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
Phi230
Feb 2, 2016

by Fluffdaddy
Question for all you C:MANO guys out there.

I'm doing the air operations training mission and I handle the air-to-air segment just fine, however when it comes to the SEAD aspect, I seem to be doing something wrong.

I have jammer aircraft jamming I think, and when I order my SEAD aircraft to attack they never fire their shrikes and they overfly the target and drop bombs, or at least try before they get shot down. How do I get my SEAD aircraft to like, actually SEAD.

Adbot
ADBOT LOVES YOU

Phi230
Feb 2, 2016

by Fluffdaddy

Dandywalken posted:

With early SEAD missiles, the target needs to be emitting. Its risky no matter what, it seems. If the SAM chooses not to turn on and aim at sometime, it wont be a valid target for the Shrikes :(

So do you have a strategy for engaging cold SAM sites (defended by AAA) without standoff weapons?

Phi230
Feb 2, 2016

by Fluffdaddy

pthighs posted:

Use terrain masking on approach behind mountains as much as possible. Attack from multiple directions at once to overwhelm the defenses. Make sure your jammers are lined up along the same axis as your incoming aircraft (i.e. they work best when right behind your attackers and pointed right at the SAM site).

Practically speaking, you can get better result by micromanaging your aircraft a bit. For example, make sure they are beaming the incoming missile - it gives a modifier on missile evasion if it comes from the side instead of ahead/behind. You can also often turn and run if you evade immeidately.

Oh so this game has got a lot more to consider than I thought. So I should apply realistic air combat tactics to this?

Phi230
Feb 2, 2016

by Fluffdaddy

pthighs posted:

I know the stuff I wrote is modeled.

There are simplifications of course - the units don't really move in three dimensions. Although each unit and weapon has a height that affects sensor radius and fuel consumption, everything moves in a single plane as far as hit calculations. Dogfights are really just two planes turning in circles, there's no energy management or anything like that. The AI has strong limits in what it can do.

Also keep in mind that 70's SAMs are fairly dodge-able. You may need to send in a Guinea Pig to get them to fire, but that Guinea Pig has a decent chance of living.

Oh yea Wild Weasel is the only way I deal with SAMs before the employment of the AGM-88.

How do you get them to stand-off so they don't fly over target though? Or do evasive maneuvers? Do I just set abrupt waypoints? I assumed all combat maneuvers/evasion etc... were handled by the AI pilot of the aircraft.

Phi230 fucked around with this message at 18:47 on Feb 3, 2016

Phi230
Feb 2, 2016

by Fluffdaddy

Baloogan posted:

We're also the first matrix / slitherine game to use the steam workshop.

If only Battlefront were this progressive.

Phi230
Feb 2, 2016

by Fluffdaddy
Another CMANO question.

I'm having a very strange bug/quirk that is very frustrating that I can't seem to find any documentation of.

On doing missions, whenever I pan the map at all either using right click or arrow keys, a lot of the time all units disappear from the map and I must pan or zoom again to see them, or I am reset to the equator by Africa. Its not game breaking as I can just pause and find my units again but it is annoying and wonder if anyone has a fix or seen this bug before?

Phi230
Feb 2, 2016

by Fluffdaddy

Unimpressed posted:

See, this is the kind of thing that shits me about CM. As if those two tanks (well a tank and TD?) could drive so close to each other without one seeing the other. But that's not the really bad part. The really bad part is that Steve and other will argue until they're blue in the face that it's just fine, and realistic and that's that.

Don't forget units staring at eachother and not firing, resulting in their deaths. How many times I've ordered tanks around corners, to spot an enemy tank, and to have my tank stare at the enemy tank while it turns around and shoots my tank. Its mind boggling.

Phi230
Feb 2, 2016

by Fluffdaddy
So on the combat mission train does anybody have any advice on how to clear buildings?

Specifically Black Sea. Even if I pound a building into what should be submission before entering, some random Russian hero unloads into my men (usually who ran past him, not seeing him), and kills like 4 and causes my squad to retreat. What gives.

Phi230
Feb 2, 2016

by Fluffdaddy

LogisticEarth posted:

In Combat Mission, is there a way to make your dudes move into an area in a fashion where they're ready to return fire and continue advancing? Does the regular Move command do this?

I have good success with "assault", but working with split squads removes that option. "Hunt" has the problem of causing my troops to stop and cancel the movement order on contact.

The issue is that when I'm trying to get my troops to move into a new position, they're doing it in a kind of "relaxed" manner and end up getting slaughtered frequently when an automatic weapon opens up on them.

Maybe I'm just not suppressing enough but I feel like I'm missing something about movement.

Moving slow will make your units move very slowly, but it will make them notice enemies better and shoot back better. At least I've noticed. Its not perfect, but it gives the desired result most of the time.

I only wish there was a "hold fire" command. Too many times my recon elements or my attempts at ambush are ruined because three guys alone will decide to fire upon an enemy company and then promptly get lit up like a pig roast on flag day.

Phi230
Feb 2, 2016

by Fluffdaddy

V for Vegas posted:

The second NATO mission in Black Sea where you have to clear out a city but can't destroy buildings is one of the worst missions ever.

This mission is exactly why I posted about clearing buildings.

My men can never spot the units in buildings so they always get ambushed.

But if I try to suppress every building I come across I'll both run out of ammo and expose my men.

Even after I "clear" buildings and move my armor up, some bastard survivor with an RPG will shoot a Bradley or Abrams in the rear end and blow it up.

Phi230
Feb 2, 2016

by Fluffdaddy



When points only allow you to bring less than a company, but the Russians bring a whole loving Battalion. It was like the end of Saving Private Ryan mixed with the Alamo.

Phi230
Feb 2, 2016

by Fluffdaddy
Yea combat mission games generally run like poo poo. I have a pretty strong computer but I can barely run Black Sea, I run Normandy a little bit better but still poo poo. Even on low graphics.

Phi230
Feb 2, 2016

by Fluffdaddy
Does anyone know how Target Reference Points should be used in CM?

Phi230
Feb 2, 2016

by Fluffdaddy
I've always thought Combat Mission would make a good platform for a WH40K game. It's basically a tabletop miniatures game given digital form anyway.

Phi230
Feb 2, 2016

by Fluffdaddy
Speaking of WITP, I've been delving into that and doing the Coral Sea scenario to try and learn the combat system I seem to get my rear end handed to me on every occasion. How much should I micromanage my CAGs? Should I micromanage them at all? How exactly do I engage enemy carrier task forces with my own without being torn apart by their carrier defense?

When my strike package arrives on target we only get 4 hellcats in escort, which get shredded by like 24 zeroes. Or if we get struck by an enemy package, I get like 3 hellcats in defense. This is not optimal.

Phi230
Feb 2, 2016

by Fluffdaddy

ZombieLenin posted:

This is why Warplan Orange and I get along so much better.

Interwar plans of mega-dreadnaught fleets is saved for Rule The Waves my friend.

More on WITPAE, as USA in the grand campaign, how exactly do I do my opening moves? The Japanese Kito Budai sits off of Pearl for like 4 days with impunity while they launch daily attacks on Pearl. This is not supposed to happen? Also by what fuckery are Shokaku and Zuikaku invincible? I attacked with 32 diver bombers and 12 torpedo bombers and not a single hit on them! Divine wind indeed!

Phi230 fucked around with this message at 20:32 on Feb 15, 2016

Phi230
Feb 2, 2016

by Fluffdaddy
This is all great advice, but again about my attack on the ships, I attacked just 2 Japanese CV's with around 45 planes overall, no CAP intercepted, anything, and we didn't land any hits. Am I just unlucky or is there something affecting the accuracy of my planes?

Phi230
Feb 2, 2016

by Fluffdaddy

Jobbo_Fett posted:

What kind of bombers and how many, what was the experience of the pilots and for what kind of bombing, was there any defensive flak, how many planes attacked the ships rather than be turned away?

There are a lot more variables than simply "No CAP". The number of planes you attack with also means little if some of those planes don't carry any bombs.

Apologies if this comes off as very blunt.

The problem is not having bombs or not. I had TBD's and SBD-2s. All the bombs were missing and torpedoes mostly missed with a few duds mixed in (to be expected). I'll post a screenshot tomorrow when I get the chance.

Phi230
Feb 2, 2016

by Fluffdaddy

ZombieLenin posted:

What type of plans and at what altitude. This has a super huge impact, in addition to pilot experience, defensive flak, etc,. on accuracy.

SBDs and TBMs. I set all my planes to 15k.

Phi230
Feb 2, 2016

by Fluffdaddy

Rapacity posted:

If you're like me and like Combat Mission footage then you'll probably enjoy this video. Dude has a good eye for shots (both types) and, honestly, when CM is modded to this extent, it looks about as good as you could wish for.

https://www.youtube.com/watch?v=T_-tf4movl4

What mods are being used?

Phi230
Feb 2, 2016

by Fluffdaddy
Ok, now I know I must be doing something wrong in WITPAE.

I launch a successful strike on Lexington and Yorktown with Shokaku and Zuikaku, knocking out Yorktown.

However their strike is amazingly effective (success I have never seen myself while playing as allies) and I have no CAP. Is there something wrong with my settings? How do I make sure my planes are even patrolling in the right area? I don't think I should have 3 planes in CAP vs. like 40 enemy plane strike.

I set my fighters to 50% CAP, 15k altitude. I've read the manual and all your guys advice but it seems after applying all this I'm still poo poo.

Phi230 fucked around with this message at 22:34 on Feb 17, 2016

Phi230
Feb 2, 2016

by Fluffdaddy

LogisticEarth posted:

When setting up a quick battle in CMRT, if you're doing, say, a meeting engagement is there any way to set the point/rarity amount to something other than the presets (large, medium, etc.)? I just set up a game for PBEM shooting for about 3000 points per side. I selected a "medium" battle and a 25% force increase to get the numbers from the default ~2500 to ~3100.

I assumed the force boost would be applied equally to both sides, but in practice it seems to randomly not be given to either side, and never for the Soviets. I see other people get around this by setting a very large battle size and just agreeing to only spend X amount, but it would be great if I could have the game enforce this.

Is there something I'm missing here? I wish you could just plug in hard numbers directly.

I believe force boost only applies to the attacking team.

Phi230
Feb 2, 2016

by Fluffdaddy

pthighs posted:

Do you have range 0 on the CAP? Otherwise I think they will patrol a larger area and spread out.

You can adjust ranges on the patrols?

I'm consistently having this issue where both my CAPs and my escort missions are severely outnumbered. Like 4 Wildcats vs. 20 zeroes kind of thing which wipes out my fighter squadrons. It must be some poor settings I'm using. I'll take a screenshot and upload it soon.

Should I set LRCAP missions over enemy carriers then? To boost fighter numbers?

Phi230 fucked around with this message at 01:16 on Feb 18, 2016

Phi230
Feb 2, 2016

by Fluffdaddy

LogisticEarth posted:

Which there technically isn't in a meeting engagement. I might have just hosed it up and not realized it wasn't applied to both sides, ugh. So no real way to set specific numbers for purchase? That's kinda annoying.

There is no way to set specific number of points. Its unfortunate but its one of those gritty little details that makes combat mission so rough. Just set the points to maximum and only spend however much you want, gotta rely on the honor system but its what works.

Phi230
Feb 2, 2016

by Fluffdaddy

Saros posted:

Phi230 we really need to see screenshots of your plane settings and the combat report.

Here's a short selection of screenshots I took during my latest Coral Sea playthrough with all settings and some combat reports.

My settings for my fleet carriers:







Used the same settings as above for Soho and I get this:





Here's some actual combat between my 2 fleet carriers and at least Yorktown. I don't know where Lexington was but I assume its in the same hex, because the amount of aircraft the allies threw at me:

My first raid:



Here's the allied response:



Only 8 zeroes in defense, even though I set a full fighter squadron to CAP with 0 range, and a small CAP on the other squadron? Result:





Also bonus bizarre encounter I've never seen or heard of before in WITPAE:




Shouldn't a sub be annihilated by a torpedo? My sub sank sometime the next day despite getting hit by a DD (she was escaping the combat area after torpedoeing an Allied Oiler and getting shot by a DD) and a torpedo.

Phi230 fucked around with this message at 19:42 on Feb 18, 2016

Phi230
Feb 2, 2016

by Fluffdaddy

Saros posted:

Yeah this is my first multiplayer game and the same for most of the people playing I think. Definitely most people are only lightly experienced. Shoot me a PM with your email address if you are interested.

[3 people total so far)

I can't PM but I just picked up ATG today and am having a blast. I love it. Never seen a wargame mixed with like a nation builder before. I'd love to play.

Phi230
Feb 2, 2016

by Fluffdaddy

Saros posted:

Okay i'll try address it point by point.

First though by 'combat report' I mean the full text report which includes all the extra lines as those are what tells us whats really going on,


Anyway onto your screenshots.

#1 looks good, maybe set range on the zeroes to 8 as thats teh max strike range for the IJN.

#2 your CAP zeroes are set to escort. This may not have ae negative effect but is not ideal.

#3 Vals are set to a different altitude from fighters (bad for raid co-ordination) and on airfield attack in the afternoon with no target set.

#4/#5 Looks like only the squadron set to 10% engaged. Maybe the escort issue above?

The rest are normal behavior as far as I can tell without the combat report. As the raid went on more zeroes would have arrived but you only had what 36 zeroes total and 18 of them were set to escort leaving only 18 for CAP of which you got the normal 6/6/6 distribution. The raid was probably spotted very close in as well which didnt help (no IJN radar in 1942).

As for the subs, sub v sub does ocasionally happen, its definitely sunk but due to FOW you have no way of confirming that for now, you never get 100% confirmation on kills from sub attacks.


Combat report from that 8 Zeroes vs. allies engagement:

code:
Morning Air attack on TF, near Deboyne Islands at 104,139
 
Weather in hex: Thunderstorms
 
Raid detected at 27 NM, estimated altitude 16,000 feet.
Estimated time to target is 10 minutes
 
Japanese aircraft
      A6M2 Zero x 21
 
Allied aircraft
      F4F-3 Wildcat x 12
      SBD-3 Dauntless x 57
      TBD-1 Devastator x 19
 
No Japanese losses
 
Allied aircraft losses
      F4F-3 Wildcat: 1 destroyed
      SBD-3 Dauntless: 2 destroyed, 8 damaged
      SBD-3 Dauntless: 1 destroyed by flak
      TBD-1 Devastator: 3 destroyed, 2 damaged
 
Japanese Ships
      CV Shokaku, Bomb hits 3,  heavy fires
      CV Zuikaku, Bomb hits 3,  heavy fires,  heavy damage
      CA Myoko
      DD Akebono
      DD Ariake
      DD Ushio
 
Aircraft Attacking:
       2 x SBD-3 Dauntless releasing from 3000'
               Naval Attack:  1 x 1000 lb SAP Bomb
       6 x SBD-3 Dauntless releasing from 3000'
               Naval Attack:  1 x 1000 lb SAP Bomb
       5 x TBD-1 Devastator launching torpedoes at 200 feet
               Naval Attack:  1 x 22in Mk 13 Torpedo
       2 x SBD-3 Dauntless releasing from 2000'
               Naval Attack:  1 x 1000 lb SAP Bomb
       9 x TBD-1 Devastator launching torpedoes at 200 feet
               Naval Attack:  1 x 22in Mk 13 Torpedo
       4 x SBD-3 Dauntless releasing from 2000'
               Naval Attack:  1 x 1000 lb SAP Bomb
       8 x SBD-3 Dauntless releasing from 4000'
               Naval Attack:  1 x 1000 lb SAP Bomb
       4 x SBD-3 Dauntless releasing from 2000'
               Naval Attack:  1 x 1000 lb SAP Bomb
       7 x SBD-3 Dauntless releasing from 4000'
               Naval Attack:  1 x 1000 lb SAP Bomb
       8 x SBD-3 Dauntless releasing from 3000'
               Naval Attack:  1 x 1000 lb SAP Bomb
       4 x SBD-3 Dauntless releasing from 2000'
               Naval Attack:  1 x 1000 lb SAP Bomb
       4 x SBD-3 Dauntless releasing from 4000'
               Naval Attack:  1 x 1000 lb SAP Bomb
       4 x SBD-3 Dauntless releasing from 3000'
               Naval Attack:  1 x 1000 lb SAP Bomb
 
CAP engaged:
EI-1 Daitai with A6M2 Zero (6 airborne, 13 on standby, 0 scrambling)
      6 plane(s) intercepting now.
      Group patrol altitude is 15000 , scrambling fighters between 5000 and 18000.
      Time for all group planes to reach interception is 11 minutes
EII-1 Daitai with A6M2 Zero (2 airborne, 0 on standby, 0 scrambling)
      2 plane(s) intercepting now.
      Group patrol altitude is 15000 , scrambling fighters between 0 and 15000.
      Raid is overhead
 
Heavy smoke from fires obscuring CV Zuikaku
Heavy smoke from fires obscuring CV Shokaku
As for the bolded points:

1. What should I have my CAP set to then for its main mission? Stand down? Rest?

2. What should the mission and submission for the Vals be then? Naval Strike for the mission obviously, but should the submission be rest?

It also seems there were thunderstorms in the hex. How do I see hex-by-hex weather?


VendoViper posted:

Something I didn't quite come to appreciate until my last PBEM game is how important industrialization of your war machine is. Not only do you need to invest in raw/oil, you also really need to get factories down, or your ability to produce the material of war will not keep up.

Logistical warfare is my favorite warfare. In my first reasonably successful game today I won by strangling the enemy home island and bombing his resources and cities into dust before I just waltzed right in.

Phi230 fucked around with this message at 00:52 on Feb 19, 2016

Phi230
Feb 2, 2016

by Fluffdaddy
So in ATG how do I set up supply lines overseas? What is NavyCap? How do I transfer troops overseas and how do I send supplies overseas? Being an island nation sucks.

Phi230
Feb 2, 2016

by Fluffdaddy

gradenko_2000 posted:

I'm sorry to tell you this, but a WITP 2 is not going to have a better interface

Is there really anything that WITP needs fixing? Besides some of the RNG weirdness and everybody is incompetent at contact reports (all information is unreliable).

Phi230
Feb 2, 2016

by Fluffdaddy
By the way where can I find that map mod?

Phi230
Feb 2, 2016

by Fluffdaddy
I'm really surprised nobody has made a Final Countdown mod for WITPAE. I would love to see how I can influence the war with an 80's nimitz.

Phi230
Feb 2, 2016

by Fluffdaddy

Goetta posted:

Do the insane grog people still think Steam is satan or have they finally come around to poo poo like 'unlimited downloads'

The greater grog community is a gateway into the gaming world of 1995. They have only recently moved to actually having patches available for download rather than mailing a stack of floppy discs to your house.

Phi230
Feb 2, 2016

by Fluffdaddy

Lockmart Lawndart posted:

Already have, I posted it like 10 pages ago.

What page? I can't find it.

So I found it 40 pages back but there's no link, just a picture of a nimitz. The search for a final countdown mod continues.


I got so excited :(

Phi230 fucked around with this message at 01:14 on Feb 24, 2016

Phi230
Feb 2, 2016

by Fluffdaddy
How hard would it be to make 80s era weapons in WITPAE anyway. My life needs the Kito Budai to enter the Danger Zone.

Phi230
Feb 2, 2016

by Fluffdaddy

StashAugustine posted:

I bought ATG.

I have no clue what's going on.

Welcome to the party, pal. Spam engineers, build factories, become war destroyer of AI riflemen stacks

Phi230
Feb 2, 2016

by Fluffdaddy
Ok so I've finally taken the plunge and am starting an Allied campaign in WITPAE. I've only played scenarios before so this is a tad overwhelming.

I've got a few questions about opening moves.

1. What exactly should I do in China. Its a loving mess and I'm trying to take some key points but in WITP fashion my troops move at one mile per year. What is the key to fighting in China?


2. I have many fronts. Phillippines, DEI, SRA, etc... are all my stomping grounds. I know where I can make some stands in the future but how do I go about building up places like Port Moresby, Noumea, etc... so that I can stand a chance?

3. How do I transport my squadrons around?

4. I have a loving shitload of transport ships everywhere. I have no idea how the auto-convoy system works but I feel like I should dump my transports into the pool. How do I do this, what places should I send supply to (do I have to send supply everywhere?) basically logistics: what the gently caress.


My overall strategy is to forsake literally everything and then make a stand in the Coral Sea as is tradition. Despite being completely in over my head, I actually did something good and rushed my carriers to Wake, where I destroyed the SNLF invasion force there and sank everything the Japs threw at Wake. This is my only success.

Basically I'm asking what are the boring opening moves I should be making logistics wise. I have a strategy in each mini-theatre I cannot execute until I figure out how to shuffle poo poo around, and build up certain places. My main question is in the first month or so what should I move and where.

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?

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.

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.

Adbot
ADBOT LOVES YOU

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.

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