War in the Pacific: Admiral's Edition...what's stopping you?

Started by Toonces, November 29, 2012, 10:09:53 PM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Swatter

Quote from: Dread Rlyeh on October 26, 2015, 05:42:34 PM
Quote from: Swatter on October 26, 2015, 05:04:40 PM
The port rules (docking, rearming, and repairing) are very detailed. Just understand you will not learn everything at once, nor is it required that you do. You can pick up things a little at a time and still effectively conduct the war.

As for the torpedo rule- switching to the non-historical setting will give you problems you don't need early in the game. You will be struggling with so many details in the beginning that you won't need allied submarines contributing to your woe. I'm not sure if you can switch it back once the game has started, but it you have a choice you should turn it to unreliable.

I know you have invested much money in the game, but read my post about the AI I wrote earlier. The AI doesn't handle its carriers well as the Allies. The AI is probably better at playing Japan.
I'm hoping for a tough game.  I dislike investing a significant amount of time into a playthrough (and this is about as epic as it gets) only to find I've got a certain path to victory.  I would much prefer a crushing defeat that I can learn from.  I imagine that if I played as the Allies, I would have to have some house rules about 4E bombing to avoid crushing the AI. 

I may have to do the same sort of thing here as Japan, we will see.  I am going to use a CS to resize a couple float squadrons for ASW duty, though I'm not going to go whole hog gamey.  Your post about the AI's lack of coordination wrt it's carriers is worrying though.  What version were you running when it occurred?     

I'm currently playing on Hard and planning on switching to Very Hard for a day or two each month.  I recall reading somewhere that technique seemed to be a decent middle ground in terms of giving the AI a boost.  I'm probably going to get stomped pretty hard.  If thing are going especially poorly I will try flipping the torps back to historical.  In one of my test runs I did lose an oiler to sub attack right off the bat, ug.  Well... Damn the torpedoes. Four bells! heh.   

edit:  forgot a question I was going to ask - I'm now thinking of some of my ASW TFs as like 2-3 subchasers with a high endurance PB as it seems a better match in terms of speed and the DD is probably better used elsewhere.  Is this a common ASW TF?  I presume the  PB will be able to share some fuel with the chasers as the DD did.

The higher endurance vessels (patrol boats) should be used for convoy escort if you want to minimize the destroyers you use. Sub chasers are good ASW vessels, but generally have short endurance and require micro-management. My advice would be to create ASW chokepoints with naval vessels like Sub Chasers and liberally use your super long range aircraft for ASW patrols. It takes awhile to setup, but checking a few choke points each turn is better than scouring the map. You will see that a "super highway" naturally evolves as you play the game, cover that as much as possible with aerial ASW.

Pete Dero

This might be very interesting :

Trailer for a War in the Pacific: Admirals Edition PBEM matchup : The Historical Gamer vs BalooganCampaign

Starting december 6 they will play the full campaign on a day by day basis (hoping they'll end in a year or five .. - hence the name : refering to a slow moving glacier)




Sir Slash

"Take a look at that". Sgt. Wilkerson-- CMBN. His last words after spotting a German tank on the other side of a hedgerow.

Rayfer

I for one am really looking forward to the links and the start of this venture. Bring it on!

Pete Dero


Rayfer

Does the AE edition have the option for longer game turns, i.e. 2 days, 3 days per turn, rather than the 1 day per turn being used in Operation Glacier? I believe the original WitP did.  Ps. great website link, put it on my favorites to follow this unfolding aar. Thanks.

chemkid

Quote from: Rayfer on December 08, 2015, 09:11:04 AM
Does the AE edition have the option for longer game turns, i.e. 2 days, 3 days per turn, rather than the 1 day per turn being used in Operation Glacier? I believe the original WitP did.  Ps. great website link, put it on my favorites to follow this unfolding aar. Thanks.
yep! Witp-ae does have the same days per turn modes. You can change between 1,2 and 3 days per turn.
Cheers!

Rayfer

Thanks CK. So, I've been thinking of taking advantage of the Matrix holiday sale and buying this game. Perusing through their forums I see there is an in-game tracker that can be downloaded that helps manage the game, but to do so seems quite complicated. Am I over-reacting or does it require a degree in computer science to get it working? Thanks.

Swatter

Quote from: Rayfer on December 08, 2015, 03:16:30 PM
Thanks CK. So, I've been thinking of taking advantage of the Matrix holiday sale and buying this game. Perusing through their forums I see there is an in-game tracker that can be downloaded that helps manage the game, but to do so seems quite complicated. Am I over-reacting or does it require a degree in computer science to get it working? Thanks.

If you love the topic, it might be worth it. I was still learning critical game mechanics 200+ hours into a campaign. I still had more to learn. I ultimately stopped playing because I was dissatisfied with the AI and I didn't want to engage in a MP game that lasted for years. If your only interested in playing as the Allies, the AI can probably do a better job. It ultimately suffers from not knowing how to properly conduct combined arms operations. The AI is not bad, its just the game is so complex.

edit- Ah, you were talking about Tracker. Tracker is not in-game. Its also a Java program, which means you need to install the Java platform. It also stopped working for me after a time. After the first couple of weeks of play, you will understand how supplies and fuel are flowing. Tracker is more useful for the Japanese player, who has a much more complicated set of decisions to make than the Allied player.

Greybriar

Gary Grigsby's War in the Pacific - Admiral's Edition is currently on sale for $39.99 U.S. (50% off) at Matrix Games.
Regardless of how good a PC game may be it will always have its detractors and no matter how bad a PC game may be it will always have its fans.

Swatter

Not a bad deal. It would certainly make the purchase decision more palatable for someone with more marginal interest in the conflict.

KyzBP

Quote from: Greybriar on December 09, 2015, 06:07:50 AM
Gary Grigsby's War in the Pacific - Admiral's Edition is currently on sale for $39.99 U.S. (50% off) at Matrix Games.
That is literally years worth of gaming for under $40.  It's a steal.

Rayfer

Is Operation Glacier still alive and well or has it been abandoned? The website's last update was the 1/29/1942 turn.

FarAway Sooner

KyzBP and UnderCoverGeek have a great AAR running on our forum here.  They've only made it to April 1942, but it seems to be running strong!  Check out the thread (or at least, the Allied side of it) at http://grogheads.com/forums/index.php?topic=13998.0!

One other question for folks here:  Does anybody know if this game runs on Windows 10?  I'm definitely buying it the next time it goes on sale, but not if it won't run on my machine...   :o

Silent Disapproval Robot

It runs on my Windows 10 laptop.  I did have to fiddle with the colour settings a bit to get it to work though.