RE: Good AARs Scenario 1 (Full Version)

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rustysi -> RE: Good AARs Scenario 1 (5/14/2019 7:57:00 PM)

quote:

maybe for the first campaign game is better to start with the Allied side.


Yeah, I'd say that's the better choice. TBH its taken me forever to get to where I think I've gotten the most that can be gotten out of Japan's economy. Was it worth the time? Maybe, but then again I could have been playing an Allied PBEM for some time now. Then again someone has to be Japan. But... and on and on.[:D]




jdsrae -> RE: Good AARs Scenario 1 (5/14/2019 9:34:05 PM)

I’ve been playing vs the AI for years and found that entertaining enough, but about a year ago started to think about a PBeM scenario 1 game.
It’s such a huge investment of time that before I do that I want to make sure I’d at least pose a moderate challenge to keep the other person interested.
I feel that I have to at least be “ok” at managing every aspect of the game as even against the AI if I neglect any aspect it can teach you a lesson.
In the last year I’ve read most of those AARs and am still tracking a few. They all give information that has helped me figure out what might work and what to try and avoid.

That includes cycling through all of the following on a regular basis:
1. select and maintain a clear strategic intent, between allied nations or Inter-service if playing as Japan
2. have a clear mission in each theatre
3. keep your order of battle organised, so you get the most out of each of the units you have. Before you get into the tactical detail of giving orders to units you need to have assigned what you think are the right forces to each area on the map
4. develop and track what the enemy has where, the intelligence picture, so you can factor that into your planning cycle
5. Understand industry and production rates of fuel, supply and war machines and how they constrain your operations planning
6. Understand the map, terrain has a big impact on land combat and supply movement
7. Setup and maintain your on map pilot training force
8. The whole point of playing is to try and win, so understand the victory points ratios and consider that in your operations planning

Once you’ve got all of the above and more sorted out, your tactical play will be more effective and more of a challenge to another person.

Assign balanced joint forces to missions at the operational level including land, air and naval assets.

Land combat
1. develop an understanding of firepower strength of your units compared to the enemy, it’s more important than raw Assault Value. Eg: a Chinese infantry unit with 100 AV will be crushed in open terrain vs a Japan 100 AV mixed infantry brigade.
2. If you don’t like the land campaign in China, learn to like it. At the strategic level, Japan can use as many of China’s Resources as that means they don’t have to send ships further to get them and the Supply generated there is handy to capture too
3. Everything else written about land combat from Sun Tzu, Guderian, et al
4. Understand what HQ unit bonuses do for you, including Air HQ which provide torpedoes and also Naval HQ naval support squads (or tenders) can do for your ship rearming - this is a big one to keep your ships fighting after day 1

Air combat
1. Develop an understanding of each air mission and when it is useful
2. Review all aircraft types and develop your understanding of comparative strengths and weaknesses
3. Don’t forget about night naval search or other night flying operations
4. Try to avoid flying unescorted bombers against enemy fighters
5. Try to avoid flying naval search into heavy enemy combat air patrols

Naval combat
1. Review the capabilities of every ship type and class, they all have a role to play
2. Always assign ASW capable escorts within task forces
3. Try to keep fighter cover over your task forces in contested or enemy waters

It really is an awesome game with its level of historical detail and preparing myself to play a grand campaign pbem is my ultimate goal too.

Have fun!




RangerJoe -> RE: Good AARs Scenario 1 (5/15/2019 1:56:16 AM)

Don't forget to learn the repair system and thus the best way to use your repair ships (including tenders) as well as naval support squads. You can move the naval support squads quickly to a small base to help with quick repairs to a damaged ship and the enemy might not notice the movement so then the port is not attacked.




obvert -> RE: Good AARs Scenario 1 (5/15/2019 7:53:56 AM)


quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: BillBrown

Here is a good one by an excellent player, it is from the Japanese side.
http://www.matrixgames.com/forums/tm.asp?m=3101451

The latest Allied AAR for this one, also from an excellent player
http://www.matrixgames.com/forums/tm.asp?m=4332189

The next to last Allied AAR for this one, again an excellent player
http://www.matrixgames.com/forums/tm.asp?m=4067531

and the first Allied AAR, I also think this is an excellent player
http://www.matrixgames.com/forums/tm.asp?m=3104086




You should probably mention who they are/the titles - I'm not clicking on any just in case.


Yes! A bit of a surprise when clicking on the second one in the list! [;)]




obvert -> RE: Good AARs Scenario 1 (5/15/2019 8:03:28 AM)


quote:

ORIGINAL: AleRonin

In the meantine that I'm playing small scenarios I'd like to read some good AARs about scenario 1 (any side) because it will be my next step.

I already checked the "Useful Info for Beginner" topic but the AAR list is quite old.

Do you have any suggestions?

As always, thanks for the support!


I'll add my first full campaign AAR to the list since it is also Scen 1.

I would look at Mike Solli's extensively before ever dipping into this. Then check Miller's for a good quick look at how the war progresses to the finish since those guys have raced through the campaign (and Miller has shown what a top player can do to balance strong tactical and strategic play with a solid understanding of the economy required to still be fighting in the endgame).

This one though does have a lot of great input from all of the commentators listed by Alfred above (and some from himself I believe) plus others who were invaluable as I learned how to play this monster to the end. I also tried to give frequent data updates to ask for advice on R & D, resources/fuel and the economy as well as the more strategic concerns in the game. At the end there is also a lot of data to look into.

Wild Sheep Chase




Chickenboy -> RE: Good AARs Scenario 1 (5/15/2019 2:05:33 PM)


quote:

ORIGINAL: jdsrae

I’ve been playing vs the AI for years and found that entertaining enough, but about a year ago started to think about a PBeM scenario 1 game.
It’s such a huge investment of time that before I do that I want to make sure I’d at least pose a moderate challenge to keep the other person interested.
I feel that I have to at least be “ok” at managing every aspect of the game as even against the AI if I neglect any aspect it can teach you a lesson.
In the last year I’ve read most of those AARs and am still tracking a few. They all give information that has helped me figure out what might work and what to try and avoid.

That includes cycling through all of the following on a regular basis:
1. select and maintain a clear strategic intent, between allied nations or Inter-service if playing as Japan
2. have a clear mission in each theatre
3. keep your order of battle organised, so you get the most out of each of the units you have. Before you get into the tactical detail of giving orders to units you need to have assigned what you think are the right forces to each area on the map
4. develop and track what the enemy has where, the intelligence picture, so you can factor that into your planning cycle
5. Understand industry and production rates of fuel, supply and war machines and how they constrain your operations planning
6. Understand the map, terrain has a big impact on land combat and supply movement
7. Setup and maintain your on map pilot training force
8. The whole point of playing is to try and win, so understand the victory points ratios and consider that in your operations planning

Once you’ve got all of the above and more sorted out, your tactical play will be more effective and more of a challenge to another person.

Assign balanced joint forces to missions at the operational level including land, air and naval assets.

Land combat
1. develop an understanding of firepower strength of your units compared to the enemy, it’s more important than raw Assault Value. Eg: a Chinese infantry unit with 100 AV will be crushed in open terrain vs a Japan 100 AV mixed infantry brigade.
2. If you don’t like the land campaign in China, learn to like it. At the strategic level, Japan can use as many of China’s Resources as that means they don’t have to send ships further to get them and the Supply generated there is handy to capture too
3. Everything else written about land combat from Sun Tzu, Guderian, et al
4. Understand what HQ unit bonuses do for you, including Air HQ which provide torpedoes and also Naval HQ naval support squads (or tenders) can do for your ship rearming - this is a big one to keep your ships fighting after day 1

Air combat
1. Develop an understanding of each air mission and when it is useful
2. Review all aircraft types and develop your understanding of comparative strengths and weaknesses
3. Don’t forget about night naval search or other night flying operations
4. Try to avoid flying unescorted bombers against enemy fighters
5. Try to avoid flying naval search into heavy enemy combat air patrols

Naval combat
1. Review the capabilities of every ship type and class, they all have a role to play
2. Always assign ASW capable escorts within task forces
3. Try to keep fighter cover over your task forces in contested or enemy waters

It really is an awesome game with its level of historical detail and preparing myself to play a grand campaign pbem is my ultimate goal too.

Have fun!


A great list, jksrae! [&o]

From a picayune tactical perspective, I would add one tidbit. As the Japanese player you have many units that are fragments of larger organic units that will be reassembled 'later'. Identify those subunits with an asterix near their name and work to co-mingle them with their other subunits in order to reassemble / transform them into larger units. Your armored divisions will be more effective as a larger conglomerate, suffer comparatively limited disruption and so forth versus the constellation of armored regiments, scout forces, engineer units, etc. that make up their subunits. They're also easier to track and assign consistent tactical goals (and prep) when they're combined units verus the fragmented smaller ones.




AleRonin -> RE: Good AARs Scenario 1 (5/15/2019 5:04:34 PM)

quote:

ORIGINAL: jdsrae

I’ve been playing vs the AI for years and found that entertaining enough, but about a year ago started to think about a PBeM scenario 1 game.
It’s such a huge investment of time that before I do that I want to make sure I’d at least pose a moderate challenge to keep the other person interested.
I feel that I have to at least be “ok” at managing every aspect of the game as even against the AI if I neglect any aspect it can teach you a lesson.
In the last year I’ve read most of those AARs and am still tracking a few. They all give information that has helped me figure out what might work and what to try and avoid.

That includes cycling through all of the following on a regular basis:
1. select and maintain a clear strategic intent, between allied nations or Inter-service if playing as Japan
2. have a clear mission in each theatre
3. keep your order of battle organised, so you get the most out of each of the units you have. Before you get into the tactical detail of giving orders to units you need to have assigned what you think are the right forces to each area on the map
4. develop and track what the enemy has where, the intelligence picture, so you can factor that into your planning cycle
5. Understand industry and production rates of fuel, supply and war machines and how they constrain your operations planning
6. Understand the map, terrain has a big impact on land combat and supply movement
7. Setup and maintain your on map pilot training force
8. The whole point of playing is to try and win, so understand the victory points ratios and consider that in your operations planning

Once you’ve got all of the above and more sorted out, your tactical play will be more effective and more of a challenge to another person.

Assign balanced joint forces to missions at the operational level including land, air and naval assets.

Land combat
1. develop an understanding of firepower strength of your units compared to the enemy, it’s more important than raw Assault Value. Eg: a Chinese infantry unit with 100 AV will be crushed in open terrain vs a Japan 100 AV mixed infantry brigade.
2. If you don’t like the land campaign in China, learn to like it. At the strategic level, Japan can use as many of China’s Resources as that means they don’t have to send ships further to get them and the Supply generated there is handy to capture too
3. Everything else written about land combat from Sun Tzu, Guderian, et al
4. Understand what HQ unit bonuses do for you, including Air HQ which provide torpedoes and also Naval HQ naval support squads (or tenders) can do for your ship rearming - this is a big one to keep your ships fighting after day 1

Air combat
1. Develop an understanding of each air mission and when it is useful
2. Review all aircraft types and develop your understanding of comparative strengths and weaknesses
3. Don’t forget about night naval search or other night flying operations
4. Try to avoid flying unescorted bombers against enemy fighters
5. Try to avoid flying naval search into heavy enemy combat air patrols

Naval combat
1. Review the capabilities of every ship type and class, they all have a role to play
2. Always assign ASW capable escorts within task forces
3. Try to keep fighter cover over your task forces in contested or enemy waters

It really is an awesome game with its level of historical detail and preparing myself to play a grand campaign pbem is my ultimate goal too.

Have fun!



Thanks you for your guide especially for the strategic points.

You wrote "develop/understanding" in few points, where do you have learned these informations? (AARs, topics, hard way, etc.)




AleRonin -> RE: Good AARs Scenario 1 (5/15/2019 5:06:54 PM)


quote:

ORIGINAL: RangerJoe

Don't forget to learn the repair system and thus the best way to use your repair ships (including tenders) as well as naval support squads. You can move the naval support squads quickly to a small base to help with quick repairs to a damaged ship and the enemy might not notice the movement so then the port is not attacked.



I found a great post "Ship Repair 101 Guide" by Alfred [:)]




AleRonin -> RE: Good AARs Scenario 1 (5/15/2019 5:27:19 PM)


quote:

ORIGINAL: obvert


quote:

ORIGINAL: AleRonin

In the meantine that I'm playing small scenarios I'd like to read some good AARs about scenario 1 (any side) because it will be my next step.

I already checked the "Useful Info for Beginner" topic but the AAR list is quite old.

Do you have any suggestions?

As always, thanks for the support!


I'll add my first full campaign AAR to the list since it is also Scen 1.

I would look at Mike Solli's extensively before ever dipping into this. Then check Miller's for a good quick look at how the war progresses to the finish since those guys have raced through the campaign (and Miller has shown what a top player can do to balance strong tactical and strategic play with a solid understanding of the economy required to still be fighting in the endgame).

This one though does have a lot of great input from all of the commentators listed by Alfred above (and some from himself I believe) plus others who were invaluable as I learned how to play this monster to the end. I also tried to give frequent data updates to ask for advice on R & D, resources/fuel and the economy as well as the more strategic concerns in the game. At the end there is also a lot of data to look into.

Wild Sheep Chase



This is what I'm looking for, thanks [:)]




AleRonin -> RE: Good AARs Scenario 1 (5/15/2019 5:35:11 PM)


quote:

ORIGINAL: Chickenboy


quote:

ORIGINAL: jdsrae

I’ve been playing vs the AI for years and found that entertaining enough, but about a year ago started to think about a PBeM scenario 1 game.
It’s such a huge investment of time that before I do that I want to make sure I’d at least pose a moderate challenge to keep the other person interested.
I feel that I have to at least be “ok” at managing every aspect of the game as even against the AI if I neglect any aspect it can teach you a lesson.
In the last year I’ve read most of those AARs and am still tracking a few. They all give information that has helped me figure out what might work and what to try and avoid.

That includes cycling through all of the following on a regular basis:
1. select and maintain a clear strategic intent, between allied nations or Inter-service if playing as Japan
2. have a clear mission in each theatre
3. keep your order of battle organised, so you get the most out of each of the units you have. Before you get into the tactical detail of giving orders to units you need to have assigned what you think are the right forces to each area on the map
4. develop and track what the enemy has where, the intelligence picture, so you can factor that into your planning cycle
5. Understand industry and production rates of fuel, supply and war machines and how they constrain your operations planning
6. Understand the map, terrain has a big impact on land combat and supply movement
7. Setup and maintain your on map pilot training force
8. The whole point of playing is to try and win, so understand the victory points ratios and consider that in your operations planning

Once you’ve got all of the above and more sorted out, your tactical play will be more effective and more of a challenge to another person.

Assign balanced joint forces to missions at the operational level including land, air and naval assets.

Land combat
1. develop an understanding of firepower strength of your units compared to the enemy, it’s more important than raw Assault Value. Eg: a Chinese infantry unit with 100 AV will be crushed in open terrain vs a Japan 100 AV mixed infantry brigade.
2. If you don’t like the land campaign in China, learn to like it. At the strategic level, Japan can use as many of China’s Resources as that means they don’t have to send ships further to get them and the Supply generated there is handy to capture too
3. Everything else written about land combat from Sun Tzu, Guderian, et al
4. Understand what HQ unit bonuses do for you, including Air HQ which provide torpedoes and also Naval HQ naval support squads (or tenders) can do for your ship rearming - this is a big one to keep your ships fighting after day 1

Air combat
1. Develop an understanding of each air mission and when it is useful
2. Review all aircraft types and develop your understanding of comparative strengths and weaknesses
3. Don’t forget about night naval search or other night flying operations
4. Try to avoid flying unescorted bombers against enemy fighters
5. Try to avoid flying naval search into heavy enemy combat air patrols

Naval combat
1. Review the capabilities of every ship type and class, they all have a role to play
2. Always assign ASW capable escorts within task forces
3. Try to keep fighter cover over your task forces in contested or enemy waters

It really is an awesome game with its level of historical detail and preparing myself to play a grand campaign pbem is my ultimate goal too.

Have fun!


A great list, jksrae! [&o]

From a picayune tactical perspective, I would add one tidbit. As the Japanese player you have many units that are fragments of larger organic units that will be reassembled 'later'. Identify those subunits with an asterix near their name and work to co-mingle them with their other subunits in order to reassemble / transform them into larger units. Your armored divisions will be more effective as a larger conglomerate, suffer comparatively limited disruption and so forth versus the constellation of armored regiments, scout forces, engineer units, etc. that make up their subunits. They're also easier to track and assign consistent tactical goals (and prep) when they're combined units verus the fragmented smaller ones.


Therefore you suggest to combine units into divisions or brigades for a better efficacy, but I have a question now:
if I launch an assault, a three regiments attack outcome would be different respect a full division assault?




RangerJoe -> RE: Good AARs Scenario 1 (5/15/2019 7:42:21 PM)

The full division does better than the disparate units that combine to form the division. Sometimes you also receive more devices when the disparate components form the division. The division performs better since there are more devices in total to spread the damage around. Thus the divisions with more devices also perform better than the same amount of AV in the smaller division.




jdsrae -> RE: Good AARs Scenario 1 (5/15/2019 8:22:11 PM)

quote:

ORIGINAL: AleRonin

Thanks you for your guide especially for the strategic points.

You wrote "develop/understanding" in few points, where do you have learned these informations? (AARs, topics, hard way, etc.)


D. All of the above!

Manual, on the job training, AARs, manual again,

Scroll through the stats in the database, either the button in game plus the editor for the scenario you are playing. You will see details on TOE changes, device stats etc that you can develop an understanding of “firepower” from. Eg: compare the stats for a Chinese vs Japanese vs USMC rifle squad as the years change.
Review the various ship upgrade and conversion options. Choose your own adventure with them. As Japan you can either have lots of xAK merchants or convert most of them into something with military value like AG, AGP, AKE (but you need to watch details like which ones can rearm CA or different BB classes). Pretty sure as allies I converted one xAK class to AKE to rearm ships out in CENPAC but that was a few years back. Auxiliaries are real force multipliers.

For specific topics, try the search function and filter by “Alfred” posts and the topic eg: “101” or “supply”. Like the one you’ve already found, there are others.
I first tried the search with filter only a few weeks back and it works.

Patch notes - I need to re-read these as there will be lots of details in them that I’ve forgotten
A bit of google/Wikipedia research now and then to see how something was done historically.
Ask questions

This game is like an onion, or maybe parfait




jdsrae -> RE: Good AARs Scenario 1 (5/15/2019 8:57:28 PM)

I modified spreadsheets from Kull and others which had the raw data.
You can filter by “parent unit” or similar and it shows you all the formations that can recombine.
Some like the tank units are scattered to the four winds but I work to bring all back and combine unit their parent at some point.
Many need to be bought out of Korea or China to the same HQ before you can combine them




AleRonin -> RE: Good AARs Scenario 1 (5/15/2019 9:19:56 PM)

Thanks to all!




rustysi -> RE: Good AARs Scenario 1 (5/16/2019 7:26:34 PM)

quote:

but I have a question now:
if I launch an assault, a three regiments attack outcome would be different respect a full division assault?


The devs have stated that when all components of a division attack together its not much different compared to a recombined unit. This may be important in the early going because to recombine certain units you need to spend PP's (Political Points) to get all the units to the same HQ otherwise they won't be able to combine. PP's are scarce early on and you have much need of them. In addition to that I find that most recombined units are commanded by 'Colonial Klink' and that's more PP's you have to spend. Yeah, the game engine seems to pick the worst commander from the division components.




rustysi -> RE: Good AARs Scenario 1 (5/16/2019 7:35:48 PM)

quote:

As Japan you can either have lots of xAK merchants or convert most of them into something with military value like AG, AGP, AKE (but you need to watch details like which ones can rearm CA or different BB classes).


These aux vessels are extremely important in the early going. Without them your expansion as Japan will die on the vine. The most important one early on is the AKE. Japan starts the war (scen 1) with exactly one and that won't resup her 16" guns. There's one other vessel that will convert rather quickly, but the others will take some weeks IIRC. The Aden class xAK will resup all 14" and lower guns and Japan has bunches of these boats.

The mechanics of how these vessels work has changed since the game's inception, intended or not. They where only supposed to resup a vessel depending on their individual capacity, but now it seems that they will combine with others in port to resup anything. There's more to it, but you'll get that as you go.




AleRonin -> RE: Good AARs Scenario 1 (5/16/2019 9:31:28 PM)

I'm trying to convert some xAK in AKE and AGP in my current PBEM game, small scenario and limited use but should be helpful anyway.




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