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First 5 things?

 
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All Forums >> [Current Games From Matrix.] >> [World War II] >> War In The Pacific - Struggle Against Japan 1941 - 1945 >> First 5 things? Page: [1]
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First 5 things? - 8/29/2004 5:08:33 AM   
Bozzaroo


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Joined: 6/30/2004
From: Sydney AU
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Ok, so I bought it the same day it was released - had a few go at the 15th scenario but keep getting a headache just trying to set everything up for the first run. (I'm trying the Jap side) - I read most of the threads here, about setting up the engine/plane production etc. ... but I still have a hard time just getting through the first day. So would any kind soul out the take me through the first 5 step I need to concentrate on to get me going?

2nd - have anyone had reports of hitting both the Lex and Enterprise on the first PH strike? Is this due to too excited pilots not being able to see the difference between a BB and a flat top, or does the carriers do start in port sometimes?
Post #: 1
RE: First 5 things? - 8/29/2004 5:18:54 AM   
mogami


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Joined: 8/23/2000
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Hi, If you use one of the vary set up turn 1 you can get a carrier battle on turn 1 or the USN CV might be in port.

As Japan you don't need to alter any production on turn 1 except for the arms factories that are size 0 and the Claude Factory at Nagaskai (I change it to A6M2 it is a size 4 so cheap to change) The 0 arms factories can be found using the list industry in the intell menu.

On turn 1 I cycle through all Japanese bases setting construction and airgroup status. Then I go to all the TF and adjust them and create new ones. (I'm supposing you are using a non historic start or you will not issue orders before turn 2.)

What you want to do before giving any TF orders or creating new TF is study the map and decide where you are going to go first. For every enemy base you want to capture you need a land combat unit on transports and an escorting surface TF and aircover. The A6M2 from landbases and you CVL will provide most of this. (Once you capture an airfield and have support there you move the Nate/Oscar in to take over CAP)

Send an email to Mogami69bsa@aol.com and I will send you a completed turn 1. It is for a PBEM game but I will give you the password. Use it to study. Any questions about the set up put in email. The forum is pretty good about helping new players. Have fun and don't stress yourself out.

_____________________________






I'm not retreating, I'm attacking in a different direction!

(in reply to Bozzaroo)
Post #: 2
RE: First 5 things? - 8/29/2004 5:27:40 AM   
2ndACR


Posts: 5665
Joined: 8/31/2003
From: Irving,Tx
Status: offline
As to the hitting American CV's, if you have the vary setup option set to "on" then sometimes the CV's are in PH.

Boy, the first 5 things for the IJN. You do not ask for much do you.

1. Ignore production for now. Get a handle on where everything is and where it needs to go first. I filled a legal pad with notes for scen15 and another for lemurs' scen26.

2. MOVE THOSE SUBS AROUND PH ASAP. it is a death trap there.

3. You have alot of eng units sitting around. Round them up and send them forth to whatever bases you decide to use as main bases to start building them up and fortifying.

4. Round up all those scattered AK, TK, PC, PG and send them to where they will be needed. I send them to Osaka, Palau, Cham Rahn Bay at the start.

5. Take your time, my first couple of times took about 30 hours for the first turn. Now it takes about 5-6 hours to setup. But I have done alot of first turns checking things, refining my notes etc. If you take the time on turn 1, the next 30 go real quick. Less than 30 min. Most around 10 min to just fine tune and check on things.

I type too slow.

< Message edited by 2ndACR -- 8/28/2004 9:28:33 PM >

(in reply to Bozzaroo)
Post #: 3
RE: First 5 things? - 8/29/2004 5:58:26 AM   
Bozzaroo


Posts: 11
Joined: 6/30/2004
From: Sydney AU
Status: offline
Thanks guys - I just love how this community is so helpful!!

Mogami I would love to have a look at some of those first turns! (Email is coming)

2ndACR - thanks, that's what the kind of advice I was looking for.

Geez I played the old WITP and WIR a million times until my rig outrun them and I couldn't do it anymore .. so this game is the answer to everything .. all I now need is time off to actually be able to get stuck into it!!

BTW is there any down under (AU or NZ) on beginner level wanting a very relaxed PBEM game going .. where learning is the main focus! Pls let me know!


A last question - (and yes I have read the manual as a bedtime story for a lot of nights) but never figured out the difference - what's the point of manual Vs Auto supplies to the bases???

(in reply to 2ndACR)
Post #: 4
RE: First 5 things? - 8/29/2004 6:40:06 AM   
2ndACR


Posts: 5665
Joined: 8/31/2003
From: Irving,Tx
Status: offline
Are you asking about the auto convoy routine?

(in reply to Bozzaroo)
Post #: 5
RE: First 5 things? - 8/29/2004 1:02:02 PM   
Bozzaroo


Posts: 11
Joined: 6/30/2004
From: Sydney AU
Status: offline
Yes - if I leave the auto supply off, do I then need to supply them manually for the entire run? (so what if I forget about a base, will it run out of supply and how do I know that it has?)

I read somewhere (in here) that you shouldn't use the auto supply (I can't remember the reason why), but with all the other things to worry about it seems an easy way out of too much micro management .. but as I said I have this nagging feeling that I'm missing something - I just don't know what!

(in reply to 2ndACR)
Post #: 6
RE: First 5 things? - 8/29/2004 1:51:50 PM   
2ndACR


Posts: 5665
Joined: 8/31/2003
From: Irving,Tx
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The auto convoy routine is NOT TRUST WORTHY at this time. You might end up with 30,000 supply points sitting on some atoll when it only need 10,000. After a few weeks of playing, running everything is not as bad as you would think.

I run EVERYTHING myself and my average turn speed is about 20min. The first turn is the hard one, all others are easy after that.

Supply will still move overland without any input from you, but running everything yourself (especially as IJ) keeps the WTF factor to a minimum. As the IJ you do not have the supplies to spare for every little base to be sitting at 30,000 supplies and another 30,000 fuel.

Hard to forget a base when you have mouseover reports. See a base at 10,000 this turn, come back 2 turns or so from now and look at it. It may have barely moved or may be around 7000. After a couple turns, you get a feel for everything and it becomes second nature.

(in reply to Bozzaroo)
Post #: 7
RE: First 5 things? - 8/29/2004 2:07:46 PM   
2ndACR


Posts: 5665
Joined: 8/31/2003
From: Irving,Tx
Status: offline
Also to make the first turn a little easier for you. Save when you feel yourself getting tired, frustrated. Even for a PBEM start, you can always save the game and use everytime. My 03 slot is currently occupied by a completed 1st turn as IJN of Lemurs' scen 26 BETA 3.1 ver. I have been playing with it seeing whats new and all. To save a first turn, just use the far left save function instead of the end turn one in PBEM. Also good for making backups.

****NOTE****

I said BETA version. It is not ready yet guys. So hold your horses and not bombard Lemurs with questions. I will send it to anybody that wants to take a look at it.

I can be reached at acproincDavidMitchell@msn.com

LOTS of changes.

(in reply to 2ndACR)
Post #: 8
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