RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI) (Full Version)

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Chuske -> RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI) (8/21/2011 2:13:35 PM)


quote:

ORIGINAL: Sardaukar

You can ship out some base forces and infantry units, if you can afford Political Points and/or have available transportation. I'd advice against stripping Alaska & Canada during this phase. You'll get soon more troops that are unrestrcted or easier to transport.

You have some Separate Inf Rgts that make very good garrison troops, same with Marine Def Bns. I tried to get Noumea, Suva & Port Moresby to have approx. 1 division worth of troops. It might not stop AI getting the bases, but it'll stop it getting them quickly. That way you well have time to react and reinforce with troops you have available later.

You don't initially need that much air units, but it's always good to have 1 fighter (or 2), one med bomber and 1 patrol unit in base to have  some of both defensive and offensive coverage. For Port Moresby, I bought out 5th AUS Div brigades and shipped them there, so that I could use 6th & 7th in other areas. If you got 8th AUS brigades out of Singapore, you can use them to reinforce Noumea. You can ship Separate Inf Rgt from USA or PH and Marine Def Bn to Suva to reinforce defence there. That way you'll have quite strong forces securing SW/Sopac. You can also selectively buy out some smaller NZ units to be used in Noumea/Suva too. 



Thanks Sardaukar. Just been reading Andy Macs AAR vs PZB. He has a different approach to you in that he seems to think that the AUS militia divisions need time to get to full strength and instead he uses 18 Brit Div + 3 Aus Mot Bde and 30 Aus Bde in Port Moresby and then adds AA guns and CD unit. As his AAR started ages ago, wondered if his advice was more applicable to previous patches? I've certainly found his advice to disband Aus MG Bns to reinforce the Aus Militia divisions no longer works as you can no longer disband units that are due to be withdrawn.

In my first AI game I basically followed your AAR till Jan and then have kept on reinforcing Aus, Burma border and Port Moresby and now have the Americal Div in Noumea with fighter and BF support.



My top tips after 4 game months of play are:-

- Get at least some fighters and Bombers moving to Oz quickly, you'll need them around Port Moresby quite quickly as you'll have to defend against large air raids on any supply/reinforcement convoys you send there, if you don't have enough fighters you'll lose ships, men and supplies to Bettys. I used the ADBA P40s and then RAAF 75 squadron until reinforcements arrived from US.

- Also handy to get AA guns in as many bases as possible early on. Anything you can do to add to KB pilot attrition helps, and AA guns allow you to wear down KB attacks without losing as many of your own fighters.

- Getting supply, fuel and troop convoy system that works and is safe can be tricky. You'll face raids by BBs, DDs and cruisers and in my game the Ai targetted Baker and Canton Island as early captures forcing me to dogleg via Pago Pago and Christmas I to avoid attacks.

- I also realised any important or large convoys need cruiser escorts as well and anti-sub, even a lone Japanese DD can do damage otherwise! Also your escorts have quite short ranges, so watch out that you don't run out of fuel. I gather ships with fuel to spare can refuel shorter range ships but I'm always wary of some miscalculation creeping in so I try to get fuel stocks on intermediate bases to refuel convoys on route.

- Hub and spoke suuply network is not really possible in early 42 as ports are generally small, escorts in short supply and bases poorly defended. My early strategy is to use Pearl as main hub and route everything via there either for refuel or as staging post to unload supply, fuel and troops until I can form further convoys from Pearl westwards. I also get fuel/troops running from East Coast to Cape Town and from there to Perth and Bombay. Aden is mainly troops which nearly all have gone to Bombay and Abadan is fuel for India via Karachi.

- Use small ships on supply runs locally to smaller ports and big ships on long distance routes between big ports like LA, PH and Sydney.




I'm still not decided on best approach to Darwin. Seems very hard to defend so not clear to me how much I should reinforce it in what strength.

I also decided to take troops from Ceylon as don't think it's possible to defend it early against determind attack, in my opinion, so I leave a brigade, some AA guns and torpedo bombers and get everything else to India to reinforce Madras, Viza and Chittagong




Sardaukar -> RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI) (10/29/2011 7:47:55 PM)

Bump!

I am planning another one soon..maybe starting tomorrow. [8D]




dorjun driver -> RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI) (10/29/2011 8:05:55 PM)

I'm in.[&o]




Sardaukar -> RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI) (11/18/2011 9:20:28 PM)

Bump for being more detailed and to compare to other (Community Effort).




Sardaukar -> RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI) (12/29/2011 11:11:20 AM)

*bump*

(since there seems to be some interest still) [8D]




VMF 214 -> RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI) (1/5/2012 2:39:58 AM)

Sardaukar....thank you for this AAR. It push's me in the right direction when getting started. I would like, if you could a run down of how you handle the damaged ships at Pearl. After trying to figure out how to get started, all these damaged ships at Pearl is my next headache. I just don't know what to start tending to first. A brief rundown of what you did with your damaged ships after the attack on Pearl would be very insightful.

Thanks again [&o]




xnavytc -> RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI) (1/22/2012 6:47:31 PM)

great tutorial Sardaukar, great way to start a GC, been on and off a lot over the years, finally getting a good start on one




Knucles2 -> RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI) (1/28/2012 12:23:06 AM)

Man,  this tutorial is a life saver.
The other tutorials were fine for teaching the mechanics of the pieces on the board but your tutorial helped me finally wrap my brain around the BIG PICTURE.
I always thought of myself as a decent student of military history but with all the lcu's broken down to reg, batt and even Co units AND  all the different air commands and and the different nationalities to boot... I just got lost :D
Thanx for putting all your hard work into this. I'm well on my way to mastering this gr8 game :)




Alfred -> RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI) (1/28/2012 9:04:34 PM)


quote:

ORIGINAL: VMF 214

Sardaukar....thank you for this AAR. It push's me in the right direction when getting started. I would like, if you could a run down of how you handle the damaged ships at Pearl. After trying to figure out how to get started, all these damaged ships at Pearl is my next headache. I just don't know what to start tending to first. A brief rundown of what you did with your damaged ships after the attack on Pearl would be very insightful.

Thanks again [&o]


VMF 214,

As it seems that Sardaukar might not have noticed your request, I'll partly step in and direct you to the following link which deals with ship repairs.

http://www.matrixgames.com/forums/tm.asp?m=2990845&mpage=1&key=ship%2Crepair?

Alfred




Sardaukar -> RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI) (1/28/2012 11:10:55 PM)

Alfred, as usual, has good advice. [:)]

Few thoughts:

- don't overcrowd your PH shipyard. Until 1943 PH should be considered as "frontline base" and it's shipyard should be reserved to repair immediate operational combat damage. Heavily damaged ships should be sent to West Coast yards. (CAVEAT as following)
- use repair facilities in PH (like Pierside) to get rid of minor sys/flt/eng damage. Remember that sys damage also affects ship's damage control and it will greatly increase chance that ship with major flotation damage will sink during trip to West Coast because of damage control failure. Repair all or at least most minor damage before sending ships to West Coast.
- send all those ships that you deem fit to trip to WC, remember to provide ASW escort. I consider every ship over CL worth at least 4 DDs in TF. Damaged BBs/CAs are sitting ducks to IJN subs. You can usually afford ships like CLs to be repaired in PH.
- When sending damaged capiital ships to WC, use Cruise speed, this helps greatly to prevent extra damage to accumulate during trip.

So, basically use PH shipyard for 2 purposes:
- ships that you can repair relatively quickly and efficiently
- ships that you deem too risky to send to WC in fear of sinking (very high major flotation damage etc.).

PH shipyard can fit in couple of BBs just fine and leave some extra space for operational damage repair for lighter units. Rest of heavily damaged units should be sent to WC as per guidelines above.




VMF 214 -> RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI) (1/29/2012 6:30:21 PM)

Sardaukar and Alfred....thanks for the info and advise...very much appreciated.....I was waiting patiently BTW [:)]




Sardaukar -> RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI) (1/29/2012 10:34:33 PM)

For future, for anyone with questions about this AAR tutorial, feel free to PM me if I don't answer in couple of days. Problem is that this sort of thread drops out from front page very easily and I may not notice questions here because of it.

Just put your question here and PM me that you have new question in thread. I'll answer (if I can) or if Alfred does not get here first. He has the uncanny ability to be 99.9% right. [:D]




Knucles2 -> RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI) (1/31/2012 1:55:47 PM)

Hi, Sar

I've started a Sen 8 GC  using your arr as a guide. I have a few questions re; convoys.

I set up a Trans TF to move troups to Pago Pago. No probs there.
I then set up another TF to move different troups to a different base. When I looked to see if I got things right I saw that the new tTF was loading troups I had set for Pago as well as the troups I had set for the second tTF. Does this mean I cant set 2 TF's up at the same time in the same port? the port is SF, btw.

Also, I included oilers for each TF and set way points to pearl and Fiji but several ships still show red endurance. They were set to refuel complete at each way point. Will they still sail?. I,m a bit confused by this as the range of the ships seamed enough with the oilers and fuel stops.

In Soerabja I'm loading resources for Perth. During the loading the Fuel and Oil numbers appear orange? Is this normal?

Sorry for all the noob questions but, since you offered...[:D]

Thanx again for your fine AAR. This will surely get more more players into THE BIG GAME.

P.S.- Sen8 is supposed to be Quiet China...I'd hate to see that place in Full Rumble!  [:D]




Sardaukar -> RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI) (1/31/2012 4:04:51 PM)

They will sail, since program does not take AO refuelling into calculations when showing green or red. And IIRC, it does not take refuelling in Pearl into calculations either. BTW, remember to use switch "Return same route: YES", to ensure your TFs will not stand into Japanese air zones or run out of fuel.

As with new TF loading troops set to load into other TF, might be a glitch. You should be able to make many TFs in same port, loading different units. Click "Cancel Loading" in second TF, wait for a turn and try again. Usually then the other unit has already loaded into first Tf and problem should be solved.

Orange number is normal, it means that you are loading resources.




HansBolter -> RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI) (1/31/2012 4:39:12 PM)

quote:

ORIGINAL: jonboym


I'm still not decided on best approach to Darwin. Seems very hard to defend so not clear to me how much I should reinforce it in what strength.

I also decided to take troops from Ceylon as don't think it's possible to defend it early against determind attack, in my opinion, so I leave a brigade, some AA guns and torpedo bombers and get everything else to India to reinforce Madras, Viza and Chittagong



I put the 18 British Div in Colombo.

As for Darwin, it is the destination of the 6th Aus division as soon as it enters. I use the 7th Aus Div to defend Perth. Once I'm ready to go over to the offensive both 6th and 7th Aus Divs are already free to leave. In 7 games of Ironman Japan I have never once seen the AI go after Darwin. It typically goes for SW Australia thru Geraldton which is pretty easy to stop.

The orange text means you are loading oil instead of fuel or resources instead of supplies.




Knucles2 -> RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI) (1/31/2012 6:31:01 PM)

quote:

ORIGINAL: Sardaukar

They will sail, since program does not take AO refuelling into calculations when showing green or red. And IIRC, it does not take refuelling in Pearl into calculations either. BTW, remember to use switch "Return same route: YES", to ensure your TFs will not stand into Japanese air zones or run out of fuel.

As with new TF loading troops set to load into other TF, might be a glitch. You should be able to make many TFs in same port, loading different units. Click "Cancel Loading" in second TF, wait for a turn and try again. Usually then the other unit has already loaded into first Tf and problem should be solved.

Orange number is normal, it means that you are loading resources.

Thanx for the reply Sar. The TF's did sorty so I guess I'll see soon enough if I set up a good TF or not...
I'm lovin' this game so far but, man, the micro management..[X(]

wow had to edit




Sardaukar -> RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI) (2/1/2012 6:41:39 PM)


quote:

ORIGINAL: Knucles2

quote:

ORIGINAL: Sardaukar

They will sail, since program does not take AO refuelling into calculations when showing green or red. And IIRC, it does not take refuelling in Pearl into calculations either. BTW, remember to use switch "Return same route: YES", to ensure your TFs will not stand into Japanese air zones or run out of fuel.

As with new TF loading troops set to load into other TF, might be a glitch. You should be able to make many TFs in same port, loading different units. Click "Cancel Loading" in second TF, wait for a turn and try again. Usually then the other unit has already loaded into first Tf and problem should be solved.

Orange number is normal, it means that you are loading resources.

Thanx for the reply Sar. The TF's did sorty so I guess I'll see soon enough if I set up a good TF or not...
I'm lovin' this game so far but, man, the micro management..[X(]

wow had to edit



This game is monster, but you don't have to do everything every turn. Just split the stuff among several turns, concentrating to important stuff. Soon you make a turn in 15-20 mins or less.




Knucles2 -> RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI) (2/2/2012 11:12:43 AM)

quote:

ORIGINAL: Sardaukar


quote:

ORIGINAL: Knucles2

quote:

ORIGINAL: Sardaukar

They will sail, since program does not take AO refuelling into calculations when showing green or red. And IIRC, it does not take refuelling in Pearl into calculations either. BTW, remember to use switch "Return same route: YES", to ensure your TFs will not stand into Japanese air zones or run out of fuel.

As with new TF loading troops set to load into other TF, might be a glitch. You should be able to make many TFs in same port, loading different units. Click "Cancel Loading" in second TF, wait for a turn and try again. Usually then the other unit has already loaded into first Tf and problem should be solved.

Orange number is normal, it means that you are loading resources.

Thanx for the reply Sar. The TF's did sorty so I guess I'll see soon enough if I set up a good TF or not...
I'm lovin' this game so far but, man, the micro management..[X(]

wow had to edit



This game is monster, but you don't have to do everything every turn. Just split the stuff among several turns, concentrating to important stuff. Soon you make a turn in 15-20 mins or less.


Ok. 1 problem I've come across- I have several grps of B18's that are past due for withdrawl but I get a greyed out :Withdraw" button. Will "Disband" stop the PP hemorage?

As I get a better handle on this "monster" I find I'm spending a little less time looking for possible crisis's .. but some still slip thru [:D]

Edit: I also have several grps of P40's that are due to withdraw by Feb. It's Jan in my game. Orange withdraw date but no withdraw button (greyed out). Do I have to disband these too???

Thanx again for tolerating my noobisms :D




HansBolter -> RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI) (2/2/2012 12:00:58 PM)

yes disband works for withdrawal

for many units required to withdraw, disband is the only method of withdrawing them

it's an oversight in both the manual and in game info that has caused this question to be asked by just about everyone who has picked up this game

you're on track with your learning curve [:)]




Knucles2 -> RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI) (2/2/2012 12:11:31 PM)

quote:

ORIGINAL: HansBolter

yes disband works for withdrawal

for many units required to withdraw, disband is the only method of withdrawing them

it's an oversight in both the manual and in game info that has caused this question to be asked by just about everyone who has picked up this game

you're on track with your learning curve [:)]

Thanx Hans. Here's another one on the same subject- I have a grp of Hudsons due to withdraw in feb. But NO withdraw OR disband button???

Edit; I tried switching commands but on good..still no withdraw or disband buttons




ckk -> RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI) (2/2/2012 2:14:54 PM)

Check for an OOB button at the bottom of unit display. Sounds like you've got a fragment some where




Sardaukar -> RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI) (2/2/2012 4:47:43 PM)

Indeed. If OOB button shows, it means you have fragment somewhere. AFAIK, you can always disband fragment and then availability to Withdraw/Disband parent unit comes back.




Knucles2 -> RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI) (2/3/2012 10:48:02 AM)


quote:

ORIGINAL: Sardaukar

Indeed. If OOB button shows, it means you have fragment somewhere. AFAIK, you can always disband fragment and then availability to Withdraw/Disband parent unit comes back.

Sorry I took so long to post.

Yep found the frag up in Port Stanley. Was able to withdraw it there.

I also discovered that the search feature on this board isnt all that bad;
found some posts that answered some other questions that were nagging me, like how fuel flowed over Aus and Ind. Kinda confusing but, the gist I get of it is, if you flood the major port cities - sydney/perth- with fuel then, eventually, it ends up where you need it.

Anyways, I'm at Feb ingame and I want to try to get a turn in before work [:D]

Thanx again :)




Knucles2 -> RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI) (2/4/2012 12:58:28 PM)

Another puzzle- I have a dutch ss in Aus that i set out on patrol. Where the "react range button normally is, instead says,"do not react to enemy".
My s type boats sat the same. Are they on strike??? [:'(] Both mouse overs say they have torps 12(12). Port is Brisbane.




Sardaukar -> RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI) (2/4/2012 6:10:33 PM)


quote:

ORIGINAL: Knucles2

Another puzzle- I have a dutch ss in Aus that i set out on patrol. Where the "react range button normally is, instead says,"do not react to enemy".
My s type boats sat the same. Are they on strike??? [:'(] Both mouse overs say they have torps 12(12). Port is Brisbane.


That's something I have never seen before! Can you post a screenshot? Or take it to Tech Support forum? And make sure you didn't select Automatic Sub Operations at start. [8D]




Knucles2 -> RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI) (2/4/2012 9:54:33 PM)


quote:

ORIGINAL: Sardaukar


quote:

ORIGINAL: Knucles2

Another puzzle- I have a dutch ss in Aus that i set out on patrol. Where the "react range button normally is, instead says,"do not react to enemy".
My s type boats sat the same. Are they on strike??? [:'(] Both mouse overs say they have torps 12(12). Port is Brisbane.


That's something I have never seen before! Can you post a screenshot? Or take it to Tech Support forum? And make sure you didn't select Automatic Sub Operations at start. [8D]

Actually what I did was dumber [:D]. I had them both ob :sub transport"...
Man,I hate growing old [:'(]




Crackaces -> RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI) (2/4/2012 10:18:42 PM)


quote:

ORIGINAL: Sardaukar


quote:

ORIGINAL: Knucles2

quote:

ORIGINAL: Sardaukar

They will sail, since program does not take AO refuelling into calculations when showing green or red. And IIRC, it does not take refuelling in Pearl into calculations either. BTW, remember to use switch "Return same route: YES", to ensure your TFs will not stand into Japanese air zones or run out of fuel.

As with new TF loading troops set to load into other TF, might be a glitch. You should be able to make many TFs in same port, loading different units. Click "Cancel Loading" in second TF, wait for a turn and try again. Usually then the other unit has already loaded into first Tf and problem should be solved.

Orange number is normal, it means that you are loading resources.

Thanx for the reply Sar. The TF's did sorty so I guess I'll see soon enough if I set up a good TF or not...
I'm lovin' this game so far but, man, the micro management..[X(]

wow had to edit



This game is monster, but you don't have to do everything every turn. Just split the stuff among several turns, concentrating to important stuff. Soon you make a turn in 15-20 mins or less.



I do not think I have ever had a 20 minute turn [8D]

Usually 10 minutes for the combat replay. The problem is the nuances of messages during the replay. Particularly why squadrons did not fly.
I then fire up combar reporter and analyze what happend, task forces that have made port, those near fuel exhaustion, etc.

Meanwhile WitPTracker is grinding away on the turn. Once it opens I methodoloically go down teh alerts .. especally LCUs that have arrived at destinations pilots etc .. then there is managing the pilots. A quick look for LCU's in strat or move mode but no destination. ...

Then WitPStaff to locate any ships that need an upgrade. I find the patrol map to be very useful in conjuction with naval movement noted in the combet reporter.

Then full screen to manage moves. Especally way points avoiding recent submarine contacts etc ...excute planned maneuvers ..

wash rinse repeat ...[:D]




Sardaukar -> RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI) (2/4/2012 10:29:02 PM)


quote:

ORIGINAL: Crackaces


quote:

ORIGINAL: Sardaukar


quote:

ORIGINAL: Knucles2

quote:

ORIGINAL: Sardaukar

They will sail, since program does not take AO refuelling into calculations when showing green or red. And IIRC, it does not take refuelling in Pearl into calculations either. BTW, remember to use switch "Return same route: YES", to ensure your TFs will not stand into Japanese air zones or run out of fuel.

As with new TF loading troops set to load into other TF, might be a glitch. You should be able to make many TFs in same port, loading different units. Click "Cancel Loading" in second TF, wait for a turn and try again. Usually then the other unit has already loaded into first Tf and problem should be solved.

Orange number is normal, it means that you are loading resources.

Thanx for the reply Sar. The TF's did sorty so I guess I'll see soon enough if I set up a good TF or not...
I'm lovin' this game so far but, man, the micro management..[X(]

wow had to edit



This game is monster, but you don't have to do everything every turn. Just split the stuff among several turns, concentrating to important stuff. Soon you make a turn in 15-20 mins or less.



I do not think I have ever had a 20 minute turn [8D]

Usually 10 minutes for the combat replay. The problem is the nuances of messages during the replay. Particularly why squadrons did not fly.
I then fire up combar reporter and analyze what happend, task forces that have made port, those near fuel exhaustion, etc.

Meanwhile WitPTracker is grinding away on the turn. Once it opens I methodoloically go down teh alerts .. especally LCUs that have arrived at destinations pilots etc .. then there is managing the pilots. A quick look for LCU's in strat or move mode but no destination. ...

Then WitPStaff to locate any ships that need an upgrade. I find the patrol map to be very useful in conjuction with naval movement noted in the combet reporter.

Then full screen to manage moves. Especally way points avoiding recent submarine contacts etc ...excute planned maneuvers ..

wash rinse repeat ...[:D]



Yea, I did mean actual planning phase and giving orders. Execution will add a bit. [8D]

I love 2-day turns with animations off, since I mainly play vs. AI and it gives AI bit of extra edge. I also play with minimal message delays, to add to that. if I miss something, it adds to "C&C confusion" [:D]

My first thing after turn is to quickly scan Ops Report. Usually to check reinforcements or if there is anything outstanding. Then back to giving orders. [:)]




Sardaukar -> RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI) (2/10/2012 10:27:24 AM)

Bump!




Sardaukar -> RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI) (2/13/2012 11:32:37 AM)

Bump! [8D]




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