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The Chad Jihad posted:Do the other nations in RTW ever go to war with each other? I just started my third game and it hit me that I don't think I've ever seen that happen (though I didn't last too long in the other games) Sadly no. If you've got allies they will sometimes fight your enemies (its just a pop up stating some ships were sunk in a battle). I can't remember if this will change for the sequel either.
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# ? Mar 19, 2018 04:37 |
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# ? Apr 26, 2024 15:20 |
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The Chad Jihad posted:Do the other nations in RTW ever go to war with each other? I just started my third game and it hit me that I don't think I've ever seen that happen (though I didn't last too long in the other games) No. That would be, IM
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# ? Mar 19, 2018 05:11 |
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Here I go playing WITP again
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# ? Mar 19, 2018 15:37 |
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I just came across this Desert War 1940-1942 operational level western desert campaign ww2 game published by Matrix and coming out pretty soon. I haven't heard anything about it before, not that I really keep up with any grog news outside of this thread. The western desert campaign interests me quite a bit so it would be nice if it wasn't terrible.
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# ? Mar 19, 2018 18:36 |
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Just gonna throw this out here: The Operational Art Of War In The Pacific
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# ? Mar 19, 2018 19:12 |
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TOAW IV chat: Some improvements, in the end it feels like more of the same. I was considering doing an LP of it to demonstrate the new features, but I really do not feel like doing a two thousand unit slug fest, nor do I really like the small scenarios since TOAW doesn't seem that great at them either. I might wait a bit for a few more scenarios to come out for TOAW IV. Of which, worryingly, like zero have.
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# ? Mar 19, 2018 19:34 |
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Top Hats Monthly posted:TOAW IV chat: Do you happen to know if III's scenarios can be ported over and used as-is or do they need tweaking of some sort to get them to work with the IV engine?
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# ? Mar 19, 2018 20:27 |
Dadbod Apocalypse posted:Do you happen to know if III's scenarios can be ported over and used as-is or do they need tweaking of some sort to get them to work with the IV engine? They do. Some turbo nerd already stuck every available scenario into a zip. Whether this is good or bad...
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# ? Mar 19, 2018 20:37 |
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Phi230 posted:Here I go playing WITP again You're welcome.
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# ? Mar 19, 2018 21:28 |
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Invasion failed? Bitch get back on the amphib, we’ve got islands to take. Why is everyone’s morale so low.
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# ? Mar 19, 2018 22:51 |
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Is there a primer on the game mechanics of War in the East anywhere? I understand the basic mechanics of fighting and moving and air forces and so on, but I have no idea how anything else works. How does capturing territory affect my production? Can I manage my production at all? Why do I care more about capturing some places more than others? Basically, I have no idea what long-term planes I should be making in a game that is basically all about long term planning. I've just pointed my little boxes in the general direction of Moscow and those dank Caucasus oil fields, but I have no idea what impact if any actually capturing oil fields or Moscow will have on me or the enemy. Yes, there is the official game manual, but it is an impenetrable fortress with the density of a neutron star.
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# ? Mar 19, 2018 23:42 |
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Woodchip posted:Invasion failed? Bitch get back on the amphib, we’ve got islands to take. The island assaults will continue until morale improves!
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# ? Mar 20, 2018 00:08 |
Geisladisk posted:Is there a primer on the game mechanics of War in the East anywhere? I understand the basic mechanics of fighting and moving and air forces and so on, but I have no idea how anything else works. How does capturing territory affect my production? Can I manage my production at all? Why do I care more about capturing some places more than others? There is a master production flowchart somewhere, and theres one on page 286 of the manual. The one in the manual looks thin compared to one I've seen somewhere. For starters check the VP's. Some places get you VP just for holding while others it's each turn. Beyond that you want to capture cities that contain industry before the Soviets have had a chance to evac it. You have zero control on production. You get whatever some bureaucrat Nazi/Soviet decides you'll get and you'll loving like it. An oil field will both deny it to the enemy and potentially get you oil. If I recall correct the Germans only get 60% of it and the Romanians like 30%.
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# ? Mar 20, 2018 02:22 |
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The best way to learn how to play War in the East is to play me in multiplayer, god bless.
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# ? Mar 20, 2018 02:28 |
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Geisladisk posted:Is there a primer on the game mechanics of War in the East anywhere? I understand the basic mechanics of fighting and moving and air forces and so on, but I have no idea how anything else works. How does capturing territory affect my production? Can I manage my production at all? Why do I care more about capturing some places more than others? Your longterm and shortterm goal should be to play a pbem game with elbrak.
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# ? Mar 20, 2018 02:30 |
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Geisladisk posted:Is there a primer on the game mechanics of War in the East anywhere? I understand the basic mechanics of fighting and moving and air forces and so on, but I have no idea how anything else works. How does capturing territory affect my production? Can I manage my production at all? Why do I care more about capturing some places more than others? In no particular order: Capturing territory is more about scoring the Victory Points in order to trigger a win. The Germans get a very small trickle of manpower from captured Soviet manpower centers, but it's not going to any one bit in the long run, and neither is capturing the Caucasus oilfields (which is historically correct as far as the timescale of the game is concerned). You can't manage production - poo poo is just built. The main things to remember are: * A unit on refit is going to be prioritized for receiving reinforcements * A unit cannot be placed on refit if it is adjacent to an enemy unit * A unit gains more effect from being on refit if it is more than 20 hexes away from enemy units * Units should also be placed in completely supplied areas in order to maximize their refit benefit (this shouldn't be hard to do - just plonk them in a rail hex well behind the front) * Production is automated, but that also means that the flow of reinforcements is rather determinate. If you have too many units on refit, they might still not be all reinforced as fast as you might want or need them to be * As the Soviets, you can create entirely new units, and so production comes into play as far as even if you plonk down a bunch of tank corps chits, they're probably not all going to be stocked with T-34s because there's a limit to how many can be produced
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# ? Mar 20, 2018 15:32 |
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Is it possible to cancel a ship refitting in WitP? I’ve got a few ships that somehow decided to enter refit at a base that can’t make any progress on the upgrade. Unlike normal repair, there’s no option that I can see to switch a refitting ship back to readiness mode. Not a huge deal because they aren’t very important ships but it would be cool if I don’t have 3 AVDs stuck in refit at Lunga until the end of the game.
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# ? Mar 20, 2018 15:49 |
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Top Hats Monthly posted:TOAW IV chat: I know I've heard other people mention that TOAW's sweet spot is regiment/brigade sized engagements in the World War II+ period. Has the scenario editor been streamlined and/or made any more user friendly since TOAW III? If it was easy to use, I'd get the feeling that I'd set up all sorts of weird and obscure fights like I do in CMANO.
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# ? Mar 20, 2018 18:21 |
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ElBrak posted:The best way to learn how to play War in the East is to play me in multiplayer, god bless. Sure, PM me your email and we'll get it started, my dude.
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# ? Mar 20, 2018 18:45 |
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Are there any good Civil War tactical games that are hex-and-counter-y? Same for Napoleonics, I guess. All I really know of for either of them is John Tiller stuff.
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# ? Mar 20, 2018 18:58 |
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COOL CORN posted:Are there any good Civil War tactical games that are hex-and-counter-y? Civil War Generals 2 is an amazing game.
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# ? Mar 20, 2018 19:28 |
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Don't park carriers near a major enemy port. AFTER ACTION REPORTS FOR Apr 06, 43 Night Time Surface Combat, near Hollandia at 93,116, Range 9,000 Yards Japanese Ships CV Soryu CV Zuikaku, Shell hits 10, on fire BB Musashi, Shell hits 1 CL Yura CL Kuma DD Naganami, Shell hits 4, heavy fires DD Kiyonami, Shell hits 1 DD Arashio Allied Ships BB Indiana BB Massachusetts, Shell hits 2 CA Louisville CA Minneapolis, Shell hits 3 CL Durban CL Richmond CL Detroit CL Trenton, Shell hits 1 DD Meredith DD Gwin DD Buchanan DD Barton DD Bancroft DD Hobby, Shell hits 1 DD Kalk DD Carmick DD Mugford, Shell hits 1 DD Lang DD Stack DD Sterett DD Wilson Day Time Surface Combat, near Hollandia at 93,116, Range 29,000 Yards Japanese Ships CV Soryu, Shell hits 4 BB Musashi, Shell hits 19, on fire, heavy damage CL Yura, Shell hits 6 CL Kuma, Shell hits 9, on fire DD Arashio, Shell hits 2 Allied Ships CL Cleveland, Shell hits 3 CL Columbia, Shell hits 2 DD Laffey, Shell hits 4 DD Lansdowne, Shell hits 6, and is sunk DD Dunlap, Shell hits 1 DD Cassin, Shell hits 2, heavy fires DD Downes, Shell hits 2 Really, really don't do it twice AFTER ACTION REPORTS FOR Apr 16, 43 Night Time Surface Combat, near Hollandia at 93,116, Range 9,000 Yards Japanese Ships CV Junyo, Shell hits 4, heavy fires CV Hiyo, Shell hits 1 CVL Ryujo, Shell hits 1, heavy fires DD Oyashio, Shell hits 1 DD Yamagumo DD Isonami DD Shirayuki DD Hatsuyuki, Shell hits 3, on fire DD Akebono, Shell hits 2 Allied Ships BB North Carolina CL Richmond CL Detroit DD Buchanan DD Barton DD Bancroft, Shell hits 3 DD Kalk, Shell hits 1 DD Russell DD Shaw, Shell hits 1 Day Time Surface Combat, near Hollandia at 94,116, Range 29,000 Yards Japanese aircraft no flights Japanese aircraft losses A6M2 Zero: 18 destroyed B5N2 Kate: 12 destroyed A6M3a Zero: 26 destroyed D4Y1 Judy: 27 destroyed Japanese Ships CV Junyo, Shell hits 15, and is sunk CV Hiyo, Shell hits 7, Torpedo hits 1, and is sunk CVL Ryujo, Shell hits 3, and is sunk DD Oyashio DD Yamagumo DD Isonami, Shell hits 2, heavy fires DD Shirayuki DD Hatsuyuki, Shell hits 3 DD Akebono, Shell hits 1, on fire Allied Ships BB North Carolina, Shell hits 1 CL Richmond, Shell hits 2 CL Detroit DD Buchanan DD Barton, Shell hits 1, on fire DD Bancroft DD Kalk DD Russell, Shell hits 3, on fire DD Shaw
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# ? Mar 20, 2018 20:07 |
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Success for the American doctrine of decisive battle!
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# ? Mar 20, 2018 21:58 |
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Bold Robot posted:Is it possible to cancel a ship refitting in WitP? I’ve got a few ships that somehow decided to enter refit at a base that can’t make any progress on the upgrade. Unlike normal repair, there’s no option that I can see to switch a refitting ship back to readiness mode. Not a huge deal because they aren’t very important ships but it would be cool if I don’t have 3 AVDs stuck in refit at Lunga until the end of the game. Cursory googling whilst on the can at work wasn't fruitful. I'll keep looking tho.
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# ? Mar 20, 2018 22:45 |
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Geisladisk posted:Sure, PM me your email and we'll get it started, my dude. I started a game in the multiplayer screen using beta patch 1.11.01, password lljk . I picked the Soviets if that's ok.
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# ? Mar 20, 2018 23:05 |
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So me and Lord Windy are twenty days into a downfall scenario. (No Windy Peeking). Its... messy. We are both hovering about three thousand planes lost apiece after brutal fighting nearly every single day. Probably 2/3 of my losses are fighters and considering I only make about thirty per day and am losing over a hundred per day on average this can only go on for so long! You can see the horrifying spike in losses on day eight where I put over 1200 planes into the air (including what little remained of my carrier force) to attack a big allied Carrier force and lost eight hundred of them for almost nothing. I think I sunk a destroyer and got a kamikaze hit on a light carrier. Basically allied AAA is insanely good and 90% of your planes which make it through the fighters won't even get to make attack runs. Ever since then I don't have enough strike planes to swamp allied defenses so I am basically reduced to impotently fuming as he sails his ships wherever he wants. The only bright side is me killing far more Super-fortresses than he gets as replacements. About half of Tokyo is burned down in exchange however which sucks but thankfully the air factories mostly came through it okay. In the first week he landed on Amami Oshima in the east and Takao (Taiwan) in the west. I got a battleship and 2-4 CVE as well as a few transports from various means (mostly subs). Considering he has about 50 CVE and at least a couple of dozen battleships things could be going better. Here's what Tracker thinks I have sunk, only two of those CVE are definite but Mississippi ate at least seven sub torpedoes so its got to be dead. For the past two days he's been trying to land on Honshu. I have been sallying everything left of my surface fleet but thanks to thunderstorms nobody has achieved much despite putting cruisers in combat range of his CV several times. I've lost a light cruiser, two destroyers and a whole lot of PT boats in exchange for a couple of transports and a torpedo hit on a BB. 17/9/1945 code:
code:
It's not all bad however, I have killed nearly four hundred of his carrier planes in the last three days of fighting over the Home Islands and the rest must be exhausted so the IJN and every decent plane I have on land is going for one last glorious ride to attack his northern force. I guess we get to see how goes tomorrow.
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# ? Mar 21, 2018 09:25 |
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Saros posted:
This is exciting! Please keep us posted For anyone else that's playing just the WITP scenarios, you can maybe graduate to the Marianas scenario after Guadalcanal, and then this Downfall scenario as perhaps the biggest challenge short of a full campaign. Just pulling together the amphibious invasions can be daunting in and of itself even taking into account how beat-up the Japanese are, but these scenarios also come with "Ironman" variants to give the Japanese more of a fighting chance!
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# ? Mar 21, 2018 09:50 |
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Even the 'stronger Japanese' version is nearly impossible to achieve anything as them. You start with barely any decent pilots, mostly obsolete planes, a tiny surface fleet and only about two weeks of resources on the home islands. Most of your decent troops are in China/Korea (The Home island defenders are mostly crap and allied units are far more powerful man for man by this point anyway) and you can use transports to pull resources from Korea/China/Hokkaido or lift troops back home and you don't even enough to do either let alone both. Windy has kindly provided a summary of his ship losses. As you can see his fleet is both monstrously larger than mine and individually his units are better. The same goes for planes. The Japanese player has slightly more fighters but less than a quarter are decent late-war models and the rest are basically worthless and you have only a few squadrons with competent pilots. Even when they suicidally crash into allied bombers (relatively often) the usually don't even destroy the bomber in question! The Allies also have hundreds upon hundreds of four engine heavy bombers which are largely immune to the poorly armed Japanese fighter attacks. An allied bomber wave will usually shoot down twice as many Japanese fighters as it loses to Fighters and AAA combined. I had some hope for Kamikaze waves being able to break through to his ships and while you can eventually (after losing hundreds of planes in air to air) swamp the allied CAP their shipboard AAA is just incredibly effective. One thing about WITP is that planes on attack runs which take damage will essentially never hit their target (including Kamikazes it seems) and allied AAA will damage 95-99% of attackers so overall maybe one in a hundred planes will actually get through to hit their targets. The cost of my last attempt which slightly damaged a CVL. AA losses aren't high compared to those to his fighters but they stopped any of my planes from actually hitting.
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# ? Mar 21, 2018 12:19 |
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Saros posted:Even the 'stronger Japanese' version is nearly impossible to achieve anything as them. If you know, what exactly does the "stronger Japan" versions give to the Japanese player?
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# ? Mar 21, 2018 12:24 |
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Just more of everything really, I don't really know the specifics. A few more CV, maybe 15-20% more fighters and attack planes, deeper aircraft pools. Finally some more pilot replacements and air factories/industry but it seems no more resources on the home islands so the extra industry runs through what little resources you have stockpiled very fast.
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# ? Mar 21, 2018 12:31 |
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Bold Robot posted:Is it possible to cancel a ship refitting in WitP? I’ve got a few ships that somehow decided to enter refit at a base that can’t make any progress on the upgrade. Unlike normal repair, there’s no option that I can see to switch a refitting ship back to readiness mode. Not a huge deal because they aren’t very important ships but it would be cool if I don’t have 3 AVDs stuck in refit at Lunga until the end of the game. So, I just discovered that I have no less than 7 Mahan class DDs stuck in Espiritu Santo going through an upgrade process. Watching it for a couple turns, they never advanced beyond "7 days" until complete. So, in a stroke of utter brilliance - for a complete loving newb, anyway - I shipped a destroyer tender up from Noumea and lo and behold my Mahans were at last freed from their under-developed-port grave. I wasn't able to find any other way to get them out of upgrade purgatory. I'm not sure off hand what an AVD is, so this may be moot, but do you have any kind of repair ship or tender that you could bring alongside to help with the upgrades?
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# ? Mar 21, 2018 14:37 |
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AVD is a destroyer converted to support float planes. Disband it into a port and it will provide AV support for float planes.
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# ? Mar 21, 2018 14:47 |
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Saros posted:AVD is a destroyer converted to support float planes. Disband it into a port and it will provide AV support for float planes. In that case would a destroyer tender be able to help with Bold Robot's upgrade problem?
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# ? Mar 21, 2018 14:58 |
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Yup probably but no guarantees. AR, AD, maybe a ground unit with naval support should but I can't think of anything else.
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# ? Mar 21, 2018 15:20 |
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I have an AR at Lunga already but the AVDs aren’t eligible to be repaired by it for whatever reason. The weird thing is that none of them was damaged, the only damage they have is the automatic 20ish points of system damage that you sometimes get when refitting (why doesn’t this seem to happen consistently?). I’ll try shipping an AD over there to see if it helps, I’m sure I’ve got one at Noumea. Also, the “days until back in service” number for the 3 AVDs is ticking down, but I suspect it will get stuck before I can return them to readiness. In sum: Relatedly, very much enjoying the combat reports and AARs posted in this thread recently.
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# ? Mar 21, 2018 15:24 |
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If the number of days until return to service is going down then the refit is progressing normally? The system damage depends on what the refit is doing to the ship. If you're just bolting on some AA guns then it wont but if you have to do extensive work below decks then it will.
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# ? Mar 21, 2018 15:28 |
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Gewehr 43 posted:In that case would a destroyer tender be able to help with Bold Robot's upgrade problem? I think yes, but an all-purpose repair ship (AR) might be the safest bet. ADs are great for a forward port where you base a Squadron of DDs for raids. They can rearm and repair DDs and smaller even if the port isn't large enough by itself. Just remember to open the ship-screen from the port and hit "load tender" every once in a while, because this is WitP and telling a tender that needs supply on board to function to automatically top itself up from port would be cheating or something... For small bases with cruisers or even BBs visiting you want AKEs or AEs for rearm and ARs for repair. I just rearmed 3 BBs with 36cm and 40cm ammo in Rabaul who's just a level 3 port atm with the help af an AKE. Feels good. Support TFs with AKEs, ADs, rear end, AGs, AOs and ARs should disband into new forward bases as soon as possible after capture to sustain momentum.
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# ? Mar 21, 2018 15:28 |
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Saros posted:If the number of days until return to service is going down then the refit is progressing normally? The system damage depends on what the refit is doing to the ship. If you're just bolting on some AA guns then it wont but if you have to do extensive work below decks then it will. Hope so! As long as I can eventually ship these guys somewhere else I’m fine with them ending up with a bunch of system damage, I can fix that at Brisbane or Sydney. Caconym posted:I think yes, but an all-purpose repair ship (AR) might be the safest bet. Auxiliaries are amazing and I make sure to keep a ton of them around, but I still have no idea what AGs are good for. Is there any time where you would want an AG over an AD or and AR? Or are AGs strictly worse and it’s just a matter of using them if you don’t have a better ship available?
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# ? Mar 21, 2018 15:36 |
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What's your Goal as a Player going into that Downfall Scenario as Japan? Outperform historical? Is there a comparison Screen at the end? From a game design standpoint it seems like you'd have to give the Player the sense that he has the ability to achieve something of some sort. e: no idea where the random capitalization is coming from
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# ? Mar 21, 2018 15:43 |
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# ? Apr 26, 2024 15:20 |
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ElBrak posted:I started a game in the multiplayer screen using beta patch 1.11.01, password lljk . I picked the Soviets if that's ok. I just submitted the first turn. Full disclosure: this is the first time I ever play a grog game multiplayer and I'm terrified and oh god please go easy on my nazi invaders
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# ? Mar 21, 2018 15:44 |