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RE: Newbie tips: turn #1 (Japanese Player + some Allied info)

 
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RE: Newbie tips: turn #1 (Japanese Player + some Allied... - 6/27/2004 8:19:20 PM   
Fallschirmjager


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Is the "load only troops" button gone?
Wouldnt this keep us from loading on supplies and saving then for AK convoys?

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Post #: 31
RE: Newbie tips: turn #1 (Japanese Player + some Allied... - 6/27/2004 8:21:13 PM   
Mr.Frag


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quote:

Is the "load only troops" button gone?


Still available.

quote:

Wouldnt this keep us from loading on supplies and saving then for AK convoys?


No. The leftover space in ships is still going to get some supplies tucked in.

(in reply to Fallschirmjager)
Post #: 32
RE: Newbie tips: turn #1 (Japanese Player + some Allied... - 6/27/2004 8:24:17 PM   
ATENTOKO

 

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quote:

ORIGINAL: Mr.Frag

quote:

Frag....I assume it loads enough to cover the troops you got onboard??


No, you will be relearning the entire concept for loading things from scratch. It has been completely gutted and redone to make sense.

example time:

You have an HQ unit which is 300 support. Support has a load cost of 20 per element.

That gives you 6000 Infantry type load factors.

Taking an AP that has 3000 capacity, one sees that Infantry load factors take 1 space per element.

Take 3x 3000 AP's (9000 capacity).

The 6000 infantry factors will spread out over those 3 ships (2000 per). The remaining space (1000) will get loaded with supplies *but* AP's are not suited to carry supplies (load factor of 3) so you have 1000 space devided by 3 or 333 supplies.

You will end up with:

100 troops per ship and 333 supplies.

Adding a 4th ship to the mix:

4x 3000 AP's (12000 capacity)

1500 troops factors x1
500 supply factors x 3

75 troops per ship, and 500 supplies.

Change to AK's ... oh oh ... brain starting to hurt!!!

AK load Infantry at a factor of 6 but supplies at a factor of 1

still have 6000 infantry load factors ... so 6000 x 6 (ouch!) or 36000 AK space.

So we scratch our head and come up with 6 7000 AK ships.

so, 42000 space of which 36000 goes to troops and 6000 to supply.

Ship ends up looking like: 50 Troops, 1000 supply.

Brain still not gushing blood yet? You really want me to go on?
REALLY CHARMING, BUT..... IS THERE ANY AUTOMATICS SYSTEM????

(in reply to Mr.Frag)
Post #: 33
RE: Newbie tips: turn #1 (Japanese Player + some Allied... - 6/27/2004 8:25:18 PM   
Mr.Frag


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quote:

REALLY CHARMING, BUT..... IS THERE ANY AUTOMATICS SYSTEM????


That *is* the automatic system. I am just explaining how it works so you can get the best results out of it.

(in reply to ATENTOKO)
Post #: 34
RE: Newbie tips: turn #1 (Japanese Player + some Allied... - 6/27/2004 8:26:45 PM   
Fallschirmjager


Posts: 6793
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From: Chattanooga, Tennessee
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quote:

ORIGINAL: Mr.Frag

quote:

Is the "load only troops" button gone?


Still available.

quote:

Wouldnt this keep us from loading on supplies and saving then for AK convoys?


No. The leftover space in ships is still going to get some supplies tucked in.


Now your just confusing me
If I tell a convoy to load only troops, why will they still pack in supplies?

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Post #: 35
RE: Newbie tips: turn #1 (Japanese Player + some Allied... - 6/27/2004 8:30:06 PM   
ATENTOKO

 

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quote:

ORIGINAL: Mr.Frag

quote:

REALLY CHARMING, BUT..... IS THERE ANY AUTOMATICS SYSTEM????


That *is* the automatic system. I am just explaining how it works so you can get the best results out of it.

OK THANKS MR.FRAG.

(in reply to Mr.Frag)
Post #: 36
RE: Newbie tips: turn #1 (Japanese Player + some Allied... - 6/27/2004 8:33:25 PM   
Mr.Frag


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quote:

If I tell a convoy to load only troops, why will they still pack in supplies?


No, but understand that troops no longer carry any supplies with them when loading. You will end up with absolutely no supplies at all and wasted space on the ships.




Attachment (1)

(in reply to Fallschirmjager)
Post #: 37
RE: Newbie tips: turn #1 (Japanese Player + some Allied... - 6/27/2004 8:35:59 PM   
Fallschirmjager


Posts: 6793
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From: Chattanooga, Tennessee
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quote:

ORIGINAL: Mr.Frag

quote:

If I tell a convoy to load only troops, why will they still pack in supplies?


No, but understand that troops no longer carry any supplies with them when loading. You will end up with absolutely no supplies at all and wasted space on the ships.





Yes I understand that now (dont exactly like it...but oh well)
However, when possible I will create AK convoys to haul in supplies for an invasion. AP's unload supplies so slow that they tend to hang around far to long and catch all those nasty bombs that planes like to drop.

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Post #: 38
RE: Newbie tips: turn #1 (Japanese Player + some Allied... - 6/27/2004 8:41:12 PM   
Mr.Frag


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quote:

However, when possible I will create AK convoys to haul in supplies for an invasion. AP's unload supplies so slow that they tend to hang around far to long and catch all those nasty bombs that planes like to drop.


Understood, but should your AK's run into a sub on the way, they will be a tad late and your troops will land with 0 supply and you will have a completely failed invasion. Pretty dangerous to run separate TF's.

You only have so many escorts to go around. The more TF's you have, the lower the level of escort protection you will have. Better to be strong in a few places then weak in many places.

(in reply to Fallschirmjager)
Post #: 39
RE: Newbie tips: turn #1 (Japanese Player + some Allied... - 6/27/2004 8:41:55 PM   
ATENTOKO

 

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quote:

ORIGINAL: Mr.Frag

quote:

REALLY CHARMING, BUT..... IS THERE ANY AUTOMATICS SYSTEM????


That *is* the automatic system. I am just explaining how it works so you can get the best results out of it.

SO SORRY AGAIN MR.FRAG, BUT WHAT´S THE BEST TYPE OF SHIP TO LOAD TROOPS TO??

(in reply to Mr.Frag)
Post #: 40
RE: Newbie tips: turn #1 (Japanese Player + some Allied... - 6/27/2004 8:51:38 PM   
Mr.Frag


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quote:

SO SORRY AGAIN MR.FRAG, BUT WHAT´S THE BEST TYPE OF SHIP TO LOAD TROOPS TO??


Depends on the *type* of troops.

Inf = AP
AA = AK
HQ = AP
ARM = AK
ART = AK
ENG = AP (US ENG = AK if lots of Tractors)

It varies by the makeup of the unit.

(in reply to ATENTOKO)
Post #: 41
RE: Newbie tips: turn #1 (Japanese Player + some Allied... - 6/27/2004 9:04:54 PM   
ATENTOKO

 

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quote:

ORIGINAL: Mr.Frag

quote:

SO SORRY AGAIN MR.FRAG, BUT WHAT´S THE BEST TYPE OF SHIP TO LOAD TROOPS TO??


Depends on the *type* of troops.

Inf = AP
AA = AK
HQ = AP
ARM = AK
ART = AK
ENG = AP (US ENG = AK if lots of Tractors)

It varies by the makeup of the unit.

REALLY GOOD, I´VE BEEN USING ALL THE TYPES BUT WITHOUT ANY SENSE. NOW I KNOW WY I´VE DONE SO MANY SILLY THINGS IN THE PAST.
AND WHAT ABOUT SUPPLY

(in reply to Mr.Frag)
Post #: 42
RE: Newbie tips: turn #1 (Japanese Player + some Allied... - 6/27/2004 9:06:29 PM   
Mr.Frag


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Supply = AK best, AP worst.

(in reply to ATENTOKO)
Post #: 43
RE: Newbie tips: turn #1 (Japanese Player + some Allied... - 6/27/2004 9:14:37 PM   
ATENTOKO

 

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quote:

ORIGINAL: Mr.Frag

Supply = AK best, AP worst.

OUUUUUU YOU ARE THE BEST....... FINALY I CAN USE UV, OK. THE LAST YEARS IN ALCATRAZ WHERE TERRIBLE...JO JO JO

(in reply to Mr.Frag)
Post #: 44
RE: Newbie tips: turn #1 (Japanese Player + some Allied... - 6/27/2004 9:17:02 PM   
Xargun

 

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quote:

ORIGINAL: Mr.Frag

Supply = AK best, AP worst.


Once you guys get the manual there is a couple of pages dedicated to this topic of how everything fits into what kind of ships. Its interesting and seems to be right on the money - very important to pay attention to what you load on which ships - you can carry more and be faster in unloading too.

Xargun

(in reply to Mr.Frag)
Post #: 45
RE: Newbie tips: turn #1 (Japanese Player + some Allied... - 6/27/2004 9:23:51 PM   
ATENTOKO

 

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From: las palmas
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quote:

ORIGINAL: Xargun

quote:

ORIGINAL: Mr.Frag

Supply = AK best, AP worst.


Once you guys get the manual there is a couple of pages dedicated to this topic of how everything fits into what kind of ships. Its interesting and seems to be right on the money - very important to pay attention to what you load on which ships - you can carry more and be faster in unloading too.

Xargun

HELLO XARGUN,
I GUESS YOU HAVE THE GAME I WILL SEND THE 36 INF. REG TO MATRIX AND.........

(in reply to Xargun)
Post #: 46
RE: Newbie tips: turn #1 (Japanese Player + some Allied... - 6/27/2004 9:27:54 PM   
captskillet


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Ahhh its all clear to me now.....!!!

(in reply to Mr.Frag)
Post #: 47
RE: Newbie tips: turn #1 (Japanese Player + some Allied... - 6/27/2004 9:32:41 PM   
captskillet


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I guess when you do an invasion then you really need 2 convoys kinda like I used to do in UV....1 to carry the men (with AP type ships) and as much supply as possible and a second (with AK types) to carry some extra poop paper and rifle ammo !!!!

(in reply to Mr.Frag)
Post #: 48
RE: Newbie tips: turn #1 (Japanese Player + some Allied... - 6/27/2004 9:35:17 PM   
Fallschirmjager


Posts: 6793
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From: Chattanooga, Tennessee
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quote:

ORIGINAL: Mr.Frag

quote:

However, when possible I will create AK convoys to haul in supplies for an invasion. AP's unload supplies so slow that they tend to hang around far to long and catch all those nasty bombs that planes like to drop.


Understood, but should your AK's run into a sub on the way, they will be a tad late and your troops will land with 0 supply and you will have a completely failed invasion. Pretty dangerous to run separate TF's.

You only have so many escorts to go around. The more TF's you have, the lower the level of escort protection you will have. Better to be strong in a few places then weak in many places.


War is nothing but a series of tradeoffs.
I would much rather lose supply than troops since troops are points lost.
I see your point about the escort matter. But invasions (at least for me) always get a priority on escorts.
One final question...if a ship is damaged and loses speed...does it detach itself and go back to its home base? I dont see why this would be changed since UV but you said if a sub found your convoy the whole system would be slowed down.

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Post #: 49
RE: Newbie tips: turn #1 (Japanese Player + some Allied... - 6/27/2004 10:05:19 PM   
Mr.Frag


Posts: 13410
Joined: 12/18/2002
From: Purgatory
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quote:

One final question...if a ship is damaged and loses speed...does it detach itself and go back to its home base? I dont see why this would be changed since UV but you said if a sub found your convoy the whole system would be slowed down.


If the speed loss is dramatic enough, it will detach, but until then it might just make the difference between supplies for the beachhead and no supplies. AP's are generally faster then AK's so timing separate TF's is rather tricky. I've always found it easier to lump them together then split out the empty ships and send them home *BUT* I also have noted that sending thos empty ships home when instead they could be part of the masses which have escort and AA protection and probably LRCAP is not particularly safe.

One thing you quickly learn as Japan, you just don't have the goods to keep more then 3 invasion fleets running without running light on something. If you play within your means, you will dramatically reduce your losses. If you stretch yourself to add a couple more invasions, you are going to loose stuff whether it be to air power or naval power.

You have to ask yourself ... is an extra couple of days to get to a base safely more important then getting there with losses on the way. It is a strategy choice.

(in reply to Fallschirmjager)
Post #: 50
RE: Newbie tips: turn #1 (Japanese Player + some Allied... - 6/27/2004 10:08:56 PM   
Fallschirmjager


Posts: 6793
Joined: 3/18/2002
From: Chattanooga, Tennessee
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quote:

ORIGINAL: Mr.Frag

quote:

One final question...if a ship is damaged and loses speed...does it detach itself and go back to its home base? I dont see why this would be changed since UV but you said if a sub found your convoy the whole system would be slowed down.


If the speed loss is dramatic enough, it will detach, but until then it might just make the difference between supplies for the beachhead and no supplies. AP's are generally faster then AK's so timing separate TF's is rather tricky. I've always found it easier to lump them together then split out the empty ships and send them home *BUT* I also have noted that sending thos empty ships home when instead they could be part of the masses which have escort and AA protection and probably LRCAP is not particularly safe.

One thing you quickly learn as Japan, you just don't have the goods to keep more then 3 invasion fleets running without running light on something. If you play within your means, you will dramatically reduce your losses. If you stretch yourself to add a couple more invasions, you are going to loose stuff whether it be to air power or naval power.

You have to ask yourself ... is an extra couple of days to get to a base safely more important then getting there with losses on the way. It is a strategy choice.


How viable for Japan is it to march overland to capture bases? Or is it a better idea to invade everything from the sea?
The reason I ask is that it would take some of the pressure off of your Navy to land on one spot of the island and then use land hexes to march to the rest of the bases.

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Post #: 51
RE: Newbie tips: turn #1 (Japanese Player + some Allied... - 6/27/2004 10:20:40 PM   
Mr.Frag


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quote:

How viable for Japan is it to march overland to capture bases? Or is it a better idea to invade everything from the sea?
The reason I ask is that it would take some of the pressure off of your Navy to land on one spot of the island and then use land hexes to march to the rest of the bases.


There are a LOT of bases that can *only* be taken via a march. Key thing to remember is that overland movement takes time. It is much slower then troop transports.

If there are no types of trail/road/rail networks, it will be a LONG time. (about 2 miles a day average)

(in reply to Fallschirmjager)
Post #: 52
RE: Newbie tips: turn #1 (Japanese Player + some Allied... - 6/27/2004 10:23:23 PM   
Fallschirmjager


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From: Chattanooga, Tennessee
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quote:

ORIGINAL: Mr.Frag

quote:

How viable for Japan is it to march overland to capture bases? Or is it a better idea to invade everything from the sea?
The reason I ask is that it would take some of the pressure off of your Navy to land on one spot of the island and then use land hexes to march to the rest of the bases.


There are a LOT of bases that can *only* be taken via a march. Key thing to remember is that overland movement takes time. It is much slower then troop transports.

If there are no types of trail/road/rail networks, it will be a LONG time. (about 2 miles a day average)


As long as I am bothering you ....one last question. I noticed most combat units in the game are division size. Can you split these into sub units? I cant imagine trying to garrison every base you take with a divisional unit. You wouldnt have enough men to go around.

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Post #: 53
RE: Newbie tips: turn #1 (Japanese Player + some Allied... - 6/27/2004 10:59:41 PM   
Xargun

 

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From: Near Columbus, Ohio
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quote:

ORIGINAL: Fallschirmjager

As long as I am bothering you ....one last question. I noticed most combat units in the game are division size. Can you split these into sub units? I cant imagine trying to garrison every base you take with a divisional unit. You wouldnt have enough men to go around.


Yep. Divisions split into 3 sub units and Brigades (I think) split into 2 sub units.

Xargun

(in reply to Fallschirmjager)
Post #: 54
RE: Newbie tips: turn #1 (Japanese Player + some Allied... - 6/27/2004 11:12:18 PM   
ADavidB


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Joined: 9/17/2001
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quote:

No, you will be relearning the entire concept for loading things from scratch. It has been completely gutted and redone to make sense.


Huh??? Your description (clipped to save space) is gawdawful complicated. What is the point of making loading troops so complicated? The routine seemed to work okay in UV.

Dave Baranyi

(in reply to Mr.Frag)
Post #: 55
RE: Newbie tips: turn #1 (Japanese Player + some Allied... - 6/28/2004 12:19:31 AM   
Mr.Frag


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From: Purgatory
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quote:

What is the point of making loading troops so complicated? The routine seemed to work okay in UV.


It is not complicated, it actually *finally* makes complete sense. You'll understand once you use it.

(in reply to ADavidB)
Post #: 56
RE: Newbie tips: turn #1 (Japanese Player + some Allied... - 6/28/2004 2:23:28 AM   
IronDuke_slith

 

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Frag,
Great thread. I think you're cutting hours off several learning curves here. thanks for taking the time out.

Cheers,
IronDuke

(in reply to Mr.Frag)
Post #: 57
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