now do I start to move around the screen. I normally go by theater, and I generally record major strategies for each theater in a notebook. Its just a running log that I can refer back to when I wonder why that airgroup is there, or that TF is moving to that island.
9. I find it easiest to NOT go back to a theater that I consider done already. If you do that, you will continue to tweak your moves and that 1 hour turn becomes a 3 hour turn. It also helps to go in the same order each time. If I have to go eat, I have my notebook that I can refer to which theater I left off in.

Yes, I have 1 large notebook with the matrices for charting my numbers, a small notebook with every current combat assigned to a page and the enemy units that are engaged in the combat are written down on it. Also, I track the number of attacks made against the hex and what the actual results are. This tells me if I am gaining ground or losing it. Then I have my medium sized book for my daily logbook. Sometimes I am better at updating it than others, but it contains my general notes on what is going on.

Steps 1-7 can take anywhere from 5 minutes to half an hour depending on how thorough I want to be.

Its just my play style...I like to micro manage and WitP is allowing me to do it.


_____________________________

x-Nuc twidget
CVN-71
USN 87-93
"Going slow in the fast direction"

(in reply to Zigfreid)
Post #: 3
RE: Turn Question - 8/2/2005 4:58:34 AM   
Zigfreid

 

Posts: 26
Joined: 5/12/2003
From: Tornado Alley North
Status: offline
I appreciate the inputs and thoughts. Anyone else?

(in reply to Knavey)
Post #: 4
RE: Turn Question - 8/2/2005 5:01:22 AM   
Sarge


Posts: 2841
Joined: 3/1/2003
From: ask doggie
Status: offline

quote:

ORIGINAL: Knavey


1. Watch replay and view ops/intel reports. Use Bohdi's excellent utility for this.




Where can one find the utility

Thanks Sarge

_____________________________


(in reply to Knavey)
Post #: 5
RE: Turn Question - 8/2/2005 5:38:11 AM   
Knavey

 

Posts: 3052
Joined: 9/12/2002
From: Valrico, Florida
Status: offline
Do a search...should be close the the front page...its on it right now.

WitP Utility by Bodhi.

< Message edited by Knavey -- 8/2/2005 5:39:41 AM >


_____________________________

x-Nuc twidget
CVN-71
USN 87-93
"Going slow in the fast direction"

(in reply to Sarge)
Post #: 6
RE: Turn Question - 8/2/2005 2:44:30 PM   
Sharkosaurus rex


Posts: 467
Joined: 10/19/2004
From: under the waves
Status: offline
I check every stack every turn. I already know what I'm trying to do at each move. I adjust things to keep the momentum going- like change LRCAP. It's mostly planes that I change coz don't like op losses if they can be avoided. Load up the ships and move them on. I don't check damaged ships everyday. I check the intel screens, of course, and try to have the right kind of ships already in the city before they arrive, with some escorts too if they are needed.

I don't write any serious notes. Just an occasional scrape of paper.

PS it takes about an hour after the combat replay.

< Message edited by Sharkosaurus rex -- 8/2/2005 2:46:39 PM >


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Is Sharkosaurus rex the biggest fish in the sea?
Why don't you come in for a swim?

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Post #: 7
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