Dante Fierro
Posts: 330
Joined: 2/23/2012 From: Idaho Falls Status: offline
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Pre-Turn 1 Preparations Victory Conditions The Guadalcanal scenario starts on August 6, 1942 and ends on Feb 7, 1943 (although the in game description for the scenario says it starts on Aug 4th, go figure). It is not a short scenario (like the Coral Sea Scenario) – playing 1 day per turn the scenario will last for 185 days (or turns). There are no sudden victory conditions (like there are in the Grand Campaign) and no actual land "capture the castle objectives". The scenario is basically whoever ends up with the most points at the end of 185 days is 'winner, winner'. Obviously, if one side pulls far far ahead, one can stop the scenario at any point (playing solo against AI that is easy to do) ... PvP would just be agreed upon (or you rudely 'ghost' your opponent, not advised). Victory Points (VPs) are awarded the same as they are in the Campaign game: by inflicting loss, damage or capturing your opponent's ingame assets, including Ships, Planes, Bases, Military Units, and even Industry. Although thankfully, for the Guadalcanal scenario, Production/Industry is Off. (One less item to worry about.) Points awarded can vary depending on Base sizes, Durability of ships, type of aircraft, whether a ship was sunk or damaged, or scuttled, and so on. I won't go into any further detail into the Victory Point scheme here, as anyone new to the game can refer to the manual to get the complete breakdown. For the Guadalcanal scenario, given the 185 day time frame, if the game does not swing to wildly toward one side or another in regards to the destruction of military assets, the scenario really comes down to who owns a few key bases by scenario end date: Feb 7, 1943. The scenario begins with the Allies controlling 27 bases, and the IJ controlling 23 bases. The majority of both side's bases will likely never change hands and will (probably) not be relevant toward the Victory conditions. The Allies begin the game with 4,647 VPs, the IJ with 6,213 VPs. A 1,566 starting VP advantage for the IJ player. The majority of the bases on both sides award VP values less than 20 points. But the few important bases in the game are worth thousands of VPs. For the key bases, here is the breakdown (Underline is current owner of base): Port Moresby: IJ/8000, Allies/2000 .... VP Swing: 10,000 Lunga: IJ/4800, Allies/1200 .... VP Swing: 6,000 Milne Bay: IJ/1600, Allies/400 .... VP Swing: 2,000 Tulagi: IJ/1200, Allies/300 .... VP Swing: 1,500 Noumea: IJ/105, Allies/2100.... VP Swing: 2,205 Luganville: IJ/225, Allies/9 .... VP Swing: 234 Rabaul: IJ/45, Allies/15 .... VP Swing: 60 Interestingly enough, Rabaul is not worth much at all in the Scenario, though it is the general base of operations for the IJ throughout the game, along with Truk. Losing either base would likely spell doom for the Japanese efforts, but neither offers many VPs. I do not list the Australian continental bases though a few are worth some chunk of change to the IJ player (especially Brisbane 850) but also very unlikely to be captured and if it is, the game will likely be pretty much be over for the Allies at that point. Taking a closer look at the point values of each of the key bases, and the VP Swing, which one needs to remember, when a base is captured, not only the side who captured the base gets awarded VP points, but the side that loses the base gets subtracted VP points – so the 'Swing' as I call it gives you the shift of the difference of VP points if one plotted VP points linearly. As one can see, Port Moresby and Lunga stand head and shoulders above the rest of the key bases. Even if one combines Milne Bay with Tulagi, the point differential is still almost half of what Lunga is worth. Essentially, the Guadalcanal scenario pretty much hinges on who controls either Lunga or Port Moresby by the end of the game. If either of the bases flip control to your opponent, the VP Swing will be enough to offset any other 'key' base captures in the game – assuming again, there is not an abnormal amount of destruction of key military assets by one side or the other, or one side simply overruns the other side tactically, invading several rear bases at will. So, although it may sound a bit boring: the Guadalcanal scenario pretty much is 185 turns of both sides fighting over just two bases for VP points. Other bases may be relevant for strategic or tactical purposes, but to win the VP game – you got to take one or the other bases. So the scenario is going to be a game of attrition over Lunga & Port Moresby. And therein, lies a tale to be told. A.I. I have decided to play the Japanese AI at Historical Difficulty (AI plays normally, no unique advantages). I plan to try to win the scenario (of course), but my main goal here is to continue my tutelage of WiTP and its steep learning curve, and familiarize myself with the game mechanics as much as possible – so I can then graduate to a campaign game against a biological AI opponent. I will not be trying any kind of off-the-wall strategies, nor exploitive gambits like heading directly for Truk at the start of the scenario. I expect the AI will probably play along a fairly formulaic algorithm but at the time I write this, I am unfamiliar with what that algorithm may be (please don't spoil it for me if you do know). The goal here is to explore mostly the tactical nuances of the GC scenario that is primarily an attritional fight over two bases, and most likely just only over one: Lunga, at Guadalcanal. Ok that's it for this AAR post #3. Note, this post is more for the newbie player who has no idea what the GC scenario is even about (like I was), or was asking themselves just what is required to actually be victorious in the scenario. I will be posting a few more 'Pre-Turn 1' AARs before I proceed to processing Day 1. That is because there is quite a bit of "Set-Up' that must be done as the Allied player before I can actually get rolling. My next AAR post will discuss what Allied military assets I begin with in the scenario, including supply and fuel resources, what I will be getting as reinforcements and how the default Task Forces and setup needs will need to be altered in order to start off on the right foot. Other Pre-Turn 1, 'Preparation' AARs will discuss my settings and plans with a wide range of elements in the game, from how I will task my Carrier Tfs, my Amphibious Tfs, how I will initially setup my ASW assets , and how I will handle my land based air, and very importantly, Naval Search areas. In addition, there is Mining and Mine sweeping, PP considerations and Leadership. I will need to consider whether I want to spend supply on upgrading bases (or not). Logistics. Cargo convoys ... and more that it's too late in the evening for me to think about right now. There is a lot to do even before the game commences. I'll try to keep you posted.
< Message edited by Dante Fierro -- 8/9/2020 5:00:47 AM >
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