RE: Air Questions & Strategy (Full Version)

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uncivil_servant -> RE: Air Questions & Strategy (3/23/2014 2:24:27 AM)

ALASKA:
Sending forces to ATTU.



[image]local://upfiles/44116/1112F82F58A846128E3389E148670DD7.jpg[/image]




uncivil_servant -> RE: Air Questions & Strategy (3/23/2014 3:13:20 AM)

West-Coast and Hawaii. I have numerous forces I have not sent out. I am, frankly, not sure where to send them. All units listed are unrestricted: (some ground units are being rebuilt from near nothing)

San Francisco:
138th US Base Force, 148th FA BN ART, 192nd Tank Bn, 1st USMC AA Bn, 1st UMSC EAB, 220th USN Base Force, 32nd Infantry Division, 3rd USMC Parachute Bn, 3rd USN SeaBees, 632nd and 637th Tank Destroyer BNs, 803 EAB, HQn Asiatic Fleet, Clark Field USAAF Base Force, Provisional GMC Group, Wake (Det) Def Bn,
EN-ROUTE: 33rd Aviation Unit, 1st USMC Parachute Bn

LA:
176th USAAF Base force

SD: (Building up SD to max port/air)
2nd USMC EAB, 2nd USN SeaBees, 5th USN SeaBees,

Air-Squadrons:

Eastern US:
38th BG/69th BS: 12 B-26Bs - Training
58th FG/67th FS: 25 P-39Ds - Training
58th FG/68th FS: 25 P-40Es - Training

Seattle:
Four (4) B-26 squadrons - 13 each - Training
42nd BG/406th BS: 13 B-18A Bolos - Training

Tacoma:
28th OG/77th BS: 13 B-26s - Training
308th BG/373 BS: 2 B-18A Bolos - Training

San Francisco:
3rd BG/90th BS: 13 B26s - Training
12th FS: 25 P-39Ds - Training
28th OG/11th FS: 25 P-40Es - Training
3rd BG/13th BS - 13 B-25Cs - Training
VS1D12 - 18 OSOU Kingfishers - ASW Patrol

March Field:
3rd BG/89th BS: 13 A-20A Havoc - Training
3rd BG/8th BS: 13 A-24 Banshees - Training

Los Angeles: (CV Lexington is in DryDock)
VB2: 18 SBD-3s - Training
VB8: 18 SBC4s - Training
VF3: 27 F4Fs - Training
VMSB-131: 18 SB2U-3s - Training
VMSB-241: 18 SBD-3s - Training
VS-1D11: 18 OS2U Kingfishers - NavSearch
VS-1D13: 18 Kingfishers - Training
VS-1D14: 18 Kingfishers - Training
VS-2D14: 18 Kingfishers - ASW Patrol
VS3: 18 SBD-3 - Training
VT3: 15 TBFs - Training

San Diego: (Yorktown in Drydock)
VB-5: 18 SBD-3s - Training
VF-42: 27 F4Fs - Training
VMO-151: 18 SBC-4s - Training
VMSB-132: 10 SBD-2s - Training
VS-5: 18 SBD-3s - Training
VT-5: 15 TBF-1s - Training

Hawaii:
Lahaina: 1 Squad of FTRs and 1 of PBYs

Pearl Harbor:
See Screenshot





[image]local://upfiles/44116/3CB5BBC41D8E40F59D7EC5C7F8335E00.jpg[/image]




uncivil_servant -> RE: Air Questions & Strategy (3/26/2014 6:05:04 PM)

Anyone is free to chime in with advice................

Also,
Are there any "recommended readings" as far as some good AAR's to read to see the IJN player and their strategies.

In other news:
The BB Maryland, returning to Pearl after being repaired in Seattle.... gets torpedoed ONE square NE of PH. Do the ASW squadrons even FLY or do they instead circle the beach only looking for water bunnies?

China: Liberation and Forks in the road....
Wuchang:
The first attack on Wuchang liberated the City! The three IJA defenders, for some reason, made a deliberate attack on the mass of troops that arrives severely weakening their ability to defend. My deliberate attack drove them east. Units in hot pursuit..

In the north I still hold but tenuously. Fortifications at zero but enemies have been bled. Last attack was at 1 to 1 odds.

Hankow: Defenders being bloodied. I expect to be able to take the city son alternating between bombarding and deliberate attacks (to keep disruption down).

DECISION:
The ex-defenders of Wuchow attacked and again bloodied the IJA ex-attackers of Wuchow. Do I pursue them again NE for eradication or do I head them south and join the..
Chinese forces that liberated Canton, now have crossed the river and are proceeding west to engage the units that retreated from Canton. I think I can win that but after that only thing around is Honky Fidd. I don't know if these units alone can move to HK or if I need to pull down the units harassing the IJA forces just to the north.
IJA remnants from Wuchow are on the square 1 hex to the SW of Kukong. Ex-Canton defenders, plus one other unit are 1 square directly SE of Canton.

I would LOVE to liberate Hong Kong in July of 1942.

Naval landing at Canton crushed, attacker was eliminated.

Rangoon holds.
Batavia holds with Strength. IJ forces only bombard, do not have the strength to perform deliberate attack.





BBfanboy -> RE: Well - that was dumb (3/30/2014 3:58:22 AM)

quote:

ORIGINAL: uncivil_servant


It is early May and I am very conflicted on what to do:

First of all, I lost the Enterprise. It made it to Palmyra with 20+ fires and ended with 70 redsystem damage (not repairable)and 39 flooding and misc engine damage. I brought the flooding down to only major flooding which was <10. I disbanded her at Palmyra and brought in AR and AG ships to give port more repair "points". For some reason the RED system damage was not repairable. After putting out all fires, repairing all non major damage I tried to sail her to San Diego. She lasted two days. Got x5 "major flooding messages".
...

Just catching up again after being off-line for months when I saw this. System damage is always repairable - there is no major system damage.
The red you saw was because the damage was above 50 and therefore dangerous to the ship. With the ship disbanded the crew and the AR would be able to reduce the system damage and the non-major flood damage over
a period of months. When the system damage is below 10, you can usually move the ship at cruise speed in short hops without runaway flooding.




BBfanboy -> RE: Air Questions & Strategy (3/30/2014 4:23:26 AM)

About the ASW aircraft at PH - in the early game the ASW experience is very low. Even once they are trained up on it
they can only do an ASW attack if they find the sub. Some players have suggested that you need NavSearch aircraft to
find the subs before air and sea ASW can go to the spot and sink them. I am not sure if cross-training ASW trained pilots
to also have high NavSearch skills would also work. (first they sight it, then they attack it)

Re: Japanese player AARs, much depends on the personality of the player. Some IJ players like to smash things without
regard to a grand strategic plan. Others have definite plans and timelines to guide their movements. The best of the
strategic games I have seen was Greyjoy's second game. Basically he was careful not to overextend in the first six
months when it is easy for Japan to do so. He identified a series of defence perimeters to prepare for the Allied
counterattack. On each perimeter line he identified clusters of mutually supporting bases to develop. Only then did
he start deploying ships troops and aircraft to take and hold the key points. All the other points were pretty much
ignored - Japan cannot cover everything on the perimeter. At key times when a perimeter line is in peril he had reserves
to extend the fight a while longer. When the line was hopelessly broken he withdrew what he could to the next line,
which already had a strong start at development and garrison.




uncivil_servant -> Damnation.... (4/2/2014 11:01:42 PM)

We suck. I was having a BB group return from Sydney enroute to PH for upgrades (after some bombardment duties at the Canal) when I ran into a IJN SCTF and my side's spotters were Mr. Magoo and Clan whereas Hubble and his big ass scope was theirs.

Day Time Surface Combat, near Noumea at 109,160, Range 26,000 Yards

Japanese Ships
BB Fuso, Shell hits 4
BB Ise, Shell hits 7, on fire
CA Ashigara, Shell hits 2
CL Tama, Shell hits 1
DD Kamikaze
DD Sawakaze, Shell hits 1

Allied Ships
BB Nevada, Shell hits 2
BB Idaho, Shell hits 17, heavy fires, heavy damage
BB New Mexico, Shell hits 13, heavy fires, heavy damage
CA Chicago, Shell hits 2, on fire
CA Salt Lake City, Shell hits 6, heavy fires, heavy damage
DD Benham
DD Ellet, Shell hits 2
DD Cassin

Idaho sank immediately. New mexico and SL City were at 99 fires each and were scuttled. The fight was so lopsided the only hits on the ISE was to its superstructure - nothing penetrated into lower decks. Idaho was at 60 experience, NM 58, SL City 57. No excuse for such ****ty work. Plus - why did their BBs get three times the shots as mine? Often mine wouldn't even take a shot during firing phase - theirs got in their shots every time.

I also received word that the CA Mikuma sank as a result of a mine (MK 10) hit near 44,92 Benkoelen but I do not believe it.

I moved the Enterprise from Palmyra as I thought it was no longer getting repaired - system damage - as it had gone eight days with no improvement at all.

I had sent a wounded dutch CL to get repaired.. somewhere.. all I know is wherever I sent him its returning to Perth because the default setting is "retirement allowed". DAMNATION - they are at 8, 147.... and also skosh on fuel.

Betty's caught ships at Xmas Island IO. Yippee. 3 out of every 4 scored hits.

IJ forces landing more troops at Batavia, Rangoon, and Canton.

Multiple enemy forces planning attacks on Mandalay, Kukong, Rangoon, Akyab, Hengyang, Hanoi, and Noumea.

I still hold Chengchow: latest battles:
>>>>>
Ground combat at Chengchow (88,44)

Japanese Deliberate attack

Attacking force 65626 troops, 755 guns, 212 vehicles, Assault Value = 1188

Defending force 71721 troops, 380 guns, 0 vehicles, Assault Value = 1689

Japanese adjusted assault: 659

Allied adjusted defense: 771

Japanese assault odds: 1 to 2 (fort level 0)

Combat modifiers
Defender: experience(-), supply(-)
Attacker:

Japanese ground losses:
2956 casualties reported
Squads: 54 destroyed, 258 disabled
Non Combat: 2 destroyed, 43 disabled
Engineers: 0 destroyed, 27 disabled
Guns lost 29 (1 destroyed, 28 disabled)

Allied ground losses:
1858 casualties reported
Squads: 14 destroyed, 190 disabled
Non Combat: 7 destroyed, 44 disabled
Engineers: 0 destroyed, 6 disabled
Guns lost 12 (1 destroyed, 11 disabled)

>>>>>
Ground combat at Chengchow (88,44)

Japanese Deliberate attack

Attacking force 55625 troops, 639 guns, 111 vehicles, Assault Value = 995

Defending force 70255 troops, 378 guns, 0 vehicles, Assault Value = 1524

Japanese adjusted assault: 171

Allied adjusted defense: 1018

Japanese assault odds: 1 to 5 (fort level 0)

Combat modifiers
Defender: experience(-), supply(-)
Attacker:

Japanese ground losses:
1050 casualties reported
Squads: 72 destroyed, 47 disabled
Non Combat: 1 destroyed, 91 disabled
Engineers: 0 destroyed, 5 disabled
Guns lost 25 (16 destroyed, 9 disabled)

Allied ground losses:
289 casualties reported
Squads: 0 destroyed, 27 disabled
Non Combat: 0 destroyed, 4 disabled
Engineers: 1 destroyed, 3 disabled

>>>>>

Hankow has been liberated. IJ forces retreated SE across the river - armies in pursuit.
Chinese forces moving to Hong Kong, Nanchang.
Former guerrillas of Tientin now taken and attempting to hold Kweiteh
Subs around Java continue to claim xAKs and xAKLs but at cost. Many damaged. And they are getting bombed when at port.

stardate - 06-07-1942





BBfanboy -> RE: Damnation.... (4/3/2014 5:48:58 AM)

Please remember to post the game date at the beginning of each post that has in-game action shown. It's necessary for anyone wanting
to offer advice since capabilities and forces available change over time.

About the BB TF, it was likely low on ammo and when that happens, BBs will usually not fire their main guns until the enemy is REALLY
close, say around 5000 yds. That said, crew experience is part of the battle equation but I find it mostly seems to determine how well
they deal with damage. In my experience the Naval Skills of the Captain and TF Commander have a much bigger effect on battle outcomes. Things like
maneuvering for the best advantage, dodging salvos and torpedoes, and accuracy in shooting all seem to improve greatly with every +10 points of
naval skill.

I spend most of my Political Points in the early part of the game getting good skippers, especially on subs and CVs. DDs are always in
the thick of it so they get captains with 60+ Naval and 65+ Aggression. Cruiser captains get 60+ Naval and less aggression because they are less expendable.
The captains remaining generally do not have both high Naval and acceptable aggression so the old BBs get moderate Naval (about 55) and moderate aggression (about 50).
When this is done the ships hold their own in most fair fights and manage to extract themselves from unfair ones.

And don't beat yourself up over the cruiser with the "Retirement Allowed" setting. We've all done it and even very experienced players still make the mistake once in
a while. [8|] There are just so many details in this game and so little time to attend to them all ...




uncivil_servant -> HONG KONG LIBERATED (4/14/2014 1:10:43 AM)


JUNE 18, 1942
ALLIED FORCES LIBERATE HONG KONG

from the imperialistic IJA forces. China vows to keep Hong Kong under China control.

The combined Wuchow and Canton forces, minus heavy garrisons left behind moved onto Hong Kong after again bloodying for IJA Canton defenders again on the south side of the river. Instead of pursuing and destroying I went south to liberate Hong Kong and the important War Industries.

A reconstituted Flying Tigers unit, having absorbed the B and C squadrons was giving Air Cover to protect the troops from IJ bombing attacks.

Ground combat at Hong Kong (77,61)

Allied Deliberate attack

Attacking force 47394 troops, 315 guns, 0 vehicles, Assault Value = 1579

Defending force 13745 troops, 166 guns, 0 vehicles, Assault Value = 91

Allied adjusted assault: 1777

Japanese adjusted defense: 549

Allied assault odds: 3 to 1 (fort level 1)

Allied forces CAPTURE Hong Kong !!!

Combat modifiers
Defender: terrain(+), preparation(-)
Attacker:


> Rangoon Holds
> British Navy soon to lose some of its firepower (BOOOOOOOOOOOO)
> Christmas Island IO and Cocos Islands both are assaulted and both annihilate attacking units. Cocos - 121 AV, X-mas Isl. 159 AV

Three very wounded subs trapped at SeorB sunk in drydock.
Subs still sinking xAKs outside Batavia

Situation at Java still a stalemate.



[image]local://upfiles/44116/9358A3A2B4E240E290F60FE012068ED9.jpg[/image]




uncivil_servant -> RE: HONG KONG LIBERATED (4/14/2014 1:45:59 AM)

In Eastern China:

Having taken Hankow and Wuchang the defenders retreated E and SE. Trying to perform mop-up duties at present.

Some forces moved to Nanchang to take it and stare down IJA forces across the river.

A little to the east I have liberated Luchow and Pengpu to attempt to cut off the land route of supply for IJA forces in SE China. I don't know if supply can travel across the tiny roads across rivers.

I still hold at Kweiteh.

Battle of Chengchow is a meat grinder.
IJA: 29 units, 290AFVs, 198,160 spotted troops, 1210 guns
China: 32,626 combat infantry, 366 guns, 1413 AV

last few battles:
>>>>>>>>>>>>>>>>
Ground combat at Chengchow (88,44)

Japanese Deliberate attack

Attacking force 48431 troops, 597 guns, 143 vehicles, Assault Value = 1721

Defending force 72821 troops, 369 guns, 0 vehicles, Assault Value = 1576

Japanese adjusted assault: 253

Allied adjusted defense: 639

Japanese assault odds: 1 to 2 (fort level 0)

Combat modifiers
Defender: supply(-)
Attacker:

Japanese ground losses:
1779 casualties reported
Squads: 29 destroyed, 70 disabled
Non Combat: 11 destroyed, 32 disabled
Engineers: 0 destroyed, 8 disabled
Guns lost 9 (5 destroyed, 4 disabled)

Allied ground losses:
483 casualties reported
Squads: 4 destroyed, 83 disabled
Non Combat: 1 destroyed, 18 disabled
Engineers: 0 destroyed, 3 disabled
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Ground combat at Chengchow (88,44)

Japanese Shock attack

Attacking force 43088 troops, 508 guns, 153 vehicles, Assault Value = 1703

Defending force 71676 troops, 368 guns, 0 vehicles, Assault Value = 1505

Japanese adjusted assault: 57

Allied adjusted defense: 640

Japanese assault odds: 1 to 11 (fort level 0)

Combat modifiers
Defender: supply(-)
Attacker: shock(+)

Japanese ground losses:
1172 casualties reported
Squads: 17 destroyed, 36 disabled
Non Combat: 4 destroyed, 22 disabled
Engineers: 0 destroyed, 0 disabled
Guns lost 10 (2 destroyed, 8 disabled)

Allied ground losses:
322 casualties reported
Squads: 5 destroyed, 13 disabled
Non Combat: 0 destroyed, 6 disabled
Engineers: 0 destroyed, 1 disabled
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Current Date - 7-21-1942

On the 14th, Naval Carrier force launched an air raid at Luganville from some point due east of Luganville. Having recently having my BBs lose against an encounter with IJN BBs I had ships entering the region. Since the 14th I have had no report of the Carrier Fleet.

The Carrier strike sank to AMs on ASW patrol at Luganville.
Afternoon Air attack on Luganville , at 120,150

Weather in hex: Heavy rain

Raid detected at 118 NM, estimated altitude 18,000 feet.
Estimated time to target is 44 minutes

Japanese aircraft
A6M2 Zero x 20
B5N2 Kate x 11
D3A1 Val x 48

Allied aircraft
P-40E Warhawk x 19

Japanese aircraft losses
A6M2 Zero: 2 destroyed
D3A1 Val: 1 destroyed, 14 damaged
D3A1 Val: 2 destroyed by flak

Allied aircraft losses
P-40E Warhawk: 1 destroyed

Allied Ships
AM Whippoorwill, Bomb hits 5, heavy fires, heavy damage
AM Lark, Bomb hits 10, and is sunk

Airbase hits 8
Airbase supply hits 3
Runway hits 12
Port hits 1
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

I have two fleets in the area - TF 128 which has the West Virginia, Arizona, Colorado, and Pennsylvania I sent to Noumea to see if they could find the IJN BB fleet.

Task Force 22 - Saratoga and Hornet have just reached Savaii along with a Cruiser TF in close formation. I think I have missed out on my chance to surprise the IJN Carrier force being 7 days later.

Other carriers are still in port getting repairs.

Heavy amount of troops going to Noumea and Pago Pago for defense. The Americal Division is going to Noumea.

A mixture of Aircorbra, Mitchells, and Banshees have been transferred to Noumea.

[image]local://upfiles/44116/ABA00FC8E51F443EB9FE951292210BD6.jpg[/image]




uncivil_servant -> RE: HONG KONG LIBERATED (4/21/2014 2:10:19 PM)

Chengchow falls. IJA forces continued to arrive, keeping numbers at 190,000, whereas I did what I could to move out shattered units (<10 AV) and replace with real units at 150+ AV. They just kept attacking.

This puts everything in the north in Jeopardy.

Wuchow falls too. Enemy units that survived Wuchow and Canton had retreated east. As my armies went south to Liberate Hong Kong two of their divisions went North and took Wuchow back (as if they knew is was lightly defended).

Half of the Liberators of Hong Kong moving north. Other half keeping put guarding the city and its industry.

See Post in War Room: Allied Carriers attack many SCs, PBs, LBs in and around the Luganville area. except when real ships arrive everyone suddenly starts flying above dive bomb altitude and everyone misses.

Massacre at Java:
Before I lose one the the RN Carriers I took them on a tour to the SE to hide behind Java and see if they could pick off enemy carriers and there are two fleets:
One with one Carrier (Junyo?) and cruisers, another with three CVLS. Former is N or Batavis, latter is SE of SoerB.

RN Carriers arrive but Junyo is in Osthaven Base when attack commences so Carrier Fighters reinforced by land based CAP. The Martells flying escort get absolutely devastated by the Zeros. I mean 10:1 losses. After the Zeros (fight numbers were 2.5:1 in number of fighters) annihilated the Martels they started in on the biplane torpedo bombers. 27 torpedo bombers were in the attack. One torpedo bomber executed an attack. The other 26 were damaged/splashed. (mostly splashed).

UGH.

Rangoon holds.
Batavia Holds.
Submarines still doing Yoemans work in and around Java.




jmalter -> RE: HONG KONG LIBERATED (4/22/2014 12:41:07 AM)

as BBfanboy noted in your WarRoom post, please preface your AARS w/ the current game-date.




uncivil_servant -> I am learning ALL the wrong LESSONS (12/19/2014 2:37:33 PM)


I am seeking help and advice!!!! I am going to explain the situation as well as a few questions below. I think I am learning all the wrong things playing the computer. Things that will get me killed versus a human opponent. I will have questions but first the situations as-is.

Date of Game: December, 1942

Recent events:
China;
North - After Chengchow fell, IJA units stayed put except for a few, with more attacking from across the river have attacked Loyang (attacked in November) and has turned into a battle of attrition. Numerous low and damaged AV units moved west to garrison cities and larger strength AV units in west relieved to move east.
Central - The defenders of Wuchang and HanKow retreated east and I pursued but they eventually made a large, albeit very damaged, stack 2 hexes west of Ankang. It was difficult to attack them in the terrain so eventually I pulled back to the cities I took and sent some units North and east to take cities east of them. AI left the units there for some reason. With sending damaged units west and replacements east I moved through the middle cities and sieged, and took, Nanking.
South - With the taking of Hong Kong I moved as many units east as I could in two maneuvers after hunting down the HK and Canton defender remnants. (BTW, using captured Hong Kong as a sub base for a few subs to patrol nearby). A slow crawl across the coast with the majority of units taking the roads to Chusien and Wenchow then Hangchow and Wengpo. Eventually the Southern units moved to Shangi (early December) along with the forces that took Nanking and met at Shanghai and captured it December 14, 1942. This only worked as I had cut off the southern forces supply route, and that IJA forces in the north did not press their attack plus the defender still sitting, and starving, across the river kiukian. Supply in China is good as all Heavy and light industry is repaired in canton and Hong Kong - Changsha industry is at 45/35 (up from 0,0) and with Shanghai's industry Chinese forces are regaining strength.

Burma:
Rangoon and area - As Rangoon was still holding and things are looking up I used PP's to free up two Indian Divisions and one unrestricted British Division to reinforce Rangoon as well as many supply shipments braving the Betty TBs. I moved as many fighters as I could to Prome and Rangoon to provide some air cover. I moved to Rangoon British RAF base forces and Air Wing for sufficient air support. I moved various Hurricane IIc fighter squadrons in and US P-40e's. Though November the reinforcements drove off the IJA attackers and I pursued and annihilated them eventually in the Raheng area after taking Moulemein. Basing Bombers in the area with fighter cover allowed shipments into Rangoon although I loved numerous xAKs and xAPs as well as during Bombardment missions numerous British BBs took torpedo hits causing them to retire to South Africa for repairs. Units that took these cities and recently Pisanul are moving south to Bangkok. Chittagong is a level 7 AF and Dacca a level 8 AF and those are my Liberator and British long range bomber bases used to pound IJA ground forces with shorter ranged bombers in Rangoon and Pegu.

Dutch East Indies - Java:
As I still continued to hold Batavia I decided to be bold and free up the 8th and 9th Asutalian Divisions, and along with RAF support units move them to Java to land at Tjillatap and move NW to Buiten and then to Batavia. It worked. The forced attacking Batavia driven to Merak and Dutch and Australian forces converged on Merak to annihilate the defenders. American Air Units sent to Java (three divisions - P40es, and two of P-39 airacobras) to defend against air attacks. AS and AG units sent to Soerabaja to help facilitate continuing to use JAVA cities as sub bases to raid IJA forces trying to reinforce their Java units as well as using them to flood the seas between Singapore and Palembang to sink TKs. I have moved two units of B-17s to Soerabaja to strategic bomb Palembang oil and refineries. Java, by December, if free of IJA units. Two Australian divisions and unrestricted Dutch units planning for attacks on Palembang after I have free transports to shuttle them from Batavia to Oosthaven to move NE to Palembang. Both Australian units over 510AV after resting post JAVA battles.

Australia - and South Pacific:
NE Australia; With Cooktown, Cairns and Townsville increasing in AF size Fighters and Bombers stationed in area. AFs of 5, 6, and 7 now in December. Bombers and RAAF long range fighter bombers used to Pound Port Moresby AF to take out Betty TB attacks. PM airfield kept closed.
South Pacific; Seabees (go great uncle max!!) flood the southern pacific areas. Noumea and Koumac nearly maxed, Luganville nearly maxed and Pago Pago Savaii, and Suva maxed. ADs, ARs, AGs and AKEs sent to Pago Pago and Noumea for close Naval support bases. I move and take, covered by Luganville air forces, Vanua Lava and Ndeni with 3 units of Seabees each along with forces to defend. Quickly built up for air bases to cover attack on Guadalcanal (go great grandpa toney). Guadalcanal almost a disaster. Defended by two 300 AV strength IJA divisions I land with two Marine divisions, marine ART, marine AA, combat engineers, three armor TD units. I do not know how I won, but I did. I think the armor units were the key. That and the AI did not react to the attack as they should have. There was very little response to the attack except for Betty bomber runs. B-24 Liberators from Koumac and B-17es from Luganville used to soften up defenders with Lightning figters on escort duty. It took long time to land all those units. Australian SCTF and Old American BBs TF used for bombardment duty. During October-Nov BBs and CVs put into Drydock for upgrades. Guadalcanal taken December 10th.

North Pacific:
Alaska and Aleutians; Attu, Shemya, Amchika, and Adak reinforced and built up. As I have units not doing anything I set got bold and prepped some 120AV us Infantry brigades and one Division (41st?) for attacks on Paramushima and Onnekotan-jima. Onne fell easily but Paramuchima was painful but the 400AV strength INF Division was a blessing. IJ response was sporatic and unorganized. A human player would have seen the extreme danger in what I was doing. I used CVEs arriving in October-November for Air support. Several times there we IJN SCTFs in the area but they did not prosecute attacks on my CVE TF as the computer kept moving his forces out of the range of my light carriers.

Continued> - questions and concerns in next posting




BBfanboy -> RE: I am learning ALL the wrong LESSONS (12/19/2014 4:32:26 PM)

Not sure what your specific questions may be, but here are some impressions:
1. You do not say what difficulty setting you are using. If it is "Easy", this is OK while learning how to use all the buttons and switches the game offers but will not give you much of a challenge. You should increase it to get the AI to be more aggressive.

2. As you observed in the Aleutians and Kuriles, the AI is not as good as a human player at figuring out danger and moving forces to counter it. It tries to defend everywhere and never concentrates enough force to stop you from taking key locations, like the big industrial cities in China.

3. The AI will often move units randomly when they are defeated, such that they move into a trap rather than toward safety. You were able to trap and annihilate many units in China and Java that a human player would move more effectively.

4. The AI will sometimes get "stuck" on trying hopeless attacks on your strong points, decimating IJA forces in consequence. A human player will bring up reinforcements or abandon the attack.

5. The AI tries tactical attacks but does not use larger strategies like trying to cut off supply to units in China and Burma, or take bases to build up airfields that can prevent your forces from moving around.

6. You are making good decisions about reinforcing your successes and advancing where the Japanese have been weakened. This is what you would do against a human opponent, only you get to do it far sooner against the AI because of its weaknesses. Continue the game with the highest AI Difficulty you can handle and get a feel for some of the huge amphib operations you will need to put together through Centpac and the Philippines.




uncivil_servant -> RE: I am learning ALL the wrong LESSONS (12/19/2014 5:58:22 PM)


Questions and concerns:

1. I only have held China and Java by means of the AI not being aggressive enough. I'm afraid I'm going to assume I can do some of the things I've done successfully versus a human player.

2. Allied aircraft: Simply put, I do not have enough planes. I do not have the planes to fully man all the squadrons I have been given. I have a lot of understrength bomber squadrons simply because I have unsufficient stockpiles of bombers to fully man the squads. Very annoying. This is primarily the US Army Air Corp medium bombers and Navy Dive Bombers.

a. Allied aircraft acquisition: What is the difference between aircraft production and aircraft replacement rates?

3. Pilot Pools; It seems that the army pilots and navy pilot pools are not very extensive as late as November of '42 if I try and replace pilots in training cadres who have hit 70+ skill the new pilots I put in them quickly become sub-par skill as I am pulling them out of training early.

4. How many pilots is it good to have in TRACOM? I just was able to get my 30th navy pilot in TRACOM and have 60+ British pilots in TRACOM and 70+ Army Air Corp - but with numerous other 80+ pilots I could put in there but whom I am leaving in their squadrons.

5. Carrier Task forces - it seems as if my carrier task forces never attack in the morning - they always attack in the afternoon and nearly the last of the day. Both newer squadron on CVEs as well as high experience pilots flying from Fleet CVs. I have put admirals in charge of CVTFs with high Air but my attacks (unlike enemy carrier air forces and betty bombers) always are afternoon attacks and never morning unlike the opposition. I have my fleet CVs in two TFs. One with Lexington, Saratoga and Hornet. The second, following the first at 0 hexes having the Yorktown and Wasp (Enterprise lost to fire in May).


Off-topic. Are there stock PBEM players out there? I see many new DBB AARs but each of them seems to involve IJ rolling over China and invading India easily which is incredibly ahistorical and unrealistic as IJ was already stretched thin in China.




jmalter -> RE: I am learning ALL the wrong LESSONS (12/20/2014 8:21:26 AM)

1) There's no comparison between playing the AI & playing a PBEM opponent. Against the AI, you're dealing w/ a pre-written script (randomly selected at game-start between 12 options) of what's gonna happen. You might get off lucky, or you might find that 2 dozen LCUs from Manchukuo are crushing your positions in China. It's all the luck of the draw. But if you want a better fight, increase your AI opponent to 'hard' ability.\

2) That's the thing - your offensive power is limited by airframe availability. Check your plans & operations, dial back when your losses exceed available replacements. If you was playing PBEM, your high loss-rate would only stimulate your oppo to keep up the pressure. So it's up to you to decide when to break off & withdraw. Early-war, you'll not have enough production to replace combat-losses. You need to balance your need to defend air-space against the losses you incur vs. the losses you suffer.

2a) Replacement rates are defined values, you can't alter them. Production rates are affected by your aircraft factories, & you have some ability to work w/ them. It's a bit difficult to access the Allied aircraft-production factories, but it can be done. They are all set to auto-upgrade, but IMO it's best to cnange them to 'do not upgrade'.

3) While it's important to train pilots early & often, IMO you shouldn't pull newbs from the 12-month training-queue. Use hot-key I, then tag the Pilot Replacements button. If the USMC replacement amount is 27, then that's the max amount of new pilots you should add to your USMC airgroups. wait a month for add'l pilots to graduate, before you pull more newbs into your on-map airgroups.

4) TRACOM is a reserve group of top-end pilots. As best I understand, each complete multiple of 10 TRACOM pilots will increase the graduation rate of trainee pilots into their National replacement pool. As well, the TRACOM pool provides a place to store uber-pilots for later action. Say you've got a new sqd of USMC Corsairs arriving, you remove its pilots & give it a full complement of 81+ pilots.

5) Well it was 'splained to me, that the CV-based air-combat was simultaneous. That said, IJ CVs have an inherent detect/launch advantage of 8 hexes, vs. the Allied 7-hex scene. This might be a hard-coded thing. Also too, you've got 2 CV TFs, there are restrictions on Allied CV TF air-strike co-ordination (manual 7.2.1.11). It's a good bet that either/both of your CV TFs could only launch un-coordinated strikes.

OT - stock scenarios have been overtaken by more sophisticated / historically-accurate (?) scenario designs. The DBB scenarios & their variants have given lots of new life to the game, & there's a lot of new AAR action as a result. IMO, a highly-aggressive IJ player could wax me thoroughly in any GC scenario, stock, DBB, RA, BTS, whatever.

x) I dunno how to explain this to you. this is a long-term game. If you can't keep your airgroups in shape against the AI, any halfway-competent PBEM oppo will put you on your knees. What's the thing, you run ops w/ your airgroups, that you already know you don't have the replacement airframes or trained pilots to make up your losses? 11 months into the game, why are you crying out for airframes? IMO you've lost too many on ill-advised offensive ops, or lost too many on defense.




BBfanboy -> RE: I am learning ALL the wrong LESSONS (12/20/2014 6:06:01 PM)

Further on aircraft losses - many new players are unaware that assigning aircraft to maximum range missions results in very heavy ops losses. Same with max range transfers, especially when the landing base is undersized for the type or aircraft.

Scan the aircraft loss "to date" numbers in the Intel reports area and see what the big sources of loss are. Lots of Flak losses? - increase altitude of attackers.
Lots of AtoA losses? Ensure sweeps are arranged and escorts are adequate. Use lots of recon to ensure you know what you will be facing at a target. One recon visit is not enough.




uncivil_servant -> RE: I am learning ALL the wrong LESSONS (12/22/2014 11:42:16 AM)

Thank BBFanboy and Jmalter for responding. A couple things: For my first game I've been playing on Historical AI difficulty. I didn't want to go easy the first time out nor go hard especially when still learning.

I do not have the game files in front of me but as of December 30th, air losses have been around 3,300 (me), 8,200 (AI). The majority of my loses have been A2A. Of the items I am perpetually short of, Dauntless DBs and Medium USAAC bombers loses have been altogether few and far between. I have shot down some 2500 Betty bombers alone.


quote:

ORIGINAL: jmalter

1) There's no comparison between playing the AI & playing a PBEM opponent. Against the AI, you're dealing w/ a pre-written script (randomly selected at game-start between 12 options) of what's gonna happen. You might get off lucky, or you might find that 2 dozen LCUs from Manchukuo are crushing your positions in China. It's all the luck of the draw. But if you want a better fight, increase your AI opponent to 'hard' ability.\

2) That's the thing - your offensive power is limited by airframe availability. Check your plans & operations, dial back when your losses exceed available replacements. If you was playing PBEM, your high loss-rate would only stimulate your oppo to keep up the pressure. So it's up to you to decide when to break off & withdraw. Early-war, you'll not have enough production to replace combat-losses. You need to balance your need to defend air-space against the losses you incur vs. the losses you suffer.

I have a boatload of Australian airframes in reserve, until recently had buku British bombers in reserve, I still have 100+ British fighters in reserve, as far as USAAC planes, 30 B-17es, 20+ B-30s (Medium Bomber version C), and 20 B-24's (Heavy Bomber version D). Fighters I have 80+ P-40K, and 30+ P-39 and 20 P-400's. US Navy - 80+ F4F's, 80+ Torpedo Bomber (both varieties) but only some 10 dauntless bombers.

2a) Replacement rates are defined values, you can't alter them. Production rates are affected by your aircraft factories, & you have some ability to work w/ them. It's a bit difficult to access the Allied aircraft-production factories, but it can be done. They are all set to auto-upgrade, but IMO it's best to cnange them to 'do not upgrade'.

How does that work? I have been unable to find anything searching via allied air production except older forum strings from 2009 where persons were rightly bringing up the fact that allied production is not variable even if IJ forces take ahistorical gains which should trigger a higher percentage of men and material going to pacific.

3) While it's important to train pilots early & often, IMO you shouldn't pull newbs from the 12-month training-queue. Use hot-key I, then tag the Pilot Replacements button. If the USMC replacement amount is 27, then that's the max amount of new pilots you should add to your USMC airgroups. wait a month for add'l pilots to graduate, before you pull more newbs into your on-map airgroups.

What I have been trying to do is what you recommended, training cadres - when the pilots reach 70+ skill, either switch what they're training or remove them into reserve pool and replace with new recruits. It is just I f I do much of this at all I am pulling pilots lower than the "starting skill" they should have.

4) TRACOM is a reserve group of top-end pilots. As best I understand, each complete multiple of 10 TRACOM pilots will increase the graduation rate of trainee pilots into their National replacement pool. As well, the TRACOM pool provides a place to store uber-pilots for later action. Say you've got a new sqd of USMC Corsairs arriving, you remove its pilots & give it a full complement of 81+ pilots.

5) Well it was 'splained to me, that the CV-based air-combat was simultaneous. That said, IJ CVs have an inherent detect/launch advantage of 8 hexes, vs. the Allied 7-hex scene. This might be a hard-coded thing. Also too, you've got 2 CV TFs, there are restrictions on Allied CV TF air-strike co-ordination (manual 7.2.1.11). It's a good bet that either/both of your CV TFs could only launch un-coordinated strikes.

I think that's a bit unfair but understood. My main issue I, unlike the IJN, am only getting afternoon air attacks whereas their navy air forces seem to be able to do morning and afternoon attacks.

OT - stock scenarios have been overtaken by more sophisticated / historically-accurate (?) scenario designs. The DBB scenarios & their variants have given lots of new life to the game, & there's a lot of new AAR action as a result. IMO, a highly-aggressive IJ player could wax me thoroughly in any GC scenario, stock, DBB, RA, BTS, whatever.

My main issue with DBB sems to be in all the AARs currently going the IJ forces have been increased to such a horrible extent (and/or supply rules changed to wreck china forces) that in JANUARY IJ is invading, and conquering, India. Historically IJ land forces were stretched in China and unable to advance and played rob peter to pay paul to get forces to take DEI and Phillipines which took months. But in DBB they're Successfully invading India which doesn't trigger a proper British response to that unless they take Delhi. Umm, India is more important to Churchill than Cairo and Saudi Arabia.

x) I dunno how to explain this to you. this is a long-term game. If you can't keep your airgroups in shape against the AI, any halfway-competent PBEM oppo will put you on your knees. What's the thing, you run ops w/ your airgroups, that you already know you don't have the replacement airframes or trained pilots to make up your losses? 11 months into the game, why are you crying out for airframes? IMO you've lost too many on ill-advised offensive ops, or lost too many on defense.






uncivil_servant -> RE: I am learning ALL the wrong LESSONS (12/22/2014 11:46:54 AM)

quote:

ORIGINAL: BBfanboy

Not sure what your specific questions may be, but here are some impressions:
1. You do not say what difficulty setting you are using. If it is "Easy", this is OK while learning how to use all the buttons and switches the game offers but will not give you much of a challenge. You should increase it to get the AI to be more aggressive.
I am on "Historical" on, I think, the updated/modded scenario 1 (I recall the alternate scenarios for the stock stuff which I think I d/l'd and installed - but I could be wrong)

2. As you observed in the Aleutians and Kuriles, the AI is not as good as a human player at figuring out danger and moving forces to counter it. It tries to defend everywhere and never concentrates enough force to stop you from taking key locations, like the big industrial cities in China.
I know, which is why I fear I am learning to be way too bold. I sent a CTF with 2 fast BBs and escorts to the area after IJN forces seen as they computer just waltzed the Junyo in surface combat range. Easy kill though their destroyers' torpedos hurt.

3. The AI will often move units randomly when they are defeated, such that they move into a trap rather than toward safety. You were able to trap and annihilate many units in China and Java that a human player would move more effectively.

4. The AI will sometimes get "stuck" on trying hopeless attacks on your strong points, decimating IJA forces in consequence. A human player will bring up reinforcements or abandon the attack.
I know. IT kept trying to invade Christmas Island I/O with petty forces versus my 130AV defenders as well as their maneuvering in Java.

5. The AI tries tactical attacks but does not use larger strategies like trying to cut off supply to units in China and Burma, or take bases to build up airfields that can prevent your forces from moving around.

6. You are making good decisions about reinforcing your successes and advancing where the Japanese have been weakened. This is what you would do against a human opponent, only you get to do it far sooner against the AI because of its weaknesses. Continue the game with the highest AI Difficulty you can handle and get a feel for some of the huge amphib operations you will need to put together through Centpac and the Philippines.


I will up the AI difficulty as you recommend.




BBfanboy -> RE: I am learning ALL the wrong LESSONS (12/22/2014 2:51:45 PM)


quote:

ORIGINAL: uncivil_servant

quote:

ORIGINAL: BBfanboy

Not sure what your specific questions may be, but here are some impressions:
1. You do not say what difficulty setting you are using. If it is "Easy", this is OK while learning how to use all the buttons and switches the game offers but will not give you much of a challenge. You should increase it to get the AI to be more aggressive.
I am on "Historical" on, I think, the updated/modded scenario 1 (I recall the alternate scenarios for the stock stuff which I think I d/l'd and installed - but I could be wrong)

2. As you observed in the Aleutians and Kuriles, the AI is not as good as a human player at figuring out danger and moving forces to counter it. It tries to defend everywhere and never concentrates enough force to stop you from taking key locations, like the big industrial cities in China.
I know, which is why I fear I am learning to be way too bold. I sent a CTF with 2 fast BBs and escorts to the area after IJN forces seen as they computer just waltzed the Junyo in surface combat range. Easy kill though their destroyers' torpedos hurt.

3. The AI will often move units randomly when they are defeated, such that they move into a trap rather than toward safety. You were able to trap and annihilate many units in China and Java that a human player would move more effectively.

4. The AI will sometimes get "stuck" on trying hopeless attacks on your strong points, decimating IJA forces in consequence. A human player will bring up reinforcements or abandon the attack.
I know. IT kept trying to invade Christmas Island I/O with petty forces versus my 130AV defenders as well as their maneuvering in Java.

5. The AI tries tactical attacks but does not use larger strategies like trying to cut off supply to units in China and Burma, or take bases to build up airfields that can prevent your forces from moving around.

6. You are making good decisions about reinforcing your successes and advancing where the Japanese have been weakened. This is what you would do against a human opponent, only you get to do it far sooner against the AI because of its weaknesses. Continue the game with the highest AI Difficulty you can handle and get a feel for some of the huge amphib operations you will need to put together through Centpac and the Philippines.


I will up the AI difficulty as you recommend.

[:)] You worry too much! Most of the best players on the board are aggressive - taking risks while playing PBEM that would make me antsy. What you are asking is how to get the right balance between aggressiveness and defensive posture. That cannot be conveyed in text because it depends on unknowable things like your future opponent's playing style (E.g. is he careful or cautious, does he like to set traps?), the losses sustained by both sides (risk what you have plenty of, conserve what is precious, like CVs in 1941-42), and your own acceptance of losses when a bold move does not work out (risk/reward calculation).

Keep being aggressive until it bites you back. You get a sense of what you can get away with against the AI. Some of that will translate into assessing your human opponent. Also, read other AARs of the same scenario you intend to play and get a feel for what worked and what did not.




BBfanboy -> RE: I am learning ALL the wrong LESSONS (12/22/2014 10:06:16 PM)


quote:

ORIGINAL: uncivil_servant

Thank BBFanboy and Jmalter for responding. A couple things: For my first game I've been playing on Historical AI difficulty. I didn't want to go easy the first time out nor go hard especially when still learning.

I do not have the game files in front of me but as of December 30th, air losses have been around 3,300 (me), 8,200 (AI). The majority of my loses have been A2A. Of the items I am perpetually short of, Dauntless DBs and Medium USAAC bombers loses have been altogether few and far between. I have shot down some 2500 Betty bombers alone.


quote:

ORIGINAL: jmalter

1) There's no comparison between playing the AI & playing a PBEM opponent. Against the AI, you're dealing w/ a pre-written script (randomly selected at game-start between 12 options) of what's gonna happen. You might get off lucky, or you might find that 2 dozen LCUs from Manchukuo are crushing your positions in China. It's all the luck of the draw. But if you want a better fight, increase your AI opponent to 'hard' ability.\

2) That's the thing - your offensive power is limited by airframe availability. Check your plans & operations, dial back when your losses exceed available replacements. If you was playing PBEM, your high loss-rate would only stimulate your oppo to keep up the pressure. So it's up to you to decide when to break off & withdraw. Early-war, you'll not have enough production to replace combat-losses. You need to balance your need to defend air-space against the losses you incur vs. the losses you suffer.

I have a boatload of Australian airframes in reserve, until recently had buku British bombers in reserve, I still have 100+ British fighters in reserve, as far as USAAC planes, 30 B-17es, 20+ B-30s (Medium Bomber version C), and 20 B-24's (Heavy Bomber version D). Fighters I have 80+ P-40K, and 30+ P-39 and 20 P-400's. US Navy - 80+ F4F's, 80+ Torpedo Bomber (both varieties) but only some 10 dauntless bombers.

What the heck are B-30's? Did you mean B-25 Mitchell's?.
One of the headaches the Allied player has to sort out from the outset is the misallocation of aircraft between the permanently restricted squadrons (that can't be deployed and mostly do training) and the operational ones. Setting "Automatic Upgrades Off" before the first turn runs keeps the new aircraft from going to the permanently restricted squadrons. Then you have to go through every squadron and set the aircraft type you want them to upgrade to, but don't turn on the upgrades yet. Note that some upgrade changes require use of PP. For now, do not use them for this.
After sorting out the upgrades, pick which squadrons will have priority for upgrade for each aircraft type. Check the manual for the supply, HQ and Airfield size requirements for upgrades and get the squadrons where they can upgrade. Then turn on the upgrade. As soon as the do upgrade and fill out, set the next squadron you want to upgrade to that type. Some of the Perm Restricted squadrons will already have new aircraft like B-17Es - change them to "upgrade" to old bombers and force the change so the good planes go in the pool for operational units. It will take months to sort it all out.
The dive bombers are in short supply because CV squadrons are upgrading from the SBD-2 to the SBD-3, and Marine units from the Vindicator and SBD-1 to SBD-3. The CVs should get priority, then the Marine units you want to put on a carrier to fill out the air complement. Many players prefer to add a fighter squadron rather than more bombers. Note that similar situation exists vis à vis the Wildcat F4F3s and the carrier and Marine fighter squadrons, competing for the new aircraft to replace the Buffalos. BBf


2a) Replacement rates are defined values, you can't alter them. Production rates are affected by your aircraft factories, & you have some ability to work w/ them. It's a bit difficult to access the Allied aircraft-production factories, but it can be done. They are all set to auto-upgrade, but IMO it's best to cnange them to 'do not upgrade'.

How does that work? I have been unable to find anything searching via allied air production except older forum strings from 2009 where persons were rightly bringing up the fact that allied production is not variable even if IJ forces take ahistorical gains which should trigger a higher percentage of men and material going to pacific.

I don't know how to tinker with Allied aircraft production either. BBf [&:]

3) While it's important to train pilots early & often, IMO you shouldn't pull newbs from the 12-month training-queue. Use hot-key I, then tag the Pilot Replacements button. If the USMC replacement amount is 27, then that's the max amount of new pilots you should add to your USMC airgroups. wait a month for add'l pilots to graduate, before you pull more newbs into your on-map airgroups.

What I have been trying to do is what you recommended, training cadres - when the pilots reach 70+ skill, either switch what they're training or remove them into reserve pool and replace with new recruits. It is just I f I do much of this at all I am pulling pilots lower than the "starting skill" they should have.

Use the restricted squadrons far from the front to do the OTU training and get the pilots up to at least 50 in the skill they will use most. Training to 70+ is a good thing to do, but in a real game you will not have the luxury of fully training pilots before you need the squadron at the front. Use your best pilots for critical jobs like CV operations or fighter defence using aircraft that stand a chance against the Japanese. If good aircraft are not available, some players use mediocre pilots with 60+ skill to keep the Japanese honest but hoard the best pilots in the reserve until decent aircraft are available. BBf

4) TRACOM is a reserve group of top-end pilots. As best I understand, each complete multiple of 10 TRACOM pilots will increase the graduation rate of trainee pilots into their National replacement pool. As well, the TRACOM pool provides a place to store uber-pilots for later action. Say you've got a new sqd of USMC Corsairs arriving, you remove its pilots & give it a full complement of 81+ pilots.

5) Well it was 'splained to me, that the CV-based air-combat was simultaneous. That said, IJ CVs have an inherent detect/launch advantage of 8 hexes, vs. the Allied 7-hex scene. This might be a hard-coded thing. Also too, you've got 2 CV TFs, there are restrictions on Allied CV TF air-strike co-ordination (manual 7.2.1.11). It's a good bet that either/both of your CV TFs could only launch un-coordinated strikes.

I think that's a bit unfair but understood. My main issue I, unlike the IJN, am only getting afternoon air attacks whereas their navy air forces seem to be able to do morning and afternoon attacks.

If you have not yet got a good D/L on the enemy when the turn begins, the morning search must find it, leaving only the afternoon phase for attacks. If you have a solid D/L from the previous day or from night searches/encounters, you have a chance of a morning strike too. This is my guess based on experience, not anything I have seen in the manual. BBf

OT - stock scenarios have been overtaken by more sophisticated / historically-accurate (?) scenario designs. The DBB scenarios & their variants have given lots of new life to the game, & there's a lot of new AAR action as a result. IMO, a highly-aggressive IJ player could wax me thoroughly in any GC scenario, stock, DBB, RA, BTS, whatever.

My main issue with DBB sems to be in all the AARs currently going the IJ forces have been increased to such a horrible extent (and/or supply rules changed to wreck china forces) that in JANUARY IJ is invading, and conquering, India. Historically IJ land forces were stretched in China and unable to advance and played rob peter to pay paul to get forces to take DEI and Phillipines which took months. But in DBB they're Successfully invading India which doesn't trigger a proper British response to that unless they take Delhi. Umm, India is more important to Churchill than Cairo and Saudi Arabia.

x) I dunno how to explain this to you. this is a long-term game. If you can't keep your airgroups in shape against the AI, any halfway-competent PBEM oppo will put you on your knees. What's the thing, you run ops w/ your airgroups, that you already know you don't have the replacement airframes or trained pilots to make up your losses? 11 months into the game, why are you crying out for airframes? IMO you've lost too many on ill-advised offensive ops, or lost too many on defense.


The user-developed scenarios like DBB were purposely non-historic to get away from the historic pattern of "six months of Japanese mayhem, six months of balanced struggle, and 33 months of Allied steamroller". This makes the game a little more fun for the Japanese side player and keeps the tension going longer for the Allied side player. If you want a truly historic game you would have to learn how to use the editor and take the stock GC scenario and restrict the Japanese even more than it is set up for! Things like restricting the number of pilots the Japanese can train would have tremendous impact after a year of war. BBf







HansBolter -> RE: I am learning ALL the wrong LESSONS (12/23/2014 10:23:51 AM)

No he means LB30 Liberator, the limited quantity, extra long range version of the B24.




uncivil_servant -> RE: I am learning ALL the wrong LESSONS (12/23/2014 1:12:28 PM)

BBfanboy and Hansbolter - You are actually both correct - I am dyslexic and always reverse/confuse numbers and the like in my head.

I have utilized the LB30 liberator near the front lines and discovered their awful replacement rate. Otherwise I did am dreadfully short of bombers with exception of some 20 B-25c's and some 20 B-17 E's.

I did not turn off the upgrades/replacements for all units - I figured the allied would have enough planes to at last fill out the divisions you get. I never have gotten enough planes to fill our navy squadrons and marine squadrons (bombers) which seems ridiculous that one doesn't get enough planes to fill out squadrons you receive.

I have tended to supplement the carrier squadrons' with marine fighter squadrons in F3F's with the longer range to go out the seven hexes that the bombers and tp planes with bombs can go.





HansBolter -> RE: I am learning ALL the wrong LESSONS (12/23/2014 1:52:01 PM)

We Americans were woefully unprepared for the war.

You have to scrape by on what was at hand for a good while before replacement airframes ramp up.

Even then, you will be scraping the entire game as the game limits you to historic rates while it doesn't limit the Japanese player to shooting your planes down at a historic rate.

Familiarize your self with the replacement pool interfaced. You have to click on the yellow text of the plane type name to see how many months worth of production and replacement you get of that airframe and plan their use accordingly.

Combine the replacement and production rates and multiply by the number of months of the run and you have a total of the airframes of that type you will get.

Some types only get a single month, some only get 2-3 months and some you get for the entire duration of the war such as PBY5s and PBY5As (albeit those are at a low rate per month).




jmalter -> RE: I am learning ALL the wrong LESSONS (12/23/2014 7:21:13 PM)

wrt my note on Allied aircraft production - don't get your hopes up!

you can turn upgrades, production & repair on/off. Naturally, you're not going to turn off production, & it's v. unusual to need factory repair.

but check your upgrades - hotkey J for the Industry screen, then turn off all but Air / R&D Air. IIRC you can mouseover on each factory to find out what airframe it upgrades to. Sometimes you might want to disallow or delay the factory upgrade, either to fill out losses, or prevent a switchover to a less-capable or useless plane. Sometimes there are multiple factories producing the same plane, you can let some upgrade while keeping some producing the older model.

edit - hmm, had that wrong - hotkey J doesn't have that mouseover. You'll have to visit each city that has a/c factories, click on the a/c factory icon at the bottom left of the screen, then mouseover the yellow 'Upgd' text in the resulting dialog to discover what a factory will upgrade to & when.




uncivil_servant -> RE: I am learning ALL the wrong LESSONS (12/24/2014 4:50:30 AM)

Thank you all for the information!

Here are the air losses to date with a picture of allied ones for specifics on type of plane and how it was lost.

Total:
Allied: 3,182 planes lost
Japan: 8,441 planes lost

I do notice my ops losses were heavier than I thought but very favorable versus Japanese losses.


[image]local://upfiles/44116/279525B749F647498A788708010E5E98.jpg[/image]




uncivil_servant -> RE: I am learning ALL the wrong LESSONS (12/24/2014 4:51:12 AM)

TOTAL:


[image]local://upfiles/44116/E4A23B8841CD44349D79128F991331F4.jpg[/image]




jmalter -> RE: Damnation.... (12/25/2014 3:21:08 AM)

quote:

ORIGINAL: BBfanboy
About the BB TF, it was likely low on ammo and when that happens, BBs will usually not fire their main guns until the enemy is REALLY close, say around 5000 yds. That said, crew experience is part of the battle equation but I find it mostly seems to determine how well they deal with damage. In my experience the Naval Skills of the Captain and TF Commander have a much bigger effect on battle outcomes. Things like maneuvering for the best advantage, dodging salvos and torpedoes, and accuracy in shooting all seem to improve greatly with every +10 points of
naval skill.

I agree w/ BBfanboy, your former BB TF got waxed 'cos it was low on ammo. You stated it had been on BombTF duty, & while I don't know if it had stopped at Noumea before the fight, it's unlikely that it would've been able to re-arm the BB guns there. Take a look at the manual 20.1.2.2 - your 14" guns could've only reloaded at Noumea if:
- Noumea was a size 7 port, or
- Noumea was a smaller size port w/ mongo Naval Support squads (in combat mode), or
- Noumea had a loaded AE present (disbanded) of at least 5400 capacity.
The 8" cruiser guns could've only reloaded at an un-aided Noumea if it was size 6.

To help avoid getting caught out w/ empty magazines in future, note that you can exert limited control over the amount of ammo a BombTF expends.
- Full speed, it'll run in at night & expend most (80%+) of its ammo. To avoid the inevitable steaming damage, I prefer to move adjacent to the target at cruise/mission speed, then switch to full speed w/ 'remain on station' orders. Set some (but always the flagship's) float-planes to Night Recon, alt 1k', rng=0 to aid bombardment effectiveness.
- Mission or cruise speed, it'll arrive at night or day depending on the distance to target when you changed it to 'BombTF' type & set its destination. Say you're set to cruise, w/ a movement allowance of 3 hexes/phase. If you start from 5 hexes away, it'll steam 3 hexes at night, 2 hexes in daylight & have only 1/3rd its allowable 'ops points' available to shoot the bombardment. I believe that the TF speed alters the amount of ammo it's able to shoot. Note also that your floatplanes are more likely to be shot at in daylight, so fly them at max alt.

It's been my experience that the floatplanes don't need Recon skill to be effective as spotters for Bombardment, it's only necessary that they be in the air. I'd assume Bombardment will be more effective if you've raised the detection level on the base by using other air-recon assets against the Target in the days previous to your Bombardment.

You can also save your 5" ammo by setting the BombTF's range to 20, and/or by setting 'Escorts do not bombard'. In any event, never set the range at less than 10, or the TF will shoot every gun, & be defenseless against air attack.
quote:

ORIGINAL: BBfanboy
I spend most of my Political Points in the early part of the game getting good skippers, especially on subs and CVs. DDs are always in the thick of it so they get captains with 60+ Naval and 65+ Aggression. Cruiser captains get 60+ Naval and less aggression because they are less expendable. The captains remaining generally do not have both high Naval and acceptable aggression so the old BBs get moderate Naval (about 55) and moderate aggression (about 50). When this is done the ships hold their own in most fair fights and manage to extract themselves from unfair ones.

IMO the demands on PP are so great that one can't spend them all on one aspect of the game. It's enough to ensure that each important TF have a competent commander, but don't spend PP for a TF commander, rather, examine the TF flagship's captain and replace him if needed. AirTFs need good Air-skill, SurfTFs need good Nav skill, both need decent Ldrship & Inspiration. I prefer to upgrade ship-captains as needed when their ship is a TF flagship, but not to spend PP to appoint a TF admiral, who will go back to the pool when the TF is disbanded.
quote:

ORIGINAL: BBfanboy
And don't beat yourself up over the cruiser with the "Retirement Allowed" setting. We've all done it and even very experienced players still make the mistake once in a while. [8|] There are just so many details in this game and so little time to attend to them all ...

hear that!




uncivil_servant -> RE: Damnation.... (12/31/2014 6:12:08 PM)

Jan 15th, 1943

China: I own Shanghai except it has zero industry. Cities in west nearly have fully repaired industry so hopefully supplies will move east as my eastern cities are perpetually RED ! status.

Indochina/Burma: Bangkok fell to a shock attack - I am pursuing enemy units to annihilate. Numerous armored units have 100+ days before they get taken away so I am using them.

British Navy with 2 BBs, 4 CAs, 5 CLs, and three DDs headed to do a coastal bombardment (city two cities down from Moulmein) met a IJN Surface Task force. Most of my cruisers never fired a shot. WTF. The PoW took three torpedo hits and is in dire shape. Other than a few shell hits to some DDs TF is. Did some damage to the Mutsu and one IJN DD. They clearly won that one.

SouPac: Units that took Guadalcanal resting to recuperate. Moving units in preparation of hitting Port Moresby. Bombers have shattered and have kept closed the AF base at PM.

As the IJN Land Based torpedo Airforces have been decimated (Bettys) I took my CVs on a course between the island groups of the Guadalcanal Area and the IJN islands to the NE - I send them to do Air Force bombardment and Port bombardment at Truk. There were apparently some 20 some subs docked at Truk which most were sunk over two days of bombardments. AF damaged.

On the way east I will be doing the same to Kwajalaen. Then put them into port as the Dauntless groups withdraw soon.

Java - I have the two Austalian Divisions, the Indian Division recued from Singapore way back, and some support units ready and prepped to invade Sumatra and move from Oosthaven north to the rich oil and refineries to the NE.

QUESTION - As I seem to be rolling over the AI should I restart with a scenario 2 game with added difficulty (playing historical) or do Scen 1 again but with amped difficulty?





BBfanboy -> RE: Damnation.... (12/31/2014 10:39:38 PM)

Neither. You should start a Guadalcanal or Coral Sea scenario against another player who is also fairly new to the game. Only then will you find out if your strategies and tactics truly work. It is generally not too hard to get someone to play Japan in the short scenarios because they do not have to manage industry the way they do in the GC scenarios.




jmalter -> RE: Damnation.... (1/1/2015 12:06:25 AM)

hi u_c,

In general, it's a bad idea to repair Industry in China, as each point repaired costs 1k supply, & requires a 10k 'nut'. Commodities flow through China at a glacial pace, better to turn off repairs 'til late in the war. Since an HI point takes 500 days of production to pay off its repair cost, & a LI point 1000 days, IMO one is better off using supply for replacements, operations & construction. Once you've cleared Thailand & Indochina, secured the Burma Road, and established a mongo Hump airbridge, you might have enough supply to make it worth repairing selected factories at secure locations.

heh, in my game vs. AI, I had to battle the Mongolian Death Worm, a stack of ~24 Manchukuo Army units that rampaged through NE China for nearly 2 years! If you want to eventually battle your way into Manchuria & Korea, mebbe capture Port Arthur & Fushun, you'll need lots of fully built-out & upgraded Chinese corps. A hvy expenditure of supply on Chinese Industry repair doesn't help you in '42.

Referring back to your earlier post #152, I'd take a long look at the placement of Engr units - EABs, Con Rgts, CB Btns. One should treat these guys as the weapons they are. IMO their morale & training levels don't matter, neither does their target prep value (unless they are sent as part of a Amph Assault follow-up wave to a still-defended enemy base).

Allied strategy should be based on build, Build, BUILD! Initially this applies to your defenses, such as fortification of Surabaya, Batavia, & the Bataan/Clark/Manila bastion), and to the 'southern route' of bases that extends from Pearl to Oz.

Secondarily, build at the Hump airfields, the Aleutians & CONUS. I only have a rudimentary understanding of the math, but each time you increase the Port / AF capacity of a base, you increase your daily VP accrual. NTM that by late '44, you're going to need lots of airbases in CONUS, just to park your arriving airgroups while they train. Under the beta, AFs of 8 or more get double-value from Air Support squads located in them. All off-map ports need to be maxed out, along w/ the ports that will receive their arriving convoys.

There's a chart that shows the max amnt of Engr points that are useful to add to a base, check this thread:
http://www.matrixgames.com/forums/tm.asp?m=2885601&mpage=1&key=�

wrt your QUESTION from your post #178, it's totes up to you, the AI won't get miffed if you cease your current game in favor of a new start. Dunno about scen 2, mebbe you'd like to try a DBB game? I had a great deal of fun w/ a DBB-B game of BabesLite, IIRC it was scen 28(?). I gather that this scenario was still valid to play vs. the IJ AI. I found 2-day turns kept the game rolling at an acceptable pace, I eventually reached Oct 45. Don't use stacking limits, & give the IJ 'hard' difficulty.




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