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RE: The Gamiest Game in Town. El Lobo as the Red 1s and 0s (J), vs. Rio Bravo as the Green 1s and 0s (A)

 
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RE: The Gamiest Game in Town. El Lobo as the Red 1s and... - 9/29/2015 5:11:17 PM   
GetAssista

 

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quote:

ORIGINAL: el lobo
quote:

ORIGINAL: Feurer Krieg
Oscar do quite well for quite a long time...

Thanks for the words of encouragement and the tips. I'm liking this plane more and more.

OscarII+ can also bomb (2х250). I tend to train my IJA pilots in GBombing instead of Strafe after they get their 70 in Air, cause they still need their Def at 70 and strafing just does not happen often. And they can be quite nice for additional plastering of airfields or supply syphoning through AA. Slightly worse than dedicated LB, but very respectable. Hold better against occasional cap traps too than unescorted bombers

(in reply to el lobo)
Post #: 181
RE: The Gamiest Game in Town. El Lobo as the Red 1s and... - 10/2/2015 7:09:24 AM   
el lobo


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Also Thanks. Looks like we have an Oscar fan club here.


_____________________________

El Lobo (J) vs Rio Bravo (A)
Rio Bravo's AAR - "The War College"
http://www.matrixgames.com/forums/tm.asp?m=3851786

Gamey is not a game style. It is someone's definition.

(in reply to GetAssista)
Post #: 182
RE: The Gamiest Game in Town. El Lobo as the Red 1s and... - 10/2/2015 7:10:58 AM   
el lobo


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quote:

ORIGINAL: Mike Solli


quote:

ORIGINAL: el lobo

obvert, I agree with no HI or LI expansion in the DEA and will study the areas you suggested. Also agree with infrastructure building and will look closely at that also.



First, let me say that I love obvert's input and advice. I've used it many times. But, I'd like to give a different argument for HI expansion on Java.

If you look at the HI, oil and refineries in Java, you'll see that there is a surplus of oil vs. refineries and HI is low. If you increase the refineries to match the oil output, you'll increase fuel and supply production and simplify movement out of Java. No longer do you have to move oil out, just fuel. Also, if you increase HI and ship resources from all the surrounding small resource producing bases to Java, you can save fuel there too. It's too fuel intensive to move those resources to the Home Islands. Just move them to Java and they'll get used by the HI there. There will still be excess fuel that can be either shipped out or used to support a fleet in the area. There will also be excess supply there that can be used in the area.

Thanks Mike. This sounds very reasonable to me and will do.

_____________________________

El Lobo (J) vs Rio Bravo (A)
Rio Bravo's AAR - "The War College"
http://www.matrixgames.com/forums/tm.asp?m=3851786

Gamey is not a game style. It is someone's definition.

(in reply to Mike Solli)
Post #: 183
RE: The Gamiest Game in Town. El Lobo as the Red 1s and... - 10/2/2015 7:15:26 AM   
el lobo


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quote:

ORIGINAL: Mike Solli
For me, once fatigue is <=5 and morale is at 99, I set training to 100%, range 0 and at 5-6k feet. Just check them 1-2 times a month. I pull them out when experience is >50 and skill(s) are 70+ and replace them with more rookies. Op losses are minimal.

I do something similar with a couple of caveats.

This is probably another “until the cows come home” discussion, but through reading and a couple of statistically meaningless experiments of my own, I believe that units flying their missions gain skill and experience at about the same rate as units strictly training. So I have some of my “training” units flying missions where they may be useful and to better utilize my aviation support, such as a Nate unit flying CAP at Utsonomiya. This varies though so I keep and eye on them and keep comparing. Also have to watch my fatigue levels more carefully.

I also consider all units as training units. I know that most players do this also, it is just semantics, but this causes me to examine my units differently than you do. For example, I examine my air groups daily, not all, but a different area each day.

I start with my training, low risk, units and using the same guide-lines as you do, I move the trained pilots into the Reserve Pool and replace them. Not always from the Replacement Pool. Some times I get low skills in the Reserve Pool so I bring them in first. I then go through my medium risk air units and move the higher skilled, higher experienced pilots into the Reserve Pool and replace them with the pilots previously moved into the Pool from the training groups. My goals it to have all these pilots in the low seventies. Right now I still have some in the high sixties but working on it.

I then go to my high risk, high value units and repeat the process, moving any qualified pilots into TRACOM. If my pools allow it and I have pilots in the low seventies in these units, I will move them out and replace them with higher skilled pilots. The ones I move out will go back down to a medium risk unit to train-up some more. I want all of these units to be in the high seventies.

This process has not allowed me to stock many pilots in the Reserve Pool as yet but I have some good experience, skill levels in most of my units. My TRACOM has about one-hundred pilots so far.

Once the serious fighting begins this will change. Every thing will notch up and TRACOM will become my replacement pool for the high risk units. At least that's the plan.

I also have done something you probably haven't, I have expanded many of my navy units as suggested previously in this AAR, allowing me to train another couple hundred more pilots than usual. Too bad we can't do the same with the army but the navy LBA is going to be able to carry more load later in the game.



_____________________________

El Lobo (J) vs Rio Bravo (A)
Rio Bravo's AAR - "The War College"
http://www.matrixgames.com/forums/tm.asp?m=3851786

Gamey is not a game style. It is someone's definition.

(in reply to Mike Solli)
Post #: 184
RE: The Gamiest Game in Town. El Lobo as the Red 1s and... - 10/2/2015 7:23:15 AM   
el lobo


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quote:

ORIGINAL: Lowpe

Just a word on fighter research for Japan. You need to counter the Allied fighters in some way shape or manner.

Basically, that can be summed up as this:

Lightning sweeps in mid 42-43.

Jugs sweeps in 43 to 44.


In my part of the world this time of year, lighting sweeps through all too often making me want to hit the jug.

That is what you were talking about, right?


quote:

ORIGINAL: Lowpe
Sometimes it is worth adding five more r&d factories to get a plane 3 more months early. YMMV.

Noted

_____________________________

El Lobo (J) vs Rio Bravo (A)
Rio Bravo's AAR - "The War College"
http://www.matrixgames.com/forums/tm.asp?m=3851786

Gamey is not a game style. It is someone's definition.

(in reply to Lowpe)
Post #: 185
RE: The Gamiest Game in Town. El Lobo as the Red 1s and... - 10/2/2015 3:06:05 PM   
GetAssista

 

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quote:

ORIGINAL: el lobo
This is probably another “until the cows come home” discussion, but through reading and a couple of statistically meaningless experiments of my own, I believe that units flying their missions gain skill and experience at about the same rate as units strictly training.

I believe that missions build up experience faster than training, and this may be undesirable as xp>50 slows down skill gain. Plus defence skill rarely if ever goes up with missions, you need training for that one. YMMV =)

(in reply to el lobo)
Post #: 186
RE: The Gamiest Game in Town. El Lobo as the Red 1s and... - 10/2/2015 6:17:44 PM   
PaxMondo


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quote:

ORIGINAL: el lobo


This is probably another “until the cows come home” discussion, but through reading and a couple of statistically meaningless experiments of my own, I believe that units flying their missions gain skill and experience at about the same rate as units strictly training. So I have some of my “training” units flying missions where they may be useful and to better utilize my aviation support, such as a Nate unit flying CAP at Utsonomiya. This varies though so I keep and eye on them and keep comparing. Also have to watch my fatigue levels more carefully.


In general:

1. training increases skill (up to ~70) faster than exp, and combat increases exp faster than skill (limit=99 on both which I have never seen, but hope to some day)

2. Training consumes less supply than combat missions.

3. Training squadrons can use Leaders that are not acceptable for combat.

The last two are the real reasons for me to form training squadrons, and I specifically do NOT ever train squadrons in combat. In combat areas I want them either resting to maintain morale/fatigue or fighting.
Training groups are always 100% training at 0 range.

The first one people can discuss, but it has been my in game observation and results of my testing; the last two are pretty much accepted.


_____________________________

Pax

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Post #: 187
RE: The Gamiest Game in Town. El Lobo as the Red 1s and... - 10/4/2015 12:52:29 PM   
el lobo


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The three leaders that had the audacity to engage upon potential combat missions of their own accord have been demoted, and, they have been put on sh*t-burning detail. Their over enthusiasm to fight and die for the Emperor was the only reason they were not shot at sunrise.

I told them to use those silly stat sheets at which they kept pointing, to light the barrels.

Their units have been returned to training and they have been replaced by less aggressive, more inspirational leaders.





Attachment (1)

_____________________________

El Lobo (J) vs Rio Bravo (A)
Rio Bravo's AAR - "The War College"
http://www.matrixgames.com/forums/tm.asp?m=3851786

Gamey is not a game style. It is someone's definition.

(in reply to PaxMondo)
Post #: 188
RE: The Gamiest Game in Town. El Lobo as the Red 1s and... - 10/4/2015 12:55:31 PM   
el lobo


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Mar 16– 20, 1942, Turn one-hundred - one-hundred-four

In Java.

--------------------------------------------------------------------------------
Clearing mines at Batavia for two days now. The mines are preventing a supply TF from landing. I need the supplies there to rejoin a division. I think I will just strat the pieces to Semarang.

Japanese forces CAPTURE Bandoeng !!!

In the P.I.
--------------------------------------------------------------------------------
Did one DA at Iba, forts to one but not enough AV so moving in more.
Starting to move into Bataan after a good rest.

In China.
--------------------------------------------------------------------------------
We are still dancing around Sian. It looks like he may be making another stand on the road intersection north-east of Sian. Right now he has me 2.5:1 in the hex but I have lots of artillery there and reinforcements on the way. He is also moving more troops that way which I am bombing heavily.


_____________________________

El Lobo (J) vs Rio Bravo (A)
Rio Bravo's AAR - "The War College"
http://www.matrixgames.com/forums/tm.asp?m=3851786

Gamey is not a game style. It is someone's definition.

(in reply to el lobo)
Post #: 189
RE: The Gamiest Game in Town. El Lobo as the Red 1s and... - 10/4/2015 3:46:02 PM   
witpqs


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quote:

ORIGINAL: el lobo

The three leaders that had the audacity to engage upon potential combat missions of their own accord have been demoted, and, they have been put on sh*t-burning detail. Their over enthusiasm to fight and die for the Emperor was the only reason they were not shot at sunrise.

I told them to use those silly stat sheets at which they kept pointing, to light the barrels.

Their units have been returned to training and they have been replaced by less aggressive, more inspirational leaders.







_____________________________


(in reply to el lobo)
Post #: 190
RE: The Gamiest Game in Town. El Lobo as the Red 1s and... - 10/4/2015 4:50:10 PM   
GetAssista

 

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Don't shoot them pilots. Shoot the leaders, them are the source of all evil, and them are on a different screen too ;)

(in reply to witpqs)
Post #: 191
RE: The Gamiest Game in Town. El Lobo as the Red 1s and... - 10/7/2015 10:59:29 AM   
el lobo


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What is the most efficient way to configure resource convoy TFs?

For example:

Right now I am running nineteen resource TFs from Sapporo to Hirosali/Aomori with sixty-two ships. They are at least grouped by ship class but from one to six ships in a TF.

Sapporo is a six, Hirosali/Aomori is size five port (expanding).

Thanks


< Message edited by el lobo -- 10/7/2015 12:00:45 PM >


_____________________________

El Lobo (J) vs Rio Bravo (A)
Rio Bravo's AAR - "The War College"
http://www.matrixgames.com/forums/tm.asp?m=3851786

Gamey is not a game style. It is someone's definition.

(in reply to GetAssista)
Post #: 192
RE: The Gamiest Game in Town. El Lobo as the Red 1s and... - 10/7/2015 12:28:28 PM   
el lobo


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Does anybody know how to “trick” these units into going where I want them to go?

I gave orders to move as indicated by the notes but you can see by the movement arrows that the units want to take the scenic route. I know this has to do with a valid supply path but it makes no sense that the units will not go where I want since there are already units in the destination hex with ample supply.






Attachment (1)

_____________________________

El Lobo (J) vs Rio Bravo (A)
Rio Bravo's AAR - "The War College"
http://www.matrixgames.com/forums/tm.asp?m=3851786

Gamey is not a game style. It is someone's definition.

(in reply to el lobo)
Post #: 193
RE: The Gamiest Game in Town. El Lobo as the Red 1s and... - 10/7/2015 12:43:27 PM   
PaxMondo


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quote:

ORIGINAL: el lobo

What is the most efficient way to configure resource convoy TFs?

For example:

Right now I am running nineteen resource TFs from Sapporo to Hirosali/Aomori with sixty-two ships. They are at least grouped by ship class but from one to six ships in a TF.

Sapporo is a six, Hirosali/Aomori is size five port (expanding).

Thanks


Not sure what you mean here.

Let me say for stock scenarios, my opinion is:
I have all the xAK's at start I will ever use. I do not build a single one, and convert a large percentage to support vessels.
I never have enough TK/AO's. I hate to lose even one, but I try to build as few as I can. They are $$$ and I prefer to build warships with my HI.

For resource/supply convoys:

You're using CS, right?

After that, there is a sheet in tracker to help. I use my most fuel inefficient ones on the shortest runs, the most fuel efficient on the longest. The middling gets used to manually transport supply around.
I set up lots of small TF's as opposed to big ones to maximize loading speed and not have to worry about port size, particularly while they are expanding in '42.

Other than that, I try not to over think it.

For fuel/oil:
Always human control.
Always escorted
Always under ASW umbrella

I tend to lose a lot of xAK's.
I try not to lose a single TK/AO ever.
I don't convert the CS, they are used as NavSearch for KB and ASW for TK/AO convoys. With Jakes they are good, with Norms they help offset the enormous allied intel advantage.

< Message edited by PaxMondo -- 10/7/2015 1:52:51 PM >


_____________________________

Pax

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Post #: 194
RE: The Gamiest Game in Town. El Lobo as the Red 1s and... - 10/7/2015 1:01:56 PM   
PaxMondo


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quote:

ORIGINAL: el lobo

Does anybody know how to “trick” these units into going where I want them to go?

I gave orders to move as indicated by the notes but you can see by the movement arrows that the units want to take the scenic route. I know this has to do with a valid supply path but it makes no sense that the units will not go where I want since there are already units in the destination hex with ample supply.



OK, pretty sure it isn't a trick, but rather a factor of hex side control.

First, you need to turn on the hexside control (W). Now for me, I have to snip and image and blow it up so I can see it. Even then tough for me do to color blind.
Anyway.

In your situation your are engaged in the hex. That means you do NOT own the hexsides on that hex, except the ones that you have entered upon. You can only exit the hex based upon the hex sides you own.
Make sense? That is why all of you units exit the one side, on their way to the destination you are giving them. They cannot go directly. A 'feature' of the game is that it will still tell you they are going 46 miles, when in fact that are going 92 or 138, 'fooling' you into thinking that they can go directly when they can't. Think of it as the straight line distance, not that actual route to be taken.


_____________________________

Pax

(in reply to el lobo)
Post #: 195
RE: The Gamiest Game in Town. El Lobo as the Red 1s and... - 10/8/2015 3:00:42 AM   
FeurerKrieg


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From: Denver, CO
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quote:

ORIGINAL: PaxMondo

quote:

ORIGINAL: el lobo

What is the most efficient way to configure resource convoy TFs?

For example:

Right now I am running nineteen resource TFs from Sapporo to Hirosali/Aomori with sixty-two ships. They are at least grouped by ship class but from one to six ships in a TF.

Sapporo is a six, Hirosali/Aomori is size five port (expanding).

Thanks


Not sure what you mean here.

Let me say for stock scenarios, my opinion is:
I have all the xAK's at start I will ever use. I do not build a single one, and convert a large percentage to support vessels.
I never have enough TK/AO's. I hate to lose even one, but I try to build as few as I can. They are $$$ and I prefer to build warships with my HI.

For resource/supply convoys:

You're using CS, right?

After that, there is a sheet in tracker to help. I use my most fuel inefficient ones on the shortest runs, the most fuel efficient on the longest. The middling gets used to manually transport supply around.
I set up lots of small TF's as opposed to big ones to maximize loading speed and not have to worry about port size, particularly while they are expanding in '42.

Other than that, I try not to over think it.

For fuel/oil:
Always human control.
Always escorted
Always under ASW umbrella

I tend to lose a lot of xAK's.
I try not to lose a single TK/AO ever.
I don't convert the CS, they are used as NavSearch for KB and ASW for TK/AO convoys. With Jakes they are good, with Norms they help offset the enormous allied intel advantage.


Opinions vary here. I focus more on speed than fuel efficiency, although the two do correlate a bit. So I put the slowest, lowest endurance AK/AKLs on the shortest CS routes, and the slowest, highest endurance AK on the long routes. My logic is I want the fastest ships available for manual operations since that is often combat related. Such as sending troops, planes or supplies somewhere.

Nothing against Pax's method - it is more fuel efficient, but just throwing my thoughts out there as an alternative approach.

_____________________________


Upper portion used with permission of www.subart.net, copyright John Meeks

(in reply to PaxMondo)
Post #: 196
RE: The Gamiest Game in Town. El Lobo as the Red 1s and... - 10/8/2015 1:17:02 PM   
el lobo


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quote:

ORIGINAL: PaxMondo

Not sure what you mean here.

Let me say for stock scenarios, my opinion is:
I have all the xAK's at start I will ever use. I do not build a single one, and convert a large percentage to support vessels.
I never have enough TK/AO's. I hate to lose even one, but I try to build as few as I can. They are $$$ and I prefer to build warships with my HI.

Agree, doing similar.

quote:

For resource/supply convoys:

You're using CS, right?

Yes.

quote:

I set up lots of small TF's as opposed to big ones to maximize loading speed and not have to worry about port size, particularly while they are expanding in '42.

This is the area for which I am seeking an opinion. I'm hearing you say small TFs. Has anyone decided the optimum? Would it be better to run sixty, single ship TFs, or thirty, two ship TFs … etc.? Or does it matter?

I'm not thinking so much as for port size but loading, unloading efficiency and speed.


_____________________________

El Lobo (J) vs Rio Bravo (A)
Rio Bravo's AAR - "The War College"
http://www.matrixgames.com/forums/tm.asp?m=3851786

Gamey is not a game style. It is someone's definition.

(in reply to PaxMondo)
Post #: 197
RE: The Gamiest Game in Town. El Lobo as the Red 1s and... - 10/8/2015 1:32:45 PM   
PaxMondo


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quote:

ORIGINAL: el lobo

This is the area for which I am seeking an opinion. I'm hearing you say small TFs. Has anyone decided the optimum? Would it be better to run sixty, single ship TFs, or thirty, two ship TFs … etc.? Or does it matter?

I'm not thinking so much as for port size but loading, unloading efficiency and speed.


OK, number of ships in TF doesn't impact loading efficiency per se. However, for each size port there is a maximum load limit both in total per day and total per ship. Then, this can be influenced by both factory types present in the base and support personnel depending upon exactly what is being loaded.
The manual has tables from which equations can be built and it is all tedious. Tracker has most, if not all, of this built into its tab. So, yes, you can really get this pretty good by choosing not only TF size and speed, but also ship size and number of NavSupport at both locations.

Inspection of the tables and manual text will tell you that the 'magic' port sizes are any odd number. Something special and/or important happens with each odd value. So, if you decide you will build up a port, you will almost always shoot for the largest odd value that the port can get to.

However, my approach above will get you ~90% of the efficiency particularly when the port sizes are changing (being built up) and/or you are losing ships due to allied SS intervention.
Mike and I love the logistics in the game and we are always trying to hit our "plan". We both keep separate external tracking on tons of stuff to trend all the data. Not like the average player.


< Message edited by PaxMondo -- 10/8/2015 2:40:05 PM >


_____________________________

Pax

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Post #: 198
RE: The Gamiest Game in Town. El Lobo as the Red 1s and... - 10/8/2015 1:49:36 PM   
el lobo


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quote:

ORIGINAL: Feurer Krieg

Opinions vary here. I focus more on speed than fuel efficiency, although the two do correlate a bit. So I put the slowest, lowest endurance AK/AKLs on the shortest CS routes, and the slowest, highest endurance AK on the long routes. My logic is I want the fastest ships available for manual operations since that is often combat related. Such as sending troops, planes or supplies somewhere.

Nothing against Pax's method - it is more fuel efficient, but just throwing my thoughts out there as an alternative approach.


Thanks Feurer Krieg

Right now, and hopefully for the rest of the game, I only have shorter CS routes. Pbang to Singers is my longest and I have the Tonan Whalers and the Yusens on that route. For my high volume routes such as the one discussed above, I am trying to use Limas and the like.

I am setting-up an oil, resource run from the lower PI to the HI and am using eighteen Kt (max but will run cruse, fourteen Kt) ships for this. Will only do this once in a while and will be manual as you state.


_____________________________

El Lobo (J) vs Rio Bravo (A)
Rio Bravo's AAR - "The War College"
http://www.matrixgames.com/forums/tm.asp?m=3851786

Gamey is not a game style. It is someone's definition.

(in reply to FeurerKrieg)
Post #: 199
RE: The Gamiest Game in Town. El Lobo as the Red 1s and... - 10/8/2015 1:58:48 PM   
el lobo


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quote:

ORIGINAL: PaxMondo
Not like the average player.

That is for certain.

But it sure is fun to read.

Thanks again.


_____________________________

El Lobo (J) vs Rio Bravo (A)
Rio Bravo's AAR - "The War College"
http://www.matrixgames.com/forums/tm.asp?m=3851786

Gamey is not a game style. It is someone's definition.

(in reply to PaxMondo)
Post #: 200
RE: The Gamiest Game in Town. El Lobo as the Red 1s and... - 10/8/2015 2:10:29 PM   
mind_messing

 

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quote:

ORIGINAL: el lobo

Does anybody know how to “trick” these units into going where I want them to go?

I gave orders to move as indicated by the notes but you can see by the movement arrows that the units want to take the scenic route. I know this has to do with a valid supply path but it makes no sense that the units will not go where I want since there are already units in the destination hex with ample supply.







Hexside control. The both the top and bottom units can't move south-east as the Allies own both hexsides and the hex itself. Kick the Chinese units out first and then you can move.

(in reply to el lobo)
Post #: 201
RE: The Gamiest Game in Town. El Lobo as the Red 1s and... - 10/8/2015 2:24:10 PM   
el lobo


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Let's try a different shot. Hopefully you can see the hex sides better. Both sides of the subject hexes look green to me.





Attachment (1)

< Message edited by el lobo -- 10/8/2015 3:35:26 PM >


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Gamey is not a game style. It is someone's definition.

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Post #: 202
RE: The Gamiest Game in Town. El Lobo as the Red 1s and... - 10/8/2015 2:27:35 PM   
mind_messing

 

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quote:

ORIGINAL: el lobo

Let's try a different shot. Hopefully you can see the hex sides better. They look green to me.





Green means Allied control, Red means Japanese hexside control.

For you, green is bad, red is good!

(in reply to el lobo)
Post #: 203
RE: The Gamiest Game in Town. El Lobo as the Red 1s and... - 10/8/2015 2:41:25 PM   
el lobo


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From: Khon Kaen, Thailand (orig: Sacramento, CA)
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quote:

ORIGINAL: mind_messing


quote:

ORIGINAL: el lobo

Let's try a different shot. Hopefully you can see the hex sides better. They look green to me.





Green means Allied control, Red means Japanese hexside control.

For you, green is bad, red is good!

Ahhhhhh, * slap-up-side the head *. It doesn't mean stop-go? Duhh.


_____________________________

El Lobo (J) vs Rio Bravo (A)
Rio Bravo's AAR - "The War College"
http://www.matrixgames.com/forums/tm.asp?m=3851786

Gamey is not a game style. It is someone's definition.

(in reply to mind_messing)
Post #: 204
RE: The Gamiest Game in Town. El Lobo as the Red 1s and... - 10/8/2015 4:45:34 PM   
GetAssista

 

Posts: 2732
Joined: 9/19/2009
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Couple additional thoughts to raw materials convoys setup. First, pay attention to refuelling ports - usually you would want to tick "Do not refuel" for convoys, so that they not suck fuel from the destination (HA). Second, there are few escorts at start so small convoys will be poorly protected, and bigger escorted convoys tend to have fewer casualties given the same haul.

Next are my personal preferences, more on the aesthetic side than practical one. I never build AKs except those big tanker conversions.
I like to make my convoys neat and efficient, so I use Tracker panel for determining # of ships and use one type of ship for each particular route. Usually most of my regular hauling is short route and done with Adens. I earmark all speed=15+ xAKs (+ Tohos) for troops usage and only use ~10 Yusen-N to get res+oil from Sakhalin. I earmark Limas (left from AKE buildup) for occasional long hauls. You really do not need to haul res from anywhere except Hokkaido + Sakhalin + China/Korea, but I'm uncomfortable with leaving piles of res rotting in DEI or Nauru =) All the rest 10-12 speed ships go to frontlines for high risk supply runs / cannon fodder etc.
Oh, 12 speed xAKLs are good to get res out of the small DEI ports into Java/Singers

< Message edited by GetAssista -- 10/8/2015 5:48:03 PM >

(in reply to el lobo)
Post #: 205
RE: The Gamiest Game in Town. El Lobo as the Red 1s and... - 10/12/2015 1:45:32 PM   
el lobo


Posts: 825
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quote:

ORIGINAL: GetAssista

You really do not need to haul res from anywhere except Hokkaido + Sakhalin + China/Korea, but I'm uncomfortable with leaving piles of res rotting in DEI or Nauru =)


Thanks GA.

That is the truth re the bold above. For Hokkaido and Sakhalin I have the convoys mentioned above in addition to 8 x 3 Daigen Class from each island set-up from week one hopping ant-power would work but so far I have not been able to haul resources out fast enough.


_____________________________

El Lobo (J) vs Rio Bravo (A)
Rio Bravo's AAR - "The War College"
http://www.matrixgames.com/forums/tm.asp?m=3851786

Gamey is not a game style. It is someone's definition.

(in reply to GetAssista)
Post #: 206
RE: The Gamiest Game in Town. El Lobo as the Red 1s and... - 10/12/2015 1:52:19 PM   
el lobo


Posts: 825
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From: Khon Kaen, Thailand (orig: Sacramento, CA)
Status: offline
Mar 21– 28, 1942, Turns 105 - 112

In the P.I.

--------------------------------------------------------------------------------
Japanese forces CAPTURE Iba !!!

Except for Bataan, this completes Luzon.

On Java.

--------------------------------------------------------------------------------
Japanese forces CAPTURE Djokjakarta !!!
Japanese forces CAPTURE Tjepoe !!!
Japanese forces CAPTURE Soerakarta !!!


In a few days will be knocking on Soreabaja's door with three divisions, two armor units, and ancillary units.

In China we are still doing the Sian Shuffle. I don't know if he is making a stand or an organized retreat but either way he is doing a good job. His chess playing skills have served him well here.


_____________________________

El Lobo (J) vs Rio Bravo (A)
Rio Bravo's AAR - "The War College"
http://www.matrixgames.com/forums/tm.asp?m=3851786

Gamey is not a game style. It is someone's definition.

(in reply to el lobo)
Post #: 207
RE: The Gamiest Game in Town. El Lobo as the Red 1s and... - 10/12/2015 2:06:55 PM   
el lobo


Posts: 825
Joined: 7/20/2013
From: Khon Kaen, Thailand (orig: Sacramento, CA)
Status: offline
Here is where I am on A/C production and r&d.

Questions, comments, illumination of errors, requested and welcome.







Attachment (1)

< Message edited by el lobo -- 10/12/2015 3:31:09 PM >


_____________________________

El Lobo (J) vs Rio Bravo (A)
Rio Bravo's AAR - "The War College"
http://www.matrixgames.com/forums/tm.asp?m=3851786

Gamey is not a game style. It is someone's definition.

(in reply to el lobo)
Post #: 208
RE: The Gamiest Game in Town. El Lobo as the Red 1s and... - 10/12/2015 2:25:58 PM   
PaxMondo


Posts: 9750
Joined: 6/6/2008
Status: offline
quote:

ORIGINAL: el lobo

Here is where I am on A/C production and r&d.

Questions, comments, illumination of errors, requested and welcome.



Trying to sort out your table here, not used to the format on my side.

Fighters: You have roughly 3x the number of groups of Oscar vs A6M. Your production should mimic that or it means you are not using your IJA groups enough, over using your IJN.
The issue with that is that you don't have enough training groups for the IJN so you will struggle with pilot exp and that will end up hurting you. Look at how your groups are disposed and see if this is true. If so, take action as you see fit.

Most of your plans show that you will convert your RnD to production when you finish your current model. It looks to leave you with very few RnD after '43. So you have decided on final models? And your plan is not to try to accelerate them much?



< Message edited by PaxMondo -- 10/12/2015 3:26:41 PM >


_____________________________

Pax

(in reply to el lobo)
Post #: 209
RE: The Gamiest Game in Town. El Lobo as the Red 1s and... - 10/12/2015 3:56:20 PM   
el lobo


Posts: 825
Joined: 7/20/2013
From: Khon Kaen, Thailand (orig: Sacramento, CA)
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quote:

ORIGINAL: PaxMondo
Trying to sort out your table here, not used to the format on my side.

Charts and spreadsheet are like art. Beauty is in the eye of the creator.

quote:

Fighters: You have roughly 3x the number of groups of Oscar vs A6M. Your production should mimic that or it means you are not using your IJA groups enough, over using your IJN.
The issue with that is that you don't have enough training groups for the IJN so you will struggle with pilot exp and that will end up hurting you. Look at how your groups are disposed and see if this is true. If so, take action as you see fit.

When you say “groups”, then I am thinking that you may be way ahead of me in your thinking and perhaps misinterpreting my chart. I am still way back to what you talked about in Post #142. IOW, this is just my plan for model selection. For example, I think that my choices for Army fighters above are pretty much as what we discussed prior, except I added the Ki-93.

I have gone through each of the other type of a/c model types like you suggested (i.e. Navy fighters, TBs, DB,s etc.) and this chart is the result.

I have just started looking at Army fighter groups and like we discussed, I have a lot of Nate groups that need to upgrade and the chart above now defines my selection choices.

When it comes to the groups themselves, it seems to me that I do not have a choice of what type or how many groups I have. They are either already active in the game or set in the que. The only choice I have, as far as type, is to what I upgrade the a/c. Is that correct?

One other choice that have is the size of carrier and CS based groups. Obviously I can expand the size of some my Navy groups. I have done that, but as of yet I have not used any of these expanded carrier groups in battle but only for increased pilot training. I am using some of the expanded Float Planes groups for asw but most of the other FP groups are on land, training.



quote:

Most of your plans show that you will convert your RnD to production when you finish your current model. It looks to leave you with very few RnD after '43. So you have decided on final models? And your plan is not to try to accelerate them much?

My next big r&d challenge is figuring out what factories to let go into production, which ones to move to the next model and which ones to convert. A lot of what I ended-up on this chart is a result of my not planning this all out prior to the game start. Some of it will work-out OK and some will cost me extra supply. A lot of this will depend on how I decide to use my groups and that is going to be the topic of many more discussions, I hope.

Does that clear anything up or muddy the water?

How can I change the chart to make it more understandable?


< Message edited by el lobo -- 10/12/2015 4:58:44 PM >


_____________________________

El Lobo (J) vs Rio Bravo (A)
Rio Bravo's AAR - "The War College"
http://www.matrixgames.com/forums/tm.asp?m=3851786

Gamey is not a game style. It is someone's definition.

(in reply to PaxMondo)
Post #: 210
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