Small Scen VS AI (Full Version)

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tarkalak -> Small Scen VS AI (4/10/2018 6:09:36 AM)

In this AAR I will fight a few small scenarios VS the AI.

And hopefully learn something.


Lessons Learned:

1. Sometimes Units sent to a contested hex in Strategic Mode via railroad will stop one hex short of the target and start unpacking. It seems that this happens when their last leg of movement ends one hex short of the target. Other then that Strategic move can and will end in a contested hex.
Link too begining of discussion.

2. Sometimes a unit ordered to move to a hex will take a completely different route and move to another hex.
This seems to happen when the unit was set to move to hex A, but then it was ordered to move to hex B. Sometimes it will show movement towards A but end up going to A.
Link too begining of discussion.

3. Static units under control of the AI can move.
2nd RTA follows my guys.




tarkalak -> RE: Small Scen VS AI (4/10/2018 6:18:26 AM)

I will first play Scenarion 019 Battle of Burma as allies.

"The Burmese tea is an important strategic resourse for the British empire. It must be protected."

My plan is to try to defend the river crossings at Sittang Bridge and then at Pegu and finally Rangoon. Loosing Rangoon will give the AI enough points to win so I must prevent it.



[image]local://upfiles/57126/1383B51CE4214F60A69332266A0D4918.gif[/image]




HMASAustralia -> RE: Small Scen VS AI (4/10/2018 10:09:46 AM)

I am not familiar with the scenario, but don't defend Pegu. Defend your first line and Rangoon but Pegu is clear terrain, no terrain bonus and easier targets for Japanese bombers. Can you give us some information on Aircraft numbers, reinforcements, unit quality, length of the scenario and whether there is stacking limits? I love small scenarios like this where its all shoestring and scraping together what ever you can get.
Good Luck!




GetAssista -> RE: Small Scen VS AI (4/10/2018 11:00:42 AM)

You don't have to run with everything. Leave a couple worthless base forces behind so that the enemy spends a turn per hex to kick them out.

Also, don't place high hopes in Pegu. You don't have terrain defense bonus there and risk being stomped




HansBolter -> RE: Small Scen VS AI (4/10/2018 11:53:12 AM)

I probably shouldn't be telling you this but in just about any scenario against the AI except the Ironman scenarios that have the game start with infiltrators in Burma, it is extremely easy to completely stymie the AI in Burma.


If you move as quickly as possible to assemble the 1st Burma Division in the hex NE of Moulmein the AI will not have brought enough strength to be able to make the river crossing. It will seek to flank the position. If you move just as quickly to get at least a brigade in each river hex extending NE from the blocking position, you can stop the AI dead in its tracks.

That "small unit waiting for nothing" is blocking the flank route into the Burma heartland.
It's a slow route but the AI will pursue it.

I typically don't leave more than a battalion in Moulmein as a speed bump.


In my current Ironman Nasty Ported to Babes scenario (#40), the AI started with infiltrators in Burma that prevented me from implementing what has become a stock defense in Burma.
I decided to slowly evacuate Burma with a fighting withdrawal. The AI went all the way to Imphal and Kohima, which made for a much more interesting game.
I was getting bored with stopping the AI cold in Burma game after game.




tarkalak -> RE: Small Scen VS AI (4/10/2018 2:21:34 PM)

I already played several scenarios so I don't expect the AI to do anything smart.

In this scenario the Divisions cannot be combined.

The Jap units near Tavoy have dissapeared and some of them had move arrows pointing at Bangkok. So will see where they end up.

The really annoying thing is that Paoshan has a garison requirement, but I have no troops anywhere near there. :(

Oh, and I lost 5 of the AVG planes for 3 Oscars. :( I will get more conservative.




HansBolter -> RE: Small Scen VS AI (4/10/2018 4:18:11 PM)

quote:

ORIGINAL: tarkalak

I already played several scenarios so I don't expect the AI to do anything smart.

In this scenario the Divisions cannot be combined.

The Jap units near Tavoy have dissapeared and some of them had move arrows pointing at Bangkok. So will see where they end up.

The really annoying thing is that Paoshan has a garison requirement, but I have no troops anywhere near there. :(

Oh, and I lost 5 of the AVG planes for 3 Oscars. :( I will get more conservative.



I'm not sure how it works in this scenario, but in campaign games when you upgrade the AVG to P40s the H81A3s go into the Chinese pools so it is a good idea not to use the AVG too aggressively until you upgrade them.




tarkalak -> RE: Small Scen VS AI (4/11/2018 12:20:41 PM)


quote:

ORIGINAL: HansBolter

I probably shouldn't be telling you this but in just about any scenario against the AI except the Ironman scenarios that have the game start with infiltrators in Burma, it is extremely easy to completely stymie the AI in Burma.

...



I already read that somewhere else, so no harm done. :)


quote:

ORIGINAL: HansBolter

I'm not sure how it works in this scenario, but in campaign games when you upgrade the AVG to P40s the H81A3s go into the Chinese pools so it is a good idea not to use the AVG too aggressively until you upgrade them.


In the scenario I have two AVG squadrons of 27 and one more comes 2 weeks later. I start with a total of 18 H81-A3s in pool and zero production. I don't think I have P-40s to upgrade to at all. I have divided the AVG pilots in best, good and training squadron.

The British get a 16 plane squadron of Buffaloes which can upgrade to Hurricanes and I get a squadron or two of Hurries later.

The good news is that the AI has mostly Nates at start and can upgrade only to Oscar I(abc). I think the H81 will outperform all of them. When I played the Jap side before I lost quite a lot of Oscars and then decided to limit myself to night bombing of Rangoon and CAP. The brits have very few bombers anyway.




tarkalak -> RE: Small Scen VS AI (4/12/2018 7:49:37 AM)

A month later. I have managed to loose 18 H81 so I am out of replacements. I can upgrade them to P-40s, but they have a replacement rate of 5 per month, so I will have enough around the end of the scenario.

On the good side I now have Hurricanes who seem to perform similarly.

The AI has 5 Sentais of Sallies (27 or 31 planes), but I have not seen any of them. He has 1 Sentai of Anns who do come to play sometimes.

[image]local://upfiles/57126/3C88281E92FE406D90F6A4B67D92A217.gif[/image]




HMASAustralia -> RE: Small Scen VS AI (4/12/2018 9:43:18 AM)

Your morale is low, and your adjusted AV is atrocious. I wouldn't counterattack unless you were sure no more Japanese would cross next turn.




tarkalak -> RE: Small Scen VS AI (4/12/2018 10:04:35 AM)

quote:

ORIGINAL: HMASAustralia

I am not familiar with the scenario, but don't defend Pegu. Defend your first line and Rangoon but Pegu is clear terrain, no terrain bonus and easier targets for Japanese bombers. Can you give us some information on Aircraft numbers, reinforcements, unit quality, length of the scenario and whether there is stacking limits? I love small scenarios like this where its all shoestring and scraping together what ever you can get.
Good Luck!


The scenario ends in end of May I think.

1. Air
I get three squadrons of AVG with 27 planes each and about 20 replacement crafts. I can upgrade them to P-40 but these produce at 5 per month and have no starting pool, so I can as well forget them for most of the game.

The British and Indians start with one 16 plane squadron of Buffaloes, that can upgrade to Hurricanes. They also get 2 more squadrons of 16 later.

For bombers I have 30 Blenhaim IVs with no replacements and some Lysanders and Wapitia, Waippitia ... some crappy biplane I can't pronounce.

Oh and 2 recon hurricanes.

The japanese have 5 Sentrais (27 or 31) of Sallies, one Sentai of Anns that can update to Lilly and some recon planes. Strangely I have not seen a single Sally around, but the Anns frequently come to get shredded.

They have 3 Sentais (42 or 49 planes, can't remember) of mostly Nates. Each Sentai has a main part and 2 detachments of 14. One of these detachments has Oscar Ib at start.

1 Sentai can upgrade completely to Oscar Ib. Replacement rate is 12 per month.
1 and 2/3 Sentais can upgrade to Oscar Ia. Replacement rate is 12 per month.
One detachment of 14 can upgrade to Oscar Ic. Replacement rate is 4 per month.

2. Ground
Divisions in this scenario are divided in regiments and other units and cannot be recombined. Each Division has a separate small corps HQ unit.

Most of my troops start with disablements and far from full TOE. I have switched off the replacements on the worst units.

Currently, one month into the game, I have around 800-900 AV of British, Indian and Burmese troops. 200+ is at Rangoon(bad and still filling out units), 600+ is at Sittang and the rest is on garrison duty, sitting on the dirt road from central Burma to Thailand or trekking the Jungle from India.

The XP is between 10 and 40. The units with higher XP are HQs and Base Forces. I have a lot of Burma rifles battalions of 10-20 AV with 10 XP. At start, I have sent most of the units to Rangoon to rest and fill in somewhat, and only sent them forward when I saw the Japanese near Moulmein.

Later on I will get ~300 AV of Chinese.

I have no Base forces to spare, because I am short on engineers and Aviation support. Most of my engineers are in the two RN Base forces, now building fortifications at Sittang Bridge. I am at 2.97 and I will probably stop and pull them out when I am at 3, because the Japanese are coming in. I haven't built forts at Pegu and I will probably skip defending if the AI Breaks my first line.

The Japanese start with 2 division and gradually get reinforcements. At the end they will have 5 or 6 Divisions worth of crack troops. All Thai troops are Static.

All of their regiments start with 110 to 120% TOE, but they have no replacements in the pool. So every combat squad destroyed is permanently out. [sm=00000023.gif]

3. Naval
There are mines at Rangoon and Bangkok, and we both have some Naval support, but no ships whatsoever.

4. Random Musings

Paoshan needs 20 garison but has no troops at start. I have sent one of the terrible 10 XP units there. [sm=sign0003.gif]

Loosing Rangoon is loosing the scenario. It is worth the most points.




HansBolter -> RE: Small Scen VS AI (4/12/2018 1:50:58 PM)

While not recon type aircraft, the Lysanders do carry cameras and can be effective for short range recon of ground troops you want to bomb.




tarkalak -> RE: Small Scen VS AI (4/12/2018 7:52:26 PM)

quote:

ORIGINAL: HansBolter

While not recon type aircraft, the Lysanders do carry cameras and can be effective for short range recon of ground troops you want to bomb.


And that is all they do right now.

EDIT: They have poor Recon skill though. I have 16 active Lysanders right now.




tarkalak -> RE: Small Scen VS AI (4/13/2018 5:37:49 AM)

Sittang Bridge and Rangoon troops.

[image]local://upfiles/57126/66DFE52CA2074DD4BDF5B5A8578F1FFA.gif[/image]




tarkalak -> RE: Small Scen VS AI (4/13/2018 10:02:03 AM)

If the losses from the AAR is to be believed, 214 Regiment is now a support unit only. I like that. Now the AI only has to follow the Reverse Ninja Law and send them one at a time [sm=00000028.gif].

The 214th retreated back across the river, so I had only the Jap HQ left at Sittang. And there are arrows in the units at Moulmein. So I decided not to counterattack.

With that said I still tested a counterattack, that fared pretty well. The AI had 2 other regiments crossing that fared well in their Shock attack but my Delibarate counterattack threw them back across the river with about 20+ combat squads destroyed and 0 adjusted AV. They had -supply and -disruption while my guys didn't have minuses.

Oh well, that was just a test, so I loaded the save and NOT attacked.

So next turn I bombed the Japs at Moulmein and they didn't cross. Two-three days later 4 regiments crossed into Sittang for 1:2, but they barely missed 1:1. Destroyed combat squads were 2 each and 40+ disabled (me) for 80+ disabled (Japs). Forts held at 3.

Now I wonder if I should order the retreat to Rangoon or sit tight for the next attack.

In other news some more Oscar Ib were splashed over Raeheng for one Hurricane and zero H81s.




tarkalak -> RE: Small Scen VS AI (4/16/2018 7:03:43 AM)

The current situation after the second crossing of the Japanese. I think that I will hold the next attack on Sittang and then retreat with most of the troops. The good ones anyway.

The Air War: I have very few bombers and not good ones. Blenheim IV is the best I have and they have no replacements. My major plan for the airwar is to kill planes by sweeping Rahaeng with the Best of AVG. Usually they splash a few Oscars for no loss. Most of the H81 losses come from two hiccups I had - I once swept with a fatagued group (1) and they flew a single escort mission (2), all by pure "accident". I blame the staff. [:D]

[image]local://upfiles/57126/E9D1EE5916C240E699121DCD72903C42.gif[/image]




tarkalak -> Scen 19 Burma - Allied side (4/16/2018 8:57:17 AM)

Ground combat at Sittang Bridge after the last update:
The next DA dropped the fort to two with minimum casualties on both sides.
The second one resulted in 70 Jap squads disabled.
The third one is below. [:D]

Forts are 2 and at 75% to 3rd.

Also the Chinese have shown up at Meiktila (below Mandalay). They bring 190 AV with 30 XP.
In 7 days I will get an infantry battalion and two armored Regiments with Stuarts. That should be enough to hold them for a while.

-----------------------------------------

Feb 14th.

Ground combat at Sittang Bridge (56,54)

Japanese Deliberate attack

Attacking force 11741 troops, 67 guns, 0 vehicles, Assault Value = 365

Defending force 26409 troops, 297 guns, 154 vehicles, Assault Value = 894

Japanese adjusted assault: 0

Allied adjusted defense: 891

Japanese assault odds: 1 to 99 (fort level 2)

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

Japanese ground losses:
687 casualties reported
Squads: 0 destroyed, 8 disabled
Non Combat: 0 destroyed, 11 disabled
Engineers: 28 destroyed, 25 disabled
Guns lost 4 (1 destroyed, 3 disabled)

Allied ground losses:
13 casualties reported
Squads: 0 destroyed, 2 disabled
Non Combat: 0 destroyed, 0 disabled
Engineers: 0 destroyed, 0 disabled

Assaulting units:
143rd Infantry Regiment
112th Infantry Regiment
214th Infantry Regiment
215th Infantry Regiment
33rd Engineer Regiment
33rd Division
33rd Mountain Gun Regiment

Defending units:
11th Burma Rifles Battalion
6th Burma Rifles Battalion
Rangoon BAF Battalion
4th Burma Rifles Battalion
1st Gloucestershire Battalion
10th Burma Rifles Battalion
2/BFF Brigade
2nd Burma Brigade
1/BFF Brigade
1st Burma Brigade
16th Indian Brigade
48th Gurkha Brigade
56th Madras Coy
13th Indian Brigade
46th Indian Brigade
3rd Burma Rifles Battalion
1st Iniskilling's Battalion
17th Indian Div
103rd RN Base Force
1st Burma Div
108th RAF Base Force
27th Indian Mountain Gun Regiment
106th RAF Base Force
3rd LAA Bty




BBfanboy -> RE: Scen 19 Burma - Allied side (4/16/2018 1:56:23 PM)

The AI is not good at evaluating whether it should attack or not. The script says it should fight its way to Rangoon and take it, but considering all the factors in how best to do that is very hard to program, so it will likely just keep on attacking and bring more units up piecemeal. Common pattern for the AI.




tarkalak -> RE: Scen 19 Burma - Allied side (4/17/2018 12:10:17 PM)

I don't hope that the AI will do anything smart. My main goal is to get a feeling for the ground war.




tarkalak -> Scen 19 Burma - Allied side (4/18/2018 7:55:38 AM)

There is something I do not understand.[&:]

A few turns ago the pool for "Ind Inf Section 42" had:
Pool: 104
Used So Far 180

Now one of the Indian Brigades have upgraded to "Ind Inf Section 42" drawing ~100 squads.

I expected the pool to show:
Pool: ~0
Used So far: ~280

But instead I get:
Pool: 107
Used So far: ~288

Used so far looks correct, but why the pool didn't go down?

[image]local://upfiles/57126/98369A57F36E467D8523CDBA628EF9F1.gif[/image]




BBfanboy -> RE: Scen 19 Burma - Allied side (4/18/2018 1:15:38 PM)


quote:

ORIGINAL: tarkalak

There is something I do not understand.[&:]

A few turns ago the pool for "Ind Inf Section 42" had:
Pool: 104
Used So Far 180

Now one of the Indian Brigades have upgraded to "Ind Inf Section 42" drawing ~100 squads.

I expected the pool to show:
Pool: ~0
Used So far: ~280

But instead I get:
Pool: 107
Used So far: ~288

Used so far looks correct, but why the pool didn't go down?

[image]local://upfiles/57126/98369A57F36E467D8523CDBA628EF9F1.gif[/image]

Squad upgrade involve removing the old squad from the unit to the pools, changing the squad anti-armour and anti-soft ratings of the new squad type (simulating better equipment) and putting them into the pool of new squads. It looks like your units had more of the old type removed and upgraded than they have drawn so far from the pools. Your units will eventually draw them (up to their TOE numbers) if there is enough supply. They can draw greater numbers and more often if the unit is at a large, well supplied base. Presence of a land HQ can help too, as can having a commander with better Admin Skills.

You may already know this but breaking a division or other unit down to its three component thirds (divide unit button) allows it more chances to draw devices from the pools as each component gets its turn. This is good to do if the unit is far behind the lines and you have lots of devices to distribute.
But if you have a unit near the front and you want to get newer squads or other devices to it, the best way is to turn off upgrades and replacements for all other units and leave the key unit as the only one drawing the goods. If it is unable to draw fast enough to reduce the pools, select the next unit you want to upgrade and turn on upgrades and replacements.

Be very careful about this for some armoured units - they can change the TOE and upgrade to a new device that has very shallow pools and a low monthly production rate, so they lose a plentiful number of the old AFVs and gains just a few of the new one resulting in a loss of nearly all AV for the unit!




tarkalak -> RE: Scen 19 Burma - Allied side (4/18/2018 2:11:43 PM)


quote:

ORIGINAL: BBfanboy


quote:

ORIGINAL: tarkalak

There is something I do not understand.[&:]

A few turns ago the pool for "Ind Inf Section 42" had:
Pool: 104
Used So Far 180

Now one of the Indian Brigades have upgraded to "Ind Inf Section 42" drawing ~100 squads.

I expected the pool to show:
Pool: ~0
Used So far: ~280

But instead I get:
Pool: 107
Used So far: ~288

Used so far looks correct, but why the pool didn't go down?

[image]local://upfiles/57126/98369A57F36E467D8523CDBA628EF9F1.gif[/image]

Squad upgrade involve removing the old squad from the unit to the pools, changing the squad anti-armour and anti-soft ratings of the new squad type (simulating better equipment) and putting them into the pool of new squads. It looks like your units had more of the old type removed and upgraded than they have drawn so far from the pools. Your units will eventually draw them (up to their TOE numbers) if there is enough supply. They can draw greater numbers and more often if the unit is at a large, well supplied base. Presence of a land HQ can help too, as can having a commander with better Admin Skills.

So when an infantry squad "upgrades" it effectively changes the old squad type to the new squad type, right?

But other devices (tanks, guns, etc) will return the old type and draw the new type.

In this case I have noticed that some of my brigades can upgrade the Indian squads and decided to pull one of them for upgrade in Rangoon. My frontline hex is level one airfield and is permanently red on supplies (the units have enough though). If I understood the manual correctly every base in supply range that has more the 2x "required supply" will contribute.


You may already know this but breaking a division or other unit down to its three component thirds (divide unit button) allows it more chances to draw devices from the pools as each component gets its turn. This is good to do if the unit is far behind the lines and you have lots of devices to distribute.
But if you have a unit near the front and you want to get newer squads or other devices to it, the best way is to turn off upgrades and replacements for all other units and leave the key unit as the only one drawing the goods. If it is unable to draw fast enough to reduce the pools, select the next unit you want to upgrade and turn on upgrades and replacements.

Be very careful about this for some armoured units - they can change the TOE and upgrade to a new device that has very shallow pools and a low monthly production rate, so they lose a plentiful number of the old AFVs and gains just a few of the new one resulting in a loss of nearly all AV for the unit!

Thanks. My tanks in this scenario do not upgrade, but I will surely experience what you describe above later on. One has to learn by doing dumb things, right. [:)]






BBfanboy -> RE: Scen 19 Burma - Allied side (4/18/2018 6:27:26 PM)


quote:

ORIGINAL: tarkalak


quote:

ORIGINAL: BBfanboy


quote:

ORIGINAL: tarkalak

There is something I do not understand.[&:]

A few turns ago the pool for "Ind Inf Section 42" had:
Pool: 104
Used So Far 180

Now one of the Indian Brigades have upgraded to "Ind Inf Section 42" drawing ~100 squads.

I expected the pool to show:
Pool: ~0
Used So far: ~280

But instead I get:
Pool: 107
Used So far: ~288

Used so far looks correct, but why the pool didn't go down?

[image]local://upfiles/57126/98369A57F36E467D8523CDBA628EF9F1.gif[/image]

Squad upgrade involve removing the old squad from the unit to the pools, changing the squad anti-armour and anti-soft ratings of the new squad type (simulating better equipment) and putting them into the pool of new squads. It looks like your units had more of the old type removed and upgraded than they have drawn so far from the pools. Your units will eventually draw them (up to their TOE numbers) if there is enough supply. They can draw greater numbers and more often if the unit is at a large, well supplied base. Presence of a land HQ can help too, as can having a commander with better Admin Skills.

So when an infantry squad "upgrades" it effectively changes the old squad type to the new squad type, right?
The change is made in the pools, but your unit will usually not upgrade unless there are enough squads to fill the TOE for that slot. So yes, it appears as if the unit just changed the squad to the new type.

But other devices (tanks, guns, etc) will return the old type and draw the new type.

In this case I have noticed that some of my brigades can upgrade the Indian squads and decided to pull one of them for upgrade in Rangoon. My frontline hex is level one airfield and is permanently red on supplies (the units have enough though). If I understood the manual correctly every base in supply range that has more the 2x "required supply" will contribute.


Your unit can draw the devices from supply at other bases, but a level one base only gets supply/replacement devices about once a week. The upgrade will go much faster if you can withdraw the unit to a bigger base.


You may already know this but breaking a division or other unit down to its three component thirds (divide unit button) allows it more chances to draw devices from the pools as each component gets its turn. This is good to do if the unit is far behind the lines and you have lots of devices to distribute.
But if you have a unit near the front and you want to get newer squads or other devices to it, the best way is to turn off upgrades and replacements for all other units and leave the key unit as the only one drawing the goods. If it is unable to draw fast enough to reduce the pools, select the next unit you want to upgrade and turn on upgrades and replacements.

Be very careful about this for some armoured units - they can change the TOE and upgrade to a new device that has very shallow pools and a low monthly production rate, so they lose a plentiful number of the old AFVs and gains just a few of the new one resulting in a loss of nearly all AV for the unit!

Thanks. My tanks in this scenario do not upgrade, but I will surely experience what you describe above later on. One has to learn by doing dumb things, right. [:)]








tarkalak -> RE: Scen 19 Burma - Allied side (4/19/2018 5:21:40 AM)

Currently I use Rangoon as R&R base for disabled units and for the upgrade mensioned before. Rangoon has 26000+ supply, and stays there. There is also ample support there.

However I have moved all my 4 Land HQs (1 command, 3 corps) to Sittang Bridge, because I was below required support level.

What will help me cure disablements best at Rangoon?
Should I pull one of the HQs back for that?

EDIT: OK, I re read the faq in War Room. So Rest mode + plenty of supply = cure disablements.

This is not mentioned in the FAQ, but I also pulled out one of the Corps HQs back to Rangoon and it seems to help.




tarkalak -> RE: Scen 19 Burma - Allied side (4/20/2018 6:50:26 AM)

Another question. I know that I can enter with train move in a contested hex, but cannot move out on train. All the British, Burmese, Indian troops can enter the hex using trains.

However the Chinese do not. When ordered to enter Sittang Bridge by rail they travel all the way to Pegu then shift to Combat there.

Why is that difference?

The Chinese division shown below was born in Lashio some days ago and was ordered to take the train to Sittang Bridge (lvl 1 base) dirrectly. They stopped at Pegu last turn showing 20 miles progress towards Sittang. This turn they are unpacking without destination.

[image]local://upfiles/57126/EEFA5B077A524C09938662475E42DB25.gif[/image]




tarkalak -> RE: Scen 19 Burma - Allied side (4/20/2018 7:07:58 AM)

In other news:
I did a counter attack at Sittang. Some Japanese retreated.
The units that stayed are the three Regiments that have plenty of firepower.

--------------------------------------------------------------------------------

Ground combat at Sittang Bridge (56,54)

Allied Deliberate attack

Attacking force 39694 troops, 442 guns, 332 vehicles, Assault Value = 1616

Defending force 15366 troops, 88 guns, 10 vehicles, Assault Value = 361

Allied adjusted assault: 1565

Japanese adjusted defense: 449

Allied assault odds: 3 to 1

Combat modifiers
Defender: terrain(+), leaders(+)
Attacker:

Japanese ground losses:
2173 casualties reported
Squads: 1 destroyed, 122 disabled
Non Combat: 31 destroyed, 54 disabled
Engineers: 6 destroyed, 14 disabled
Guns lost 22 (2 destroyed, 20 disabled)
Vehicles lost 3 (1 destroyed, 2 disabled)
Units retreated 4

Allied ground losses:
1946 casualties reported
Squads: 6 destroyed, 253 disabled
Non Combat: 2 destroyed, 27 disabled
Engineers: 0 destroyed, 20 disabled
Guns lost 36 (2 destroyed, 34 disabled)
Vehicles lost 8 (1 destroyed, 7 disabled)

Defeated Japanese Units Retreating!

Assaulting units:
13th Indian Brigade
55th Prov Chinese Division
6th Burma Rifles Battalion
49th Chinese Division
3rd Burma Rifles Battalion
16th Indian Brigade
96th Chinese Division
Rangoon BAF Battalion
1st Gloucestershire Battalion
46th Indian Brigade
2/BFF Brigade
1st Iniskilling's Battalion
63rd Indian Brigade
4th Burma Rifles Battalion
200th Chinese Division
RM Viper Force
7th Hussars Regiment
1st Burma Brigade
1st Cameronians Battalion
2nd Burma Brigade
9th Burma Rifles Battalion
2nd Royal Tank Regiment
14/7th Rajput Battalion
1st West Yorkshire Battalion
11th Burma Rifles Battalion
56th Madras Coy
48th Gurkha Brigade
93rd Chinese Division
28th Indian Mountain Gun Regiment
27th Indian Mountain Gun Regiment
2nd Anti-Tank Regiment
106th RAF Base Force
Burma Corps
Burma Corps
103rd RN Base Force
1st Burma Div
108th RAF Base Force
3rd LAA Bty

Defending units:
143rd Infantry Regiment
215th Infantry Regiment
112th Infantry Regiment
33rd Engineer Regiment
214th Infantry Regiment
33rd Division
33rd Mountain Gun Regiment

[image]local://upfiles/57126/A6C4BE64B497465B8A726FB50EAF0861.gif[/image]




BBfanboy -> RE: Scen 19 Burma - Allied side (4/20/2018 4:51:02 PM)


quote:

ORIGINAL: tarkalak

Currently I use Rangoon as R&R base for disabled units and for the upgrade mensioned before. Rangoon has 26000+ supply, and stays there. There is also ample support there.

However I have moved all my 4 Land HQs (1 command, 3 corps) to Sittang Bridge, because I was below required support level.

What will help me cure disablements best at Rangoon?
Should I pull one of the HQs back for that?

EDIT: OK, I re read the faq in War Room. So Rest mode + plenty of supply = cure disablements.

This is not mentioned in the FAQ, but I also pulled out one of the Corps HQs back to Rangoon and it seems to help.


HQs are full of support squads, and some HQs also draw extra supply to the hex. They will help the support level at Rangoon, but also decide if you want them to support the front line units, then make sure their command radius is enough to do that.




BBfanboy -> RE: Scen 19 Burma - Allied side (4/20/2018 4:53:38 PM)


quote:

ORIGINAL: tarkalak

Another question. I know that I can enter with train move in a contested hex, but cannot move out on train. All the British, Burmese, Indian troops can enter the hex using trains.

However the Chinese do not. When ordered to enter Sittang Bridge by rail they travel all the way to Pegu then shift to Combat there.

Why is that difference?

The Chinese division shown below was born in Lashio some days ago and was ordered to take the train to Sittang Bridge (lvl 1 base) dirrectly. They stopped at Pegu last turn showing 20 miles progress towards Sittang. This turn they are unpacking without destination.

[image]local://upfiles/57126/EEFA5B077A524C09938662475E42DB25.gif[/image]

The unit should not come out of Strat mode on its own unless the enemy attacked and forced it into combat mode. Was there an air attack last turn?




HansBolter -> RE: Scen 19 Burma - Allied side (4/20/2018 5:52:49 PM)

Air attacks can't force units out of strat mode.

They do force units in move mode to revert to combat mode slowing movement.

Sometimes units strat moving into an occupied hex stop one hex short and automatically start unpacking.

Not sure what causes this as normally you can strat move into an occupied hex, you just can strat move out.

If the occupied hex you are trying to strat move into is not a base hex, this may cause the auto-revert to combat mode with the unpacking delay.





tarkalak -> RE: Scen 19 Burma - Allied side (4/20/2018 8:19:55 PM)

Thanks All.

There were Air attacks by the enemy. In the case above the unit showed up in Lashio, and I ordered it to take the road to Sittang Bridge. I think that the same have happened with the other Chinese Division that showed up at Lashio.

Sittang Bridge is a base hex on this map. It is the hex SE of Pegu.

When I saw the Chinese Division unpacking at Pegu, I ordered it to take Strategic movement into Sittang Bridge (borderting hex), but it didn't comply.

I have had other units who had no problem entering the hex with strat move. Most of them came from Rangoon though.

Theory: May be Strategic movement is not allowed between bordering hexex, when there is an enemy in the target hex. By coincidence the movement from Lashio ends one hex short of the target and the unit is unable to proceed and starts unpacking.




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