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Frosted Flake posted:Wouldn't have known about this sale, thanks for posting! It's much lighter than that from what I've read--Panzer Corps with supply and amphibious assaults. Same lead designer as Commander: The Great War. PleasingFungus posted:It's not nice to gloat. I am really enjoying Flashpoint Campaigns, specifically the way the orders system works. The second scenario is difficult (at least for me) to get more than a contested battle on, but it's fun to replay, make small changes, and see how differently things play out. It's more expensive with the DLC (more scenarios) this sale, though. This video of this dude running through the tutorial sold me on the game, for what it's worth: https://www.youtube.com/watch?v=oWcTagWH7bw Trying to decide between Pike and Shot vs. Commander: the Great War. Maybe I'll get both!
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# ? Feb 24, 2016 13:43 |
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# ? Jun 6, 2024 06:10 |
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gradenko_2000 posted:1. Play Quiet China. Alternatively, if you're playing against the AI, keeping the Burma road open is key, as is concentrating your forces into point-to-point sledgehammers. paradigmblue posted:Read my current LP vs Saros and do the opposite of what I'm doing. It can't be worse. Ok thanks guys for all the advice. Guess I gotta manually do the logistics. Shoot me. A few more questions based on these answers, specifically about the bold portions: 1. So I've tried to load up planes, standing them down and making a transport TF. Do planes occupy troop space? Because it says I can't verify the load of the aircraft. 2. Is building up a base as simple as sending AF/Navy base forces and engineers? Assuming proper supply these guys will build up port/airbases? Will Engineers build up fortifications? Besides individually checking each base for supply and supply use, is there any way to see if it needs anything. Is that what the yellow and red exclamation points mean?
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# ? Feb 24, 2016 15:20 |
Phi230 posted:Ok thanks guys for all the advice. Guess I gotta manually do the logistics. Shoot me. A few more questions based on these answers, specifically about the bold portions: Manual logistics really aren't that bad. You don't need to worry too much about keeping every one of the hundreds of bases around the Pacific supplied, just use a spoke and wheel system that was previously mentioned. I usually set up convoys at the beginning to automatically run stuff between West Coast -> Pearl Harbor -> Fiji -> Sydney, so that all four of those are my spokes, and then I set up ad hoc supply lines from those bases as I need them. But the main supply route between those four places I mentioned is generally set-it-and-forget-it. 1. You don't (need to) load planes onto troop-carrying ships. If I remember right, planes go on normal cargo ships and take up normal cargo space, so it's probably that the boats you're trying to load onto are purely for troops. 2. Basically yep. On the base screen you can also specify which part of the base you want them to focus on (port, airbase, fortifications). I don't have the game or screenshots in front of me but I believe it's top-center of the base info window. For the last question I would strongly advise you to use WITPtracker, as it makes everything so much easier (and gives you just what every true grog wants, more spreadsheets!) Drone fucked around with this message at 15:27 on Feb 24, 2016 |
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# ? Feb 24, 2016 15:24 |
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Phi230 posted:Ok thanks guys for all the advice. Guess I gotta manually do the logistics. Shoot me. A few more questions based on these answers, specifically about the bold portions: 1. This is a gap in my knowledge. 2. Yes. Make sure you set them to Combat Mode, make sure they're very well supplied, and they will build up Forts, Air Base and Naval Base levels. 3. Yes, the yellow and red exclamation points alert you to the supply status of a base, but because of how long it takes to sail across the Pacific, you might be in trouble if you rely on those.
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# ? Feb 24, 2016 15:25 |
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Hav posted:It's a series of connected scenarios that seem mostly intent on pointing out how screwed the UK would be if the Cold War had gone hot. I'm not sure of the differences between the two packages other than that, though. That's what the plethora of British nuclear war preparedness videos tell me too. Fintilgin posted:A crazy parallel universe where America wins the Pacific War! Couldn't you go back a little further and give them to McDowell? That way you'd save at least 300,000 lives in the process of time travel Confederacy making GBS threads? ZombieLenin fucked around with this message at 15:42 on Feb 24, 2016 |
# ? Feb 24, 2016 15:39 |
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With planes you need to have cargo ships (AK/xAK) docked at the port and the planes will be crated and loaded, they will need reassembly by aviation support at their destination. Specialised air transport cargo ships (AKV) have roomy holds and cranes that allow the aircraft to be transported whole which can be very useful. Make sure to look at the LP I linked above.
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# ? Feb 24, 2016 16:00 |
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Saros posted:With planes you need to have cargo ships (AK/xAK) docked at the port and the planes will be crated and loaded, they will need reassembly by aviation support at their destination. Specialised air transport cargo ships (AKV) have roomy holds and cranes that allow the aircraft to be transported whole which can be very useful. Its funny that you mention that docked in port thing. One TF I just created at calcutta is considered "at sea" for like no reason. I just made the TF. How do I make sure its docked.
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# ? Feb 24, 2016 16:04 |
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Drone posted:Isn't this what Grey did in the Allied LP? Pretty much, yeah. I have never found China to be a problem or much extra work. Not the way marching works in this game. Which is what I would like fixed in a sequal.
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# ? Feb 24, 2016 16:14 |
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Phi230 posted:Ok thanks guys for all the advice. Guess I gotta manually do the logistics. Shoot me. A few more questions based on these answers, specifically about the bold portions: I use the AC system a bit differently. I pick really small capacity auxiliary ships to run supplies and fuel to isolated rear bases where I can set up the covoys and forget about them. Often this is in connection with running resources from isolated resource producing bases to my industry--not that this is critical at all to the allies (which I always play). quote:2. Is building up a base as simple as sending AF/Navy base forces and engineers? Assuming proper supply these guys will build up port/airbases? Will Engineers build up fortifications? No. You've got to click on the base hex, and in the base information window (top right) click "expand port, expand airfield, or expand fortifications." Also keep in mind expanding any of these eats supply. So you need to keep expanding bases well supplied. quote:Besides individually checking each base for supply and supply use, is there any way to see if it needs anything. Is that what the yellow and red exclamation points mean? You can use the "see all bases" or auto convoy menu to look, but I never do. You're mostly right about those exclamation marks. They mean one of three things: 1. Out of supply. Keep in mind, if the mark is not red, it only means the supply levels are at or below what you've set (or the default) the "needed" stockpile level. If the mark is red, that means there isn't enough supply to feed the units. 2. Out of fuel. Same as above. 3. Base not currently meeting garrison requirements. Send some more troops there if you can. Also, helpful hints: 1. If a squadron is ever red in an airfield menu, that means it needs pilots 2. Use (as the Allies) permanently restricted squadrons to train pilots. They should always be at 100% training. Be sure they are set to pull replacements from the replacement pool and not from anywhere else, including "any". Most of these are on the East Coast, but you do get some bombers like this on the West Coast as well. 3. If you see an * by the name of a ground unit, that means its a sub unit of a larger unit. You can check where the other sub units are by clicking on "show unit organizational structure" at the bottom left of the unit detail screen. As a general rule recombine what you can (click rebuild unit). All of the subunits need to be in the same place and in the same OP mode. Additionally they all need to be at the same upgrade level, but you need not worry about this at the start of the campaign scenario. The recombined unit always has a greater combat value than the sum of its components. 4. See above. In the campaign, on the first turn, there are two units you can reform in Malaya and 1 in the Philippines. You should reform them. I do not know if others agree or not, but I operate by the philosophy that, especially in this game, concentration of force is king. You know you aren't going to stop the landings in Malaya or the Philippines. So I triangle defend the bottom three hexs of Malaya and Manilla, Clark Field, and Batan by immediately setting all of my units to withdraw to these hexes. Also evacuate the shipping in Manila. Unless your goal is setting up a future scuba park. 5. I always change the HQ on the two orphan Aussie units in Malaya, get them to Singapore and evacuate them. Once combined that Aussie division is of huge value in Port Morseby or Burma. This is a way better use of those Aussie brigades than the extra day--literally--they would buy for Singapore if you left them. 6. Make sure you're setting arcs for your non-carrier naval attack squadrons (20% search) that point at the ships you would like them to attack. Also, if you haven't already check out this thread.. A bunch of us have started playing, or in my case come back to playing after 4 years, WITPE and we've been talking a lot about this stuff. ZombieLenin fucked around with this message at 16:26 on Feb 24, 2016 |
# ? Feb 24, 2016 16:15 |
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ZombieLenin posted:No. You've got to click on the base hex, and in the base information window (top right) click "expand port, expand airfield, or expand fortifications." Also keep in mind expanding any of these eats supply. So you need to keep expanding bases well supplied. Which also means you don't want to waste supplies expanding airfields forts and ports that you don't need. This is especially the case in China, where you are chronically starved of supplies, but Australia too. So I'd go through all your unnecessary bases and turn off any improvements at all of them so they don't suck up supplies away from other bases that actually need them. Doing so is extremely tedious. It isn't that huge of a deal, if there's only a few engineers at a small base then they work very slowly and don't eat up many supplies, but I believe that when you start a game you can default base improvements to off, which is probably a good idea since then you only need to activate the ones you want.
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# ? Feb 24, 2016 16:30 |
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Phi230 posted:Its funny that you mention that docked in port thing. One TF I just created at calcutta is considered "at sea" for like no reason. I just made the TF. How do I make sure its docked. There is "disbanded" ships in a port (they are no longer on the map as separate units but cannot do anything except be refueled/rearmed via the port screen) and "docked" task forces with ships inside them. Docking is done via the task force screen, button top right, if it's greyed out your force is too large for the port (mouseover will tell you the reason why) and usually newly created task forces will be docked automatically if there is room. Saros fucked around with this message at 17:36 on Feb 24, 2016 |
# ? Feb 24, 2016 17:03 |
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Had been eyeing Pike and Shot for a while so good time to pick that up. Also the small Vietnam game as it was cheap and to my understanding pretty nifty.
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# ? Feb 24, 2016 19:36 |
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Yeah, understanding the difference between the states a ship can be in in a port hex is key. A ship can be disbanded, which means it's not part of a Task Force. It is assumed to be anchored. There is no limit to the number of ships that can be in this state, though generally they can't load things in this state. Your auxiliary tenders should be in this state if you want them to perform their functions. Also use it to store ships you aren't using at the moment. A ship can be in a Task Force, which can either be docked or not. There is a limit to the amount of tonnage and TF size that can be docked. Being docked lets you load/unload faster, and is the only way to load some large equipment, like aircraft, bulldozers, and tanks. Undocked TFs can still load men, smaller equipment, and supplies, presumably via barges, but it's a bit slower. But there's no limit to the number of undocked TFs. There's also some other effects around fuel usage, vulnerability to attack, etc., which you can find in the manual, but generally speaking you should dock TFs that are loading/unloading if you can, and it is required if they are loading/unloading big stuff.
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# ? Feb 24, 2016 19:39 |
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Is Commander: The Great War like, a good game? By which I mean does it more or less successfully represent the war and possess a not entirely braindead AI?
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# ? Feb 24, 2016 19:45 |
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Fuligin posted:Is Commander: The Great War like, a good game? By which I mean does it more or less successfully represent the war and possess a not entirely braindead AI? I think the AI in CTGW is great. It'll start off attacking Serbia, then start pushing troops toward Liege and France, shipping units from Serbia up north, and then push eastward toward Tannenberg/northern Russia, etc... it's an AI, sure, but it does feel historical at the same time. And the AI is pretty tough, in my opinion. It's a great game.
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# ? Feb 24, 2016 19:49 |
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COOL CORN posted:I think the AI in CTGW is great. It'll start off attacking Serbia, then start pushing troops toward Liege and France, shipping units from Serbia up north, and then push eastward toward Tannenberg/northern Russia, etc... it's an AI, sure, but it does feel historical at the same time. And the AI is pretty tough, in my opinion. It's a great game. Word, thanks for the heads up. I'm psyched for decent WWI grand strategy.
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# ? Feb 24, 2016 19:50 |
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The CTGW AI has beaten me around quite a bit, I heartily recommend the game.
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# ? Feb 24, 2016 20:06 |
It's a really great game but if you're looking for spreadsheet levels of grog and "realism", you aren't going to find it in CtGW. It's more of an arcadey style in the vein of Unity of Command (and like UoC it's a drat fine game).
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# ? Feb 24, 2016 20:11 |
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Saros posted:There is "disbanded" ships in a port (they are no longer on the map as separate units but cannot do anything except be refueled/rearmed via the port screen) and "docked" task forces with ships inside them. Docking is done via the task force screen, button top right, if it's greyed out your force is too large for the port (mouseover will tell you the reason why) and usually newly created task forces will be docked automatically if there is room. Ok, another thing, I can't seem to load most of my land units into proper units. I have APs enough to load like 5x the troops I am trying to, but they don't even show up in the screen when I click load troops. Some do, like HQ units in the hex, but not the BFs and ENGs I'm trying to shuffle.
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# ? Feb 24, 2016 20:11 |
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Phi230 posted:Ok, another thing, I can't seem to load most of my land units into proper units. I have APs enough to load like 5x the troops I am trying to, but they don't even show up in the screen when I click load troops. Some do, like HQ units in the hex, but not the BFs and ENGs I'm trying to shuffle. Are the land units in strategic mode? It takes between 1 and 3 days to pack everything up once you change their state.
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# ? Feb 24, 2016 20:14 |
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Drone posted:It's a really great game but if you're looking for spreadsheet levels of grog and "realism", you aren't going to find it in CtGW. It's more of an arcadey style in the vein of Unity of Command (and like UoC it's a drat fine game). I'd say it's the best we've got for WW1. Is there a better, more groggy WW1 strategic level game out there?
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# ? Feb 24, 2016 20:16 |
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pthighs posted:Are the land units in strategic mode? It takes between 1 and 3 days to pack everything up once you change their state. Make sure their command isn't something like rear area where you can't load them even if on strategic move. I'm honestly not sure a better way to determine thay though thay might just be for the Guadalcanal scenario.
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# ? Feb 24, 2016 20:18 |
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COOL CORN posted:I'd say it's the best we've got for WW1. Is there a better, more groggy WW1 strategic level game out there? Thanks for the tip on CtW, will be picking it up.
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# ? Feb 24, 2016 20:20 |
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Dreamsicle posted:Make sure their command isn't something like rear area where you can't load them even if on strategic move. poo poo are you psychic? I am having this problem in the Guadalcanal scenario. I was trying to practice logistics and base building through this before the Japanese carriers arrived and sank all my botes but I managed to barely keep Port Moresby supplied and transported a lot of planes over there so whatever.
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# ? Feb 24, 2016 20:21 |
Not strategic but there are a couple of John Tiller WW1 games.
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# ? Feb 24, 2016 20:22 |
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Anyone tried the AGEOD Thirty Year War game?
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# ? Feb 24, 2016 20:26 |
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You can change commands to non restricted commands by using political points (click the yellow command name). This is an important part of the Guadalcanal scenario. Also for dropping off on contested bases use 'amphibious' task forces (troops loaded in combat mode) rather than ' transport' task forces (troops in strategic mode).
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# ? Feb 24, 2016 20:29 |
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And for the amphibious task forces, use AKs (and AKAs, if available). xAKs are civilian ships and will unload amphibious troops very, very slowly.
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# ? Feb 24, 2016 20:57 |
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AceRimmer posted:Anyone tried the AGEOD Thirty Year War game? Rise of Prussia is a good game if you like the AGEOD set up. I think it is one of the better ones. However, I would rather recommend Birth of America 2 or Revolution Under Siege. In my opinion those are the best ones.
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# ? Feb 24, 2016 21:06 |
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Does anyone have Heroes of Normandie? I like the board game but heard the pc port sucked because they didn't have cards, but now there is a new patch and it has cards.
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# ? Feb 24, 2016 21:20 |
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Drone posted:It's a really great game but if you're looking for spreadsheet levels of grog and "realism", you aren't going to find it in CtGW. It's more of an arcadey style in the vein of Unity of Command (and like UoC it's a drat fine game). lol at describing any turn based hex wargame as 'arcadey', but I get what you're saying, it's pretty grog-lite and also good.
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# ? Feb 24, 2016 21:56 |
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Phi230 posted:Ok, another thing, I can't seem to load most of my land units into proper units. I have APs enough to load like 5x the troops I am trying to, but they don't even show up in the screen when I click load troops. Some do, like HQ units in the hex, but not the BFs and ENGs I'm trying to shuffle. Are they in strategic move mode or are they under a restricted HQ? Look at the top left of the unit detail. Is the HQ listed either all white--which means default restricted--or yellow with a [R]--which means restricted? I'm guessing the later. Units in restricted HQs are geographically restricted and cannot leave the restricted area. The ones that have the in yellow HQ [R] can be changed to a different, non-restricted HQ, but that costs PP and is expensive. For example I always withdraw the Aussie brigades in Malaya, but they start the game under a restricted Malaya HQ. To evacuate them I've got to move the to Singapore, set them to strategic move, then click on the HQ name to change their HQ. In this case changing them over to say, ABDA, costs roughly 287 PP per brigade. You start the game with 600 (you get more). This, for example, is what makes it next to impossible to just completely abandon Singapore. You will never be able to buy out the troops their in time.
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# ? Feb 24, 2016 22:00 |
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When I was figuring out the PP system in WitP through trial and error I definitely moved some of those Aussie units from one restricted command to another and was still unable to move them
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# ? Feb 24, 2016 22:02 |
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Ghost of Mussolini posted:Rise of Prussia is a good game if you like the AGEOD set up. I think it is one of the better ones. However, I would rather recommend Birth of America 2 or Revolution Under Siege. In my opinion those are the best ones.
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# ? Feb 24, 2016 22:06 |
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The other ww1 strategic game is Strategic Command: World War One by Battlefront. It got worse graphics but some more detail over CtGW while still being very easy to get into. mmmmmm grog Comes with a bunch of scenarios besides the various grand campaigns. Galaga Galaxian posted:We could always make a mod for that one manga writen/drawn by a crazy ultra-nationalist where a JMSDF missile destroyer goes back in time. They decide the best way to fufill the JMSDF's policy of ending conflict with as few lives lost as possible is to harpoon the American carrier groups and give Imperial Japan all sorts of intel and modern technology, letting them dominate the Pacific. That's Zipang, and it's terrible (the ship is the fictional Mirai): quote:In episode 22 of Zipang, the JDS Mirai uses a Tomahawk cruise missile to destroy the USS Wasp (CV-7). The characters specifically identified this as the anti-ship variant and it is visually identical to the Tomahawk missile. In real-life, JMSDF ships do not carry Tomahawk cruise missiles, as Article 9 of the Japanese Constitution forbids Japan from possessing offensive weapons of any kind. The use of the Tomahawk cruise missile in the story suggests that in the near-future universe of the JDS Mirai, Japan had changed its policy on offensive weapons. The missile explodes on the deck of the Wasp and causes a massive chain reaction from the aircraft fuel and munitions of the second wave parked on the deck waiting to be launched, the Tomahawk sinks the Wasp with heavy casualties. RIP Wasp. (Honestly taking a Nimitz back to ww2 is similarly excessive wankery but hey, Tomcats!) Pimpmust fucked around with this message at 22:15 on Feb 24, 2016 |
# ? Feb 24, 2016 22:09 |
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In C:tGW, is it possible to do a Mesopotamian push? I tried once and the supply system meant my full infantry units failed to kill the smallest of defenses.
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# ? Feb 24, 2016 22:35 |
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So you are saying the JSDF doesn't have any anti-ship missiles, or just no anti-ship missiles that can be modified to be cruise missiles? Frankly, even though the tomahawk is almost exclusively a cruise missile, it seems like any anti ship missile could be so modified. In fact, short of WMDs it's seems possible to make the argument that any weapons system is defensive and therefore be able to circumvent that constitutional restriction.
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# ? Feb 24, 2016 22:39 |
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The JSDF have an aircraft carrier they renamed a "helicopter destroyer" to get around the constitutional restriction of only having destroyers in their navy so of course they have anti ship cruise missiles whether they admit it or not.
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# ? Feb 24, 2016 23:01 |
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ZombieLenin posted:
Sure, but then we'd be sentencing the country to President McDowell. Edit: we should have a goon pike and shot or C:TGW tournament Alikchi fucked around with this message at 23:11 on Feb 24, 2016 |
# ? Feb 24, 2016 23:08 |
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# ? Jun 6, 2024 06:10 |
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ZombieLenin posted:That's what the plethora of British nuclear war preparedness videos tell me too. This sent me down a rabbit hole of crazy people on Youtube who put together fake EMS alerts about nuclear war and alien invasions
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# ? Feb 24, 2016 23:11 |