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jcax101 -> Questions never asked before??? (11/24/2017 8:20:45 PM)

Dramatic subject line aside, any thoughts on the following questions related to playing the latest update of scen. 1

1) Some Japanese artillery units (#3588 Botanko Hvy Gun for instance) use the 24cm T45 (#757) which seems to go out of production in Jan 42 if I'm reading the industry screen correctly. The gun doesn't have an upgrade path, and if there isn't any production, what happens when the guns are destroyed in the unit?

2) Is there a road traffic jam value? In other words is there a stacking value that causes the road movement rate to lower?

3) Is there an ammo value for aircraft guns? The Nick seems to run out of ammo quickly, and I was wondering if there was a way to look up the value on other models?

4) Thought I read where the max movement of a TF is 9 hexes, but some ships could go farther than this based on their speed. Is 9 the max movement for a TF?

5) Do the search units in a CV TF have to detect the enemy in order to attack it, or does the CV TF get to use the detection results of land based naval search assets as part of the attack routine? All other factors aside (weather, etc) say a Mavis detects a strike worthy TF within range of 1st Air Fleet, but the naval search effort from 1st Air Fleet didn't detect it. Does the Mavis sighting get passed onto 1st Air Fleet?

6) During the replay, in the scrolling combat events at the bottom I see some searches in a blue text while others are in white. What do the two different colors mean?

Many thanks.
Scott





witpqs -> RE: Questions never asked before??? (11/24/2017 8:27:01 PM)


quote:

ORIGINAL: jcax101

Dramatic subject line aside, any thoughts on the following questions related to playing the latest update of scen. 1

1) Some Japanese artillery units (#3588 Botanko Hvy Gun for instance) use the 24cm T45 (#757) which seems to go out of production in Jan 42 if I'm reading the industry screen correctly. The gun doesn't have an upgrade path, and if there isn't any production, what happens when the guns are destroyed in the unit?

2) Is there a road traffic jam value? In other words is there a stacking value that causes the road movement rate to lower?
No. Simply a limitation of the game engine.

3) Is there an ammo value for aircraft guns? The Nick seems to run out of ammo quickly, and I was wondering if there was a way to look up the value on other models?
Sort of. IIRC fighters have a limited number of times they can fire their guns in any given battle. I do not remember what the number is. Beyond that "ammo" for aircraft guns is not tracked, nor is it in the scenario files. Again, a limitation of the game engine. Making a limit of how many times a fighter can fire its guns in a battle was a way the developers were able to do a little in that area.

4) Thought I read where the max movement of a TF is 9 hexes, but some ships could go farther than this based on their speed. Is 9 the max movement for a TF?
No, I think it is 12.

5) Do the search units in a CV TF have to detect the enemy in order to attack it, or does the CV TF get to use the detection results of land based naval search assets as part of the attack routine? All other factors aside (weather, etc) say a Mavis detects a strike worthy TF within range of 1st Air Fleet, but the naval search effort from 1st Air Fleet didn't detect it. Does the Mavis sighting get passed onto 1st Air Fleet?
Yes. The sharing of information is unrealistically good, or even perfect. But having some planes in the CV TF search can provide more and/or better sightings and therefore a greater DL and therefore better chances for strikes to find the target.

6) During the replay, in the scrolling combat events at the bottom I see some searches in a blue text while others are in white. What do the two different colors mean?

Many thanks.
Scott







rms1pa -> RE: Questions never asked before??? (11/24/2017 11:09:19 PM)

Why a duck?


blue/white reports the blue seem to be FOW.

rms/pa




jcax101 -> RE: Questions never asked before??? (11/24/2017 11:28:05 PM)

A duck? I didn't mean to cry fowl[:D]

I forgot one question. What AF damage level prevents troop movement via air from friendly AF to damaged friendly AF? Thought it might be the same as CAP damage but it doesn't appear to be




rms1pa -> RE: Questions never asked before??? (11/25/2017 10:51:18 PM)

quote:

What AF damage level prevents troop movement via ai


ok a level 4 af with some damage acts as a level 3, more damage level 2 etc. so as long as it is a level one effectivly you are good to go for transport.

i cheat and use seaplanes port to port then the airfield size is moot.

rms/pa




crsutton -> RE: Questions never asked before??? (11/26/2017 2:24:45 AM)


quote:

ORIGINAL: jcax101

A duck? I didn't mean to cry fowl[:D]

I forgot one question. What AF damage level prevents troop movement via air from friendly AF to damaged friendly AF? Thought it might be the same as CAP damage but it doesn't appear to be



100% Otherwise you can fly troops in. However flying troops into a heavily damaged base will increase operation losses which are already high for transports.




Yaab -> RE: Questions never asked before??? (11/26/2017 7:39:25 AM)


quote:

ORIGINAL: jcax101

A duck? I didn't mean to cry fowl[:D]

I forgot one question. What AF damage level prevents troop movement via air from friendly AF to damaged friendly AF? Thought it might be the same as CAP damage but it doesn't appear to be



I guess you would have to test it like here

http://www.matrixgames.com/forums/tm.asp?m=3836195&mpage=2&key=

post 48.




PaxMondo -> RE: Questions never asked before??? (11/27/2017 12:33:05 PM)


quote:

ORIGINAL: jcax101

Dramatic subject line aside, any thoughts on the following questions related to playing the latest update of scen. 1

1) Some Japanese artillery units (#3588 Botanko Hvy Gun for instance) use the 24cm T45 (#757) which seems to go out of production in Jan 42 if I'm reading the industry screen correctly. The gun doesn't have an upgrade path, and if there isn't any production, what happens when the guns are destroyed in the unit?


IJ artillery production was quite limited throughout the war, and the IJ fought with a great number of antiquated guns, many from the turn of the century.
This is one of those:

Type 45 24cm Howitzer
Introduced Year : 1912
Caliber : 240 mm
Barrel Length : 3.892 m (L16.2)
EL Angle of Fire : -2 to +65 Degrees
AZ Angle of Fire : 360 Degrees
Shell Weight : 200 Kg
Muzzle Velocity : 387 m/sec
Weight : 33.058 ton
Range : 10,350 m

Type 45 was the first heavy artillery that Japan has designed totally by oneself. Type 45 was first used against the Germans at Tsingtao in 1914. In the Pacific War, it was used in Hong Kong and in Bataan and Corregidor Island of the Philippines in 1942. In 1945, it fired against the Soviets which invaded the Manchuria.

[image]local://upfiles/29386/09CB49132A3F49E1887D4DF3B0A11278.jpg[/image]




PaxMondo -> Type 45 24cm Howitzer (11/27/2017 12:37:31 PM)

This is buildable in stock Scen 1, you can build as many as you like/need.

[image]local://upfiles/29386/591F7B06B8C148B0941486BFF3AFA73E.jpg[/image]

The IJA actually built about 80 of these ...




Jorge_Stanbury -> RE: Type 45 24cm Howitzer (11/27/2017 1:50:37 PM)


quote:

ORIGINAL: PaxMondo

This is buildable in stock Scen 1, you can build as many as you like/need.

[image]local://upfiles/29386/591F7B06B8C148B0941486BFF3AFA73E.jpg[/image]

The IJA actually built about 80 of these ...


Main limitation, game wise, is that these guns won't affect in any way the movement rate of the LCU.
In real life I bet they were a pain to move using roads, and totally impossible to move outside roads




adarbrauner -> RE: Type 45 24cm Howitzer (11/27/2017 3:32:21 PM)

Good shot Pax and thanks for the historical explanation.

Jorge, land units movement and mobility is a part of the game where there's a lot to talk about (or probably and better, not much to talk unfortunately).

I personally stilldo not understand how a unit speed is in fact calculated and determined. According to manual, by memory that's dependant only by the type and definition of the mother unit (motorized/armoured rather than legged) without much consideration of the sub units and components types and characteristics, thus having only three base speeds;

still I have the impression that some units pertaining to the same mobility cathegory may have different speeds...


I don't still wholly understand what does determine unit's speed.




BBfanboy -> RE: Type 45 24cm Howitzer (11/27/2017 4:14:40 PM)


quote:

ORIGINAL: adarbrauner

Good shot Pax and thanks for the historical explanation.

Jorge, land units movement and mobility is a part of the game where there's a lot to talk about (or probably and better, not much to talk unfortunately).

I personally stilldo not understand how a unit speed is in fact calculated and determined. According to manual, by memory that's dependant only by the type and definition of the mother unit (motorized/armoured rather than legged) without much consideration of the sub units and components types and characteristics, thus having only three base speeds;

still I have the impression that some units pertaining to the same mobility cathegory may have different speeds...


I don't still wholly understand what does determine unit's speed.

Terrain is the other great determinant. And what many do not understand is that the move of 46 miles is 23 miles in the originating hex and 23 miles in the next hex. So if you are on a nice grey road that ends at the hex side and becomes a yellow dirt road on the next hex side, your speed will start out good and be cut by half after 23 miles of progress.

Minor effects on movement are unit disruption and morale. And of course, if you get bombed out of move mode during the turn your movement is calculated at Combat mode instead.




HansBolter -> RE: Type 45 24cm Howitzer (11/27/2017 7:43:23 PM)

Fatigue can also slow a unit to less than the reported movement rate for unit type and terrain.




MakeeLearn -> RE: Type 45 24cm Howitzer (11/27/2017 9:49:18 PM)

quote:

The Type 45 24-centimeter heavy howitzers were the first such heavy siege gun designed and built entirely in Japan after the Russo-Japanese War. Extremely heavy, they were initially deployed in 1912 as coastal artillery guns, but they were designed to be able to break down into components for transportation with the help of ten vehicles. They could only be reloaded at horizontal elevation. 80 of them were built during the design's production life.

https://ww2db.com/weapon.php?q=123

[image]local://upfiles/55056/D2C436DFB1BE4A2AAC99D0ED308A1BE6.jpg[/image]




rustysi -> RE: Type 45 24cm Howitzer (11/27/2017 11:39:32 PM)

quote:

i cheat and use seaplanes port to port then the airfield size is moot.


Not a cheat.[:)] Why would you say that?




BBfanboy -> RE: Type 45 24cm Howitzer (11/28/2017 1:16:12 AM)


quote:

ORIGINAL: rustysi

quote:

i cheat and use seaplanes port to port then the airfield size is moot.


Not a cheat.[:)] Why would you say that?

Because he never takes off - just taxis on the sea so he can't be shot down and ships will not target his seaplanes while on the water?




jcax101 -> RE: Type 45 24cm Howitzer (11/29/2017 12:44:00 PM)

Thanks for all the responses.

Pax: I appreciate the history and posting the screen shot of the editor. When I looked at the editor and saw end date of 1/42, I assumed that meant when the device went out of production. So what does end date mean in the editor?

Regarding the AF and air transport situation, here are some details. The sending AF is fine (AVS, not-overstacked, etc) and well within range of Topsys. The receiving base has a port 3(2) and AF 4(6). The damage levels in order Runway/Service/Port for the first few days:

Capture - 72/96/100
Day 1 - 67/96/100
Day 2 - 62/96/100
Day 3 - 53/96/100
Day 4 - 44/96/100
Day 5 - 22/96/100
Day 6 - 0/95/100

Engineers from the assault started repairing the facilities, but air transport wouldn't operate until after Day 5. I would set an air transport mission carrying engineers, and after each turn the planes would be shut down with no engineers making the trip. I thought an air transport mission might be classified as a Patrol or CAP mission when looking at the definition in the manual. No Patrol or CAP when damage is greater than 50 + (AF size*5). Do you think air transport is classified as a strike in terms of runway damage (20 + AF size*5)?




BBfanboy -> RE: Type 45 24cm Howitzer (11/29/2017 2:00:20 PM)

Air Transport is not a strike mission, nor CAP.
Engineers are heavy with equipment and the weight of an engineer squad has to be within the parameters for airlift (load factor 9 max IIRC) and the aircraft capacity weight.

It is also possible the Transports refuse to fly because the base is too close to enemy fighters and you do not have CAP cover there.




jcax101 -> RE: Type 45 24cm Howitzer (11/29/2017 6:36:36 PM)

Thanks BBFanboy. All are good comments. The Engineer squads are air transportable; you are correct less than 9 load cost are air transportable and less than 7 for air assault. Have flown the Engineer squads all over the AO. Enemy CAP I should have addressed, and there isn't any. Nearest enemy AF is five hexes away and we cover the new base with LRCAP.

Still wondering if there is an AF damage level that prevents air transport, similar to the formulas for CAP and strike missions.




BBfanboy -> RE: Type 45 24cm Howitzer (11/29/2017 11:40:14 PM)

Can't answer that last question - have never tried.




Lokasenna -> RE: Type 45 24cm Howitzer (11/30/2017 1:30:36 AM)


quote:

ORIGINAL: jcax101

Thanks BBFanboy. All are good comments. The Engineer squads are air transportable; you are correct less than 9 load cost are air transportable and less than 7 for air assault. Have flown the Engineer squads all over the AO. Enemy CAP I should have addressed, and there isn't any. Nearest enemy AF is five hexes away and we cover the new base with LRCAP.

Still wondering if there is an AF damage level that prevents air transport, similar to the formulas for CAP and strike missions.


To fly out of? I'm not sure, but if your airfield is being bombed - why do you have transports there? Better to have them at your "destination" and have them pick up troops.

In which case, it is 100% damage. Anything less and it is usable, however dangerous.




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