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Leader qualities - 8/16/2009 10:27:26 AM   
Chris21wen

 

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Mike wood produced a very good article on leader qualities. My question is, is it still relevent to AE and if not what are the changes?
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RE: Leader qualities - 8/16/2009 11:02:13 AM   
sprior


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Do you have a link to the article?

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(in reply to Chris21wen)
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RE: Leader qualities - 8/16/2009 11:39:02 AM   
Yamato hugger

 

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quote:

ORIGINAL: Chris H

Mike wood produced a very good article on leader qualities. My question is, is it still relevent to AE and if not what are the changes?


I would think its very close if not the same.

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RE: Leader qualities - 8/16/2009 12:22:26 PM   
Chris21wen

 

Posts: 6249
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From: Cottesmore, Rutland
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quote:

ORIGINAL: sprior

Do you have a link to the article?


No idea where the article is it was sent to me my somebody else and I've been using it ever since. It seems to work though. I've pasted the jist of it below, slightly reordered from the originial by Mike Woods but I have not changed the content.


Leader Qualities
According to Mike Wood, also one of the programmers, the leader descriptions are nothing more than assessment of the overall characteristics that indicate what a leader is best at. Mike said that he wrote that part of the code.

Mike wood explained that the Leadership rating is what the descriptive words, "Adequate", "Brilliant", "Promising" are based on and that this rating determines how adaptable a leader is. Basically, a "Brilliant Leader will improve in his other characteristics most rapidly -

01-19: Inexperienced
20-39: Adequate
40-59: Promising
60-79: Very Promising
80-99: Brilliant
An important note: Leadership Skill is the single most important characterstic for all leaders. As they gain experience, all of their characteristics will improve over time. The rate at which they improve is based on the Leadership Skill rating.

Command Headquarters

Combat Commands - Those in which significant and important battles occur within their command radius. Select leaders on the basis of these priorities:
• High Administration Skill - This influences the HQ units use of support to reduce fatigue and disruption
• High Land Skill - Influences the Assault Value of LCU's within their radius
• High Inspiration - Influences the Assault Value of LCU's within their radius
• All other skills have no influence or bearing on the HQ function.
Rear Area Commands - Those in which significant and important battles will not occur within their command radius. Select leaders on the basis of these priorities:
• High Administration Skill - This influences the HQ units use of support to reduce fatigue and disruption
• All other skills have no influence or bearing on the HQ function.
Corps Headquarters

Front Line Corps' - Those in which significant and important battles occur within their command radius. Select leaders on the basis of these priorities:
• High Administration Skill - This influences the HQ units use of support to reduce fatigue and disruption
• High Land Skill - Influences the Assault Value of LCU's within their radius
• High Inspiration - Influences the Assault Value of LCU's within their radius
• All other skills have no influence or bearing on the HQ function.
Rear Area Corps' - Those in which significant and important battles will not occur within their command radius. Select leaders on the basis of these priorities:
• High Administration Skill - This influences the HQ units use of support to reduce fatigue and disruption
• All other skills have no influence or bearing on the HQ function.
Notes on Corps HQ Employment:
• Seek to put a corps HQ into or one hex from key battles
• Seek to put a Corps HQ in the hex with defensive bastions, invasions, and major assaults
• Corps HQ should only be used for rear area duties if you have more than you need for front line duties, then use them at designated R&R and Training bases.
Amphibious Force Headquarters

Select leaders on the basis of these priorities:
• High Land Skill - This influences the Amphibious Landngs in that units will land faster, with less disruption and fewer losses
• All other skills have no influence or bearing on the HQ function.
Notes on Amphibious Force HQ Employment:
• Load these HQ's onto AGC's in their own TF set to Do Not Unload.
• Have the AGC TF arrive in the invasion landing hex in the same phase as the first wave landing TF's
• Keep them in the landing hex until the base is captured or the enemy is defeated, whichever comes first, then skeedaddle away to safety where the AGC will not get sunk. You only get three of these HQ's (if you are the allies...the Japanese get none)
• Amphibious Force HQ do not function as Corps HQ. A good invasion should have one of those HQ land with the inaviding forces.
Naval Headquarters

Select leaders on the basis of these priorities:
• The qualities and skills of the HQ leader has no influence or bearing on the HQ function.
• A Naval HQ is a good place for your stupidist, most incompetant admirals to become heros
Notes on Naval HQ Employment:
• Place a Naval HQ in a forward repair depot (a reasonably large Port [at least size 5 so that they can repair damaged devices] near the action). This willl facilitate rapid repair and return to battle.
• Place a Naval HQ far forward so that crippled ships in danger of sinking can slip into a nearby port within the HQ's range and enhance their chances of being saved.
• Place a Naval HQ in a Major repair shipyard to speed reapairs (not sure if the HQ will exrt an influence on a port that is already size 10).
• Gamey? (not sure if this works) - use transports to divide your naval HQ's into fragments and spread them around. Naval HQ work by increasing the effective Port Size by one for every 50 support squads.
Air Headquarters

Select leaders on the basis of these priorities:
• High Air Skill - This influences the number of strike and patrol aircraft that will fly.
• All other skills have no influence or bearing on the HQ function.
Notes on Air HQ Employment:
• Priority number one - have an air HQ in your level bomber bases.
• Priority number two - have an air HQ in your level bomber bases.
• Priority number three - have an air HQ in your level bomber bases.
• Priority number four - have an air HQ in your bases from which strikes other than level bombers fly.
• Priority number five - have an air HQ in range of your bases from which strikes other than level bombers fly (e.g. bases with aircraft on Naval attack and performing naval search, close air support, etc.).
• Priority number three-thousand-nine-hundred-seventy-two - have an air HQ in range of your bases with patrol aircraft
Note that the Leadership Value of Headquarters Commanders is completely irrelevant other than it's influence on the Headquarters unit itself. That is it will influence how rapidly the HQ unit gains experience. The only value of the HQ Unit's experience is for its own defense. Therefore, do not bother installing your "strong leaders" in HQ Units. Look for the qualities that are specific to their function.

Air Group Leaders

Selecting leaders for air groups is a fairly complex task. Most aircraft can perform multiple roles, so leader selection criteria must include consideration of how the air group will be employed.

Notes on Air Group Operations Influenced by Leader Qualities
• Pilot experience affects operational losses.
• Air groups with morale < 50 must pass a morale test before flying an offensive mission. If the test is failed, no aircraft will fly.
• Air groups flying Naval Search, ASW Patrol, or CAP must pass two morale tests before flying. Each morale test failed reduces the number of aircraft flying by 25%.
• Level Bombers must pass three tests before flying an offensive mission. Each test failed reduces the number of aircraft flying by 25%:
o Experience test.
o Test against the leader’s Air Skill.
o Morale test.
• Pilot experience affects the chances to find the target in a strike mission.
• Pilot experience affects air-to-air combat results.
• Leader’s air skill affects results in air-to-air combat.
Note that Surface Skill, Land Skill, Administration Skill, and Aggression play no role for Air Group Leaders (at least according to the Code Writers).
CAP as Principle Role

This includes Fighters, Fighter-Bombers, Night-Fighters, and Float-Fighters. Assign leader using these priorities:
• Inspiration – Influences the number of CAP aircraft that will fly. Influences air group morale recovery.
• Air Skill – Influences the air-to-air combat results.
• Leadership – Influences the air group’s experience gain.
• No other skills or qualities have any influence.
Offensive Missions as Principle Role (except Level Bombers)

Missions include Airfield Attack, Port Attack, Naval Attack, Ground Attack, Sweep, and Recon. Air Groups include includes Fighters, Fighter-Bombers, Night-Fighters, Float-Fighters, Dive Bombers, Torpedo Bombers, Float Planes, Patrol, and Recon. Assign leader using these priorities:
• Inspiration – Influences the number of strike and patrol aircraft that will fly. Influences air group morale recovery.
• Leadership – Influences the air group’s experience gain.
• Air Skill – Influences results in air-to-air combat.
• No other skills or qualities have any influence.
Level Bombers with Offensive Missions as Principle Role

Missions include Airfield Attack, Port Attack, Naval Attack, Ground Attack, and Recon. Assign leader using these priorities:
• Inspiration – Influences the number of strike aircraft that will fly. Influences air group morale recovery.
• Air Skill – Influences the number of strike aircraft that will fly.
• Leadership – Influences the air group’s experience gain.
• No other skills or qualities have any influence.

Patrol Missions as Principle Role

Missions include Naval Search and ASW Patrol. Air Groups include Dive Bombers, Torpedo Bombers, Float Planes, level bombers, Patrol, and Recon. Assign leader using these priorities:
• Inspiration – Influences the number of patrol aircraft that will fly. Influences air group morale recovery.
• Leadership – Influences the air group’s experience gain.
• Of small import, Air Skill influences results in air-to-air combat (aircraft can be intercepted by CAP, but this is unlikely).
• No other skills or qualities have any influence.
Transport Missions as Principle Role

Missions include Supply Transport and Troop Transport. Air Groups include Transports, Patrol, and Level Bombers. Assign leader using these priorities:
• Inspiration –Influences air group morale recovery.
• Leadership – Influences the air group’s experience gain.
• Of small import, Air Skill influences results in air-to-air combat (aircraft can be intercepted by CAP, but this is unlikely).
• No other skills or qualities have any influence.
Training Mission as Principle Role

This includes all air groups. Assign leader using these priorities:
• Leadership – Influences the air group’s experience gain.
• Inspiration –Influences air group morale recovery.
• Of small import, Air Skill influences results in air-to-air combat (aircraft can be intercepted by CAP, but this is unlikely).
• No other skills or qualities have any influence.
Assign leader using these priorities:
• Leadership – Influences the air group’s experience gain.
• Inspiration – Influences the number of strike and patrol aircraft that will fly. Influences air group morale recovery.
• Air Skill – Influences the number of strike aircraft that will fly.
• No other skills or qualities have any influence.

Task Force Commander Selection
Task Force Commanders are selected in one of three ways:
• If Auto-select Commander is set to Off when the TF is formed, then the TF Commander is the captain of the Flagship.
• If Auto-select Commander is set to On, then the TF Commander is selected randomly from the pool of available RADM and VADM TF Commanders.
• After formation of the TF, the player may select the TF, if the TF is docked in a port, by clicking on the name of the TF Commander and selecting from the list of available RADM's and VADM's. This incurs a Political Point Cost.
Note: Rank has no bearing on the designation of the TF Commander. It is possible to create situations in which an Ensign is the TF Commander with ships/craft commanded by LTJG's and LT's and similar cases.


Flagship Selection

The Flagship of the Task Force is determined automatically using the following guidelines:
• Flagships are designated in order of Ship Class: AGC-CV-BB-BC-CVL-CA-CL-CLAA-CVE-DD (the list continues through all classes)
• Between ships of the same class, the largest ship in the task force (highest durability) is selected as the Flagship.
• For ships of the same class and equal durability, the last ship selected or added to the TF is the Flagship.
• The nationality of the Flagship determines the nationality of the TF and therefore the available pool of RADM and VADM to command the TF.
Air Combat TF

Select the TF Commander based on these qualities:
• Air Skill - The TF Commander functions as an Air HQ for the airgroups. This will influence how many strike aircraft will fly.
• Aggression - Influences how likely the TF is to react and move toward an enemy. High aggression can result in your carrier group running into a fight. Be careful in this selection.
• Surface Skill - To save your hind quarters (and I am not talking Russian Helicopters), if you are unfortunate enough to get in a surface engagment.
• No other skills or qualities have any influence.
Surface Combat

Select the TF Commander based on these qualities:
• Surface Skill - To gain suprise and cross the T in an engagement
• Aggression - High Aggression will increase the likelyhood that the Surface Combat TF will react and seek a fight (be careful... A TF for two DD's with an Admiral of 100 agression will probably pick a fight with some BB's... This rarely ends well for the DD's)
• Air Skill - Of small import, but it influences the float plane operations from the Capital Ships.
• No other skills or qualities have any influence.
ASW Combat

Select the TF Commander based on these qualities:
• Surface Skill - Influences probability of finding submarines.
• No other skills or qualities have any influence.
Bombardment

Select the TF Commander based on these qualities:
• Aggression - Influences the probability that the TF will convert to a Surface Combat TF (Question: does this mean for high aggression that the TF commander will abandon the mission and seek a fight and/or low aggression the TF commander will shoot once and go home?).
• Surface Skill - Influences TF in a fight the same as Surface Combat.
• Air Skill - Of small import, but it influences the float plane operations from the Capital Ships.
• No other skills or qualities have any influence.

Invasion

Select the TF Commander based on these qualities:
• Leadership - does not influence the function of the Task Force. It only influences the rate at which the leader will increase his own skills.
• Inspiration - No effect on the Task Force. Inspiration influences LCU's and Air Groups.
• Surface skill - Influences the outcome of a surface engagement and the likelihood of finding submarines. While you probably will not want a surface engagement, a high surface skill can be useful if you get forced into one. Finding subs is what you want the escort ships to do. A located sub is less likely to get a shot off or score a hit and it is more likely to be hit.
• Air Skill - Probably of negligible consequence, but if there are ships carrying aircraft (i.e. float planes) in the invasion TF, the TF Commander acts as the Air HQ Leader. This influences the number of strike and patrol aircraft that will fly.
• Land Skill - no effect.
• Admin - no effect.
• Aggression - Unclear on this one. Aggression effects the probability that a Bombardment TF will switch to a Surface Combat TF. It also affects the chance that TF's will coverge more rapidly in Surface Combat. Some people believe this means that you should have a low aggressiveness leader for TF's that you do not want in a fight. There is no documentation or comments from the designers that would indicate this is true. Nor has anyone conducted any comprehensive testing to test it. I can say this: In my play, I have never had an air combat TF seem to deliberately run into a surface engagement, nor have a I seen an invasion TF deliberately move toward an enemy. Quite the contrary, it can be a little irritating sometimes when the TF takes a circuitous route just to avoid a perceived threat.
Fast Transport

Select the TF Commander based on these qualities:
• Surface Skill - Influences TF in a fight the same as Surface Combat.
• Air Skill - Of small import, but it influences the float plane operations from the Capital Ships.
• No other skills or qualities have any influence.
Transport, Replenishment

Select the TF Commander based on these qualities:
• Surface Skill - Influences TF in a fight the same as Surface Combat. Also, it Influences probability of the escort combatants finding submarines
• Air Skill - Influences the operations of strike aircraft and float planes from the Escort Carriers and Cruisers.
• No other skills or qualities have any influence.
Mine Warfare

Select the TF Commander based on these qualities:
• Surface Skill - Influences TF in a fight the same as Surface Combat.
• Air Skill - Of small import, but it influences the float plane operations from the Cruisers.
• No other skills or qualities have any influence.
Escort

Select the TF Commander based on these qualities:
• Surface Skill - If operating with the intent to engage surface combatants coming after the escorted TF, it Influences TF in a fight the same as Surface Combat. Also, it Influences probability of finding submarines
• Air Skill - Influences the operations of strike aircraft and float planes from the Carriers, Escort Carriers and Capital Ship.
• No other skills or qualities have any influence.

Notes on Selecting TF Leaders without assigning a leader
• As above, the TF commander will be the Captain of the biggest, lastest ship assigned to the TF
• Among the largest ships (ships that have the highest durability), assign the one with the Captain that best fits type of TF being formed.
• Any TF that is formed to perform any fighting function should have a competant Admiral assigned
Ship Captains

Carriers
This includes CV, CVL, and CVE.
Assign leader using these priorities:
• Leadership – Influences the ship’s experience gain
• Air Skill – If the carrier captain will serve as the TF Commander, then he functions as the Air HQ for the TF aircraft. Air skill then influences the number of strike and patrol aircraft that will fly.
• Surface – Influences ship's chance of locating a target during surface combat (generally a bad idea for carriers to be in surface combat)
• No other skills or qualities have any influence.
ASW Vessels

This includes DD, DE, AVD, APD, DMS, MSW, PC, SC, & PG with ASW armament.
Assign leader using these priorities:
• Naval Skill– Influences ship’s sub search when in an ASW TF. Also influences ship's chance of locating a target during surface combat
• Leadership – Influences the ship’s experience gain
• No other skills or qualities have any influence
Combat Vessels

All combat vessels with a high probability of surface combat that will be used in other than an ASW role. Assign leader using these priorities:
• Naval Skill – Influences ship's chance of locating a target during surface combat
• Leadership – Influences the ship’s experience gain
• No other skills or qualities have any influence
Non-Combat Vessels

Assign leader using these priorities:
• Leadership – Influences the ship’s experience gain
• Naval Skill – Influences ship's chance of locating a target during surface combat
• No other skills or qualities have any influence
Submarines

Assign leader using these priorities:
• Aggression – Influences sub’s chance of contacting enemy TF’s
• Naval Skill – Influences sub’s chance of contact and survivability in an ASW attack
• Leadership – Influences the ship’s experience gain
• No other skills or qualities have any influence

Land Combat Unit Leaders

LCU leaders should be selected based on how the LCU is being employed.

HQ Units

Assign HQ Unit Leaders using the criteria for HQ units. As considerations beyond the HQ unit’s function, use the following in order of priorities:
• Inspiration – Influences fatigue reduction, morale reduction due to fatigue, disabled elements destroyed due to fatigue, and assault value for attack and defense.
• Leadership – Influences experience gain.
• Administration – Influences ability to use Supply to reduce Disruption and Fatigue.
• Land Skill – Influences attacking & defending LCU assault value, firing accuracy and experience gain.
• No other skills or qualities have any influence.
Front Line Units (high probability of combat)

Assign unit leaders using the following order of priorities:
• Land Skill – Influences attacking & defending LCU assault value, firing accuracy and experience gain.
• Inspiration – Influences fatigue reduction, morale reduction due to fatigue, disabled elements destroyed due to fatigue, and assault value for attack and defense.
• Leadership – Influences experience gain.
• Administration – Influences ability to use Supply to reduce Disruption and Fatigue.
• No other skills or qualities have any influence.
Rear Area Units Training

Units can use training to gain experience up to an allowable maximum based on the unit nationality. If unit is in the rear area in order to train, assign unit leaders using the following order of priorities:
• Leadership – Influences experience gain.
• Administration – Influences ability to use Supply to reduce Disruption and Fatigue.
• Inspiration – Influences fatigue reduction, morale reduction due to fatigue, disabled elements destroyed due to fatigue, and assault value for attack and defense.
• Land Skill – Influences attacking & defending LCU assault value, firing accuracy and experience gain.
• No other skills or qualities have any influence.
Rear Area Units Refitting

Units can be moved to a rear area to reconstitute (ideally out of a malaria or cold zone or in a base large enough to negate the effects). If the units are in the rear area to restore disabled elements, reduce fatigue, and replace lost elements, assign unit leaders using the following order of priorities:
• Administration – Influences ability to use Supply to reduce Disruption and Fatigue.
• Inspiration – Influences fatigue reduction, morale reduction due to fatigue, disabled elements destroyed due to fatigue, and assault value for attack and defense.
• Leadership – Influences experience gain (this is unimportant if the unit has already reached the maximum training experience).
• Of small import, Land Skill – Influences attacking & defending LCU assault value, firing accuracy and experience gain.
• No other skills or qualities have any influence.

(in reply to sprior)
Post #: 4
RE: Leader qualities - 8/16/2009 3:29:34 PM   
Mike Wood


Posts: 2095
Joined: 3/29/2000
From: Oakland, California
Status: offline
Hello...

There were a goodly number of changes to WITP, after article was written and many more in AE. Do not have latest code. Off doing other things. Cannot update for you.

Bye...

Michael Wood

quote:

ORIGINAL: Chris H

Mike wood produced a very good article on leader qualities. My question is, is it still relevent to AE and if not what are the changes?


(in reply to Chris21wen)
Post #: 5
RE: Leader qualities - 8/16/2009 4:59:17 PM   
stuman


Posts: 3907
Joined: 9/14/2008
From: Elvis' Hometown
Status: offline
Well thanks to Chris for posting. And at least Mike responded, thank you. But given Mike's response it appears that the earlier post may no longer correctly describe the effect of leadership qualities ?

Anyone have any other helpful guidance ? I have actually been following those above rules since I began playing. I am now a tad confused.

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" Gentlemen, you can't fight in here! This is the War Room. " President Muffley


(in reply to Chris21wen)
Post #: 6
RE: Leader qualities - 8/16/2009 6:30:19 PM   
Blackhorse


Posts: 1983
Joined: 8/20/2000
From: Eastern US
Status: offline

One change that I'm aware of (IIRC) is that different naval leaders will be eligible to become task force commanders, based on the type and size of the TF.

For example, you'll generally be given a list of unassigned RADMs and VADMs to lead Air Combat Task Forces, or Surfacr Combat Task Forces with capital ships.

For a DD task force, you may have to select from Commanders and Captains. Smaller TFs with smaller ships, -- coastal minesweeping, etc. -- may be commanded by Lieutenants.

_____________________________

WitP-AE -- US LCU & AI Stuff

Oddball: Why don't you knock it off with them negative waves? Why don't you dig how beautiful it is out here? Why don't you say something righteous and hopeful for a change?
Moriarty: Crap!

(in reply to stuman)
Post #: 7
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