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Allied Logistics for Dummies...NY59Giants (A) vs DivePac (J)

 
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Allied Logistics for Dummies...NY59Giants (A) vs DivePa... - 4/10/2012 2:14:32 AM   
ny59giants_MatrixForum


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No DivePac beyond this point...Use of deadly force has been authorized
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This will be a slow paced game, at start, using Reluctant Admiral 4.1 which was just finalized last week. DivePac has some on going medical issues, so we probably get a turn done every two to three days for most of December, but he feels the pace will pick up after the initial moves are underway. He is a disciple of Mike Solli school of Japanese economics. He is probably more OCD when it comes to managing it than even I am, which is saying something.

I had started a PBEM game vs DivePac (Des) using this mod, but the Chinese LCUs were at full TO&E even if 50% disablement. Thus, the game was put on hold while I assisted John 3rd in getting some errors from the Allied side cleared up and some re-organizing of Japanese Naval HQs (mainly which would be Command HQs and their range). The Pensacola convoy will start at Darwin vs the last version which put it at Manila. We had played only three turns and for those turns, Pearl was hit every day sinking 3 BBs and putting the remaining 5 out of the war for over a year or more.

Besides the normal combat results being posted, I'll try to share how I manage the Allied logistics at start. This will include what specific transports I use, what escorts are assigned, and where they are going. The problem for the Allies is not enough fuel or supply, but getting it away from the USA in an efficient manner. As some Allied players can clearly state, it is easy to run short of fuel early in the game if you're not careful. I will post some spreadsheets and other useful hints that I have learned over years playing WITP/AE.

Now, I await the first turn...

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RE: Allied Logistics for Dummies...NY59Giants (A) vs Di... - 4/10/2012 2:17:08 AM   
ny59giants_MatrixForum


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Potential House Rules (HR)

I'm awaiting a reply from DivePac (Des) and will edit as needed.


1. 1st turn can have multiple port attacks, but ONLY from carriers. Manila, Singapore, and Pearl may have Fighters up and on CAP (less than 40%). Allies cannot transfer new Squadrons reflecting prior knowledge.

2. PPs to move out of national borders (Japan - Manchuria, Thai) and (Allies - India, China)

3. No strategic bombing (Oil, Resources, HI, LI, etc.) on EITHER side until July 1943

4. Manila subs can form TF based on a date/time stamp (use the last digit in a pre-determined e-mail). Since this may be the second port attack, the last digit in the time (hh:mm:ss) is used to determine how many subs can form TF (anywhere from 1-9 SS can be formed up).

5. Non-historic 1st turn, normal reinforcements, PDUs ON, orders for TF formed already OK, no transfers. China is active for both sides on Turn 1.

6. Aircraft Limitations (reflecting the Mod):
-No A6M3 on CVEs
-No A6M4 on any form of Carrier
-A7M Sam and B7A-D Grace cannot be operated from CVEs

7. Four-Engine Bombers:
a. 4E bombers restricted to 10k or higher for naval and ground attacks (does not include PBY/Mavis type patrol craft). They can go below 10k after January 43.
b. 4E bombers CANNOT bomb troops

8. Single ship TF – The Allied player will not form them deliberately after January 42 due to the AI code often ignoring them and not sending out bombers to attack. Japan will be allowed to send out single ships

9. Fighter Altitude Rules: Combat altitude from:
Dec 1941- May 1942 20,000
June 1942-Dec 1942 25,000
1943 30,000
1944--45 Whatever

10. Night Bombing must have 50% Moonlight through the end of 1943. Starting January 1, 1944 Night Bombing may occur in any condition. Japan will need at least 50% for the whole war.

11. Burma/NE India Monsoon Rules
Offensive operations in jungle and mountain hexes on the Burmese front should be stopped from May 15th to October 15th for the Monsoon Season, allowing R&R, unit rotations, and give both players on the front a much less bloody (and much more interesting) experience. This would mean:
1. No deliberate or shock attack in the jungle hexes in the designated area
2. Deliberate Attacks allowed in non-Jungle Terrain
3. Bombardment attacks are still allowed anywhere
4. Movement into friendly or empty hexes is still allowed
5. The number of aircraft allowed to fly from a base is reflected in its size x10 (Sz-5 mean 50% can fly. The others may rest/train.
6. No offensive carrier operations in the Gulf of Bengal against Burma (other naval ops, including bombardment, are still allowed). Striking either Bengal, Northern India or Malaya from carriers in the Gulf is still allowed, of course.

Hexes would be corresponding to everything above the "Thailand" label within Burmese and Thailandese borders + the few jungle hexes going 3 or 4 hexes into "India" (Kohima, Ledo, Imphal area)










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RE: Allied Logistics for Dummies...NY59Giants (A) vs Di... - 4/10/2012 2:19:49 AM   
Mike Solli


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RE: Allied Logistics for Dummies...NY59Giants (A) vs Di... - 4/10/2012 2:28:21 AM   
ny59giants_MatrixForum


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As an Allied player, I like to keep a list of those major Japanese troop formations that are "FREE."
I want to keep track of where his major assaults are headed.

Unit......................Location
4 Ind Mixed Rgt...........Lang Son
21 Ind Mixed Bde........Hanoi
65 Bde........................Takao
Gds Mixed Bde.............Tokyo

Imp Gds Div................Battambang
2 Div
.....4 Rgt
.....16 Rgt
.....24 Rgt
4 Div
5 Div
.....11 Rgt
.....21 Rgt
.....42 Rgt
16 Div
.....9 Rgt
.....20 Rgt
.....33 Rgt
18 Div
.....55 Rgt
.....56 Rgt
.....114 Rgt
21 Div......................Takao
30 Div
.....41 Rgt
33 Div......................Nagasaki
38 Div......................Hong Kong
48 Div
.....47 Rgt
.....1 Formosa
.....2 Formosa
55 Div
.....114 Rgt
.....112 Rgt
.....143 Rgt
.....55 Cav
56 Div
.....113 Rgt
.....146 Rgt
.....148 Rgt

1 Para Assault Div........Peleliu
1 China Assault Div.......Truk
2 China Assault Div.......Etorofu
1 Sasebo Assault Div......Saipan
2 Sasebo Assault Div......05-Aug-42
1 Kure Assault Div........Babeldoab
2 Kure Assault Div........01-May-42
1 Maizuru Assault Div.....Saipan
2 Maizuru Assault Div.....12-Mar-42

1 Tank Rg
2 Tank Rgt
4 Tank Rgt
6 Tank Rgt
7 Tank Rgt
8 Tank Rgt
11 Tank Rgt
14 Tank Rgt


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RE: Allied Logistics for Dummies...NY59Giants (A) vs Di... - 4/10/2012 2:46:42 AM   
ny59giants_MatrixForum


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Fuel, the life blood of a modern fleet. Here is my list of those who will be moving it and to where.
After my CVs, the fast AOs get priority on escorts.

FUEL:Ships to Move It

Type...Class..............Capacity.....Spd...Where
TK......Sun Type H..........6650........12.....Abadon to India
TK......ETC Type-M..........5190........12.....Abadon to India

TK......BTC Type-L..........8075........14.....Abadon to Cape Town
TK......BP Type-D...........10800.......14.....Abadon to Cape Town

TK......Federal Type-E......9430........14.....Cape Town to Perth

AO......Patoka..............9820........11.....USA to…
xAK.....EC2 Liberty Cargo...0/6250/500..12.....USA to…
AO......Kanawha.............7850........13.....USA to…

AO......Admlty/Dale AO......10150.......14.....USA to…
TK......T2-SE-A.............14250.......14.....USA to…
xAK.....Euro K..............0/5600/200..14.....USA to…

AO......Kennebec............12950.......16.....USA to …
TK......Shell Type-A........12650.......16.....USA to …
TK......Esso Type-T.........14025.......16.....USA to …
xAK.....C2-T Cargo..........0/5600/300..16.....USA to …

AO......Neosho..............14950.......16.....Follow CVs

xAK.....Euro L..............0/7580/550..17.....USA to …
xAK.....C3-S Cargo..........0/7010/500..17.....USA to …
xAK.....C3-E Cargo..........0/5600/300..17.....USA to …

The last three classes of xAKs are used as Tankers due to their speed and already limited liquid capacity.


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RE: Allied Logistics for Dummies...NY59Giants (A) vs Di... - 4/10/2012 3:14:48 AM   
Arnhem44


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Will follow this one with interest, I tend to adopt an on the fly methodology when it comes to optimizing Allied resup routines/assets, ie. they're anything but optimized.

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RE: Allied Logistics for Dummies...NY59Giants (A) vs Di... - 4/10/2012 2:57:14 PM   
Olorin


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Ah, good timing, Michael. I am about to start my first GC vs AI as allies and this AAR will help massively.

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RE: Allied Logistics for Dummies...NY59Giants (A) vs Di... - 4/10/2012 4:40:50 PM   
ny59giants_MatrixForum


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Since DivePac (New Zealand - South Island) was unable to complete the turn his time last night and for my morning turn (my Eastern USA which is 8 hours difference) over a cup of green tea with local honey (trying to do a few healthy things each day), I can post some my things I find useful that others may want to copy and use for their games.

Cargo Classes

Type.....Class...............Capacity.....Speed.....Endurance..... Where
xAK.....Transmarine......0/3200..........12..........11000..........WC to Pearl
xAK.....Harriman...........0/5200..........12..........14900..........USA to
xAK.....Isthmian...........0/4800..........12..........13600..........USA to
xAK.....Hog Island.........0/4900..........12..........14700..........USA to
xAK.....Luckenbach.......0/6300..........12..........16600..........USA to
xAK.....Pacific L.............0/3900..........12..........12000..........Convert to xAP…USA
xAK.....Dominion M.......0/5550..........13..........14600..........Convert to xAP…USA
xAK.....Euro K..............0/5600/200....14..........17900..........USA to
xAK.....Southwest........0/6410..........14..........13200..........USA to
xAK.....C1-A Cargo.......0/4550..........14..........19300..........Convert to xAP in 2/42
xAK.....C2 Cargo.........0/5600/200......16..........13500..........Convert to xAP in 2/42
xAK.....C3-E Cargo.......0/5700/400....17..........15600..........USA to
xAK.....Euro L..............0/7580/550......17..........14000..........USA to

xAK.....Pacific M...........0/2900..........12..........6000...........Abadan to India
xAK.....Dominion L.......0/6400..........12..........16800..........Cape Town to
xAK.....Euro M..............0/4175..........14..........12300..........Cape Town to

Transmarine - I usually form two 30 ship TF that go from San Fran to Pearl with about 100k supply. they get three to four escorts.

Pacific L and Dominion M are my workhorses in getting troops from USA to bases all the way to Australia. They start in India and go through a conversion to xAP at Cape Town for 24 days. Then to Panama and USA. So, not until Feb 42 do they arrive in numbers at USA to be used.

I form most TF by speed. I don't usually form any with more than 2 knots difference. So, the 12 and 13 speed transports go together, then the 14 speed, and the last group will be the 16 and 17 speed.

< Message edited by ny59giants -- 4/10/2012 4:46:16 PM >


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RE: Allied Logistics for Dummies...NY59Giants (A) vs Di... - 4/10/2012 5:00:22 PM   
ny59giants_MatrixForum


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North Pacific:

I will build up Prince Rupert as my main supply and fuel source for this area. To help this, I send the 19th Combat Eng Rgt that starts at San Fran up here. It gets withdrawn in 206 days, so it can help. Some BFs from within Canada will move here.

Kodiak is my main supply and fuel depot for this area. I steadily expand the whole base.

I don't go beyond Umnak, Dutch Harbor, and Cold Bay for build up. This mod has Japan starting with an Assault SNLF Divison at Ominato which has close to 200 AV, so I will be careful at start.

I use some of the extra Transmarine Cargo Class xAKs to move both supply and fuel.

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RE: Allied Logistics for Dummies...NY59Giants (A) vs Di... - 4/10/2012 5:25:32 PM   
ny59giants_MatrixForum


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Central Pacific:

Besides getting more supply and fuel to Pearl, there will not be much going on here.

Midway, Johnson, Palmyra, and Christmas each get a PBY squadron for search.

Christmas - Port 1(1) and AF 0(5) is my main midway stop over point for most ships if they cannot make it all the way to South Pacific. Since this game uses stacking limits, I can only place 30k in troops here. I will max out this base over the first few months, including forts.

An often overlooked way to save fuel as Allies is rule 6.2.13.1 "Refueling in Port and At Sea" which is on page 106-7.

quote:

The refuel options are:
Do Not Refuel - No refueling will take place
Minimal Refuel - Each ship takes on enough fuel to complete the present TF mission, plus approximately a 10% pad
Tactical Refuel - Similar to Minimal Refuel, but with a 50% pad
Full Refuel - All ships are refueled to their maximum Endurance


These options are the main reason I use Christmas as a place to store both fuel and supplies. Here is why. I form up my TF at San Fran, click on the various "Refuel" option to get the TF to "Do Not Refuel." This means it will not try to refuel once it gets to Christmas. It will unload the fuel, supplies, and troops at Christmas. I then select San Fran as both Destination and Home Port. I then go through the "Refuel" option to get it to "Minimal Refuel." Then I hit the "Replenish TF from Port." With this setting, the TF will only added enough fuel to return back to San Fran with very little fuel left over. Make sure you set any "Waypoints" before the "Replenish TF" button is clicked on. If you don't do these small steps in micro-managment, then much of the fuel you want to stockpile away from USA will be used to fuel the TF to go back to USA. I use the same method when I send TFs to the South Pacific. You will be surprised how much extra fuel you can store at a base with this method.

< Message edited by ny59giants -- 4/10/2012 5:28:45 PM >


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RE: Allied Logistics for Dummies...NY59Giants (A) vs Di... - 4/10/2012 7:31:39 PM   
John 3rd


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Go get 'em Michael!

Glad to have an AAR of RA from the ALLIED point-of-view.


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RE: Allied Logistics for Dummies...NY59Giants (A) vs Di... - 4/10/2012 9:14:14 PM   
Mike Solli


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Furiously taking notes.....

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RE: Allied Logistics for Dummies...NY59Giants (A) vs Di... - 4/10/2012 9:28:30 PM   
Cribtop


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Great stuff. Quick question - per the house rule, Japan can form one ship TFs. Does the code treat Japanese ships differently in this regard?


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RE: Allied Logistics for Dummies...NY59Giants (A) vs Di... - 4/10/2012 9:36:59 PM   
SqzMyLemon


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quote:

ORIGINAL: ny59giants

These options are the main reason I use Christmas as a place to store both fuel and supplies. Here is why. I form up my TF at San Fran, click on the various "Refuel" option to get the TF to "Do Not Refuel." This means it will not try to refuel once it gets to Christmas. It will unload the fuel, supplies, and troops at Christmas. I then select San Fran as both Destination and Home Port. I then go through the "Refuel" option to get it to "Minimal Refuel." Then I hit the "Replenish TF from Port." With this setting, the TF will only added enough fuel to return back to San Fran with very little fuel left over. Make sure you set any "Waypoints" before the "Replenish TF" button is clicked on. If you don't do these small steps in micro-managment, then much of the fuel you want to stockpile away from USA will be used to fuel the TF to go back to USA. I use the same method when I send TFs to the South Pacific. You will be surprised how much extra fuel you can store at a base with this method.


I do the same as Japan to keep the forward bases stocked with fuel for combat operations and not be sucked dry by the support transport TF's unloading. The ideal situation is choose transports with long enough legs to reach the destination base and back without having to refuel at all. I'm learning that's a little trickier to pull off with the Allies considering the distances to be covered.

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RE: Allied Logistics for Dummies...NY59Giants (A) vs Di... - 4/10/2012 10:58:32 PM   
ny59giants_MatrixForum


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quote:

Great stuff. Quick question - per the house rule, Japan can form one ship TFs. Does the code treat Japanese ships differently in this regard?


No, but Des wants his picket ships off the Home Islands and to 'try' to reach by-passed bases. In my game as Japan I see them going across the South Pacific and neither my Emily or Nell/Betty will attack them. That is why I suggested it and will not do after the initial rush to escape the SRA and Luzon.

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RE: Allied Logistics for Dummies...NY59Giants (A) vs Di... - 4/11/2012 12:23:25 PM   
ny59giants_MatrixForum


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Pensacola Convoy - Where does she go??

In the latest version of RA, this convoy starts at Darwin (prior version had it unloaded at Manila) fully loaded with the three A-14 Banshee groups and a P-40 group already unloaded, but needing time to repair the damaged airframes. The convoy has 2 BFs (60 Aviation Support each), 3 FA, and 13k in supplies. The Banshee need some time training up their NavB to be truly effective. I also will be sending over the old Vindicator group that start on Lady Lex (she starts this game just to the NE of Pago Pago). A potent force, but a little short of fighters for me.

Right now, she will head north at full speed for turn one. But, where do I send her to fully unload the LCUs and supplies?? Mini-KB starts at Babeldoad with CVL Ryujo, CVL Shoho, and CVL Zuiho (110 aircraft).
Ambon - Ideally, I would like her to go here, but this may be too risky.
Kendari - A good option B, but again, is it too close to potential attacks by Mini-KB.
Koepang - I like this option, but I wonder if it will be too far back for potential attacks against lightly defended transports.
Java - Is "Fortress Java" a possibility?? The extra Aviation Support and time for the DBs to train up their NavB for a month might be an option. The 18th UK Division leaving Cape Town plus the three brigades off the coast of India could go here.
Port Moresby - This mod also has the last two battalions of the 30th Aussie Brigade loaded at Townsville with 13k in supplies initially headed for this port. I usually don't defend this base, but I could use the four small transport groups to get the rest of the other brigade here. So, about 150 in Aviation Support, two brigades, and other support digging in from very early on.

Decisions, Decisions....

OT - Turn one is in my inbox, so I will get started with the war. I have my weekly meeting to attend this morning and early afternoon, so I have time to decide (I'm off work today). DivePac wrote that he will be starting an AAR for the "Evil Empire."




Attachment (1)

< Message edited by ny59giants -- 4/11/2012 12:25:58 PM >


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RE: Allied Logistics for Dummies...NY59Giants (A) vs Di... - 4/11/2012 12:49:39 PM   
obvert


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quote:

ORIGINAL: ny59giants

Pensacola Convoy - Where does she go??



I'm a big fan of hanging back in Java with the majority of the Allied airpower in the beginning, getting the groups trained up, and then making a difference once the convoys have to appear in the constrained areas of the Java sea. Also it's harder to cover ships here with LR CAP. Bombing the bases is almost impossible in the beginning. So you have basically a month to get ready.

So if it were me I'd set them in Soerabaja, (and bring back a good portion of the PI P-40s) to train and wait for the right moment. If one presents itself early they can always fly in to Ambon, Kendari, Balikpapan or another spot.

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RE: Allied Logistics for Dummies...NY59Giants (A) vs Di... - 4/12/2012 9:27:43 PM   
MateDow


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quote:

ORIGINAL: ny59giants

Fuel, the life blood of a modern fleet. Here is my list of those who will be moving it and to where.
After my CVs, the fast AOs get priority on escorts.

FUEL:Ships to Move It

Type...Class..............Capacity.....Spd...Where

TK......BTC Type-L..........8075........14.....Abadon to Cape Town
TK......BP Type-D...........10800.......14.....Abadon to Cape Town



Do you find that this works better than using tankers to move fuel from the Eastern US to Cape Town?

I tend to use this route to protect my tankers from interference at the cost of the long turnaround time (70-ish days).

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RE: Allied Logistics for Dummies...NY59Giants (A) vs Di... - 4/13/2012 4:29:34 PM   
John 3rd


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Well? How does it begin Sir?


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RE: Allied Logistics for Dummies...NY59Giants (A) vs Di... - 4/13/2012 5:27:41 PM   
ny59giants_MatrixForum


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I have just the Combat Replay back (not watched yet). I'm awaiting the game turn. Since 7am my time is 11pm his time, I don't expect a turn until Saturday morning. Des is undergoing treatment for cancer, so some days he is not feeling well.

OT - I just saw my first P-47D2 over Cox Bazar at 42k altitude on 15th July '43 in my other game. He lost 18 to 14 Tojo, but only 7 pilots for me. Moved in a Frank group to counter.

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RE: Allied Logistics for Dummies...NY59Giants (A) vs Di... - 4/13/2012 5:34:07 PM   
John 3rd


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YUM!

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Air Raid Pearl Harbor...This is no drill!! - 4/14/2012 1:18:58 PM   
ny59giants_MatrixForum


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Details to follow, but here are the air losses for Dec 7th. Nice to see so many Zero and Kates destroyed.




Attachment (1)

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RE: Air Raid Pearl Harbor...This is no drill!! - 4/14/2012 1:29:36 PM   
obvert


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Is flak a LOT better in the mod?

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RE: Air Raid Pearl Harbor...This is no drill!! - 4/14/2012 1:54:06 PM   
seille

 

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quote:

ORIGINAL: ny59giants

Details to follow, but here are the air losses for Dec 7th. Nice to see so many Zero and Kates destroyed.


It is NEVER good to see Kates and Zeros destroyed !!
How can this be good ?

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RE: Air Raid Pearl Harbor...This is no drill!! - 4/14/2012 2:30:30 PM   
ny59giants_MatrixForum


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I have never seen such an even distribution of torpedoes among the BBs at Pearl, 3 or 4 hits for each one. I have added the actual damage and then how many days to fully repair. It wasn't as bad as I thought, but I expect Des to stay around for another day or two.

quote:

Morning Air attack on Pearl Harbor , at 180,107

Weather in hex: Clear sky

Raid detected at 79 NM, estimated altitude 11,000 feet.
Estimated time to target is 29 minutes

Japanese aircraft
A6M2 Zero x 84
B5N2 Kate x 139
D3A1 Val x 138

Allied aircraft
P-40B Warhawk x 4
F4F-3 Wildcat x 2

Japanese aircraft losses
A6M2 Zero: 9 damaged
A6M2 Zero: 8 destroyed by flak
B5N2 Kate: 22 damaged
B5N2 Kate: 4 destroyed by flak
D3A1 Val: 18 damaged

Allied aircraft losses
P-40B Warhawk: 2 destroyed, 1 damaged
P-40B Warhawk: 7 destroyed on ground
F4F-3 Wildcat: 1 destroyed, 1 damaged
F4F-3 Wildcat: 1 destroyed on ground
PBY-5 Catalina: 3 destroyed on ground
B-17D Fortress: 1 destroyed on ground
SBD-1 Dauntless: 3 destroyed on ground
P-36A Mohawk: 8 destroyed on ground
O-47A: 2 destroyed on ground
B-18A Bolo: 3 destroyed on ground
A-20A Havoc: 1 destroyed on ground
SNJ-3 Texan: 1 destroyed on ground

Allied Ships
BB Nevada, Bomb hits 4, Torpedo hits 3, on fire, heavy damage 20-62(42)-50-(40) 260 days
CL Helena, Torpedo hits 1 9-11(11)-0 9 days
CL St. Louis, Bomb hits 1 1-0-0
BB Maryland, Bomb hits 3, Torpedo hits 4, heavy damage 18-52(34)-24(19)-0 167 days
AV Tangier, Bomb hits 1
BB Arizona, Bomb hits 3, Torpedo hits 3, on fire 10-30(15)-0 50 days
BB California, Bomb hits 2, Torpedo hits 3, on fire, heavy damage 41-81(67)-1 389 days
CM Oglala
xAP St. Mihel
AV Curtiss
BB West Virginia, Bomb hits 1, Torpedo hits 4, on fire, heavy damage 38-69(37)-17(8)-0 172 days
BB Oklahoma, Bomb hits 1, Torpedo hits 3, on fire 25-38(23)-0 81 days
BB Tennessee, Bomb hits 2, Torpedo hits 3, on fire, heavy damage 38-95(76)-43(38)-24 still on fire!!
BB Pennsylvania, Bomb hits 1, Torpedo hits 3, on fire, heavy damage 39-53(31)-30(21) 182 days
DD Henley, Torpedo hits 1, and is sunk
DD Conyngham, Torpedo hits 1, on fire
CL Detroit, Torpedo hits 1, on fire 20-34(34)-3 20 days
AK Castor, Torpedo hits 1, on fire, heavy damage

Allied ground losses:
15 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 0 destroyed, 3 disabled
Engineers: 0 destroyed, 1 disabled

Airbase hits 48
Runway hits 99
Port hits 8
Port fuel hits 4
Port supply hits 3

Base damage: 24-45-70 and no hits of Repair Shipyard

Aircraft Attacking:
6 x D3A1 Val releasing from 3000'
Port Attack: 1 x 250 kg GP Bomb
10 x A6M2 Zero sweeping at 14000 feet
23 x B5N2 Kate launching torpedoes at 200 feet
Port Attack: 1 x 18in Type 91 Torpedo
14 x A6M2 Zero sweeping at 15000 feet
5 x D3A1 Val releasing from 3000'
Port Attack: 1 x 250 kg GP Bomb
24 x B5N2 Kate launching torpedoes at 200 feet
Port Attack: 1 x 18in Type 91 Torpedo
16 x D3A1 Val releasing from 3000'
Airfield Attack: 1 x 250 kg GP Bomb
21 x B5N2 Kate bombing from 6000 feet
Airfield Attack: 2 x 250 kg GP Bomb
14 x A6M2 Zero bombing from 100 feet
Airfield Attack: 2 x 60 kg GP Bomb
7 x D3A1 Val releasing from 3000'
Airfield Attack: 1 x 250 kg GP Bomb
20 x B5N2 Kate bombing from 6000 feet
Airfield Attack: 2 x 250 kg GP Bomb
12 x D3A1 Val releasing from 3000'
Airfield Attack: 1 x 250 kg GP Bomb
8 x A6M2 Zero sweeping at 12000 feet
20 x B5N2 Kate launching torpedoes at 200 feet
Port Attack: 1 x 18in Type 91 Torpedo
9 x D3A1 Val releasing from 1000'
Airfield Attack: 1 x 250 kg GP Bomb
24 x B5N2 Kate launching torpedoes at 200 feet
Port Attack: 1 x 18in Type 91 Torpedo
13 x D3A1 Val releasing from 1000'
Port Attack: 1 x 250 kg GP Bomb
14 x D3A1 Val releasing from 2000'
Port Attack: 1 x 250 kg GP Bomb
15 x A6M2 Zero bombing from 100 feet
Airfield Attack: 2 x 60 kg GP Bomb
10 x D3A1 Val releasing from 1000'
Airfield Attack: 1 x 250 kg GP Bomb
7 x D3A1 Val releasing from 2000'
Airfield Attack: 1 x 250 kg GP Bomb
8 x D3A1 Val releasing from 2000'
Port Attack: 1 x 250 kg GP Bomb
8 x D3A1 Val releasing from 1000'
Port Attack: 1 x 250 kg GP Bomb
1 x D3A1 Val releasing from 1000'
Airfield Attack: 1 x 250 kg GP Bomb
7 x D3A1 Val releasing from 2000'
Airfield Attack: 1 x 250 kg GP Bomb
7 x D3A1 Val releasing from 2000'
Airfield Attack: 1 x 250 kg GP Bomb
8 x D3A1 Val releasing from 3000'
Airfield Attack: 1 x 250 kg GP Bomb

CAP engaged:
VMF-211 with F4F-3 Wildcat (0 airborne, 0 on standby, 0 scrambling)
0 plane(s) not yet engaged, 2 being recalled, 0 out of immediate contact.
Group patrol altitude is 15000
Raid is overhead
18th PG/19th PS with P-40B Warhawk (0 airborne, 0 on standby, 0 scrambling)
0 plane(s) not yet engaged, 1 being recalled, 0 out of immediate contact.
Group patrol altitude is 15000
Time for all group planes to reach interception is 1 minutes
18th PG/44th PS with P-40B Warhawk (0 airborne, 0 on standby, 0 scrambling)
0 plane(s) not yet engaged, 1 being recalled, 0 out of immediate contact.
Group patrol altitude is 15000
Time for all group planes to reach interception is 3 minutes
18th PG/73rd PS with P-40B Warhawk (0 airborne, 0 on standby, 0 scrambling)
0 plane(s) not yet engaged, 2 being recalled, 0 out of immediate contact.
Group patrol altitude is 15000
Time for all group planes to reach interception is 10 minutes


_____________________________


(in reply to ny59giants_MatrixForum)
Post #: 25
RE: Air Raid Pearl Harbor...This is no drill!! - 4/14/2012 2:33:14 PM   
ny59giants_MatrixForum


Posts: 9695
Joined: 1/10/2005
Status: offline
quote:

Is flak a LOT better in the mod?


If I remember right, they have incorporated a lot of the changes made in DaBabes into this mod. AA is one of them.

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(in reply to ny59giants_MatrixForum)
Post #: 26
RE: Air Raid Pearl Harbor...This is no drill!! - 4/14/2012 4:07:18 PM   
ny59giants_MatrixForum


Posts: 9695
Joined: 1/10/2005
Status: offline
My method of fighter pilot training is as follows. Some may assume that I am employing a "Sir Robin" approach when you see I don't fight as much with my limited air force, but I would rather not just throw them out there to be target practice. Most fighter groups will not see much combat until this method is completed. The problem for the Allies in 42 is NOT pilots, but not enough airframes.

Rest until Morale is 99
Double check your fighters leader to ensure Leadership, Air Skill, and Aggression is over 60 in that order (or very close to those values)
Set Altitude to about 15k
Set Range to 0 or 1
Set Training to 100% Escort
Once the Airgroups average Air skill is above 65, switch to Sweep and lower altitude to 100' This will train up your Straffing skill, but more importantly your Defend skill. When Defend skill has an average above 60, then the unit is ready for actual combat.
You can go higher with the Air and Defend skill, but this is done by those air units that will never see combat back in USA

Rinse and Repeat...

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(in reply to ny59giants_MatrixForum)
Post #: 27
RE: Air Raid Pearl Harbor...This is no drill!! - 4/14/2012 4:09:45 PM   
Mike Solli


Posts: 15568
Joined: 10/18/2000
From: the flight deck of the Zuikaku
Status: offline
I asked this in obvert's AAR but I'll ask here too. What is inspiration good for? Thanks.

_____________________________


Created by the amazing Dixie

(in reply to ny59giants_MatrixForum)
Post #: 28
RE: Air Raid Pearl Harbor...This is no drill!! - 4/14/2012 5:03:22 PM   
ny59giants_MatrixForum


Posts: 9695
Joined: 1/10/2005
Status: offline
Mike S - Copy & Paste this from a thread a while back via Alfred.


LEADERS

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

"
HQ Leaders
Command Headquarters

Combat Commands - Those in which significant and important battles occur within their command radius. Select leaders on the basis of these priorities:

• High Administration Skill - This influences the HQ units use of support to reduce fatigue and disruption
• High Land Skill - Influences the Assault Value of LCU's within their radius
• High Inspiration - Influences the Assault Value of LCU's within their radius
• All other skills have no influence or bearing on the HQ function.


Rear Area Commands - Those in which significant and important battles will not occur within their command radius. Selectleaders on the basis of these priorities:

• High Administration Skill - This influences the HQ units use of support to reduce fatigue and disruption
• All other skills have no influence or bearing on the HQ function.


Corps/Army Headquarters

Front Line Corps' - Those in which significant and important battles occur within their command radius. Select leaders on the basis of these priorities:

• High Administration Skill - This influences the HQ units use of support to reduce fatigue and disruption
• High Land Skill - Influences the Assault Value of LCU's within their radius
• High Inspiration - Influences the Assault Value of LCU's within their radius
• All other skills have no influence or bearing on the HQ function.


Rear Area Corps' - Those in which significant and important battles will not occur within their command radius. Select leaders on the basis of these priorities:

• High Administration Skill - This influences the HQ units use of support to reduce fatigue and disruption
• All other skills have no influence or bearing on the HQ function.


Notes on Corps HQ Employment:

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


Amphibious Force Headquarters

Select leaders on the basis of these priorities:

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



Notes on Amphibious Force HQ Employment:

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


Naval Headquarters

Select leaders on the basis of these priorities:

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


Notes on Naval HQ Employment:

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


Air Headquarters

Select leaders on the basis of these priorities:

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


Notes on Air HQ Employment:

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


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

TF Leaders

Task Force Commander Selection

Task Force Commanders are selected in one of three ways:

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

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

Flagship Selection

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

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


Air Combat TF

Select the TF Commander based on these qualities:

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


Surface Combat TF

Select the TF Commander based on these qualities:

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


ASW Combat TF

Select the TF Commander based on these qualities:

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


Bombardment TF

Select the TF Commander based on these qualities:

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


Fast Transport TF

Select the TF Commander based on these qualities:

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


Transport, Replenishment TF

Select the TF Commander based on these qualities:

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


Mine Warfare YF

Select the TF Commander based on these qualities:

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

Escort TF

Select the TF Commander based on these qualities:

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


Notes on Selecting TF Leaders without assigning a leader:

• Using the Flagship Selection Criteria above, select the ship with the Captain that best fits type of TF being formed as Flagship so that he is the TF Commander.
• Any TF that is formed to perform any fighting function should have a competant Admiral assigned


Air Group Leaders

Selecting leaders for air groups is a fairly complex task. Most aircraft can perform multiple roles, so leader selection criteria must include consideration of how the air group will be employed.

Notes on Air Group Operations Influenced by Leader Qualities

• Pilot experience affects operational losses.
• Air groups with morale < 50 must pass a morale test before flying an offensive mission. If the test is failed, no aircraft will fly.
• Air groups flying Naval Search, ASW Patrol, or CAP must pass two morale tests before flying. Each morale test failed reduces the number of aircraft flying by 25%.
• Level Bombers must pass three tests before flying an offensive mission. Each test failed reduces the number of aircraft flying by 25%:

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

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


CAP as Principle Role

This includes Fighters, Fighter-Bombers, Night-Fighters, and Float-Fighters. Assign leader using these priorities:

• Inspiration – Influences the number of CAP aircraft that will fly. Influences air group morale recovery.
• Air Skill – Influences the air-to-air combat results.
• Leadership – Influences the air group’s experience gain.
• No other skills or qualities have any influence.


Offensive Missions as Principle Role (except Level Bombers)

Missions include Airfield Attack, Port Attack, Naval Attack, Ground Attack, Sweep, and Recon. Air Groups include includes Fighters, Fighter-Bombers, Night-Fighters, Float-Fighters, Dive Bombers, Torpedo Bombers, Float Planes, Patrol, and Recon. Assign leader using these priorities:

• Inspiration – Influences the number of strike and patrol aircraft that will fly. Influences air group morale recovery.
• Leadership – Influences the air group’s experience gain.
• Air Skill – Influences results in air-to-air combat.
• No other skills or qualities have any influence.


Level Bombers with Offensive Missions as Principle Role

Missions include Airfield Attack, Port Attack, Naval Attack, Ground Attack, and Recon. Assign leader using these priorities:

• Inspiration – Influences the number of strike aircraft that will fly. Influences air group morale recovery.
• Air Skill – Influences the number of strike aircraft that will fly.
• Leadership – Influences the air group’s experience gain.
• No other skills or qualities have any influence.


Patrol Missions as Principle Role

Missions include Naval Search and ASW Patrol. Air Groups include Dive Bombers, Torpedo Bombers, Float Planes, level bombers, Patrol, and Recon. Assign leader using these priorities:

• Inspiration – Influences the number of patrol aircraft that will fly. Influences air group morale recovery.
• Leadership – Influences the air group’s experience gain.
• Of small import, Air Skill influences results in air-to-air combat (aircraft can be intercepted by CAP, but this is unlikely).
• No other skills or qualities have any influence.


Transport Missions as Principle Role

Missions include Supply Transport and Troop Transport. Air Groups include Transports, Patrol, and Level Bombers. Assignleader using these priorities:

• Inspiration –Influences air group morale recovery.
• Leadership – Influences the air group’s experience gain.
• Of small import, Air Skill influences results in air-to-air combat.
• No other skills or qualities have any influence.


Training Mission as Principle Role

This includes all air groups. Assign leader using these priorities:

• Inspiration –Influences air group morale recovery.
• Leadership – Influences the air group’s experience gain.
• Of small import, Air Skill influences results in air-to-air combat.
• No other skills or qualities have any influence.


Ship Leaders
Ship Captains

Carriers

This includes CV, CVL, and CVE. Assign leader using these priorities:

• Leadership – Influences the ship’s experience gain
• Air Skill – If the carrier captain will serve as the TF Commander, then he functions as the Air HQ for the TF aircraft. Air skill then influences the number of strike and patrol aircraft that will fly.
• Surface – Influences ship's chance of locating a target during surface combat
• No other skills or qualities have any influence.


ASW Vessels

This includes DD, DE, AVD, APD, DMS, MSW, PC, SC, & PG with ASW armament. Assign leader using these priorities:

• Leadership – Influences the ship’s experience gain
• Surface – Influences ship's chance of locating a target during surface combat
• No other skills or qualities have any influence.


Combat Vessels

All combat vessels with a high probability of surface combat that will be used in other than an ASW role. Assign leader using these priorities:

• Surface – Influences ship's chance of locating a target during surface combat
• Leadership – Influences the ship’s experience gain
• Air Skill – Of very small import. If the ship captain will serve as the TF Commander in a combat task force, then he functions as the Air HQ for the TF float planes. Air skill then influences the number of strike and patrol aircraft that will fly.
• No other skills or qualities have any influence.


Non-Combat Vessels

Assign leader using these priorities:

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


Submarines

Assign leader using these priorities:

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


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

HQ Units

Assign HQ Unit Leaders using the criteria for HQ units. As considerations beyond the HQ unit’s function, use the following in order of priorities:

• Inspiration – Influences fatigue reduction, morale reduction due to fatigue, disabled elements destroyed due to fatigue, and assault value for attack and defense.
• Leadership – Influences experience gain.
• Administration – Influences ability to use Supply to reduce Disruption and Fatigue.
• Land Skill – Influences attacking & defending LCU assault value, firing accuracy and experience gain.
• No other skills or qualities have any influence.


Front Line Units (high probability of combat)

Assign unit leaders using the following order of priorities:

• Land Skill – Influences attacking & defending LCU assault value, firing accuracy and experience gain.
• Inspiration – Influences fatigue reduction, morale reduction due to fatigue, disabled elements destroyed due to fatigue, and assault value for attack and defense.
• Leadership – Influences experience gain.
• Administration – Influences ability to use Supply to reduce Disruption and Fatigue.
• No other skills or qualities have any influence.


Rear Area Units Training or Rear Area Functional Units

Units can use training to gain experience up to an allowable maximum based on the unit nationality. If unit is in the rear area in order to train, assign unit leaders using the following order of priorities:

• Leadership – Influences experience gain.
• Administration – Influences ability to use Supply to reduce Disruption and Fatigue.
• Inspiration – Influences fatigue reduction, morale reduction due to fatigue, disabled elements destroyed due to fatigue, and assault value for attack and defense.
• Land Skill – Influences attacking & defending LCU assault value, firing accuracy and experience gain.
• No other skills or qualities have any influence.


Rear Area Units Refitting

Units can be moved to a rear area to reconstitute (ideally out of a malaria or cold zone or in a base large enough to negate the effects). If the units are in the rear area to restore disabled elements, reduce fatigue, and replace lost elements, assign unit leaders using the following order of priorities:

• Administration – Influences ability to use Supply to reduce Disruption and Fatigue.
• Inspiration – Influences fatigue reduction, morale reduction due to fatigue, disabled elements destroyed due to fatigue, and assault value for attack and defense.
• Leadership – Influences experience gain (this is unimportant if the unit has already reached the maximum training experience).
• Of small import, Land Skill – Influences attacking & defending LCU assault value, firing accuracy and experience gain.
• No other skills or qualities have any influence


< Message edited by ny59giants -- 4/14/2012 5:04:00 PM >


_____________________________


(in reply to Mike Solli)
Post #: 29
RE: Air Raid Pearl Harbor...This is no drill!! - 4/14/2012 5:16:39 PM   
obvert


Posts: 13025
Joined: 1/17/2011
From: PDX (and now) London, UK
Status: offline
That's the one I was just looking for! I have it somewhere, but now I'm going to put it in a safer place! Thanks.

I knew I remembered a bit more to inspiration:

• Inspiration – Influences the number of CAP aircraft that will fly. Influences air group morale recovery.

And for training the only ones that count are Leadership and Inspiration.

Training Mission as Principle Role

This includes all air groups. Assign leader using these priorities:

• Inspiration –Influences air group morale recovery.
• Leadership – Influences the air group’s experience gain.
• Of small import, Air Skill influences results in air-to-air combat.
• No other skills or qualities have any influence.

(in reply to ny59giants_MatrixForum)
Post #: 30
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