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Koesj
Aug 3, 2003
Flashpoint Campaigns in Danube Front - NATO Turn 1



The Soviets seems to have attacked in double Regimental strength, no doubt the first echelon of a tank division, and have inflicted some minor losses on our forces in Buchholz. We in turn have disrupted some of their Mechanized forces, and the exposed Tank Battalion to the north seems ripe for some softening up.

We've got a total of 14 maneuver companies at our disposal, and the support of an artillery Battalion. So four Tank- and eight Mechanized Companies, supported by two AT Missile Companies, will have to try and stop the enemy in their tracks.




Our troops opposite to their northernmost Tank Battalion start trading fire; our Thermal Imaging Systems prove highly effective.




The Soviet Battalion gets absolutely mauled, losing about a third of its strength, and we decide to follow up this succes with a determined counter-assault by the two infantry companies to the north - now that the Soviet attack has developed, it's probably better to concentrate our forces and beat them back as hard as we can.

We thoroughly succeed, forcing the enemy to retreat and pinning an entire enemy Tank Regiment between what is essentially a reinforced US Mechanized Battalion. Those troops will be isolated next term and start running low on ammunition if they are forced to counter our fire, taking a double morale hit!



Naturally, we reinforce this state of disarray upon the unfortunate Regiment by shooting 'em up some more with the Tank, Mechanized, and AT Missile Companies in northern Buchholz itself. A second Soviet Tank Battalion becomes disrupted, and all in all they lose another 10 or so vehicles.

When isolated, these enemy forces will not be able to lose their low ammo, disrupted, and low morale states - but at the same tame, disruption prevents them from assaulting out of isolation! This will force them to use a full turn's worth of 'speed allowance' to move even a single hex, this *without* inflicting any casualties upon us and taking opportunity fire along the way.



We switch our attention to the lone Motorized Rifle Battalion to the south, pounding it with artillery and keeping two of our Mech coys in contact with them. The Soviets quickly fold, being in the open and having no cover against superior US firepower.




As a backstop, we retreat the other two Mech coys of 4-41st Inf (outlined in red) deeper into the town, and place their AT Company to provide overwatch and fires up to three hexes away.




Last but not least, the two remaining Tank Companies in the town of Buchholz swing north; blocking the embattled Soviet Tank Regiment from simply retreating forward. They start trading shots with them in the hope of disrupting the last remaining 'fresh' enemy Battalion, but are largely unsuccesful. Even worse, Soviet artillery decides to wake up and fire at our tanks in the open, inflicting some painful casualties.



Welp, that's it for the coming two weeks since I'll have no access to a PC until after Christmas. I can play through a small scenario such as this one in half an hour or so, but writing stuff up and doing nice screenshots is another matter :(

And this is what happens when you commit your forces a bit too eagerly:



Oops.

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Drone
Aug 22, 2003

Incredible machine
:smug:



Koesj posted:

Flashpoint Campaigns in Danube Front - NATO Turn 1


I'm grabbing the Android version of North German Plain before my flight tomorrow because why the hell not, it's only a couple bucks.

Also, Matrix came through for me and got me my install files for WitP. They're now nestled lovingly on my backup drive, along with WitE and DC:WtP, so this will never happen again.

Koesj
Aug 3, 2003

Drone posted:

I'm grabbing the Android version of North German Plain before my flight tomorrow because why the hell not, it's only a couple bucks.

I did the exact same thing for my flight tonight, even though I've still got the CD-ROM (yes... but it was 2004!) lying around somewhere.

Do note that the base game, especially in NGP and Fulda Gap, has got some issues with the way units are set up: mainly incomplete OOB's and NATO being forced to fight in company sizes (and subsequently having extra fatigue and morale penalties forced upon them).

Danube Front fixes a bit of the former , meaning that you can now for example actually bank on blowing all the bridges necessary with some engineers that you had to do without before.

But the penalties on fighting with company-sized elements in a 1 mile-hex modern setting are just asinine. A good mod like Bolt from the Blue fixes this by turning those coys into Kampfgruppen.

Only to reinforce the WW2-ness of the engine in the first place :v:

Caconym
Feb 12, 2013

Nenonen posted:

Well it certainly looks like a thing


Oh my. 500k tons at 42 knots. Wonder what the fuel consumption would have been. :v:

50x16" main armament would have rocked in game tough.

Drone
Aug 22, 2003

Incredible machine
:smug:



Koesj posted:

I did the exact same thing for my flight tonight, even though I've still got the CD-ROM (yes... but it was 2004!) lying around somewhere.

Ah yeah, I'm not getting the Windows version. The Android port as (as far as I know?) is going to probably have the same issue though, and I don't have the luxury of modding it.

Koesj
Aug 3, 2003

Drone posted:

Ah yeah, I'm not getting the Windows version. The Android port as (as far as I know?) is going to probably have the same issue though, and I don't have the luxury of modding it.

But hey, for three bucks, who cares right? You get some of the nicer scenarios from the full game and will then forever be tempted to get some of their PC titles at probably full price :grognards2.0:

Drone
Aug 22, 2003

Incredible machine
:smug:



Koesj posted:

But hey, for three bucks, who cares right? You get some of the nicer scenarios from the full game and will then forever be tempted to get some of their PC titles at probably full price :grognards2.0:

As long as it's fun, I can overlook some weird bugs.

ElBrak
Aug 24, 2004

"Muerte, buen compinche. Muerte."

gradenko_2000 posted:

Some of the controls in WITP didn't exist yet in WPO, and WPO does not have much in the way of air units, and there is no production - both sides just get a set amount of stuff delivered to them on various turns.

In some ways all the simplification makes it easier. In some ways everything is so much slower because it's the '20s and that makes it harder to get into, but most of the lessons should apply. I do also own WPO and would be glad to help out with questions.

You should play a WPO pbem game with me nerd.

Pharnakes
Aug 14, 2009

Caconym posted:

Oh my. 500k tons at 42 knots. Wonder what the fuel consumption would have been. :v:

50x16" main armament would have rocked in game tough.

I googled it last night and it turns out its from a manga I think? OR maybe the manga was inspired by some insane real life Japanese guy.

All I can think is how easy it looks for that thing to just snap in half, I wonder what would happen if the forward batteries fired a port broadside and the aft batteries to starboard? :v:

Also little to no AAA.

Myoclonic Jerk
Nov 10, 2008

Cool it a minute, babe, let me finish playing with my fake gun.

Tomn posted:

According to the little text up top if you zoom it out all the way, this is supposed to be the "IJN Zipang," a 500k ton dreadnought designed by a "Commander Kaneda." Tracing the image shows its origin to be from a site called Shipbucket, filed under the "Never Built" category - supposedly ships that actually were designed at some point, but which never left the drawing board. I can't find anything else about either the ship or this "Commander Kaneda," though. I can only assume that if he and this design really did exist, the good commander was not a naval officer.

Incidentally, I counted. Looks like it's got a 32 big gun broadside. gently caress counting the smaller guns - looks like whoever slapped those on was looking at the Napoleonic Royal Navy and decided that the gun layout there was to die for.

So, in other words, some IJN fetishist drew it one handed while looking at hentai of Admiral Togo crudely photoshopped into a schoolgirl oufit.

Tomn
Aug 23, 2007

And the angel said unto him
"Stop hitting yourself. Stop hitting yourself."
But lo he could not. For the angel was hitting him with his own hands

Pharnakes posted:

I googled it last night and it turns out its from a manga I think? OR maybe the manga was inspired by some insane real life Japanese guy.

Nah, "Zipang" = "Nippon" = "Japan." Checking it out, the manga's about an alt-history scenario in which a ship from the Japanese Self-Defense Force gets chucked through a time warp back to the first day of Midway, with no ships more ridiculous than the Yamato showing up.

Myoclonic Jerk posted:

So, in other words, some IJN fetishist drew it one handed while looking at hentai of Admiral Togo crudely photoshopped into a schoolgirl oufit.

That would have been my guess, but then Nenonen found that picture over there.

Edit: I'm not sure, but if I'm reading Nenonen's image right, that ship is supposed to have a crew of 12,000 sailors?

Myoclonic Jerk
Nov 10, 2008

Cool it a minute, babe, let me finish playing with my fake gun.

Myoclonic Jerk posted:

So, in other words, some IJN fetishist officer drew it one handed while looking at hentai of Admiral Togo crudely photoshopped drawn into a schoolgirl outfit.

In light of the very official looking picture Neonen found, I revised my earlier statement.

V for Vegas
Sep 1, 2004

THUNDERDOME LOSER

Tomn posted:

Nah, "Zipang" = "Nippon" = "Japan." Checking it out, the manga's about an alt-history scenario in which a ship from the Japanese Self-Defense Force gets chucked through a time warp back to the first day of Midway, with no ships more ridiculous than the Yamato showing up.

A military experiment in the year 2021 has thrust an American-led multinational armada back to 1942, right into the middle of the U.S. naval task force speeding toward Midway

Davin Valkri
Apr 8, 2011

Maybe you're weighing the moral pros and cons but let me assure you that OH MY GOD
SHOOT ME IN THE GODDAMNED FACE
WHAT ARE YOU WAITING FOR?!
You went for that and not The Final Countdown?

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

Davin Valkri posted:

You went for that and not The Final Countdown?

A ridiculous case of blue balls. A real alt-hist Final Countdown would have the Nimitz bombing the Kido Butai within 5 minutes, with the mysterious, scarred, former Navy SEAL A-6 Intruder pilot buzzing the superstructure just for kicks while waving the American flag.

Baloogan
Dec 5, 2004
Fun Shoe
Re: Zipang. That anime pisses me off. The plan the protagonists settle on to 'save the most lives' (and thus fulfill the purpose of the modern JMDF) is end the pacific war by making the US retreat in 1942 by attacking their supplies and leaving imperial japan holding goddamn everything. They even sink a US carrier and provide their entire future library for the first IJN officer they come across.
:goonsay:

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

I am severly unconvinced that's the course of action that would 'save the most lives' even in the short term.

Pharnakes
Aug 14, 2009

Baloogan posted:

Re: Zipang. That anime pisses me off. The plan the protagonists settle on to 'save the most lives' (and thus fulfill the purpose of the modern JMDF) is end the pacific war by making the US retreat in 1942 by attacking their supplies and leaving imperial japan holding goddamn everything. They even sink a US carrier and provide their entire future library for the first IJN officer they come across.
:goonsay:

I haven't seen or read any of that anime, but the thing that always pisses me off about alt history wank fest where some modern unit gets sent back in time is logistics. Just how many ASMs does that thing carry anyway? Yeah you might manage to sink a few US carriers, but I'm pretty sure there's plenty more where they came from.

The Geoff
Oct 11, 2009
There has been some interest about Sub Commander in this thread before - just letting you know I released a new version today: http://www.subsim.com/radioroom/showthread.php?t=202304

Among other things, it adds a bunch of UI improvements and makes the AI ships and aircraft behave more intelligently. Active sonar is now simulated too, so you can finally be Sean Connery and order one ping only.

Alchenar
Apr 9, 2008

Saros posted:

I am severly unconvinced that's the course of action that would 'save the most lives' even in the short term.

'Having gone back in time with the benefit of 70 years of historical reflection, we are going to adopt the exact same strategy for winning the war that Imperial Japan did, while also ignoring the moral conundrum of assisting the horrific regime and Empire that was Imperial Japan'.

Drone
Aug 22, 2003

Incredible machine
:smug:



Alchenar posted:

'Having gone back in time with the benefit of 70 years of historical reflection, we are going to adopt the exact same strategy for winning the war that Imperial Japan did, while also ignoring the moral conundrum of assisting the horrific regime and Empire that was Imperial Japan'.

I'm pretty sure Japan doesn't view its own history with the same critical view that a country like modern Germany does. But I could be wrong there.

Count Thrashula
Jun 1, 2003

Death is nothing compared to vindication.
Buglord
WITP people - what should I keep in mind when designing TFs? So far I've just been kind of arbitrarily assigning ships to groups based on what I feel their job should be (BB/DD in bombardment, CV/CVEs in air support, etc). But I'm sure there's a better way to do it.

Alchenar
Apr 9, 2008

COOL CORN posted:

WITP people - what should I keep in mind when designing TFs? So far I've just been kind of arbitrarily assigning ships to groups based on what I feel their job should be (BB/DD in bombardment, CV/CVEs in air support, etc). But I'm sure there's a better way to do it.

TF's travel at the speed of the slowest ship in combat, so keep fast ships together. This means that there's a limited subset of ships that should be actually in a TF with a CV.

Count Thrashula
Jun 1, 2003

Death is nothing compared to vindication.
Buglord

Alchenar posted:

TF's travel at the speed of the slowest ship in combat, so keep fast ships together. This means that there's a limited subset of ships that should be actually in a TF with a CV.

That I do understand, but I mean like - how do people think "I need 4 CVs, 2 CVEs, 2 DDs for this TF", like what is the criteria for composition? Or is it just trial and error?

pthighs
Jun 21, 2013

Pillbug

COOL CORN posted:

That I do understand, but I mean like - how do people think "I need 4 CVs, 2 CVEs, 2 DDs for this TF", like what is the criteria for composition? Or is it just trial and error?

Look at the rules for coordination of airstrikes - there's a penalty for more than X number of planes in a task force. For the US, you don't want greater than 2CVs per task force until 43, if I remember correctly. Later in the war you can do more. There is also a max size of I think 15 ships for an air combat or surface combat task force - you start taking penalties if you get larger than that.

CVEs are only for escorting slow convoys, never put them in with CVs. Otherwise, I put in as many fast cruisers (look at the AAA scores, some are much better than others) as I can spare and 4 DDs for ASW. Once you get fast battleships its nice to have one in each of your CV groups. They have a ton of AAA and often enemy planes will attack them over your CV.

Pharnakes
Aug 14, 2009

COOL CORN posted:

That I do understand, but I mean like - how do people think "I need 4 CVs, 2 CVEs, 2 DDs for this TF", like what is the criteria for composition? Or is it just trial and error?

Really for the allies at least it just 1 CV, at least 4DDs with ASW 4 or 6 with ASW 2 (ASW 4 is really so much better but you might struggle to do that early war until the US pulls its finger out) and then just as much AAA power as you can cram in there. Early war this mostly means some US CAs and RN cruisers, later war just about everything is covered in AAA and you also get the dedicated CLAAs, which are lovely. Make sure when you are thinking about sacrificing some apparently crappy old cruiser in the early days to buy you some time that it doesn't upgrade to an angry god of plane death later. Also some of your armed mechant cruisers will upgrade to massive AAA platforms, they will never have the speed or durability of a warship but they are excellent for escorting in areas of contested air superiority. Again, check upgrade paths for seemingly worthless ships, just about all AMCs for example start extremely poo poo, but they almost all upgrade to either landing ships or AAA platforms, neither of which you can really have to much of, even as the allies.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

COOL CORN posted:

That I do understand, but I mean like - how do people think "I need 4 CVs, 2 CVEs, 2 DDs for this TF", like what is the criteria for composition? Or is it just trial and error?

1. Speeds need to match
2. You need twice as many escorts as you have capital ships
3. American CVs need to operate singly or in pairs at maximum until 1944 to avoid air coordination penalties
4. CVs and CVEs shouldn't operate in the same TF. CVs get a penalty for operating in a coastal hex, while CVEs can operate at full capacity, so the CVEs should be in the same hex as the amphibious landing troops to provide CAP directly over the hex. Before you have CVEs, the only way to provide CAP over such a hex would be to use Fighters set to Long-Range CAP, which isn't as effective because the fighters get hit with coordination penalties and will build up fatigue quickly.
5. For surface combat groups, your main consideration will be how many BB/BC/CAs you have available, that have matching speeds, that can be escorted by matching destroyers.

Morholt
Mar 18, 2006

Contrary to popular belief, tic-tac-toe isn't purely a game of chance.
gradenko, you mention that it's possible to make the AI turns in Tiller's Panzer Campaigns go instantly? How do you do that?

I'm playing through Mius '43 and as you said all the firing is a bit of a slog.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

Morholt posted:

gradenko, you mention that it's possible to make the AI turns in Tiller's Panzer Campaigns go instantly? How do you do that?

I'm playing through Mius '43 and as you said all the firing is a bit of a slog.

There's an option labeled fast AI processing in the AI menu

HisMajestyBOB
Oct 21, 2010


College Slice
I'm playing WitP:AE, the Guadalcanal campaign, to used to everything before trying the grand campaign (which I'm sure will be a hilarious comedy of errors).
I'm playing as the Allies, and have a few questions:
1. Where do my supplies come from? Should I assume Sydney will produce enough supplies for everything in the campaign? In the full game, I'd have to ship things from the US, but here it's not clear.
2. I currently have a good collection of land units (infantry, engineers, support) in Noumea and Luganville. However, most of them are restricted. I used some Political Points to free up some Seabees to help build up Tulagi and Lunga. I don't have nearly enough to get any infantry or anything else. I also noticed most of my non-base force/HQ reinforcements belong to the restricted SoPac Rear Aras restricted command, too. Will I be able to do anything useful with these units?
3. So far the AI hasn't done much of anything. Granted, it's just late August, so a little early still, but I would have expected at least a Betty attack or something. So far, nothing except for some cruisers that got sunk by carrier aircraft. EDIT: Just had some Betties attempt to hit some cruisers on the north side of Guadalcanal. Yay action!
EDIT3: Then the Japanese attacked in force all at once, sank a few empty, fleeing APs, damaged the USS Wasp and sank the Saratoga and North Carolina. Ouch. At least a sub damaged either the Shokaku or Zuikaku in return.

EDIT2:
So I've watched some tutorial videos (this guy's) and I've gotten an idea of the basics, but I'm wondering what the hell "load safety factor" means when I load something. Does that mean I have too many ships or not enough?

HisMajestyBOB fucked around with this message at 07:04 on Dec 16, 2014

pthighs
Jun 21, 2013

Pillbug
Are you playing the stock scenario, or the updated one here? http://www.matrixgames.com/forums/fb.asp?m=3198081

Check the base info screen, for Noumea for example it should say something like Supply: 15000 / 1500. This means the base receives 1500 supply automatically each day. The 15000 is the current level of supply.



You will be able to use Political Points to change for some units, but many of them will be stuck where they are on defense. I presume they are there because they were there historically and to discourage end-around amphibious landings by a human Japanese player. Note, however, that you can transfer restricted units by air, as long as the place you transfer it to falls under the appropriate command!

I didn't find the Japanese AI to be particularly active either. Once I took Guadalcanal I just dug in a repulsed a few invasions. The AI ship and air units will hit you from time to time.

"Load safety factor" refers to how much available cargo space you have not filled up.. For example, if your task force can handle a 20000 troop load, and you load 18000 troops, the load safety factor is 10%. It's good to have some for a few reasons - It leaves room to load supply (important to bring along for amphibious landings), it spreads your troops out across multiple ships (making the loss of any one less painful), and it leaves empty space so if a ship gets sunk, the other ships have room to carry the survivors they pull from the sea.

One other thing to note is that the scenario is designed to have somewhat restricted supply on purpose to mimic history. So keep that in mind.

Shimrra Jamaane
Aug 10, 2007

Obscure to all except those well-versed in Yuuzhan Vong lore.

Baloogan posted:

Re: Zipang. That anime pisses me off. The plan the protagonists settle on to 'save the most lives' (and thus fulfill the purpose of the modern JMDF) is end the pacific war by making the US retreat in 1942 by attacking their supplies and leaving imperial japan holding goddamn everything. They even sink a US carrier and provide their entire future library for the first IJN officer they come across.
:goonsay:

Yeah that plan would have worked out great for China.

SkySteak
Sep 9, 2010
I feel so close yet so far:





So given how hosed am I in the East and well, in the West? I'm slowly at the end of my tether, troop wise with the latter trying to button up Antwerp and Calais. Quite happy with how Serbia is going however.

Lord Windy
Mar 26, 2010

Shimrra Jamaane posted:

Yeah that plan would have worked out great for China.

Now I have never seen this Anime, nor do I want to, but if they had some magic thing that could give all this information to the Japanese forces wouldn't the least deadly option to be to show the Japanese what happens and ask them to stop?

My second action would be to go live a life of hedonism and sin after selling my aircraft to the Americans.

LLSix
Jan 20, 2010

The real power behind countless overlords

SkySteak posted:

I feel so close yet so far:





So given how hosed am I in the East and well, in the West? I'm slowly at the end of my tether, troop wise with the latter trying to button up Antwerp and Calais. Quite happy with how Serbia is going however.

It sucks, but you probably need to pull back in the East and stabilize your lines in France. This should free up some infantry units to ship West. Start this turn. You've punched a hole in Russia's lines already. With more troops you could advance and start pocketing some big groups.

It looks like you can spare a unit or two from Serbia, but be careful with that. Italy will probably join soon and you need most of the Austrian army to deal with them. Italy starts with a stupidly large army and France likes to send a few troops that way too.

LLSix fucked around with this message at 15:59 on Dec 16, 2014

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

Why are you not interdicting transports coming across the Atlantic? I get the AI is bad at channel hopping and you can snipe some infantry units crossing but each convoy is 100PP and provides manpower. Hitting convoys also damages National Morale which is crucial for forcing surrender. Plus there are units sitting around in the Ottoman empire that could be putting pressure on Russia.

I would stabilise the west making sure to hang onto Calais (crucial for sub range into the Atlantic) and focus on tearing up Russia and making troop encirclements. Be careful though as Warsaw is now a capital and provides full supply.

MrYenko
Jun 18, 2012

#2 isn't ALWAYS bad...

Has anyone with WitP:AE encountered horrendously unplayable interface slowdowns when actually in the map? In the settings pages, scenario selection, etc, its fine, but the moment the actual game loads, any kind of click or keypress is followed by generally more than a second of lag until something happens. I've tried several command line switches to try to rectify it, but they only seem to give me graphical glitches in addition to the interface lag.

:suicide:

(I should note that it ran fine under Windows 7, and this is my first time trying it in Windows 8.1.)

Count Thrashula
Jun 1, 2003

Death is nothing compared to vindication.
Buglord

MrYenko posted:

Has anyone with WitP:AE encountered horrendously unplayable interface slowdowns when actually in the map? In the settings pages, scenario selection, etc, its fine, but the moment the actual game loads, any kind of click or keypress is followed by generally more than a second of lag until something happens. I've tried several command line switches to try to rectify it, but they only seem to give me graphical glitches in addition to the interface lag.

:suicide:

(I should note that it ran fine under Windows 7, and this is my first time trying it in Windows 8.1.)

Yep.

The general consensus I've seen online is that there's no way around it unless you run in windowed mode. Same thing's going on with me.

edit-- I use "-cpu4 -w" and it runs fine for me. Anything other than windowed mode runs like molasses.

Baloogan
Dec 5, 2004
Fun Shoe
This is my shortcut: I've found that over the years I've been playing WITPAE I get the best performance with this
"B:\War in the Pacific Admiral's Edition\War in the Pacific Admiral Edition.exe" -cpu3 -multiaudio -dd_sw -px1920 -py1080 -w -altFont -deepColor -archive -skipVideo

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Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

Deepcolor and dd_sw are the most common fixes to map slowdown.

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