Allied Political Points (Full Version)

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satisfaction -> Allied Political Points (11/12/2010 8:24:34 PM)

I've got a question on Allied PP's. I know it is probably in the manual, but the Navy sent us to Guam and my manual is still stateside somewhere. How many PP's does the Allied player generate in the early game per turn, and what would cause a drain on them? I've only played IJN thus far so have been unable to figure this out. Any tips would be greatly appreciated.




Pascal_slith -> RE: Allied Political Points (11/12/2010 8:31:30 PM)

quote:

ORIGINAL: satisfaction

I've got a question on Allied PP's. I know it is probably in the manual, but the Navy sent us to Guam and my manual is still stateside somewhere. How many PP's does the Allied player generate in the early game per turn, and what would cause a drain on them? I've only played IJN thus far so have been unable to figure this out. Any tips would be greatly appreciated.


50 PPs per turn. If you don't withdraw units on time, you pay a cost (depends on the unit).
You don't have the manual in PDF form?




Misconduct -> RE: Allied Political Points (11/12/2010 8:35:11 PM)


quote:

ORIGINAL: satisfaction

I've got a question on Allied PP's. I know it is probably in the manual, but the Navy sent us to Guam and my manual is still stateside somewhere. How many PP's does the Allied player generate in the early game per turn, and what would cause a drain on them? I've only played IJN thus far so have been unable to figure this out. Any tips would be greatly appreciated.


50 points per day I believe, some ships and air squadrons have to be withdrawn, if you are OVER the withdrawn date then it will deduct so many points per day for that squadron/ship to still be available. You must send all ships to either Karachi, or San Diego to withdrawn the date it gives. It doesn't matter if you have british or american ships in either port, as long as you disband and withdrawal them from the theater then you won't lose points.

My advice on this, check your withdrawal list every single turn, make sure the ships whose withdrawal date is closing, you keep that ship close to either karachi or San Diego. I usually start heading home around 20 days before the withdrawal date, because all it takes is a single torpedo while you are in transit to cause a massive loss in PP. Now, the bigger the ship, the more points it will deduct, if you look at a british carrier it might be a few hundred points PER day.

Now Squadrons, you have to becareful here also, you DO not want to transport squadrons that are closing in on a withdrawal date, because imagine you have an AK bringing a P-40 squadron due for withdrawal and its in the middle of the ocean, you will lose points on that until they are unloaded at an AF and withdrawn.

Best tip I can give is keep a hawk eye on the ones under 3 months due for withdrawal, those are the ones most likely to cause a problem in the feature.

And finally, some Bases in India and China have Garrison requirements, it may only be 5 or 10 however, if you move a unit away from that base that requires garrison then you will suffer PP loss per day, mainly in india that i've had a major garrison issue with moving to many troops.




Alfred -> RE: Allied Political Points (11/12/2010 11:15:42 PM)


quote:

ORIGINAL: Misconduct

... You must send all ships to either Karachi, or San Diego to withdrawn the date it gives ...

... some Bases in India and China have Garrison requirements, it may only be 5 or 10 however ...



Not quite 100% correct.

Patch 2 greatly expanded the list of bases from which a ship can be withdrawn.

48. Gameplay Change: Allow ship withdrawals at any on map level-9 port and some smaller ports with no enemy nearby. Ships can always be withdrawn from any off-map port or from any TF that is currently off map. Ships that are not badly damaged can be withdrawn from some on-map ports or from TFs in certain on-map regions. For on map, ship may not be on fire, total damage may not exceed 99 and no individual damage type (system, floatation, engine) may exceed 50. Ships may not be withdrawn from any on-map location where the enemy has air superiority. The intent is to prevent withdrawal as a method of saving a ship that stands a good chance of being lost or further damaged. On map withdrawal ports are set based on the historical exit locations for ships leaving the Pacific:
1. Any level 9 port.
2. National home ports of the United States, Canada, India, Australia, and New Zealand (with no port level requirement)
3. Any level 7 or larger port on the US or Canadian West Coast.
4. Any level 7 or larger Indian port East of Ceylon (including Ceylon itself)
5. Any level 7 or larger port in South Eastern Australia, plus Perth.
6. Any level 7 or larger port in New Zealand.


There are also garrison requirements for the Allied in the Dutch East Indies. Plus some of the bases in both India and China have a considerably greater garrison requirement than 5-10 Assault Value.

Alfred




satisfaction -> RE: Allied Political Points (11/13/2010 2:43:11 AM)

awesome, thanks for all the good info all. Guess I probably do have it pdf....didn't even think about that [:'(]




MAARTENR -> RE: Allied Political Points (11/13/2010 10:32:31 AM)

If a unit has to be withdrawn do i have to send the units to San-Diego, what happens if i dont do that?
Sorry about mine bad English and another question
sir satisfaction is that a modern yet plane on your avartar?




Alfred -> RE: Allied Political Points (11/13/2010 1:05:06 PM)


quote:

ORIGINAL: MAARTENR

If a unit has to be withdrawn do i have to send the units to San-Diego, what happens if i dont do that?
Sorry about mine bad English and another question
sir satisfaction what does your avatar has to be?


Post #4 above lists ALL the bases you can use to withdraw a ship.

Alfred




traskott -> RE: Allied Political Points (11/13/2010 3:12:11 PM)

I hope Pearl Harbour is too a place to withdraw... [:o]




Sardaukar -> RE: Allied Political Points (11/13/2010 4:08:52 PM)


quote:

ORIGINAL: traskott

I hope Pearl Harbour is too a place to withdraw... [:o]


It's not because it can be built only to lvl 8.




jwilkerson -> RE: Allied Political Points (11/13/2010 4:25:51 PM)


quote:

ORIGINAL: satisfaction

awesome, thanks for all the good info all. Guess I probably do have it pdf....didn't even think about that [:'(]


Yup if you have the game - you have the manual in the MANUAL folder [:)]




traskott -> RE: Allied Political Points (11/13/2010 5:25:32 PM)


quote:

ORIGINAL: Sardaukar


quote:

ORIGINAL: traskott

I hope Pearl Harbour is too a place to withdraw... [:o]


It's not because it can be built only to lvl 8.



OUCH !!!!




USS Henrico -> RE: Allied Political Points (11/13/2010 7:02:49 PM)

Why are Indian withdrawal ports limited to the area east of Ceylon (unless a national home port)? It seems like the ports west of Ceylon would be further from the Burma battlezone and safer for withdrawals.




MAARTENR -> RE: Allied Political Points (11/15/2010 11:21:19 AM)


quote:

ORIGINAL: Alfred


quote:

ORIGINAL: Misconduct

... You must send all ships to either Karachi, or San Diego to withdrawn the date it gives ...

... some Bases in India and China have Garrison requirements, it may only be 5 or 10 however ...



Not quite 100% correct.

Patch 2 greatly expanded the list of bases from which a ship can be withdrawn.

48. Gameplay Change: Allow ship withdrawals at any on map level-9 port and some smaller ports with no enemy nearby. Ships can always be withdrawn from any off-map port or from any TF that is currently off map. Ships that are not badly damaged can be withdrawn from some on-map ports or from TFs in certain on-map regions. For on map, ship may not be on fire, total damage may not exceed 99 and no individual damage type (system, floatation, engine) may exceed 50. Ships may not be withdrawn from any on-map location where the enemy has air superiority. The intent is to prevent withdrawal as a method of saving a ship that stands a good chance of being lost or further damaged. On map withdrawal ports are set based on the historical exit locations for ships leaving the Pacific:
1. Any level 9 port.
2. National home ports of the United States, Canada, India, Australia, and New Zealand (with no port level requirement)
3. Any level 7 or larger port on the US or Canadian West Coast.
4. Any level 7 or larger Indian port East of Ceylon (including Ceylon itself)
5. Any level 7 or larger port in South Eastern Australia, plus Perth.
6. Any level 7 or larger port in New Zealand.


There are also garrison requirements for the Allied in the Dutch East Indies. Plus some of the bases in both India and China have a considerably greater garrison requirement than 5-10 Assault Value.

Alfred

Sorry to ask this can i read this in the manual?




castor troy -> RE: Allied Political Points (11/15/2010 1:03:30 PM)


quote:

ORIGINAL: MAARTENR


quote:

ORIGINAL: Alfred


quote:

ORIGINAL: Misconduct

... You must send all ships to either Karachi, or San Diego to withdrawn the date it gives ...

... some Bases in India and China have Garrison requirements, it may only be 5 or 10 however ...



Not quite 100% correct.

Patch 2 greatly expanded the list of bases from which a ship can be withdrawn.

48. Gameplay Change: Allow ship withdrawals at any on map level-9 port and some smaller ports with no enemy nearby. Ships can always be withdrawn from any off-map port or from any TF that is currently off map. Ships that are not badly damaged can be withdrawn from some on-map ports or from TFs in certain on-map regions. For on map, ship may not be on fire, total damage may not exceed 99 and no individual damage type (system, floatation, engine) may exceed 50. Ships may not be withdrawn from any on-map location where the enemy has air superiority. The intent is to prevent withdrawal as a method of saving a ship that stands a good chance of being lost or further damaged. On map withdrawal ports are set based on the historical exit locations for ships leaving the Pacific:
1. Any level 9 port.
2. National home ports of the United States, Canada, India, Australia, and New Zealand (with no port level requirement)
3. Any level 7 or larger port on the US or Canadian West Coast.
4. Any level 7 or larger Indian port East of Ceylon (including Ceylon itself)
5. Any level 7 or larger port in South Eastern Australia, plus Perth.
6. Any level 7 or larger port in New Zealand.


There are also garrison requirements for the Allied in the Dutch East Indies. Plus some of the bases in both India and China have a considerably greater garrison requirement than 5-10 Assault Value.

Alfred

Sorry to ask this can i read this in the manual?



probably not as it is in the patch note of patch 2




MAARTENR -> RE: Allied Political Points (11/15/2010 1:25:10 PM)

So it has to be a port with a size of 7 or above? Am i correct?




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