A month of real into a campaign (Full Version)

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grumpyman -> A month of real into a campaign (6/26/2007 8:51:16 AM)

I would just like go over a few things I have experienced after spending a month (actually a month and a half) of real time in a campaign game. I am playing at the moment the full war and after a month I am now in November of 1942. I am still learning new things about the mechanics of the game, but there a few things that have gotten pretty nerve racking. Let me put this things down as a list. If anyone knows what the yeck I am doing wrong, please let me know.

1.) In august of 42 game time, I sent the 14th NZ and the 32 Div toward Buna via the road over the Stanleys. Now starting in October and half way into November they have 2 miles then 4 miles then 2 miles then 4 miles......etc. from buna.

2). My airforce is pretty good at hitting Japanese shipping but is down right awful at hitting any Capital ship. I keep my units rested and they have high experience levels. These may be fairly realistic but please see point 3.

3). Even at the extreme range of Japanese air power Japanese planes are deadly for my capital ships and my air CAP is uneven at best.

4). When I set a destination for my fleets and there are two equally long paths to get there the computer will always pick the dumbest of the two. That leaves me only the option of chosing only a portion of the destination at one time.

5) even when I chose patrol/do not retire my fleets will of course often retire.

6) units often just plain ignore orders. for example I order a unit to attack an air field. It does not attack the air field. I try methods to try to get the unit to attack the air field like giving the unit some rest and try again to no avail.

7) units often just plain ignore orders, please how do I get supplies to Pearl. I order up a task force of AK, orders it to load supplies, set the destination to Pearl, next turn most likely no TF.

8) I have to rest my carriers in some time. How do the Japanese know exactly when, apparently ahead of time. If I withdraw enemy CV are imediately there to cause havoc. It takes me time to position my CVs. Do they teleport theirs?

9) Is there a way to prioritize repairs? Repair my CV not a bunch of slighly damaged DDs!

I have about 20 more, but these will do for now. If anyone can help I would be extremely happy.




herwin -> RE: A month of real into a campaign (6/26/2007 10:56:07 AM)


quote:

ORIGINAL: grumpyman

I would just like go over a few things I have experienced after spending a month (actually a month and a half) of real time in a campaign game. I am playing at the moment the full war and after a month I am now in November of 1942. I am still learning new things about the mechanics of the game, but there a few things that have gotten pretty nerve racking. Let me put this things down as a list. If anyone knows what the yeck I am doing wrong, please let me know.

1.) In august of 42 game time, I sent the 14th NZ and the 32 Div toward Buna via the road over the Stanleys. Now starting in October and half way into November they have 2 miles then 4 miles then 2 miles then 4 miles......etc. from buna.

The game programmers don't understand about how the Army works, and simulate unrealistic levels of local command autonomy. Just wait until you experience ground combat.

The game programmers also don't understand how combined arms operations work. Hint: never leave aircraft in a hex where the enemy is present or BBs/CAs can reach.
quote:


2). My airforce is pretty good at hitting Japanese shipping but is down right awful at hitting any Capital ship. I keep my units rested and they have high experience levels. These may be fairly realistic but please see point 3.

3). Even at the extreme range of Japanese air power Japanese planes are deadly for my capital ships and my air CAP is uneven at best.

One of the things designed into the game to give the AI playing the Japanese side some chance.
quote:



4). When I set a destination for my fleets and there are two equally long paths to get there the computer will always pick the dumbest of the two. That leaves me only the option of chosing only a portion of the destination at one time.

The game programmers don't understand how the Navy controls task force movements, and never thought about way points.
quote:



5) even when I chose patrol/do not retire my fleets will of course often retire.

The game programmers don't understand how the Navy works, and simulate unrealistic levels of local command autonomy.
quote:



6) units often just plain ignore orders. for example I order a unit to attack an air field. It does not attack the air field. I try methods to try to get the unit to attack the air field like giving the unit some rest and try again to no avail.

The game programmers don't understand how the Air Force works, have never heard of the air tasking order or the concept of sorties, and simulate unrealistic levels of local command autonomy.
quote:



7) units often just plain ignore orders, please how do I get supplies to Pearl. I order up a task force of AK, orders it to load supplies, set the destination to Pearl, next turn most likely no TF.

The game programmers don't understand how logistics works, and totally hosed up here. Never allow the AI to run any of your areas.
quote:



8) I have to rest my carriers in some time. How do the Japanese know exactly when, apparently ahead of time. If I withdraw enemy CV are imediately there to cause havoc. It takes me time to position my CVs. Do they teleport theirs?

The game programmers don't understand how the Navy works, and never rest/refit/refuel their naval forces. Just wait--the KB will disappear some day. When you switch to running the Japanese, you'll find it in the lower left corner of the map, out of fuel, and with system damage levels of 50-60%.
quote:



9) Is there a way to prioritize repairs? Repair my CV not a bunch of slighly damaged DDs!

The game programmers don't understand how the Navy works, and simulate unrealistic levels of local command autonomy.
quote:



I have about 20 more, but these will do for now. If anyone can help I would be extremely happy.




dtravel -> RE: A month of real into a campaign (6/26/2007 11:57:44 AM)

Strange, that looks like one of my posts but I know I didn't type it.

[;)]




castor troy -> RE: A month of real into a campaign (6/26/2007 12:07:29 PM)


quote:

ORIGINAL: herwin


quote:

ORIGINAL: grumpyman

I would just like go over a few things I have experienced after spending a month (actually a month and a half) of real time in a campaign game. I am playing at the moment the full war and after a month I am now in November of 1942. I am still learning new things about the mechanics of the game, but there a few things that have gotten pretty nerve racking. Let me put this things down as a list. If anyone knows what the yeck I am doing wrong, please let me know.

1.) In august of 42 game time, I sent the 14th NZ and the 32 Div toward Buna via the road over the Stanleys. Now starting in October and half way into November they have 2 miles then 4 miles then 2 miles then 4 miles......etc. from buna.

The game programmers don't understand about how the Army works, and simulate unrealistic levels of local command autonomy. Just wait until you experience ground combat.

The game programmers also don't understand how combined arms operations work. Hint: never leave aircraft in a hex where the enemy is present or BBs/CAs can reach.
quote:


2). My airforce is pretty good at hitting Japanese shipping but is down right awful at hitting any Capital ship. I keep my units rested and they have high experience levels. These may be fairly realistic but please see point 3.

3). Even at the extreme range of Japanese air power Japanese planes are deadly for my capital ships and my air CAP is uneven at best.

One of the things designed into the game to give the AI playing the Japanese side some chance.
quote:



4). When I set a destination for my fleets and there are two equally long paths to get there the computer will always pick the dumbest of the two. That leaves me only the option of chosing only a portion of the destination at one time.

The game programmers don't understand how the Navy controls task force movements, and never thought about way points.
quote:



5) even when I chose patrol/do not retire my fleets will of course often retire.

The game programmers don't understand how the Navy works, and simulate unrealistic levels of local command autonomy.
quote:



6) units often just plain ignore orders. for example I order a unit to attack an air field. It does not attack the air field. I try methods to try to get the unit to attack the air field like giving the unit some rest and try again to no avail.

The game programmers don't understand how the Air Force works, have never heard of the air tasking order or the concept of sorties, and simulate unrealistic levels of local command autonomy.
quote:



7) units often just plain ignore orders, please how do I get supplies to Pearl. I order up a task force of AK, orders it to load supplies, set the destination to Pearl, next turn most likely no TF.

The game programmers don't understand how logistics works, and totally hosed up here. Never allow the AI to run any of your areas.
quote:



8) I have to rest my carriers in some time. How do the Japanese know exactly when, apparently ahead of time. If I withdraw enemy CV are imediately there to cause havoc. It takes me time to position my CVs. Do they teleport theirs?

The game programmers don't understand how the Navy works, and never rest/refit/refuel their naval forces. Just wait--the KB will disappear some day. When you switch to running the Japanese, you'll find it in the lower left corner of the map, out of fuel, and with system damage levels of 50-60%.
quote:



9) Is there a way to prioritize repairs? Repair my CV not a bunch of slighly damaged DDs!

The game programmers don't understand how the Navy works, and simulate unrealistic levels of local command autonomy.
quote:



I have about 20 more, but these will do for now. If anyone can help I would be extremely happy.




lol!! Wonna join the RonS club??? [:D][:D][:D]




Bobthehatchit -> RE: A month of real into a campaign (6/26/2007 12:08:53 PM)


quote:

ORIGINAL: dtravel

Strange, that looks like one of my posts but I know I didn't type it.

[;)]


Are you sure....[;)]




Yava -> RE: A month of real into a campaign (6/26/2007 2:00:24 PM)

quote:

lol!! Wonna join the RonS club???


Yeah Ron should be given a separate group membership with the Admin rights within it to gather his followers[:D][:D]




rtrapasso -> RE: A month of real into a campaign (6/26/2007 3:36:07 PM)


quote:

ORIGINAL: Yava

quote:

lol!! Wonna join the RonS club???


Yeah Ron should be given a separate group membership with the Admin rights within it to gather his followers[:D][:D]



Has anyone heard from Ron since his move to Greece??? [&:]




Charbroiled -> RE: A month of real into a campaign (6/26/2007 4:53:06 PM)

One of the most useless and uninformitive post of answers to a new player's questions I have ever seen.[X(]




Charbroiled -> RE: A month of real into a campaign (6/26/2007 5:11:20 PM)

quote:

ORIGINAL: grumpyman

I would just like go over a few things I have experienced after spending a month (actually a month and a half) of real time in a campaign game. I am playing at the moment the full war and after a month I am now in November of 1942. I am still learning new things about the mechanics of the game, but there a few things that have gotten pretty nerve racking. Let me put this things down as a list. If anyone knows what the yeck I am doing wrong, please let me know.

1.) In august of 42 game time, I sent the 14th NZ and the 32 Div toward Buna via the road over the Stanleys. Now starting in October and half way into November they have 2 miles then 4 miles then 2 miles then 4 miles......etc. from buna.

2). My airforce is pretty good at hitting Japanese shipping but is down right awful at hitting any Capital ship. I keep my units rested and they have high experience levels. These may be fairly realistic but please see point 3.

3). Even at the extreme range of Japanese air power Japanese planes are deadly for my capital ships and my air CAP is uneven at best.

4). When I set a destination for my fleets and there are two equally long paths to get there the computer will always pick the dumbest of the two. That leaves me only the option of chosing only a portion of the destination at one time.

5) even when I chose patrol/do not retire my fleets will of course often retire.

6) units often just plain ignore orders. for example I order a unit to attack an air field. It does not attack the air field. I try methods to try to get the unit to attack the air field like giving the unit some rest and try again to no avail.

7) units often just plain ignore orders, please how do I get supplies to Pearl. I order up a task force of AK, orders it to load supplies, set the destination to Pearl, next turn most likely no TF.

8) I have to rest my carriers in some time. How do the Japanese know exactly when, apparently ahead of time. If I withdraw enemy CV are imediately there to cause havoc. It takes me time to position my CVs. Do they teleport theirs?

9) Is there a way to prioritize repairs? Repair my CV not a bunch of slighly damaged DDs!

I have about 20 more, but these will do for now. If anyone can help I would be extremely happy.


First off, DO NOT put any area on computer control...wierd things happen when you do.

1. If you reset the destination of a LCU, the distance traveled will reset to "0"...even if the unit has already traveled 59 miles. The "road" over the Stanleys is actually a trail and the going is really slow.

2-3. Early in the war, the allies have poor planes and unexperienced pilots. Japan has better planes and more experienced pilots. Betty's are very deadly against Capitol ships.

4. TFs will "try" to avoid areas where enemy subs are present. If I don't like the route, I will sent the "Home Base" as my destination and pick an intermediate "waypoint".

5. Never seen a TF return to port when set to Patrol/do not retire unless the TF was low on fuel. Not saying it doesn't happen, I've just never seen it.

6. There could be a number of reasons. Try this post http://www.matrixgames.com/forums/tm.asp?m=1196495. You might also try the "Must read threads"

7. DO NOT put anything area on computer control. I usually create a TF at SF...set the destination to PH...click on "Human control" until it reads "CS".

8. Don't know.

9. All ships will repair if the Ship repair points is higher then the durability of the ship. To conserve ship repair points so that Capitol Ships will repair, send all of the "slightly damaged DDs" to another port. Also read this http://www.matrixgames.com/forums/fb.asp?m=1218137

Others may have better suggestions. Suggest you go to the "Must read threads". Lots of good info there.





Naskra -> RE: A month of real into a campaign (6/26/2007 5:20:17 PM)

It was more like half a dozen useless posts.

7) Try setting Pearl as destination first, then load supplies.
6) Assign fighter escorts and "select target"
4) this is a universal gripe.  Maybe the only thing everyone here agrees on.




treespider -> RE: A month of real into a campaign (6/26/2007 5:50:54 PM)

This is the worst game ever!!! I cannot believe someone would actually charge me money to play this piece of trash!!![;)]




Feinder -> RE: A month of real into a campaign (6/26/2007 6:12:37 PM)

1.) In august of 42 game time, I sent the 14th NZ and the 32 Div toward Buna via the road over the Stanleys. Now starting in October and half way into November they have 2 miles then 4 miles then 2 miles then 4 miles......etc. from buna.

Light yellow line is "trail", you're only going to move at BEST 2 miles a day. The best you can do help your guys move along is to put a support unit (HQ) unit with your troops. Also, put an HQ at PM. Support units draw supplies to themselves (and feed the combat units in their same hex). They also reduce fatigue and disruption (which is part of your problem crossing OS Mtns). If you happen to own Buna, put an HQ there, and it will help to "pull" the combat unit in the middle.

2). My airforce is pretty good at hitting Japanese shipping but is down right awful at hitting any Capital ship. I keep my units rested and they have high experience levels. These may be fairly realistic but please see point 3.

Most of your LBA will drop 500# bombs. Even if you hit, they won't do anything to BB, BC, and about 2/3 of the CAs. Starting in about July 42(?), there's a chance to carry 1000# bombs. You can maximize your chances to carry the 1000# bombs by having an Air HQ at your base, and lots of supplies. Also make sure your base size is size 4. At size 3, you'll only carry about 1/2 bomb loads (half the number of bombs, not half the size). Also, keep your alt at 6k or above. There is an accuracy penalty for attacks BELOW 6000', and you also take a morale hit (meaning you won't launch as often). The capital ships have more flak, and will spoil more of your guys attacks (duh). Keep morale up, and fatigue down by using Air HQ (higher morale means more likely to launch, and less likely to abort if the flak is intense; low fatigue means fewer ops losses). I think the Beuforts carry torps, but their range is only like 4, otherwise they carry 500# bombs at range 5 (and you won't carry torps from AF-3). You can also put leaders in your sqdns with high aggression, it makes it slighly less likely that they'll abort.

3). Even at the extreme range of Japanese air power Japanese planes are deadly for my capital ships and my air CAP is uneven at best.

Yep. Torp totin' Bettys and Nells are da suck. You can fly LRCAP over your TFs, but as you have discovered, it's not that effective. The best defense is a good offense. Use your B-17s to blow the snot out out the Betty hives.

4). When I set a destination for my fleets and there are two equally long paths to get there the computer will always pick the dumbest of the two. That leaves me only the option of chosing only a portion of the destination at one time.

Yep. Pathing is "somewhat lacking" in WitP. Take small consolation that the AI will send it's own ships on equally stupid routes - except it won't use waypoints.

5) even when I chose patrol/do not retire my fleets will of course often retire.

Everybody loves this "feature". Best you can do is put in an aggressive commander (more likely to stay on station). Also make sure your topped off with fuel and ammo before you go in to stay on station longest. You might just be RTB because of fuel/ammo shortage.

6) units often just plain ignore orders. for example I order a unit to attack an air field. It does not attack the air field. I try methods to try to get the unit to attack the air field like giving the unit some rest and try again to no avail.

Good things : Low fatigue, high morale, lower percentage of damaged planes. Also you often need at least 1 escort for every three defending CAP (so you bombers may not be lauching because there is a bunch of enemy fighters there). You can also send along recons to raise the detection level of the base (and id the number of fighters), which will increase your chance of a launch and do more damage when you get there.

7) units often just plain ignore orders, please how do I get supplies to Pearl. I order up a task force of AK, orders it to load supplies, set the destination to Pearl, next turn most likely no TF.

Sorry, gotta be more specific on this one. Create TF in SF. "load supplies". Set Destination to PH. That ought to do it. But if youre trying to load supplies from a base with few supplies, your TF might not load (I think if it's short on supplies, they only load 10% of the base's supplies).

8) I have to rest my carriers in some time. How do the Japanese know exactly when, apparently ahead of time. If I withdraw enemy CV are imediately there to cause havoc. It takes me time to position my CVs. Do they teleport theirs?

Depending on your difficulty setting, yes, the AI will "peek" at where your ships are, and are heading. Does the AI teleport? No. But it does look at where you're are and where you're heading. Don't worry, the AI will eventually do something collossally stupid, like sending it's CVs to patrol the area of the letters on the map. Give it time.


9) Is there a way to prioritize repairs? Repair my CV not a bunch of slighly damaged DDs!

Not really. Yout can move everythign out of port except for you CVs, which will insure that it will attempt to repair the CVs. But realize that repair is a CHANCE, not a guarentee. You might well sit in port for a month, and not have your sys dmg reduced (altho this is unlikely).

-F-




herwin -> RE: A month of real into a campaign (6/26/2007 6:29:05 PM)


quote:

ORIGINAL: Charbroiled

One of the most useless and uninformitive post of answers to a new player's questions I have ever seen.[X(]

Each one of my comments reflects something learned the hard way. You've answered his questions much better than I did. I'm just having a hard week at work.




Nikademus -> RE: A month of real into a campaign (6/26/2007 6:42:20 PM)


quote:

ORIGINAL: treespider

This is the worst game ever!!! I cannot believe someone would actually charge me money to play this piece of trash!!![;)]


I agree. I can't stand this game.....which is why i work on it so much...because i hate it......and IT HATES ME.......






herwin -> RE: A month of real into a campaign (6/26/2007 6:47:48 PM)

They all are providing good advice. Listen to them.

quote:

ORIGINAL: Feinder

1.) In august of 42 game time, I sent the 14th NZ and the 32 Div toward Buna via the road over the Stanleys. Now starting in October and half way into November they have 2 miles then 4 miles then 2 miles then 4 miles......etc. from buna.

Light yellow line is "trail", you're only going to move at BEST 2 miles a day. The best you can do help your guys move along is to put a support unit (HQ) unit with your troops. Also, put an HQ at PM. Support units draw supplies to themselves (and feed the combat units in their same hex). They also reduce fatigue and disruption (which is part of your problem crossing OS Mtns). If you happen to own Buna, put an HQ there, and it will help to "pull" the combat unit in the middle.

I can't add anything more. Make sure you're planning for your destination (or the base you're on), and be careful to do everything you can to take care of your ground units. If the enemy enters your hex, get your aircraft out.
quote:


2). My airforce is pretty good at hitting Japanese shipping but is down right awful at hitting any Capital ship. I keep my units rested and they have high experience levels. These may be fairly realistic but please see point 3.

Most of your LBA will drop 500# bombs. Even if you hit, they won't do anything to BB, BC, and about 2/3 of the CAs. Starting in about July 42(?), there's a chance to carry 1000# bombs. You can maximize your chances to carry the 1000# bombs by having an Air HQ at your base, and lots of supplies. Also make sure your base size is size 4. At size 3, you'll only carry about 1/2 bomb loads (half the number of bombs, not half the size). Also, keep your alt at 6k or above. There is an accuracy penalty for attacks BELOW 6000', and you also take a morale hit (meaning you won't launch as often). The capital ships have more flak, and will spoil more of your guys attacks (duh). Keep morale up, and fatigue down by using Air HQ (higher morale means more likely to launch, and less likely to abort if the flak is intense; low fatigue means fewer ops losses). I think the Beuforts carry torps, but their range is only like 4, otherwise they carry 500# bombs at range 5 (and you won't carry torps from AF-3). You can also put leaders in your sqdns with high aggression, it makes it slighly less likely that they'll abort.

Work on maximising the chance your aircraft will fly. Don't leave them in coastal bases within range of enemy shore bombardment. Escort them with long-range fighters if possible. Bring the AVG down to Singapore to allow you to fight mano-a-mano with the best Japanese units.
quote:


3). Even at the extreme range of Japanese air power Japanese planes are deadly for my capital ships and my air CAP is uneven at best.

Yep. Torp totin' Bettys and Nells are da suck. You can fly LRCAP over your TFs, but as you have discovered, it's not that effective. The best defense is a good offense. Use your B-17s to blow the snot out out the Betty hives.

This takes some doing. If you ever have the opportunity to hit a betty hive hard without getting blasted with torpedoes, do so. Otherwise you need to sneak up on it. Develop and defend large bases in range of a betty hive until you can base 4-engined bombers in it, then go for the challenge. Without fighter escort, you will have a problem, but realise those betty bases are your main opposition in the latter part of the game. Polish your tactics until they glow.
quote:


4). When I set a destination for my fleets and there are two equally long paths to get there the computer will always pick the dumbest of the two. That leaves me only the option of chosing only a portion of the destination at one time.

Yep. Pathing is "somewhat lacking" in WitP. Take small consolation that the AI will send it's own ships on equally stupid routes - except it won't use waypoints.

Agreed. Use waypoints. Your home base should always be the base you want to flee or retire to locally unless you're out of range of raiders.
quote:


5) even when I chose patrol/do not retire my fleets will of course often retire.

Everybody loves this "feature". Best you can do is put in an aggressive commander (more likely to stay on station). Also make sure your topped off with fuel and ammo before you go in to stay on station longest. You might just be RTB because of fuel/ammo shortage.

Track your supply state and beware of enemy air TFs out to about 11-12 hexes. Use surface TFs on patrol to protect your bases against raids, shore bombardment, and invasions. Coast defense artillery has been nerfed, and mines ditto.
quote:


6) units often just plain ignore orders. for example I order a unit to attack an air field. It does not attack the air field. I try methods to try to get the unit to attack the air field like giving the unit some rest and try again to no avail.

Good things : Low fatigue, high morale, lower percentage of damaged planes. Also you often need at least 1 escort for every three defending CAP (so you bombers may not be lauching because there is a bunch of enemy fighters there). You can also send along recons to raise the detection level of the base (and id the number of fighters), which will increase your chance of a launch and do more damage when you get there.

Amen brother.
quote:


7) units often just plain ignore orders, please how do I get supplies to Pearl. I order up a task force of AK, orders it to load supplies, set the destination to Pearl, next turn most likely no TF.

Sorry, gotta be more specific on this one. Create TF in SF. "load supplies". Set Destination to PH. That ought to do it. But if youre trying to load supplies from a base with few supplies, your TF might not load (I think if it's short on supplies, they only load 10% of the base's supplies).

It sounds like you have the west coast on autopilot. Control everything yourself.
quote:


8) I have to rest my carriers in some time. How do the Japanese know exactly when, apparently ahead of time. If I withdraw enemy CV are imediately there to cause havoc. It takes me time to position my CVs. Do they teleport theirs?

Depending on your difficulty setting, yes, the AI will "peek" at where your ships are, and are heading. Does the AI teleport? No. But it does look at where you're are and where you're heading. Don't worry, the AI will eventually do something collossally stupid, like sending it's CVs to patrol the area of the letters on the map. Give it time.

That's what I was referring to in my snide comments. Use every intel resource you have. Check every enemy base each turn. Look at the air balance; it will tell you where the enemy's major air units are. Peek into enemy base hexes with subs. Use WitPUtility to monitor enemy tracks over time.
quote:



9) Is there a way to prioritize repairs? Repair my CV not a bunch of slighly damaged DDs!

Not really. Yout can move everythign out of port except for you CVs, which will insure that it will attempt to repair the CVs. But realize that repair is a CHANCE, not a guarentee. You might well sit in port for a month, and not have your sys dmg reduced (altho this is unlikely).

Again, amen brother!
quote:


-F-


Harry




mdiehl -> RE: A month of real into a campaign (6/26/2007 7:13:50 PM)

quote:

Early in the war, the allies have poor planes and unexperienced pilots. Japan has better planes and more experienced pilots.


That would be because the game designers have no knowledge of early war American aircraft or pilot abilities.




niceguy2005 -> RE: A month of real into a campaign (6/26/2007 7:30:17 PM)


quote:

ORIGINAL: Nikademus


quote:

ORIGINAL: treespider

This is the worst game ever!!! I cannot believe someone would actually charge me money to play this piece of trash!!![;)]


I agree. I can't stand this game.....which is why i work on it so much...because i hate it......and IT HATES ME.......




Maybe if you would stop threatening peoples ducks it would work better for you.




niceguy2005 -> RE: A month of real into a campaign (6/26/2007 7:31:17 PM)


quote:

ORIGINAL: mdiehl

quote:

Early in the war, the allies have poor planes and unexperienced pilots. Japan has better planes and more experienced pilots.


That would be because the game designers have no knowledge of early war American aircraft or pilot abilities.

I know I'm going to hate myself for asking this but are you serious.




Rainer -> RE: A month of real into a campaign (6/26/2007 7:40:03 PM)

With reference to your points 5,6,7:

You're probably playing Allied versus AI (Japanese).
If so you must set Zone S (on the Control Zone Map) to Human Control.
If and when Zone S is under Computer Control the AI component of the game will interfere with your actions in Zone SE (Papua, New Guinea and Australia). This is a known and confirmed bug.

The same is true for Zone NE. If you leave that zone under Computer Control the AI component will disband your supply taks forces at West Coast ports. Set Zone NE to Human Control and your supply task forces will do what you order them to do. This also is a known and confirmed bug.

I am sorry about some comments you have received. Apparently some members of the forum are not very interested in helping others, especially newbies. Or they forgot how they had been helped when they were in need of advice. Just ignore those messages. Neither is it true that "The game programmers don't understand about ...", nor is this "the worst game ever" (which probably was meant to be ironic).

Most people here ARE trying to be helpful. Be aware that some may have a strange sense of humor though ...
Cheers
Rainer




Rafael Warsaw -> RE: A month of real into a campaign (6/26/2007 7:44:27 PM)

Yop, in the matter of fact we are all well camuflaged SM lovers.
[:D]

The game is broken, everybody knows this. so stop complaining. Its broken. Period.




mdiehl -> RE: A month of real into a campaign (6/26/2007 7:47:35 PM)

quote:

I know I'm going to hate myself for asking this but are you serious.


Yes. I'll make it real short and since it's been hashed many times I won't bother with details.

1. The Great Myth has Japanese aviators and a.c. being substantially better than American counterparts. Yet facts show that the kill ratio for US driven F4Fs favored the US. It simply doesn't pass the smell test that Japanese planes were better and Japanese pilots were better yet in 1942 American planes and pilots consistently slightly outperformed the Japanese.

2. Ditto goes for Australian and British pilots.

3. Circumstances of the engagement seem to have mattered far more than the a.c. or pilot training. Japan's biggest victories always occurred where the defense had little warning of an incoming raid (Darwin, Pearl Harbor, Singapore), or where the Japanese had superior position (more and better bases with more aircraft) and the Allies had an inferior position (logistically isolated, poor airfields, substantially fewer aircraft) as in the Malay Peninsular campaign. lower Burma campaign, Indonesian campaign, Phillippines campaign. In short that which has been attributed to Japanese planes & pilots is more correctly recognized as a consequence of robust operational planning and good long-term pre-war preparation for most of these campaigns.

Where the Japanese tried operational planning on the fly, or were fighting from positions as logistically inadequate as the Allied ones, the Allies consistently held their own or outfought the Japanese. Coral Sea. Midway. The New Guinea campaign. The Solomons Campaign.

My position is that Allied pilots were as good, across the board, as Japanese pilots, from the outset, and that Allied planes, with a couple of exceptions (the F3, the DXXI, the Windindicator) were as good or better than their Japanese counterparts. Despite these characteristics, superior numbers, interior lines, good pre-war operational planning, and good logistical preparation allowed the Japanese to prevail in the early war campaigns.




niceguy2005 -> RE: A month of real into a campaign (6/26/2007 7:51:45 PM)

quote:

ORIGINAL: Rainer
Most people here ARE trying to be helpful. Be aware that some may have a strange sense of humor though ...


I resemble that remark...[:D]

Yes, there were some non-helpful comments and some other comments that were really meant as jokes between long-term forum members.

Feinder and Charbroiled have good advice and will steer you right.

We have had an excessive amount of trolling on the Matrix forum lately. [8|]




Rainer -> RE: A month of real into a campaign (6/26/2007 7:53:06 PM)

Grumpyman was not complaining.
He is asking for help.
quote:

If anyone can help I would be extremely happy.

I'm not sure your remark is very helpful or meant to be.




dtravel -> RE: A month of real into a campaign (6/26/2007 8:13:12 PM)


quote:

ORIGINAL: Bobthehatchit


quote:

ORIGINAL: dtravel

Strange, that looks like one of my posts but I know I didn't type it.

[;)]


Are you sure....[;)]

Pretty sure.




niceguy2005 -> RE: A month of real into a campaign (6/26/2007 8:20:43 PM)

mdiehl, I would not entirely disagree with your second post. I would disagree that it has much to do with your first post.

At any rate, this thread would not be the place to discuss it. If you want to discuss further I have started a new thread in the main witp forum to conintue.

Thanks.




herwin -> Apologies (6/26/2007 8:34:04 PM)

My apologies for getting grumpy. The school of computing I teach in has been told that it has to reverse six years of declining enrollments this year or it will be shut down next year [:(]. My research has hit a rough spot and my post-doc just resigned so he can spend more time with his partner [:(] and now I have to advertise an opening [&:]. I've got marking [:(]. I've got plagiarism to deal with [:@]. I have an unfinished paper to submit Friday [:(]. I have to move my office this week and I'm still waiting for the keys to the new office [:(]. I have to write a programme report [&:]. I've identified some serious problems with WitP, and taken flak for suggesting fixes [:-]. And I'm headed out on a trip this weekend [8D].

Even this shall end...




pauk -> RE: Apologies (6/26/2007 9:09:55 PM)

[sm=love0028.gif][sm=happy0065.gif]




dtravel -> RE: A month of real into a campaign (6/26/2007 11:39:32 PM)


quote:

ORIGINAL: rtrapasso


quote:

ORIGINAL: Yava

quote:

lol!! Wonna join the RonS club???


Yeah Ron should be given a separate group membership with the Admin rights within it to gather his followers[:D][:D]



Has anyone heard from Ron since his move to Greece??? [&:]

I was just wondering the same thing myself.




grumpyman -> RE: A month of real into a campaign (6/27/2007 3:17:51 AM)

I would like to thank everyone for their responses.  They have been very helpful.




Naskra -> RE: A month of real into a campaign (6/27/2007 3:43:12 AM)

Welcome to the forum, grumpyman.  As you can see, the forum is an active place, and some of the members suffer from hyperactivity.  There are many knowledgeable and helpful people here.  It's unfortunate your first post got the bejeezus spammed out of it.




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