RE: A few newbie questions (Full Version)

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BigDuke66 -> RE: A few newbie questions (3/13/2011 8:33:16 AM)

Thanks, I posted it their.

Yes now I found some additional info too:
"To train LowN and LowG skills, set altitude between 100' - 5000'".



I also tried reassigning the IRs and indeed all units have to be under the same HQ to be combine and it doesn't seem to matter what HQ that is as the new unit will be assigned to where the "pieces" where assigned too.
The way how you do it significantly effects the PP you have to use, it will be cheaper to reassign the separated units to where you want the complete unit to be assigned to.




Alpha77 -> RE: A few newbie questions (3/13/2011 1:43:00 PM)

Quick questions

a) Is Tarawa an atoll ?? It does not look like on the map. Because I remember reading in the manual, that assaulting atolls is very costly and dangerous. I lost so much troops in this landing to shock attack on my side - one inf reg. is quasi eliminated without getting to the enemy (and now donīt want "enable" all the disabled squads) - enough supply is there. Are there special rules if you land on Tarawa ?

b) I got CVEs with 2 airgroups on them - however these are much over their capacity. Is 1 of these groups meant to be transported somewhere or transfered to fleet carriers ? It also seems that the CAP of the fighters wonīt fly if the other group (SB3) is still onboard ?? This cost me BB Missippi at the Tarawa landing to Bettys, cause the CVE did not provide aircover. Am I right with this asessment of CVEs ? They can only operate if only 1 group is onboard ?




Alfred -> RE: A few newbie questions (3/13/2011 3:38:21 PM)


quote:

ORIGINAL: Alpha77

Quick questions

a) Is Tarawa an atoll ?? It does not look like on the map. Because I remember reading in the manual, that assaulting atolls is very costly and dangerous. I lost so much troops in this landing to shock attack on my side - one inf reg. is quasi eliminated without getting to the enemy (and now donīt want "enable" all the disabled squads) - enough supply is there. Are there special rules if you land on Tarawa ?

b) I got CVEs with 2 airgroups on them - however these are much over their capacity. Is 1 of these groups meant to be transported somewhere or transfered to fleet carriers ? It also seems that the CAP of the fighters wonīt fly if the other group (SB3) is still onboard ?? This cost me BB Missippi at the Tarawa landing to Bettys, cause the CVE did not provide aircover. Am I right with this asessment of CVEs ? They can only operate if only 1 group is onboard ?


Tarawa is an atoll. There are several ways you can tell whether invading an island will trigger an auto shock attack.

1. Read Appendix B, pages 289-304 of the manual.
2. Any island sized 1 or 2 (=6k or 30k troop stacking limit), or any atoll irrespective of it's size.
3. Islands whose name is written in yellow.

Regarding the CVEs, you used them incorrectly. There are three type of Allied CVEs received in the game.

1. CVE with no plane group attached eg Long Island
2. CVE whose air groups have the letter "R" in their name eg VRF-xxx. The "R" stands for replacement. These CVEs are weigh over the limit for conducting flight operations and are intended to be placed in a Replenishment TF to provide at sea airframe replacements.
3. CVE with airgroups within the limits of allowable carrier air operations. The name of the air group is typically VF-xxx or VT-xxx. These CVEs are best used to provide air cover for amphibious invasions.

Alfred




Alpha77 -> RE: A few newbie questions (3/16/2011 3:02:50 PM)

Alfred - thanks.

The Tarawa battle became kind of a nightmare, Jap brought even reeinforcements in. So I will try to extract the troops still living.
It seems they also recover much slower than normal on that island, probably because it is so tiny and the enemy is always near.


"CVE whose air groups have the letter "R" in their name eg VRF-xxx. The "R" stands for replacement. These CVEs are weigh over the limit for conducting flight operations and are intended to be placed in a Replenishment TF to provide at sea airframe replacements."

This was the case here. Good to know :)




chrisol -> RE: A few newbie questions (3/17/2011 5:20:41 PM)

Hi,

Can I ask a couple of questions that are bothering me...

1) What does the "#" sign mean that appears after some ship names (I thought it was that they had a withdrawal date but came across some recently where I couldn't see that... but perhaps I wasn't looking in the right place)

2) How can I tell if a port is big enough to re-arm certain ships/guns eg. torpedoes, depth charges, battleship big guns etc. ?  The manual refers to it being relevant but I couldn't see how I can work it out

Thanks for your help,
Chris






foliveti -> RE: A few newbie questions (3/17/2011 6:01:44 PM)

On ship rearming there is an appendix containing a ship rearm table in the back of the manual.  It shows device by device and lets you know how big a port you will need to rearm each device.  It also tells you what ships you can substitute for a sufficient size ship.  It looks pretty daunting at first, but you can get an idea pretty quickly about what kind of port you need for different ship types or weapons systems.  For example with a DD, you might be able to rearm the guns at a size 4 port, need size 6 for the depth charges and need size 7 for the torpedoes.




chrisol -> RE: A few newbie questions (3/17/2011 7:17:21 PM)

Oh - the manual... whoops

I'll have a closer look and see if I can work out a "rule of thumb" to help me remember,

Thanks
Chris




Schanilec -> RE: A few newbie questions (3/17/2011 9:00:31 PM)

Big, Bigger, Biggest? [:D]

I'm lame and so is my sig.[:(]




Bullwinkle58 -> RE: A few newbie questions (3/17/2011 10:53:35 PM)


quote:

ORIGINAL: chrisol

Hi,

Can I ask a couple of questions that are bothering me...

1) What does the "#" sign mean that appears after some ship names (I thought it was that they had a withdrawal date but came across some recently where I couldn't see that... but perhaps I wasn't looking in the right place)



From memory I think that's the flagship.




BigDuke66 -> RE: A few newbie questions (3/19/2011 7:22:53 AM)

Can anyone tell me if it matters what command a base is attached to?

Further more I would like to know if the "nationality" of bases, units, etc. matters in any way or should be considered in any way.




Alfred -> RE: A few newbie questions (3/19/2011 9:29:35 AM)


quote:

ORIGINAL: BigDuke66

Can anyone tell me if it matters what command a base is attached to?

Further more I would like to know if the "nationality" of bases, units, etc. matters in any way or should be considered in any way.


Yes, very much and it is so obvious, that I wonder whether you have expressed this question in your non native language not how you actually meant it to be.

1. Restricted air units can only be air/railroad transferred between bases under the same exact command.

2. PTs can be created from supply either carried by merchantmen or stockpiled at a base. In the case of the latter, the base must be attached to an American or Australian command.

3. Different nationalities have different replacement rates for their equipment and only a few units can use the same equipment of another nation.

4. The experience level which LCUs can train up to without engaging in combat varies between nationalities.

5. The list of potential TF leaders which a player can choose from is determined by the nationality of the flagship.

6. Pilots graduate with different experience levels based on their nationality.

In short, the staying power of units to remain combat effective is heavily affected by the national replacement rates of their equipment and personnel. Also different national infantry squads have different combat power.

Alfred




BigDuke66 -> RE: A few newbie questions (3/19/2011 10:38:42 AM)


quote:

ORIGINAL: Alfred
2. PTs can be created from supply either carried by merchantmen or stockpiled at a base. In the case of the latter, the base must be attached to an American or Australian command.

The limit to American or Australian commands is new to me, it's missing in the manual.

quote:

ORIGINAL: Alfred
3. Different nationalities have different replacement rates for their equipment and only a few units can use the same equipment of another nation.

Yea well you get what the replacement rate gives you that's obvious but there isn't a "rate" at which global devices(support squads for example) are distributed to factions or sub-factions?

quote:

ORIGINAL: Alfred
5. The list of potential TF leaders which a player can choose from is determined by the nationality of the flagship.

That nationality also plays a role is again new to me, again the manual lacks that info.

Thanks.




Sun Tempest -> RE: A few newbie questions (3/19/2011 11:16:39 PM)

I would have an question regarding the importance of planes' endurance. Exactly what endurance does and what is its impact on airplanes performance?




Alfred -> RE: A few newbie questions (3/20/2011 12:05:59 AM)


quote:

ORIGINAL: Sun Tempest

I would have an question regarding the importance of planes' endurance. Exactly what endurance does and what is its impact on airplanes performance?


Endurance is only about how long a plane can stay in flight. The combination of endurance and air speeds determines its range in hexes.

Endurance has nothing to do with:

* how resistant a plane is to battle damage

* how quickly a plane is repaired

* determining the service rating

* indicating a plane's capability to fly through adverse weather conditions

Basically, as a player, just disregard endurance and instead focus on the range in hexes a plane can fly.

Alfred




Rainer -> RE: A few newbie questions (3/20/2011 12:56:12 AM)


quote:

again the manual lacks that info

The manual was printed 2009 ...




BigDuke66 -> RE: A few newbie questions (3/20/2011 2:02:01 AM)

I know but there is an ebook version that could have been constantly upgrade & expanded to keep up with changes and improve weak spots, but here Matrix is like every other company using ebook manuals and just makes an initial release and thats it.
I really wish the companies would switch to wikis so everyone(or at first only design team members) could contribute and so make a perfect manual that is always up-to-date and clear as crystal.




BigDuke66 -> RE: A few newbie questions (4/1/2011 6:32:48 AM)

Can anyone tell me how high the damage & fatigue values on the planes screen(within air group screen) can rise?
I guess the correspond somehow with the Durability & Maintenance values but how?

Fatigue value above Maintenance value = Stood down for Maintenance
Damage value above Durability value = Stood down for Maintenance
Or how does it work?




BillSirKill -> RE: A few newbie questions (11/20/2014 3:16:18 AM)

I spot the TF.. Decide to send in DBs... I want to attach Escorts. 1. Do I just send both the DBs and the Fighters to the hex? or 2. do i need to assign the escorts to the DBs. Also, I attempted to send the DBs to attack the TF --I got this message "LRcap mission may only target TF! There are 2 task forces in the HEX - do the DBs commanders pick their own targets?

thanks for the help
Bill




Jim D Burns -> RE: A few newbie questions (11/20/2014 5:48:32 AM)

quote:

ORIGINAL: BillSirKill

I spot the TF.. Decide to send in DBs... I want to attach Escorts. 1. Do I just send both the DBs and the Fighters to the hex? or 2. do i need to assign the escorts to the DBs. Also, I attempted to send the DBs to attack the TF --I got this message "LRcap mission may only target TF! There are 2 task forces in the HEX - do the DBs commanders pick their own targets?

thanks for the help
Bill


Escorts are handled automatically by the engine, you cannot manually force escorts to fly with a specific group of bombers. If you set up a fighter group with an escort mission, and then assign say 30% of the group to CAP that leaves 70% of the planes available to the game engine to use for escort missions during turn resolution.

During turn resolution bomber groups assigned with different bombing missions (naval, ground, airfield, etc.) will create their mission and will look for available escorts from fighter groups in the area with escort set as their mission task. Coordination rolls then come into affect (all hidden within the game code) and if everyone passes their die rolls the mission arrives over target with its escorts overhead.

Both bombers and fighters can get separated and show up piecemeal or some may locate the targets and others may not, some may get lost and take no action at all that day even though they fly and use up supply as fuel and are subject to op losses. There are probably hundreds of possible outcomes.

You can increase the chances of successful die rolls with good leaders, air HQs and experienced pilots. But even if you have the best of everything, there is never a guarantee your escorts will arrive with your bombers.

Edit: LRCAP is a defensive mission and only attacks enemy missions flown to the hex they are protecting, LRCAP does not protect your bombing missions. You can sweep a hex with fighters and they will attack enemy CAP in the hex. But there is no guarantee the sweep will arrive before your bombers arrive.

Jim




BillSirKill -> RE: A few newbie questions (11/20/2014 3:31:57 PM)

WOW..great answer! Thanks!!
Bill

PS: the more I delve into the game the more I see how much delving I still need to do!!




KenchiSulla -> RE: A few newbie questions (11/20/2014 4:36:19 PM)


[/quote]

Edit: LRCAP is a defensive mission and only attacks enemy missions flown to the hex they are protecting, LRCAP does not protect your bombing missions. You can sweep a hex with fighters and they will attack enemy CAP in the hex. But there is no guarantee the sweep will arrive before your bombers arrive.

[/quote]

LRCAP is not a replacement of the escort mission but they do engage enemy fighters CAPping / LRCAPping if they spot them... No guarantees though....




BillSirKill -> RE: A few newbie questions (11/21/2014 9:17:44 PM)

I set up a cargo transort from Adelaide to Los Angeles... Home port Adelaide.. I get this line moves (m/c) 4/3, Fuel - 307/420 (212) Endure 12300..
1. I did not set a load --will this transport come back with supplies, fuel, resources? In this instance pp104 of the manual stated that if no preference is stated it will transport supplies or fuel. Adelaide is in need of fuel. If I check LOAD FUEL at the port of adelaide -- will it not take fuel from adelaide and send it to LA? (BTW I am using KULL's AE SET-UP as a learning tool - which I have found to be a wonderful tool)

2. The TF is ~150 hexes to Los Angeles - The 307/420 is in red and the (212) is in green on the same line.. Endurance is red at 12300. I interpret this as: Maximum speed = 307 hexes/Cruise speed = 420 What is the GREEN (212)? If the endurance is 12300 at 40 mi/hex = ~307 hexes .. why is it red when LA is only 150 hexes away and Fuel Refuel is on?

3. Would you set the mission on CS:Los Angeles or Leave it on Human Control Remain on station -- Aren't these the same? Under Computer control it states Retirement allowed,,,, does this mean only one round trip?

I've scoured the manual - I appreciate any advice

Thanks.. Bill




alimentary -> RE: A few newbie questions (11/21/2014 9:46:17 PM)

The 307/420 means 307 hex max range at the currently selected speed setting (mission/cruise) out of a 420 hex trip to the destination (Los Angeles) and back to base (Adelaide). This is in red because there is not enough fuel to complete the round trip.

As the task force continues on its voyage, the 307 figure will tick down as fuel is used and the 420 will also tick down as the remaining distance to the destination and back decreases. (212) is the range to the destination (Los Angeles). It is green because there is enough fuel to get there without refueling. As the voyage continues, this number will tick down as well.

Yes, if you "load fuel" at Adelaide, it would be carrying fuel to the U.S. Exactly the opposite of what you want to be doing. If it were me, I would give the TF a home base of either Los Angeles or San Francisco -- possibly after forming up into a better escorted TF.

Note that the default routing for this task force takes it through areas under Japanese control. You would be wise to set way points to keep your TF far away from Roi-Namur.





KenchiSulla -> RE: A few newbie questions (11/21/2014 10:21:50 PM)

Example

[image]local://upfiles/30342/EC74111B7C5C4930A5FDDBC1DC1B7AF1.jpg[/image]




zuluhour -> RE: A few newbie questions (11/21/2014 10:51:16 PM)

Herr Canon Fodder, all due respect, I LRCAP bomber missions all the time to great effect. True some packages will arrive unprotected, but most are well defended and the fighters score like a sweep mission.

as an example: right now I fly P47 missions short range LRCAP from Imphal which interdicts IJA LRCAP at the time of the strike from bombers at Ledo etc. I try to keep 46-92mi min shorter range for the fighters than the bombers. I guess this helps with time to climb etc.. as I LRCAP them at 32 thousand feet, our house alt rule.




BillSirKill -> RE: A few newbie questions (11/21/2014 11:06:24 PM)

Ali and Can: Thanks.. so I guess if I put refuel the TF will get enough fuel at LA for the return trip or do I need to stop and dock it there?.. Unrelated: would you use AUTO Convoy? - I did set a safe Waypoint.
The auto convoy system still has me baffled.. for instance... according to Kull one should build fortifications or airfieds in quite remote areas - Ie: central OZ.. won't that deplete supplies in the long run that will cause a decrease in VPs..No? So, if I set up auto convoy to some of these remote areas - won't I lose these supplies for areas never to be affected by the IJ?




zuluhour -> RE: A few newbie questions (11/22/2014 12:09:12 AM)

You have to get fuel and supply to Australia, New Zealand, and forward areas you intend to occupy.
1) Australia: You have tankers to make the haul direct and back without refueling, but in the early months, not enough. You also deplete the tankers fuel if flank speed becomes necessary to avoid any IJN assets, ergo  a relay depot can be helpful somewhere deep in SoPac, unattractive to Japan. As USN support squads are needed and a decent port size, I like at least (5) it becomes worth defending with ASW, Search, and LCUs. To what extent depends on your opponent. You will be able to shuttle fuel with TFs from US to said base and unload without refueling and return while other tanker TFs supply the forward areas from there.
2) Auto convoy works best when sea lanes become more "secure" and bases built up. Now would be the time to employ some if you prefer that method.
3) Japan can hit you anywhere they want early and hard so keep the convoys either small or well escorted, which is difficult in '42,  keeping in mind if carriers are employed in your seal lanes you will lose alot of assets.
4) IJN subs do not seem to attack single ship convoys as often, small single tankers can ply waters deep in the south Pacific without as much risk.
***just some thoughts***
In my first two PBMs I lost two total tankers in my sea lanes from the west coast to Australia. Single tankers left the west coast almost daily to my secret depot. two and three tanker convoys delivered the fuel the rest of the way under small escort. I used some Canadian KVs and older four stackers. They were not so good at sinking subs, but they did react and prevent multiple losses.




Alfred -> RE: A few newbie questions (11/22/2014 2:07:39 AM)


quote:

ORIGINAL: BillSirKill

Ali and Can: Thanks.. so I guess if I put refuel the TF will get enough fuel at LA for the return trip or do I need to stop and dock it there?.. Unrelated: would you use AUTO Convoy? - I did set a safe Waypoint.
The auto convoy system still has me baffled.. for instance... according to Kull one should build fortifications or airfieds in quite remote areas - Ie: central OZ.. won't that deplete supplies in the long run that will cause a decrease in VPs..No? So, if I set up auto convoy to some of these remote areas - won't I lose these supplies for areas never to be affected by the IJ?


Both Cannonfodder and Alimentary have given direct answers but they have avoided the real advice which is:

this is a waste of time and a very suboptimal decision


There are many reasons why you should not pursue this idea of CS convoys Adelaide-Los Angeles. You should do forum searches on these keywords


  • supply
  • logistics
  • Australian industry
  • oil movement
  • fuel requests
  • auto convoy


look for posts from the devs, Bullwinkle58 and myself to develop an understanding of what works and what doesn't.

As a starting point I direct you to my post in this thread

http://www.matrixgames.com/forums/tm.asp?m=3697364

which details how required fuel at a base is determined.

In summary the weakness of your approach is


  • there are far better Australian ports than Adelaide to dump fuel, and they are more economical
  • what fuel you dump in Adelaide will not stay there unless you know how supply/fuel moves overland
  • CS is not demand driven so you will see spoilage if you manage to keep the fuel in Adelaide
  • the wear and tear on such a long route will result in constant micromanagement. That rather defeats the purpose of having a CS route. Note how Cannonfodder's CS exemplar has a total distance of 23 hexes only, not the 420 your route has
  • your route will be interdicted by the enemy so you need escorts, which in turn will exacerbate your fuel consumption problems


Alfred




BillSirKill -> RE: A few newbie questions (11/22/2014 5:27:15 PM)

Thanks for the replies... as a serious newbie - I wish to lay the foundation of the GC in such a manner that after putting in many many hours of playtime only to find out...ooops - I misunderstood.. doesn't happen. I have read post after post to ad nauseum. I'm not looking for someone to play the game for me - just want to get pointed in the right direction.

Alfred: Prior to your reply I read your Ship repair 101 guide.. Great!! I am on day 2 of the GC.. so I want to get it straight - as there is major damage at PH. Now I'm reading your Logistics 101.
Zuluhour: I see what you are saying regarding the depots.

WITP AE has over 500,000 posts!! Scouring the posts leads to more scouring - which leads to confusion. So, thanks for your patience!!

Bill




zuluhour -> RE: A few newbie questions (11/22/2014 5:52:02 PM)

It's no use trying to get it all, it's to easy to forget. I just have fun learning along the way.[8D]




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