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RE: AE AAR - 4/20/2009 12:32:15 AM   
51st Highland Div


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Looks like the Combined Fleet is coming to pay you a visit...and not in a good way

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Post #: 91
RE: AE AAR - 4/20/2009 1:14:38 AM   
pad152

 

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What are the little "E's" on some of the Taskforce icons?

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Post #: 92
RE: AE AAR - 4/20/2009 2:15:47 AM   
jwilkerson


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E=Escort, a.k.a "cripples". Helps you pick out the TFs with badly damaged ships when looking at the map.



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Post #: 93
RE: AE AAR - 4/20/2009 2:25:33 AM   
ny59giants


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I didn't know there were so many all weather planes in India and Burma. There seems to be strikes launched and targets found even if the weather is heavy rain or thunderstorms. Besides it showing what the weather over a base/target is, what does it do to planes effectiveness??

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Post #: 94
RE: AE AAR - 4/20/2009 2:50:47 AM   
erstad

 

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I saw a Japanese unit at Baker wiped out by attrition. That was awfully quick. Has AE modified how long IJ forces can hold off after being forced off-base?

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Post #: 95
RE: AE AAR - 4/20/2009 3:21:16 AM   
greg_slith


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that explains why I've never seen it in the other AAR's before.

So if your forces have puny guns you shouldn't bombard somebody with BIGGER guns

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Post #: 96
RE: AE AAR - 4/20/2009 3:29:46 AM   
sanch

 

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Andy, here's how to get rid of the white space in MSPaint - I'm assuming you're taking the screenshot and pasting into MSPaint:
1. after pasting, use the rectangle select tool and select the area you really want.
2. after selecting, Edit/Copy (or Control-C)
3. In MSPaint, select File/New to get a new, empty image
4. Then paste into the new image what you selected in 1 and 2. Save that one, and you're done.

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Post #: 97
RE: AE AAR - 4/20/2009 5:14:30 AM   
Terminus


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quote:

ORIGINAL: Alikchi

You said "enhanced scenario Japan division" being faced at Culverin - does that mean that the Japanese have additional divisions or have some of the historical divisions been upgraded in some way?


You can see the name of the division in the combat report, Alikchi. 6th Guards Div is a new one.

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Post #: 98
RE: AE AAR - 4/20/2009 9:48:53 AM   
Andy Mac

 

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Yup looks like a significant chuck of KB its to bug out and scatter - unfortuantely thats a sizable chunk of my amphibs so I need to run and hope the AI will be deterred by the Canton Island Air Group

I have a Maine Corsair Sqn and a couple of dauntless Gps on Canton as well as a B17 Sqn on 100% naval search - they just paid there way didnt they....

I will retreat in that direction and put move a sqn of P38's onto Baker Island now that its captured

If I run far enough and fast enough I may get out of it

A few observations about the western Australian campaign

Dependence on a single rail hub is dangerous. A mobile unit such as a Japanese Recce Unit or the Aus A/C Regt can move fairly quickly on open terrain - I relied on the AI being quite weak when I advanced but even then I was a bit plodding consoldiating my force before moving.

The reason I did this was to avoid bad habits - it was unlikely the AI would flank me - not impossible but unlikely you always need to watch for the vital supply line getting cut.

Even running through the test turns I did last night has shown me a couple of bugs.

I think Akyab is looking like being brutal for the allies best part of three dug in Japanese Divs - I dont have 100% air superiority and if I commit to many of my forces to a wasting battle at Akyab then they will not be rested for a 44 offensive

I will probably commit another couple of Divisions but I need to watch my flanks - this is a key difference in land combat in AE - th emovement speed off road in reasonable terrain is NOT the deterret it is in stock - especially in PBEM you must keep an eye on your LOC and garrison it accordingly. If there is ANY danger of a retreat and pursuit you must have a unit backstopping your main force or you may find pusuing armour getting into your rear without a fight.

The changes to land combat are not as obvious as the air and sea changes but in many ways are even more profound in their impact on the game

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Post #: 99
RE: AE AAR - 4/20/2009 12:38:01 PM   
Sardaukar


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Nice to see that AI is reacting to invasions. And even the Sub vs Sub attack was nice touch.

I think your invasion fleet is in trouble...want to try take the KB on with 2 CVs?

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Post #: 100
RE: AE AAR - 4/20/2009 1:48:10 PM   
Andy Mac

 

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Nope I am going to run run away - I knew I shoulda waited a bit longer

I will try to do a few more turns tonight to let you know what happens

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Post #: 101
RE: AE AAR - 4/20/2009 2:06:43 PM   
51st Highland Div


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Excellent stuff..thanks for taking the time to post along with pictures as well..very much appreciated

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Post #: 102
RE: AE AAR - 4/20/2009 2:29:41 PM   
Dili

 

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quote:

I will probably commit another couple of Divisions but I need to watch my flanks - this is a key difference in land combat in AE - th emovement speed off road in reasonable terrain is NOT the deterret it is in stock - especially in PBEM you must keep an eye on your LOC and garrison it accordingly. If there is ANY danger of a retreat and pursuit you must have a unit backstopping your main force or you may find pusuing armour getting into your rear without a fight.

The changes to land combat are not as obvious as the air and sea changes but in many ways are even more profound in their impact on the game


That are very good news.

Sadly and seconding ny59giants i also find very disturbing all this attacks with severe storms, heavy rains...

< Message edited by Dili -- 4/20/2009 2:43:10 PM >

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Post #: 103
RE: AE AAR - 4/20/2009 3:07:08 PM   
PeteG662


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Andy,

You stated this was an anhanced Japanese scenario. In the beginning the strategic situation was one where the Jap AI seemed to significantly outperform the Allied AI. Is there something special about this scenario which could account for that difference or are there significant inherent differences between the AI scripts? All things being relatively equal, there should have been a stalemate of sorts between the AIs.

Thanks,
Pete 

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Post #: 104
RE: AE AAR - 4/20/2009 4:11:12 PM   
Speedysteve

 

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Hi all,

What happened here?

Submarine under attack near San Clemente Island at 225,79

Japanese Ships
SS I-1, hits 22, heavy fires, heavy damage

Allied Ships
SC-635
SC-630
TK Larry Doheny, Shell hits 1
xAK Nurmahal, Shell hits 1, Torpedo hits 2, on fire, heavy damage
xAK Barbara Olson, Shell hits 1, Torpedo hits 3, on fire, heavy damage
xAK Steel Exporter, Torpedo hits 1, heavy damage



SC-635 fails to find sub, continues to search...
SC-630 attacking submerged sub ....
SS I-1 forced to surface!
TK Larry Doheny firing on surfaced sub ....
xAK Nurmahal firing on surfaced sub ....
xAK Barbara Olson firing on surfaced sub ....
xAK Steel Exporter firing on surfaced sub ....
TK Larry Doheny firing on surfaced sub ....
xAK Nurmahal firing on surfaced sub ....
xAK Barbara Olson firing on surfaced sub ....
xAK Steel Exporter firing on surfaced sub ....
TK Larry Doheny firing on surfaced sub ....
xAK Nurmahal firing on surfaced sub ....
xAK Barbara Olson firing on surfaced sub ....
xAK Steel Exporter firing on surfaced sub ....
TK Larry Doheny firing on surfaced sub ....
xAK Barbara Olson firing on surfaced sub ....
xAK Steel Exporter firing on surfaced sub ....
TK Larry Doheny firing on surfaced sub ....
xAK Barbara Olson firing on surfaced sub ....
xAK Steel Exporter firing on surfaced sub ....
TK Larry Doheny firing on surfaced sub ....
xAK Steel Exporter firing on surfaced sub ....
Sub slips beneath the waves

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Post #: 105
RE: AE AAR - 4/20/2009 4:14:17 PM   
Terminus


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Things went ka-boom... Should be quite clear...

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Post #: 106
RE: AE AAR - 4/20/2009 4:40:48 PM   
Andy Mac

 

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Looks like a fight to the finish on the surface with the convoy turning on the sub but the sub launching a spread of last gasp torpedos.....
 
OK the scenario I am playing is scen 2 and its not a standard AI script its one of my test bed scripts
 
The reason I tend to use scen 2 for testing these scripts is it is easier to use the enhanced Japanese scenario because then I can use the extra units for my testing and dont' need to mess about with the core AI modules.
 
e.g. If I diverted Imp Guards Div or 5th IJA Div to try and test something chances are I would miss a reference somewhere in a script where its ordered to garrison some base and it would bugger up the test.
 
So I tend to always use scen 2 for these modular AI tests because its simple easier to use 'fresh' units with no other committments
 
So the AI in this game is a tad more aggresive than it will normally be in a pukka game (maybe I have not yet finalised whats going into Scen 2 AI)
 
Scen 2 is a slightly easier Japan game or harder Allied depending on which side you are playing AI gets an extra Army of 4 Divs in 2nd quarter 42 to help exploitation, a bit higher economic surplus, a few extra DD and CL building options and a few extra early sqns of aircraft - its not decisive its just a little enhancement to help make it easier (or harder) – its not designed to be a balanced scenario because War in the Pacific was not balanced but it gives players an alternative option to Scen 1.
 
I am sure modders will quickly generate masses of weird and wonderfull scenarios hopefully all developed with alternative AI scripts – I would also hope that the AI script for scen 1 and 2 continues to get better and developed as time goes on.
 
Re the AI I did a lot of the scripting and all of the Japanese scripting - my objective was to make the Japanese attack as decisive as it could be - in an AI v AI game the AI should do better than history on attack for both sides or else a player will have it too easy.  I stuck to the historical ballpark but the bowler will hopefully bowl a few googlies at you as both sides.
 
i.e. The AI in a v AI game tends to do better on attack – when you have the initiative its in many ways easier especially as its harder for me to imagine every sneaky trick a player could use on defence
 
But I have a fertile imagination and some sneaky testers (Brady) also I have a fair bit of PBEM experience and some great opponents – so some of the tricks used against me by players like Pauk, Sprior, Chez, Enforcer, Gilles and PZB – not an exhaustive list - I have tried to replicate but its not always possible as there are limits to what I can achieve with the tools.
 
Often the more sneaky tricks just result in lost assets that the AI will need later on – so you put them into the AI and then realise that actually that move loses the AI 8 DD’s or a coupel of Bdes or an elite Sqn more often than not the 1 time in 5 it comes off is spectacular but for the benefit of a long term game those assets are better off on the convoy routes or covering KB or or or
 
 

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Post #: 107
RE: AE AAR - 4/20/2009 4:42:11 PM   
Andy Mac

 

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p.s. that was an Autoconvoy so I didnt set it up (I use autoconvoy a LOT to keep the wheels turning so far no suicidal convoys unless you turn on autroconvoy for threatened bases)

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Post #: 108
RE: AE AAR - 4/20/2009 5:01:23 PM   
Speedysteve

 

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quote:

ORIGINAL: Terminus

Things went ka-boom... Should be quite clear...


It's clear what th end result was dumbass but I was intrigued as to hwo that result came about. Another clear difference from WiTP I see.......as in there's no way a sub would attack more than one ship in a single action. That sub did pretty well considering........

By the way did you get my PM?

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RE: AE AAR - 4/20/2009 5:04:26 PM   
Andy Mac

 

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Oh and p.s. never ever under rate the depravity and sneakiness of the coders James and Don helped with a few nasties of their own......

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Post #: 110
RE: AE AAR - 4/20/2009 5:04:54 PM   
Sardaukar


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quote:

ORIGINAL: Speedy


quote:

ORIGINAL: Terminus

Things went ka-boom... Should be quite clear...


It's clear what th end result was dumbass but I was intrigued as to hwo that result came about. Another clear difference from WiTP I see.......as in there's no way a sub would attack more than one ship in a single action. That sub did pretty well considering........

By the way did you get my PM?


To me it looks like sub fired 6 torpedo spread and got really lucky by hitting with all torpedoes. Then it was damaged by DC attack made by SC and was forced to surface. And prompty sunk by gunfire.


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Post #: 111
RE: AE AAR - 4/20/2009 5:08:55 PM   
Speedysteve

 

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Interesting question......can a salvo hit multiple ships in AE? I don't think it can.

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RE: AE AAR - 4/20/2009 5:10:14 PM   
Andy Mac

 

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Ask the squids not my area....

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Post #: 113
RE: AE AAR - 4/20/2009 5:16:55 PM   
Speedysteve

 

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Squids.....?

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RE: AE AAR - 4/20/2009 5:26:25 PM   
Terminus


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Naval Team members... And there's such a thing as FoW, you know...

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Post #: 115
RE: AE AAR - 4/20/2009 5:30:30 PM   
Grotius


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Thanks for the helpful AAR, Andy. A couple quick questions of my own:

1. When you created a supply dump of 25,000 supplies at a small base, I assume it will still be subject to spoilage, right?

2. Has spoilage gotten more severe?

3. The asterisks in the combat reports mean aircraft flying at extended range, I assume?

4. Where are you bombing Hong Kong from?

5. I'm also curious how much effect weather is having on aerial operations in places like Burma and Alaska.

Thanks!

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Post #: 116
RE: AE AAR - 4/20/2009 5:40:28 PM   
Andy Mac

 

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1. ohhh yes but I needed it so it was a large drain but needed

2. I think so - not in code per se -  but in general supply is more critical because there is less of it so spoilage especially for the allies is a bigger concern

3. Not sure

4. Chinese Bombers in AE on hard level the allied AI gets a modest research bonus as well so its possible to be facing aircraft earlier and therefore in greater numbers than expected.

5. A LOT my losses from flying in Thunderstorms are not to be sneezed at - also Flak when concentrated is to be respected - I am coming into Akyab at 7,000 feet and that hurts....


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Post #: 117
RE: AE AAR - 4/20/2009 6:23:26 PM   
JWE

 

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quote:

ORIGINAL: Speedy
Interesting question......can a salvo hit multiple ships in AE? I don't think it can.

You're right; can't.

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Post #: 118
RE: AE AAR - 4/20/2009 6:24:55 PM   
Sardaukar


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Then it was FOW, I guess. 

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Post #: 119
RE: AE AAR - 4/20/2009 6:47:54 PM   
Zakhal


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Enhanced allies scenario would be very useful too for playing against allied AI. Make it as hard as possible for the japanese human player vs AI and you might get som good challenge (or then not).

Anyways Im having hard time believing that AI invaded half of australia. That just never happens. That almost sounds like an AI.

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Post #: 120
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