Carrier/Sea/Air Battles (Full Version)

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Haplo_Patryn -> Carrier/Sea/Air Battles (4/25/2010 8:48:19 PM)

Hi. Screenshots are impressive but I would like to have more info about how carrier/air/sea battles will be managed ingame. We now that carrier battles had a great impact in the Pacific and this issue needs to be well represented, IMHO. Of course, if I want micromanagement I should play WitP/AE (I'm a veteran player of WitP) but I would like to have more info about this before spreading the word in my forum.

Thanks in advance.





doomtrader -> RE: Carrier/Sea/Air Battles (4/25/2010 10:55:23 PM)

Good point about the micromanagement. This is something we wanted to avoid.
So first of all, Carrier Groups have a possibility to be used in many ways: recon, attack on enemy fleet, attack on land units, air units, port installations, and of course in naval battles.
If you will ask more specific questions, I'll try to answer them all. :)




Max 86 -> RE: Carrier/Sea/Air Battles (4/26/2010 2:56:08 AM)

Look further down the thread list for one called Naval Combat. In there is a more detailed explanation. It appears that a TF will autodetect and respond accordingly. But I am not sure how you as the player set its priorities. For instance, if a CV TF has the option of bombing a naval base, air base, ground units, all in the same hex; how do you set its air mission priorities?




Haplo_Patryn -> RE: Carrier/Sea/Air Battles (4/26/2010 8:36:56 AM)

Let's see. What I want to know is what are the factors that will be decisive in a Carrier battle. Pilots experience, the fuselage and speed of the aircraft? This kind of info, you know. :)

Because if Japan lost his carriers...¿what can I do, as japanese player, to improve my carrier % of obtaining a victory against the allied carriers?

Thanks in advance [:)]




SeaMonkey -> RE: Carrier/Sea/Air Battles (4/26/2010 4:10:19 PM)


Let's say I want to simulate a fast carrier airstrike on Japanese assets in the Marshalls prior to invasion. So I bring my carriers into range for an early AM strike, can I configure the strike group for mission priorities? I want to first do a fighter sweep, can I make the strike force heavy with fighters and then follow up with one that is more bomber laden?

Now I've neutralized the island CAP and want to go after installations, how do I prioritize that mission and if an enemy fleet shows up can I reconfigure with torpedo munitions for some of the strike force that has been held back? Can I command my individual carriers to do different things, in sequence?

Can I set up search patterns? Can I command an initial strike followed by a fast withdrawal?





doomtrader -> RE: Carrier/Sea/Air Battles (4/27/2010 6:24:21 PM)

The most important factor in Pacific War is early, wise use of Naval Forces. I think that for Japan player very important will be surprise. As the Storm over the Pacific is orientated on Groups (like Carrier, Battle and Patrol) and one turn takes one week (in Pacific campaign), there is no pilots experience or fuel usage. Much more important is to block enemy land and air forces from supplying them and not allowing enemy to do the same with yours.
Japanese industry potential was far more weaker than American, so the only hope for Japan is to capture more and more resources and enemy potential. Thus should help in lengthen the war for some time and make US Victory more bloody. Of course another possibility is to strike US coast as soon as possible with Japanese marines.




Max 86 -> RE: Carrier/Sea/Air Battles (4/28/2010 12:04:12 AM)

I am somewhat puzzled by your response. I believe that the questions asked here are more detailed than what the game provides for the naval aspect. I am beginning to understand that SoP is more general in nature than a naval game that models every ship down to # of AA guns and belt armor thickness. Cool.

I am going to take one more stab at this and re-phrase my question in a more general nature.

Can you explain in game turns what has to be done to invade an island for example? Here is my take based on your response here and in the other thread I mentioned above. All of this is purely hypothetical.

1. Invader has 3 task forces (SoP uses groups?), a CV group, a battle group and a transport group (are there transport groups?).
2. Through some game mechanic the player assigns orders to these 3 groups.
3.The CV group moves to a distance from the target island (player decides) and provides air cover for every thing within its range. (Just assuming that it will provide air cover for the transports and battle groups?)
4.The Battle group moves to a distance from the target island and will engage all enemy surface groups within a certain range? Can the player have it focus on a particular type of enemy group? Do the invaders have to defeat the enemy surface groups in the area (or same hex?) before the transports can land their troops?
5. The Transport group is given orders to move to the island and invade. Do they suffer losses from coastal defense units before offloading? Will this group wait until the CV group and battle group have finished their jobs before walking into an ambush?
6. Last one, I promise...for today.[:D] I wish to understand better the way orders are given to naval groups and how they interact with each other when a coordinated effort is required, like invading an island? What orders can be given to each type of group?

If this is explained somewhere else then I apologize and would appreciate a re-direct to the appropriate material. Thanks.




doomtrader -> RE: Carrier/Sea/Air Battles (4/28/2010 8:05:10 PM)

quote:

1. Invader has 3 task forces (SoP uses groups?), a CV group, a battle group and a transport group (are there transport groups?).

There are transport groups that transport troops from port to port and landing crafts which also have a possibility to unload transported troops at the beaches.

quote:

2. Through some game mechanic the player assigns orders to these 3 groups.

You choose a fleet with those groups (or few fleets) and order them to move

quote:

3.The CV group moves to a distance from the target island (player decides) and provides air cover for every thing within its range. (Just assuming that it will provide air cover for the transports and battle groups?)

It works a little bit different. You don't have to order carrier to create air cover. It has been maintained automatically

quote:

4.The Battle group moves to a distance from the target island and will engage all enemy surface groups within a certain range? Can the player have it focus on a particular type of enemy group? Do the invaders have to defeat the enemy surface groups in the area (or same hex?) before the transports can land their troops?

All Naval units can be set to engage mode which increase their chance to find and attack enemy ships within the same area. You don't have to destroy whole enemy navy to deliver the troops, but remember that enemy activity might cause some casualties during naval battle.

quote:

5. The Transport group is given orders to move to the island and invade. Do they suffer losses from coastal defense units before offloading? Will this group wait until the CV group and battle group have finished their jobs before walking into an ambush?

Not the transport group itself but the transported units might be damaged or destroyed when unloading, especially if they unload on hex occupied by enemy unit.
It's worth to say that you decide when and where your troops are going to be unloaded.

quote:

6. Last one, I promise...for today. I wish to understand better the way orders are given to naval groups and how they interact with each other when a coordinated effort is required, like invading an island? What orders can be given to each type of group?

I'll try to answer for that tomorrow.




Max 86 -> RE: Carrier/Sea/Air Battles (4/29/2010 2:18:50 AM)

Thank you for the answers. Really looking forward to this one.




doomtrader -> RE: Carrier/Sea/Air Battles (4/30/2010 1:23:02 AM)

quote:

6. Last one, I promise...for today. I wish to understand better the way orders are given to naval groups and how they interact with each other when a coordinated effort is required, like invading an island? What orders can be given to each type of group?

First thing that you should do is to move your fleet (consisting various groups) into the Sea Zone adjacent to the Island you would like to invade.
Everything else depends on the situation, but I'll try to describe situation which is not the easiest one.
Let's imagine that in your fleet, you have 3 Carrier Groups, 4 Battle Groups, 7 Patrol Groups, 3 Submarine Groups and 3 Landing Crafts Groups. Pretty impressive forces.
First thing that you are doing only by your presence, is hunting down enemy convoys delivering supplies to the unit at the Island. Of course there is a chance (but rather small), that the Island is producing enough supplies to keep the unit at 100% of effectiveness.
With your Carriers you might try to:
1) Attack port installations together with unit stationed there and anchored ships
2) Attack enemy ships in the Sea Zone you are currently are
3) Make a recon
4) Attack enemy unit in or out of the city.
Your Battle and Patrol Groups can try to reduce effectiveness of enemy units by bombarding them.
Next step is to unload your troops from landing crafts, there are two ways:
1) Unloading unit onto empty hex
2) Unloading unit onto hex occupied by enemy unit. This is crucial for success. Of course losses are very heavy.
Submarines are best used in Naval Battle and to reduce enemy convoy potential.


Hope, this explains a little bit what can happen.




Max 86 -> RE: Carrier/Sea/Air Battles (5/1/2010 8:39:08 PM)

Doskonaly!

my sad attempt at polish language[:D]




doomtrader -> RE: Carrier/Sea/Air Battles (5/2/2010 5:52:15 PM)

I'm glad you like it.




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