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Balade of the Newbie: The grand Campaign (Allies vs IJ AI)

 
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Balade of the Newbie: The grand Campaign (Allies vs IJ AI) - 4/19/2014 1:24:59 PM   
BlitzimX


Posts: 98
Joined: 1/22/2013
Status: offline
Hello players and players.

This is it, the big one. After months of preparation and hesitations and fears and....everything you can feel as a new player to this game, I decided to make the big jump into the Grand Campaign.

There will be tears, sweat and blood, i promess. There will be emotion and ... a lot of stuffs. But i intend to master this game, and i want to do it with you guys.

I took inspiration for my actions from a lot of different places : War room, Arrs, the Allied Spreadsheat, my previous AARs.. But you will see i am of course fairly new at this. I hope you will share your experiences with me and help me getting the best out of this game.

The first turn will be very long, since i want to post and expose most of the actions per theatre. I wish this will also serve for other new players to get a better grasp at the game, and lighten most of the obscure subjects.

Without further due, let's get started with the game itself.

Game Version : 1.7.11.23u , Nov 2013
Scenario : Da Big Babes Version B with Extended Map, 7th December begining.
Camp Played : Allies
Opponent: My dear computer. For this game, i will call it Kenji. Because hey, why not :)
7th Surprise : On
Historical First Turn : Off
Auto Upgrade : Off
FOW : On
Advanced Weather Effect : Off
Reinforcments : Historical
Reliable USN Torpedoes : Off

I decided to start with 7th December because i like to have controle on what is happening. It can allow me to save some ships and planes from certain destruction, like the Prince of wales or some BBs at PH.

With no further due, stay on for the first post and the presentation what i expect to do in the first times of the war.
It will also give me time to have that Tracker working again XD
Post #: 1
RE: Balade of the Newbie: The grand Campaign (Allies vs... - 4/19/2014 3:23:42 PM   
BBfanboy


Posts: 13643
Joined: 8/4/2010
From: Winnipeg, MB
Status: offline
Congratulations on taking the plunge into AAR land! I will be reading whenever I can.

I am not a true expert on the game but have "sandboxed" (played both sides at the same time) quite a bit to see what
happens when I try different things. I may offer advice from time to time on how the game will handle certain things.
There are a lot of other players out there who are much better qualified to give advice on strategy.

One of your first challenges will be to decide what to do with your political points because they are in such short supply.
You should NOT immediately spend all of them on buying restricted units in the US to move forward. You should consider using them for:

- Changing naval commanders. This helps you in battles, including dodging submarine torpedoes. You hit better, you take less damage, you save more damaged ships.

- Changing air commanders. You shoot down more enemy planes, lose fewer of your own, and maybe keep enemy bombers from hitting your ships/airfields/land units.

- Buying key units that are about to be cut off by advancing enemy so you can move them back to continue fighting/training/filling out TOE (table of organization and equipment)

- Replacing lousy HQ commanders such as Percival to give a large number of nearby units a boost in support.

Good luck!

_____________________________

No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth

(in reply to BlitzimX)
Post #: 2
RE: Balade of the Newbie: The grand Campaign (Allies vs... - 4/19/2014 9:43:24 PM   
BlitzimX


Posts: 98
Joined: 1/22/2013
Status: offline
Thanks for the support BBfanboy, i know you already helped me a lot in my last AARs. I hole to learn a lot more from you in the future :)

But without further due, let's dive in into the first section of our Grand adventure.

December 7th, 1941
H-5 before the Japanese assault on PH




So yes, as you can see this map has been shamelessly inspired from Sardaukar's. But i took the liberty to be more ambitious than him! With me, Australia shall not loose any inch of ground to the Japanese!
The red circles represent the main key points of the defense. The BLue line is the projected maximum advance we can tolerate from the Japs. They shall not get a step further!
My main supply hubs are represented in purple. These will be used to supply all the theatres, until we can start the reconquest of lost lands.

Goals for the first part of the war:
- Evacuate as much troops/planes/ships as possible from Malaysia and the Phillipines toward the DEI. No useless sacrifice, if i can save it, i do it.
- Set up a convoy system from US and Off maps centres toward PH and other main supply hubs
- Start gathering troops in North Australia
- Stop Japanese advance on the Burman border
- Try to find something to do in China...there are so much troops here i don't know what to do XD
- Any other goal you think i should consider :)

Also, before starting toying with the units, i do these general actions:
- Turn off All units upgrades and replacements
- Turn off all Industries repairing
- Set all land Units to Rest
- Stop all constructions in all the bases (Port/Airfield/Forts)

This will allow a better control on these domain, and prevents me from clicking on each base/units to stop reinforcing, building... when i don't want them to.

(in reply to BBfanboy)
Post #: 3
RE: Balade of the Newbie: The grand Campaign (Allies vs... - 4/20/2014 1:09:42 AM   
BBfanboy


Posts: 13643
Joined: 8/4/2010
From: Winnipeg, MB
Status: offline
A couple of things about your plans:

Australia: the biggest needs there are fuel and fighters. If you can get enough fuel there you can turn on the HI which will produce supply.
For the Japanese player, HI is also needed to support things like aircraft production and pilot training, but I don't know if that is so for the Allies. Some say the Allies have basically
infinite HI points so that pilot training and aircraft production happens at a constant rate whether HI is turned on or not. Either way, the reward of more supplies
helps with filling out unit TOE and pushing supply forward to the difficult-to-reach north coast of Australia. Getting troops up there is not too hard, but supplying them is.
BTW, it is just as fast to haul fuel from Abadan to Perth as it is from the US to Sydney/Melbourne. As long as he is not raiding the IO area or off western Australia, I do this. The rail lines
will take the fuel to Sydney/Melbourne/Brisbane/Adelaide.

PH: If all your supplies go via PH, his subs will have an easy time targeting your convoys and TFs. Many freighters have almost enough fuel to make the round-trip to Australia without a stop
at PH, so many players embed a couple of AOs in the supply convoy. It stages to a place like Tahiti or Pago-Pago where the AOs refuel the xAKs. The AOs then return to the US while the xAKs carry on to Australia.

China: Your job here is to last a long as possible to tie down IJA troops and planes so that they are not available to attack Burma/India or Australia/South Pacific areas.
Units that are cut off already [because the Japanese can move much faster than the Chinese soldiers in sandals] should disperse off-road and try to sneak around to cut communications and take bases behind
Japanese lines. Units that are in urban hexes with forts should fight as long as they can and then retreat to another place with good defensive values. They do not have the firepower to fight Japanese tanks and
artillery in the open, nor the AA to stop his bombers from easy attack. Defensive terrain and forts help protect them and slow the Japanese speed advantage. If you can, form continuous defensive lines.

Try to hold supply-producing centres like Changsha and Chungking as long as possible. Recently, a few players have moved major parts of their armies toward the Burma road to protect this area and the supply it brings as long as possible. There are a dozen or so units
that are NOT permanently restricted that can be bought out and moved to Burma or India. Once they begin to fill out their ranks [because of the greater supply in India] and get better equipment, morale improves greatly and they can be good fighters in
jungle and rough terrain.



_____________________________

No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth

(in reply to BlitzimX)
Post #: 4
RE: Balade of the Newbie: The grand Campaign (Allies vs... - 4/20/2014 5:50:16 AM   
jmalter

 

Posts: 1665
Joined: 10/12/2010
Status: offline
hi BlitzX,

I started my 1st GC vs. the IJ AI, using DBB-B scen#26 extended map. My game is now in August '45. So I will follow your AAR & bother you w/ my advices!

- 1st, you'll see that the vast majority of your stuff is at 'peacetime' strength, w/ low morale, lousy planes, & poor commanders. And of course you'll never have enough PP to improve everything. Set your LCUs to to Rest/Training, move your airgroups out of harm's way, consolidate your forces to defend high-value bastions.

- 2nd, train pilots. Then train more pilots. Never stop training pilots.

- 3rd, the Dutch CD & ART LCUs can be doughty, once their morale gets up off the floor. They can put a lot of holes in IJ AmphTFs that try to unload in their bases, so give some PPs to improve their commanders.

- 4th, you've got lots of transport shipping in the DEI/CBI theaters that need to escape the invading hordes. When you withdraw them, be sure to set them to 'do not refuel' when they arrive, or they'll drain your bases of fuel.

- 4th(b), start shipping fuel from EC to Cape Town right away. Use TKs or half-full xAKs. Don't let CT run dry of fuel.

- 5th, be very careful using your USN transport assets, TKs & AOs lost in the early war will crimp your abilities.

- 6th, review all your ships, almost every one will need yard-time to add to their AA or ASW strength. Be sure to identify all transports that can upgrade to APA / AKA / LSI(L) status, keep them safe & send them to shipyards where they can upgrade. These ships will form the nucleus of your counter-strokes.

Have a good time w/ your game!

(in reply to BBfanboy)
Post #: 5
RE: Balade of the Newbie: The grand Campaign (Allies vs... - 4/20/2014 10:07:55 AM   
BlitzimX


Posts: 98
Joined: 1/22/2013
Status: offline
Hi there,

Thanks for these pieces of advice. These already bring me some questions:

quote:

It is just as fast to haul fuel from Abadan to Perth as it is from the US to Sydney/Melbourne


But of course we can do both at the same time i guess?

quote:

IO area


What does this stands for?

quote:

Units that are in urban hexes with forts should fight as long as they can and then retreat to another place with good defensive values


Retreat is something i was wondering about: when do you consider it is time to retreat? And when you do so, do you have to switch to "Move" mode or remain in "Combat mode?"

quote:

have moved major parts of their armies toward the Burma road to protect this area and the supply it brings as long as possible.


I always saw "Burma road" in a lot of places here, but i never got what it truely represented. Do you confirm this is the road as shown in the screen below? That's quite far from the front for Chinese units to fall back and protect it, and besides Japanese are already in Burma , i think this part falls first.



quote:

There are a dozen or so units that are NOT permanently restricted


I had a look at Chineese OOB and i only see 3 or 4 ENG units who are not withing an HQ with [R] attached to it. Am i missing something?

quote:

4th(b), start shipping fuel from EC to Cape Town right away. Use TKs or half-full xAKs. Don't let CT run dry of fuel.


I didn't know xAKs could load up some fuels? I thought only Tankers could.

quote:

Be sure to identify all transports that can upgrade to APA / AKA / LSI(L) status,


Is there a list of these ships or do i have to check all Ships ' upgrades manualy?

Also, is it possible to have a list of all Leaders per nation?

< Message edited by BlitzX -- 4/20/2014 11:52:10 AM >

(in reply to jmalter)
Post #: 6
RE: Balade of the Newbie: The grand Campaign (Allies vs... - 4/20/2014 12:52:05 PM   
KenchiSulla


Posts: 2826
Joined: 10/22/2008
From: the Netherlands
Status: offline

quote:

ORIGINAL: BlitzX

Also, is it possible to have a list of all Leaders per nation?


I suggest you setup tracker. There is a TAB that shows all leaders for your side!

_____________________________

AKA Cannonfodder

"It happened, therefore it can happen again: this is the core of what we have to say. It can happen, and it can happen everywhere.”
¯ Primo Levi, writer, holocaust survivo

(in reply to BlitzimX)
Post #: 7
RE: Balade of the Newbie: The grand Campaign (Allies vs... - 4/20/2014 1:13:27 PM   
BlitzimX


Posts: 98
Joined: 1/22/2013
Status: offline
I know, i can't getr this damn thing to work. I managed to a few months ago before i reinstalled my computer, but now impossible to have it working...


Edit: I finaly managed to get it working, i found a solution to my problem. Indeed, the Leader list is here and usefull :)

< Message edited by BlitzX -- 4/20/2014 2:43:24 PM >

(in reply to KenchiSulla)
Post #: 8
RE: Balade of the Newbie: The grand Campaign (Allies vs... - 4/20/2014 3:19:20 PM   
BBfanboy


Posts: 13643
Joined: 8/4/2010
From: Winnipeg, MB
Status: offline
quote:

ORIGINAL: BlitzX

Hi there,

Thanks for these pieces of advice. These already bring me some questions:

quote:

It is just as fast to haul fuel from Abadan to Perth as it is from the US to Sydney/Melbourne


But of course we can do both at the same time i guess? Yes

quote:

IO area

What does this stands for? Indian Ocean. Note that there are two Christmas Islands and one of them has IO after the name to show which ocean it is in.


quote:

Units that are in urban hexes with forts should fight as long as they can and then retreat to another place with good defensive values


Retreat is something i was wondering about: when do you consider it is time to retreat? And when you do so, do you have to switch to "Move" mode or remain in "Combat mode?"

When your units are too beat-up to fight, move them out. I use 30+ disruption and fatigue as my standard, but other players let it go higher. You will also note that he is destroying
a lot more of your squads than you are of his. Defenders start with an advantage in dug-in positions and usually inflict more destroyed squads on the enemy when he attacks. When that stops happening
it is time to go. Note that your disabled squads may never recover because of the lack of supply, while his probably will recover in a few days. If you aren't destroying squads, bring in fresh troops and
move back your tired ones.

Leapfrog your units to new positions. Move the most heavily disrupted units first, and when they reach a defensible hex have them wait while you move the next group past or beside them. Continue until
you have set up a defensible line or strong blocking point. Moving in Combat mode is for marching to battle with good morale and low disruption. When you are whipped (high fatigue, disruption and low morale)
use Move mode to get out as fast as possible. Accept that you will lose a lot of troops if he attacks while you are moving, but most of them will move faster (fleeing). If you leave the troops where they
are to try delay him, you may disable some of his squads but he can recover them with good supply, and your troops will be wiped out.


quote:

have moved major parts of their armies toward the Burma road to protect this area and the supply it brings as long as possible.


I always saw "Burma road" in a lot of places here, but i never got what it truely represented. Do you confirm this is the road as shown in the screen below? That's quite far from the front for Chinese units to fall back and protect it, and besides Japanese are already in Burma , i think this part falls first.

Your route is a little off. The sand coloured roads are secondary roads where movement is ½ as fast as a main road. The Burma road runs from Lashio through Kunming and on to Chungking. Even if Rangoon falls, as long as you hold this stretch of road you get 500 more supply points a day for China.



quote:

There are a dozen or so units that are NOT permanently restricted


I had a look at Chineese OOB and i only see 3 or 4 ENG units who are not withing an HQ with [R] attached to it. Am i missing something?
If the name of their attached HQ is in white, they can be bought out with PP and changed to an unrestricted HQ such as NCAC (New Chinese Army Command). If the HQ name is in gray, you cannot
change it.


quote:

4th(b), start shipping fuel from EC to Cape Town right away. Use TKs or half-full xAKs. Don't let CT run dry of fuel.


I didn't know xAKs could load up some fuels? I thought only Tankers could.
xAKs can carry fuel at half the capacity they have for cargo. This simulates fuel in drums. A few ships have a dedicated tank for fuel (note the 5800 tonners, which have 5600 cargo space and 200 fuel space) which
does not use drums so the tank capacity is not cut in half.


quote:

Be sure to identify all transports that can upgrade to APA / AKA / LSI(L) status,


Is there a list of these ships or do i have to check all Ships ' upgrades manualy?

It is not so hard. Go to the ship list button (single ship icon at top of screen) and click it. Ships are listed by type and within each type they are grouped by class. Click away on the xAKL, warship and tanker ship types until all
you have left are AKs/APs/xAKs/xAPs. Class groupings will be apparent. Check one ship of each class and if it says it can convert or update to an APA [or British LSI(L)] or AKA in March to July of 1943, note the ship names or class and do not use it in risky
operations if you can help it. Transferring troops from US to Oz in well escorted convoys (with CV protection) is a good use for them before they convert.


Also, is it possible to have a list of all Leaders per nation?

AFAIK, the only way to get this would be to open the game editor and go to the leaders tab. I am not sure if it can be sorted by nation. Some leaders are not available at game start - they arrive throughout the game.
The easiest way to do this is just click on the leader name you want to change and the list of available leaders will come up. Click on the thing you consider most important for that leader (Naval Skill? Aggression? etc.) and look for
a leader with the right mix of qualities for the job. Note that CV and Air Combat TF commanders should have fairly good Air Skill, as well as decent Naval Skill. I use 50 in each as my minimum.




< Message edited by BBfanboy -- 4/20/2014 4:26:46 PM >


_____________________________

No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth

(in reply to BlitzimX)
Post #: 9
RE: Balade of the Newbie: The grand Campaign (Allies vs... - 4/20/2014 6:18:46 PM   
uncivil_servant


Posts: 202
Joined: 2/19/2013
Status: offline
Greetings fellow newbie! I am adding onto what BB said and speaking in newbie speak...
quote:

ORIGINAL: BBfanboy

quote:

ORIGINAL: BlitzX

Hi there,

Thanks for these pieces of advice. These already bring me some questions:

quote:

It is just as fast to haul fuel from Abadan to Perth as it is from the US to Sydney/Melbourne
OR east Coast to Cape Town and CT to Perth

But of course we can do both at the same time i guess? Yes

quote:

IO area

What does this stands for? Indian Ocean. Note that there are two Christmas Islands and one of them has IO after the name to show which ocean it is in.


quote:

Units that are in urban hexes with forts should fight as long as they can and then retreat to another place with good defensive values


Retreat is something i was wondering about: when do you consider it is time to retreat? And when you do so, do you have to switch to "Move" mode or remain in "Combat mode?"

When your units are too beat-up to fight, move them out. I use 30+ disruption and fatigue as my standard, but other players let it go higher. You will also note that he is destroying
a lot more of your squads than you are of his. Defenders start with an advantage in dug-in positions and usually inflict more destroyed squads on the enemy when he attacks. When that stops happening
it is time to go. Note that your disabled squads may never recover because of the lack of supply, while his probably will recover in a few days. If you aren't destroying squads, bring in fresh troops and
move back your tired ones.

Leapfrog your units to new positions. Move the most heavily disrupted units first, and when they reach a defensible hex have them wait while you move the next group past or beside them. Continue until
you have set up a defensible line or strong blocking point. Moving in Combat mode is for marching to battle with good morale and low disruption. When you are whipped (high fatigue, disruption and low morale)
use Move mode to get out as fast as possible. Accept that you will lose a lot of troops if he attacks while you are moving, but most of them will move faster (fleeing). If you leave the troops where they
are to try delay him, you may disable some of his squads but he can recover them with good supply, and your troops will be wiped out.
You can always start retreating before they arrive and decide to cancel the mve should you have enough defense

quote:

have moved major parts of their armies toward the Burma road to protect this area and the supply it brings as long as possible.


I always saw "Burma road" in a lot of places here, but i never got what it truely represented. Do you confirm this is the road as shown in the screen below? That's quite far from the front for Chinese units to fall back and protect it, and besides Japanese are already in Burma , i think this part falls first.

Your route is a little off. The sand coloured roads are secondary roads where movement is ½ as fast as a main road. The Burma road runs from Lashio through Kunming and on to Chungking. Even if Rangoon falls, as long as you hold this stretch of road you get 500 more supply points a day for China.



quote:

There are a dozen or so units that are NOT permanently restricted


I had a look at Chineese OOB and i only see 3 or 4 ENG units who are not withing an HQ with [R] attached to it. Am i missing something?
If the name of their attached HQ is in white, they can be bought out with PP and changed to an unrestricted HQ such as NCAC (New Chinese Army Command). If the HQ name is in gray, you cannot
change it.
Many CHI Infantry units have engineers as part of the unit so they, as long as they are in combat mode, will help build fortifications and airports

quote:

4th(b), start shipping fuel from EC to Cape Town right away. Use TKs or half-full xAKs. Don't let CT run dry of fuel.


I didn't know xAKs could load up some fuels? I thought only Tankers could.
xAKs can carry fuel at half the capacity they have for cargo. This simulates fuel in drums. A few ships have a dedicated tank for fuel (note the 5800 tonners, which have 5600 cargo space and 200 fuel space) which
does not use drums so the tank capacity is not cut in half.
Make note of the storage size as well as making sure they do not refuel upon unloading fuel taking what you just unloaded - some longer range xAKS are particularly good as they can go the round trip with minimal refueling 16000 endurance with 5500+ cargo space.

quote:

Be sure to identify all transports that can upgrade to APA / AKA / LSI(L) status,


Is there a list of these ships or do i have to check all Ships ' upgrades manualy?

It is not so hard. Go to the ship list button (single ship icon at top of screen) and click it. Ships are listed by type and within each type they are grouped by class. Click away on the xAKL, warship and tanker ship types until all
you have left are AKs/APs/xAKs/xAPs. Class groupings will be apparent. Check one ship of each class and if it says it can convert or update to an APA [or British LSI(L)] or AKA in March to July of 1943, note the ship names or class and do not use it in risky
operations if you can help it. Transferring troops from US to Oz in well escorted convoys (with CV protection) is a good use for them before they convert.


Also, is it possible to have a list of all Leaders per nation?

AFAIK, the only way to get this would be to open the game editor and go to the leaders tab. I am not sure if it can be sorted by nation. Some leaders are not available at game start - they arrive throughout the game.
The easiest way to do this is just click on the leader name you want to change and the list of available leaders will come up. Click on the thing you consider most important for that leader (Naval Skill? Aggression? etc.) and look for
a leader with the right mix of qualities for the job. Note that CV and Air Combat TF commanders should have fairly good Air Skill, as well as decent Naval Skill. I use 50 in each as my minimum.





_____________________________

It is by caffeine alone I set my mind in motion,
It is by the beans of Java that thoughts acquire speed,
The hands acquire shaking, the shaking becomes a warning,
It is by caffeine alone I set my mind in motion.

(in reply to BBfanboy)
Post #: 10
RE: Balade of the Newbie: The grand Campaign (Allies vs... - 4/20/2014 10:39:09 PM   
pws1225

 

Posts: 1163
Joined: 8/9/2010
From: Tate's Hell, Florida
Status: offline
Just a minor alteration to BBfanboy's excellent post: in a beta patch the original definition of the Burma Road was modified to include Rangoon as follows from michaelm's change log: "21/10/12: 1119e - Burma road not open if Rangoon in enemy hands"

(in reply to BBfanboy)
Post #: 11
RE: Balade of the Newbie: The grand Campaign (Allies vs... - 4/21/2014 5:00:56 AM   
BBfanboy


Posts: 13643
Joined: 8/4/2010
From: Winnipeg, MB
Status: offline

quote:

ORIGINAL: pws1225

Just a minor alteration to BBfanboy's excellent post: in a beta patch the original definition of the Burma Road was modified to include Rangoon as follows from michaelm's change log: "21/10/12: 1119e - Burma road not open if Rangoon in enemy hands"


Did not know that - thanks pws1225.

I think that means the guaranteed 500 supply per day is off the table, but a trickle should still flow to China if Lashio or Myitkynia are receiving significant amounts and the rest of the road is open from there.


_____________________________

No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth

(in reply to pws1225)
Post #: 12
RE: Balade of the Newbie: The grand Campaign (Allies vs... - 4/21/2014 9:15:25 AM   
BlitzimX


Posts: 98
Joined: 1/22/2013
Status: offline
Thanks for these answers. One last question before starting next part :

quote:

4th(b), start shipping fuel from EC to Cape Town right away. Use TKs or half-full xAKs. Don't let CT run dry of fuel.

Do you confirm i can't do it now? I don't have any ships in East Coast, and i can't transfer some from West coast. Or am i missing an element?

(in reply to BBfanboy)
Post #: 13
RE: Balade of the Newbie: The grand Campaign (Allies vs... - 4/21/2014 1:35:24 PM   
BBfanboy


Posts: 13643
Joined: 8/4/2010
From: Winnipeg, MB
Status: offline
quote:

ORIGINAL: BlitzX

Thanks for these answers. One last question before starting next part :

quote:

4th(b), start shipping fuel from EC to Cape Town right away. Use TKs or half-full xAKs. Don't let CT run dry of fuel.

Do you confirm i can't do it now? I don't have any ships in East Coast, and i can't transfer some from West coast. Or am i missing an element?


You have to transit ships from on-map to EC via Panama or via Capetown. Around mid-1943 the Mediterranian opens up and there is then a direct link from
Aden to EC/Britain/Canada.

You have a lot of ships fleeing DEI and the Philippines and around India. If they are sitting idle for lack of available stuff to haul, send them to
Capetown (set NO REFUEL). Once at CT they can move full speed and without using fuel to EC US or Canada. Fuel and repair/upgrade them when they arrive, then
start hauling fuel and supplies to CT. I use all the short-range (less than 6000 nm) ships on this route because early in the game there are few places where
a good supply source is really close to where the goods are needed. You can move some back on-map later if needed.

After about six months the supply and fuel there will be quite good because of the monthly supply convoys and what you
bring in.

Also set up convoys to haul from CT to Oz or India, or even direct to Burma if you can safely do so.

Another idea for getting fuel to CT is to haul a few tanker loads from Abadan. You cannot go direct, you have to set the tankers to arrive at an ocean hex on-map
and when they appear on-map, change their destination to Cape Town.

Warning! Do not change the destination, home port or speed of a ship that is already in one of the off-map transit boxes. The AI calculates
a time for arrival when you first send it on its way and it cannot handle calculation of a new arrival time if you change things, because it does not know where it is at the
point you make the change. There are no hidden hexes in the off-map world to calculate from, just a time warp that makes your TF arrive at the time calculated. I have had a TF
of important ships (CAs/CLs/DDs) disappear for the rest of the game by changing en-route orders while off map. The TF was still on the TF listing and shows a location as hex 0,0
but you can not find the icon nor access the TF screen to do anything with it.

You CAN make changes when the TF is at an off-map base, although sometimes the AI does not let you set another off-map home port if there is no direct link between the two
(e.g. your TF is at Aden and you want to set the Home Port as Cape Town or EC USA.)

Also beware that you do not set an on-map port too soon, such as setting San Francisco as the new home port for a TF at Cape Town, with the intention to have it go to Balboa and
then on to SFO. If you click Return to SFO at that point, the AI will send it via the Indian Ocean and the entire Pacific Ocean rather than via Balboa. Best to set Balboa as the
Home Port first, and when the TF arrive there change it to SFO.

EDIT: - fixed typos


< Message edited by BBfanboy -- 4/21/2014 2:43:01 PM >


_____________________________

No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth

(in reply to BlitzimX)
Post #: 14
RE: Balade of the Newbie: The grand Campaign (Allies vs... - 4/26/2014 10:18:17 AM   
BlitzimX


Posts: 98
Joined: 1/22/2013
Status: offline
Thanks again for all these advise. It is now time to start out world tour (or more half world tour) of all the stuffs i do before the Infamy.

December 7th, 1941
H-5 Before Pearl Harbor Assault


Continental US


Naval :

First thing i do is recalling all the ships on route for PH, and get them back to SF. The only exceptions are the Prince Robert (AMc), the Cynthia Olson (xAK) and the McFarland (AVD), all 3 set to carry on to PH. The Mauna Ala (xAKL) is also redirected from Vancouver to SF.

In SF, A convoy composed of 2*TK, 8 short range xAK and 4 short range DDs is created and sent to Panama. It will be then sent to EC, where it will be used to feed CT.

Still in SF, a large convoy of 9 * Transports, 5*DD and 1*TK is created and set to load supplies. This convoy will be joined by 2*TK and 1*CL from San Diego , and then set to PH.

The 2*BB in Seattle are set to Pierside repairs.

Finally, all SS are gathered in 2 TFs and set to PH, with auto Disband there and no refuel.


Air Force :

The very first action I do is to send Major Lynch to TRACOM. With his 81 EXP, I think he’ll be more ussefull here than sitting in asquadron in the Eastern Coast.

All Permanently restricted squadron receive new pilotes from Reinforcment pool. Squadron where you only have 1 or 2 planes are not filled at full scale; no need to have 18 pilotes just on 2 planes. Pilotes with more than 50 exp are sent to Reserve pools and replaced with rookies.
They are also all used as training planes with the following parameters:
- P38 / P39/ P40/P43: Training 100% Escort, 1000 ft , 0 hexes
- B17/B18A/B25B/ : Training 100% Naval Search , 6000ft, 0Hexes
- O47/O49 : Training 100% Recon , 6000ft, 0Hexes

I perform the same actions with the Restricted and Unrestricted planes, but reduce to only 50 % training to prevent a too important attrition on these planes which will soon join the front line.

All Non restricted planes from EC are set to SF. No training for them until they arrive to destination.

Search planes in most major coast ports set to 50% ASW at 6000 feet.

Finally, planes from the Saratoga are rebased to Los Angeles and start their training: (60 % Escort, 1000ft) for FT, (60 % Naval Attack, 6000ft) for NB and TB.


Ground :

All units are set to rest, apart the ENG kept to Combat status, and the 2 Units for PH + 1 Unit to Pago Pago changed to Strategic.
Most coast bases are set to Expand Port and Air Field.


That’s all for Continental US  Many other things to do in the rest of the world:


< Message edited by BlitzX -- 4/26/2014 11:19:29 AM >

(in reply to BBfanboy)
Post #: 15
RE: Balade of the Newbie: The grand Campaign (Allies vs... - 4/26/2014 10:32:58 AM   
KenchiSulla


Posts: 2826
Joined: 10/22/2008
From: the Netherlands
Status: offline
I would try to limit the use of (x)APs to moving troops and equipment around. If you are just going to move supply, use xAKs as you have got more of them and they carry more supply then the xAPs anyway..

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"It happened, therefore it can happen again: this is the core of what we have to say. It can happen, and it can happen everywhere.”
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(in reply to BlitzimX)
Post #: 16
RE: Balade of the Newbie: The grand Campaign (Allies vs... - 4/26/2014 8:31:50 PM   
BlitzimX


Posts: 98
Joined: 1/22/2013
Status: offline
quote:

I would try to limit the use of (x)APs to moving troops and equipment around. If you are just going to move supply, use xAKs as you have got more of them and they carry more supply then the xAPs anyway..


Advice taken :) I switched the two xAps i had for two xAks in my TF.


December 7th, 1941
H-5 Before Pearl Harbor Assault


Pearl Harbor

I resist here the "all powerfull vision" i have on the events and do not moove my planes or ships to the nearby islands. The only thing i do it to have all my planes standing down to rest.

ASW patrols are set in Johnson Ilsand, PH and Midway.

The Enterprise and Lexington groups are ordered to sail back to Johnson Island where they will stay until they can safely sail to PH. Their pilotes are also immediatly set to training : (60 % Escort, 1000ft) for FT, (60 % Naval Attack, 6000ft) for NB and TB.

Sub patrols already at sea are redirected around PH, Johnson Island, Midway, Wake and Kure.


Finally , Johnson Island, PH and Midway are set to expand Port/Airfield/Forts. Wake is lost in near future so no need to waist ressources here.




< Message edited by BlitzX -- 4/26/2014 9:32:24 PM >

(in reply to KenchiSulla)
Post #: 17
RE: Balade of the Newbie: The grand Campaign (Allies vs... - 4/26/2014 11:36:39 PM   
BBfanboy


Posts: 13643
Joined: 8/4/2010
From: Winnipeg, MB
Status: offline

quote:

ORIGINAL: BlitzX

Thanks again for all these advise. It is now time to start out world tour (or more half world tour) of all the stuffs i do before the Infamy.

December 7th, 1941
H-5 Before Pearl Harbor Assault


Continental US


Naval :

First thing i do is recalling all the ships on route for PH, and get them back to SF. The only exceptions are the Prince Robert (AMc),Be sure to distinguish between an AMC (Armed Merchant Cruiser) and an AMc (Auxiliary, Mine, Coastal).
AMCs are armed with extra guns and manned by naval crews, and some of them can carry troops/cargo while others like Prince Robert cannot. They are too big and slow to fight it out with a warship, so best use for them appears to be additional protection
for a convoy or amphibious TF. AMcs are the ones you want to do daily minesweeping at important ports. IJN subs can all lay mines.
the Cynthia Olson (xAK) and the McFarland (AVD), all 3 set to carry on to PH. The Mauna Ala (xAKL) is also redirected from Vancouver to SF.
Don't put all your eggs in one basket (SFO). Make use of Seattle, Portland, LA and San Diego too. Send all Canadian BFs except Vancouver via rail to Prince Rupert and develop the port immediately to support your ops in the North. Note the repair shipyard there.

In SF, A convoy composed of 2*TK, 8 short range xAK and 4 short range DDs is created and sent to Panama. It will be then sent to EC, where it will be used to feed CT. You do not need DDs to escort ships off-map. DDs are precious so once your convoy
is at the map edge, send them back to SFO/LA/SD to escort other important convoys or warships. Expect to have to use your minor warships like AMs and SCs to escort convoys because there will not be enough DDs to go around. Priority for DDs is Carriers/troop convoys/Cruisers/AOs/BBs, in that order.


Still in SF, a large convoy of 9 * Transports, 5*DD and 1*TK is created and set to load supplies. This convoy will be joined by 2*TK and 1*CL from San Diego , and then set to PH.

The 2*BB in Seattle are set to Pierside repairs. Note that the US BB there (Idaho?) has a Jan 1942 upgrade which will coincide with the end of current repairs. Your choice whether to say YES or NO to the upgrade. I would do it because the radar and AA is worth the wait.

Finally, all SS are gathered in 2 TFs and set to PH, with auto Disband there and no refuel. Subs do not use much fuel and should NOT be left in port to be sunk in the first air raid after Dec. 7th. Even if their torps are unreliable, the crews need to gain experience and they
are good for spotting enemy TFs to warn you or a raid or invasion. Send some of the short-range S-boats to Midway, Australia and Dutch Harbour. Send an AS support vessel to each location where you base subs that is not a level 7 port. Make sure you set them to "Do Not Unload" their stock of supplies as
they cannot support subs if they have no supplies aboard. The longer range fleet boats can operate from PH for now, or you can send a few to other locations that have support. Consider Columbo too - the British have very few subs. Dutch subs and their AS support should move to Oz when Soerabaja is no longer safe.



Air Force :

The very first action I do is to send Major Lynch to TRACOM. With his 81 EXP, I think he¡¦ll be more ussefull here than sitting in asquadron in the Eastern Coast.

All Permanently restricted squadron receive new pilotes from Reinforcment pool. Squadron where you only have 1 or 2 planes are not filled at full scale; no need to have 18 pilotes just on 2 planes. Pilotes with more than 50 exp are sent to Reserve pools and replaced with rookies.
They are also all used as training planes with the following parameters:
- P38 / P39/ P40/P43: Training 100% Escort, 1000 ft , 0 hexes
- B17/B18A/B25B/ : Training 100% Naval Search , 6000ft, 0Hexes
- O47/O49 : Training 100% Recon , 6000ft, 0Hexes

I perform the same actions with the Restricted and Unrestricted planes, but reduce to only 50 % training to prevent a too important attrition on these planes which will soon join the front line.

All Non restricted planes from EC are set to SF. No training for them until they arrive to destination.

Search planes in most major coast ports set to 50% ASW at 6000 feet. ASW by aircraft is very ineffective at first because none of the squadrons has much ASW training and because ASW only works after the sub has been spotted by some means (radio intel, attack made by the sub, or
naval search}. Use the aircraft for Naval Search until you can get some pilots cross-trained in ASW. You could set 20% of a squadron to ASW training while the rest search. Naval Search aircraft will sometimes attack a sub, but usually it dives first. This is good because it limits the sub's
own search for ships and it provides warning to TFs that there is a sub in the area. The TFs are then less likely to be surprised by the sub.


Finally, planes from the Saratoga are rebased to Los Angeles and start their training: (60 % Escort, 1000ft) for FT, (60 % Naval Attack, 6000ft) for NB and TB.
At 6000 feet, Dive Bombers and Torpedo Bombers will make a level-bombing attack which does not offer the best chance of a hit. DBs need to be between 10,000 feet and 15,000 feet to make a steep dive-bombing attack which offers best chance of a hit.
Torpedo bombers must be set to low level and using torpedoes to train in NavT attacks. NavB can be achieved by setting them to use bombs at 5000 feet or higher. I prefer to set them below 5000 feet to develop LowNav bombing skill.
You can read up on a lot of this stuff in the "War Room" section with the FAQ for Newbies;
http://www.matrixgames.com/forums/tm.asp?m=2260137


Ground :

All units are set to rest, apart the ENG kept to Combat status, and the 2 Units for PH + 1 Unit to Pago Pago changed to Strategic.
Most coast bases are set to Expand Port and Air Field.


That¡¦s all for Continental US ƒº Many other things to do in the rest of the world:




_____________________________

No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth

(in reply to BlitzimX)
Post #: 18
RE: Balade of the Newbie: The grand Campaign (Allies vs... - 4/26/2014 11:40:20 PM   
BBfanboy


Posts: 13643
Joined: 8/4/2010
From: Winnipeg, MB
Status: offline

quote:

ORIGINAL: BlitzX

quote:

I would try to limit the use of (x)APs to moving troops and equipment around. If you are just going to move supply, use xAKs as you have got more of them and they carry more supply then the xAPs anyway..


Advice taken :) I switched the two xAps i had for two xAks in my TF.


December 7th, 1941
H-5 Before Pearl Harbor Assault


Pearl Harbor

I resist here the "all powerfull vision" i have on the events and do not moove my planes or ships to the nearby islands. The only thing i do it to have all my planes standing down to rest.

ASW patrols are set in Johnson Ilsand, PH and Midway.

The Enterprise and Lexington groups are ordered to sail back to Johnson Island where they will stay until they can safely sail to PH. Their pilotes are also immediatly set to training : (60 % Escort, 1000ft) for FT, (60 % Naval Attack, 6000ft) for NB and TB.

Sub patrols already at sea are redirected around PH, Johnson Island, Midway, Wake and Kure.


Finally , Johnson Island, PH and Midway are set to expand Port/Airfield/Forts. Wake is lost in near future so no need to waist ressources here.
The F4F fighters at Wake are precious in the early months. If Lex is still close enough to Wake, have the fighters fly to her. If necessary, transfer the near useless Devastator torpedo planes from Lex to Wake to make room aboard for the fighters.





_____________________________

No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth

(in reply to BlitzimX)
Post #: 19
RE: Balade of the Newbie: The grand Campaign (Allies vs... - 4/27/2014 10:49:17 AM   
BlitzimX


Posts: 98
Joined: 1/22/2013
Status: offline
quote:

Note that the US BB there (Idaho?) has a Jan 1942 upgrade which will coincide with the end of current repairs. Your choice whether to say YES or NO to the upgrade. I would do it because the radar and AA is worth the wait.


The two BBs here are the Warsprite and the Colorado. Their Upgrade are not due before June and October so i have time. Their repair time is about 40 days.


quote:

Subs do not use much fuel and should NOT be left in port to be sunk in the first air raid after Dec. 7th. Even if their torps are unreliable, the crews need to gain experience and they
are good for spotting enemy TFs to warn you or a raid or invasion. Send some of the short-range S-boats to Midway, Australia and Dutch Harbour. Send an AS support vessel to each location where you base subs that is not a level 7 port. Make sure you set them to "Do Not Unload" their stock of supplies as they cannot support subs if they have no supplies aboard. The longer range fleet boats can operate from PH for now, or you can send a few to other locations that have support. Consider Columbo too - the British have very few subs. Dutch subs and their AS support should move to Oz when Soerabaja is no longer safe.


I will wait for the SS from SF to arrive at PH and then redispatch them accordingly, based on what you told me.


quote:

At 6000 feet, Dive Bombers and Torpedo Bombers will make a level-bombing attack which does not offer the best chance of a hit. DBs need to be between 10,000 feet and 15,000 feet to make a steep dive-bombing attack which offers best chance of a hit. Torpedo bombers must be set to low level and using torpedoes to train in NavT attacks. NavB can be achieved by setting them to use bombs at 5000 feet or higher. I prefer to set them below 5000 feet to develop LowNav bombing skill. You can read up on a lot of this stuff in the "War Room" section with the FAQ for Newbies; http://www.matrixgames.com/forums/tm.asp?m=2260137


Thanks for that, its true i forgot to check the different altitudes for Bombings. I set the Dive Bombers to 11000ft and the TB to 2000 ft.


quote:

ASW by aircraft is very ineffective at first because none of the squadrons has much ......


True. I changed my search planes to 70% Naval Search and 20% ASW.


quote:

The F4F fighters at Wake are precious in the early months. If Lex is still close enough to Wake, have the fighters fly to her. If necessary, transfer the near useless Devastator torpedo planes from Lex to Wake to make room aboard for the fighters.


Is it becquse they are among the only carrier capable figthers at the begining? Also i changed course of the LExington to get closer from Wake to get them, after desembarking the Vindicators to Johnson Island.

(in reply to BBfanboy)
Post #: 20
RE: Balade of the Newbie: The grand Campaign (Allies vs... - 4/27/2014 1:29:13 PM   
BBfanboy


Posts: 13643
Joined: 8/4/2010
From: Winnipeg, MB
Status: offline
Re: the Wake F4Fs, yes, there are few carrier capable aircraft and most of them are F2A Buffalos! The Wake pilots are
pretty good, if I recall and can soon be trained up enough to meet the Zeros of KB.

The other thing to keep in mind is that the replacement rate for naval fighters is not great for several months, so if you
use your carriers aggressively you will use up fighters faster than you can replace them.

Carrier fighter squadrons re-size later, after experience shows that a squadron of 27 is not enough to maintain CAP over the
carrier plus escort a strike to target. Numbers matter in A2A battles.

Note that carriers can operate up to 5 squadrons at a time, and most carriers have residual space for planes in the beginning
(before the re-size). Look around the board for F4F squadrons to put on your carriers. Some of the F4Fs may be wasted on land-based
permanently restricted training squadrons. Use the "Upgrade" settings to change the aircraft type in these restricted squadrons to
Buffalos or even the P-26 or P-35 if there are some in the pools. Once the upgrade happens the F4Fs will go to the pools over a period
of days. Have another Unrestricted squadron set to upgrade to F4Fs and when they do, get them close enough to your
carriers to fly onto one. You can exceed your carriers' designed aircraft complement by 10% without penalty (e.g. Lexington's capacity of
90 aircraft can be exceeded up to 99 aircraft), but you may need to split a new squadron flying on to leave some aircraft behind as a detatchment
to avoid exceeding the operational limit of the carrier.

It will take about three months for a "Carrier Capable" squadron to become fully "Carrier Trained". I think
the only difference between the two designations is the rate of operational losses, not their fighting qualities.

_____________________________

No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth

(in reply to BlitzimX)
Post #: 21
RE: Balade of the Newbie: The grand Campaign (Allies vs... - 4/27/2014 5:20:31 PM   
BlitzimX


Posts: 98
Joined: 1/22/2013
Status: offline
I don't have any restricted F4F for now. So what i did is setting already existing F4F squadrons to Not Upgrade, so that the F4F Bufaloes on the LExington and the Saragota are Upgraded in priority.

December 7th, 1941
H-5 Before Pearl Harbor Assault



Malaya

Let's now moove to the West in Asia. Malaya is quite a straightforward part i think. We know it is gonna fall at some point, all we can do is delay and save as much as we can, a bit like the Philipines.


Naval :

First thing i do is send all ships from George Town to Colombo : 2*xAKL, 2*xAK and 2*xAP, 1*AMc and 4*HDMLs.

Dutch Subs around the Peninsula are set to patrol around the Eastern and Southern Coast.

Force Z is rebased to Soerabaja but will remain in Singapor for now. It will leave with the first evacuation convoy in a few days.

Damaged ships in Singapore, along with other smaller ships (ML,YMS,HDML) are assembleed into a taskforce. They are set to leave the port for the Dutch stronghold asap.

The CM and DM stay to lay some mines in the port.


Air Force

All planes able to fly are redirected to Singapor. It will allow them to be shipped away little by little as Japanese troops loose ground. A problem with this is that Singapore starts getting crowded with planes, and short on Aviation Support.

All squadrons are set to reinforce with rookies.I sence they will get experience pretty fast in this area.
However, despite the Airplane stack limit not being reached, the lack of Support for now will slow down all air operations, so only a limited number of planes will be set to fly.
All Patrol Planes and Recon planes are set to Naval Search on the Easter Coast, toward Kuantan. They are joined by a squadron of 14 Bleinheim.

2 Groups of Buffalo are set to 60% CAP, Range 0 , 15000ft. 2 other groups are set with 40% CAP,Range 4 and 15 000 ft.

All Vildebeests and Swordfishes are set to Naval Attack, 13 000 ft and Range 4, Using Torpedoes.

All other planes are stood down.


I wonder if i can give any more orders to the squadrons without suffering to big penalties?



Ground Units

Retreat is set as on the map below. Units circled in Blue are set to strategic moovement, and the others in Purple are set in Purple.
The objective is to retreat to a series of 3 lines, until Singapore eventualy falls.
The 4 regions with a red dot are set to Build up forts, while SIngapore also build up its Airfield.



All available BF are sent to Singapore to help support the massive amount of planes there. Just one is left to Mersing to help building the fortifications.

All non circled units are set to rest.

The two australians brigades are set to Strategic moove and redeployed to Singapore to be later shiped to OZ.

the troops in Kota Baru will have to slow down the Japanese advance and buy other LCUs time to retreat.

Finaly, i increase Singapore's supply requirement from 4K to 20k to pull all the supplies from other bases back to here.

< Message edited by BlitzX -- 4/27/2014 6:26:18 PM >

(in reply to BBfanboy)
Post #: 22
RE: Balade of the Newbie: The grand Campaign (Allies vs... - 5/1/2014 12:56:39 PM   
BlitzimX


Posts: 98
Joined: 1/22/2013
Status: offline
December 7th, 1941
H-5 Before Pearl Harbor Assault



Philipines

The big delaying terrain. How long will we be able to hold? :)


Naval :

75 % of the subs in Manilla are sent in patrol. the shortest range subs are patroling mostly in Northern PI, while the longest ranges are displatched in East China see, around Japan southern islands, nearby Saigon and other Japanese ilsands or potential targets.

A first convoy composed of all DDs, most transports, TK and support ships is created, destination the East Indies.
For now; PT boats, Subs and AS ships will remain in Manilla, as well as a few transports which will be used to evacuate supplies,planes and men when time will come.

Most of Southern Naval units are sent to Soerabaja.


Air Force

All planes from Northern PI are gathered in Clark field. Others in southern islands will remain here until last minutes to provide

Naval search capacityes (from the B-17 and the Catalinas).

P-40s will try to be evacuated, even if i don't think this will be possible. Waiting for that, all squadrons are set to (60% CAP 30%Rest, 15000ft , 1 Hex to cover all 3 defensive hexes).

P35 and P25 are set to 100% Escort Training.

Patrol planes and Bombers are set to (60% Naval Search 20 % ASW Search, 6000 ft) and cover almost all coasts of PI.

The O-47 is set to 100% Training Recon.


Ground Units

Most LCUs will die here since attached to PI HQs. The last stand will be done as usual in the golden triangle of CF, Manilla and Bataan, where construction of Defenses have started. LCUs in northern PI are set to retreat to this area, where others soutehrn ones will remain in position.

All units bug ENG and mooving ones are set to Rest.

(in reply to BlitzimX)
Post #: 23
RE: Balade of the Newbie: The grand Campaign (Allies vs... - 5/1/2014 7:16:32 PM   
BBfanboy


Posts: 13643
Joined: 8/4/2010
From: Winnipeg, MB
Status: offline
Keep in mind that once he starts bombing Manila it will become untenable for subs to use as a support base. Singapore will be similarly under threat of bombing.

Since subs need a decent size port (or an AS) to reload torpedoes, your subs will have to be ready to move to Soerabaja or Columbo, or make the long journey around Oz.
Fuel is a big consideration - you need to have enough to get to the next safe fuelling stop. For this reason, I would set the sub Home Port to Tarakan or Balikpapan now
so that the sub will head there for fuel when it gets to minimums. If Manila is still operating and not threatened, you can always change the sub to go there instead (you
will be notified in the Op Report of "sub TF ## leaving patrol zone to refuel", so you have the chance to change it.)

The thing you do NOT want to happen is leaving your subs set to Manila home port and when it comes under attack, finding out you do not have enough fuel to get to another
base. Subs are the one ship that you cannot refuel at sea using another ship or sub.

_____________________________

No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth

(in reply to BlitzimX)
Post #: 24
RE: Balade of the Newbie: The grand Campaign (Allies vs... - 5/1/2014 8:52:13 PM   
BlitzimX


Posts: 98
Joined: 1/22/2013
Status: offline
Thanks, i immediatly rebased all my subs to Balkipapan for now, i will see how it turns out. I will try to send my AS there too.


December 7th, 1941
H-5 Before Pearl Harbor Assault



DEI/Borneo/Soumatra

Nothing much to do here. I just cancel a few solitary ships, and set the planes to training for now. We will see how things turn out and act accordingly later, for now this part is rather safe.

Batavia and Soerabaja are set to expand Port, Airfield and Fortifications.

(in reply to BBfanboy)
Post #: 25
RE: Balade of the Newbie: The grand Campaign (Allies vs... - 5/3/2014 7:18:10 PM   
BlitzimX


Posts: 98
Joined: 1/22/2013
Status: offline
December 7th, 1941
H-5 Before Pearl Harbor Assault



China

The big piece of land somewhere in Asia. Once again, i took inspiration on Sardaukar's AAR for beginer in the general strategy, i hope he didn't have a copyright on it :) If he did, well sorry but i don't have any way to pay.



Naval :

Seriously?



Air Force

Nothing much to report in China Airpower appart from outdated planes. I mostly set fighters to 100% Escort training.



Ground Units

Now that is what i call something. The two pictures below illustrate the general strategy:





- The line in red is the one we plan to hold off the Japs, using terrain and natural assets
- Units circled in blue are set to moove behind this line while staying in combat mode
- Units circled in purple are set to moove back in Move mode.
- Other units are left to Rest or Combat if they are directly in contact of an enemy unit.

I know units on the plain are going to get uterly obliterated, but as Sardauk precised, it's a good thing to keep the Railroad cut in these plains to denie supply to the japanese as long as possible.

I hope i get the general idea in china, even if it will be quite hard to have a unit rotation when you have most of them already in the front line.


< Message edited by BlitzX -- 5/3/2014 8:19:27 PM >

(in reply to BlitzimX)
Post #: 26
RE: Balade of the Newbie: The grand Campaign (Allies vs... - 5/3/2014 7:25:12 PM   
Yaab


Posts: 3813
Joined: 11/8/2011
From: Poland
Status: offline
Don't underestimate the Chinese fighters. Most pack 4 x 7.62mm Shkas MGs in Centerline position. Those MGs have accuracy of 108 (most accurate aircraft MGs in the whole game). The fighters have armor 1, plus ridiculous manoeuvrability of 50 points. Too bad you don't get replacements for them.

(in reply to BlitzimX)
Post #: 27
RE: Balade of the Newbie: The grand Campaign (Allies vs... - 5/4/2014 1:04:19 PM   
BlitzimX


Posts: 98
Joined: 1/22/2013
Status: offline
Before continuing, i would like if possible some advices on India and Australia.

I had a look at various topics on these two fields, but if the other theatres are quite straigthforward, i am a bit lost on what i should do with the units there (esp Australia).

I admit a bit of enlightments would be welcome here :)

(in reply to Yaab)
Post #: 28
RE: Balade of the Newbie: The grand Campaign (Allies vs... - 6/1/2014 7:07:37 PM   
BlitzimX


Posts: 98
Joined: 1/22/2013
Status: offline
Hi everyone,

After a period of intense work i'll be getting back to where i left. Anybody has advices to my last question before i carry on? :)


Thanks and see you for the next update!

(in reply to BlitzimX)
Post #: 29
RE: Balade of the Newbie: The grand Campaign (Allies vs... - 6/4/2014 1:07:53 AM   
BBfanboy


Posts: 13643
Joined: 8/4/2010
From: Winnipeg, MB
Status: offline

quote:

ORIGINAL: BlitzX

Before continuing, i would like if possible some advices on India and Australia.

I had a look at various topics on these two fields, but if the other theatres are quite straigthforward, i am a bit lost on what i should do with the units there (esp Australia).

I admit a bit of enlightments would be welcome here :)

What you do depends on your assessment of what he could do and where he is likely to do it.
Search the forum (War Room or the AAR area) for a topic about a list of the Japanese divisions. This list is your start point to estimate how many
divisions he could throw at India or Oz.

From your combat reports you can often get the names of divisions and their locations, and the SIGINT report will give other clues. If it looks like
he has a lot of divisions (10 or so) not accounted for, expect that they may be moving to Oz or India. It is very difficult for the Japanese to try to take all
of both Oz and India, although many players take some of each country.

Watch the SIGINT report for clues about which bases the Japanese are planning to attack.

Until around November of 1942, the Japanese can take just about any place they want, but not all of them.
Your job is to protect your critical bases in both Oz and India and build up your forces to fight back. This means you should not
fight for the sake of fighting, but only as part of a plan to protect key bases and delay him. Northern Oz is not worth fighting for IMO, but I would make a hard
fight for Brisbane and points south of there. India has some key cities like Karachi, Bombay and Madras that should be fought for, but Calcutta is too close to
Burma where the Japanese can push a lot of troops through.

If he commits a lot of troop strength to taking islands in the Southern Pacific, you can probably start building Calcutta, Columbo and some northern Oz bases. There are just
too many variables to give a quick answer on what to do. Use your judgement and soon you will begin to be able to guess what you can do and what might hurt you.

Also, try to assess your opponent's personal playing style. Does he take big risks or move steadily and in small steps? Is he very organized and attentive to details or does
he rush things to get to the next battle? Once you know how he likes to play it will help predict his next moves.

Good Luck!

_____________________________

No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth

(in reply to BlitzimX)
Post #: 30
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