RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls (Full Version)

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witpqs -> RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls (6/22/2015 3:28:33 PM)

quote:

Japanese forces CAPTURE Singapore !!!

Huzzah! Huzzah! Huzzah!




Lowpe -> RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls (6/22/2015 4:44:19 PM)

I knew it was close to falling.

Did your bombers carry 4 bombs this time?




vicberg -> RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls (6/22/2015 6:12:55 PM)

NorPac

And this is why you don't do deep strikes without supporting bases, requisite engineers to quickly build up bases and support ships (AR/AKE/etc). I didn't realize Dutch Harbor had CD guns. I dumped a full assault div, plus naval HQ/air HQ/Air btn. But I have no air support in the area. The Aleutians are all 0 airfields except Dutch. Sigh. I'm very rusty playing this game again. Didn't see the surface fleets coming.

Night Time Surface Combat, near Adak Island at 162,52, Range 11,000 Yards

Japanese Ships
PB Aso Maru #7, Shell hits 28, and is sunk
xAK Toa Maru, Shell hits 5, Torpedo hits 1, and is sunk
xAK Teikoku Maru, Shell hits 8, heavy fires, heavy damage
xAK Yamakaze Maru, Torpedo hits 2, and is sunk
xAK Yamazato Maru, Shell hits 9, heavy fires
xAK Yamagiri Maru, Shell hits 9, Torpedo hits 2, and is sunk
xAK Yamazuki Maru
xAK Yodogawa Maru, Shell hits 13, heavy fires, heavy damage
xAK Onoe Maru
xAK Hitati Maru, Shell hits 2, heavy fires
xAK Kosin Maru
xAK Nissan Maru, Shell hits 1, heavy fires
xAK Nichiyu Maru, Shell hits 9, heavy fires, heavy damage
xAK Nitti Maru, Shell hits 11, Torpedo hits 1, and is sunk

Allied Ships
CL Leander
DD Smith
DD Stuart
DD John Barry
DD Decatur
DD Cone
DD S.P. Lee
DD Oreleck

And another

Night Time Surface Combat, near Adak Island at 162,52, Range 10,000 Yards

Japanese aircraft
no flights

Japanese aircraft losses
F1M2 Pete: 5 destroyed

Japanese Ships
AV Kunikawa Maru, Shell hits 1, Torpedo hits 2, and is sunk
PB Toko Maru, Shell hits 22, and is sunk
PB Toyotu Maru, Shell hits 31, and is sunk
xAP Horai Maru, Shell hits 49, and is sunk
xAP Takatiho Maru, Shell hits 9, Torpedo hits 1, and is sunk

Allied Ships
CL Leander
DD Smith
DD Stuart
DD John Barry
DD Decatur
DD Cone
DD S.P. Lee
DD Oreleck

Japanese ground losses:
Vehicles lost 9 (7 destroyed, 2 disabled)

Yuk. Losses. Hate them.




vicberg -> RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls (6/22/2015 6:15:17 PM)

quote:

ORIGINAL: Lowpe

I knew it was close to falling.

Did your bombers carry 4 bombs this time?


Yes my bombers flew actual bombs this time. I guess they were armed with spit wads before but I'm sure Allied towels to clean up the mess chewed up Allied supply.




John 3rd -> RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls (6/22/2015 11:41:37 PM)


quote:

ORIGINAL: vicberg

Observations

Comparing this mod to stock, I can see the differences. They've brought Japan back to reality. Yes, this particular mod improves Japanese firepower with more Carriers, but DBB and reduced fuel reserves has a huge impact. Stock is easier by comparison. Very well done.

Overall, I have victory disease. Too lax and the Allied SCTF ravaged one of my needed infantry units. Over confident in Aleutians and Suva, now both are on their own for a while. Losses are still overall quite light, so I'm not worried too much about anything except fuel, which tells me that these mods (DBB and RA) are spot on.



Nice summary. I believe that since this Mod has been dialed back just a bit, that it is a fairly new play challenge for BOTH sides. Glad you are 'enjoying' your self. Please keep your observations and thoughts regarding the Mod here in the AAR. Always good to get more perspectives!




John 3rd -> RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls (6/22/2015 11:44:15 PM)

quote:

ORIGINAL: Lowpe

You can bomb the ports too.

I definitely would drop down, eat a few losses, it shouldn't kill you, but figure out why you are only carrying half the bomb load!

Check your troops and rotate them, given the losses it seems Singers will fall shortly, especially if you can rotate troops in. Just keep grinding away, bomb & bombard every day, and attack when you get disruption and fatigue on your troops down.

You are very close to that magical 2-1 with 0 level forts.

If you can prevent forts from being built up there is only 1-2, maybe 3 more deliberate attacks needed I think.


Drop down and pound him! (EDIT) Nevermind--you already got 'em!

You made a good comment regarding the Assault Brigade (Divisions). They LOOK good but are brittle. There is some punching power but not a lot. This seems pretty realistic to me as they are simply three old SNLF units added together with a small Brigade add-on. They still divide down to the original units but recombine for this bigger assault force.

Nice but not TOO NICE!




vicberg -> RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls (6/22/2015 11:52:52 PM)

Yep, I was thinking the assault divs are 1/2 a division. They are not. I like them and they have their uses, but still need the big boys for the heavily defended stuff.

Now, what I LOVE is that para assault division. That's sweet.




John 3rd -> RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls (6/23/2015 12:24:41 AM)

We took the historical starting Japanese Paras and simply combined them just like the SNLF units. Three into one with then a command section for the HQ.




vicberg -> RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls (6/24/2015 7:23:25 PM)

February, 8th, 1942

In China, the Chinese are retreating from Sian. That works for me as my LBA can pound them in the open before they retreat to the better defensive terrain. Units are maneuvering to isolate Lanchow as well. Not much else going on except Dutch Harbor. There, my boys are taking a beating. I've dispatched some CVs to the area to deal with it. I'm not hoping for more losses, but I do hope the Allied BBs stick around for another day.

Night Naval bombardment of Dutch Harbor at 171,50 - Coastal Guns Fire Back!

7 Coastal gun shots fired in defense.

Allied Ships
BB Oklahoma
BB Nevada
DD Stribling
DD Jarvis

Japanese ground losses:
591 casualties reported
Squads: 0 destroyed, 10 disabled
Non Combat: 4 destroyed, 32 disabled
Engineers: 1 destroyed, 2 disabled

OS2U-3 Kingfisher acting as spotter for BB Oklahoma
BB Oklahoma firing at 92nd Base Force
92nd Base Force firing at BB Oklahoma
OS2U-3 Kingfisher acting as spotter for BB Nevada
BB Nevada firing at 2nd China Assault Division
DD Stribling firing at 92nd Base Force
92nd Base Force firing at DD Stribling
DD Jarvis firing at 92nd Base Force
92nd Base Force firing at DD Jarvis




vicberg -> RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls (6/26/2015 3:02:58 PM)

February 12th, 1942

I'm invading rear islands/territories with small SNLF units. Wake went off without a hitch. Sian fell causing some damage as the Chinese are running north. More maneuvering around Lanchow. Still not sure what he is planning on doing in China, but I've amassed some firepower there. SoPac is on hold for a bit. Working on shoring up the incredibly poorly planned Aleutians.

Ground combat at Wake Island (136,98)

Japanese Shock attack

Attacking force 9604 troops, 97 guns, 0 vehicles, Assault Value = 263

Defending force 1307 troops, 22 guns, 0 vehicles, Assault Value = 26

Japanese adjusted assault: 61

Allied adjusted defense: 1

Japanese assault odds: 61 to 1 (fort level 2)

Japanese forces CAPTURE Wake Island !!!

Combat modifiers
Defender: forts(+), leaders(-), disruption(-), experience(-)
supply(-)
Attacker: shock(+)

Japanese ground losses:
55 casualties reported
Squads: 0 destroyed, 2 disabled
Non Combat: 0 destroyed, 1 disabled
Engineers: 0 destroyed, 1 disabled

Allied ground losses:
1333 casualties reported
Squads: 51 destroyed, 0 disabled
Non Combat: 90 destroyed, 0 disabled
Engineers: 24 destroyed, 0 disabled
Guns lost 26 (26 destroyed, 0 disabled)
Units destroyed 2

Assaulting units:
Karafuto Mixed Bde /1
38th Field Const Co
22nd Special Base Force

Defending units:
141st USN Stn Base Force
Wake (Det.) Defense Battalion

And China

Ground combat at Sian (83,41)

Japanese Shock attack

Attacking force 50891 troops, 499 guns, 140 vehicles, Assault Value = 1706

Defending force 4831 troops, 20 guns, 0 vehicles, Assault Value = 104

Japanese engineers reduce fortifications to 2

Japanese adjusted assault: 1853

Allied adjusted defense: 10

Japanese assault odds: 185 to 1 (fort level 2)

Japanese forces CAPTURE Sian !!!

Combat modifiers
Defender: leaders(+), preparation(-), fatigue(-), experience(-)
Attacker: shock(+)

Japanese ground losses:
280 casualties reported
Squads: 1 destroyed, 19 disabled
Non Combat: 0 destroyed, 5 disabled
Engineers: 0 destroyed, 1 disabled

Allied ground losses:
3050 casualties reported
Squads: 72 destroyed, 36 disabled
Non Combat: 88 destroyed, 85 disabled
Engineers: 8 destroyed, 0 disabled
Guns lost 16 (16 destroyed, 0 disabled)
Units retreated 3

Defeated Allied Units Retreating!

Assaulting units:
3rd Ind.Mixed Brigade
5th Armored Car Co
13th Tank Regiment
8th Ind Engineer Regiment
57th Infantry Brigade
6th Division
110th Division
59th Infantry Brigade
9th Armored Car Co
37th Division
18th RGC Temp. Division
1st Mortar Battalion
15th Ind.Medium Field Artillery Regiment
1st Army
11th Army
52nd Ind.Mtn.Gun Battalion
2nd Ind. Mountain Gun Regiment
51st Ind.Mtn.Gun Battalion
12th Army
22nd AA Regiment
51st Field Const Co
North China Area Army
14th Medium Field Artillery Regiment
China Expeditionary Army
6th Medium Field Artillery Regiment

Defending units:
22nd Chinese Corps
43rd Chinese Corps
36th Group Army

[image]local://upfiles/28990/641BF89FAF9D44CEB222569A7696A8E1.jpg[/image]




vicberg -> RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls (6/28/2015 6:24:12 PM)

February 15th, 1942

Major General Suzaki seems pleased, Lieutenant Kurazowa thinks to himself. Resources are flowing into Japan. Hokkaido isn’t stockpiling them finally. Fuel is flowing into Japan. The economy has finally stabilized.

Except for the occasional cargo ship showing up in China or not where it belongs due to Merchant production and because the WITP gods don’t actually focus ship factories on various ship types, Suzaki has finally gotten the order he has wanted. Even the local minesweepers have moved to the front lines.

“Things are proceeding nicely General”, Kurazowa says. Kurazowa knows that that the real reason the General is happy is that factory production has been shut down to the point that Sake production has resumed.

“Sppplllendid” the General says in response.




vicberg -> RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls (6/29/2015 6:20:50 PM)

February 18th, 1942

Horn Island, Ambon and Koepang have been invaded. Still mopping up other islands and bases in the SRA. The 1st Para Assault division landed on Taraken and regrouping. Making some headway against Port Morseby. It's been a standoff for a month.

It's been an interesting sub war. This time, I've set all float planes to ASW. 30% ASW, 10% training, 10% cap seems to be the magic formula for all squadrons, not just ASW. I have hundreds of patrol boats. I have them positioned just about everywhere, so when the float planes detect, the patrols run out and engage. Out of probably 100+ ASW attacks, maybe 5 hits (possibly less) but it's enough to keep the subs away from my vital convoys, units.

In Wenchow, 5 divisions and a brigade of the 13th army are roughed up. Still continuing to do what I can, but I may have to rest them all for about a month.







vicberg -> RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls (6/29/2015 6:25:57 PM)

Aleutians

This mess is starting to shore up. Having dumped way too much on Dutch without having anything to take the supporting islands, I finally have support in the area. Airfields are building quickly. Soon, the carriers can bail out and let the LBA take over.

[image]local://upfiles/28990/DBD8038E2D2544A98D4874C6B2B7189B.jpg[/image]




vicberg -> RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls (6/29/2015 6:27:07 PM)

February 18th, 1942

It’s very cold on the flight deck of the Carrier Shokaku. Flight crew are preparing planes filling the deck. Squadron Commander Kanenko surveys the controlled chaos.

“I’m ready to bag me some walruses”, Airman Matsuo says next to him. “Walruses and Vildabeast have already been withdrawn from service, Matsuo”. Kanenko can’t blame him. They haven’t seen any action since after the first few days of the war and they’ve run cap every day for the last few months. Seeing nothing but water for 2 straight months is enough to drive anyone crazy.

Kanenko released him back to service a couple of weeks later and has kept a close eye on him since. He feels sorry for any real Walruses that we might come across though.

Kanenko is pleased with his own performance so far. He’s held up fine under the strain and tedium of the day to day and is unconcerned with the fact that no one else can see the bats in the cockpit. They will see them soon enough.




vicberg -> RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls (6/29/2015 6:32:14 PM)

China

China is a mixed bag. The 13th Army in Wenchow is hammered. In the north, I'm getting my objectives without much of a fight, but I'm not doing much damaged. We'll see if or where he chooses to defend.

[image]local://upfiles/28990/4EC9EC976ABB4775AEFB9E9E475AB0F6.jpg[/image]




vicberg -> RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls (6/29/2015 6:38:00 PM)

Luzon

Another mess. Me thinks I need to plan out all operations from day 1. Sigh. Manilla isn't any getting weaker at this point. We'll see what I can do.

[image]local://upfiles/28990/B495DEF1E059402689E2031294C46FA3.jpg[/image]




Yakface -> RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls (6/30/2015 9:51:24 AM)

Manilla won't fall until it runs out of supplies - basically. Don't think about damaging the forces there - just about wearing down his supply.

Do everything you can to use it up. Some suggestions (all of which you maybe doing/planning):

Daily artillery bombardments force return fire
Airfield bombing gets supply hits and force AA fire
take Bataan and open up shore bombardments directly on Manilla (will also damage light industry which has pro's and con's)
Don't let him get any small transports in to resupply.
Attacks will chew up 1-5K each, but are costly so best used sparingly.




KenchiSulla -> RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls (6/30/2015 9:56:33 AM)

You can use attacks, just keep an eye on your disabled squads. Best results (low losses, that means few destroyed squads) are achieved if you attack without any disablements...

Expect heavy losses (destroyed squads) when you have many disablements....




ny59giants -> RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls (6/30/2015 10:57:33 AM)

Manila, China, and other major concerns:

Command HQs - One of the things I did with my role in developing this mod with John 3rd and others, was increase the number of mobile Command HQs for Japan. You should have 4 or 5 of them that you MUST pair with an Army or Corp HQ to get maximum offensive combat results. Remember, "IF" the dice gods are on your side you get 10% Adjusted AV increase form the Corp/Army HQ. Then, you can get an additional 90% "IF" the Command HQ passes its die roll. Right now Manila should have a pair prepping. What other major bases do you see needing this combo??




vicberg -> RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls (6/30/2015 3:55:49 PM)


quote:

ORIGINAL: Cannonfodder

You can use attacks, just keep an eye on your disabled squads. Best results (low losses, that means few destroyed squads) are achieved if you attack without any disablements...

Expect heavy losses (destroyed squads) when you have many disablements....


Basic question. How can you tell disablements from destroyed squads? I've always struggled with the ground system and now I can see why.





Simonsez -> RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls (6/30/2015 4:19:45 PM)

Looking at the unit screen, disablements are the number (of squads) within the parenthesis. Squad types without any disrupted squads will not have any numbers within parenthesis. "Destroyed" squads can only be observed by comparing the expected TOE listing (button ion lower left)with current TOE levels (what the unit screen normally shows).

Example:

Fake Japanese Inf Unit

Japanese Inf (50) 145 - 50 disabled inf squads out of a nominal strength of 195 Inf squads
Japanese MMG (4) 12 - 4 disabled MMG squads out of nominal strength of 16 MMG squads
Support 125 - 0 disrupted support squads out of nominal strength of 125 support squads

Full Strength TOE:

Japanese Inf 225
Japanese MMG 18
Support 125

At full strength, this unit should have 225 Inf squads, 18 MMG squads and 125 support squads. By the numbers, this unit is currently understrength (destroyed squads) by 30 inf squads, 225-195 (50+145), 2 MMG squads, 18-16 (12+4) and by no support squads 125-125. You can get back normal TOE (full strength) if this unit is set to take replacements and it meets all other criteria of accepting replacements.

Edit: Do not have access to game at this time, so this is an approximation of "how it looks".

Cheers




vicberg -> RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls (6/30/2015 4:22:06 PM)


quote:

ORIGINAL: ny59giants

Manila, China, and other major concerns:

Command HQs - One of the things I did with my role in developing this mod with John 3rd and others, was increase the number of mobile Command HQs for Japan. You should have 4 or 5 of them that you MUST pair with an Army or Corp HQ to get maximum offensive combat results. Remember, "IF" the dice gods are on your side you get 10% Adjusted AV increase form the Corp/Army HQ. Then, you can get an additional 90% "IF" the Command HQ passes its die roll. Right now Manila should have a pair prepping. What other major bases do you see needing this combo??


Ok, I had the correct command at Singapore. Don't have that at Manila yet. In China, I have a command, army and corp HQs around Sian so I'm good there. I notice the RGC Army HQ in Nanking, costing 255 PP to reassign that terrible leader. Before I burn the PP, does the command structure matter? 13th Army reports to China Expeditionary (Command). Can the RGC Army HQ help in Wenchow?




Simonsez -> RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls (6/30/2015 4:23:43 PM)

Command structure does not matter. Just the prep target relative to the command unit type.




vicberg -> RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls (6/30/2015 4:24:14 PM)


quote:

ORIGINAL: Simonsez

Looking at the unit screen, disablements are the number (of squads) within the parenthesis. Squad types without any disrupted squads will not have any numbers within parenthesis. "Destroyed" squads can only be observed by comparing the expected TOE listing (button ion lower left)with current TOE levels (what the unit screen normally shows).

Example:

Fake Japanese Inf Unit

Japanese Inf (50) 145 - 50 disabled inf squads out of a nominal strength of 195 Inf squads
Japanese MMG (4) 12 - 4 disabled MMG squads out of nominal strength of 16 MMG squads
Support 125 - 0 disrupted support squads out of nominal strength of 125 support squads

Full Strength TOE:

Japanese Inf 225
Japanese MMG 18
Support 125

At full strength, this unit should have 225 Inf squads, 18 MMG squads and 125 support squads. By the numbers, this unit is currently understrength (destroyed squads) by 30 inf squads, 225-195 (50+145), 2 MMG squads, 18-16 (12+4) and by no support squads 125-125. You can get back normal TOE (full strength) if this unit is set to take replacements and it meets all other criteria of accepting replacements.

Edit: Do not have access to game at this time, so this is an approximation of "how it looks".

Cheers



OMFG...excuse the language...I thought that was destroyed squads. No wonder so many of my divs have been trashed. Wow.




vicberg -> RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls (6/30/2015 4:51:23 PM)

Ya know, it's a good thing I have limited goals this game (or rather scaled them WAY back). Combined HQ is sitting in Saipan when I could be either helping Port Morseby or Suva or both. RGC could be helping Wenchow. I can see where China Expeditionary eventually needs to end up after the northern campaign is done. Southern HQ needs to move as well to Manila.

Next question, does command range extend across water? Is there anything, other than enemy units, that can block HQ range? What is the leader attribute that drives the 10%/90% increase? Leadership? Land? Both?




vicberg -> RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls (6/30/2015 5:45:17 PM)

February 19th, 1942

Tojo is pacing. Both eyes are going different directions today. The staff looks at him worried and nervous. He's pacing and muttering, head down staring at the ground. "13th Army trashed...14th Army depleted...must attack...must do better than Navy...25th Army Depleted....behind schedule....Wenchow...Manila...why can't we make progress?" He suddenly stops and stares at his staff. With his eyes and hair going both directions from his head, the affect is startling.

His staff quickly looks downs into their numerous reports. All but 1 share quick looks at each other and take a discreet step backwards. Tojo stares at the remaining staff member, who realizes what's happened, turns ashen and with halting voice says back to Tojo, "We just realized we have no idea how ground combat works. We thought that disrupted units were destroyed units to replenish. We had a vague idea about command HQs and their affect on combat, as well as Army and Corp HQs, but didn't realize the full impact. Our command HQs are out of range of where they need to be at. It's going to cost politically to remove the imbecile Wang from RGC Army. China Expeditionary HQ is way too far away from Wenchow to be any help for a while. Southern HQ will have to be shipped to Luzon."

"Is that all? Wenchow....Manila....Wenchow....Manila...depletions....Navy...NAVY!", say Tojo, resuming his pacing, eye's cast down in front of him.

"The Navy is screwed as well. 3 combat locations are scattered across the North. Middle and South Pacific while the Combined HQ sits in Saipan. They thought that Combined HQ was a naval HQ, not a command HQ."

Tojo stops, straightens up, smooths his hair. Both eyes becomes straight. He stops muttering. "Well then, it's time to see the Emperor. At least we have Sian."

He smiles.




Lowpe -> RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls (6/30/2015 5:56:46 PM)

Command HQs: one thing to be careful about is that tend to accumulate supplies, and this can inadvertently cause spoilage if they reside in a small town.




ny59giants -> RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls (7/1/2015 10:42:26 AM)

LEADERS

For what it's worth, here is a transcript of an early AE post. Unfortunately I cannot properly credit it because I did not record the poster's name. IIRC, it is based upon an early post in the WitP forum by a dev who listed in great detail the function of each leader attribute.

Command Headquarters

Combat Commands - Those in which significant and important battles occur within their command radius. Select leaders on the basis of these priorities:
• High Administration Skill - This influences the HQ units use of support to reduce fatigue and disruption
• High Land Skill - Influences the Assault Value of LCU's within their radius
• High Inspiration - Influences the Assault Value of LCU's within their radius
• All other skills have no influence or bearing on the HQ function.

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

Corps/Army Headquarters

Front Line Corps - Those in which significant and important battles occur within their command radius. Select leaders on the basis of these priorities:
• High Administration Skill - This influences the HQ units use of support to reduce fatigue and disruption
• High Land Skill - Influences the Assault Value of LCU's within their radius
• High Inspiration - Influences the Assault Value of LCU's within their radius
• All other skills have no influence or bearing on the HQ function.

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

Notes on Corps HQ Employment:
• Seek to put a corps HQ into or one hex from key battles
• Seek to put a Corps HQ in the hex with defensive bastions, invasions, and major assaults
• Corps HQ should only be used for rear area duties if you have more than you need for front line duties, then use them at designated R&R and Training bases.
• The Amphibious Corps HQ function as Corps HQ and not Amphibious HQ. This applies to the I, III, & V Amphibious Corps and not the III, V, & VII Amphibious Force.

Amphibious Force Headquarters
• High Land Skill - This influences the Amphibious Landings in that units will land faster, with less disruption and fewer losses
• All other skills have no influence or bearing on the HQ function.

Notes on Amphibious Force HQ Employment:
• Load these HQ's onto AGC's in their own TF set to Do Not Unload.
• Have the AGC TF arrive in the invasion landing hex in the same phase as the first wave landing TF's
• Keep them in the landing hex until the base is captured or the enemy is defeated, whichever comes first, then skedaddle away to safety where the AGC will not get sunk. You only get three of these HQ's (if you are the allies...the Japanese get none). They will re-spawn, but better not to lose them too many times.
• Amphibious Force HQ do not function as Corps HQ. A good invasion should have a Corps HQ land with the invading forces.


Naval Headquarters
• The qualities and skills of the HQ leader has no influence or bearing on the HQ function.
• A Naval HQ is a good place for your stupidest, most incompetent admirals to become heroes

Notes on Naval HQ Employment:
• Place a Naval HQ in a forward repair depot. This will facilitate rapid repair and return to battle. A forward repair depot is a reasonably large port near the area of action. Reasonably large means size 5 or better so that damaged devices can be repaired.
• Place a Naval HQ far forward so that crippled ships in danger of sinking can slip into a nearby port within the HQ's range and enhance their chances of being saved.
• Place a Naval HQ in a Major repair shipyard to speed repairs (not sure if the HQ will exert an influence on a port that is already size 10).
• Most Naval HQ have naval support squads, so can assist in loading/unloading cargo and rearming ships.


Air Headquarters
• High Air Skill - This influences the number of strike and patrol aircraft that will fly.
• All other skills have no influence or bearing on the HQ function.

Notes on Air HQ Employment:
• Air HQ have a dramatic influence on level bombers. It is important to have an air HQ within range of your level bomber bases.
• Air HQ exert significant influence over other strike aircraft. It is good to have an air HQ in range of your bases from which strikes other than level bombers fly.
• Air HQ exert an influence over patrol aircraft. It is beneficial to have an air HQ in range of your bases with patrol aircraft.
• In Naval TF’s with Carriers (CV, CVL, CVE), the TF commander serves as the Air HQ for the carrier aircraft.

Note that the leadership Value of Headquarters Commanders is completely irrelevant other than its influence on the Headquarters unit itself. That is it will influence how rapidly the HQ unit gains experience. The only value of the HQ Unit's experience is for its own defense. Therefore, do not bother installing your "strong leaders" in HQ Units. Look for the qualities that are specific to their function.

TF Leaders
Task Force Commanders are selected in one of three ways:

• If Auto-select Commander is set to Off when the TF is formed, then the TF Commander is the captain of the Flagship.
• If Auto-select Commander is set to On, then the TF Commander is selected randomly from the pool of available RADM and VADM TF Commanders.
• After formation of the TF, the player may select the TF, if the TF is docked in a port, by clicking on the name of the TF Commander and selecting from the list of available RADM's and VADM's. This incurs a Political Point Cost.

Note: Rank has no bearing on the designation of the TF Commander. It is possible to create situations in which an Ensign is the TF Commander with ships/craft commanded by LTJG's and LT's and similar cases.

Flagship Selection
The Flagship of the Task Force is determined automatically using the following guidelines:

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

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

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

ASW Combat TF
• Surface Skill - Influences probability of finding submarines.
• No other skills or qualities have any influence.

Bombardment TF
• Aggression - Influences the probability that the TF will convert to a Surface Combat TF.
• Surface Skill - Influences TF in a fight the same as Surface Combat.
• Air Skill - Of small import, but it influences the float plane operations from the Capital Ships.
• No other skills or qualities have any influence.

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

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

Mine Warfare TF
• Surface Skill - Influences TF in a fight the same as Surface Combat.
• Air Skill - Of small import, but it influences the float plane operations from the Cruisers.
• No other skills or qualities have any influence.

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

Notes on Selecting TF Leaders without assigning a leader:
• Using the Flagship Selection Criteria above, select the ship with the Captain that best fits type of TF being formed as Flagship so that he is the TF Commander.
• Any TF that is formed to perform any fighting function should have a competent Admiral assigned


Air Group Leaders
Selecting leaders for air groups is a fairly complex task. Most aircraft can perform multiple roles, so leader selection criteria must include consideration of how the air group will be employed.
• Pilot experience affects operational losses.
• Air groups with morale < 50 must pass a morale test before flying an offensive mission. If the test is failed, no aircraft will fly.
• Air groups flying Naval Search, ASW Patrol, or CAP must pass two morale tests before flying. Each morale test failed reduces the number of aircraft flying by 25%.
• Level Bombers must pass three tests before flying an offensive mission. Each test failed reduces the number of aircraft flying by 25%:

o Experience test.
o Test against the leader’s Air Skill.
o Morale test.

• Pilot experience affects the chances to find the target in a strike mission.
• Pilot experience affects air-to-air combat results.
• Leader’s air skill affects results in air-to-air combat.


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

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

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

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

Transport Missions as Principle Role
Missions include Supply Transport and Troop Transport. Air Groups include Transports, Patrol, and Level Bombers. Assign leader using these priorities:
• Inspiration –Influences air group morale recovery.
• Leadership – Influences the air group’s experience gain.
• Of small import, Air Skill influences results in air-to-air combat.
• No other skills or qualities have any influence.

Training Mission as Principle Role
This includes all air groups. Assign leader using these priorities:
• Inspiration –Influences air group morale recovery.
• Leadership – Influences the air group’s experience gain.
• Of small import, Air Skill influences results in air-to-air combat.
• No other skills or qualities have any influence.


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

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

Combat Vessels
All combat vessels with a high probability of surface combat that will be used in other than an ASW role. Assign leader using these priorities:
• Surface – Influences ship's chance of locating a target during surface combat
• Leadership – Influences the ship’s experience gain
• Air Skill – Of very small import. If the ship captain will serve as the TF Commander in a combat task force, then he functions as the Air HQ for the TF float planes. Air skill then influences the number of strike and patrol aircraft that will fly.
• No other skills or qualities have any influence.

Non-Combat Vessels
Assign leader using these priorities:
• Leadership – Influences the ship’s experience gain
• Surface – Influences ship's chance of locating a target during surface combat
• Air Skill – Of very small import. If the ship captain will serve as the TF Commander in a non-combat task force containing and operating float planes (i.e. Japanese AV with float planes loaded), then he functions as the Air HQ for the TF float planes. Air skill then influences the number of strike and patrol aircraft that will fly.
• No other skills or qualities have any influence.

Submarines
Assign leader using these priorities:
• Aggression – Influences sub’s chance of contacting enemy TF’s
• Surface – Influences sub’s chance of contact and survivability in an ASW attack
• Leadership – Influences the ship’s experience gain
• Air Skill – A curious consideration only. The captain of a Japanese submarine that will serve as the TF Commander in a sub patrol task force containing and operating float planes (i.e. E14Y1 Glen's on Types J3, A1, B1, A2, B2, B3/4, AM, or STo), then he functions as the Air HQ for the TF float planes. Air skill then influences the number of strike and patrol aircraft that will fly.
• No other skills or qualities have any influence.


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

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

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

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

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




ny59giants -> RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls (7/1/2015 10:43:44 AM)

Command HQs can pull in an additional 25k worth of supplies. So, like Lowpe says, be aware of this.




vicberg -> RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls (7/1/2015 12:40:38 PM)

Thanks. i've been playing with one arm behind my back (or two eyes going different directions).




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