RE: First Impressions. Working on Turn 1 as Japan (Full Version)

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witpqs -> RE: First Impressions. Working on Turn 1 as Japan (1/9/2019 1:31:32 PM)


quote:

ORIGINAL: mogami

Hi, They set replacements to start on a date (12/41) and then to stop on a date (4/42) All you have to do is remove the stop date. No programing required.

OK. I thought you implied you wanted replacements to stop when the place was overrun.




mogami -> RE: First Impressions. Working on Turn 1 as Japan (1/9/2019 4:30:39 PM)

Hi, If Japan takes the manpower centers then the replacements will stop




GetAssista -> RE: First Impressions. Working on Turn 1 as Japan (1/9/2019 7:07:48 PM)

quote:

ORIGINAL: mogami
Hi, If Japan takes the manpower centers then the replacements will stop

Allies do not have the industry layer that generates squads/devices from manpower/HI like Japan does so it is not possible in WITP AE. Moreover, industry resources are common for a side, not specific for each nation.




RangerJoe -> RE: First Impressions. Working on Turn 1 as Japan (1/9/2019 8:35:07 PM)

Or you could set a new Burma replacement to reflect the Japanese propaganda on the lowland Burmese but have a different one set to reflect the Hill tribes such as the Kachins and Karens. A good book that I read a long time ago was "The OSS in Burma" which describes operations with these hill tribes.




adarbrauner -> RE: First Impressions. Working on Turn 1 as Japan (1/10/2019 7:05:33 AM)

quote:

ORIGINAL: mogami

I understand you need supplies to get the stuff but supply is not the problem. It's something I can fix when I play against the AI so no biggie.
In the game Bataan fell on March 14 (early compared to history) Singapore held out till April 14th and on Java the Japanese are investing Batavia but it should last for a while and they have 2 other bases. Altogether a little over 100k troops but 2/3 are cut off and out of supply. If the British div arrives intact I might be able reverse the situation. So many Japanese were lost in Luzon and Malaya and Burma that the AI is sending in div with AV of 40. (also 4 IJA div are starving on Port Moresby that they will never take. ) It is July 31st 1942 and Japan has lost 4.8k aircraft (allied under2k) They have inflicted 7.2k pts worth of ground loss but suffered 3.6k while doing so. By July 42 Japan should have a lead in the score but are behind by 5.2k Last turn every IJN CV/CVL/ (minus Zuikaku/Soryu and Zuiho that were lost) launched a raid on Port Moresby and lost 90 AC to 9 Allied and did no damage. (IJN carrier type ac lost to date 919 559 not counting Zeros) So I think the populations would not be over awed with Japan just yet. And the other Allied countries would be pouring in material not cutting it off.



Play against yourself (hotseat head2head)! or the tough AndyMac scenarios;
if you've been fed enough by the AI under stat behavior;

quote:

ORIGINAL: mogami
Hi, They set replacements to start on a date (12/41) and then to stop on a date (4/42) All you have to do is remove the stop date. No programing required.


You could not even set a stop date; just auto impose that the moment enemy over run major population center/region, you turn off the replacement for that




mogami -> RE: First Impressions. Working on Turn 1 as Japan (1/10/2019 7:58:13 AM)

We are making a big fuss over nothing. My point was if Java was still fighting do not turn off the replacements. (it don't make sense) If Java is gone then there are no Dutch to replace. It is not a game stopper. I am a Grognard I do not want Japan winning on Java because the game predetermined Java should fall. I shake my head over people not grasping this. I am not a reenactor. I have no desire to reenact WW2. The reason I give Japan certain advantages is so they can avoid repeating History and then I have to overcome their improvements. This is not hard why am I explaining this? Make the game as close to history as possible. Do not pre determine any thing. Since we know history we will screw up in new unimagined ways.If that is possible you have made a great game. If not then we need to work on it.




RangerJoe -> RE: First Impressions. Working on Turn 1 as Japan (1/10/2019 2:15:21 PM)

quote:

Since we know history we will screw up in new unimagined ways.


That is most definitely the truth. At least we won't be repeating history exactly since we should know what already happened.

As it is, Japan already has a lot of advantages in the game with flexible aircraft builds, the ability to turn on/off production of ships, and the expansion of industry. It would not matter if the replacements continued until the end of the game since, simply, if there are no units to accept them, they will just stay in the stockpiles and never be used.

What I wish would happen would be if the PI units would get upgraded to regular US devices, especially since I have been wiping out the Japanese invasions.




PaxMondo -> RE: First Impressions. Working on Turn 1 as Japan (1/10/2019 11:43:35 PM)


quote:

ORIGINAL: mogami

We are making a big fuss over nothing. My point was if Java was still fighting do not turn off the replacements. (it don't make sense) If Java is gone then there are no Dutch to replace. It is not a game stopper. I am a Grognard I do not want Japan winning on Java because the game predetermined Java should fall. I shake my head over people not grasping this. I am not a reenactor. I have no desire to reenact WW2. The reason I give Japan certain advantages is so they can avoid repeating History and then I have to overcome their improvements. This is not hard why am I explaining this? Make the game as close to history as possible. Do not pre determine any thing. Since we know history we will screw up in new unimagined ways.If that is possible you have made a great game. If not then we need to work on it.

+1




GetAssista -> RE: First Impressions. Working on Turn 1 as Japan (1/11/2019 12:16:23 AM)

quote:

ORIGINAL: mogami
We are making a big fuss over nothing. My point was if Java was still fighting do not turn off the replacements. (it don't make sense) If Java is gone then there are no Dutch to replace. It is not a game stopper. I am a Grognard I do not want Japan winning on Java because the game predetermined Java should fall. I shake my head over people not grasping this. I am not a reenactor. I have no desire to reenact WW2. The reason I give Japan certain advantages is so they can avoid repeating History and then I have to overcome their improvements. This is not hard why am I explaining this? Make the game as close to history as possible. Do not pre determine any thing. Since we know history we will screw up in new unimagined ways.If that is possible you have made a great game. If not then we need to work on it.

You have to pick on of the two options. Either you are playing in a WITP AE framework, where certain things can't be done (including variable cutoff dates for Allies production) and this is unlikely to change. Or you are designing your own game - then what you are saying is perfectly fine.

There might be a way in current WITP AE to make replacements available until some base is captured, but it depends on the nation. E.g. you can schedule a regular arrival of special LCUs similar to Brit/Anzac CD convoys to Capetown that auto-disband there and fill the pools. And disband those LCUs either on a timer (preferably) or manually in a homebase. The caveat is to have those LCUs unavailable when the base falls. Dutch ones will not arrive anywhere else if Java is captured, so those might turn out ok (although I'm not sure how disband timer works in this case). Malayan/Burma ones will eventually turn up in Aden cause they are Brit/Indian nation, and you don't want that




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