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Drone posted:More WitP questions: Are they in combat or strategic mode? Combat mode loads onto Amphibious TFs, strategic mode loads onto Transport TFs. It takes one to three days to convert a unit in or out of strategic mode but they're faster to load and unload, especially from xAPs. Edit: And if they have the (R) I think they're still going to be Restricted.
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# ? Feb 15, 2014 21:02 |
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# ? Jun 6, 2024 15:29 |
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Drone posted:More WitP questions: [R] means it's attached to a restricted command and can't be loaded onto boats at all so you'd need to transfer it to a non-restricted command if you want to load it onto a transport. ALSO to load troops into a transport task force the ground units need to be in Strategic Move operations mode and there needs to be a port for them to unload on on the receiving end. This is fine for Moresby but if you want to invade someplace or transport troops to some shithole atoll with no port you'd need to use Amphibious task forces with troops in Combat operations mode. If you're looking for something to defend Moresby with I'd recommend using the 8th Australian Division which you can form from units in Rabaul, Malaya and Darwin. It's unrestricted, is already mostly in the region and is one of the strongest units the allies get.
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# ? Feb 15, 2014 21:02 |
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Lol the Nz armored units are actually tractors with sheet metal stuck on. :nzflag: http://en.m.wikipedia.org/wiki/Bob_Semple_tank That said they are restricted still so no transport, you need to pay PP's to transfer them to a non [R] command. Edit. Holy poo poo you guys work fast. Also they got rid of our flag smiley, uncool. Saros fucked around with this message at 21:12 on Feb 15, 2014 |
# ? Feb 15, 2014 21:04 |
Any good rundown on the different ship type acronyms in WitP? I've found some info in the manual but nothing as exhaustive as listing every civilian/transport ship model (xAP, AP, xAKL, AKM, CM, DCM, DCm, and the fifty-five others I haven't heard). I'm good with your normal CV/CVL/BB/BC/CA/CL/DD/SS stuff otherwise. I feel like I'm slowly getting a grasp on this game and peeling back the veneer a bit, but it probably doesn't help my learning that I keep restarting my scenarios because I understand things slightly better. Haven't managed to get to Christmas 1941 yet. Edit: VVVVVV Owns, thanks uPen! Drone fucked around with this message at 21:18 on Feb 15, 2014 |
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# ? Feb 15, 2014 21:15 |
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Drone posted:Any good rundown on the different ship type acronyms in WitP? I've found some info in the manual but nothing as exhaustive as listing every civilian/transport ship model (xAP, AP, xAKL, AKM, CM, DCM, DCm, and the fifty-five others I haven't heard). I'm good with your normal CV/CVL/BB/BC/CA/CL/DD/SS stuff otherwise. Page 273 of the manual (the appendix) lists absolutely every acronym, what it means, what task forces it can join and what that class of ship was historically used for.
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# ? Feb 15, 2014 21:17 |
uPen posted:If you're looking for something to defend Moresby with I'd recommend using the 8th Australian Division which you can form from units in Rabaul, Malaya and Darwin. It's unrestricted, is already mostly in the region and is one of the strongest units the allies get. You mean the I Australian Corps? That's the only non-restricted Australian command I'm seeing in Darwin/Malaya/Rabaul.
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# ? Feb 15, 2014 21:23 |
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8th Div starts the game in about 6 different pieces. You gotta look them up and ship them together to recombine them.
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# ? Feb 15, 2014 21:26 |
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Drone posted:You mean the I Australian Corps? That's the only non-restricted Australian command I'm seeing in Darwin/Malaya/Rabaul. Head to Darwin and click on this dude: Down near the bottom it says Unit Organization of 8th Australian Division. This means that this unit is a broken down component of a larger formation and if you get all the bits in the same hex the 'Rebuild Unit' button below that will light up and you can merge all the bits into a single formation. You basically always want to form units up into single counters as broken down units don't fight as effectively. Some units that are broken down at the start of the game will have parts of their formation listed as Inactive (XX days) which means that part won't be on-map until that date. For the 8th though: They're all on the map, you just need to get the 2 brigades out of Malaya and the battalion out of Rabaul.
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# ? Feb 15, 2014 21:32 |
Much better, thanks! Is there something that makes the 8th Australian Div. special, besides its ease of deployment to Moresby? And if so, is there a convenient spreadsheet somewhere (I'm sure there are, grognards love spreadsheets) with rebuildable units and their benefits?
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# ? Feb 15, 2014 21:52 |
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All the Australian divisions you get are great - they have huge morale, experience and their equipment isn't bad. Treat them like US Marine divisions.
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# ? Feb 15, 2014 21:55 |
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Is there a game that handles the Battle of the Atlantic with such detail as WitP?
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# ? Feb 15, 2014 22:07 |
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Drone posted:Much better, thanks! Is there something that makes the 8th Australian Div. special, besides its ease of deployment to Moresby? And if so, is there a convenient spreadsheet somewhere (I'm sure there are, grognards love spreadsheets) with rebuildable units and their benefits? Here's a spreadsheet of every allied unit and base in the game and suggestions on what orders to give each of them on the first turn. http://www.matrixgames.com/forums/tm.asp?m=2306421
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# ? Feb 15, 2014 22:36 |
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E: didn't see the new page...
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# ? Feb 16, 2014 01:09 |
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I think I might be getting the hang of this Decisive Battles game system: If that screen looks a bit hard to read, it's Omaha Beach on D-Day+10, I've captured St Lo and was just one attack short of completely liquidating a 3-division sized pocket I had formed just south of the initial landings. Image below from turn 6 to provide additional context: It took some effort to learn the rules and how to manipulate the interface to make it work for you, but I would say that this is better than UOC/PG in terms of depth, while also giving the player more control/predictability in their attacks than say, Decisive Campaigns or WITE. My first run through of this scenario was only a marginal victory because I didn't send any units east towards Isigny nor to form that flanking maneuver, and I lost several units to leaving my flanks exposed (artillery and AA and other such units are one-hit kills if they can be attacked directly), but this second one went much better. I especially like how simply destroying the Axis units would have resulted in a clear victory, even if geographic objectives were not met. EDIT: Is anyone interested? I could talk more about the game to explain how it works. gradenko_2000 fucked around with this message at 04:40 on Feb 16, 2014 |
# ? Feb 16, 2014 04:05 |
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uPen posted:All the Australian divisions you get are great - they have huge morale, experience and their equipment isn't bad. Treat them like US Marine divisions. Except if you break them there aren't enough replacement devices to build them back up until 1944. Treat them like irreplaceable Us divisions. The same goes for UK formations to an extent. There are enough infantry but arty/aa/mot/tanks will always be in greviously shott supply.
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# ? Feb 16, 2014 04:46 |
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The build rates seem high enough, enough to reconstitute one of those brigades in a few days if you don't allow any of the other aussie armies to take reinforcements. Which replacement is the one that takes awhile to reconstitute?
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# ? Feb 16, 2014 05:05 |
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gradenko_2000 posted:EDIT: Is anyone interested? I could talk more about the game to explain how it works. That map/counters.
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# ? Feb 16, 2014 05:31 |
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I dont have the game in front of me but from memory they share some arty (22 pounders.. Other stuff?) with the British and just generally have low replacement rates. I think most of the '43 squads and gear are okay (not great) but the '42 suffer because they replace all the lovely militia squads. I was referring to Au divisions as a whole being fragile. You can replace tge bird components of the 8th easily enough.
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# ? Feb 16, 2014 05:31 |
Not sure if I'm doing something wrong or if the AI in WitP is just loving with me. Sent a small convoy to Rabaul with the intent of picking up some troops there to bring back to relative safety in order to form some larger divisions (8th Australian, Port Moresby Brigade). Set the convoy destination for Rabaul, and a few days later it arrived - then immediately turned around and putzed around in the area around Rabaul. By the time I noticed and told them to get the gently caress back, the Japanese were already starting their assault on Rabaul and my convoy got annihilated. Is it because I had the Transport mission active and not one of the others, like Cargo or something?
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# ? Feb 16, 2014 09:19 |
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Drone posted:Not sure if I'm doing something wrong or if the AI in WitP is just loving with me. Sent a small convoy to Rabaul with the intent of picking up some troops there to bring back to relative safety in order to form some larger divisions (8th Australian, Port Moresby Brigade). Set the convoy destination for Rabaul, and a few days later it arrived - then immediately turned around and putzed around in the area around Rabaul. By the time I noticed and told them to get the gently caress back, the Japanese were already starting their assault on Rabaul and my convoy got annihilated. You ordered an empty transport fleet to transport the units they weren't carrying to Rabaul. Which they did, because ship captains in WitP are amazingly passive-aggressive. In seriousness, you should have disabled retreats (TF window, under the picture).
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# ? Feb 16, 2014 10:02 |
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ArchangeI posted:You ordered an empty transport fleet to transport the units they weren't carrying to Rabaul. Which they did, because ship captains in WitP are amazingly passive-aggressive. In seriousness, you should have disabled retreats (TF window, under the picture). When ut comes to empty outbound TFs I usually even set the destination as home port and automatic disband to on. It's a bit of bother to remake the TF for the return, but ensures that kind of fuckery doesn't happen. It also means the tf might evade an airstrike by being disbanded during an air phase.
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# ? Feb 16, 2014 11:09 |
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Caconym posted:When ut comes to empty outbound TFs I usually even set the destination as home port and automatic disband to on. It's a bit of bother to remake the TF for the return, but ensures that kind of fuckery doesn't happen. It also means the tf might evade an airstrike by being disbanded during an air phase. I don't think a disbanded TF is inherently safer than a formed up TF, bombers are perfectly happy to attack inactive boats.
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# ? Feb 16, 2014 11:45 |
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ArchangeI posted:You ordered an empty transport fleet to transport the units they weren't carrying to Rabaul. Which they did, because ship captains in WitP are amazingly passive-aggressive. In seriousness, you should have disabled retreats (TF window, under the picture). Or made it an escort fleet and then shifted mission once you arrived (wait, retreats would have still made it turn around anyway). I didn't pipe up about this when people were suddenly planning to buy WitP, but it really isn't a very good game.
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# ? Feb 16, 2014 12:03 |
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steinrokkan posted:I don't think a disbanded TF is inherently safer than a formed up TF, bombers are perfectly happy to attack inactive boats. Not on naval attack, they need to be on port attack for that. I've at least never had my bombers on naval attack out of Port Moresby attack ships disbanded into a port, even if I can see that there are ships in that port.
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# ? Feb 16, 2014 12:42 |
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If you leave them on port attack as a secondary mission they will select a target within range with detected ships in port and go trash them in the afternoon.
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# ? Feb 16, 2014 13:15 |
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Saros posted:If you leave them on port attack as a secondary mission they will select a target within range with detected ships in port and go trash them in the afternoon. Port Attack uses bombs, though, not torpedoes. Most capital ships can survive an airstrike by Betties in port - at sea, not so much.
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# ? Feb 16, 2014 15:30 |
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You sure about that? How does pearl harbour work then?
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# ? Feb 16, 2014 15:48 |
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Drone posted:Not sure if I'm doing something wrong or if the AI in WitP is just loving with me. Sent a small convoy to Rabaul with the intent of picking up some troops there to bring back to relative safety in order to form some larger divisions (8th Australian, Port Moresby Brigade). Set the convoy destination for Rabaul, and a few days later it arrived - then immediately turned around and putzed around in the area around Rabaul. By the time I noticed and told them to get the gently caress back, the Japanese were already starting their assault on Rabaul and my convoy got annihilated. Other people have said this, but the specific toggle is "retirement allowed" versus "remain on station" so you can find it on the TF screen.
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# ? Feb 16, 2014 17:31 |
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Rudi Starnberg posted:You sure about that? How does pearl harbour work then? Special Magic.
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# ? Feb 16, 2014 17:33 |
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ArchangeI posted:Port Attack uses bombs, though, not torpedoes. Most capital ships can survive an airstrike by Betties in port - at sea, not so much. Betties and Kates carrying 800kg's of armor piercing happiness beg to differ.
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# ? Feb 16, 2014 18:23 |
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uPen posted:That map/counters. The right-click menu is key to reading the map. If I right-click on a hex, it tells me from left to right: - What units are in the hex, if any. If I bring the cursor over either of those two counters within the menu, the middle display will change to the attack-defense strengths of the unit in question* - The terrain type and the CRT table to be used, in this case Plain - The hex-side details, in this case the S, SE and NE arrows are in orange because it's a river hex-side, meaning any attacks from those directions will suffer a penalty. The NW direction is occupied by another enemy unit and then only the SW direction will allow for an attack at full strength * Like so: The number in red is the attack strength, the number in blue is the defense strength, and the number of bullets is the supply level, or how many combats the unit can effectively participate in. This screenshot also demonstrates the board-gamey mechanic of attack/defense strengths changing with each "step" of the unit, but in this case the can be more than a few steps since the game isn't limited by the number of sides on a cardboard counter Drone posted:Not sure if I'm doing something wrong or if the AI in WitP is just loving with me. Sent a small convoy to Rabaul with the intent of picking up some troops there to bring back to relative safety in order to form some larger divisions (8th Australian, Port Moresby Brigade). Set the convoy destination for Rabaul, and a few days later it arrived - then immediately turned around and putzed around in the area around Rabaul. By the time I noticed and told them to get the gently caress back, the Japanese were already starting their assault on Rabaul and my convoy got annihilated. You have to set the TF to "Do not retire" so that they will stay in the destination hex after arriving. Alternatively, you can form the convoy in Darwin/Sydney/wherever, then immediately change its Home Port to Port Moresby, then issue a Return Home order. In either case, the TF will sail to PM and then stay there, letting you load up troops. By the by: Transport - used when shipping troops from one working-and-friendly port to another working-and-friendly port Cargo - used when shipping supplies/fuel/oil/resources from one working-and-friendly port to another working-and-friendly port Amphibious - used when landing troops to a hostile base. Also used when landing troops, and even just supplies to a friendly base, but one whose port is too small and/or too wrecked to be off-loaded with port facilities Rudi Starnberg posted:You sure about that? How does pearl harbour work then? I'm pretty sure the Pearl Harbor attack has a bunch of special rules and events and whatnot to make it work like it actually did historically.
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# ? Feb 16, 2014 18:47 |
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witp manual pg. 162 posted:Bombers attacking ports will attack any ships at anchor 50% of the time, however, TF’s docked in port will not be attacked. These attacks use bombs with only a small percentage of torpedo bombers using torpedoes (as it is assumed these ships may be in dry dock or protected by torpedo nets). If there are less than 10 ships at port, the chance of bombers attacking ships lessens with each number less than 10 (so, bombers would be more likely to attack ships if 9 were in port as opposed to 4). So it sounds like the safest thing to, if you have the option, is to dock your TF.
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# ? Feb 17, 2014 05:22 |
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I feel like I'm going to spend an hour just chauffeuring dudes around on tanks when this comes out.
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# ? Feb 17, 2014 07:43 |
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pthighs posted:So it sounds like the safest thing to, if you have the option, is to dock your TF. No if a Tf is only docked it will be targeted by naval attack missions. Docking and disbanding are two different things.
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# ? Feb 17, 2014 09:47 |
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uPen posted:
Yeah, Red Thunder seems to have a few nice upgrades - better Air units, AA fire that does something, people riding tanks and simple but effective things like decials to show hits/penitrations on tanks.
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# ? Feb 17, 2014 10:04 |
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And muting the menu music.
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# ? Feb 17, 2014 16:50 |
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This week's Matrix Deal of the week is Close Combat: Panthers in the Fog and Decisive Campaigns: The Blitzkrieg from Warsaw to Paris, both for 20 USD. The former title is one of the first Close Combat games that were not just re-packages of earlier releases, as this one covers the breakout from the Normandy beach-head and the German counter-attack at Mortain. I vaguely recall this one not having very good reviews, but the reasons I can't recall at the moment - I think it had a shaky release as far as bugs. The latter title though is a thread favorite and goons have run quite a few PBEM matches already.
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# ? Feb 17, 2014 17:23 |
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gradenko_2000 posted:This week's Matrix Deal of the week is Close Combat: Panthers in the Fog and Decisive Campaigns: The Blitzkrieg from Warsaw to Paris, both for 20 USD. If I get DC, will some kind groggoon show me the ropes before popping my skull like a grape? UoC is as far as I've gotten so far.
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# ? Feb 17, 2014 17:58 |
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How does Decisive Campaigns: Case Blue shape up in comparison in your Goonpinions?
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# ? Feb 17, 2014 20:04 |
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# ? Jun 6, 2024 15:29 |
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Quixzlizx posted:If I get DC, will some kind groggoon show me the ropes before popping my skull like a grape? UoC is as far as I've gotten so far. Of course. We are all brothers in minutiae here. maev posted:How does Decisive Campaigns: Case Blue shape up in comparison in your Goonpinions? Given the battle involved, it's a much fairer fight, and there are refinements to the reinforcement and card-playing system that makes it flow better. If you liked Warsaw to Paris, then it's more of that on the Eastern Front. About the worst thing I could say about it is that the scenarios are all fairly large (the main event is a full year from Kharkov 1942 to the final death throes of the 6th Armee) and that it doesn't support multi-multiplayer.
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# ? Feb 17, 2014 20:15 |