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pthighs
Jun 21, 2013

Pillbug

quote:

Okay – life point! My wife is currently pregnant, child due in April. Al going well, by the time this ends, I'll be having arguments with the little monster.

Grey you old dog, I knew you had it in you! Congrats!

I would like the claim the CV Soryu if it's available.

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pthighs
Jun 21, 2013

Pillbug

Saint Celestine posted:

I seem to remember a quagmire with no end in sight at Singapore.

This is by design.

pthighs
Jun 21, 2013

Pillbug
I demand an immediate invasion of Christmas Island.

pthighs
Jun 21, 2013

Pillbug
To expand a little for those who haven't played the game:

When a squad gets disabled, it's not able to fight anymore but it's still there. With some rest and supplies, it can become active again. It's also ripe to get destroyed by enemy forces in future days of combat.

When a squad gets destroyed, it's gone, and can only be replaced by drawing from the nation's pool of replacement squads, of which there are a finite number. This happens automatically but at a slow rate (and requires the containing unit to be within a certain distance of an HQ, etc.)

pthighs
Jun 21, 2013

Pillbug

gradenko_2000 posted:

There's really no way this can be true. You can't run a logistical operation afloat like you can on land. A carrier isn't just a place to launch planes from, it's an entire airport.

It would work just fine if you had a Flying Boat Aircraft Carrier.

pthighs
Jun 21, 2013

Pillbug
At the risk of starting another derail: I know that the heavy lifting to defeat Germany was done by the Soviet Union, but I'm curious about how much the finanical and materiel help from the Western allies made that possible. Would it have been impossible for the USSR to defeat Germany without it? Would it just have taken longer? Was D-Day required from a military standpoint or did the Western allies just not want the USSR to steamroll Europe?

Zeroisanumber posted:

The RMS Rangitiki was one of the three "Rangi" boats operated by the New Zealand Shipping Company. Both she and her sister ship Rangitata survived the war, but their fellow, the RMS Rangitane was sunk by the German raider Orion 300 miles east of New Zealand. After the war, Rangitiki served as a passenger and cargo ship before being sold to Spain in 1962 and broken up for scrap in Valencia.



Please keep these up, I love these.

pthighs
Jun 21, 2013

Pillbug
The real question is, whose grandfather delivered Lend-Lease trucks to the USSR?

pthighs
Jun 21, 2013

Pillbug
Granddad chat:

My Grandfather-in-law was a B-24 pilot out of Italy. I only got to talk to him about it a bit since he died not long after I met my (future) wife.

His family gave me a copy of a mission briefing he had stashed away, and I've been meaning to scan it in, so thanks to this thread I got off my rear end and did it tonight.





pthighs
Jun 21, 2013

Pillbug

Ikasuhito posted:

So whats the word on our holed carrier? Would she have made it back to port yet or is she still desperately pushing the limits of Japanese damage control?

The two biggest dangers for her are moving too fast or running across an enemy sub on the way back home.

There is a notion of damaged ships blowing up in WITP. But it's not likely. In fact, I think there is a small chance any ship can just blow the hell up while in port.

pthighs fucked around with this message at 23:07 on Jan 19, 2016

pthighs
Jun 21, 2013

Pillbug

AceRimmer posted:

I wonder if it's coded so that the switch happens after x duds or just happens by x date in the game for Mk. 14 equipped subs?

It's by date. Starting in 1943 all torps with dud rates above 49% drop by 20 (I think the Mk. 14 starts at like 90% dud rate). Then in September 1943 the dud rate goes to a fixed 10%.

pthighs fucked around with this message at 02:27 on Jan 21, 2016

pthighs
Jun 21, 2013

Pillbug
My math class in school
never said I could kill with
trigonometry

pthighs
Jun 21, 2013

Pillbug

AceRimmer posted:

Right, I meant the switch to using deck guns during the high dud phase. Or is it more that using a deck gun is always a thing in favorable circumstances to conserve torps?

Ah, yeah, I don't know the exact logic it uses. Presumably its some combination of having an unarmed target, plus maybe missing a few shots or having duds?

I think the aggressiveness of the captain plays a role as wel.

pthighs fucked around with this message at 02:46 on Jan 21, 2016

pthighs
Jun 21, 2013

Pillbug
Can someone explain the auto shock attack to me? I thought that only happened when crossing rivers or amphibious atoll landings.

pthighs
Jun 21, 2013

Pillbug
Not sure how effective that bombing will be since Bataan is the rugged jungle terrain type, but I suppose it's worth a try.

Just keep up the bombardment attacks. You will take some losses but it will pay off in the end when they run out of bullets.

pthighs
Jun 21, 2013

Pillbug
You have to move 46 miles to leave a hex. Specifically, you move 23 miles at the rate based on the terrain of the hex you are in, and 23 miles at the rate based on the terrain of the hex you are moving towards.

For infantry in move mode in a rough jungle with no road or path, your maximum move speed is 4 miles per day. That can be reduced based on fatigue. So its like 12 days minimum to go one hex.

Also, if you change your mind and direct your unit in a different direction, your move counter gets reset to 0 and you have to start all over again. :suicide:

goatface posted:

Also, marching through jungle is murder even if you're not being deliberately mistreated. I hate to think how hard it would be to get even a mountain gun through serious rainforest undergrowth.

Artillery moves 2 miles a day in rough jungle, so 23 days!

pthighs fucked around with this message at 21:06 on Jan 29, 2016

pthighs
Jun 21, 2013

Pillbug

Grey Hunter posted:





It would be nice to know this is doing something.

It's certainly consuming your supply points!

pthighs
Jun 21, 2013

Pillbug

Generation Internet posted:

I found the Dutch efficiency in the Pacific kind of funny coming from how easy the Dutch are to roll over in Decisive Campaigns: Warsaw to Paris.

I assume there are no Roman-numeraled Dutch naval assets in DC:WtO.

(Seriously: the Dutch naval assets in WitP are excellent. There other stuff is chaff.)

pthighs
Jun 21, 2013

Pillbug
A ship with below 50 systems damage or so will be able to do a good job putting out fires and fixing the "minor" damage to flotation and the engine. The major damage to those types needs to be fixed in port, but if they are below 60 or so as well you can usually make it back, as long as you go slow (high speeds will tend to exacerbate flood damage) and avoid any air and submarine attacks. The higher they get the more likely something goes wrong.

The real danger is, as systems damage gets higher, it may be impossible to keep the flooding from getting worse (or, right after an engagement, it might be impossible to contain fires). Then you are screwed.

But if you can contain the initial damage you have an excellent chance of getting home as long as you are in friendly waters.

pthighs
Jun 21, 2013

Pillbug
It's time to start providing baby name suggestions for Grey (and, I suppose, his wife). I vote for Napoleon Jellicoe Hunter.

pthighs
Jun 21, 2013

Pillbug
When you create a task force to go somewhere, by default it will turn around and come home when it's done unloading. You have to explicitly click a little bit of text to change it to "stay at destination." You have to do this every time. It is very easy to forget.

Edit: If you look at the task force image in Grey's post a couple above, it says "Retirement allowed." That's the thing you have to click to say "No Retirement allowed."

pthighs fucked around with this message at 20:17 on Feb 2, 2016

pthighs
Jun 21, 2013

Pillbug
Hopefully he's drawing down some of the supplies (not to mention troops) of the enemy by fighting in Johore. Maybe it will make things go a bit faster in Singapore?

pthighs
Jun 21, 2013

Pillbug

Goetta posted:

What is the stacking limit for fleets? I want to say that you start getting penalties if you go above 16 ships per task force but maybe I am wrong.

You can put 25 ships in a combat fleet. For a Japanese Air Combat task force, you get an air coordination penalty if there are greater than 200 + (random number between 1 and 200) planes in your task force.

I seem to remember that there is a bit of a penalty for surface combat task forces after 15 ships or so, but I can't find where that is, and it doesn't apply in this case anyways.

pthighs
Jun 21, 2013

Pillbug

Dreamsicle posted:

Is the air coordination limit the same for U. S carriers?

It changes over time for the US allies to represent their growing competence: 100 + random(100) in 1942, 150 + random(150) in 1943, same as Japanese in 1944 and beyond.


Goetta posted:

Ok, thanks. Would the surface combat penalty apply in this case to fighting off sub attacks? Or is it just actual surface fights from the surface combat task?

I don't think so. Sub attacks are difficult against CV task forces due to their high speed. Otherwise, the number of ASW escorts, the number and quality of their weapons/sensors, and the experience of sub and escort crews will play a role.
In practice a sub has to get lucky enough to get ahead of a CV task force and gets one torpedo spread. After that it can't keep up.

pthighs fucked around with this message at 23:12 on Feb 10, 2016

pthighs
Jun 21, 2013

Pillbug
Well played LordPants, well played.

pthighs
Jun 21, 2013

Pillbug

Dreamsicle posted:

Reposting this here from the Grog Games thread since I got no response:

This AAR has a good first turn guide for the allies: http://www.matrixgames.com/forums/fb.asp?m=2564541

Don't be afraid to jump in as the allies versus AI Japan. The game is set up to give you lots of leeway as you gain experience, and eventually grow more powerful to crush the enemy. (though I would recommend Coral Sea and Guadalcanal scenarios first to get the most basic mechanics down).

pthighs
Jun 21, 2013

Pillbug

Dreamsicle posted:

Is there any advantage at putting multiple carriers in a task force besides less clicks? I just got the game and during my time in the Guadalcanal campaign I've noticed when my carriers are being attacked (each in it's own seperate group) only one carrier is being attacked per raid. Meanwhile my own raid has all 3 Japanese carriers targeted.

If there are advantages, do the stacking limits occur for carriers in the same hex or task force?

Also just to make sure, any unit where the Attached to is not clickable is in a restricted command right? I'm following ZombieLenin's link and it brings up air units in Restricted commands.

I'm assuming planes from multiple carrier task forces won't coordinate their strikes? I don't know this for sure, though.

pthighs
Jun 21, 2013

Pillbug
Yeah, you will find moving any troops around via ship anywhere in that area to be a deadly proposition. Bettys have a very long range, and at that point in the war you don't have any aircraft with which to stop them.

pthighs
Jun 21, 2013

Pillbug

Velius posted:

I disagree with this. Yes, the US player has no control of production, but they also have no political limitations. So when the Japanese player runs roughshod over India and Australia there isn't any pressure to do anything about it at all. Running away and never engaging has no consequences provided auto victory is avoided, which is actually really easy to do. In a current game on the Matrix forums Hawaii was conquered and the entire battleship fleet was sunk, along with much of Alaska, with the US West coast strategically bombed. The allied player can completely ignore this as irrelevant since no permanent damage happens and there's no pressure to act beyond the bare minimum.

Can you post a link?

pthighs
Jun 21, 2013

Pillbug

Dreamsicle posted:

Can you raise ships sunk in ports in this game like in Pearl

Nope. But you are far more likely to stop them from sinking if you are in port.

pthighs
Jun 21, 2013

Pillbug

ZiegeDame posted:

Am I reading the map wrong or are there no allied troops at Palembang?

I think it's just because troops hadn't actually landed yet to see them.

pthighs
Jun 21, 2013

Pillbug
Please promise me "Grigsby" will be in the baby's name somewhere.

Best of luck!

pthighs
Jun 21, 2013

Pillbug
Grey, when it comes time to name Gary Grigsby's Grey Hunter Jr. please make sure to have your wife double check your spelling of whatever you name you put on the birth certificate.

Always good advice for anyone, really.

pthighs fucked around with this message at 19:51 on Mar 24, 2016

pthighs
Jun 21, 2013

Pillbug

Frionnel posted:

So, to someone who's not acquainted with the mechanics of this game, how is the battle of Changsha looking for Grey? Good, bad, pyrrhic victory? Can the chinese last another few weeks, months?

Grey will win, but it may take a few weeks, as he has to rest his troops regularly and can't attack every day to keep fatigue and disruption manageable. A big determiner is something that is not immediately available for us to see - how much supply the Chinese troops have. If they run low they will be overrun within a few days. Otherwise they can probably last awhile, since they get some benefits for defending a city (I can't remember the exact terrain type of Changsha) and from their forts. Further attacks will reduce their forts though, especially if Grey has some combats engineers in his forces.

Grey is also bleeding his forces a bit by shock attacking when the enemy is still in no immediate danger of being overrun.

pthighs
Jun 21, 2013

Pillbug
Congrats Grey, it will be tough at times, but the joy you get at being responsible for another little being will more than make up for it.

Also, I would like to claim little Oliver as my lucky baby. Please add it to the spreadsheet.

pthighs
Jun 21, 2013

Pillbug
code:
Combat Modifiers
Grey Hunter: disruption(-),fatigue(-)
Baby Hunter: shock(+)

pthighs
Jun 21, 2013

Pillbug

Acebuckeye13 posted:

Actually they did-apparently the sub was in the process of attempting to fire their torpedoes when they were spotted and the Olympic turned towards them. (Which, if anything, makes the story even more :black101:)

Just imagine standing on the bridge and seeing that thing bearing down on you.

pthighs
Jun 21, 2013

Pillbug

Night10194 posted:

Something I was wondering about : How the hell did people aim torpedoes in WWII? They had pretty long ranges and didn't go nearly as fast as a bullet, after all.

Specifically, the torpedo could be set to take a single turn to the left or right a specified number of degrees shortly after leaving the tube.

If you know the enemy ship's bearing from your sub, along with it's range, speed, and heading, as well as your own subs heading, it's just a trigonometry problem to calculate how to make the torpedo turn to result in a hit.

Bearing is easy, you just look at it through your periscope (or rotatable sonar hydrophone)
Range can be tricky, but can be estimated be seeing how many degrees high the ship is in your scope (assuming you know or can estimate the actual height of the ship)
Speed can be determined by tracking a ship for awhile, looking at the size of the bow wave and guessing, or timing the ships movement across your scope.
Heading is determined by tracking the ship for awhile, or looking at which direction the ship is oriented in your scope (called the Angle on Bow). If you know bearing and AOB, you know heading.

The math stuff can be done with a circular slide rule, or various types of electro-mechanical computers where you dial this stuff in and it spits out the solution.

pthighs
Jun 21, 2013

Pillbug
I would assume it's much easier to keep a small tankette running than a 30 ton monstrosity.

pthighs
Jun 21, 2013

Pillbug

RZApublican posted:

Seriously? Wow, that actually seems like a decent and logical game design feature on the part of the developers. Assuming it's real and not messed up in some way.

It's real - presumably some dudes take a rowboat over, plant a flag, and then turn around and come back. You are correct in being mildly astonished that something so reasonable would show up in this game.

It has to be empty and you have to have bases nearby.

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pthighs
Jun 21, 2013

Pillbug
Biplanes are by definition twice as good as regular planes.

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