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All Forums >> [Current Games From Matrix.] >> [World War II] >> War In The Pacific - Struggle Against Japan 1941 - 1945 >> Ok so where to start? Page: [1]
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Ok so where to start? - 5/21/2006 9:06:49 PM   
bigmed1204


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Ok I am finally starting on this game after having had it for nearly a year now. I come to these forums often and one thing I know, the vets in here are great about sharing their insights. I have read about half the manual word for word, and I think I get the interface and such. All I really need to know now is where to begin. I start the game, and then just more or less sit there in awe, not really knowing where to start. I am going to jump right in on the main massive campaign and was just pretty much wondering, what would you do on your first turn? After I get a turn done I can go from there, and never look back, lose though I might. Also I will be playing as allies my first time around. Any help would be greatly appreciated!
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RE: Ok so where to start? - 5/21/2006 9:18:34 PM   
Mike Scholl

 

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quote:

ORIGINAL: bigmed1204

Ok I am finally starting on this game after having had it for nearly a year now. I come to these forums often and one thing I know, the vets in here are great about sharing their insights. I have read about half the manual word for word, and I think I get the interface and such. All I really need to know now is where to begin. I start the game, and then just more or less sit there in awe, not really knowing where to start. I am going to jump right in on the main massive campaign and was just pretty much wondering, what would you do on your first turn? After I get a turn done I can go from there, and never look back, lose though I might. Also I will be playing as allies my first time around. Any help would be greatly appreciated!


START AS THE ALLIES. If you start your first game as a full Campaign Scenario as Japan you will simply be overwhelmed. As the Allies, you will have time to get used to the way the game plays while the Japs are kicking you around. Then when it's your turn, you should have a decent idea of how to go about it.

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RE: Ok so where to start? - 5/21/2006 9:24:03 PM   
Hortlund


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The first thing I did after spending ~45 seconds browsing through the manual was to start up the tutorial. I really recommend the tutorial scenario for a first-timer.

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The era of procrastination, of half-measures, of soothing and baffling expedients, of delays, is coming to a close.
In its place we are entering a period of consequences..

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RE: Ok so where to start? - 5/21/2006 9:29:11 PM   
pauk


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If you, for some reason decide to start with Japan, find an AAR which can use as tutorial (where player posts his future operations, print the maps, name divisions etc... this will help you to get familiar with overhelming available units and know what goals you should achive).

After that you may even start a PBEM with another newcomer just to feel the game and get some experience (you can stop this PBEM at any time - that is how i started).

Dont be afraid about that - when i bought this game i felt i will never unable to play this game (even with notes on my desk), but now i can play the game and keep all in the head.



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RE: Ok so where to start? - 5/21/2006 9:38:42 PM   
FeurerKrieg


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quote:

ORIGINAL: pauk
After that you may even start a PBEM with another newcomer just to feel the game and get some experience (you can stop this PBEM at any time - that is how i started).



I recommend this as well. A friend and I started a Guadacanal scenario for a few turns to get the feel for mechanics, and then we just jumped into the Scen 15. The best way to learn to swim is just jump in the water.

_____________________________


Upper portion used with permission of www.subart.net, copyright John Meeks

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RE: Ok so where to start? - 5/21/2006 9:43:15 PM   
bigmed1204


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Hey thanks for the quick replies guys. All sound advice. Now I just have to locate my tutorial I printed out some time ago....... I may jump into the biggun anyway, although my brain may explode as I have no idea what I am doing really.......right off anyway. Look over my assets as the manual says, then start looking for weak points. I guess everything will become apparent as I go.

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RE: Ok so where to start? - 5/21/2006 11:06:06 PM   
m10bob


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quote:

ORIGINAL: Panzerjaeger Hortlund

The first thing I did after spending ~45 seconds browsing through the manual was to start up the tutorial. I really recommend the tutorial scenario for a first-timer.


Manual?????? Tutorial????????

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RE: Ok so where to start? - 5/22/2006 1:31:08 AM   
bigmed1204


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Ha! Quickly becoming overwhelmed. I am doing things and moving stuff around on my first turn right now, but I have no basic strategy going on and basically don't know where to start. I have created some ASW TFs and moving them to hexes with enemy sub reportsand such, but other than that I have no idea why I am doing things. I suppose I am asking for some help. hehe. may be too tall of a task to explain to a moron i suppose? haha. if anyone has some good advice please pass along. i'm sure i'll figure it out evertually, but any help will be appreciated.

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RE: Ok so where to start? - 5/22/2006 1:54:03 AM   
Terminus


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One key element you need to do above everything else: THINK

Forget for a while all the stuff you see on the screen, all the gazillion buttons you can click, all of it. Ask yourself one basic question: "What do I need to do?"

What do you need to do to win? Beat the enemy. Pretty simple, eh?

Second question: "Where is the enemy?" You use your aircraft to find the bad guys. You'll have patrol aircraft (PBY's, Emily's and whatnot); set them to search for enemy vessels and submarines by using Naval Search and ASW patrol orders. If you have dedicated recon aircraft, give them recon missions against enemy bases. If not, use bombers or patrol aircraft; they won't be as effective, but they'll get the job done.

Third question: "What forces do I have, and what forces do I need to use to beat the enemy?" Your aircraft will give you at least some idea of enemy dispositions. Now look at your own forces: your ships, your aircraft and your land units. You need the ships to transport the land units to where they can engage the enemy, you'll need your aircraft to cover your ships and bomb the bad guys, and you'll need your ground forces to take the enemy's bases away from him.

Don't think you can invade a whole slew of enemy bases at once. That dilutes your strength, and you'll never have sealift enough, or shore bombardment enough.

Use a sledgehammer to crack a nut, by all means. Start by setting your land unit objectives to the base you want to attack. The more time they have to plan, the more effective they'll be. While your troops are rehearsing, use your aircraft and ships to prepare the way. Send bombers (land- and/or carrierbased) to pound his air bases (air superiority is VITAL). Soften up his coastal defences with aircraft (done with Port Attack missions) and shore bombardment. Be sure to maintain your airborne patrols looking for his ships and submarines.

Sea and air control is essential for an attack on an enemy base. If you can set up a circle on the map, centered on your target base, that's controlled by your ships and aircraft, your troops will have a much easier time of it (they'll be less disrupted when it comes time to land).

One last thing that needs to be re-emphasized: when landing on an enemy-held island, land as many troops as you can in one go. It's the sledgehammer nutcracker again. Overwhelming force is absolutely key, especially on atolls, because your units launch an automatic Shock Attack on the same turn they land, and if you don't have a LOT of troops, you can be badly hurt.

The point is this: DON'T PANIC The game can seem overwhelming, but give yourself time to take a deep breath and use the squishy stuff between your ears. And if that fails, come back here and ask more questions. Nobody will think you're stupid for asking questions. Believe me.

_____________________________

We are all dreams of the Giant Space Butterfly.

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RE: Ok so where to start? - 5/22/2006 2:07:52 AM   
Hoplosternum


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quote:

ORIGINAL: bigmed1204

Hey thanks for the quick replies guys. All sound advice. Now I just have to locate my tutorial I printed out some time ago....... I may jump into the biggun anyway, although my brain may explode as I have no idea what I am doing really.......right off anyway. Look over my assets as the manual says, then start looking for weak points. I guess everything will become apparent as I go.


Allies is the best to start with as you don't really have to do anything. At least leaving things alone for a day or two won't hurt vs the AI. But set yourself some tasks/plans. Here are some traditional ones. Should be OK against both the AI or an opponent. But bare in mind that an opponent will interfere and you'll have to keep adjusting them

As the allies early on you want to get your supply lines to Australia established as soon as possible. If you create supply convoys at San Fransisco and send them to Brisbane etc. you will notice that they will path through the Marshalls. They WILL be sunk if they go that way So instead start loading supplies then change their home port to their destination port (say Brisbane or Sydney) then have them move to a hex some where south of Fiji with retirement on. You will see that the path does not go near the Marshalls and after they reach their they will retire to their new home port where they will unload.

Set some convoys going to Pearl Harbour too. This starts off low in supplies.

You will also want to build up a couple of the bases in the Pacific with Engineers. Fiji is a good one as it can reach 10+ combined airbase and port size. Once this happens there is no wastage of supplies and fuel from the base (up to 1 million of each anyway). So get some Engineers their and make sure port and airbase construction is on for that base. And examine the bases to find any that will get up to a total of size 10. All bases can grow three larger than the standard level (regardless of what level they are now) so a base with a size of say 2/2 can grow to 5/5 and therefore will be rated size 10 and hence won't suffer from wastage.

Likewise get some smaller convoys moving supplies from Karachi & Bombay in India to the Eastern Indian bases (Dutch Harbour etc.) and maybe Perth in Australia.

As for the fighting I would initially run your 2 CVs to Australia (keeping away from the Marshalls and the Japanese CVs!). Then wait until you know where the Japanese CVs are and only use yours where they are not. Keep CAP levels at 70% or so and the CVs in the same hex (for mutual protection) but not necessarilly in the same task force. Use the follow command to keep the CV TFs together and have the faster TF follow the slower. Get them to a port with 20+K supplies and upgrade their fighters to Wildcats and 27 fighters each as soon as possible. And while your LBA won't hurt KB his LBA (Betties escorted by Zeroes) can break through your early game CAPs.

You have enough fighters in the Phillippines to do some damage to the IJ aircraft. But not if you take on his elite Zeroes. Scatter them at first to safer airfields then look for areas that are being bombed with few or no escorts. Usually Clark is too heavily attacked to be defended but other places may not be.

Get your level bombers to start Naval bombing. From size 4 airbases so they do not have their load restricted. I'd set them at 6,000' and on Naval attack with 10% search. You'll get more hits if you fly lower (say 1,000') but most people consider this gamey and it trashes pilot morale. The Dutch, British and US level bombers in the SRA are all useful here and over the next few months should have some luck and boost their experience.

You will get some 4E bombers too. These are good at naval attack and deadly when massed and used to hit airfields (in 100+ raids). But note that again using more than one air group (64 max) on a single mission from a single base is usually considered gamey. As is converting none 4E groups to 4E bombers if PDUs are on. Except for the Bolo groups that would upgrade to B-17s usually.

Use Force Z! Sending it up the Malayan coast is usually suicide as it will run into the cream of the IJN surface navy plus plenty of their 2E Torpedo planes. But operating around Borneo, Java etc in the next month or two can lead to some spectacular victories if you are careful and lucky.

Gather up some land forces. Concentrate the Malayan forces, some at Alor Starr and the rest at the beaches and then when they are forced back at Singapore. Likewise in China send extra forces to the choke points of Inchang, Changsa, Yenan and Homan. Rangoon is usually a trap so I advise defending at Mandalay instead.

Well I've blabbed on enough for now. You can afford as the allies to concentrate on one or two areas a turn. So you never need to be completely swamped. However DO check your CVs every day Good luck and have fun!

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RE: Ok so where to start? - 5/22/2006 3:11:37 AM   
bigmed1204


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Absolutely awesome guys. Ok this makes a lot more sense now. Off to try my newly aquired knowledge!

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RE: Ok so where to start? - 5/22/2006 3:21:18 AM   
dtravel


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quote:

ORIGINAL: bigmed1204

Absolutely awesome guys. Ok this makes a lot more sense now. Off to try my newly aquired knowledge!


Don't forget your life vest.

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This game does not have a learning curve. It has a learning cliff.

"Bomb early, bomb often, bomb everything." - Niceguy

Any bugs I report are always straight stock games.


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RE: Ok so where to start? - 5/22/2006 3:58:28 AM   
bigmed1204


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Lol. Well I have already decided I could sit here forever and play this hugemongous game. good god. I am addicted. see ya sometime next year guys. thanks for all the help!

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RE: Ok so where to start? - 5/22/2006 8:31:32 AM   
Mifune


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quote:

The point is this: DON'T PANIC
-Hitchhiker's guide to War in the Pacific?

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Perennial Remedial Student of the Mike Solli School of Economics. One day I might graduate.

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RE: Ok so where to start? - 5/22/2006 10:04:27 AM   
Charles2222


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The main thing to remember is that the first turn is always the toughest. One of your main friends will be, over time, little niches to use the UI to make things easier in places.

Here is my basic turn as Japan:

1. Start with Tokyo and adjust whatever I want to there. If you're playing the bad guys you won't have to bother with production. I check the ships in port if I'm not already familiar with what is there. I check the land forces and look particularly for units 'not' assigned to that region (that region is home defense) and imagine what I might do with them. I then check the air units and see if I want to train any or send them on some sort of mission. I then decide if I want to expand any base assets such as the airfield or if I want to build forts. I then alter production if I so desire. When checking bases it doesn't matter what order I do the above, only that I do them. In later turns a lot of these checks are unnecessary.

2. Toggle to the next city and do the same thing until you're back to whatever city you started with (Tokyo in this case).

3. Look over all the ground units that "aren't" already in your bases and decide what to do with them. A lot of times I end up only adjusting the ground units that are more immediate to China and Japan, and sometimes forget about the invasion spots, so checking the specific invasion spots might make for a good step '6', just in case you fouled up and didn't truly check all the ground units at this point.

4. Look over the map and find your TF's that "aren't" in one of your bases and decide what to do with them.

5. Find your subs that "aren't" in your bases and decide what to do with them. That's it.

When I spoke of the usefulness of the UI earlier, here's an example. When I get to step 5, since a few of my subs do have float planes, and they're scattered in many cases, I need to know what the weather is like in order to know whether I should have them out doing their thing. Well, you would first hit the weather icon (has a cloud on it) and then you will see the general weather situation. It so happens that the general area where I have my floating subs are usually exposed to the same weather. I have one closer to mainland USA, 7-8 further west between PH and mainland, and also another screen east of Midway. When I exit the weather screen I then go to one of those areas and hit the '3' key and that way I know for sure the forecasted weather. If that entire area is bad, then I recall those planes.
The easy way to do that would be to hit the 'navy air' icon (whatever it's called) and then narrow the list down to the float planes, then I can recall them all at once. I'm not sure you can get them all to do the opposite, should you want to launch them all again, but this gives you an idea of how useful the interface can be as opposed to constantly launching and recalling them. So that's:

1. Hit navy air icon 2. Hit the 'all' option (in order to take the entire display away) 3. Hit the 'FP' option 4. Hit the recall option for all of them (it's not called recall, but you get my drift).

BTW, if you fancy playing Japan at any time, one of the first things I do after checking the overall weather map is to shut ALL planes down in two fell strokes (assuming it's bad weather). This frees me up to know that all of my a/c isn't flying and thereby unless a base and the targets I want to hit aren't favorable weather I don't have to recall them all the time individually. You do this by the following:

1. Hit the army air icon (whatever it's called) 2. Hit the recall option. 3. Exit that menu and hit the navy air icon and do the same.

Your entire air forces are officially grounded, no matter if they're on a ship as a mere float plane or a future attacking bomber group. I can't tell you how much trouble this one thing alone has saved me. I used to poke around ports and see if they had any ships likely to carry float planes and then recall them, for example. When the weather is better you often won't use this option, as most of the planes you will want to fly will be doing so from the previous turn, only you will be checking them when going through your bases just to make sure they weren't too badly shot up. Actually recalling all aircraft might be the best first step to take, even before going through the bases on the mostly bad weather turns. Doing this with the allies in going to be a little more problematic I would imagine, because their regions aren't quite as centralized, but I would still do it that way more than likely if I were playing them.

Even using the method above, and being very familiar with it, the first turn for a more complicated Japan can take me a huge amount of time, maybe 8 hours or more. I just save the game where I left off, let's say I was still messing with the bases and type the name Saigon and I'll know what city to take up with next. For the other turns I usually take from between 30-60 minutes a turn, with very rainy turns taking maybe only 15 minutes.

This may not be the best system, but at least it's a system, and that was my major obstacle in playing this game was to find a system. Naturally there will be times when you depart somewhat from your system, to have a look elsewhere to help make a decison, but the best thing to do is to save the game at that point, especially in the base checking portion, because I can't tell you how many times I was in something easy to remember, like Saigon, then I look over enemy-held Singapore, then decide I don't want to do anything there that turn (like make an invasion fleet) and then I get back and forget which base I was last at. Saviing the game with the base name will help you remember (though in my case that happens fairly infrequently).

Probably the most difficult tedious thing to master is your air force, and if you have quite a lot of bad weather, settiing them down and then sending them back out in the little packets where there may be good weather, this will save you a ton of time. For my part anyway, I'm not too concerned what the weather is regarding moving ships, and in many cases not too worried about my ground forces in that weather either.

I hope this at least gives you some ideas.



< Message edited by Charles_22 -- 5/22/2006 10:05:59 AM >

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