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Revthought -> Gameplay Questions (2/18/2016 2:02:46 PM)

I'm coming back tfrom this game after a long time and I have a few noobish questions I'm hoping you guys can help me with.

1. I've read a lot of AAR, and I've seen references to saving this or that battalion and moving it someplace because they will form the core of future divisions. Is there some place I can look to see which of my units are part of future elements?

2. Convoys. I want to not use the auto convoy system. Is there a guide to setting up your own convoys somewhere? Specifically here is my problem: I'm playing the campaign as the allies and I don't know the map well yet. I don't know where supplies, fuel and oil are stockpiled without clicking on every base, nor do I know which bases are going to need supplies soon.

2a. What TF composition should I be using to move supplies to bases that do not need "a lot" of supplies?

2b. Is it better to put escorts directly in the transport convoy, or to form an escort TF?

3. Is there a map find function so I can either jump to a base location or hex position without scrolling across the map to try and find it?

4. Will planes set to search/asw conduct missions if you do no set the arc?

4a. When setting plane mission percentages, should you use all 100%? For example if I set a group to 50% should I also be setting secondary percentages like training and rest?

4b. When training air groups, what exactly does "general training" do?

5. Is there any way to display garrison criteria on the map, without me having to physically click on each base?

6. If I want a TF to stop at a location and refuel on its way to its target do I need to use way points?

7. Is there a way to tell Surface Combat Task Forces to only engage (if possible) at night?

8. With a Task Force selected is there any way to show on the map the bases that are actually capable of re-arming and refueling them (because I'm not yet familiar with the map, I find everything is a click fest.

9. If you set as TF to autodisband, will the ships stay in the destination port?

10. Are yard patrols and generic auxiliary ships useful at all?

11. What happens when you have too much tonage in repair yards?

12. What areas should an allied player concentrate sub patrols?

12a. Should I set sub TFs react to 1?

12b. Is it better to set up sub patrol zones on coastlines or "shipping lanes."

13. What do float plane tenders do? How should I use them?

14. Carrier TFs should I be using TF float planes or carrier squadrons as eyes for these?

Okay... That's it! Well, that's it until after work anyway and I get another chance to find out about more things to ask about!




dr.hal -> RE: Gameplay Questions (2/18/2016 2:42:56 PM)

Welcome aboard Revthough... talk about "so many questions, so little time", you take the prize!

Here are SOME responses...

1. Land Combat Units (known as LCUs) have a "*" by them if they are part of a larger unit and thus at some point will combine with that unit (provided that ONE or more portions of that unit have not received upgrades or ALL have, if there is a difference in weapons due to upgrades OR differing commands, OR differing status such as one in combat mode, the other in rest mode) then they will combine. You will know this when you have all fragments in one hex and if you click on one, it will allow you to "rebuild" the unit.

2. Alfred (a player that you will hear a lot about) has a thread on the subject of auto convoys. Use the search tool and it should bring up a lot of threads on the topic.

2a. TF composition is really an individual choice and VERY much dependent upon the tactical and strategic situation the convoy is sailing through and/or to. Small ports however can NOT handle BIG AKs or APs. SO watch the tonnage. AKLs are usually best for small supply loads to back region ports.

2b. Escort directly (integrate surface combat units into the TF).

3. Yes if you use the list tabs on the top banner that brings up the pop up menu of all aircraft, ships, bases or TFs and click on that location (which will be in YELLOW) the map jumps to and highlights the location. This is NOT the case when looking at the ops reports, intel reports etc....

4. Yes, they will do it at 360 degrees and thus spread their capabilities over a larger area at the cost of a reduction in spotting probability.

4a. This depends upon how tired your pilots are and how fatigued your planes are. The more you use them, the quicker they will reach a point of exhaustion.

4b. That the computer will pick which area the pilot will be trained in for that turn. Thus the pilot will be exposed to ALL aspects of training, diluting any concentration on a specialty.

5. Yes, click on the base tab in the banner across the top, the popup will allow you to view all bases. At the top it will say in yellow "Show Resources and Garrison Data", click that and you will see the garrison requirements and if NOT met, it will be in red.

6. Yes

7. Not directly, but you can try to do so though your movement orders.

8. No

9. Yes if that is also the "home" port. If not, they will return to the home port and then disband (if "Retirement Allowed" is selected so they can leave their destination port).

10. Yes they are pickets and can be used for ASW or can be converted to mine tenders to help keep minefields active (there are other uses too, but I'll let others comment).

11. I BELIEVE that your repairs on some ships will NOT be done. For example if you have a single ship that exceeds the tonnage limit of the repair yard it will not be repaired by the yard no matter how you wish for it. If the TOTAL tonnage of the yard is exceeded by too many ships in the repair line up, then one or more ships over that limit will not be repaired until others in the yard are repaired and the tonnage drops below the upper limit of the yard.

12a. Yes I always do unless the sub is damaged and returning to port or out of ammo.

12b. Yes normally... both are good places, keeping in mind that "coastal" hexes (lighter blue) allow for more effective ASW efforts by the enemy.

13. They act as support for FP and other patrol craft (such as PBYs, etc). As for their use, there are LOTS of them, one in particular is allowing search aircraft to operate forward at isolated bases or dot hexes.

14. Both can be employed. TF FPs however are impacted by weather to a far greater degree that carrier planes. Meaning they will NOT launch unless the weather is really good, which is not often.

I'll let others respond to any more questions!!!!!

Hal





Dragoastro -> RE: Gameplay Questions (2/19/2016 3:40:29 AM)


quote:

ORIGINAL: Revthought

I'm coming back tfrom this game after a long time and I have a few noobish questions I'm hoping you guys can help me with.

1. I've read a lot of AAR, and I've seen references to saving this or that battalion and moving it someplace because they will form the core of future divisions. Is there some place I can look to see which of my units are part of future elements?



2. Convoys. I want to not use the auto convoy system. Is there a guide to setting up your own convoys somewhere? Specifically here is my problem: I'm playing the campaign as the allies and I don't know the map well yet. I don't know where supplies, fuel and oil are stockpiled without clicking on every base, nor do I know which bases are going to need supplies soon.

Here's what I am doing in my first GC vs AI:

fuel sources: US (I use LA), Abadan, you may also get some fuel out of Sumatra, Java, and Rangoon.

supply sources: US (LA), Cape Town, Australia

I also supply Alaska from Victoria and Vancouver.

I use a couple hubs, bringing fuel by TK to Sydney from LA, and to Perth/Darwin by TK from Columbo. I use Pearl Harbor, Darwin, Cairns, Rangoon, and Suva/Noumea as hubs to hold supply/fuel and ship it where needed. You can load supply or fuel as needed on xAK or even xAP. I reserve escorted TK convoys for the routes noted above.

I ship US GCUs from San Francisco to Pearl Harbor, then reorg convoy to final destination, or send it to Noumea as a SoPac staging area.

I ship other GCUs from Aden to Karachi via xAP, strategic move to Calcutta and change to combat mode, then use amphib TF w xAP to ship them to Rangoon.

I've also had to ship supply into Java recently, both from Columbo and directly from Cape Town.

Air reinforcements can be moved with xAK or xAP if needed, but I try to use AKV most of the time. Shipping from San Fran to Pearl. From Pearl most have long enough transfer ranges to island hop to the front using Palmyra, Canton Island, Savaii, Suva, Noumea, Brisbane.

Out of time, hope this helps.



2a. What TF composition should I be using to move supplies to bases that do not need "a lot" of supplies?

2b. Is it better to put escorts directly in the transport convoy, or to form an escort TF?

3. Is there a map find function so I can either jump to a base location or hex position without scrolling across the map to try and find it?

4. Will planes set to search/asw conduct missions if you do no set the arc?

4a. When setting plane mission percentages, should you use all 100%? For example if I set a group to 50% should I also be setting secondary percentages like training and rest?

4b. When training air groups, what exactly does "general training" do?

5. Is there any way to display garrison criteria on the map, without me having to physically click on each base?

6. If I want a TF to stop at a location and refuel on its way to its target do I need to use way points?

7. Is there a way to tell Surface Combat Task Forces to only engage (if possible) at night?

8. With a Task Force selected is there any way to show on the map the bases that are actually capable of re-arming and refueling them (because I'm not yet familiar with the map, I find everything is a click fest.

9. If you set as TF to autodisband, will the ships stay in the destination port?

10. Are yard patrols and generic auxiliary ships useful at all?

11. What happens when you have too much tonage in repair yards?

12. What areas should an allied player concentrate sub patrols?

12a. Should I set sub TFs react to 1?

12b. Is it better to set up sub patrol zones on coastlines or "shipping lanes."

13. What do float plane tenders do? How should I use them?

14. Carrier TFs should I be using TF float planes or carrier squadrons as eyes for these?

Okay... That's it! Well, that's it until after work anyway and I get another chance to find out about more things to ask about!





rustysi -> RE: Gameplay Questions (2/19/2016 8:56:49 PM)

quote:

10. Are yard patrols and generic auxiliary ships useful at all?


Some of these operate behind the scenes. IOW an AMc at a base will form itself into a local minesweeper TF, sweep enemy mines and disband back into port. There are other vessels from the Allied side that will do this, but I've only played as Japan as yet and I'm not exactly sure which they are, so I'll let others comment on that. The AMc is the only one Japan gets.

ACM's will do the same but opposite function, but they will tend friendly minefields to prevent decay. The rate is 150 mines/ACM, and the vessel must have fuel to perform the task.




jmalter -> RE: Gameplay Questions (2/21/2016 2:38:27 AM)

to follow up on rustysi's post, ACM minefield tenders disbanded in a port will prevent minefield decay, using fuel to do so. Ughfortunately they don't auto-refuel, & if they run dry, they won't attend to their duty. Every 30 days or so you should use the S hotkey, tag 'Active Ships' to de-select all, then tag 'Mine', to review your ACMs' fuel-states. You've got to manually re-fuel them as needed.




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