First turn (Full Version)

All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition



Message


Lord_Martin -> First turn (1/26/2010 7:44:55 PM)

Hello!

I finaly have bought WitP:AE. I never really took time to get into the original WitP, but I aim on changing that now.
Anyway. Iīve started a full campaign as the allies, since I suppose I can manage a few (or probably many) mistakes without getting kicked to much.

Anyway, the japanese attack on PH did this:

quote:


AFTER ACTION REPORTS FOR Dec 07, 41
--------------------------------------------------------------------------------
Morning Air attack on Pearl Harbor , at 180,107

Weather in hex: Clear sky

Raid detected at 120 NM, estimated altitude 9,000 feet.
Estimated time to target is 40 minutes

Japanese aircraft
A6M2 Zero x 28
B5N2 Kate x 144
D3A1 Val x 126



Allied aircraft
no flights

Japanese aircraft losses
A6M2 Zero: 1 damaged
B5N2 Kate: 3 destroyed, 7 damaged
D3A1 Val: 1 destroyed, 22 damaged

Allied aircraft losses
B-17D Fortress: 3 destroyed on ground
PBY-5 Catalina: 20 destroyed on ground
A-20A Havoc: 2 destroyed on ground
C-33: 1 destroyed on ground
B-17E Fortress: 2 destroyed on ground
P-40B Warhawk: 9 destroyed on ground
SBD-1 Dauntless: 4 destroyed on ground
P-36A Mohawk: 3 destroyed on ground
F4F-3 Wildcat: 3 destroyed on ground
O-47A: 3 destroyed on ground
B-18A Bolo: 8 destroyed on ground

Allied Ships
BB Nevada, Bomb hits 9, Torpedo hits 1, heavy fires
BB Pennsylvania, Bomb hits 8, heavy fires, heavy damage
CA San Francisco, Bomb hits 1, on fire
BB West Virginia, Bomb hits 6, Torpedo hits 1, heavy fires
BB Maryland, Bomb hits 10, Torpedo hits 2, on fire
AV Curtiss
CL St. Louis, Bomb hits 4, on fire
AM Tern, Bomb hits 1, on fire, heavy damage
DD Dewey, Bomb hits 1, heavy fires
BB Oklahoma, Bomb hits 16, Torpedo hits 1, on fire
BB Tennessee, Bomb hits 7, Torpedo hits 1, on fire
BB Arizona, Bomb hits 5, Torpedo hits 1, heavy fires
BB California, Bomb hits 8, heavy fires, heavy damage
AR Vestal, Torpedo hits 1
DD Conyngham, Bomb hits 1, heavy fires
CL Phoenix, Bomb hits 1
CL Raleigh, Bomb hits 2, on fire, heavy damage
DM Tracy, Bomb hits 1, on fire
AM Rail, Bomb hits 1, heavy fires, heavy damage
DD Patterson, Bomb hits 1, heavy fires, heavy damage
CA New Orleans, Bomb hits 2, Torpedo hits 1, on fire
CL Detroit, Bomb hits 2, Torpedo hits 1, heavy fires, heavy damage
CL Helena, Bomb hits 1
AVP Avocet, Bomb hits 1, heavy fires
DD Reid, Bomb hits 1, on fire, heavy damage
AVP Swan, Bomb hits 1, on fire
DD Blue, Bomb hits 1


Allied ground losses:
20 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 0 destroyed, 5 disabled
Engineers: 0 destroyed, 2 disabled
Guns lost 4 (0 destroyed, 4 disabled)
Vehicles lost 2 (0 destroyed, 2 disabled)


Repair Shipyard hits 6
Airbase hits 33
Airbase supply hits 2
Runway hits 152

Aircraft Attacking:
5 x A6M2 Zero attacking from 100 feet
Airfield Attack: 2 x 60 kg GP Bomb
8 x D3A1 Val diving from 10000'
City Attack: 1 x 250 kg GP Bomb
27 x B5N2 Kate bombing from 9000 feet
Port Attack: 1 x 800 kg AP Bomb
5 x A6M2 Zero attacking from 100 feet
Airfield Attack: 2 x 60 kg GP Bomb
25 x D3A1 Val diving from 10000'
Port Attack: 1 x 250 kg GP Bomb
27 x B5N2 Kate bombing from 9000 feet
Port Attack: 1 x 800 kg AP Bomb
4 x A6M2 Zero sweeping at 15000 feet
8 x D3A1 Val diving from 10000'
City Attack: 1 x 250 kg GP Bomb
18 x B5N2 Kate bombing from 9000 feet
Port Attack: 1 x 800 kg AP Bomb
4 x A6M2 Zero sweeping at 15000 feet
17 x D3A1 Val diving from 10000'
Port Attack: 1 x 250 kg GP Bomb
15 x B5N2 Kate launching torpedoes at 200 feet
Port Attack: 1 x 18in Type 91 Torpedo
25 x D3A1 Val diving from 10000'
Airfield Attack: 1 x 250 kg GP Bomb
27 x B5N2 Kate bombing from 9000 feet
Airfield Attack: 2 x 250 kg GP Bomb
25 x D3A1 Val diving from 10000'
Airfield Attack: 1 x 250 kg GP Bomb
27 x B5N2 Kate bombing from 9000 feet
Airfield Attack: 2 x 250 kg GP Bomb
9 x D3A1 Val diving from 10000'
Port Attack: 1 x 250 kg GP Bomb
9 x D3A1 Val diving from 10000'
Port Attack: 1 x 250 kg GP Bomb
4 x A6M2 Zero sweeping at 15000 feet


And I really canīt tell (due to lack of game experience) if this is a good resulte or not. What do you guys say?

Anyway, now Iīve begin to move the few british forces in India to Burma, and Iīve tried to evacuate the british ships and airplanes in Hong Kong. I suppose there is no chance to hold the Phillipines in the leangth, but I will try to bind the japanese there as long as posible, and the same with Singapore.
The only problem is that everything is so bloody large. Itīs hard to know where to begin.
In any case I got some good newbie tip from n01487477s video tutorial. Thanks!




khyberbill -> RE: First turn (1/26/2010 7:55:23 PM)

It appears to me that you got away pretty easy. Put your fighters on CAP in PH and things might not be so bad on turn two.




morganbj -> RE: First turn (1/26/2010 8:21:13 PM)

I've run the PH attack many times and gotten results from 7 BB's sunk to none on the 7th.  It looks like you got VERY lucky.




Lord_Martin -> RE: First turn (1/26/2010 8:21:49 PM)

quote:

ORIGINAL: khyberbill

It appears to me that you got away pretty easy. Put your fighters on CAP in PH and things might not be so bad on turn two.


Ahh, good to know!
Will the AI always do a second strike on PH?

Edit: Btw is it a good ides to use sweep over my own base?

quote:

ORIGINAL: bjmorgan

I've run the PH attack many times and gotten results from 7 BB's sunk to none on the 7th.  It looks like you got VERY lucky.


A beginners luck then. I maybe need it since I probably will lose that advantage with some mistake later on.




bradfordkay -> RE: First turn (1/27/2010 3:31:26 AM)

"Will the AI always do a second strike on PH?"

No, the AI has several different scripts from which it will run the opposition in your game.   What it does in one game may not necessarily be what it does in another.

"Btw is it a good ides to use sweep over my own base?"

Never tried it. Has anyone?




rockmedic109 -> RE: First turn (1/27/2010 6:31:58 AM)

When the AI does do a second day {through seventh day} attack at PH, it can be devastating to your fleet.  It can also be devastating to the IJN pilot pool.  The second day and after will not have the surprise bonus so you will get full effect from your AA.  This will cause nasty attrition to all tose wonderfully trained KB pilots.  In the long run, this may cause more hardship for the IJN player than the USN player. 




Lord_Martin -> RE: First turn (1/27/2010 11:22:07 AM)

The japanese did a second (or seventh) day attack. But they didnīt do much harm except sinking an AMC. So I got 7 BB still floating (more or less).

Anyway I think I will use this thread to ask question instead of making new threads all the time.
I see that engineers in bases builds fortifications, and when they build it in Singapore or Manila it seems reasonable. But is there any advantage when they build them in Winnipeg or Karashi? Do it cost supplies or something else building them? And what about expanding airfields?




Torplexed -> RE: First turn (1/27/2010 11:38:01 AM)


quote:

ORIGINAL: Lord_Martin

Anyway I think I will use this thread to ask question instead of making new threads all the time.
I see that engineers in bases builds fortifications, and when they build it in Singapore or Manila it seems reasonable. But is there any advantage when they build them in Winnipeg or Karashi? Do it cost supplies or something else building them? And what about expanding airfields?


Building ports and airfields does burn up supply. Evey base has an SPS (Standard Potential Size) The SPS is a number from 0 to 9, with the larger numbers representing a better terrain or geographic situation for the expansion of that base. As a rule of thumb the bigger you build something up the more it costs in supply (and the slower it goes).

However, you can fortify any base as much as you want although it does burn supply. But I wouldn't fortify Winnipeg unless your worried about a moose stampede. Barring incredibly sloppy play, the odds of it getting attacked should virtually zero. Oops...did I say Zero? [:D]




Lord_Martin -> RE: First turn (1/27/2010 11:46:45 AM)

Ah, thank you!
The reason I asked was that the default option in any base seems to be to build fortifications and airfields. Then I guess I will turn the unnecessary ones off.

If Zeros, controlled by the AI, ever appear anywhere near Winnipeg I think I will restart the game. [8D]




Torplexed -> RE: First turn (1/27/2010 12:00:12 PM)


quote:

ORIGINAL: Lord_Martin

Ah, thank you!
The reason I asked was that the default option in any base seems to be to build fortifications and airfields. Then I guess I will turn the unnecessary ones off.


You can toggle this option off before beginning a game. It's the Set All Facilities To Expand At Start" switch under the Game Options Screen which you can switch to off. Since your game is already under way you'll have to do it manually which is a bit tedious considering how many bases there are on the map. But you're off to a good start with the PH attack, so don't throw that away.




Lord_Martin -> RE: First turn (1/27/2010 12:26:05 PM)

I sure will toggle it off next time. Thanks again!
It will take pretty much time to turn it off, and I donīt wanna do that more then once.

Anyway this game really helps with learing far east geography.




Twotribes -> RE: First turn (1/27/2010 1:30:33 PM)

Do not forget to check all your far east bases in PI and DEI for ships and get them moving towards either Australia or India on the 8th or after. You need to save as many as you can.




Lord_Martin -> RE: First turn (1/27/2010 1:52:07 PM)

Is that the case for the submarines as well? Iīve been trying to be a bit offensiv with them, and manage to sink 1 transport so far.

Iīve been trying to evacuate as many ships I can find. Repulse did survive and are now going to Batavia. But I suppose I need some larger dock to repaire such large ship. So I guess I have to take her to Sydney.

On the other hand I manage to get Enterprise bombed [:(]
Not good, hopefully I can get her to PH before she sinks.




aprezto -> RE: First turn (1/27/2010 8:34:35 PM)

There is Columbo (in Ceylon/Sri Lanka) and you can also send Repulse to Capetown.

Subs are fine for offense, but the better US boats, that use the mark 14 torpedo, suffer with the historical failure of those torpedos to detonate. Again you can turn this feature off in preferences.




Lord_Martin -> RE: First turn (1/28/2010 6:06:57 AM)

Ok, Colombo it will be then.
What about the torpedos for dutch and british subs?

Nah, if that was the historical case I donīt wanna cheat [:)]

And a second question: If I put in more engineers to a base will it build/expand airfields, fortifications and ports faster?




Torplexed -> RE: First turn (1/28/2010 10:57:15 AM)


quote:

ORIGINAL: Lord_Martin

And a second question: If I put in more engineers to a base will it build/expand airfields, fortifications and ports faster?



Yes. However, even with more engineers, it gets slower when you are trying to push a base beyond it's SPS.




captskillet -> RE: First turn (1/28/2010 11:20:52 AM)

quote:

Edit: Btw is it a good ides to use sweep over my own base?


Yes its ok just set your cap percentage to max on the first few turns till KB decides to go away............you want to try and get as many of your planes as possible in the air (check altitudes on all planes) and get your ships in the far east heading to safety.




Twotribes -> RE: First turn (1/28/2010 11:32:43 AM)

If the runway is over 50 damage planes won't fly will they?




USSAmerica -> RE: First turn (1/28/2010 1:18:03 PM)

For CAP missions, the cutoff is damage > 50 + (5 x AF size)
For strike missions, it's damage > 20 + (5 x AF size)

I need to double check the number for strike missions.




Twotribes -> RE: First turn (1/28/2010 1:25:44 PM)

Not worried about strike missions. Just wanted to know if my CAP would fly on the 8th over Pearl in case the AI attacks again. Already lost 3 Battleships and the rest are almost gone.

By the way you can only fit 3 Battleships in drydock. Ohh and a Cruiser. No idea how many I can run to Pierside.




Lord_Martin -> RE: First turn (1/28/2010 8:48:35 PM)

After a few more hours playing the game Iīve found out more things to do. Right now I set up patrol zones for submarines, and tries to understand how the repair works. Do I have to do something special with my BB:s in PH for exampel, or will they repair themself? Twotribes, you write something about drydock, will the larger ships require does to propertly repair?

And what is a yellow and red exclamation point shows? Does it have something to do with the supply level in a base?




ltfightr -> RE: First turn (1/28/2010 9:19:10 PM)

Yes to repair major damage of more than 5 points a ship needs to be in the shipyard. Select repair mode from ready to pierside then to repair ship then to shipyard.

The red means you do not have enough at that base the yellow means you are at min level.




xj900uk -> RE: First turn (1/29/2010 1:51:13 PM)

Well I have just started off a new campaign against the Japanese AI.  First turn they hit PH and sank 3 battleships + 1 destroyer & also destroyed loads of planes on the ground,  I think I shot down about half a dozen planes (all through AA,  none of my planes flew [:(]).
Day two they hung around and hit PH again,  this time sinking another 3 battleships, one cruiser,  2 x DD's and a few smaller craft  [X(]  Again they lost about half a dozen planes.  I had about 40 P40's flying CAP at various altitudes,  the IJN shot down 27 and as far as I can tell didn't loose a single plane in A2A combat.  I even had Val's shooting down P40's...
Day three guess what they hung around PH except this time hit a cruiser/DMS squadront hat was returning to Hawaii from the west.  Sunk all the ships there bar 1 DMS (badly damaged),  lost 2 planes to AA fire.
However by this time I had managed to converge two subs in the area into the hex where the KB was reported to be (by a PBY just before it was shot down).  The Jap DD's sunk one sub and damaged the other so badly it may not make the short distance back to PH...  Neither managed to get into a position to attack

I hate this new agressive AI.  As long as the KB hangs around PH it is making mincemeat of me...




Lord_Martin -> RE: First turn (1/30/2010 8:48:46 PM)

So time for another question :)

When conducting searches from airgroups on moving carriers and I set up the search angels, should I use the starting position or the calculated ending position as a mark?




TulliusDetritus -> RE: First turn (1/31/2010 12:20:46 AM)

xj900uk, don't forget that you can avoid this mess. Just play the scenario "one day after" Pearl Habor attack: the 8 december scenario that is. The Japanese will NOT strike PH again. I always use that one [:)]




Lord_Martin -> RE: First turn (1/31/2010 11:35:02 AM)


quote:

ORIGINAL: Lord_Martin

So time for another question :)

When conducting searches from airgroups on moving carriers and I set up the search angels, should I use the starting position or the calculated ending position as a mark?


I gonna bump this question :)

Anyway, now Iīve take a small break from the main campaign and played the Coral Sea scenario with both the japanese and the americans. I must say that the japanese one was far easier. It was very hard to combat the japanese carrier attack, and I only manage to damage them and made them retreat to base. But unfortunately they sank one of mine carriers and damaged the other one. But since the japanese didnīt manage to take PM I guess it was a tactical victory for the japanese but a strategic victory for me.

But now I think I understand the most basic with the game. I also manage to read half the manual and that makes me understand that Iīve lots of thing to learn.

In any case, Iīve bought the game via Matrix download service. Does it work to burn the download material to a dvd so I can be able to reinstall the game again if I buy a new computer/makes a clean install of Windows?




TulliusDetritus -> RE: First turn (1/31/2010 11:49:14 AM)

Lord Martin, you must burn it. Don't let your only copy of the game on your HD [X(] I have the original CD + I burned two CDs. Just in case... I don't take any risk (and am paranoid) [:D]




TulliusDetritus -> RE: First turn (1/31/2010 11:56:35 AM)

When conducting searches from airgroups on moving carriers and I set up the search angels, should I use the starting position or the calculated ending position as a mark? - Lord Martin

As for your question, remember that there are two air phases: morning and afternoon. Therefore the planes will be launched from two different places: between A (origin) and B (destination: in this case x number of hexes).




Lord_Martin -> RE: First turn (1/31/2010 12:52:52 PM)

quote:

ORIGINAL: TulliusDetritus

Lord Martin, you must burn it. Don't let your only copy of the game on your HD [X(] I have the original CD + I burned two CDs. Just in case... I don't take any risk (and am paranoid) [:D]


Hehe, thatīs a good point. My game is now backed-up on a CD. :)

quote:

ORIGINAL: TulliusDetritus

When conducting searches from airgroups on moving carriers and I set up the search angels, should I use the starting position or the calculated ending position as a mark? - Lord Martin

As for your question, remember that there are two air phases: morning and afternoon. Therefore the planes will be launched from two different places: between A (origin) and B (destination: in this case x number of hexes).


Oh, I didnīt think of that.
Thanks!






Lord_Martin -> RE: First turn (2/2/2010 6:10:40 PM)

I think Iīll revive this one again.

When choosing scenarios, is it good or bad to have the historical first turn selected?
I can see itīs good when you are playing the full campaign. But if Iīm playing the Coral sea or Guadalcanal scenario, whatīs a good setting?

Edit: Oh, you can pretty much ignore this one. I found out that some scenarios do have a script for the first turn, and some donīt.

Let me put in a better question instead:

How does the supply network... work?
Are bases connected via roads/railroads atomaticly suppling eachother? I quest I have to supply every important island for itself.




Page: [1] 2   next >   >>

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI
0.78125