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Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!



War in the Pacific: Admirals Edition or "WITPAE" to it's friends is a grand strategy game covering the struggle between Imperial Japan and the USA and friends from the Pearl Harbor attack in 1941 all the way through to the end of the war with the Atomic bombings in 1945. Every single ship, plane and ground unit which participated is included in painstaking [some would say too much] detail and it could quite possibly be one of the most involved games ever made.

The 'grand campaign' sees you lead one side to the ultimate victory or defeat and games have been known to take literal years to play out - just check out Grey Hunters day by day LP's where he plays the whole game through and posts every day what happened. Yeah, every day for five years.



This is the entire game map covering a not insignificant chunk of the world.


Wait What? What is going on?

Short version is this is a Goon vs Goon LP in the style of the various combat mission LP's or Yooper's Japan vs Soviets CMANO LP. I'm not crazy enough to try a full campaign. This will be a Screenshot based, audience participation LP of a much smaller section of the game. Namely the campaign for the famous island of Guadalcanal, the Solomon Islands and the Australian army's 1942 offensive in what is now Papua New Guinea.


Here's what the game has to say about the scenario.

Historically the Japanese, despite inflicting roughly equal casualties to the allied forces suffered a comprehensive defeat across the board and it was essentially the beginning of the end for their Empire. However the game we will be playing is... not quite how it was historically. As a result of the battles of Pearl Harbor, the Coral Sea and Midway being relatively less devastating both sides have more ships, planes and men available to commit to the campaign. All in all I expect this to be something of a bloody mess but I hope we can make it into an enjoyable one!

We will be playing from 6th August 1942 to 3rd April 1943 as supreme commanders of all Japanese or Allied troops in the following area:



The game is complicated as all hell but I have been playing it on and off for about a decade so I will be on-hand for explanations and able to distill your orders into the game to hopefully make your units do what you want them to do so :siren:no experience is needed to participate.

Even more excitingly Goons will be commanding BOTH SIDES! That's right! What I need from you right now is for you to sign up providing the following information in a thread post and input it into the appropriate spreadsheet linked below.

1) If you have the game/experience with it.
2) Desired side [ALLIES/JAPAN].
3) Desired faction within your side. For Japan the factions are the ARMY and NAVY and for the Allies they are the COMMONWEALTH & US ARMY and the US NAVY.


Both sides and their factions will have different, not necessarily complementary, objectives within the campaign they want to meet.

ALLIED SPREADSHEET
JAPANESE SPREADSHEET

Also please include if you have the game, I will be providing the turn files as it progresses so ideally I would like at least one person on each side to have the game and be able to do a deep dive for info their teammates want.

[Click the banner for the appropriate thread]




We will also have a discord with restricted channels for both teams located HERE.

:siren: The main thread (this one) is now closed to participants as of the second page.

Saros fucked around with this message at 21:45 on Feb 3, 2019

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Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

RESOURCES

WITP-AE Manual
WITP-Tracker a very useful tool is available here.

Relative naval strength across the Scenario

How to give orders and the basics of interpreting WITP screens.
Baseic's of Bases [SIC]
Ground units, casualties, preparation and MALARIA
Air Missions
Transporting troops and Cargo
Air, Submarine and Fast Transport

Lucky ship spreadsheet.

Ship types and codes:

code:
CVB		Aircraft Carrier, Battle
CV		Aircraft Carrier
CVL		Aircraft Carrier, Light
CVE		Aircraft Carrier, Escort
BB		Battleship
BC		Battlecruiser
CB		Large Cruiser
CA		Heavy Cruiser
CL		Light Cruiser
CLAA		Anti-Aircraft Cruiser
CS		Aircraft Cruiser
DD		Destroyer
DE		Escort Destroyer
TB		Torpedo Boat
E		Escort
PG		Patrol Gunboat
PF		Patrol Frigate
KV		Corvette
PC		Patrol Craft
PB		Patrol Boat
SC		Sub Chaser
PT		Patrol, Torpedo
MTB		Motor Torpedo Boat
MGB		Motor Gun Boat
ML		Motor Launch
SS		Submarine
SST		Submarine Transport
SSX		Midget Submarine
AMC		Armed Merchant Cruiser
CM		Minelaying Cruiser
CMc		Coastal Minelayer
DM		Destroyer Minelayer
DMS		Destroyer Minesweeper
AM		Minesweeper
AS		Submarine Tender
AD		Destroyer Tender
AV		Aircraft Tender
AVD		Aircraft Tender, Destroyer
AVP		Aircraft Tender, Patrol
AR		Auxiliary Repair Ship
ARD		Auxiliary Repair Dock
AGP		Torpedo Boat Tender
AG		Miscellaneous Auxiliary
AO		Oiler
AE		Ammunition Ship
AGC		Command Ship
APA		Attack Transport
LSIL		Landing Ship, Infantry, Large
LSIM		Landing Ship, Infantry, Medium
LSIS		Landing Ship, Infantry, Small
APD		Destroyer Transport
AKA		Attack Cargo Ship
LSD		Landing Ship, Dock
LSV		Landing Ship, Vehicle
AP		Transport
AK		Cargo Ship
AKV		Aircraft Transport
AKE		Ammunition Transport
AKL		Cargo Ship, Light
TK		Tanker
LST		Landing Ship, Tank
LCI		Landing Craft, Infantry
LCI(G)		Landing Craft, Infantry (Gun)
LCI(M)		Landing Craft, Infantry (Mortar)
LCI(R)		Landing Craft, Infantry (Rocket)
LSM		Landing Ship, Medium
LCT		Landing Craft, Tank
LB		Landing Barge
LCVP		Landing Craft, Vehicle and Personnel
LCS(L)		Landing Craft, Support (Large)
YO		District Oiler
ACM		Minefield Tender
YMS		District Minesweeper
YP		District Patrol Craft
HDML		Harbor Defense Motor Launch
AMc		Coastal Minesweeper
APc		Coastal Transport
xAP		Transport
xAPc		Coastal Transport
xAK		Cargo Ship
xAKL		Cargo Ship, Light
Funny poo poo preserved for posterity.


(VT-6 historically got wiped out at midway and it's happened to them again in the LP).



Saros fucked around with this message at 09:57 on Feb 13, 2019

Jossar
Apr 2, 2018

Current status: Angry about subs :argh:
Awesome, been looking forward to this!

1) Jossar
2) Nope, no experience with/ownership of the game. Pretty sure reading the Grey Hunter LPs doesn't count.
3) Desired side: Allies
4) Desired faction: US Navy
5) Lucky Ship: The USS Astoria. Hopefully lasts longer than 2 days in, this time!

sniper4625
Sep 26, 2009

Loyal to the hEnd
1) Sniper4625
2) Only experience is LP-readin
3) Allies
4) US Navy
5) None yet

Rhjamiz
Oct 28, 2007

1) Reggie
2) None at all.
3) Sunrise Land (Japan)
4) Japanese Navy
5) No clue! No preference.

Yooper
Apr 30, 2012


1. Yooper
2. Own the game, limited scenario experience
3. Japan
4. Army
5. There are no lucky ships where I'm going.

Triggerhappypilot
Nov 8, 2009

SVMS-01 UNION FLAG GREATEST MOBILE SUIT

ENACT = CHEAP EUROTRASH COPY




1) Triggerhappypilot
2) I have the game and have finished the grand campaign before
3) 大日本
4) IJN
5) Seaplane Carrier Nisshin

Acebuckeye13
Nov 2, 2010


If you or someone you know has a gambling problem, crisis counseling and referral services can be accessed by calling
1-800-GAMBLER


Ultra Carp
1) Acebuckeye13
2) Nope
3) ALLIES
4) US NAVY
5) The Big Motherfuckin' E.

Decoy Badger
May 16, 2009
1) Cuddlebadger
2) No experience whatsoever.
3) Greater East Asian Co-Prosperity Sphere
4) IJA
5) DD Yukikaze

FrangibleCover
Jan 23, 2018

Nothing going on in my quiet corner of the Pacific.

This is the life. I'm just lying here in my hammock in Townsville, sipping a G&T.
1) FrangibleCover
2) None, but I can look at pictures of it without recoiling in terror so that's better than other, saner people.
3) Desired side: Allies
4) Desired faction: Commonwealth
5) Lucky Ship: HMAS Canberra, for similar reasons to the Astoria. If I'm relying on her, she can't sink instantly at the start of an engagement... right?

Serpentis
May 31, 2011

Well, if I really HAVE to shoot you in the bollocks to shut you up, then I guess I'll need to, post-haste, for everyone else's sake.
1) Serpentis
2) Own the game, but no experience beyond recoiling in horror at Pearl Harbour
3) Allies
4) US Navy
5) USS South Dakota, hoping she has a better showing this time than historically.

Pharnakes
Aug 14, 2009
Pharnakes
Owned/moderate experience
IJN
IJN
Yamato

Added Space
Jul 13, 2012

Free Markets
Free People

Curse you Hayard-Gunnes!
Claiming IJN Takao for lucky ship.

Gervasius
Nov 2, 2010



Grimey Drawer
I'm in.

1) Gervasius
2) No experience with the game whatsoever apart from reading Grey's LPs.
3) Allies
4) US Navy
5) USS Fletcher

Added Space
Jul 13, 2012

Free Markets
Free People

Curse you Hayard-Gunnes!
If anyone needs help picking a ship...

Epicurius
Apr 10, 2010
College Slice
1) Epicurius
2) Nope
3) Japan
4) Army
5) None

Not Alex
Oct 9, 2012

Cut loose before the god eaters show up.
1) Not Alex
2) No experience
3) Japan
4) Navy
5) Hiei

oystertoadfish
Jun 17, 2003

oh, neat. i'll do it. hoping for a low-level position

by the way, what is IJN 'ground command' (as a position's called in the spreadsheet) responsible for in this scenario - are there landings by the SNLF or anything? if so i'd actually like to be in the NAVY's 'ground command' section

1) oystertoadfish
2) do not have the game, have never played it, have read most/all of like a half dozen LPs and AARs of the grand campaign over the last decade or so
3) JAPAN
4) ARMY
5) Kirishima. although maybe an army person shouldn't have a favorite ship. are there landing ships in this scenario? i assume the destroyers moving troops around are represented, i've read about that in books. i should pick a landing ship

oystertoadfish fucked around with this message at 05:37 on Nov 19, 2018

Horsebanger
Jun 25, 2009

Steering wheel! Hey! Steering wheel! Someone tell him to give it to me!
1) Horsebanger
2) Don't own it., watched a god awful hour long video on gameplay once.
3) Allies
4) US NAVY
5) Lucky Ship: Washington

Horsebanger fucked around with this message at 16:52 on Nov 19, 2018

wedgekree
Feb 20, 2013
Which fleet gets dibs on the Village People?

Bacarruda
Mar 30, 2011

Mutiny!?! More like "reinterpreted orders"

Yooper posted:

5. There are no lucky ships where I'm going.

On the contrary!

There are Imperial Japanese Army [url]https://en.wikipedia.org/wiki/Japanese_aircraft_carrier_Akitsu_Maru]aircraft carriers[/url],landing ship, docks much like the ones of today's Gator Navy, and even submarines!

oystertoadfish posted:

by the way, what is IJN 'ground command' (as a position's called in the spreadsheet) responsible for in this scenario - are there landings by the SNLF or anything? if so i'd actually like to be in the NAVY's 'ground command' section

You even have the parachute naval infantry. With only a month's training as paratroopers! Although they don't yet have their rifles that break in half, so you'll just have to hope their Type 99s don't get airdropped into a swamp on accident...

Japanese inter-service rivalry really was a hell of a thing...

wedgekree
Feb 20, 2013
Remember, IJN! If you tak eGuadalcanal, the IJA wins!

Remember, IJA, if you don't ake Guadalcanal, the IJN wins!

Randomcheese3
Sep 6, 2011

"It's like no cheese I've ever tasted."
1) Randomcheese3
2) Own the game, reasonably experienced
3) Allies
4) Commonwealth
5) HMNZS Achilles

Yooper
Apr 30, 2012


Bacarruda posted:

On the contrary!

There are Imperial Japanese Army [url]https://en.wikipedia.org/wiki/Japanese_aircraft_carrier_Akitsu_Maru]aircraft carriers[/url],landing ship, docks much like the ones of today's Gator Navy, and even submarines!




Works for me! Those guys sure took the IJA/IJN rivalry thing to a new level.

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

A crash course in WITP command

The turn cycle

WITP turns happen in two phases, namely the Day and Night phases. The important bit for you to remember is that things happen in roughly this order.

[Night] Aircraft relocate
[Night] Ships move then perform missions, fight, unload troops etc
[Night] Aircraft fly night missions
[Day] Ships move then perform missions, fight, unload troops etc
[Day] Aircraft fly Morning missions
[Day] Aircraft fly Afternoon missions
[Day] Ground units move
[Day] Ground units fight

Ships move twice per day - once in the day and night phases so it's entirely possible to do things like dash in under the cover of darkness and unload troops or bombard then retreat before the sun comes up and enemy aircraft are able to locate and strike at them.


Commanding Ships:

Okay here we go, here is what's called a 'unit card' - in this case for the British troopship Indomeneous. As you can see there are various stats associated with each and every type of ship, in this case it's a fairly simple one. It goes from A to B and can pick up troops and cargo so it's an xAP, simple right? :suicide:. See the second post for a big list of what collection of letters means what sort of ship.


1 and 2) Speed: The number is knots it can make and the number in brackets is max hexes per phase [two phases per turn, day and night]. Cruise speed can be maintained indefinitely and uses a normal amount of fuel while full speed uses exponentially more fuel [depends on speed] and damages engines and systems with extended use. Generally cruise is for everything except combat situations or emergencies.
3) Special stats and carrying capacity go here. In this case the Indomeneous can load 1300 men and 1850 tons of cargo.
4) Endurance in miles at cruise speed and fuel percentage as well as other misc stats like tonnage, durabiity and armor.
5) Ships weapon. As you can see even transports have a couple of guns, albeit crappy ones. Range is in meters, penetration measures how much armor the weapon can penetrate and ammo is how many combat rounds the ship has remaining.
6) Various info about the ship like name, ownership, crew experience and the captain and his stats. That's right every ship has a captain whose stats effect its performance on top of the crew experience.


Here is the New Zealand Light Cruiser Achilles. A slightly more complicated ship but we will focus on one thing for now, she is slightly damaged.
1) Ship damage of which there are four sorts.
-First system damage. This is a catch-all for ship systems like fire control, pumps, crew status etc. If it reaches 100 the ship si functionally disabled and will probably sink.
-Second flood damage. This represents a % of how much of the ship can flood before it sinks.This is what actually kills ships and comes in two flavors - minor and major. MAjor damage is permanent damage and represents stuff like sections blasted away or beyond repair, it can't usually be fixed outside a shipyard. Minor is more insidious and represents flooding of the ships that's not actually permanent so it can be brought under control and reduced by effective damage control.
-Third engine damage. Basically what it says on the tin, major and minor is similar to flooding as minor can often be fixed underway but major cannot.
-Fourth is fires. Doesn't actually sink you itself but inflicts ongoing system damage which can leave your ship a helpless hulk.
2) Achilles is currently docked so this is the repair and repair type info.
3)
Speed again, notice the huge gap between cruise and max as Achilles is a military vessel.


The famous Enterprise. As she is a carrier there are couple more things she has that other ships do not.
1) Plane squadrons! The format is [Number of planes] [Plane type] [Number of pilots]
2) Plane supplies! Fairly obvious - she can embark 90 planes but has only 86 at the moment. Sorties are how many more times she can fly a plane in combat representing things like bombs, avgas, ammo etc being limited. To resupply she has to return to a major port. Finally the Torpedo count. Carriers carry limited torpedoes, in this case only her Avenger planes use them so she has enough for two full strikes using torpedoes before running out.


Task forces:

Basically a task force is a group of ships formed to move around the main map.



See those little icons, they represent carriers and multiple task forces [TF's] in the same hex.


For example this is the Carrier WASP and her escorts.
1) Hexes the Tf will move per half turn phase for Max/Cruise speed.
2) Fairly obvious - the ships that make up the TF.
3) The Task force commander and a quick summary of it's capabilities.
4) The task force type, different types can perform different duties.
5) Various settings, the most important being speed. This can be Cruise, Mission or Fast. Cruise and fast mean it operates at those speeds [restricted by the slowest ship in the TF] while mission means it will cruise about but dynamically sprint if ordered to do something dangerous.


Here are the different types of TF's. We can deal with their various quirks as necessary.

Ordering Task forces:


This is the WASP task force. in the screenshot I have clicked on it which brings the rings and highlishted hexes. It has been ordered to move NW at 'mission' speed so 15 knots unless it gets into trouble. The rings represent how far it can travel in the turn, green for the night phase and yellow for the end of the day phase and the yellow highlighted hexes are it's path. You can set up to three waypoints or designate a patrol zone for ships [good for subs] or simply order your TF to follow another TF.

If you were commanding this TF I would expect orders something like this. I'll highlight the important points.


- Mission speed, remain on station, Air defensive configuration - cover the incoming tranports.

-Clearly drawn move order with desired speed. Or orders to follow a specific TF.
-Whether to withdraw or remain at the destination.
-Any special orders like unload troops or send aircraft to attack a base or for surface combat ships.
-For carriers - Air arm orders. They can be as specific as you like but generally offensive/defensive configuration and if you want to bomb any ground target will be enough. Remember strikes launch from your final location not from where you are at the start of the turn.


Air units:

Planes unsurprisingly fly from airbases or carriers Bases are the flags on the main map and Airbases with planes are denoted with the small X symbol shown. Mousing over gives you a black box with what's actually present at the base.



Lets go have a look at one of the plane squadrons at the base.



No. 76 squadron, Royal Australian Air Force. Flying Kittyhawk IV fighters.

1) 14 fighters ready and two undergoing maintenance. To the right is squadrons history like planes lost, kills etc. Below is similar stats for the pilots.
2) Max range is ferry range, they can fly this many hexes to another airbase. Extended radius is max range for a combat mission at reduced effectiveness and Normal range is normal combat range.
3) Their mission, Fighters have three usual missions. CAP [Combat air patrol] Where you set a % of the squadron to patrol and intercept enemy planes. Escort where they try to link up with friendly bomber flights and escort them on their missions. Sweep where they fly over an enemy hex and go hunting for enemy planes, best used to tangle with defenders of enemy airbases.


All plane types have stat cards like shown. We can get into the specifics if needed.

Attacking with planes:

Lets have a look at this Avenger torpedo bomber squadron flying off CV Enterprise.


To be honest I am happy to manage the minutiae for you. The main point to remember is regarding naval strike [attacking enemy shipping] missions. Unlike other attack target missions you can't set a specific target as ships all move so you don't know what will be spotted/in range by the time you launch planes so you simply set a max range for your strike. for naval strike you can also set an alternative mission for the afternoon air phase so if no enemy ships are detected in range they will perform this mission in the afternoon. In this case the squadron is set to attack ships but if no ships are found it will go bomb any enemy airbases in range. You can limit it to bomb only specific enemy airbases or hexes.

As an example say you had some bombers at Townsville and you wanted to stage them forward to Port Moresby and attack the japanese airfield at Buna. If you were lovely you could draw me a picture like this.


I would also accept words only but I will be inputting a good number of orders every turn o pictures make things much simpler!


Ground units

So these little X's inside boxes icons represent ground units in the game and are color coded for their sides.



Here is the 30th Australian Bde.



1) The components like infantry squads, artillery etc that make up the unit.
2) As it's in the same hex as a Japanese infantry unit it can attack. Bombard is just skirmishing with artillery, deliberate is a 'normal' attack and Shock attacks try overwhelm the enemy with an aggressive attack. Shock can be better for taking ground or forts but you WILL lose more men.
3) Disruption and Fatigue. As these go up your effectiveness goes down.
4) How heavy the unit is, 3038 men and 798 tons of cargo if you were to load it onto a ship.

Finally the Assault value listed is basically how many combat units it has i.e. infantry squads or tanks. Artillery are not included in this!

The basics of ground combat is you move into a hex with an enemy unit and then give attacks orders. Terrain is a huge factor as well as forts, in this example the 30th Australian is on the Kokoda Trail - a mountain hex which gives 4x terrain bonuses to the defender. Pushing enemy units out of here will be very hard.

Finally if a hex has a railway troops can use 'strategic movement' where they pack up and go via rail. Only really applicable on the AU mainland in this scenario.


Here is the key for movements speeds, hexes are 45 miles across so will take a few days to walk across.

Saros fucked around with this message at 18:20 on Nov 19, 2018

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!





Both thread are now open to players! This thread remains open for now so please don't discuss objectives or force compositions yet.

Proust Malone
Apr 4, 2008

1) Ron
2) I followed Grey’s war in the east and WitP almost from the beginning. Tried :filez: but don’t have the threshold for pain to actually learn the game
3) Allies
4) US Navy
5) USS San Francisco CA-38

sniper4625
Sep 26, 2009

Loyal to the hEnd
I'm happy to swap over to US Army btw

Radio Free Kobold
Aug 11, 2012

"Federal regulations mandate that at least 30% of our content must promote Reptilian or Draconic culture. This is DJ Scratch N' Sniff with the latest mermaid screeching on KBLD..."




This looks like it'd be a pretty fun thing to participate in, but I have absolutely no experience with WITP and I don't want to gently caress up anything important. Maybe I could take a minor role in the Commonwealth.

1) Name: Radio Free Kobold
2) Game? Experience? Hell no! on both counts.
3) Side: Allies
4) Faction: :britain: :australia: :canada:
5) Lucky Ship: Nope. All my favorites are either latewar boats, already sunk, or on the other side.

Radio Free Kobold fucked around with this message at 21:54 on Nov 19, 2018

lenoon
Jan 7, 2010

Oh shiiiiiiit yes. Fantastic. Will sign up shortly.

Woodchip
Mar 28, 2010
1) Woodchip
2) Have the game, played the full campaign
3) Allied
4) US Navy
5) USS Wasp CV-7, such a lucky number

Woodchip fucked around with this message at 17:15 on Nov 20, 2018

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

BASES & SUPPORT TROOPS

[e]The pics aren't loading - ill fix it when i'm home

All those little flags dotting the map are established bases, a lot are just level one ports with limited growth potential which is why the good airfield sites (like Guadalcanal) are so valuable. Bases themselves have three things associated with them. Airfield Level, Port Level and Fortification level.

Airfields:
All hexes with an airbase have a level of 1-10 with 1 being a dirt track and some tents while 10 is multiple fully equipped aerodromes in the hex. The airbase level effects everything about flying from the hex but the two major things to remember is that planes can 'overstack' and when they do they receive penalties to all operations out of the airbase. The limit is 50 'engines' per airbase level so a level 1 = 50 and a level 4 = 200. The game counts the number of engines on planes based in the hex to calculate this so a B-17 heavy bomber uses 4 points and a single engine fighter only 1. This is not a hard limit but penalties increase fast as you go about 10-15% over the limit. The second is that smaller airfields (level 1 and 2) can't support bombers while level 3 means they will fly with reduced bomb loads.

The second thing needed to operate planes out of an airbase is ground units present with 'aviation support' troops. Each squad of 'aviation support' represents enough mechanics, ground crews etc for one plane a having less than the required number means planes repair slower and you may have reduced numbers available for strikes (especially for bigger bombers).

Ports:
Port sizes follow a similar progression to Airfields. The size imposes limits on a few things, for example the biggest ship tonnage that can dock there. You wont be able to dock huge carriers or ocean liners to small piers and unloading troops, supplies and especially heavy equipment like tanks and bulldozers will be very slow on small ports. They also effect rearming ships with ammo although this can be mitigated by specialist auxiliary ships. In this scenario anything bigger than a Destroyer (4" - 5" guns) will struggle to rearm outside of Sydney/Noumea/Rabaul/Truk.

Both Airfields and ports can be damaged by air attacks or coastal bombardment which impedes their operations and said attacks will also hit ships and aircraft present at the base. Aircraft losses to an enemy bombardment Task force breaking through to shoot up the airfield can be absolutely devastating.

Forts:
Fortifications provide a defensive bonus to any ground units in the hex belonging to the base owner. they range 1-9 but anything over 5 is basically full on crazy fortress levels so I doubt we will see it. they also delay attackers as successive fort levels need to be over-run.

Building bases:
Bases are built by ground units containing 'engineers' and 'engineering vehicles.' Most large infantry units and general support units have at least a few but specialist engineering units like USN SeeBees will provide the bulk of your building capacity. It's simple enough, move the engineer unit to a hex and tell it to build any combination of Airfield/port/fort and they will do so over time (provided they have sufficient supply). Hexes with a small Green/Red dot in the center are potential bases that do not have anything built on them yet, once they have something built this will change to the appropriate side flag.

Damaged bases will cease any new construction until the damage is repaired and the rate is dependent on the number of engineers present.

Max base sizes. All potential base hexes have maximum Port and Airfield sizes associated with them representing how good a site they are for the base types, this is the number in brackets when they are moused over. You can build up to three levels over what it says is the max but it gets much more expensive to do in both time and supply to represent things like extending runways into the ocean or deepening ports via dredging etc.

LLSix
Jan 20, 2010

The real power behind countless overlords

Looking at the sign up sheets both sides still need more commanders. I'll join up with the USA.

1) LLSix
2) Only experience is LP-readin
3) Allies
4) US Navy
5) USS Iowa

LLSix fucked around with this message at 19:03 on Nov 20, 2018

pthighs
Jun 21, 2013

Pillbug
1) Pthighs
2) Yes. Have completed Allied grand campaign against AI
3) Glorious Nippon
4) IJA
5) Kirishima

Chuck_D
Aug 25, 2003
Gewehr 43
Yes, played thru Guadalcanal 2x
Allies
US Navy
USS Sterett

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

So good news and bad news. Turns out I have been by accident doing all the scenario specific modifications to an old, very obsolete version of the Guadalcanal scenario. The bad news means that it will be thursday before I have the time to finish redoing the changes to an updated version of the Scenario so the initial turn will be delayed slightly.

The good news is that this means I will have a chance to incorporate some extra stuff based upon player feedback. Head over to your threads for voting on what extra goodies you want me to give you!

koolkevz666
Aug 22, 2015
So I'll just choose a lucky ship for this and for that I shall choose the mighty and powerful PT-112. May she be the scourge of the Japanese Navy.

wedgekree
Feb 20, 2013
Giving the Allies working subs is going to be ridiculously brutal. Like 1944. Good option.

Woodchip
Mar 28, 2010
Witpae is $30 on the annual sale.

:gritin:

http://www.matrixgames.com/store/product.asp?gid=351

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Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!


Just came here to post this. Thirty American buckaroos is as cheap as it's ever going to get so if you're on the fence now's the time.

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