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AE mini-FAQ

Discussione in 'War in the Pacific: Admiral Edition' iniziata da Invernomuto, 27 Novembre 2009.

  1. Invernomuto

    Invernomuto -

    Registrato:
    30 Gennaio 2006
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    Direttamente dal sito Matrix, sono in inglese. Le traduciamo per i non anglofoni? Anche a rate, piano piano. Io quello che raccatto sul forum Matrix e che credo sia utile lo butto qui, spero possa servire. Interessantissime le spiegazioni sull'air coordination rule, occhio che è diversissimo da WITP (se impostate la escort alla stessa altitudine dei bomber, di fatto voleranno 2000 piedi più alti e tenteranno un raid coordinato).

    CIAO!!!


    6.1.3 SHIP INFORMATION SCREEN:

    http://www.matrixgames.com/forums/tm.asp?m=2267944

    the range values for some ship's guns have a "*" next to the value.
    Does this indicate AA range?
    The range given is for surface engagement.
    The * indicates it is AA capable (i.e. is Dual Purpose), but it's range is defined elsewhere. Check the devices in the editor


    6.2.13.1 - REFUELLING:

    http://www.matrixgames.com/forums/tm.asp?m=2239702

    Sometimes it takes 2 days to replenish CVs. They refuel first, then restock sorties second. If the ship was low on fuel and low on sorties, it will probably take 2 days.

    http://www.matrixgames.com/forums/tm.asp?m=2260828

    An oiler using “replenish at sea” when refuelling at a port and in the presence of one or more loaded tankers will take fuel from the TK to replenish themselves. This was common practice - to transfer fuel directly from tankers to oilers capable of underway replenishment at a base

    6.4.4 SUBMARINES - MIDGET SUBS:

    http://www.matrixgames.com/forums/tm.asp?m=2253123

    It's only the Type C1 boats, I-16, -18, -20, -22 and -24. who can carry them
    One loaded the midget does not use fuel during the trip to the target (it's being carried). The carrier sub can not refuel the midget so you should be sure to fully fuel it before leaving.
    And by "reloaded", we mean "loaded back on board the big sub", not "be rearmed and refuelled".

    7.0 - AIR UNITS - AIRCRAFT REPAIR ON CARRIERS

    http://www.matrixgames.com/forums/tm.asp?m=2258374

    Repair facilities (chance to repair) on a carrier are based on the ship's SYS damage; SYS = 0 means full a/c facilities, SYS = 20 means 80% facilities.

    Carrier a/c repair does not require supply.
    There is no a/c repair once SYS exceeds 60.
    No special "in port" a/c repair bonus. Same repair conditions for at sea and in port.
    Standing down the group also increases repair chance.

    7.1 PILOT EXPERIENCE:

    Orange means that that experience increased in the last month. Green means the last day.

    http://www.matrixgames.com/forums/tm.asp?m=2263271

    Pilots can lose an EXP point if their plane is damage or lost due to an operational loss.

    7.1 ASW:

    Until your pilots get to the 70+ exp, you won't attack consistently.

    http://www.matrixgames.com/forums/tm.asp?m=2260787

    To kill subs near your ports:

    ASW Mission
    100 feet (or 1000 if the plane will not go to 100)
    Max Range
    Use bombs not torps, if that is an option.

    To see subs as far out as possible:

    Naval Search Mission
    6000 feet
    Max Range
    Use Bombs not torps, if that is an option.

    Naval search...
    High altitude will spot large TF's.
    Lower altitudes spot smaller TF's.

    Q:The Manual says the actual ASW range is half of the normal range. if the ASW range is 5, What's the actual range? 3 or 2?

    A: A general rule of thumb is that if anything is divided, the fraction is usually thrown away, so if you have a range of 5, 1/2 would usually be 2.

    7.4 AIR COMBAT - CAP/A2A COMBAT/MISSIONS

    http://www.matrixgames.com/forums/tm.asp?m=2197900

    Leaders for each squadron, these can have a real impact if they make their various rolls.
    Weather for the combat can affect engagement and losses on both sides.

    If set to SWEEP at 100' they will strafe. If set to AF attack they will strafe and Drop bombs.

    CAP is coded to try to get to the bombers. If CAP is numerically superior to the ESCORT a number of flights MAY be temporarily reserved for the Bombers. In other words they can get right past the Escort because an appropriate number of CAP have already been allotted and engaged the ESCORT. In effect CAP divides itself (based on LDR rating, and other PFM factors) and goes after the bombers.

    Why is this important?

    I see many of you setting CAP to 60, 70, or even 90%! I can understand the desire, but consider this: The CV is the offensive arm of the Navy in WWII. What use is it if the striking force is insufficiently protected and savaged by an equally large enemy CAP?

    You need an escort that is capable of getting the most Strikers to the target as possible. That, after all is the whole point of the Carrier gents!

    This dynamic is what made Coral Sea and Midway such compelling battles, as it was always game of balancing offensive capability and numerical superiority/inferiority against the defensive game.

    RAID/ESCORT CO-ORDINATION

    Remember, RAID COORDINATION is set by the player by setting ESCORTS to the SAME ALTITUDE. If you want to tell the code to TRY to COORDINATE different Air units in the same raid set them ALL to the SAME altitude. The code will do the rest.

    RUNNING COMBAT MISSIONS FROM CVE

    http://www.matrixgames.com/forums/tm.asp?m=2267701

    1. Set the mission for your CVE's to Air Combat.
    2. Ensure they are not overloaded (ie only use one Sqn of 28 or split Sqns such that the CVE capacity is not exceeded).
    3. Set all similarly equipped Sqn's within ferry range to no replacements, including the other VR groups! This stops replacements getting taken off them.

    ESCORT/SWEEP TACTICS

    http://www.matrixgames.com/forums/tm.asp?m=2271929

    Send in fighters at their best altitude to clear AF before you send in the Bombers.

    SWEEPS are intended for the SWEEPing fighters to SWEEP the defending CAP from the skies...not to conduct an AIRFIELD ATTACK at 100'.

    Just want to clarify something that Tree has already dutifully mentioned. To be specific setting a portion of a would be ESCORT to SWEEP does not guarantee that the SWEEP will be conducted BEFORE the raid those A/C would otherwise be escorting. This is obviously the intent, when sweeping, but coordination is a key factor in whether SWEEPs are flown before, during, or after the strike....or even at all! You STILL need to consider forecasted weather, leader ratings of all units involved, basing (co-location helps, and distance between coordinating units does not!).

    If you are setting units to sweep from a large AF with all participating units there, an Air HQ with a Decent Air commander, good weather and short distances to the target in question, these factors will be the best case for a well coordinated, sweep of an enemy Hex.

    If you are having trouble, try to achieve as many of the things as you can above, OR consider prepping the battlefield, by sweeping with strong Fighter units BEFORE you attempt a sustained Air campaign against well defended targets.


    7.4.1.1 AIR UNITS -RADAR

    http://www.matrixgames.com/forums/tm.asp?m=2251019

    While radar can have a range in excess of the 40NM hex, it does not extend outside the hex.

    Instead, if the radar has a range of more than 40NM, it gets a number of extra chances to detect the raid equal to the number of hexes it could have reached. (range of 120NM would get 3 chances to detect raid, while a 40NM radar only the one).

    Radar detects Airplanes. The longer the range the sooner it does so. The higher the effect the more accurate the data and the better your CAP will perform. There really isn't much more to it.

    8.0 - GROUND UNITS:

    http://www.matrixgames.com/forums/tm.asp?m=2239994

    Rest mode does not train
    Prep has to be 100, op mode has nothing to do with it.
    You'll get your best exp gain from combat.

    In order for HQ to be rebuilt must not be KNIL Army Command or USAFFE or Malaya Army or Asiatic Fleet 'AND' HQ can not be permanently restricted.

    Command Radius 1 = One hex from the HQ.i.e. Hex HQ is in and all 6 Hexes around.

    Movement rates in manual are for “Move” mode.

    I noticed that while a LCU is in strat mode UNPACKING which takes 1-3 days, the unit can still move towards the new target in MOVE or COMBAT MODE without having to wait until unpacked. Is this intentional? Shouldn't the LCU have to wait until unpacked before making a new move?

    This is intentional, while unpacking the unit is still very vunerable. This simulates pure infantry grabbing weapons and ammo then marching while the rest of the unit unpacks and will catch up.

    http://www.matrixgames.com/forums/tm.asp?m=2267892

    some units (CD guns) have a * in it's name.
    * means that is the device that makes this unit static.


    8.4 - GROUND COMBAT:

    The first unit in the stack will normally be the unit that gets the worst of it. The stack of defenders and attackers is randomized, but usually the first units will be the line Combat units. We don't calc the total effect and then spread across all units, it done on a unit by unit basis - For bombardment and fire phase the 1st attacking unit fires at the first defending unit then the next until it runs out of shots. Defenders fire back using similar procedure. Assault phase we add up the modified AV and compare, the manual gives an overview of this procedure

    Broken down units are treated just like individual units. Strategy depends on the enemy and what you are trying to do. If I have 6 regts, I could assault with 4 and put 2 in reserve and rotate as needed. One thing to keep in mind is modified AV is calc per unit so if you have mediocre exp and leaders then keeping the units broke down might mitigate some bad die rolls, but I'm not real sure what best way is, it is up to you.

    River Shock Attacks

    If you cross a River hexside that you do not control you should always shock attack.

    If you enter an enemy occupied hex across a River hexside that you control (ie you control both sides of the river)- your MODIFIED AV must be of a particular ratio to the enemy's MODIFIED AV to prevent the Shock Attack.

    Net result - poor quality troops have issues maintaining a proper bridgehead because their MODIFIED AV is a lot lower than their RAW AV.

    ZOC

    You may only LEAVE a hex across a hexside you control. So if you enter an enemy's hex across all six hexsides the enemy is trapped in the hex.

    9.0 - BUILDING BASES

    Building 0,0 bases to level 1 is supposed to be tough,

    9.4 - AIRFIELDS - AF OVERSTACK

    http://www.matrixgames.com/forums/tm.asp?m=2219116

    Quite simply, don't overstack, and there will be no restrictions. Conversely when you see your AFs are overstacked, just realize that your AF is not operating as efficiently as it might. That is a perfectly natural state for an AF.

    If you are new to the game, these rules are not entirely new. Some of them existed in WitP before AE. We've just enhanced them a bit to temper Uber Air Operations. If you attempt to streamline ALL your AFs to maximum efficiency other AFs will likely become overstacked as a result.

    There are some benefits to these restrictions. Units will not fly all their A/C (read pilots) all the time and their Fatigue will not suffer as a result. A more normal pace of ops will result than if unchecked.

    From the manual:
    If a base has less Aviation Support than is required, level bomber offensive missions are reduced by 25%.

    - Aviation support isn't just the wrench-turners. It is an abstraction of all things needed to support a plane. Armorers, plane captains, crew drivers, fuel bowsers, ground support equipment, the list goes on and on. Of all types, Level bombers were the most support intensive. This is why this restriction exists. Support your Bombers properly(nothing new here) and it won't be an issue.

    If an Airfield has too many aircraft (physical space) or groups (administrative) present, then the airfield is deemed overstacked. And is indicated by an ‘*’ next to the airfield.
    An overstacked airfield affects how many aircraft can be launched, casualties from attacks and aircraft repairs.

    - Overstacked is not a curse word. It's a fact of life. Don't fixate on the "administrative" word. As designers we INTENDED for AFs to be overstacked. It was part of our effort to slow things down, and defang Air combat a bit.

    A 9+ airfield does not suffer from overstacking.
    Here is your out. If you can achieve this through any combination of AF building, and HQ manipulation you can be free of the overstacking rule and have a most efficient AF.

    An example:

    Saipan: Built to Size 4 AF with a 20th Bomber Command radius of 5 will give you a Size 9 AF. Overstack to your hearts content. No penalty. As long as the best Air HQ of the same command as the base which is within range can add its command radius to the number of groups that can be administrated, otherwise if not in the same command, the nearest HQ will add ½ its command radius to the number of groups. At which point you will NOT have a 9 AF and suffer restrictions.

    An airfield can operate 50 single engine (or 25 two engine, or 12 four engine) planes per AF size or 1 group per AF size.

    - It can also operate more than 50 per AF size or more than the number of groups = or greater than the AF size, but at a penalty. But as I have been trying to say the penalty is intended...

    In addition, groups at rest or in training only count as 1/3 for the purposes of counting aircraft at the base, and don’t count at all against the number of groups. Split groups only count as individual groups if they are attached to different HQs.

    Here is how you mitigate the overstacking. Without juggling groups. Station 6 groups at a size 4 AF. Set 3 to rest and voila! ( 1/3 + 1/3 + 1/3 on training + 3 groups on ops), you have four groups, but you haven't moved any groups out. Alternatively you could set them all to CAP or Naval attack and suffer a penalty, but all groups would fly some, most, but not ALL of their complement each phase. It might just be that even with the penalty you'll get more A/c airborne than standing down half your force! Think about it.

    Remember if you are seeing something other than what you expect there are OTHER ways to restrict operations.

    -Level Bombers have to pass 3 checks to fly all their non-overstacked complements. They are:

    An experience test
    A leadership test
    A morale test in order to fly all of their planes

    For each test failed, the number of bombers that fly the Mission will be reduced by 25%.

    So, don't fly a 40 EXP Bomber unit with a crappy 25 Air Rating LDR, with Morale in the can, and you'll avoid these penalties.

    Then there is this:
    -If a base has less Aviation Support than is required, level bomber offensive missions are reduced by 25%.

    So just because you are expecting to see one thing from your units when you solve the overstacking issue, doesn't necessarily mean you'll get all your LBA into the fight.

    "Why are level bombers so roughly treated?" you might ask. Because they didn't operate from forward AFs that were just captured. Generally they operated from rear area bases that had natural or man-made buffers between them and the enemy. Generally. We are trying to limit the pace of Air operations. Somewhat restrictive rules for LBA was a key ingredient.

    9.4.2 - BASE CONSTRUCTION/REPAIR:

    http://www.matrixgames.com/forums/tm.asp?m=2211852

    1. If you have any friendly ENG unit at base then you get a bonus ENG value of 5 to total eng value regardless of opMode.
    2. Repairs are free but you must have ENG in Combat mode, however you do get the +5 bonus in spite of opMode so repairs might occur(just real slow) depending on base size.
    3. Construction is not free and ENG must be in Combat mode.

    10.0 - SPOTTING UNITS - SEARCHING

    http://www.matrixgames.com/forums/tm.asp?m=2186265

    If you set your search arc 0 to 0 you search all 360 degrees but with PENALTIES.

    If you set your search arc smaller than 360 degrees then each individual plane will only search a 10 degree arc in each phase - morning and afternoon.

    So If I have 6 planes searching... and i want to search 0 to 180.... I can't....as I can't cover everything unless I set the unit to search 360.

    However IF I do set the unit to search the arc 0 to 180 this is what happens:

    In the morning -

    Plane 1 searches 0-10
    Plane 2 searches 10-20
    etc etc
    Plane 6 searches 50-60.

    Then in the afternoon -

    Plane 1 searches 60-70
    Plane 2 searches 70-80
    etc etc
    Plane 6 searches 110-120


    So with six planes from a unit searching I can search 120 degrees in a given day but only 60 degrees in each phase....or I can have the planes search 360 degrees with penalties.


    EDIT : IF you have more planes than arcs - each arc is given one plane, then the first arc is given two, and the second two etc...until all of the planes have been assigned.

    EDIT EDIT : This only applies to searches of greater than 4 hexes.

    Just another tidbit of information. The search arc is always from the first number to the second number. 270-90 would search from pointing straight left to straight right. The first search plane would be sent out at 270, the second at 280, etc.

    http://www.matrixgames.com/forums/tm.asp?m=2263685

    Blue is AM search arcs
    Green PM search.arcs
    The darker blue and green are naval search
    The lighter ASW.
    You only see what arcs will be covered if all your available planes fly, not what you've set. If your set search area is bigger than what the available planes can do, you will only see what can be covered. If you have a 12 plane unit set to 50% search, you will have 60 degrees covered in the AM and 60 in the PM.

    The actual area covered might be less if you have one or more planes that break down or crash

    13.2.1 - RESOURCES/OIL/SUPPLY:

    It should load oil at Los Angeles, but you shouldn't need to move oil around. Manufacturing industry uses fuel rather than oil now. The only places where you want oil is places with refineries. The game is also pretty efficient about shipping fuel, oil, resources, and supply across the built up rail network in the US.
    Los Angeles has a lot of industry and may have a high "minimum required oil". I believe it is somewhere around 25,000. Bases will generally hold on to the minimum required values of oil and resource and not allow them to be loaded onto TFs.

    Not sure if the minimum is displayed anywhere. Could be a space issue on the screens.

    Another factor in supply movement is the day of the week (which was also in WitP). On different days of the week, different level of supplies can move. One day of the week has very high supply movement, and the other days are more restricted. If you're trying to move supply on the most restricted days, you won't see it go very far even by rail.

    14.2.1 - SHIP DAMAGE & REPAIR

    http://www.matrixgames.com/forums/tm.asp?m=2198001
    http://www.matrixgames.com/forums/tm.asp?m=1922517

    The two key elements are:
    - getting System Damage down to zero, which means all the pumps will be working
    - getting all the minor Flotation damage (which means actual water in the ship) out.
    The major Flotation damage is effectively structural - holes in the hull, warped bulkheads, etc. Once all the minor Flotation is gone, it's assumed emergency patches are in place and that the rest of the ship is watertight.

    With 0 System damage, at that point you have very good odds of getting her home.

    There are a number of very low risk catastrophic events that can still happen when a ship has major flotation that high, but you should be fine as long as those don't happen and even if they do System damage at 0 gives you a fighting chance. I'd say on the way home stay fairly close to possible ports, just in case.

    Remember to use "Cruise Speed" instead of mission speed.

    It should be noted that "Minor" flood Damage is the difference between "Total" Flood Damage and "Major" Flood Damage.

    If "Major" Damage equals "Total" Damage there is no "Minor" damage.

    "Minor" Damage = Water
    "Major" Damage = Structural issues

    http://www.matrixgames.com/forums/tm.asp?m=2262839

    If you repair the minor damage at pier and then switch to shipyard for repair ship you get better utilization of those assets.

    15.0 - LOGISTICS - TANKERS/FUEL

    http://www.matrixgames.com/forums/tm.asp?m=2213390

    If you do some reading about the war, the Allies had a tanker shortage until 1944 and even then supply just kept up with demand. Tankers are usually larger than regular merchant ships and require larger shipyards. The number of ship yards in the US which could build tankers were limited and many were building higher priority ships like cruisers and carriers.

    At the start of the war, the Germans recognized the tanker shortage and sent their u-boats to the East Coast of the US in an attempt to force Britain out of the war by strangling the fuel supply. The u-boats focused on tankers moving from Texas on up to form up into convoys in Canada. The campaign was very successful, but Doenitz, fearing losing a significant number of u-boats far from home pulled back his boats before finishing the job.

    The CVEs Sangomon, Santee, Chenago, and Suwanee were converted from Cimarron class AOs. They were much better CVEs than later built CVEs, but the shortage of AOs and TKs prevented any more being converted. The subsequent CVEs all had to be built on much smaller AK hulls. If the US had the capacity to build as many TK hulls as it wanted, all CVEs would have been built on tanker hulls.

    So the tanker shortage is realistic. With some practice, you can get enough fuel to Oz to keep the war going.

    A couple of things to keep in mind if you are doing a fuel relay. Make sure the intermediary ports are large enough. Fuel and supplies spoil if the levels are over the limit for the port size. Dumping large amounts of fuel in small ports will probably result in fuel loss due to spoilage.

    Another thing to keep in mind is the time trade off between sending the tankers on one long trip vs the time taken to load and unload at intermediary ports. Some ships don't have the fuel capacity for long trips, so shorter trips, or mid-point refuelling are necessary, but thinking through the logistics can be important.

    Making sure the destination doesn't get too crowded is also a factor. If you have too many ships trying to unload at one port, a lot of ships will sit there waiting to unload which could be time spent moving to the next port. Sometimes congestion may be inevitable. Historically Noumea had some huge back logs before they got the port facilities running right

    And remember guys, you can part a (full) Tanker at a small port and use it as a gas station. Until it runs dry, that is.

    16.0 - AIR REPLACEMENTS:

    'Replacements Delayed'

    Basically you've drawn replacements within the last 7 days, and have to wait for a week after you did so to do so again.

    With the maximum number of replacements limited to 12 at a time, filling a large group can take a while.

    16.3 - PILOT REPLACEMENTS/TRAINING

    http://www.matrixgames.com/forums/tm.asp?m=2168708

    To get a replacement pilot how is possible to know before to push the button that the pilot will come from the reserve pool instead of the general pool where the experience is lower ?

    You don't. You put in your request and the game gives you what it gives you. If the reserve pool is full of unattached pilots, you will be more likely to get a pilot from the pool. If an air unit has been disbanded recently and the pilots put in the pool, you will be more likely to draw one of those pilots than a green trainee.

    Every experienced pilot you take from the front line and put into the training system will increase pilot skill upon graduation. The exact amount is variable.

    Unlike the original game, most pilots coming out of training (for both sides) will be pilots who have just completed advanced training and haven't flown combat aircraft yet. Once you get them into a squadron, it is best to put the unit in training for a while to boost their skills. Especially if most of the unit are green pilots

    If you change the commander of an air unit, there is usually a delay of a day or more for the new commander to arrive. When he does, you get the message that the old leader is now free for reassignment.

    18.0 SPECIAL RULES - AI

    The AI ignores HQ restrictions.

    http://www.matrixgames.com/forums/tm.asp?m=2266051

    To remove variants that include AI exploitation attacks

    delete aei00x-007 to aei00x-12 files from scen sub folder.

    That will guarantee a game where the AI sticks to a historical expansion plan (if not in timing)

    There are 13 AI files 7 are all variants of a bog standard game 6 have the AI going beyond strategically.
     
  2. Invernomuto

    Invernomuto -

    Registrato:
    30 Gennaio 2006
    Messaggi:
    6.036
    Località:
    Torino
    Ratings:
    +429
    Occhio che alcune, come la 16.3, sono già superate con la beta!
     
  3. jacmèn

    jacmèn

    Registrato:
    3 Giugno 2007
    Messaggi:
    156
    Località:
    Imola, Italy
    Ratings:
    +2
    ... Ho usato il traduttore di google ma inevitabilmente qualcosa si perde... se esistono volontari traduttori benvengano... :ador:
     

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