"Into the Shadows Furious" (Full Version)

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Narlotep -> "Into the Shadows Furious" (1/4/2001 9:13:00 PM)

Having just finished this excellent account of the little known struggle for New Georgia, I am glad you are focusing on the Solomons and New Guinea campaigns. I had forgotten how many other struggles besides Guadalcanal occurred in the region. I look forward to "watching" the development progress. Tony




Wild Bill -> (1/5/2001 1:19:00 PM)

All of us have predilections even in military history. The Pacific in WW2 had always been mine. So you can imagine how excited I am with this awesome design and graphics team. Bring it on! I can hardly wait! New games, lots of new games! Exciting, isn't it? Wild Bill ------------------ In Arduis Fidelis Wild Bill Wilder Coordinator, Scenario Design Matrix Games




Joel Billings -> (1/6/2001 6:21:00 AM)

Gary's always wanted to include the greater area of operations because from a Japanese purspective, their resources based in Rabaul had to be used to fight both the New Guinea campaign and the Solomons Campaign. During my tests I've learned a whole new list of names, including Gili Gili at the tip of New Guinea which always seems to play a key role in my battles against the computer. Also, by going later into 43 you get to pursue the US strategy of moving up the Solomons chain. In my testing so far, I have to admit that the overwhelming land-based airpower of the US in 43 makes it hard for the IJN to do much but take the blows. On the other hand, being able to skip Midway and devote the IJN carriers to taking Noumea and/or invade Australia before the US build up has been fun. One feature of the game I've enjoyed is the ability to keep a surface task force at sea near a friendly base, allowing it to stay away from enemy bombers while being able to run in at night to intercept an enemy bombardment mission against your base. This is one of the elements that's allowed us to have daily turns while maintaining the day/night dynamic in the campaign.




Paul Vebber -> (1/6/2001 6:44:00 AM)

Welcome Joel! Its great having you here!!




T-Mo -> (1/6/2001 8:36:00 AM)

Joel, Are you talking about playing off a build of Uncommon Valor or Pacific War? If Uncommon Valor, I'm interested in how airpower is planned and executed? Are you able to plot and plan multiple raids or missions within the time block or only 1 abstracted mission/raid within the 12 hour block? Thanks in advance. T-Mo




T-Mo -> (1/6/2001 8:48:00 AM)

Well, I answered a few of my questions by re-reading the features portion. But, still a few questions arise on airpower. What are the options within the primary and secondary missions for the 12 hour block. Say I have an F4F-3 squadron like VF-42 on the Yorktown at Coral Sea (May 42). That squadron provided both Escort for the Strike Groups going to attack the Jap Carriers but also provided CAP for the TF, How is that function handled? If CAP is your primary mission, do you now allocate a certain number of the squadron to rotate on CAP (12 of 18) and you could then assign (6 of 18) to escort the strike force? Thanks, T-Mo




T-Mo -> (1/6/2001 8:57:00 AM)

This game has really piqued my interest as this arena (Solomons and New Guinea Campaigns) are fascinating in how airpower was utilized to bludgeon each side in a war of attrition. Are doctrinal issues covered between the different forces especially in utilizing naval airpower? or is this up to the player? What I mean here is, as an example, the USN at Coral Sea did not coordinate the stike groups from Lexington and Yorktown, wheras the Japanese trained and executed multi-carrier strike forces. Which in a game of this nature would not allow the combined air assets by the USN to attack a Jap Carrier Group in one coordinated stike but would require 2 or more attacks (as even stike groups from the same carrier sometimes failed to coordinate - i.e. TBDs and SBDs). Where the Japanese could do one coordinated strike. T-Mo




Mike Wood -> (1/6/2001 3:14:00 PM)

Hello... Joel has been testing Uncommon Valor. We do not have an executable version of War in the Pacific, yet.
quote:

Originally posted by T-Mo: Well, I answered a few of my questions by re-reading the features portion. But, still a few questions arise on airpower. What are the options within the primary and secondary missions for the 12 hour block. Say I have an F4F-3 squadron like VF-42 on the Yorktown at Coral Sea (May 42). That squadron provided both Escort for the Strike Groups going to attack the Jap Carriers but also provided CAP for the TF, How is that function handled? If CAP is your primary mission, do you now allocate a certain number of the squadron to rotate on CAP (12 of 18) and you could then assign (6 of 18) to escort the strike force? Thanks, T-Mo
There is a place in the screen where you assign orders, which allows you to assign a percentage for CAP. So, if you chose 66% CAP in your example, about 6 of the fighters would be kept aside for that purpose. The other 12 would be available for sweep or escort missions. I say "about", because a very aggressive fleet commander might use 13 or 14 for attack mission and only save 4 or 5 for CAP and a very cautious commander might hold 7 or 8 back for CAP. In other words the local commander will follow your orders, pretty much, according to his own disposition. Michael Wood [This message has been edited by Mike Wood (edited January 06, 2001).]




T-Mo -> (1/6/2001 10:01:00 PM)

quote:

Originally posted by Mike Wood: ....In other words the local commander will follow your orders, pretty much, according to his own disposition[/B]
Mike, Which Commander, the TF Commander or CAG for that carrier? From your statement it seems that the TF Commander (Admiral) is the leader that will influence this aspect. How many different traits are modeled for the Commanders? And can you replace them at scenario start or are they historically set? Thanks again for your time. T-MO




Mike Wood -> (1/6/2001 11:06:00 PM)

Hello... In this case, the influence I spoke of would be the fleet admiral. In the case of an airfield a goodly ways from a higher HQ, it would be the group commander. Even on the carrier, a good group commander will be able to influence the fatigue rating of the pilots in his group and may be able to increase the repair rates for the aircraft in the group.
quote:

Originally posted by T-Mo: Mike, Which Commander, the TF Commander or CAG for that carrier? From your statement it seems that the TF Commander (Admiral) is the leader that will influence this aspect. How many different traits are modeled for the Commanders? And can you replace them at scenario start or are they historically set? Thanks again for your time. T-MO
There will be an interface that will allow the player to change leaders. Each time a change is made, there will be some confusion within the command, before the new leader is able to provide his influence. Although not required, it is important to place officers who are senior or have more time in grade, so as not to offend those they are commanding. Changes in command can affect inspiration values of all subordinate officers. Characteristics include inspiration, overall competence, aggressiveness, surface naval combat, air operations, land combat and administration. 1) Surface naval combat increases chance for surprise, reduces chances of break downs at sea and may give a gunnery advantage. 2) Air operations can increase the repair rate for damaged aircraft, adjust altitudes for tactical advantage in combat and give a small gunnery advantage. 3) Land combat can increase the chances in combat and increase repair rate for damaged troop equipment. 4) Administration can raise morale by making sure the supplies are destributed evenly and little is wasted, may increase the rate of aircraft and troop replacement at the expense of another unit, increase command range and decrease the penalty applied when the officer takes over a command. 5) Aggressiveness can influence the posture taken in air naval surface or land operations, by slightly modifying the orders given by the player. 6)Inspiration affects the morale and fatigue of troops in a unit, which then affect everything the unit does. 7) Overall competence is used in many of the calculations produced by characteristics 1 through 5 and effects the rate at which these characteristics change, that is the learning rate. All charatceristics except for overall competence can raise or lower, depending upon the fortunes of war. Got to go back to work... Michael Wood




T-Mo -> (1/6/2001 11:34:00 PM)

Thanks Mike, Looks to be an interesting mix of attributes. I've got alot more questions but I'll wait a few days. Cheers, T-Mo




Supervisor -> (1/11/2001 9:28:00 PM)

Looks like you've given a lot of thought to command attributes. Seems like a pretty inclusive spread of characteristics.




mogami -> (1/11/2001 9:53:00 PM)

Hi, you know I have oddles of spare time (off work for another 2 or 3 months) This game could really make it pass in an enjoyable manner. If you need a tester with 24 hour hour a day access I'm your huckleberry. ------------------ I'm not retreating, I'm attacking in a differant direction!




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