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RE: Admirals Edition Land Thread - 9/13/2008 6:49:13 PM   
wild_Willie2


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Hi guy's , how is land based FLAK coded into AE?. Do we have the same lame land based FLAK as in WITP, or do we get more deadly FLAK like NIKmod ?

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Post #: 721
RE: Admirals Edition Land Thread - 10/6/2008 2:04:58 PM   
Andy Mac

 

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It varies depending on type of Flak I think its better

(in reply to wild_Willie2)
Post #: 722
RE: Admirals Edition Land Thread - 10/6/2008 3:51:12 PM   
String


Posts: 2661
Joined: 10/7/2003
From: Estonia
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quote:

ORIGINAL: herwin


quote:

ORIGINAL: JeffK

The Alamein Line Oct 1942

On a 30-35 mile front, the 8th Army had 7 Infantry Divisions, 3 Armoured Divisions & approx 2 Div eqiv in Brigades. This was not a deep formation and had many areas covered by patrol.

On the night of the attack, 4 Infantry Divs & Armoured Units made the major attacks, An Armd Div made a major diversionary attack and the other units made probing attacks.

Maybe someone could find the unit densities of other areas such as Normandy, Op Diadem, The Ardennes or the Soviet attacks into eastern Europe etc


A Western infantry battalion usually attacked a positional defence on a 500-700 meter front. The division usually went in on a 3-5 kilometer front. It defended about 8 kilometers, and could screen twice that frontage.


But that's with average western europe terrain I assume. In forested/mountainous/swampy areas the areas would be different, right?

(in reply to herwin)
Post #: 723
RE: Admirals Edition Land Thread - 10/6/2008 4:06:01 PM   
herwin

 

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From: Sunderland, UK
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quote:

ORIGINAL: String


quote:

ORIGINAL: herwin


quote:

ORIGINAL: JeffK

The Alamein Line Oct 1942

On a 30-35 mile front, the 8th Army had 7 Infantry Divisions, 3 Armoured Divisions & approx 2 Div eqiv in Brigades. This was not a deep formation and had many areas covered by patrol.

On the night of the attack, 4 Infantry Divs & Armoured Units made the major attacks, An Armd Div made a major diversionary attack and the other units made probing attacks.

Maybe someone could find the unit densities of other areas such as Normandy, Op Diadem, The Ardennes or the Soviet attacks into eastern Europe etc


A Western infantry battalion usually attacked a positional defence on a 500-700 meter front. The division usually went in on a 3-5 kilometer front. It defended about 8 kilometers, and could screen twice that frontage.


But that's with average western europe terrain I assume. In forested/mountainous/swampy areas the areas would be different, right?


There are lots of differences depending on METT. For example, Red Army divisional attacks on German fortified positions were sometimes on a 2 km frontage. Amuse yourself with the Gamer's OCS series if you want to see the range of variation. The Burma game is particularly relevant.

_____________________________

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"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com

(in reply to String)
Post #: 724
RE: Admirals Edition Land Thread - 10/6/2008 9:37:13 PM   
Wirraway_Ace


Posts: 1400
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From: Austin / Brisbane
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herwin, I agree with your comment about Mission, Enemy Terrain, Troops and Time available; however, if I had to pick one factor to model a frontage, it would be Terrain. A stacking limit is not an issue in a non-atoll/island hex, but the terrain certainly can affect how many units can attack out of it along a single hexside. 30 Corps was an enormous concentration of men and equipment occupying a singel AE hex as it advanced during Market Garden; however, at times only a single battalion was able to fight along the road. Jungle, mountain and river hexsides should be very limited in the number of squads that can effectively fight their way forward. This limit could be modified by leadership.

Of course, this would be true of the defender as well, so the battle would devolve into the quality of the squads committed and the leadership ability of one commander to employ effectively more squads.

(in reply to herwin)
Post #: 725
RE: Admirals Edition Land Thread - 10/7/2008 12:46:57 AM   
Mike Solli


Posts: 15792
Joined: 10/18/2000
From: the flight deck of the Zuikaku
Status: offline

quote:

ORIGINAL: herwin


quote:

ORIGINAL: String


quote:

ORIGINAL: herwin


quote:

ORIGINAL: JeffK

The Alamein Line Oct 1942

On a 30-35 mile front, the 8th Army had 7 Infantry Divisions, 3 Armoured Divisions & approx 2 Div eqiv in Brigades. This was not a deep formation and had many areas covered by patrol.

On the night of the attack, 4 Infantry Divs & Armoured Units made the major attacks, An Armd Div made a major diversionary attack and the other units made probing attacks.

Maybe someone could find the unit densities of other areas such as Normandy, Op Diadem, The Ardennes or the Soviet attacks into eastern Europe etc


A Western infantry battalion usually attacked a positional defence on a 500-700 meter front. The division usually went in on a 3-5 kilometer front. It defended about 8 kilometers, and could screen twice that frontage.


But that's with average western europe terrain I assume. In forested/mountainous/swampy areas the areas would be different, right?


There are lots of differences depending on METT. For example, Red Army divisional attacks on German fortified positions were sometimes on a 2 km frontage. Amuse yourself with the Gamer's OCS series if you want to see the range of variation. The Burma game is particularly relevant.


Ahh, The Gamers. I know Dean Essig well. I've got all the OCS, TCS and RSS along with a great deal of the others. Great systems. I recommend the TCS to see an abbreviated version of what it takes to plan a battle.

_____________________________


Created by the amazing Dixie

(in reply to herwin)
Post #: 726
RE: Admirals Edition Land Thread - 10/19/2008 10:22:48 PM   
Andy Mac

 

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Chad asked a good question in another thread I am going to answer it hear to try and keep all the answers in one place.

(Actually because of testing for the next few weeks I will only be answering questions in this thread I cannot go through multi threads so if you have a question on land ask it here and if I can I wil answer it)

OK the question chad asked

Stacking levels are seperate for each side.

On the smallest atolls each side may stack 6,000 men without penalty.

so the defender may have 6,000 men behind maximum level 6 forts without penalties.

The attacker may also only use 6,000 men without penalty.

Now both sides may overstack a little without the penalties becoming critical although its easier for the attacker.

The penalties are supply based and also increased disruption/fatigue - basically more supply spoils because not enough space to store it and men get grumpy and cannot remain combat effective because they are all standing on each other !!!

IF an attacker has air and sea superiority he can afford to overstack a little more e.g 12,000 men for a few days to take the base - the penalties especially supply usage are exponential but it can be done BUT to unload that number of men you had better have air and sea superiority as your transports are sitting ducks off shore. A lot more so than stock specifically if a SAG gets in amongst them sitting still unloading it will be nasty.

Basically overstacking can be done to a limited degree - its more difficult for the defender to overstack because the long term impact of overstacking hurts (supplies primarily)

An attacker can also overstack but there is a limit to how effective it will be and if you overcook it you are hurting your adjusted AV because you physically cannot unload enough supplies no matter how many ships you bring to keep the overstacked forces at 100% combat supply.

Finding that sweet spot well thats going to be your pleasure just like in real life fair warning the first idiot that brings 100,000 men to invade a flea speck atoll will need more than the entire US Merchant Marine in WW2 to keep em supplied - yes its that exponential !!!.

Now the question may be asked well how do you taske atolls with lvl 6 forts well the answer to that is

Be prepared
Make sure you have naval support
Make sure you have air superiorty

And hope to god the defenders have a few non combatants.

6,000 SNLF troops against 6,000 dug in marines is a BAAAD proposition

as is

6,000 Marines against 6,000 IJA Infantry

those same troops with CAS and NGS doable if the forts are not to nasty and you have time.

without CAS or NGS or the defender being all support troops.....

(in reply to Mike Solli)
Post #: 727
RE: Admirals Edition Land Thread - 10/19/2008 10:27:36 PM   
Andy Mac

 

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p.s. as I appear to be the designated Q&A guy on the AI I will answer any questions I can on that subject in this thread as well but fair warning that is still being worked on.

(in reply to Andy Mac)
Post #: 728
RE: Admirals Edition Land Thread - 10/19/2008 11:31:43 PM   
Apollo11


Posts: 24082
Joined: 6/7/2001
From: Zagreb, Croatia
Status: offline
Hi all,

quote:

ORIGINAL: Andy Mac

Chad asked a good question in another thread I am going to answer it hear to try and keep all the answers in one place.

(Actually because of testing for the next few weeks I will only be answering questions in this thread I cannot go through multi threads so if you have a question on land ask it here and if I can I wil answer it)

OK the question chad asked

Stacking levels are seperate for each side.

On the smallest atolls each side may stack 6,000 men without penalty.

so the defender may have 6,000 men behind maximum level 6 forts without penalties.

The attacker may also only use 6,000 men without penalty.

Now both sides may overstack a little without the penalties becoming critical although its easier for the attacker.

The penalties are supply based and also increased disruption/fatigue - basically more supply spoils because not enough space to store it and men get grumpy and cannot remain combat effective because they are all standing on each other !!!

IF an attacker has air and sea superiority he can afford to overstack a little more e.g 12,000 men for a few days to take the base - the penalties especially supply usage are exponential but it can be done BUT to unload that number of men you had better have air and sea superiority as your transports are sitting ducks off shore. A lot more so than stock specifically if a SAG gets in amongst them sitting still unloading it will be nasty.

Basically overstacking can be done to a limited degree - its more difficult for the defender to overstack because the long term impact of overstacking hurts (supplies primarily)

An attacker can also overstack but there is a limit to how effective it will be and if you overcook it you are hurting your adjusted AV because you physically cannot unload enough supplies no matter how many ships you bring to keep the overstacked forces at 100% combat supply.

Finding that sweet spot well thats going to be your pleasure just like in real life fair warning the first idiot that brings 100,000 men to invade a flea speck atoll will need more than the entire US Merchant Marine in WW2 to keep em supplied - yes its that exponential !!!.

Now the question may be asked well how do you taske atolls with lvl 6 forts well the answer to that is

Be prepared
Make sure you have naval support
Make sure you have air superiorty

And hope to god the defenders have a few non combatants.

6,000 SNLF troops against 6,000 dug in marines is a BAAAD proposition

as is

6,000 Marines against 6,000 IJA Infantry

those same troops with CAS and NGS doable if the forts are not to nasty and you have time.

without CAS or NGS or the defender being all support troops.....



Thanks for answering!

BTW, I asked this few tmes before here but this feature must have been "under construction" at the time of my question(s)...


Leo "Apollo11"

_____________________________



Prior Preparation & Planning Prevents Pathetically Poor Performance!

A & B: WitW, WitE, WbtS, GGWaW, GGWaW2-AWD, HttR, CotA, BftB, CF
P: UV, WitP, WitP-AE

(in reply to Andy Mac)
Post #: 729
RE: Admirals Edition Land Thread - 10/19/2008 11:52:01 PM   
Andy Mac

 

Posts: 15222
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From: Alexandria, Scotland
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Sorry I answer what I see when I can if I miss it keep asking !!!

(in reply to Apollo11)
Post #: 730
RE: Admirals Edition Land Thread - 10/20/2008 7:46:24 AM   
Apollo11


Posts: 24082
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From: Zagreb, Croatia
Status: offline
Hi all,

quote:

ORIGINAL: Andy Mac

Sorry I answer what I see when I can if I miss it keep asking !!!


No problem at all Mac... you guys just concentrate on what is most important - the WitP-AE!

We are all very grateful to all of you!!!


Leo "Apollo11"

_____________________________



Prior Preparation & Planning Prevents Pathetically Poor Performance!

A & B: WitW, WitE, WbtS, GGWaW, GGWaW2-AWD, HttR, CotA, BftB, CF
P: UV, WitP, WitP-AE

(in reply to Andy Mac)
Post #: 731
RE: Admirals Edition Land Thread - 10/20/2008 4:50:28 PM   
Chad Harrison


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From: Boise, ID - USA
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quote:

ORIGINAL: Andy Mac

Chad asked a good question in another thread I am going to answer it hear to try and keep all the answers in one place.

. . .

Be prepared
Make sure you have naval support
Make sure you have air superiorty

. . .



Thanks for answering Andy.

This may have already been answered, but will naval and air support play a bigger role in amphib operations this time around?

In stock WitP, air support simply meant that they could fly ground attack missions against usually a single unit. Is AE going to take their overwhelming presense further than that? Somehow factor their constant presense (again assuming complete air supperiority) into the land combat routines outside of their actual ground attacks against a single unit?

So in other words, will AE represent the ability of all those Marines to have 200 Helldivers and Avengers from all those carriers on call? That would have a huge impact on combat, especially against an enemy in little/no fortifications.

The same goes for overwhelming naval support. Will their support be limited to bombardment mission, or the game factor into the land combat routines the overwhelming presense of all those big ships with big guns which are on call?

Thanks in advance

Chad

(in reply to Andy Mac)
Post #: 732
RE: Admirals Edition Land Thread - 10/20/2008 4:54:37 PM   
Chad Harrison


Posts: 1395
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From: Boise, ID - USA
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quote:

ORIGINAL: Andy Mac

p.s. as I appear to be the designated Q&A guy on the AI I will answer any questions I can on that subject in this thread as well but fair warning that is still being worked on.


I will shoot out a quick and simple question regarding the planned state of the AI:

Will it be a viable opponent past the end of 1942?

(in reply to Andy Mac)
Post #: 733
RE: Admirals Edition Land Thread - 10/20/2008 5:11:02 PM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
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The fact that 6,000 men or even slightly more if overstacked will mean that fewer units will be on each atoll.

Even if you have four or five units CAS will have a greater impact because there are fewer targets that days of stacking 20 units on an atoll by EITHER side are hopefully over.

CAS in some ways is both better an worse - destroyed devices will be slower as most LCU's have more devices so to some extent CAS is less powerfull than stock but its disruption effect is slightly wider so on balance in big combats - IMO and this is my opinion it will be slightly more effective in large stack combats but wont be quite as effective at rendering units out of combat for the long term - e.g. disruption impact up, damage down a little compared to stock

(in reply to Chad Harrison)
Post #: 734
RE: Admirals Edition Land Thread - 10/20/2008 5:13:16 PM   
undercovergeek

 

Posts: 1526
Joined: 11/21/2006
From: UK
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quote:

ORIGINAL: Chad Harrison


quote:

ORIGINAL: Andy Mac

Chad asked a good question in another thread I am going to answer it hear to try and keep all the answers in one place.

. . .

Be prepared
Make sure you have naval support
Make sure you have air superiorty

. . .



Thanks for answering Andy.

This may have already been answered, but will naval and air support play a bigger role in amphib operations this time around?

In stock WitP, air support simply meant that they could fly ground attack missions against usually a single unit. Is AE going to take their overwhelming presense further than that? Somehow factor their constant presense (again assuming complete air supperiority) into the land combat routines outside of their actual ground attacks against a single unit?

So in other words, will AE represent the ability of all those Marines to have 200 Helldivers and Avengers from all those carriers on call? That would have a huge impact on combat, especially against an enemy in little/no fortifications.

The same goes for overwhelming naval support. Will their support be limited to bombardment mission, or the game factor into the land combat routines the overwhelming presense of all those big ships with big guns which are on call?

Thanks in advance

Chad


top questions - that would be amazing if its in......

ive always thought that having air superiority was simply that... it didnt really convey any benefits apart from an unmolested amphib landing but once done was quite pointless - move all aircraft to next target - but a genuine air superiority bonus and naval would something worth trying to achieve


(in reply to Chad Harrison)
Post #: 735
RE: Admirals Edition Land Thread - 10/20/2008 5:40:38 PM   
Andy Mac

 

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From: Alexandria, Scotland
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No hidden or specific bonus merely the fact that transports are a LOT more vulnerable when unloading than stock and I expect CAS on these small battles to be more significant.




(in reply to undercovergeek)
Post #: 736
RE: Admirals Edition Land Thread - 10/20/2008 5:52:40 PM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
Play the game 'in the box' and I think the AI will give a good game at least as good and hopefully better than stock (Joe will shoot me now for saying this) into and beyond 43 but the truth will be in the testing I hope it will give a good game.

Play the game out of the box and as long as my sick and twisted mind has pre empted you - you may get a nasty suprise (if you don't look at the AI file) - I have set up certain traps for folks who try to 'break the AI' paradigm for either side.

If you come up with something I haven't thought of or prepped the AI for then the results will be unpredictable and there is a limit to what I can do in this area....

I honestly believe the AI will give a decent game or I and others would not have been working on it for over a year - but I cannot tell what you lot will come up with that I have't thought of.

Andy


quote:

ORIGINAL: Chad Harrison


quote:

ORIGINAL: Andy Mac

p.s. as I appear to be the designated Q&A guy on the AI I will answer any questions I can on that subject in this thread as well but fair warning that is still being worked on.


I will shoot out a quick and simple question regarding the planned state of the AI:

Will it be a viable opponent past the end of 1942?


(in reply to Chad Harrison)
Post #: 737
RE: Admirals Edition Land Thread - 10/20/2008 7:41:56 PM   
Mike Solli


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From: the flight deck of the Zuikaku
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quote:

ORIGINAL: Andy Mac

The penalties are supply based and also increased disruption/fatigue - basically more supply spoils because not enough space to store it and men get grumpy and cannot remain combat effective because they are all standing on each other !!!


This is interesting Andy. Thanks. What determines supply upper limitations (the level where it begins to spoil)? Is it the facility level (like WitP) or troop levels now?

_____________________________


Created by the amazing Dixie

(in reply to Andy Mac)
Post #: 738
RE: Admirals Edition Land Thread - 10/20/2008 7:46:29 PM   
Chad Harrison


Posts: 1395
Joined: 4/2/2003
From: Boise, ID - USA
Status: offline

quote:

ORIGINAL: Andy Mac

Play the game 'in the box' and I think the AI will give a good game at least as good and hopefully better than stock (Joe will shoot me now for saying this) into and beyond 43 but the truth will be in the testing I hope it will give a good game.

Play the game out of the box and as long as my sick and twisted mind has pre empted you - you may get a nasty suprise (if you don't look at the AI file) - I have set up certain traps for folks who try to 'break the AI' paradigm for either side.

If you come up with something I haven't thought of or prepped the AI for then the results will be unpredictable and there is a limit to what I can do in this area....

I honestly believe the AI will give a decent game or I and others would not have been working on it for over a year - but I cannot tell what you lot will come up with that I have't thought of.

Andy



I assume this is the case, but just to be sure . . .

The new AI will have scripted events/reactions to draw from for the duration of the war correct? And there will be multiple reactions it can choose from correct?

And these are limited to 'If allies invade XXX within dates YYY and ZZZ, react with either: move units AAAA to defend BBBB or attack with units CCCC at location DDDD' type scenarios right?

(in reply to Andy Mac)
Post #: 739
RE: Admirals Edition Land Thread - 10/20/2008 7:47:43 PM   
Chad Harrison


Posts: 1395
Joined: 4/2/2003
From: Boise, ID - USA
Status: offline

quote:

ORIGINAL: Mike Solli

This is interesting Andy. Thanks. What determines supply upper limitations (the level where it begins to spoil)? Is it the facility level (like WitP) or troop levels now?



I would be very curious to know this also. Stocking Kwayalein without spoilage with 999,999 tons of supply and 999,999 tons of fuel never felt right.

(in reply to Mike Solli)
Post #: 740
RE: Admirals Edition Land Thread - 10/20/2008 7:56:36 PM   
Andy Mac

 

Posts: 15222
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From: Alexandria, Scotland
Status: offline
Taking the fifth on that one for now sorry Chad will try to answer whn I can
quote:

ORIGINAL: Chad Harrison


quote:

ORIGINAL: Andy Mac

Play the game 'in the box' and I think the AI will give a good game at least as good and hopefully better than stock (Joe will shoot me now for saying this) into and beyond 43 but the truth will be in the testing I hope it will give a good game.

Play the game out of the box and as long as my sick and twisted mind has pre empted you - you may get a nasty suprise (if you don't look at the AI file) - I have set up certain traps for folks who try to 'break the AI' paradigm for either side.

If you come up with something I haven't thought of or prepped the AI for then the results will be unpredictable and there is a limit to what I can do in this area....

I honestly believe the AI will give a decent game or I and others would not have been working on it for over a year - but I cannot tell what you lot will come up with that I have't thought of.

Andy



I assume this is the case, but just to be sure . . .

The new AI will have scripted events/reactions to draw from for the duration of the war correct? And there will be multiple reactions it can choose from correct?

And these are limited to 'If allies invade XXX within dates YYY and ZZZ, react with either: move units AAAA to defend BBBB or attack with units CCCC at location DDDD' type scenarios right?



(in reply to Chad Harrison)
Post #: 741
RE: Admirals Edition Land Thread - 10/20/2008 7:57:38 PM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
same as stock unless you overstack in which spoilage increases
quote:

ORIGINAL: Mike Solli


quote:

ORIGINAL: Andy Mac

The penalties are supply based and also increased disruption/fatigue - basically more supply spoils because not enough space to store it and men get grumpy and cannot remain combat effective because they are all standing on each other !!!


This is interesting Andy. Thanks. What determines supply upper limitations (the level where it begins to spoil)? Is it the facility level (like WitP) or troop levels now?


(in reply to Mike Solli)
Post #: 742
RE: Admirals Edition Land Thread - 10/20/2008 8:05:54 PM   
bradfordkay

 

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Okay, in an invasion what are the supply limits? Are they still based upon the size of the facilities that the enemy owns, or are they based on a 0,0 base size? I have never quite figured this out, so I tend to send a lot of supply with my invasions so as to overcome the spoilage with more being unloaded the next day. 

_____________________________

fair winds,
Brad

(in reply to Andy Mac)
Post #: 743
RE: Admirals Edition Land Thread - 10/20/2008 8:07:41 PM   
Andy Mac

 

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From: Alexandria, Scotland
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Unloading limits are such that there are limits as to how much you can unload whether you own the base or not and how fast the size of the enemies facilities are irrelevant

(in reply to bradfordkay)
Post #: 744
RE: Admirals Edition Land Thread - 10/21/2008 12:05:18 AM   
Chad Harrison


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From: Boise, ID - USA
Status: offline

quote:

ORIGINAL: Andy Mac

Taking the fifth on that one for now sorry Chad will try to answer whn I can
quote:

ORIGINAL: Chad Harrison



As always, no problem. Its a work in progress, we know. Just drop us a tidbit when you get a chance.

(in reply to Andy Mac)
Post #: 745
RE: Admirals Edition Land Thread - 10/29/2008 3:02:08 AM   
Chad Harrison


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From: Boise, ID - USA
Status: offline
I had posted this outside the Land thread and Andy asked that I put it in here as a friendly reminder for him to answer once those bugs let up.

So heres the original post Andy:

quote:



The stickied threads have become so large, and the search feature is buggy at best, that I am starting to forget what was actually said about AE a year ago and what I have imagined (is this a common problem as you get older and have more kids??)

One thing that I am unsure about is I *think* that I recall it being said that the number of aviation support squads in base forces were going to be tweaked to a smaller amount. Is this correct?

If this is correct, can we get a typical idea of what *full* strength base forces will have as far as avaition support squads? And dare I ask, perhaps even an OOB for a typical American and Japanease base force? I would also be curious to see how they look in AE (currently atleast).

In vanilla WitP, it was 30 aviation support for the typical base forces, and the large (for lack of better words) base forces were split between an aviation regiment with 270 support and an oversized base force with 90 support.

I have to admit my ignorance on this subject as it relates to reality. I have no idea how they worked it out in real life.

Thanks in advance.



Thanks in advance Andy. You always seem to have the burden of answering my never ending questions. Thanks for keeping the answers coming despite never ending work on your end.

Chad

(in reply to Chad Harrison)
Post #: 746
RE: Admirals Edition Land Thread - 10/29/2008 8:02:23 AM   
Andy Mac

 

Posts: 15222
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From: Alexandria, Scotland
Status: offline
OLD POST re QUTED from Thread
quote:

ORIGINAL: Andy Mac

Oh now msieving1 you just hit upon an issue that we went round and round and round and round on in the land team CW Av support !!!

Lots of debate on this one

I ended up for CW as opposed to US and Japanese with a 4 level Aviation Support system.

Lvl 1 and biggest Air Group Base Forces combined arms units with AA (equivalent to a LAA and HAA Regt in each one), radar , garrison, RE field park coy, support etc etc for each CW 'Group' HQ you get 1 central Base Force with 75 AV Support (or it could be 90 I would need to go check) - I think RAF gets 6 of these, RAAF 2 and RNZAF 1 basically bases designed to act as nodes for operations of a series of subsidiary fields

Lvl 2 a series of historical RAF, RAAF and RNZAF Wings each with 75 Av Support and NO support or other units - these replace the old Aviation Regts in CW terms they are significanlty smaller 75 v 250 AV Support but you get more of them (I assumed 4 RAF Sqns plus a recon or transport flight per Wing).

Lvl 3 Normal base forces with 16 or 32 AV Support (1 or 2 Sqns) and with a small garrison, support and AA echelon - broadly these forces are 1/3 or less than the Group base forces especially in AA assets these are the most common base force type in mid war and are general purpose 'utility' base forces.

Lvl 4 What I call outpost base forces a few AAMG's if they are lucky, a platoon of ISF troopers/Dutch Militia/NZ Can or Aus Militia  enough AV support to cope with a flight of planes from a dirt strip - these vary a lot and are by far the most common base force type at start there are about 25 in India, 10 or so in Burma and most of the DEI, Malaya base forces are of this type each with bespoke addons where appropriate (there is one lvl 4 base force in one of the Dutch islands with 2 attached improvised AFV's (trucks with a bit of metal stuck on front and an LMG on top) where I have the data to give these small units non TOE addons I have done so.

Typically the lvl 4's will be destroyed in the Japanese advance or can amalgamte to form lvl 3's but the sheer number of new bases requiring a little av support in a rear area will I think mean that a lot of these small detachments will persist for a while.

Just so I am clear lets take 221 Group RAF it will have a Group HQ, a Group Base Force and 2 - 5 Aviation Wings plus it may have attached 1 or 2 small type 3 or 4 Base Forces for smaller strips it may also have attached AA Regts .

Whereas 9 RAAF Gp will have fewer aviation wings but it has a few more small base forces and  several construction squadrons attached.

Andy



(in reply to Andy Mac)
Post #: 747
RE: Admirals Edition Land Thread - 10/29/2008 8:02:59 AM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
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And another one
quote:

ORIGINAL: Blackhorse



US Base Forces are similar to the CW, with a few twists.

The 270-Squad Uber-Aviation Regiments from stock and CHS are gone. US Aviation regiments (including four Marine Air Wings) now have 90 support squads each.

There are a few static base forces with large amounts of aviation support at start -- Los Angeles, San Francisco, March Field, etc.

Otherwise, there are three types of US Base Forces "Army Air Force" (USAAF), "Army" (USA), and "Navy" (USN). Unsurprisingly, USAAF Base Forces have the most aviation support, followed by the Navy, then the Army. Army Base Forces can only support a single full-strength squadron.

At the beginning of the war, there were battalion-sized US Navy civilian contractor base forces (mostly engineers, but small air support as well) on several Pacific islands. These are included in AE. They disband in a few months.




(in reply to Blackhorse)
Post #: 748
RE: Admirals Edition Land Thread - 10/29/2008 7:30:26 PM   
Chad Harrison


Posts: 1395
Joined: 4/2/2003
From: Boise, ID - USA
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Thanks, once again, for the replies Andy.

So it would appear that the days of having max aviation support at multiple front line bases are over. It will be interesting to see what effect this has on balance of play.

The more I learn about AE, the more I see that it is going to play out much differently than stock WitP. Oh and incase it isnt obvoius, I mean thats a good thing

(in reply to Andy Mac)
Post #: 749
RE: Admirals Edition Land Thread - 10/30/2008 4:49:57 AM   
pad152

 

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Joined: 4/23/2000
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quote:

At the beginning of the war, there were battalion-sized US Navy civilian contractor base forces (mostly engineers, but small air support as well) on several Pacific islands. These are included in AE. They disband in a few months.


When units like this disband, I take it there will be some other scheduled AV unit to take it's place?

Witp has the option of variable reinforcement of upto +/- 60 days, could a base lose it's AV support for 60 days?  Old unit disbands and new unit doesn't arrive for 60 days, air units get stuck no support, this sounds like an need less issue (a car crash ready to happen!). If a base has active air units, AV support shouldn't be pulled out from under them without a 30 day warning (think British withdraw in witp).

I hope there is a new screen in AE that shows all of the units (British withdraw, AV, gound/Air units, ships, etc.) that will disband in next 30 days and lists the PP cost for keeping them! The player will need something to budget and plan their PP spending without going crazy!


(in reply to Chad Harrison)
Post #: 750
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