Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Triple20
Aug 16, 2005

In the end I guess it's easy after all

Frosted Flake posted:

Wouldn't have known about this sale, thanks for posting!

Managed to pick up some titles from my wishlist. What kind of game is Order of Battle Pacific? I'm a fan of WITPAE, but wouldn't mind a similar depth with a nicer interface.

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.

Picked up Pike & Shot - anything else I should be considering?

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!

Adbot
ADBOT LOVES YOU

Phi230
Feb 2, 2016

by Fluffdaddy

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.

2. Look for your Base Forces and Engineer units. Ship them to your target bases so they can be built up. Once the bases have been enlarged, ship Air HQs into the place so that your squadrons will have the support and admin that they need. Ditto for shipping Naval HQs to where you want to be able to base TFs from.

3. You have to stand them down, then set-up a Transport TF, and load the squadrons via the TF loading interface, like you would a land unit.

4. You should probably forget about using the auto-convoy system for now. It can work, but only if you know how to manage logistics manually in the first place. It's basically picking spots that you're going to use as jumping-off points for Air/Naval/Land forces, and shipping a poo poo-ton of supplies (and fuel for ships) over to there. Supplies coming from CONUS should probably be shipped into a dumping-ground in Australia, then you can make smaller precision deliveries to Noumea, Port Moresby and the current FEBA. Ditto supply coming from India and points-west being accumulated in Colombo and/or Diamond Harbor (or even further back) before being lunged forward to wherever you're currently fighting.


paradigmblue posted:

Read my current LP vs Saros and do the opposite of what I'm doing. It can't be worse.

Serious answer: Pull back your troops to defensible positions along the rail line if you can. Move badly damaged troops back to Chunking and other hexes where you can keep 10,000 supplies and set them to rest to recover your squads. Build fortifications in your cities, and check your terrain types so you know where to defend. Eventually you can blunt the AI's advance and throw together a large stack of units to begin taking back ground. Watch your road connection between the north and south, as if Japan severs it, your only source of oil in this theater won't flow south to Chunking. (Don't be like me and ignore it until its too late).

You can easily build up Morseby vs the AI, which isn't aggressive enough to make a play for the hex before you can move reinforcements there. The most convenient way to do this is to buy out some of the troops you have scattered around Melbourne, put them on a transport and sail them to Port Morseby. Make your airfield here a priority, and as soon as you're able ship in some dive-bombers and fighters.


It's up to you. Look at their max range - this is how far they can transfer base to base. You can also load on a ship (transport or air transport) or use rail lines to move them around. You can also develop a chain of bases in the Pacific to move fighters all the way from Pearl to Australia without using a transport, but keep in mind that every time that you transfer fighters over long ranges that there is a chance for ops losses.


My advice? Don't use the auto convoy system. Yes, you have to send supply everywhere, but different places will burn supply at very different rates depending on how many units are in the hex, what those units are doing and what air operations the base is supporting. Create large xAK TFs to move bulk supplies from the West Coast, then use smaller TFs to move those supplies to their final destination. Essentially, create spoke and hub systems. If you really want to use the auto convoy system, I would recommend only using it for bases in your rear areas.


This is a challenge for the allied player starting out - you have a lot of stuff, but it's scattered. Choose a few bases away from the front with good ports - so you can unload and offload your TFs quickly - and start consolidating your surface assets there. From there you can start dispatching TFs to where you need them.

As far as specifics on where to move things, you can play it one of two ways. If you want to break the AI, move men and material to bases you know the AI will try and take - Port Morseby, Singapore, Rangoon, and Java. Build them up, make sure they have decent CAP to protect your ships moving in and out and strike aircraft like Banshees or Wildebeests. The AI will not be able to displace you if you make a determined effort to hold these locations, and an you can repel their penny packet follow up invasions at your leisure. Singapore is more difficult to hold, so Palembang or Java will also do the trick.

If you'd rather play a more realistic game, let the AI take what they want. This may seem like a strange thing to do, but it's honestly a much more satisfying game when you let the AI just take what it wants during the first half of 1942. After that point you are much less likely to break the AI, and you have let the AI take its historical gains. This makes for a much better game from that point on - otherwise it's not "War in the Pacific" so much as it is "War in the DEI". Also, be sure to set the AI to "Hard". This doesn't change the combat results like "very hard" does, but allows the AI to stay in supply. Otherwise the AI will starve itself to death, making for a very uneventful 1943.


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?

Drone
Aug 22, 2003

Incredible machine
:smug:



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. 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?

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

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

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. 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?

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.

ZombieLenin
Sep 6, 2009

"Democracy for the insignificant minority, democracy for the rich--that is the democracy of capitalist society." VI Lenin


[/quote]

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!


I'm going to back in time to give General Grant and the Army of the Potomac AK47s. Not because it's going to change history, but just to watch them poo poo on the Confederacy even harder.

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

Saros
Dec 29, 2009

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

I set sail for the Planet of Lab Requisitions!!

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.

Phi230
Feb 2, 2016

by Fluffdaddy

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.

Make sure to look at the LP I linked above.

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.

Grey Hunter
Oct 17, 2007

Hero of the soviet union.
Accidental destroyer of planets

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.

ZombieLenin
Sep 6, 2009

"Democracy for the insignificant minority, democracy for the rich--that is the democracy of capitalist society." VI Lenin


[/quote]

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. 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.

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

gohuskies
Oct 23, 2010

I spend a lot of time making posts to justify why I'm not a self centered shithead that just wants to act like COVID isn't a thing.

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.

Saros
Dec 29, 2009

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

I set sail for the Planet of Lab Requisitions!!

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

Lunsku
May 21, 2006

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.

pthighs
Jun 21, 2013

Pillbug
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.

Fuligin
Oct 27, 2010

wait what the fuck??

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?

Count Thrashula
Jun 1, 2003

Death is nothing compared to vindication.
Buglord

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.

Fuligin
Oct 27, 2010

wait what the fuck??

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.

Ghost of Mussolini
Jun 26, 2011
The CTGW AI has beaten me around quite a bit, I heartily recommend the game.

Drone
Aug 22, 2003

Incredible machine
:smug:



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).

Phi230
Feb 2, 2016

by Fluffdaddy

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.

pthighs
Jun 21, 2013

Pillbug

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.

Count Thrashula
Jun 1, 2003

Death is nothing compared to vindication.
Buglord

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?

Dreamsicle
Oct 16, 2013

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.

AceRimmer
Mar 18, 2009

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?
To End All Wars? Nothing quite as groggy as that creaking monstrosity with its 30 minute, gently caress you no-alt tabbing allowed, turn resolution, off-map boxes substituting for coding in new systems and horrific UI.

Thanks for the tip on CtW, will be picking it up.

Phi230
Feb 2, 2016

by Fluffdaddy

Dreamsicle posted:

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.

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.

Drone
Aug 22, 2003

Incredible machine
:smug:



Not strategic but there are a couple of John Tiller WW1 games.

AceRimmer
Mar 18, 2009
Anyone tried the AGEOD Thirty Year War game?

Saros
Dec 29, 2009

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

I set sail for the Planet of Lab Requisitions!!

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).

pthighs
Jun 21, 2013

Pillbug
And for the amphibious task forces, use AKs (and AKAs, if available). xAKs are civilian ships and will unload amphibious troops very, very slowly.

Ghost of Mussolini
Jun 26, 2011

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.

dtkozl
Dec 17, 2001

ultima ratio regum
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.

cool new Metroid game
Oct 7, 2009

hail satan

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.

ZombieLenin
Sep 6, 2009

"Democracy for the insignificant minority, democracy for the rich--that is the democracy of capitalist society." VI Lenin


[/quote]

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.

Generation Internet
Jan 18, 2009

Where angels and generals fear to tread.
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 :v:

cool new Metroid game
Oct 7, 2009

hail satan

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.
different games. rise of prussia is seven years war (1750s-60s with some austrian sucession scenarios thrown in as well) released in 2009 and the thirty years war covers, well the thirty years war (first half of the 17th century) and was released last year.rise of prussia is alright for an ageod game, no idea about the thirty years war game.

Pimpmust
Oct 1, 2008

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.

Yes, this is a real thing. :shrug:

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

FebrezeNinja
Nov 22, 2007

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.

ZombieLenin
Sep 6, 2009

"Democracy for the insignificant minority, democracy for the rich--that is the democracy of capitalist society." VI Lenin


[/quote]
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.

dtkozl
Dec 17, 2001

ultima ratio regum
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.

Alikchi
Aug 18, 2010

Thumbs up I agree

ZombieLenin posted:


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?

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

Adbot
ADBOT LOVES YOU

GOOD TIMES ON METH
Mar 17, 2006

Fun Shoe

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

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply