WiTP questions--previously unseen! (Full Version)

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esteban -> WiTP questions--previously unseen! (7/24/2004 3:02:40 AM)

Hi Gents:

I just wanted to ask a few questions and make one observation based on my play vs. the AI so far.

Questions

1. Does Oil get transferred out of Burma to India (when Burma is Allied) or Indochina (When Burma is Japanese) without tanker convoys? I know that on the Thailand side, there is a road connection, but I have not played that far to find out if you need to tanker everything out of Rangoon. And I have not played any Allied games past the first few turns, just to acclimatize myself. I have mostly been running games of the first couple weeks and months to get used to the difference with UV and fool with production.

2. Do subs have more problems with minefields in WiTP than they did in UV? In UV, subs almost never hit mines. So far, in WiTP, none of my subs have hit mines either, but I am not sure if that has to do with minefields decaying (a great addition to the game, I might add) or that the subs themselves avoid the fields like they did in WiTP.

3. Research and development on "advanced designs" like the Reppu. Has anyone been able to get a reduction in the Reppu or other "advanced design" delivery dates, using R&D they did in 1941/1942? I have heard one or two people say that you cannot make progress on producing one of these advanced aircraft until you produce the prior model in the upgrade path. (So you would have to get the A6M8 Zeke into production before you can research the Reppu, or the Jack or George before you can research the Shinden.

I suppose I can play a faux head to head game, with both sides stood down, and Japan's non-aircraft production turned off. That way I can test this out myself. But I wanted to see if anyone has already done this.

Observations:

1. Is anyone else a little put off by the disadvantage the Japanese player is put at. Basically, if you play the "historical turn one" you are locked into the same attacks that the Japanese player made, the ones that turned out to be not enough to win the war.

If you do not play "historical turn one" the Allies can disperse their air squadrons and ships, and you miss out on your surprise attack. The speed on most naval shipping is high enough that you can avoid Kido Butai unless they move into the same hex as, let's say, Pearl Harbor. Even if you are in range of the Japanese carriers, their bombers have to be set to a naval mission.

This leads to a big disadvantage for the Japanese, because if you did bomb, lets say, Pearl Harbor, you would probably have to set your planes to a naval primary/port attack secondary. So if the Allied player didn't sortie from Pearl, you would not bomb until the afternoon pulse, so you would miss the surprise attack bonuses.

Also, if he thought you were going to launch an attack from point blank range, the Allied player might sortie his whole surface fleet, and try to catch KB in a surface action close to Pearl.

I suppose the Japaense player could entirely avoid this, by taking Kido Butai to the location of one or more of the American CV task forces. You could almost certainly force a fight and annihialate at least one American carrier TF, maybe even both of them. But that just opens the door to more cheesiness.

I already noted in another thread that the Allied player can respond by ahistorically evacuating the Prince of Wales and Repulse from Singapore.

What do you think of this level of foreknowledge, and what kind of house rules do you use/propose to try to restore a balance of some sort?




2Stepper -> RE: WiTP questions--previously unseen! (7/24/2004 3:11:29 AM)

Well one question I can address right off without much thought and thats Subs vs Mines.

One has to bear in mind that each hex is 60nm across. Thats a LOT of real estate. While there should be at least a CHANCE of a sub encountering a minefield, I think the odds of hitting one in the game are and should be almost nil. It's an abstract.

That said though, I suspect that subs success rates might be a touch high however as they seem to really put the hammer down on most things they hit.

But even that's a give and take trade off because I'd EXPECT a sub to slaughter an unescorted merchant. Just as easily as it should get its butt handed to it if it takes on a DD on the surface or gets jumped by one it didn't see. LOL!

Point is beyond all that blather I agree for the most part with how subs run in game. [8D]




freeboy -> RE: WiTP questions--previously unseen! (7/24/2004 3:31:31 AM)

esteban
quote:

esteban
Excellent ?'s
Per Frag oil flows but nor indefinately, it has a magic 90 range, like supplies, 1 per rail, 5 for road etc... at least that is my understanding

#2 #3 no idea...




mjk428 -> RE: WiTP questions--previously unseen! (7/24/2004 3:45:58 AM)

quote:

ORIGINAL: esteban

1. Is anyone else a little put off by the disadvantage the Japanese player is put at. Basically, if you play the "historical turn one" you are locked into the same attacks that the Japanese player made, the ones that turned out to be not enough to win the war.

If you do not play "historical turn one" the Allies can disperse their air squadrons and ships, and you miss out on your surprise attack. The speed on most naval shipping is high enough that you can avoid Kido Butai unless they move into the same hex as, let's say, Pearl Harbor. Even if you are in range of the Japanese carriers, their bombers have to be set to a naval mission.

This leads to a big disadvantage for the Japanese, because if you did bomb, lets say, Pearl Harbor, you would probably have to set your planes to a naval primary/port attack secondary. So if the Allied player didn't sortie from Pearl, you would not bomb until the afternoon pulse, so you would miss the surprise attack bonuses.

Also, if he thought you were going to launch an attack from point blank range, the Allied player might sortie his whole surface fleet, and try to catch KB in a surface action close to Pearl.

I suppose the Japaense player could entirely avoid this, by taking Kido Butai to the location of one or more of the American CV task forces. You could almost certainly force a fight and annihialate at least one American carrier TF, maybe even both of them. But that just opens the door to more cheesiness.

I already noted in another thread that the Allied player can respond by ahistorically evacuating the Prince of Wales and Repulse from Singapore.

What do you think of this level of foreknowledge, and what kind of house rules do you use/propose to try to restore a balance of some sort?


So you don't like that an Allied player has the opportunity to make ahistoric moves even when a Japanese player has the opportunity to make ahistoric moves (with tremendous bonuses)?

I have to wonder if the IJN would have been able to maintain the element of surprise if they had planned on invading 30-40 locations all over the Pacific by 12/8/41. Seems at least doubtful to me.




Black Cat -> RE: WiTP questions--previously unseen! (7/24/2004 4:54:33 AM)

quote:

ORIGINAL: esteban

Hi Gents:

I just wanted to ask a few questions and make one observation based on my play vs. the AI so far.

Questions

Observations:

1. Is anyone else a little put off by the disadvantage the Japanese player is put at. Basically, if you play the "historical turn one" you are locked into the same attacks that the Japanese player made, the ones that turned out to be not enough to win the war.

..... and what kind of house rules do you use/propose to try to restore a balance of some sort?


Hi and welcome to the Forum.

IMHO A Japanese Playing the full Campaign either against the AI or an equal US/Allied player, has so many strategic and tactical options open that once familiar with _the way the game plays_ , and the powerful instrument he has, he can go where he wants and do what he wants until at least mid 1942, perhaps even late `42 unless he is very Dumb or has the very bad luck to get himself " Midway" ed by the US.

If he plays a careful Game, using combined arms of Long Range Air, elite LCU`s and the Carrier Forces to support each other he has a very good chance to win on points or just destroy the Allies if playing a totally ahistorical game.

In a Game that is based on a historical employment of troops and ships on both sides, with no Gamey ploys on either side I think the Japanese player has about a 50/50 chance for a win on points. ( assuming WITP plays out much like Pac War, which with some of the major changes they made in things like CD`s and Japanese Industry options is not a certainty [&:] )

Since no one has finished a full Campaign VS the AI or probably in PBEM we really don`t know how some of these major changes will effect play balance.

As for House Rules, IMO the Allied player needs those to help him in the first 2 years and the Japanes player in the last two.




esteban -> RE: WiTP questions--previously unseen! (7/24/2004 5:19:15 AM)

quote:

ORIGINAL: mjk428

quote:

ORIGINAL: esteban

1. Is anyone else a little put off by the disadvantage the Japanese player is put at. Basically, if you play the "historical turn one" you are locked into the same attacks that the Japanese player made, the ones that turned out to be not enough to win the war.

If you do not play "historical turn one" the Allies can disperse their air squadrons and ships, and you miss out on your surprise attack. The speed on most naval shipping is high enough that you can avoid Kido Butai unless they move into the same hex as, let's say, Pearl Harbor. Even if you are in range of the Japanese carriers, their bombers have to be set to a naval mission.

This leads to a big disadvantage for the Japanese, because if you did bomb, lets say, Pearl Harbor, you would probably have to set your planes to a naval primary/port attack secondary. So if the Allied player didn't sortie from Pearl, you would not bomb until the afternoon pulse, so you would miss the surprise attack bonuses.

Also, if he thought you were going to launch an attack from point blank range, the Allied player might sortie his whole surface fleet, and try to catch KB in a surface action close to Pearl.

I suppose the Japaense player could entirely avoid this, by taking Kido Butai to the location of one or more of the American CV task forces. You could almost certainly force a fight and annihialate at least one American carrier TF, maybe even both of them. But that just opens the door to more cheesiness.

I already noted in another thread that the Allied player can respond by ahistorically evacuating the Prince of Wales and Repulse from Singapore.

What do you think of this level of foreknowledge, and what kind of house rules do you use/propose to try to restore a balance of some sort?


So you don't like that an Allied player has the opportunity to make ahistoric moves even when a Japanese player has the opportunity to make ahistoric moves (with tremendous bonuses)?

I have to wonder if the IJN would have been able to maintain the element of surprise if they had planned on invading 30-40 locations all over the Pacific by 12/8/41. Seems at least doubtful to me.


I do object to things getting too ahistorical on Day one. Having the Japanese player perform his surprise attack on Manila (Maybe even Colombo/Trincomalee, though I am not sure KB can reach there) might open up an interesting alternate history course of events, where the Allied surface fleet survives, but their subs take a beating at the start. It would be interesting to see if the Allied sub offensive could recover from that, and what the economic implications would be.

Having everyone scatter their ships, based on some some ahistorical knowledge of the Japanese attack, which therefore encourages the Japanese player to go after the American carriers, which he ahistorically knows the approximate location of, seems a little rich to me.




Drongo -> RE: WiTP questions--previously unseen! (7/24/2004 6:09:41 AM)

quote:

ORIGINAL: esteban
2. Do subs have more problems with minefields in WiTP than they did in UV? In UV, subs almost never hit mines. So far, in WiTP, none of my subs have hit mines either, but I am not sure if that has to do with minefields decaying (a great addition to the game, I might add) or that the subs themselves avoid the fields like they did in WiTP.


Yes they do. There is a very low % chance based on the number of mines in a coastal hex. Subs don't really have to fear minefields as a major threat in WitP but if you keep sending them into heavily mined coastal waters, you will have to expect the losses to mount.


quote:


3. Research and development on "advanced designs" like the Reppu. Has anyone been able to get a reduction in the Reppu or other "advanced design" delivery dates, using R&D they did in 1941/1942? I have heard one or two people say that you cannot make progress on producing one of these advanced aircraft until you produce the prior model in the upgrade path. (So you would have to get the A6M8 Zeke into production before you can research the Reppu, or the Jack or George before you can research the Shinden.

I suppose I can play a faux head to head game, with both sides stood down, and Japan's non-aircraft production turned off. That way I can test this out myself. But I wanted to see if anyone has already done this.


Playing around with the production system in a test game is always a good idea as its not much fun when you ****-up your major fighter production during a serious game.

As for the A7M questions
-While starting R&D on the A7M early in the game (ie Dec '41) will still contribute to an earlier arrival date for the A7M, it just won't contribute much for some time. This is definitely one you should test for yourself (the editor is handy here) so that you know what to expect and can weigh it up against other R&D projects or production of available types.

-R&Ding previous upgrade step aircraft (like the A6M8) first is not neccessary to research the A7M.




siRkid -> RE: WiTP questions--previously unseen! (7/24/2004 6:31:19 AM)

I've played several games where we set house rules allowing the Japs to move on turn one and the Allied does not. Normall we also agree the Japs can't bomb any ports but PH.




Caltone -> RE: WiTP questions--previously unseen! (7/24/2004 6:53:52 AM)

This is the main reason I have all but one PBEM on hold atm. We're going to restart once the patch arrives with the scenario that starts Dec 8th.

Even playing the historical 1st turn, the damage at Pearl cannot be replicated. Yes we all know it was not enough, but it did give them enough of a tactical advantage to hold on in decent shape till '43 when they can try and win on points.

First day strikes of other than Pearl open some interesting possibilities, but its still the best move to me. Funny after all these years thinking about the strategy here, now that I've got the chance I repeat Yammamoto's. Run wild the first 6 months, then hold on while you try and draw the US fleet into a decisive battle. [sm=crazy.gif]




esteban -> RE: WiTP questions--previously unseen! (7/24/2004 10:26:39 AM)

quote:

ORIGINAL: Caltone

This is the main reason I have all but one PBEM on hold atm. We're going to restart once the patch arrives with the scenario that starts Dec 8th.

Even playing the historical 1st turn, the damage at Pearl cannot be replicated. Yes we all know it was not enough, but it did give them enough of a tactical advantage to hold on in decent shape till '43 when they can try and win on points.

First day strikes of other than Pearl open some interesting possibilities, but its still the best move to me. Funny after all these years thinking about the strategy here, now that I've got the chance I repeat Yammamoto's. Run wild the first 6 months, then hold on while you try and draw the US fleet into a decisive battle. [sm=crazy.gif]


Yes, it is somewhat pointless to me to replay the exact same first day, over and over. The difference between a really deadly PH raid and one that does ok comes down to things like how clear the weather is over Pearl.




esteban -> RE: WiTP questions--previously unseen! (7/24/2004 10:33:59 AM)

quote:

ORIGINAL: Kid

I've played several games where we set house rules allowing the Japs to move on turn one and the Allied does not. Normall we also agree the Japs can't bomb any ports but PH.


Thats an interesting house rule, but then you get a million invasions as the Japanese can fully load transports on turn one. The Japanese have a ton of transports, and there are at least 4 divisions of Southern Area army troops up in Japan, much less those in Saigon, Cam Ranh Bay, Hainan and Formosa.

I suppose that would balance for things like being able to evacuate the Prince of Wales from Singapore.




esteban -> RE: WiTP questions--previously unseen! (7/24/2004 10:36:45 AM)

quote:

ORIGINAL: Drongo


quote:


3. Research and development on "advanced designs" like the Reppu. Has anyone been able to get a reduction in the Reppu or other "advanced design" delivery dates, using R&D they did in 1941/1942? I have heard one or two people say that you cannot make progress on producing one of these advanced aircraft until you produce the prior model in the upgrade path. (So you would have to get the A6M8 Zeke into production before you can research the Reppu, or the Jack or George before you can research the Shinden.

I suppose I can play a faux head to head game, with both sides stood down, and Japan's non-aircraft production turned off. That way I can test this out myself. But I wanted to see if anyone has already done this.


Playing around with the production system in a test game is always a good idea as its not much fun when you ****-up your major fighter production during a serious game.

As for the A7M questions
-While starting R&D on the A7M early in the game (ie Dec '41) will still contribute to an earlier arrival date for the A7M, it just won't contribute much for some time. This is definitely one you should test for yourself (the editor is handy here) so that you know what to expect and can weigh it up against other R&D projects or production of available types.

-R&Ding previous upgrade step aircraft (like the A6M8) first is not neccessary to research the A7M.


Thanks for the info! I am testing this out now to some extent, I will go out to about the end of 42, and see if I can shave any meaningful time off of a couple of the more desirable Japanese advanced designs.




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