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paradigmblue
Oct 12, 2003

Pimpmust posted:


I've been trying to find a good AAR using some scenario that boosts the Japanese (be it BTS, RA or Ironman, although those both seem to buff the allies just as much) but I've not had much luck in finding anything that's gone on for very long. 90% of the AARs on the Matrix forums are either vanilla with house rules or DaBabes scenarios (more tugboats) with house rules.

Ironman gives Japan a lot of the tools that it would need to make a long-term fight of it, giving the Japanese enough carriers to keep carrier parity through 1943 - between starting forces and reinforcements, Japan receives 22 CVs, 15 CVLs, 15 CVEs and 21 BBs. That's a hell of a KB.

I do agree that it would be great to see a scenario that gives Japan a real chance to take it to the allies late game. I've been toying around with an alt-history scenario that would allow Soviet forces to join the war in the Pacific Theater early , in 1944, and on Japan's side rather than on the allies. That huge influx of men, materials and most importantly oil would be a huge boon to late game Japan.

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paradigmblue
Oct 12, 2003

Shimrra Jamaane posted:

How about keep everything in the game exactly the same but the Japanese player gets two super powerful typhoon magical power summons that they can use against an area of ocean and sink anything in it.

Someone make the mod.

Up until mid 1943, the Kido Butai does just that for all intents and purposes.

Edit: In game that is. The Japanese player can divide the KB up in early 42, as even facing an equal amount of U.S. carriers will result in a win for the Japanese when it's Zeros vs. Brewster Buffalos. Once mid 42 rolls around, they are better off consolidating the KB again as by that time all U.S. carriers can field a full complement of F4Fs. That consolidated KB is nearly untouchable by anything the allied player can throw at it until the arrival of the Essex class carriers and Hellcats in 43. The allied player's best defense during this time is constantly watching for the KB and making sure they know where it is, so they can make sure that they are avoiding it at all costs.

paradigmblue fucked around with this message at 06:49 on Jan 3, 2015

paradigmblue
Oct 12, 2003

Drone posted:

^^^ Man, I love how goofily cool dazzle camouflage looks.

I completed my ship designation spreadsheet with descriptions of each type of ship, for those who don't own the game or have access to the manual. It might help to explain a bit about what some of the more esoteric designations are (and really point out to the uninitiated just how loving spergy this game is):

https://docs.google.com/spreadsheet/ccc?key=0AjMTZZbe1060dE91VHM3SVYtNndWSkJIbkxydlJVOFE&usp=sharing

This is great, thanks.

paradigmblue
Oct 12, 2003

Drone posted:

I'm actually wondering how Patton's army works once it's spawned. Could the Japanese player conceivably trigger it, then Patton pushes them into the sea and then says "gently caress it, we're going to Tokyo" and loads his army onto boats? Or is the HQ that his army stuck to one of the ones marked as [S][R] meaning it can't leave the North American continent no matter how hard you try?

From looking at the editor, it looks like those reinforcements are permanently restricted, so as an Allied player you wouldn't be able load them on to transports.

paradigmblue
Oct 12, 2003

BrownieMinusEye posted:

The allies start getting a nuke or so a month in '45 and can use 2 of them on Japanese cities to get a colossal amount of points in destroyed industry. Every nuke they use after those 2 will reduce the maximum victory level they can get by a step. I guess because irl only 2 were used so if you have to use more than that you are doing worse than history.

The Japanese get a few rocket and jet aircraft very late in the war and can speed up the production on those by a few months by sacrificing resources on it. The allies don't get any jet aircraft because they are on a fixed production schedule and none were ready for the pacific during the time period.

The allies get the P-80A Shooting Star starting 11/45.

paradigmblue
Oct 12, 2003

Grey Hunter posted:



Two! Imagine the damage we are really doing!


You're bombing from far too high to have any real accuracy. Drop those Bettys and Sallys down to 15,000 and you'll start seeing a lot more damage reports.

paradigmblue
Oct 12, 2003

Grey Hunter posted:







Please don't let this be another massacre. Please don't let this be another massacre. Please don't let this be another massacre.



That's... almost acceptable – we did take out a good number of tanks, so I'm going to hit them again tomorrow

Some completely unsolicited advice:

Check the disruption on your units! With that many disabled squads, you probably have high disruption, which means if you attack again tomorrow there's a good chance that you'll suffer high losses.

To do this, go to the ground unit screen in the hex, and click on "Show Soft". If you see disruption with your units that is higher than 50%, you need to wait until it drops. Ideally, when assaulting a dug in hex like this, you should take advantage of the fact that you have friendly territory adjacent to it. Shuffle your disrupted units out of the hex to rest, while shuffling rested units in. In this way you can keep up the attack without experiencing the kind of losses that you've been facing.

To break this hex though, I'd bring two to three more divisions in. In WitP:AE, it's almost always better to win quickly with overwhelming force. This goes for your battle in Port Morseby too, and future battles you'll fight as the IJA - bring more troops than you think you'll ever need. When you played as the Allies, time was on your side, and simply wearing down the IJA and outlasting them was a great strategy. As Japan, the opposite is true - time is against you, and you have to do as much damage as possible now before 4Es start arriving from the West Coast, before A24 Banshees start tearing up your shipping, before the Marine Divisions begin arriving in the US, and perhaps most importantly, before Port Hueneme begins crawling with SeaBees who will flood the Pacific Islands and start reinforcing them, preventing easy conquest.

Your victory screen shows that you have approximately 2,000 AV squandered up in Manchuko not doing anything useful. Pull at least 1,000 out (make sure not to go beneath 8,000!) and plus all of the 0 AV units you can, and use them to get your war effort back on track.

In the next few turns, you need to look at every ground unit you have in Indonesia, in Indochina, in China away from the front, in the Home Islands and on Truk and ask yourself what good are these units doing if they are not fighting? If they are serving a purpose for you RIGHT NOW. If not, pack them up and get them to the front. Do the same for your air units. If they are not part of your training program, get them to the front and get them in action.

Similarly, look at your naval units - what do you currently have just sitting at port?. There are currently very few Allied DBs and TBs in the Pacific and Indian Ocean, and Dutch surface bombing is outright terrible, which means that for now you don't need a lot of air cover for your surface TFs. Think about your supply lines in your Allied Lets Play - you had long supply lines extending from San Fran to the Hawaiian Islands, and from there to the Line Islands, Australia, New Zealand and Port Morseby. While you still have the Naval advantage, get some raiders in there and cut off US supplies to the East Indies and Australia.

More than anything right now though, you need to secure the DEI fuel sources. Bases like Tarakan and Balikpapan are great sources of Fuel, and lightly defended. Who cares that you haven't secured the Philippines yet? The Philippines can pose no threat to your surface fleets, which means you can mop them up while you take Borneo and the Celebes.

You have a very methodical play-style, and it usually works well. However, for Japan to have a-historical success in WitP:AE, you must be bold. Don't just attack with a single division, get 2,000 AV into these problem hexes that are holding you up and smash them. Meanwhile, constantly push forward into whichever Theater that you prefer.

paradigmblue
Oct 12, 2003

Myoclonic Jerk posted:

Not until '45, IIRC.


Speaking of the Fulmar, what's the best way to use it in WitP? As a dive bomber? A glide bomber? A last-resort fighter? They never seem to be good at anything.

They can be decent set at 100' Naval Attack against xAKs and xAPs. Otherwise they're just ablative armor for your Swordfish and Albacores, as they will get absolutely torn up going against cruiser and battleship flak, and you're better off having them in an escort role so that they can take the brunt of the losses rather than your precious TB squadrons, which are the real hitting power of your British carrier TFs.

The key with using your early game British carriers is to avoid any sort of air to air engagements with them, as your Fulmars and Martlets will get absolutely torn apart by zeroes. Even Sea Hurricanes don't fare much better, and they are such short-legged planes that they are a terrible match for escorting your Swordfish and Albacores.'

They can be great going after surface TFs without air cover, they can be a great tool to patrol your Indian Ocean shipping lanes, and they can be a great way to prevent Japan from sending invasion TFs without first establishing air cover. However, don't even think about pitting them against Japanese carries, as even a few Japanese CVEs will have an airgroup more than capable of fighting their way through your terrible, terrible CAP.

Maybe others have had better experience with them, but the attrition rate in my Albacore, Swordfish and Fulmar squadrons is just atrocious even when escorted by Martlets and Sea Hurricanes when I try to use the carriers aggressively.

paradigmblue
Oct 12, 2003

RZApublican posted:

Yeah, if everyone really is lost could you do this, Grey? It sucked having to wait through the year of downtime between when you beat the last WitP game just to get to this game, and having to wait almost another year just to start over again would really suck. I'd be perfectly fine with you just running enough turns of a new game to get back to the last posted turn in March 1942.
Heck, I'd volunteer to start a new game and play to March 1942, and then send the save to Grey for him to take over if Grey doesn't have the time to catch himself up.

paradigmblue
Oct 12, 2003

Baloogan posted:

Its just that tools for making UIs are so far ahead nowadays. This UI took me a day v:v:v https://github.com/Baloogan/OperationGlacier/commits/master

This is incredible - is it auto-populating the map via the dumped combat reports?

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paradigmblue
Oct 12, 2003

Baloogan posted:

Yeah! My next step will be to import units and bases from witp tracker's csvs and such.

Then I want people to be able to post comments on units and bases; post links and youtube videos as well in the comments for the units, advice for the two players: myself and TheHistoricalGamer.

After that I want to see graphs over time of combats, eg one could open a graph of all the casualties from land combat on a specific hex.

This is all fantastic - just having the graphical representation of all the events on the map makes it so much easier to follow.

Is there a possibility of releasing this as a tool that others can use for their own games?

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