Sardaukar's Newbie Grand Campaign Tutorial (Community Effort)

Post descriptions of your brilliant victories and unfortunate defeats here.

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Sardaukar
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Sardaukar's Newbie Grand Campaign Tutorial (Community Effort)

Post by Sardaukar »

This is meant to be rehash of my previous AAR, but with (hopefully) lot more input from both regular and casual players. All suggestions are considered, albeit not necessary acted upon.

Previous one can be seen here: tm.asp?m=2564541

This AAR is based on DaBigBabes mod. Reasons for my decision are here: tm.asp?m=2939955
It'll always be run under latest Beta patch (or official one, if there is later one than Beta) and upgraded after every relese.

Get DaBigBabes from here: https://sites.google.com/site/dababeswitpae/dabigbabes

RULE 1: I am the judge and jury in this AAR. I run the turn resolution with my computer and my word is final. If someone does not like it, they can start their own AAR and not participate in this.
RULE 2: ANYONE will be able to participate (unless I rule against it, see Rule 1). I will, however, discourage wildly ahistorical ideas, unless discussion proves them plausible.

GET IN:
This project is not to be solely mine. All help is appreciated, even needed. Participation is not required, nor it'll suck life out of anyone but me..[:D] It can be in several forms:

- suggestions in this thread
- direct input into SAVE-file (if allowed to do that, you are REQUIRED to post general overview of your orders and reasons in this thread)
- communication via PM, email or by other means ("Sardaukar sucks"-messages are taken into special consideration)


This AAR is meant to ease the new AE players into playing AE Grand Campaign (DaBigbabes version) vs IJ AI as Allies.


1. DON'T PANIC! Game is immense, but you do not have to consume it all right away. Like family-size pizza, you can take it slice by slice. I enjoy playing against AI Japanese, trying different strategies and discovering new historical things about Pacific War. Generally, my first turn as Allies in AE used to take 4+ hrs to input orders (and I have played WitP since 2004), now it's about 1.5-2hrs. Remember, as Allies, you do not have to do everything during first turn. It is still daunting task, but also rewarding.

2. HAVE FUN! Remember you are playing against AI, it's feelings will not get hurt if you realize you made big mistake and you want to re-do last turn. After you have mastered some of the basics, it is good to restrain yourself from "cheating", but when learning, it is OK. Just try not to replay a turn where your losses where from bad luck, not from bad orders (like having your CV sunk by IJN SS would be bad luck (if you had planes on Naval Search...) etc.).

3. DON'T GET INTO BAD HABITS! Sooner or later you want to play PBEM and lot of the small tricks you learn against AI will no longer work. Your opponent may be an idiot, but not an Artificial Idiot! Also, do not "game the engine". There are some exploits, that will give you extra edge vs AI. Don't do it.


Game will be:

Allied vs. IJ AI

AI Difficulty: Historical (to avoid supply & combat benefits for AI)
Facilities to expand: OFF (you want to turn on this base by base, not have it suck your supplies immediately, especially in China)
Automatic Upgrade: ON
Replacements: OFF
2-day turns (gives AI some more edge and slows down operations while speeding the game up), First turn will be done with 1-day turn setting.
Historical First turn: OFF (I want to be able to input some orders during first turn)
Fog of War: ON
Advance Weather: ON
Allied Damage Control: ON
Player Defined Upgrades: ON
December 7th surprise: ON
Reliable USN Torpedoes: OFF
Realistic R&D: ON
No unit withdrawals: OFF
Reinforcements: FIXED

NOTE:

DaBigBabes is bit different from stock Scen 1.

- lot more historical ships added
- some historical unit errors corrected
- AAA and ASW combat quite extensively revamped to produce more historical results.
- logistics & ship capacities redone to resemble more historical situation.
- etc. etc. [:D]
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-

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Mac Linehan
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RE: Sardaukar's Newbie Grand Campaign Tutorial (Community Effort)

Post by Mac Linehan »

Hi, Sar!

Wish you and all the contributors the best with this AAR.

I look forward to some serious action....

Note: - as I am a one day turn kind of guy, this will be an educational experience for me.

Mac
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RE: Sardaukar's Newbie Grand Campaign Tutorial (Community Effort)

Post by Sardaukar »

Bump!
 
Note that all ideas are considered, so if you want to implement anything into game strategy, please tell about it here. [8D]
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RE: Sardaukar's Newbie Grand Campaign Tutorial (Community Effort)

Post by johnjohn »

This could be interesting. I, for one, am in my first campaign against the AI, though using 1 day turns. I must admit the learning curve is a significant issue for the first time player. It is more than strategy, though following the historical strategy of the allies does work--or at least it worked for me. Just a few simple concerns from the beginning.

1. Read the manual. There are lots of details that affect use of ships, land units (LCU's), aircraft, headquarters, sub ops, and so forth. The more conversant a player is with the manual, the less confusion results from the orders.

2. Beware the KB! The AI will try to form the Pearl Harbor attack force again and again. As the allies, your carriers, which are limited to two carrier task groups in the first year unless you want to suffer immense ops penalties, are no match for six CVs, even if ship for ship the enemy's are not as capable as yours.

3. Train, Train, Train! The allied forces are underprepared for war. Read how to set LCUs, A/C Sqd or Detachments to training status. Start training right away. Remember, if you set the carrier air groups to train and then send them out on operations, re set the air groups to operations. Read the manual for how to do this and which operations for each component, fighters (escort), dive bombers (naval or land attacks plus some search component and ASW) and torpedo bombers (naval or land attack plus search or ASW if DBs not doing that).

4. Hording resources. The enemy strategy historically is to hit the Philipines, Hong Kong, start the Malaysia campaign to take Singapore and then turns toward Burma and the Dutch East Indies. It also will attempt to take the Noumea, Suva, Pago Pago line. If you cannot hold any of those islands, then you must think about where to base South Pacific Operations and how to move supplies to them. (Tahiti, Bora Bora--which needs lots of supply and improvements--and Auckland are your main options. Hording means moving supplies and resources out of the danger areas to more secure places, like Perth, Sydney, Calcutta, and Columbo. It is essential to try and get as much of the oil/fuel out of the DEI before it falls. It also means turning off replacement aircraft in all rear area squadrons, and expansion for all bases in the PI, DEI, Malaya, and Burma--and especially in China. Those expansions suck up supply--which in most areas, before you start lifting it in, is a real problem. Lastly, move all major warships to safe areas. Consider for you what bases (like Pearl Harbor) that you cannot afford to lose. Defend those with troops and dig in deep. Do not be afraid to keep significant parts of your fleets on the West Coast or Cape Town. Also, when possible, operate only within friendly airbases with fighter and naval/marine bomber support. Developed land bases with defenders (the unsinkable aircraft carrier) is very helpful to support naval air operations. Lastly, use the "Sir Robin" tactic. Runaway is not cowardice, but a prudent way to preserve essential assets for later in the war.

5. If this is your first foray with Admiral's Ed., you will be amazed at what happens in 1943 when the supply, support pipeline starts producing in large quantities. New planes, new ships, and plentiful transports and assault ships will allow you to take the initiative. The object until then is to survive.

6. Keep Austrailia (Oz or Aussie) in the war. You will have to decide if returning forces from the Middle East should go to Aussie or India. That really depends on what is happening in Burma and if the enemy decides to invade India. I sent all SWPAC LCUs to Sydney which allowed me to divert to India a number of experienced Aussie divisions coming home from the middle east.

7. Read the AARs of other opponents and learn from their mistakes. Sieze the tactical advice even if you cannot implement it. One thought in turn one is to make sure the Prince of Wales task force goes South, not North (which is certain destruction). Both PoW and Repulse are good carrier escorts if you save them. Another strategy is to pull the Lark and other battalions out of their forward positions so as to form a combined unit. The same goes for the 8th Aussie in Singapore. Extraction of these units may not be possible, but it is something to think about. These are the tips you find from players who are further along than you may be.

There is much more to learn than I can remember to include. One piece of advice for an aggressive allied player. Always keep track of the KB. If you know where the main enemy carrier fleet is operating, then you know where they are not operating, which may provide an opportunity to hit the enemy where they ain't. But remember Sir Robin, and run away if it comes for you.

Lastly, intelligence and how you handle it is very important. Read every Intel report and try to track who is where. That will give you some idea of what is available and where it may be going. Otherwise, the enemy may show up at your front door and kick it in before you can load the shotgun.

Johnjohn
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RE: Sardaukar's Newbie Grand Campaign Tutorial (Community Effort)

Post by Sardaukar »

Orders for turn 1:

Pearl Harbor:

Air:

- set all fighters 50% CAP, 15k ft, except crappy P-26s who will be used for training.
- set all patrol planes 50% search, 6k ft and reduce range to normal range to lessen ops losses. On Islands like Hawaii I will not use search arcs.
- set B-17Es as above for Naval Search
- set B-17Ds 100% Training for Naval search
- set dive bombers to 100% Training Naval Attack
- set transport planes 100% training Transport.
- Marine divebombers from CV Lexington sent to Midway, set for standard 13k altitude naval attack
- CV fighgters set to 50% CAp, 15k ft.
- CV dive bombers set Naval attack, 13k ft, 20% Naval search
- CV torpedo bombers as above, but no naval searc.

My intention is to use heavy bombers as Patrol planes, not as "heavy bombers". B-17s mainly flew what could be called "armed reconnaissance" and Naval search fits into that very well.

CAP will be mostly ineffective, because Dec 7 surprise is on, even when Historical first turn is off.

Sea:

- pull back all submarines from immediate vincinity of PH. I will reorganize sub TFs in PH next turn when smoke has cleared...
- set those ships destined to PH to auto-disband.

Ground:

- set PH port to expand.

West Coast & Alaska:

Air:

- setting most fighter & bomber units to 100% training. Patrol planes given 50% Naval search and search arcs.
- you have several squadrons of planes in East Coat base. Thansfer patrol planes to SF & LA to give extra cover. Put fighters into 100% Training. You also have several B-26 Marauder units, put then to 100% Naval attack training, under 5k altitude.

Sea:

- not much, sending 2 cargo TFs to Kodiak and Anchorage from Seattle

Pay attention with supply levels of isolated bases. There are several bases in WC & Alaska that require your attention now and then.

Ground:

- setting most bases to expand AF & Port. You want to get max. here as soon as possible, since e.g. airfield size affects your ops losses in training. And these WC units are mostly doing training.
- do not expand bases that do not have sufficient supply (isolated ones, islands and those without road connection).

Panama:

-expand AF & Port


"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-

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RE: Sardaukar's Newbie Grand Campaign Tutorial (Community Effort)

Post by Sardaukar »

Soviet Union:

- just expand bases, but not isolated ones

China:

- not much, I just turn replacements off for all units in Chungking
- RN TFs in Hongkong have their home base set as Singapore

Philippines:

- basically same setup for air as PH. Fighters set 50% CAP, 15k ft. Bombers 50% Naval searc 6k ft. Others for training.
- CA Houston and CL Boise ordered to proceed to Soerabaja.

DEI & Borneo & Malaya:

- fighters and patrol planes set for standard orders as before.
- all RAF is withdrawn into Singapore. Torpedo bombers set to Naval Attack 13kft, bombers naval search, fighters CAP.
- withdrawal of ground units to Johore Bahru/Singapore from north started, they are way too vulnerable without fighter and AA cover that Singapore can offer

India, Burma & Off-map bases:


- no major changes, just Karachi, Bombay, Chittagong & Calcutta set to expand set to expand.
- RN ships transferred from Trimcomalee to Colombo
- TF carrying 46th Indian Brigade set to go to Rangoon instead of Singapore.
- TF in Cape Town carrying elements of 18th UK division set to go to Perth.

Australia, Papua New Guinea & Salomons & NZ:

- Darwin , Perth, Sydney & Melbourne set to expand AF & Port
- CA Canberra & CL Perth set to Rabaul.
- Pensacola TF set to Noumea
- standard search plane setting all over, 50% Naval search, 6k, normal range.


That's about it. It is not so difficult when remembering that YOU DON'T HAVE TO do everything at once!
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-

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RE: Sardaukar's Newbie Grand Campaign Tutorial (Community Effort)

Post by Sardaukar »

First turn save available at:

http://sardaukar.suntuubi.com/datafiles ... pae020.pws

Note that if you have save slot 20 already in use, you need to renumber the file to avoid overwriting.
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-

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RE: Sardaukar's Newbie Grand Campaign Tutorial (Community Effort)

Post by Sardaukar »

First turn has been run.


PH attack was quite anemic, no BBs were sunk. However, all BBs except one were moderately damaged. USMC dive bombers based on Midway sunk one IJN DD.

Main losses were BC Repulse (sunk) and BB Prince of Wales (86 flt damage and unlike to make it).

If someone wonders why I didn't order PoW & Repulse to safer waters, I wanted to see if new AAA modelling does any good vs. Nells (and it was historical choise) and also wanted to see if I could get lucky. I did not.

Combat report attached.
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RE: Sardaukar's Newbie Grand Campaign Tutorial (Community Effort)

Post by Sardaukar »

Intel screen:



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RE: Sardaukar's Newbie Grand Campaign Tutorial (Community Effort)

Post by Sardaukar »

Damaged ships:



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RE: Sardaukar's Newbie Grand Campaign Tutorial (Community Effort)

Post by Sardaukar »

I will be inputting orders for Turn 2-3 (since from now on, turns will be 2-day) later today, so if anyone has ideas they want to try, feel free to suggest them here. [8D]
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RE: Sardaukar's Newbie Grand Campaign Tutorial (Community Effort)

Post by Sardaukar »

Turn 2-3:

PhI:

- all submarines are sortied out, them and all already out have been given "Set Patrol around", very quick way to make patrol zones.

DEI:

- Dutch subs sortied out similarly.
- US & Dutch surface forces gathering to Soerebaja & Balkikpapan
- Palembang, Batavia & Soerabaja set to fortify

Malaya:

- units from South Burma (Tavoy, Mergui) set to march towards Rangoon
- no other action, waiting to see if I can save Prince of Wales

Australia, Papua New Guinea & Solomons:

- separate companies in PNG set to march towards Port Moresby through jungle

PH:

- subs in Pearl sorteid out, mainly covering Midway & Wake
- CV Lexington & Enterprise diverted south to avoid enemy CVs.


USA:


- subs in San Fransisco sent to Pearl
- CV Saratoga's air groups set to appropriate 100% training (escort & Naval attack)


As everyone can see, that is not too heavy burden to give orders, though sending out subs can be bit tedious.
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-

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RE: Sardaukar's Newbie Grand Campaign Tutorial (Community Effort)

Post by zuluhour »

Might be a good time, if not to late, to use an offensive mine laying mission or two with Asiatic fleet subs at a likely beach head.
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RE: Sardaukar's Newbie Grand Campaign Tutorial (Community Effort)

Post by Sardaukar »

Highlights of Dec 8-9:

- SS Shark hits Japanese sub-laid mine in Bataan and had Flt 49 damage
- CA Northampton is hit by 2 torpedoes lainched by I-24, flotation 94, most likely won't make it back to PH
- Wildcats on Wake I. are doing decently well vs. Japanese long-range Nell attacks
- Kido Butai takes parting shot at PH, but their 59 Kates are escorted by only 5 Zeros. Japanese lose 1 Zero & 12 Kates. US loses only one P-40B.
- I-174 puts 2 torpedoes into CA Indianapolis, Flotation 63, most likely will make it to PH unless receiving further attacks
- Japanese capture Pengpu (90,50) in China, badly smashing the defending Chinese Corps
- Japanese capture Kota Bharu (51,75) in Malaya..similarly dealing stinging defeat to inexpereinced British & Commonwealth defenders.
- Japanese capture undefended Makin (136,125),

- SS Perch is hit by 2 Japanese DCs east of Ph.I. but takes only minot damage.
- Dutch subs hit couple of Japanese merchants
- Japanese capture undefended Wigan, Tarawa & Aparri


Conclusions:

Japanese attack is gathering speed and there is very little we can do right now. 2 damaged US CAs are bit if upset, but balance by that PoW has not sunk yet...

Combat report attached.
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RE: Sardaukar's Newbie Grand Campaign Tutorial (Community Effort)

Post by Sardaukar »

ORIGINAL: zuluhour

Might be a good time, if not to late, to use an offensive mine laying mission or two with Asiatic fleet subs at a likely beach head.

Too late now, subs did sortie already. But I need to put British & Dutch minelayers into action, which is something I didn't do yet.
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-

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RE: Sardaukar's Newbie Grand Campaign Tutorial (Community Effort)

Post by Sardaukar »

Time for some strategic decisions:

- I'll try to keep Burma road open as long as I can, for China supply woes. This mean trying to hold Rangoon. I am not really bothered about losing Burma per se.
- UK 18th Division and future reinforcements of AUS 6th & 7th will go to Australia, to be used by SWPAC/SoPac.
- AUS 8th Division brigades in Malaya...now, this is dilemma. Either I need to evacuate them right now...or leave them to their gruesome fate. They will be useful in Australia but can also stiffen the defense of Singapore. Latter would of course delay Japanese onslaught towards Rangoon...but I really like "Diggers", so I'll see if I can get them out. This will require sending lot of xAPs into Singapore.
- Ph.I defence will be concentrated into "Iron Triangle": Clark, Bataan, Manila
- DEI defense will be in Batavia & Soerabaja, Dutch & British minelayers will be used to lay mines at suspected landing sites. Both bases at tips of Java will be mined, plus Kuching Palembang & Balikpaban.
- I need to garrison Noumea, Poet Moresby & Suva, to keep my supply routes and options open. For PM, I might use brigades of AUS 5th Div...sorry guys, we just changed the law and PNG is now AUS territory, so you are deployable (this change was actually made later, to allow the deployment of CMF troops into PNG)
- I need to find something to garrison Canton Island, to act as my outpost, defending the vital US-AUS supply route. 2nd USMC Def Bn and 2nd USMC Para Bn will get the honour, even though former was prepared for PagoPago.
- SF will act as troop transport hub, LA as fuel transport hub. Reg of 24th Inf Div in SF set to Strategic mode for shipping to PH. Problem at this stage of war is lack of shipping & troops..and about everything.
- there are couple of units in US bases with HQ as SWPAC, put to Strat mode and destined to SF for later shipping.
- I'll still leave China alone for a while.
- check OPs report for reinforcements. If on-map set accordingly, if off-map, set Strat mode for shipping.

That's about it now.
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-

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RE: Sardaukar's Newbie Grand Campaign Tutorial (Community Effort)

Post by Sardaukar »

Dec 10-11 highlights:

- US subs neah Ph.I. actually hit few IJN merchants with torpedoes. So it is still beneficial to have them out, despite Mk 14 80% dud rate.
- I sent 4 DD TF from Manila to Vigan for quick surface action, engagement was inconclusive, but amusing:

Night Time Surface Combat, near Vigan at 80,73, Range 11,000 Yards

Japanese Ships
CL Naka
DD Natsugumo
DD Minegumo
DD Asagumo, Shell hits 1, on fire
DD Murasame
DD Harusame
DD Yudachi
DD Samidare

Allied Ships
DD John D. Ford
DD Peary
DD Pillsbury
DD Pope, Shell hits 1




Maximum visibility in Partly Cloudy Conditions and 57% moonlight: 11,000 yards
CONTACT: Japanese lookouts spot Allied task force at 11,000 yards
Japanese open fire on surprised Allied ships at 11,000 yards
DD Harusame collides with DD Murasame at 80 , 73

....

US ships, USS Pope suffered minor 9 sys dmg.

- Japanese manage to get another bomb hit on BB PoW when it arrives to Singapore, but so fat it has survived. Problem is, there are very few shipyards on this side of Pacific/Indian Ocean to fit her in..even IF she'd survive the trip, having 60 major floods dmg.
- Hongkong is going to fall soon, Japanese are able to reduce fort levels, while suffering higher casualties
- Miri in Borneo is lost
- DM Trachian, on her voyage to safety, fights 2 surface actions near Borneo northern coast vs. 3 CL, 3 DD TF..and survives, giving as good as she gets.
- Vigan in Ph.I. and Guam are lost
- Wewak in PNG and Wake I. are lost
- Kavieng will fall soon
- assorted fights in china, where I'll have to start to think about viable defensive lines.

Combat report attached.

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RE: Sardaukar's Newbie Grand Campaign Tutorial (Community Effort)

Post by Sardaukar »

Malaya plan:

- delaying action from Kota Bharu to Kuala Lumpur
- west of Malacca will be evacuated, even if it leaves delaying forces flank vulnerable, but they can be sacrificed.
- we will not fight for Malacca, since it is in Clear terrain, first base where we are giving serious resistance is Batu Pahat
- Mersing will be evacuated, since it will be almost impossible to get troops out from there otherwise.

You can see defensive line as red, delaying units rounded by blue & withdrawal routes as blue "arrows".



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RE: Sardaukar's Newbie Grand Campaign Tutorial (Community Effort)

Post by Sardaukar »

Burma plan:

- delaying lines as wider blue
- withdrawal route as blue arrow

I hope to delay enemy a bit there, but unless committing major assets, Burma will be gone. There are 3 brigades in Transport TFs, reinforcing Rangoon (IF they get through), but only Gurkhas are really trained troops. Rangoon air has been reinforced by AVG Sq 1, to ensure there is some air cover for arriving troop convoys.



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RE: Sardaukar's Newbie Grand Campaign Tutorial (Community Effort)

Post by Sardaukar »

China plan:

- do not change Preparation target of Chinese unit unless absolutely necessary (and at this stage, do not try offensive action), because Chinese units are really low exp and need to reach 100 Preparation to start to train that exp up.
- set units not in combat to Rest/Training, see reasons from my previous tutorial (you should read that first anyway). I'll tell you anyway, Rest/Training helps with both above and recovering morale, another very important thing.
- withdraw from all clear hexes. Chinese units do not have firepower to contest IJA in clear hexes unless with massive numerical superiority, not even with fort levels. Defend only in defensive terrain (forest, rough, hills, jungle etc.). There are exceptions in this, mainly when fighting in towns and protecting supply lines.

Use key 1 on keyboard to see hex terrain.

South China defensive line in blue:



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