|
I mean I wouldn't mind it, it would be a lot of fun and we would have some excellent battles in th DEI to report to the thread hah. I just realised the dutch don't have sweet gently caress all for escorts so they would have a bad time with the confined waters of the DEI + submarines so I feel somewhat better about it now. Plus you can maybe use a warp TF to divert up the four Kongo's from the KB and send them down to help out. It'll be bloody though the IJN BB's all have pretty poo poo armor so survivability won't be great!
|
# ? Dec 13, 2014 02:21 |
|
|
# ? May 13, 2024 07:32 |
|
Who cares, we have 20 BBs! EDIT: Lets do the 8-8-8, it's simple to install and the art is nice.
|
# ? Dec 13, 2014 02:36 |
|
I like Reluctant Admiral but I'm happy to give 8-8-8 a shot.
|
# ? Dec 13, 2014 05:10 |
|
Ok, so what rules should we agree on?
|
# ? Dec 13, 2014 05:28 |
|
I haven't done a proper WiTP campaign in ages so I'll defer to you folks.
|
# ? Dec 13, 2014 05:38 |
|
And I'll defer to Saros. I would almost be happy with no rules, but I'm sure we don't want Chinese soldiers in India.
|
# ? Dec 13, 2014 05:50 |
|
No restricted units crossing national boundaries without being transferred to unrestricted commands is pretty much a requirement for WITP MP games to have any semblance of balance.
|
# ? Dec 13, 2014 07:36 |
|
No upgrading the B-17s in the Philippines to B-25/26s on day 1, funny as that is.
|
# ? Dec 13, 2014 08:19 |
|
Alikchi posted:No upgrading the B-17s in the Philippines to B-25/26s on day 1, funny as that is. Why would that be a thing? Bug or engine quirk or "modeling small level details breaks high-level historical accuracy"?
|
# ? Dec 13, 2014 08:22 |
|
Davin Valkri posted:Why would that be a thing? Bug or engine quirk or "modeling small level details breaks high-level historical accuracy"? Engine quirk: there's an option called "Player Defined Upgrades" which allows you to dictate the airframe that any particular air unit will use, rather than relying on historical upgrade paths and times. The thing is, while the game models that the planes have to be present in a "production pool", and while the game models that an air unit will have to have an excess of 20,000 supplies available to be able to draw plane replacements, there is no specific modeling of the planes getting from the "factory" to the actual battle area, so it'd be possible to convert the level bomber units in the Philippines into using B-25 Mitchells even if it shouldn't be physically possible for the planes to get there without running some extremely dangerous convoy to Manila and Mindanao.
|
# ? Dec 13, 2014 08:27 |
|
Only unrestricted units crossing land boundaries is fair. You can buy out a couple of new model Chinese divisions but most must stay in China. Same with the manchurian army. Also no abuse of shuffling unrestricted HQ's (1st amphib corps, 11th air army) to only pay 1/4 the PP cost. Another is no strategic bombing in/out of China, if the IJA can attack Chinese industry its all over in 6 months. First turn; I want non historical first turn but the allied player shouldnt issue new orders (its a surprise remember!), in return I wont hunt the USN carriers or other ships at sea. Settings I prefer: PDU: ON Unreliable torps: on Ijn damage control: worse Restricted aircraft research Weather: on Windy you should get WITP tracker. It's basically necessary to run the economy. Are we going to try keep a record the game for goon entertainment?
|
# ? Dec 13, 2014 15:39 |
|
I'm hoping to get a nice Flashpoint Campaigns mini AAR done for this thread in the next 24 hours, specifically the 'Hunting Bears' scenario that's already been featured upthread. There's a kicker though: I'm recreating it in Modern Campaigns: Danube Front '85 Using the 1989 'Bolt from the Blue' mod! (The size of this loving game) Koesj fucked around with this message at 05:42 on Dec 14, 2014 |
# ? Dec 13, 2014 18:46 |
|
Weekly WitP questions: Is there a way to get more HQs, particularly Air HQs, or do I just have to be super precious about the ones I do get? Failing that is there anyway to get torpedoes to planes not sharing a hex with an HQ? I know that I can put planes in transfer range of their HQ and it will function as if they shared a hex, but is there an equivalent for torpedoes? How do you get MTBs to do anything? I had a group of 12 or so MTBs, who found an flotilla of unescorted xAKs. Perfect I thought, but the MTB's just ran away How do you train planes in ASW? I've had a dozen or more rear area sqns training 90% ASW at 100 feet for over a week now, and not one of the probably 100+ pilots has gained a single point of ASW skill. They do seem to be gaining strafe skill, even though they are in planes that can't strafe. Maybe I should set them to 1000 instead? Is any training at 100 exclusively for training strafe? How do you see how effective planes are at search and ASW? Some later planes get surface search radars, but how do I see what effect this has other than radar presumably = better? If you set a sqn to a primary mission, with some % set to train, do they train in general or do they train in the primary mission they are set to?
|
# ? Dec 13, 2014 20:34 |
Koesj posted:I'm hoping to get a nice mini Flashpoint Campaigns mini AAR done for this thread in the next 24 hours, specifically the 'Hunting Bears' scenario that's already been featured upthread. Goddamn stop making me want this game.
|
|
# ? Dec 13, 2014 20:36 |
|
Pharnakes posted:Weekly WitP questions: Hqs 'share' torpedos out to their command radius. "Command" HQ's also provide torpedoes but there are only like 2 unrestricted ones (no torpedo devices but it works anyway). Training at 100ft trains strafe not ASW. Always train 100%. Partial Training should be for the set mission.
|
# ? Dec 13, 2014 20:49 |
I really need to learn to keep installation files for my grognard games that haven't yet made it to Steam. I'm travelling to Australia in 36 hours and want to put WitP on my work laptop for the flight, but of course since I purchased the game in the spring, my download link is no longer valid and I'm unable to get it from Matrix's website without opening a goddamn support ticket.
|
|
# ? Dec 13, 2014 22:09 |
|
If you have your serial number you can just get it from the website. The 'registered downloads' section.
|
# ? Dec 13, 2014 22:32 |
|
Saros posted:If you have your serial number you can just get it from the website. The 'registered downloads' section. Not true, most of my games (including witp) have vanished from their website. Matrix support created a press account for me so my games would stop vanishing.
|
# ? Dec 13, 2014 22:36 |
Saros posted:If you have your serial number you can just get it from the website. The 'registered downloads' section. I do have my serial, but the only Registered Download available for WitP is the giant map PDF. If I go to "My Orders", I can see two other games I bought from them and can download them there (WitE and DC:WtP), but not WitP. Though if I look under "My Games", I can see WitP just fine, but can't download it. Goddamn you Matrix and your .
|
|
# ? Dec 13, 2014 22:36 |
|
Drone posted:I do have my serial, but the only Registered Download available for WitP is the giant map PDF. File a support ticket asking for a download, include your order and serial #'s, they'll get you within 24 hours.
|
# ? Dec 13, 2014 22:43 |
|
Swear to god that worked only a few months ago. What a delightful step backwards.
|
# ? Dec 13, 2014 22:58 |
|
It does work, just only for certain games. Sometimes when I log onto their site I can download everything sometimes certain games (usually WitE and WitP) vanish from my list.
|
# ? Dec 13, 2014 22:59 |
|
uPen posted:File a support ticket asking for a download, include your order and serial #'s, they'll get you within 24 hours. Better do it quick, because next week they all go on holiday for christmas.
|
# ? Dec 13, 2014 23:02 |
|
Saros posted:Only unrestricted units crossing land boundaries is fair. You can buy out a couple of new model Chinese divisions but most must stay in China. Same with the manchurian army. Also no abuse of shuffling unrestricted HQ's (1st amphib corps, 11th air army) to only pay 1/4 the PP cost. When you say restricted aircraft research do you mean realistic research turned on? That is my only query as my preference is to have it realistic research turned off. As for recording, I think we should try to keep it. But if we are going to do an LP we probably need a 6 month buffer or so or pinky promise to not peak. Lastly who is going to start the game? I want Saros to go first for the two of us so he can take what he wants and I'll come second.
|
# ? Dec 14, 2014 00:05 |
|
Flashpoint Campaigns in Danube Front - Soviet Turn 1 I've tried to port FPC's CA1 scenario into a Tiller Operational Campaigns game as well as I could. Danube Front 1985 with the Bolt in the Blue mod looks like a decent enough operational/strategic companion to the former title's tactical battles - but its classic turn-based system has a whole different vibe than FPC's OODA-influenced WEGO. 1989-07-22T04:00Z, day two of World War III. What follows is a two hour long dawn turn - visibility 1 mile (or rather, one hex) Somehow, the Soviet 10th Guards Tank Division has made its way towards an area just south of Hamburg? Instead of staying in their normal area of operations along 3rd Combined Arms Army's axis of advance Helmstedt - Hildesheim - Gütersloh?? And now they've got word of coming up against a single US mechanized brigade, the entire Dutch Army - supposed to defend this particular NATO sector - nowhere to be seen??? Also where the hell are half their Motorized Rifle Battalions and two thirds of their artillery???? It doesn't matter, there are German homes to be invaded! Our mission: to cross the town of Buchholz directly in front of us, or bypass it through wooded areas to its north and south, in order to reach a number of minor river crossing along the Autobahn 1 axis near Hollenstedt/Tostedt. We start out by introducing the Motorized Rifle Regiment (BMP) in a frontal attack on Buchholz: 1st and 3rd Battalion move up taking light losses, while 2nd Battalion coming off scot free. As soon as we start trading shots with US forces though, things start to look worse. 3rd Battalion loses another 10% of its strength and becomes disrupted under accurate concentrated enemy fire - blasted American night sights! The Battalion subsequently loses morale and will be unable to assault the town until shedding their state of disruption. Overall, our fire does little damage to US forces, but 248 Guards MRR (outlined in red) is in a good position to force the Americans to vacate their frontlines. And when full morning comes, US thermal imaging advantages will quickly disappear, leveling the playing field. The MRR's Tank Battalion is thrown into the mix to reinforce the infantry's assault on the town. As luck would have it, they draw no US fire of opportunity, the enemy already being distracted by earlier engagements. Their own fire however proves to be wholly ineffective, and 2nd Motostrelki Battalion is somewhat mauled by US counterfire, rendering half the Regiment unable to assault. North of Buchholz, the BTR Company of the Division's reconnaissance Battalion scouts the route ahead, running into a mixed force of American tanks and mechanized infantry - note: I've turned on reachable hexes to show where this unit can go. GTFO. The recce coy loses over two-thirds of its strength and moves to screen towards the northwest. We spot a gap between suspected enemy positions in the north of the town, and forces guarding the motorway approach into the woods. 62nd Guards Tank Regiment moves towards the area in full force, taking only negligible losses. Now is a good time to pause our dawn assault. The first echelon of the Division has been introduced relatively successfully, with 62nd TR's efforts to the north looking promising. Our artillery adds to the tally by taking out two US tanks covering the south of the town of Buchholz. If the Americans decide to contest this area, our indirect fires will be the key in softening up weak points and assaulting through enemy positions. Koesj fucked around with this message at 05:42 on Dec 14, 2014 |
# ? Dec 14, 2014 05:24 |
|
So wait - you're using a Tiller game with a mod to recreate a campaign from a FPC game? I'm confused. Whatever it is looks cool though
|
# ? Dec 14, 2014 05:33 |
|
COOL CORN posted:So wait - you're using a Tiller game with a mod to recreate a campaign from a FPC game? I'm confused. You ought to be! I'm trying to see whether or not these vastly different systems provide roughly the same outcomes. I can't stand the larger scenarios against the AI in FPC, so playing it out in a limited system like Operational Campaigns should provide 'a' 'fun' 'exercise'.
|
# ? Dec 14, 2014 05:39 |
|
Koesj posted:You ought to be! I'm trying to see whether or not these vastly different systems provide roughly the same outcomes. I can't stand the larger scenarios against the AI in FPC, so playing it out in a limited system like Operational Campaigns should provide 'a' 'fun' 'exercise'. Makes sense now, just wanted to make sure I was understanding Are all the Tiller games similar, or are they vastly different a la the Grigsby games? Is there any Tiller game that's highly recommended?
|
# ? Dec 14, 2014 05:49 |
|
The naval games (Jutland and Midway) are quite different from the rest and also quite bad.
|
# ? Dec 14, 2014 05:52 |
|
COOL CORN posted:Are all the Tiller games similar, or are they vastly different a la the Grigsby games? Is there any Tiller game that's highly recommended? All of his land-based games are similar and quite good, if you can get used to the idiosyncrasies of its scale. I wrote about it a while back, it's a pretty easy system to learn. The naval games are okay insofar as there aren't really a lot of games that cover those battles, and the 2D visuals make it very functional, although not pretty. They're somewhat bad as far as you're only really controlling heading, speed, positioning, so it's rather simplistic (even if that's arguably the heart of naval tactics?) and from what I've heard the air combat modelling of the games involving WW2 carriers is not good.
|
# ? Dec 14, 2014 06:09 |
|
Also a quick WITP question. I picked up the Admiral's Edition, and... War in the East is one thing, but this is a whole other beast. A beast with no in-game or PDF tutorial, and a 300 page manual. Where on Earth do I start? How did others here learn it? I've read that the tutorial didn't make it to the AE (at least the download version), but may be included with the original game. Are the two different enough to matter, or would someone have a copy of the tutorial PDF??
|
# ? Dec 14, 2014 06:16 |
|
I wrote a tutorial for War in the Pacific: http://lpix.org/sslptest/index.php?id=17472
|
# ? Dec 14, 2014 06:28 |
|
gradenko_2000 posted:I wrote a tutorial for War in the Pacific: http://lpix.org/sslptest/index.php?id=17472 Bless your heart. edit-- went through it and the Buccaneer scenario is really great for learning. Managed to capture Port Blair, but am dead tired and need to call it a night. I'm looking forward to running through it again on my own to see if I'm retaining everything in that. I can see what you would mean about the full campaign being just that but more. Count Thrashula fucked around with this message at 08:46 on Dec 14, 2014 |
# ? Dec 14, 2014 06:32 |
|
COOL CORN posted:Also a quick WITP question. I picked up the Admiral's Edition, and... War in the East is one thing, but this is a whole other beast. A beast with no in-game or PDF tutorial, and a 300 page manual. It's tough to get in, only game I really had to read the manual to at least understand the ship's letter code so wiki is a must
|
# ? Dec 14, 2014 10:12 |
|
Saros posted:Alternatively we could pick a wacky scenario with this bad boy; WTF is that?!
|
# ? Dec 14, 2014 15:02 |
|
Are there similar issues with War Plan Orange? So I can also assume that the WitP tutorial would be similarly useful with WPO as well?
|
# ? Dec 14, 2014 15:17 |
|
Myoclonic Jerk posted:WTF is that?! According to the little text up top if you zoom it out all the way, this is supposed to be the "IJN Zipang," a 500k ton dreadnought designed by a "Commander Kaneda." Tracing the image shows its origin to be from a site called Shipbucket, filed under the "Never Built" category - supposedly ships that actually were designed at some point, but which never left the drawing board. I can't find anything else about either the ship or this "Commander Kaneda," though. I can only assume that if he and this design really did exist, the good commander was not a naval officer. Incidentally, I counted. Looks like it's got a 32 big gun broadside. gently caress counting the smaller guns - looks like whoever slapped those on was looking at the Napoleonic Royal Navy and decided that the gun layout there was to die for.
|
# ? Dec 14, 2014 15:48 |
|
Well it certainly looks like a thing
|
# ? Dec 14, 2014 16:44 |
|
Turns out in WitW pilot training is more dangerous than combat.
|
# ? Dec 14, 2014 16:48 |
|
|
# ? May 13, 2024 07:32 |
|
Dammit_Carl! posted:Are there similar issues with War Plan Orange? So I can also assume that the WitP tutorial would be similarly useful with WPO as well? Some of the controls in WITP didn't exist yet in WPO, and WPO does not have much in the way of air units, and there is no production - both sides just get a set amount of stuff delivered to them on various turns. In some ways all the simplification makes it easier. In some ways everything is so much slower because it's the '20s and that makes it harder to get into, but most of the lessons should apply. I do also own WPO and would be glad to help out with questions. LordPants posted:Turns out in WitW pilot training is more dangerous than combat. The other thing I was watching out for in being a WITW early adopter is that yes, there's going to be a lot of bugs and exploits and "failures of simulationism". I think it's also possible to land halfway up the Italian boot, outside of Allied air cover, seize Rome by turn 3-4 and cause the Italians to surrender that much earlier. Call it this game's version of WITE's Lvov Gambit.
|
# ? Dec 14, 2014 16:59 |