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Newbie Question for the Week - 6/14/2006 10:37:39 PM   
Skeleton


Posts: 560
Joined: 3/14/2006
Status: offline
I feel like I am beggining to get a grasp of all that this massive game entails and feel very comfortable with the interface and what I am trying to do. Having said that, there are three things which I am a little fuzzy on and would appreciate any and all pointers/feedback. One, what general rules do you follow regarding your air squandrons? I am lost concerning the setting of CAP levels and altitudes for them. Second, what thing or things should I keep at the forefront of my mind when setting missions/destinations for my task forces? Last, what aspects are most vital to ensure the success of land units attacking bases, ie, supplies and support issues, to be exact? It only appears that I am lost; that dumb, confused look on my face is the look of a man in ecstasy. Thanks in advance.
Post #: 1
RE: Newbie Question for the Week - 6/14/2006 10:54:23 PM   
dtravel


Posts: 4533
Joined: 7/7/2004
Status: offline
You're starting to ask questions that don't have simple answers, Grasshopper.

1) CAP.  Personally, I just set my fighters to "Escort", CAP Percentage to 50% and altitude to 20,000.  They can "run" pretty much indefinitely at those settings and do good work.  If the battle for some particular location is getting very intense I may up the % some, but the problem with that is the unit starts losing strength with too many planes down for repairs.  A better solution is to reduce their max range to zero IMHO.  Then the entire unit is available to scramble because none of the aircraft will be off actually escorting bombers.

2) TF settings.  Uh, what do you want them to do?  Answer that and you can probably figure out the appropriate TF types and settings yourself.  If you want more specific answers you'll have to ask more specific questions.

3) Ground Combat.  Oh Diety with an oversize can of worms.  Hmmm.  Use the search function, read lots and lots of threads.  There is a lot of discussion of this and the "answers" are too long for me to try to repeat them here.  Hang on a sec, I think.... *sounds of poster digging thru masses of computer files*  Ah, here we are.  Something I copied from a post by Irrelevant a long time ago.  *hands file to Marcus*  Go, read, study for a year or two. 


quote:


Taking a well-defended hex can be a long-term project. Be sure you bring enough stuff to finish the job. You will want to have engineer regiments to knock down the forts. Assaulting engineers also cause considerable casualties among defenders, as do armored regiments. Bring 2 or 3 of each to a big fight.

Combat causes disablements, disruption, fatigue and loss of morale. In a very real sense, who manages these factors better will win the campaign for the hex. To recover from these, you need support and supplies. You need an assault HQ (an army HQ for IJA, I don't know what the analogous unit is for allied LCAs) for sure, but that by itself will not give you enough support (enough support means "required support" is not in the red for any LCU). As IJ, I have also been bringing an air HQ of some sort, plus an aviation regiment. These have large numbers of support squads, and they will come in quite handy after you take the hex: you will be able to base a/c there the next day after it falls....I brought the Southern Area Army HQ (with prep points) to my assault on Singapore....

Also bring lots of artillery, three or four regiments are good if you are going after an objective defended by up to 50-75,000 enemy. You probably will not be assaulting every day, as your infantry will most likely need to rest in order to recover disruption and fatigue, so you will want to have artillery to keep up the pressure on the days you rest your infantry.

I like to assault when all my main assault units have recovered disruption/fatigue to 20/50 at the worst. Do not assault with LCUs with worse disruption/fatigue levels than these, except in the most urgent of circumstances. I would consider something like the following to be urgent: your last shock attack knocked the enemy's forts from 1 down to 0. Your attack was a 1-to-1; the ground combat animation showed you had 2000 actual AV adjusted to 1000, while the enemy was 800 adjusted to 600. There is a group of enemy LCUs in the adjacent hex. I would make another shock attack regardless of the state of my LCUs (with one exception), because you are very close to taking the hex, but the enemy could easily have reinforcements arriving at any time. The exception would be if supply was green or orange before the last attack but is now in the red. Unsupplied LCUs attack very poorly. If your supply goes red, guess what? You just became the defender.....

A game consideration is that the "top" assaulting LCU (not an HQ) in your "stack" will take the heaviest casualties. If that "top" unit is one of your most important assault elements (eg., an IJA division) your attacks will be delayed by the necessity for this unit to recover from disruption/fatigue. Find smaller infantry units that will stack on top of your main units and take the heat for them. An important consideration for defense as well as attack.

Another game consideration is that if the enemy has enough supply, he may be rebuilding his fort levels even as you are taking them down. To prevent this do airfield or port strikes to keep some level of damage there for him to repair. As long as his engineers have damage to repair they will not be rebuilding forts. Also this burns up his supply. Yesyesyes, gamey, but who does not do this?

One important thing to keep in mind is that naval bombardment, while powerful, can mislead you. The combat report may show them causing large numbers of casualties, but their effect is concentrated among support units. While in the long run this is very effective in wearing down an enemy defense, in the short term a big bombardment will not have much effect at all in the enemy's defensive strength. The effect is in reducing his ability to recover from your assaults in between times while you rest your troops.

Air support can be decisive. If your last attack was a 1-to-1 deliberate assault, shock attacking the very next turn in conjunction with a powerful ground support strike will almost always get you that 2-to-1. Ground support strikes generally cause disablements/disruption among the enemy's most powerful--and therefore most important--LCU. This hits directly at his ability to resist your assault. The effect is fleeting however; the following turn the affected LCU will most likely have recovered from 80% or more of the effect of the air strike. You have to assault the same turn to get the full benefit.

The three most important things (unless you have enough juice to get the 2-to-1 on the first attack): support, supply and preparation points.

Start with a bombardment attack. This will show you exactly what you are up against. If you are supremely confident, or if the enemy does a bombardment attack first (thus showing you what he has), start making deliberate assaults. Repeat as you recover disruption/fatigue. When you finally get the magic 1-to-1 with no forts, do a shock attack the following turn. If the enemy has many forts and you have many engineers and are getting 2-to-1 or better, consider making shock attacks sooner, you may take down multiple fort levels in a single turn.

I almost forgot: You must watch the entire ground combat animation. This is the only way to have any inkling of how the attack is progressing. After you sit through the seemingly interminable exchange of bombardments and assaults, you will be rewarded by an exact display of your base and adjusted AV followed by the enemy's base and adjusted AV. These four numbers are crucial, you need to write them down, and write down the follow-up attacks right next to them. In this way you will develop a very good sense of progress over time. If you don't do this, you will have to guess as to when to apply your final shock attack, the coup de gras.

All the above is based on the assumption that your supply is not in the red. If your supply is in the red, do not attack, unless you know that have overwhelming strength in the hex.


_____________________________

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.


(in reply to Skeleton)
Post #: 2
RE: Newbie Question for the Week - 6/14/2006 11:03:08 PM   
Feinder


Posts: 6589
Joined: 9/4/2002
From: Land o' Lakes, FL
Status: offline
One, what general rules do you follow regarding your air squandrons? I am lost concerning the setting of CAP levels and altitudes for them.

There's a lot of play with this.  For a "static" defense CAP unit (one that will rarely escort), I use about 70%.  Watch the altitude that the enemy bombers are coming in at (for medium bombers), and set your alt at about +6,000 feet.  However, on tactic is to send bombers in at say 12k (their escorts will be at about 15k).  So defending CAP is set aroudn 18k to bounce the escorts and the bombers.  So attacker sets a "sweep" mission (which will go first), at 22k, to bounce your CAP first.  If you have multiple sqdns available for CAP, you might start at around 16k, and "stack" your squadrons every 4k or so. This reduces the risk of your cAP being bounced.

Second, what thing or things should I keep at the forefront of my mind when setting missions/destinations for my task forces?

That's a little ambiguious, but you'll want to consider...
1.  Where are the enemy CVs?
2.  What is the land-based air threat?
Don't be in a rush to get there, unless you HAVE to be there.  Many WitP players zoom around at full speed taking the shortest, and frequently more dangerous routes.  Plan ahead, give yourself time to so that you can get near your detination on "cruise" (this cuts down dramatically on your accumulated sys dmg).  And plan a more circuitous path, that keeps you well behind your own spotters and LBA.  Better to spend the extra week in transit, than tho cut too close to the "border" and have a surprise meeting with the enemy CVs,

Last, what aspects are most vital to ensure the success of land units attacking bases, ie, supplies and support issues, to be exact?

Blow the sh_t out of the place before hand.  Bomb it.  Bombard bit.  Bomb it.  Bombard it.  Bomb it some more.  Target the AF to cause damage that eats supplies.  Target the Port to disable the shore batteries.  Keep that up for about 2 weeks.  Target the Ground units during the last couple days, to disrupt the enemy LCUs.  For your troops, have high prep levels, esp if it's an amphibious invasion.  Against an opposed landing, anything less than 30 prep is suicide (unless your Japan before 03-31).  OVer 50 is better.  You should try to plan far enough ahead to have 80 - 100 prep if possible.  Have separate AKs in your invasion TF that carry supplies.  Otherwise, your transports will off-load the men, and THEN the supplies.  If it's a large invasion (2+ Divs), you'll probably want to land with an HQ unit, to make up the support deficit.  Include a CA or two to "absorb" most of the shore battery fire (your CA will survive much better than your transports).

_____________________________

"It is obvious that you have greatly over-estimated my regard for your opinion." - Me


(in reply to Skeleton)
Post #: 3
RE: Newbie Question for the Week - 6/14/2006 11:45:51 PM   
aletoledo


Posts: 827
Joined: 2/4/2005
Status: offline
1) personally like setting my CAP at about 60% for an important base. higher than that I seem to get a buildup of damaged planes. as far as altitude, I prefer 15,000 as the starting atlitude, but then adjust as Feinder mentioned. only I have been aiming for 1,000 feet above the attackers. I haven't paid attention to the results very well, so Feinder 6,000 may very well be a better number.

2) TFs are set for what you're trying to accomplish.

3) ground combat is a matter of getting enough supplies + support + leadership + preperationin to a hex. leadership is tricky, in that you need to have a corps HQ and a Headquarters HQ to get the best results

(in reply to Feinder)
Post #: 4
RE: Newbie Question for the Week - 6/15/2006 1:47:47 AM   
Skeleton


Posts: 560
Joined: 3/14/2006
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You guys are too cool. I thank you very much for not only the knowledge but the presentation of that knowledge with just the right amount of humor. This is one of the best forums for any game I have ever played. In regards to knowledge and courtesy, you are on par with the good folks over at MMG. Again, thank you.

(in reply to aletoledo)
Post #: 5
RE: Newbie Question for the Week - 6/15/2006 3:31:02 AM   
tsimmonds


Posts: 5498
Joined: 2/6/2004
From: astride Mason and Dixon's Line
Status: offline

quote:

ORIGINAL: dtravel

...*sounds of poster digging thru masses of computer files*  Ah, here we are.  Something I copied from a post by Irrelevant a long time ago.  *hands file to Marcus*  Go, read, study for a year or two. 


quote:


Taking a well-defended hex can be a long-term project....


Here is the thread that post was made in. Lots more good advice in it besides that one post. With 4250 hits on only 60 posts, one of the most referred-to threads on the forum....

_____________________________

Fear the kitten!

(in reply to dtravel)
Post #: 6
RE: Newbie Question for the Week - 6/15/2006 3:57:37 AM   
madflava13


Posts: 1530
Joined: 2/7/2001
From: Alexandria, VA
Status: offline
As I play the Allies, I tend to have lower CAP settings (more radar warning on bases)... If it's an important base, I'll generally have around 20-40% CAP. If I suspect bad guys are in the area, I up it to 50% or more depending on what's at stake.

CVs any time they are at sea are always at least at 20% CAP. That's even between Pearl and SF. If I even have a funny feeling there might be something out there, I up it to 60%. CVs are much too important to risk.

I also have a LOT of time and thought invested in my patrol squadrons. I make sure I have overlapping coverage from a number of squadrons for each important sector. This helps me tweak my CAP coverage, assuming I get early warning...

_____________________________

"The Paraguayan Air Force's request for spraying subsidies was not as Paraguayan as it were..."

(in reply to tsimmonds)
Post #: 7
RE: Newbie Question for the Week - 6/15/2006 7:04:18 AM   
bradfordkay

 

Posts: 8683
Joined: 3/24/2002
From: Olympia, WA
Status: offline
" I almost forgot: You must watch the entire ground combat animation. This is the only way to have any inkling of how the attack is progressing. After you sit through the seemingly interminable exchange of bombardments and assaults, you will be rewarded by an exact display of your base and adjusted AV followed by the enemy's base and adjusted AV. These four numbers are crucial, you need to write them down, and write down the follow-up attacks right next to them. In this way you will develop a very good sense of progress over time. If you don't do this, you will have to guess as to when to apply your final shock attack, the coup de gras.


This is no longer the situation. In version 1.8 they added the necessary information to the combat results screen, so you can now exit out of the interminable combat screen and get the important information.

_____________________________

fair winds,
Brad

(in reply to madflava13)
Post #: 8
RE: Newbie Question for the Week - 6/15/2006 8:07:10 AM   
dtravel


Posts: 4533
Joined: 7/7/2004
Status: offline

quote:

ORIGINAL: bradfordkay

" I almost forgot: You must watch the entire ground combat animation. This is the only way to have any inkling of how the attack is progressing. After you sit through the seemingly interminable exchange of bombardments and assaults, you will be rewarded by an exact display of your base and adjusted AV followed by the enemy's base and adjusted AV. These four numbers are crucial, you need to write them down, and write down the follow-up attacks right next to them. In this way you will develop a very good sense of progress over time. If you don't do this, you will have to guess as to when to apply your final shock attack, the coup de gras.


This is no longer the situation. In version 1.8 they added the necessary information to the combat results screen, so you can now exit out of the interminable combat screen and get the important information.


To be fair, the text I quoted was posted more than a year ago.

_____________________________

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.


(in reply to bradfordkay)
Post #: 9
RE: Newbie Question for the Week - 6/15/2006 7:10:27 PM   
bradfordkay

 

Posts: 8683
Joined: 3/24/2002
From: Olympia, WA
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Understood, but since he is a newbie, I wanted to make sure that he realizes that this is no longer the case.

_____________________________

fair winds,
Brad

(in reply to dtravel)
Post #: 10
RE: Newbie Question for the Week - 6/15/2006 8:07:01 PM   
dtravel


Posts: 4533
Joined: 7/7/2004
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Watching the animation is still the only way to see what units you are facing and which ones are the strong ones, so the advice isn't totally irrelevant.

_____________________________

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.


(in reply to bradfordkay)
Post #: 11
RE: Newbie Question for the Week - 6/15/2006 8:58:07 PM   
Skeleton


Posts: 560
Joined: 3/14/2006
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For what it is worth, I do indeed watch the entire ground combat animation for just that reason.  Though I no longer "have" to, I will continue because of not only the info gleaned from it, but I think it adds some type of satisfaction that you don't get from just reading results.  If that makes any sense to anyone other than me.  Just the same, thanks again for the tips.  

(in reply to dtravel)
Post #: 12
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