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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Navy Dude
![]() Join Date: Sep 2001
Location: Austrian landlubber
Posts: 178
Downloads: 75
Uploads: 2
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Is there anyone playing this game, or pondering to buy it?
Am asking because I am thinking about buying it, but reading the reviews, this title seems to have such a depth that you can more or less forget about real life... I'm married with kids... Opinions?
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"E hoa, ka whawhai tonu mātou, Āke! Āke! Āke!" (Friend, we will fight on forever, forever and forever!) Rewi Maniapoto's reply to British calls for surrender, Orakau, 1864 |
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#2 |
Ocean Warrior
![]() Join Date: Jan 2005
Location: Minnesota
Posts: 3,023
Downloads: 99
Uploads: 0
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I have the original version of WitP, so get ready for lots of detail and micromanaging,lol If you like those things in a sim, then go for it! But,keep 2 things in mind before you do-
1-Check to see if your family has any problems with you being in front of your pc for long extended periods of time,like on weekends, during holidays, meal times, etc. 2-Make sure your employer will put up with you missing a day here and there, and ask him to overlook your appearence when you show up late, and looking like you haven't slept or shaved in about 3 days! ![]() |
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#3 | |
Let's Sink Sumptin' !
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I do like the little touches they have added. Your ships in combat can take damage from each other as well as the enemy in the form of collisions. The Pearl Harbor attack can be a one day affair or go through several days of repeat attacks. The "improved" fog of war means it may be months before you confirm through intelligence that an enemy ship you think you sank in battle did sink...or was even that particular ship. All in all well done. ![]()
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![]() ![]() --Mobilis in Mobili-- |
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#4 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
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Still considering getting this for Christmas. imho it's the ultimate naval sim, if you have the time to play it. The scale is just mind-boggling.
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Contritium praecedit superbia. |
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#5 |
Navy Dude
![]() Join Date: Sep 2001
Location: Austrian landlubber
Posts: 178
Downloads: 75
Uploads: 2
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Thanks for the input, gentlemen. Just one more question, how long does it take on average to play a single turn?
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"E hoa, ka whawhai tonu mātou, Āke! Āke! Āke!" (Friend, we will fight on forever, forever and forever!) Rewi Maniapoto's reply to British calls for surrender, Orakau, 1864 |
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#6 | |
Let's Sink Sumptin' !
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Once past that point it's not nearly as bad as task forces and ground regiments often many turns to reach their destinations. Maybe an hour or even less for a turn if not much is happening. Although it doesn't hurt to keep a note book of what is going where for why as the one-day turns means that supply convoy you loaded with P-40 fighter planes on December 8th in San Diego on the US West Coast won't arrive in Sydney, Australia until February and you may have forgotten where you intended those aircraft to go from there, or even that that particular convoy existed. ![]() |
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#7 |
Lucky Jack
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Jebus! Who has time for games like this?
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#8 |
Let's Sink Sumptin' !
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Real strategic level game micro-management freaks.
![]() I was born in Japan and lived for several years as a youth in Okinawa so I've always been deeply interested in the Pacific War. Plus, the game system seems to fit the theater real well. |
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#9 |
Lucky Jack
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Is there a demo or something? I dont mind games like this, but they gotta be goooood for me to keep the interest up.
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#10 | |
Let's Sink Sumptin' !
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http://www.matrixgames.com/forums/tt.asp?forumid=528 However, it's an old school war game originally released in 2004 without much in the way of animation or visuals. You're basically at the position of the Joint Chiefs of Staff or Imperial HQ moving lots and lots of little flags around the giant table top map. There's some very simple animation for combat, but a lot is left to the imagination. The AARs are probably useful to read at first. |
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#11 |
Lucky Jack
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Thanks mate, will have a look.
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#12 |
Ocean Warrior
![]() Join Date: Jan 2005
Location: Minnesota
Posts: 3,023
Downloads: 99
Uploads: 0
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Have to mention this Dowly, if you get the original WitP, don't expect a whole lot from the AI. It was supposed to be fixed, but they decided they would have to rewrite too much of the code, and that's one of the main reasons the AE came out, easier to write new code then fix the old. That sim is best played against a human opponent, they have had some great times doing that.
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#13 |
Swabbie
![]() Join Date: Apr 2008
Posts: 10
Downloads: 8
Uploads: 0
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WITP is not really a sim. It is turn based, and as noted it is definitely for someone who likes detail.
For instance, you can give units, ranging from commando size to divisions, a future objective for which they will begin to prepare as if they are training. Their training progresses from 0-100. If you just load them on a transport without preparing them and dump them on some atoll they will take horrendous casualties. Also, if you don't use proper landing craft and instead say load them on a cargo ship, which unloads slowly and with alot of confusion, they will take higher casualties, much like the real war. It is also best to have an HQ (headquarters) unit with the invasion force as it reduces their confusion and boosts their fighting ability some. Tip: As soon as you get a new ground unit at one of the staging bases like San Francisco or Karachi, immediately give it a target to prepare for. Even if you change it later at least you have them getting ready for SOMETHING rather than twidding their thumbs. If the island has any defensive guns you need to send fleets there to pound the base into submission before invading, and/or include some cruisers or battleships with the invasion fleet to absorb defensive gunnery and fire back. The first year is pretty much a holding action for the Americans as everything they have is outclassed by the Japanese, especially the aircraft. And you don't have alot of stuff where it needs to be. So you'll spend the first few months loading transports at San Francisco/LA, Karachi, to build up forward bases and resupply and reinforce Australia. Moving bomber and fighter groups to forward areas (long range bombers can fly from SF to Pearl, but fighters and smaller bombers have to be loaded on transports and shipped there. It all takes time. The replacements for lost aircraft are also slow at the beginning, and the experience level and morale of air crews is low so losses are relatively high. If you send a bomber group to bomb a base and they take high losses, morale drops alot and you then have to idle those squadrons or groups for a week or two to allow them to recover. At the start the Jap carriers and planes far outclass the U.S. stuff so any direct confrontations will not go well. The same for any contact between U.S. carrier TFs and longrange land-based bombers. The first order of business (when you start a whole-war campaign) is to load up tranports and get supplies and fuel moving from the U.S. mainland and Karachi to Pearl and Australia. Pick a few of the larger Aussie bases and make them main supply depos, keeping them supplied with the maximum supplies and fuel, then distributing from those out to any forward smaller bases. All transports should be either loading, unloading, or moving at all times. I use Noumea, Brisbane and Broome in the south Pacific, and Colombo and Diamond Harbor near India. The first few turns take more than an hour and as noted you could spend hours if you wanted to. After that the time diminishes down to as little as fifteen minutes. Depends how 'hands on' you are, i.e. if you want to check every single unit every turn. If not the turns can go quickly. If you like the detail this game is great. One of the best done of the Pacific War. It isn't perfect but it gets close enough. Gibbons |
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#14 |
Watch
![]() Join Date: Apr 2005
Posts: 26
Downloads: 28
Uploads: 0
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Tip: As the Allied player, hold on to Rabaul. I've had some fantastic battles around that spot. The Aussies have just enough to put a defense force with a little air cover on the island before the IJN shows up in force. it totally breaks the back of their Southern strategy.
Raiding supply routes with carriers is also a big plus, I nailed a fleet HQ and all the transports carrying it once. |
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#15 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
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Cool, an actually decent manual! Remember those days?
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__________________
Contritium praecedit superbia. |
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