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gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

Jobbo_Fett posted:

Just gimme a sub game that isn't either Germany or the US.

Sweet November: Soviet Sub Ops in the North Atlantic, 1959-1967

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uPen
Jan 25, 2010

Zu Rodina!
Sid Meier's Pirates but it's 1992 and you've stolen an ex-Soviet sub.

meadowlark
May 25, 2012
In WitP, is the combat air patrol in an air squad the units assigned to defend the other planes assigned to do the main mission? Like if I were to assign a group to a mission and leave the CAP levels to 0, they would be open to attacks from enemy squads undefended?

I'm having trouble understanding how the air war portion of the game is done. :gonk:

pthighs
Jun 21, 2013

Pillbug
No, CAP is the percentage of planes you want to stay over the base and defend against any incoming strikes. It is unrelated to whatever mission you have selected as primary.

They way they implemented assigning multiple missions to a squadron is confusing and unnecessarily complicated.

Escort is the mission type where you go along and protect your own striking planes. Set your fighter squadron to Escort, and the altitude and range to match that of the bomber squadron that you want to protect, and they will probably do so, but there is no way to guarantee it (as in real life).

pthighs fucked around with this message at 06:53 on Feb 6, 2019

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




Galaga Galaxian posted:

Had anyone seen or mentioned this? Another Naval game in development apparently.

This trailer is hilarious, way too try hard IMO, but I'm an old fart so what do I know. I almost closed the tab on it just before it FINALLY showed some actual gameplay.

https://www.youtube.com/watch?v=Eg7PmJwuV2s

(you cannot actually BUY NOW ON STEAM)


Also apparently Ultimate Admiral: Age of Sail is a thing that will soon exist too.

That really loud THWACK sound just now involved my desk. Global WW2 naval ops and a tactical level ? Even if you can't design the ships, that's still pure fentanyl for me.

I'd be hip to an I-Boat sim in a good engine.

Also,

https://store.steampowered.com/app/957950/1971__Indian_Naval_Front/


Oh good, Ultimate General: Dreadnoughts is still on.

mllaneza fucked around with this message at 09:01 on Feb 6, 2019

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

gradenko_2000 posted:

Sweet November: Soviet Sub Ops in the North Atlantic, 1959-1967

I should have specifued ww2 themed. Also missing Italian subs.

Chuck_D
Aug 25, 2003

Pharnakes posted:

See im happy that you are happy playing the AI but every post you make just makes me remember why I don't play the AI anymore. Like with the piecemeal carriers you are picking off one by one, the "AI" isn't even aware that it's carrier's are near each other and to link up for the fight, it's just a random ship leaving a random port to go on a random course as a "war patrol" with literally no strategic plan at all and even the tactical plan being chosen by die roll from a present selection.

Please don't take this as a personal attack cause it really isn't, but witp really has nothing that deserves the term AI.

I get it. I'm not offended. Nor do I entertain the idea that I'm some grand strategist because I'm beating a series of repeating scripts. As my first playthrough on the Grand Campaign, I'm having fun though. Up until the IJN started pressing their carriers through the fine mesh screen that is the Coral Sea, they were putting up a hell of a fight. Now, it's only a matter of time before the world collapses around them. The random war patrol nature you describe above is really starting to show itself. I see now that the Yamato is on a patrol that seems to run from Kavieng to Woodlark islands. Every 2-3 days she comes back, gets hit by a few bombs, then disappears again. Also, the Shoho just charged down the same path that brought the deaths of the Hiryu, Soryu, and Zuiho. Predictably, Shoho's hulk is now resting on the seafloor... probably stacked directly on top of the hulks of her predecessors. So yeah, the AI is braindead, but I'm still having fun. I'll probably start a PBEM game at some point, but not for a while.

mllaneza posted:

Even if you can't design the ships, that's still pure fentanyl for me.

Maybe I'm mis-reading what you're saying, but it sure looks to me like you can design the ships.

Anyway, that game may be just the "WitP w/modern UI" I've been dreaming of for so long. Here's to hoping.

Edit: Speaking of braindead AI... This has to be about the 10th time they've tried for Wake. Enterprise and Yorktown have been patrolling the area for 2-3 weeks, sinking every Japanese ship in sight. Best course of action? Send an unescorted invasion fleet in! The casualty count has to be a record for me.

quote:

Afternoon Air attack on TF, near Wake Island at 136,98

Weather in hex: Partial cloud

Raid spotted at 19 NM, estimated altitude 16,000 feet.
Estimated time to target is 7 minutes

Allied aircraft
F2A-3 Buffalo x 6
F4F-3A Wildcat x 7
F4F-3 Wildcat x 13
SBD-2 Dauntless x 22
SBD-3 Dauntless x 22
TBF-1 Avenger x 15

Allied aircraft losses
SBD-2 Dauntless: 1 damaged
SBD-3 Dauntless: 3 damaged

Japanese Ships
AK Yamasimo Maru, Bomb hits 1, heavy fires, heavy damage
xAK Syohei Maru, Bomb hits 7, and is sunk
xAK Johore Maru, Bomb hits 9, and is sunk
xAK Enzyu Maru, Bomb hits 3, heavy fires, heavy damage
AK Hirokawa Maru, Bomb hits 5, heavy fires, heavy damage
xAK Aki Maru, Bomb hits 6, and is sunk
xAKL Shun Yuan, Bomb hits 2, heavy fires, heavy damage

Japanese ground losses:
12906 casualties reported
Squads: 183 destroyed, 125 disabled
Non Combat: 311 destroyed, 508 disabled
Engineers: 71 destroyed, 8 disabled
Guns lost 102 (82 destroyed, 20 disabled)
Vehicles lost 35 (31 destroyed, 4 disabled)

Chuck_D fucked around with this message at 14:52 on Feb 6, 2019

Pirate Radar
Apr 18, 2008

You're not my Ruthie!
You're not my Debbie!
You're not my Sherry!
Losing all their carriers this early could potentially prove advantageous since it means they won’t run out of fuel as quickly as they otherwise would :v:

Stairmaster
Jun 8, 2012

Anyone got tips for doing combat good in strategic command?

Huskalator
Mar 17, 2009

Proud fascist
anti-anti-fascist
Sry if this has already been mentioned but there's a poo poo ton of wargames for sale on Steam at the moment. Picked up Field of Glory II for $10. Saw WitW for like $30.

Drone
Aug 22, 2003

Incredible machine
:smug:



Anyone know what I can do about this error message when trying to run the WITP Tracker? It's a fresh install, Java's all correct and everything. Running on Windows 10.

Saros
Dec 29, 2009

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

I set sail for the Planet of Lab Requisitions!!

Ask the guy who made it on the witp forums, he usually responds pretty quickly.

Popete
Oct 6, 2009

This will make sure you don't suggest to the KDz
That he should grow greens instead of crushing on MCs

Grimey Drawer
Do you have it installed to a really deep file path? Looks like it's choking on file path string length.

Drone
Aug 22, 2003

Incredible machine
:smug:



Popete posted:

Do you have it installed to a really deep file path? Looks like it's choking on file path string length.

D:\Games\WitP Tracker

WITP:AE itself is also in D:\Games\Gary Grigsby's War in the blahblahblah

Stairmaster
Jun 8, 2012

quote:

One of our beta testers was surprised (in a good way I think) today by something he noticed in his latest test game:



haha what a fun meme

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Release the hounds!

bgreman
Oct 8, 2005

ASK ME ABOUT STICKING WITH A YEARS-LONG LETS PLAY OF THE MOST COMPLICATED SPACE SIMULATION GAME INVENTED, PLAYING BOTH SIDES, AND SPENDING HOURS GOING ABOVE AND BEYOND TO ENSURE INTERNET STRANGERS ENJOY THEMSELVES

MrYenko
Jun 18, 2012

#2 isn't ALWAYS bad...

Welp. My dreams of an all-zeppelincarrier scout force will finally be realized.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Sadly from the sounds of it you don’t build Airships yourself, you simply build/expand airship bases and it automatically populates with airships.

Parasite fighters is a tech in the Airship research category. It wasn’t stated if the parasite fighters are one of your regular designs or unique designs.

Pirate Radar
Apr 18, 2008

You're not my Ruthie!
You're not my Debbie!
You're not my Sherry!

Galaga Galaxian posted:

Sadly from the sounds of it you don’t build Airships yourself, you simply build/expand airship bases and it automatically populates with airships.

Parasite fighters is a tech in the Airship research category. It wasn’t stated if the parasite fighters are one of your regular designs or unique designs.

And they said parasite fighters are fairly far along in the lighter-than-air research chain, so you might need to focus on that research to see them.

Stairmaster
Jun 8, 2012

More interested in how to win world war 1 era battles with seaplane carriers

AARP LARPer
Feb 19, 2005

THE DARK SIDE OF SCIENCE BREEDS A WEAPON OF WAR

Buglord
I'd like to gauge the potential interest in a casual Battle Academy (1 or 2) tournament among us. If there's enough interest (8+), I'll set up the brackets and will offer a small prize.

Just quote this with a YES if you'd like to participate.

Alikchi
Aug 18, 2010

Thumbs up I agree

I think I posted here last year that I was working on modding the War Plan Orange data and scenarios into WitP but I can't figure out a way to automate the process and the WitP editors are so janky it's probably easier to just learn Unity and create a modern WitP/WPO clone. :/

Pharnakes
Aug 14, 2009
Please do.

FrozenVent
May 1, 2009

The Boeing 737-200QC is the undisputed workhorse of the skies.
Let me know once it’s done and I’ll mail you a check for $78, then wait for the email from your son in law with the product key.

Tetraptous
Nov 11, 2004

Dynamic instability during transition.

Dadbod Apocalypse posted:

I'd like to gauge the potential interest in a casual Battle Academy (1 or 2) tournament among us. If there's enough interest (8+), I'll set up the brackets and will offer a small prize.

Just quote this with a YES if you'd like to participate.

YES, I’m in!

Chuck_D
Aug 25, 2003
Anyone have a good guide for land combat in WitP? I thought I had it down, but the invasions of Roi Namur and Maloelap are going pretty poorly. My units have 90+ planning for their respective locations, enemy air units are suppressed by carrier air assets, surface warships embedded in the amphib TFs have suppressed enemy coastal defenses, etc. It just seems like my troops aren't offloading fast enough so that the auto-triggered shock attack is wrecking them. Is it better to have a bunch of small task forces offloading rather than one big one?

I've primarily landed a mix of infantry and artillery and I'm thinking that might be part of the problem. I don't believe I'm breaking their forts down by much, so I'm just throwing my guys into the meat grinder of prepared positions. I probably needed some combat engineers and/or armor in there, didn't I?

Chuck_D fucked around with this message at 17:38 on Feb 9, 2019

Bold Robot
Jan 6, 2009

Be brave.



Gewehr 43 posted:

Anyone have a good guide for land combat in WitP? I thought I had it down, but the invasions of Roi Namur and Maloelap are going pretty poorly. My units have 90+ planning for their respective locations, enemy air units are suppressed by carrier air assets, surface warships embedded in the amphib TFs have suppressed enemy coastal defenses, etc. It just seems like my troops aren't offloading fast enough so that the auto-triggered shock attack is wrecking them. Is it better to have a bunch of small task forces offloading rather than one big one?

I've primarily landed a mix of infantry and artillery and I'm thinking that might be part of the problem. I don't believe I'm breaking their forts down by much, so I'm just throwing my guys into the meat grinder of prepared positions. I probably needed some combat engineers and/or armor in there, didn't I?

For atolls, you should have a mix of infantry, armor, and combat engineers supported by a corps HQ. Because of the mandatory shock attack, it is critical that you arrange things so that you can unload all of your units in one day. This means that your assault ships must arrive and begin unloading during the first phase of the turn, i.e., they should end the previous turn quite close to the destination. Spread your troops between enough APAs and AKAs that each ship can discharge its entire load by the end of the day before the combat phase starts. I don’t think number of task forces really matters - what matters is number of ships compared to number of troops.

I’m not at home but took pretty detailed notes on timing and composition of assault forces for every landing I did in my campaign. I’ll pull up and post my info for Roi-Namur and Maloelap, but from what I recall each of those landings probably had 1 or 2 infantry or marine divisions, one or two armor units, a combat engineer unit, and a corps HQ.

I never included artillery units in my amphibious assaults at all. I think they are intended more as defensive units, but not sure.

Bold Robot fucked around with this message at 18:03 on Feb 9, 2019

Caconym
Feb 12, 2013

Gewehr 43 posted:

Anyone have a good guide for land combat in WitP? I thought I had it down, but the invasions of Roi Namur and Maloelap are going pretty poorly. My units have 90+ planning for their respective locations, enemy air units are suppressed by carrier air assets, surface warships embedded in the amphib TFs have suppressed enemy coastal defenses, etc. It just seems like my troops aren't offloading fast enough so that the auto-triggered shock attack is wrecking them. Is it better to have a bunch of small task forces offloading rather than one big one?

I've primarily landed a mix of infantry and artillery and I'm thinking that might be part of the problem. I don't believe I'm breaking their forts down by much, so I'm just throwing my guys into the meat grinder of prepared positions. I probably needed some combat engineers and/or armor in there, didn't I?

Atoll invasions are gonna be a bitch untill you have APAs, AKAs, LSIs and LSTs to unload ASAP.
And be very very careful to have your amphib TFs arrive in the night phase to get as many unload phases as possible before land combat resolution.
Smaller taskforces won't help you, on the contrary that means that the LCUs will be packed more tighly on each ship and will take longer to unload. You won't get any unload help from the base facilities at an enemy base, so you only have the ships innate unload capacity to work with.
Many ships with few troops each unload fastest, xAPs and xAKs do NOT belong in an atoll invasion force at all, and APs and AKs only barely.
Tanks are of course very handy, but again, they're big and costly to unload (amphib tanks probably gets a bobus though, but do you have any yet?).
Heavy arty likewise, almost certainly not worth including in an atoll invasion becuse you'll probably only get one or two guns ashore from each ship before the shock attack, and the defender gets to fire first anyway.

Inf and combat enigneers are where it's at. and amphib tanks when you get them, and arty and normal armor only when you can put them on LSTs.

Caconym
Feb 12, 2013

E: double post

Pharnakes
Aug 14, 2009
No amount of arty you can unload is going to be equivalent to more than a light cruiser anyway.

Yes I know the cruiser won't provide direct fire support during the ground resolution, but you should have multiple bombardment TFs coming in a sequence to flatten the place every day. Obviously the first one is going to be the most important so front load it, but do spread your bombardments out a bit.

Generation Internet
Jan 18, 2009

Where angels and generals fear to tread.

Bold Robot posted:

For atolls, you should have a mix of infantry, armor, and combat engineers supported by a corps HQ. Because of the mandatory shock attack, it is critical that you arrange things so that you can unload all of your units in one day. This means that your assault ships must arrive and begin unloading during the first phase of the turn, i.e., they should end the previous turn quite close to the destination. Spread your troops between enough APAs and AKAs that each ship can discharge its entire load by the end of the day before the combat phase starts. I don’t think number of task forces really matters - what matters is number of ships compared to number of troops.

I’m not at home but took pretty detailed notes on timing and composition of assault forces for every landing I did in my campaign. I’ll pull up and post my info for Roi-Namur and Maloelap, but from what I recall each of those landings probably had 1 or 2 infantry or marine divisions, one or two armor units, a combat engineer unit, and a corps HQ.

I never included artillery units in my amphibious assaults at all. I think they are intended more as defensive units, but not sure.

I haven't done any invasions at all yet so how harsh is the stacking limit for atoll invasions? From what I can tell an infantry regiment plus combat engineer unit would be flirting with the 6000 limit so that seems pretty ideal. Putting entire divisions on those tiny islands must be massively overstacked

Pharnakes
Aug 14, 2009
Overstacking just increases supply consumption, so as long as you have the supply to throw at the situation and the boats to offload it fast enough you can stick a division on an atoll if you really really want to.

Bold Robot
Jan 6, 2009

Be brave.



I don't really sweat overstacking and just do as Pharnakes said - throw supplies at the problem. It's easy enough to pull out the excess troops after the fight is done. I'd rather show up with overwhelming force and use supplies inefficiently than spend time and men grinding away at prepared defenses.

Gewehr, I looked back through my notes on my Marshalls campaign and unfortunately I didn't record exactly which units were involved in the operation, but I think the key thing that you are missing is armor. I have it written down that for some reason only my armor unloaded at Maloelap for the assault, but they took the island in the initial shock attack anyway. This was probably 2 armor battalions. Japanese troops really suck against armor.

Here's an example from my notes (which are kind of in the form of an AAR with an audience of one, it's pretty nerdy) of my attack on Tarawa, which gives a good example of the kind of force I would use for an amphibious assault on an atoll:

quote:

The Marines loaded at Shortlands on 5/20, following a delay caused by a lack of AKs and the collision of two APAs. On 5/25, the 1st and 2nd MarDivs, 3rd USMC Tank Bn, and 1st Amphib Corps hit the breaches at Tarawa after several days of bombardment. The island was captured in a shock attack (Allied 708/1019, Japan 5/93, f5), though some forces held out until the next day. Base forces from Luganville arrived five days latter. The 3rd MarDiv began loading at Shortlands on 6/2, capturing Makin with a swift attack on 6/7 (Allied 76/453, Jap 1/5, f3) after a day of bombardment.. By the end of June, tenders and base forces had arrived at both islands, and CAP and bombers were stationed in the Gilberts.

The figures in parens are adjusted AV/raw AV, fort level.

My general plan for an amphibious assault is:
- Recon flights as early as possible, ideally months out before units start planning so I can decide what to assign.
- A few weeks before the assault, begin bombardment by any land-based air in the area, mainly to suppress the airfield.
- In the week leading up to the assault, bombardment by carrier-based air and 1-3 days of bombardment from BB task forces, at least one of these on the night of the invasion.
- The assault force itself is at least one task force composed of 6-8 APAs, 4-6 AKAs, a couple DMSes, a couple CAs, and escorts (BBs get their own task forces). This reaches the island in the earliest phase on the day of the invasion and unloads everything it is carrying on that day, so that all units can be involved in the shock attack.

Saros
Dec 29, 2009

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

I set sail for the Planet of Lab Requisitions!!

The real answer is all those slow BB's the Americans have should run a loop between some AE/AO and your target for a week at least reducing the place to nothing more than a handful of severely shell shocked survivors.

Atoll invasions are awful.

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




Bold Robot posted:

Gewehr, I looked back through my notes on my Marshalls campaign and unfortunately I didn't record exactly which units were involved in the operation, but I think the key thing that you are missing is armor. I have it written down that for some reason only my armor unloaded at Maloelap for the assault, but they took the island in the initial shock attack anyway. This was probably 2 armor battalions. Japanese troops really suck against armor.

Armor is also the key to keeping Rangoon. It's worth the shipping risk vs LBA to run in 2-3 battalions of tanks. Any tanks you can get into the hex are good for a big shock attack against whatever the IJA pushes through the jungle.

Stairmaster
Jun 8, 2012

still shocked and appalled that the battle of the atlantic wasn't the focus of war in the west

Stairmaster
Jun 8, 2012

Also how do you set up fleet trains(WITP)? Should I just have a task force of oilers + escorts every 70 miles to the target?

Bold Robot
Jan 6, 2009

Be brave.



Stairmaster posted:

Also how do you set up fleet trains(WITP)? Should I just have a task force of oilers + escorts every 70 miles to the target?

Could you hum a few bars on what you are trying to do? I don't really understand, but in general there are various ways to handle underway refueling.

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Chuck_D
Aug 25, 2003

Stairmaster posted:

Also how do you set up fleet trains(WITP)? Should I just have a task force of oilers + escorts every 70 miles to the target?

A couple thoughts here. Escorts will, in my experience, auto-replenish from longer-legged ships on long trips. A DD by itself won't make it from LA to Sydney on its own, but in escort with a 19k+ endurance freighter, it will make it there just fine. Alternatively, you can have AOs + escorts trail the target convoy by a couple hexes. Though, in a combat area, I'd probably just stash the AO at a waypoint somewhere in between the departure and destination. What, specifically, are you trying to do?

Thank you all for the information and tips on atoll invasions. I see a couple key problems for me. First, my force composition is wrong. I need to have armor and combat engineers. Two, I need larger invasion fleets with more ships so that the ships can all offload quicker. Three, more bombardment. Four, I may need to wait till APAs, AKAs, LSIs, and LSTs are available. It's September, 1942 and I just don't have them yet. What is the difference between an AK and AKA, aside from having "attack" in its designation? Is it more heavily armed? Does it offload faster?

I'm at a bit of an impasse then. If atoll invasions are going to result in catastrophic losses for my troops, I need to find something else to do until the aforementioned attack transports become available. SoWesPac is firmly mine. I captured Finschafen, Lae, Rabaul, Kavieng, and Tarawa with minimal casualties and now have little to do. My hard-pressed air forces have been recovering and upgrading well. They're all high-morale, low fatigue, and ready to go. I've got the 32nd Infantry Division (my Grandpa's unit IRL, fought at Buna) and a bunch of Aussie brigades sitting around twiddling their thumbs at New Ireland, New Britain, and New Guinea. Rangoon is firmly held and I've pushed the IJA out of Pegu and Akyab. An incursion into anywhere in the DEI would likely be suicidal owing to Japanese air supremacy at this point. I might go for Timor so I can start smashing their goddamn airfield at Makassar, from which Betties harass Darwin regularly.

I guess I could just continue licking my wounds, repairing ships and replenishing/upgrading air groups, while blockading and starving the Marshalls into submission. I've got a long way to go before I start to see more fleet carriers (8 months until the Essex arrives), so it'll be a while until I can project more force than what I've got now. With Japanese naval aviation all but smashed, there's not much in the way of naval combat on the horizon. What to do... What to do...

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