Guad Mod - AE Scenario 4 - AAR - No Nik

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

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String
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RE: Guad Mod - AE Scenario 4 - AAR - No Nik

Post by String »

ORIGINAL: Dili
The main warship groups will operate out of Truk because there isn't enough fuel to use them much and they might as well stay out of harms way and near the fuel source.

At risk of damage operating from nearer front you will get more miles from your fuel.

You must keep the battlefleet safe for the decisive battle!!!

[:o]
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tigercub
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RE: Guad Mod - AE Scenario 4 - AAR - No Nik

Post by tigercub »

looks like fuel is a very big problem in AE for the japs even early on ?
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RE: Guad Mod - AE Scenario 4 - AAR - No Nik

Post by sval062 »

ORIGINAL: jwilkerson
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What happened to Nagashima ie why his rank is WO*; What does the * mean?
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RE: Guad Mod - AE Scenario 4 - AAR - No Nik

Post by CV Zuikaku »

what about promotions of pilots in AE? Do they get promoted, or replacement WOs are about to stay WOs even after years of fighting?
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RE: Guad Mod - AE Scenario 4 - AAR - No Nik

Post by Erik Rutins »

ORIGINAL: tigercub
looks like fuel is a very big problem in AE for the japs even early on ?

Well, keep in mind that this particular scenario has less fuel and supply than the others, the specific purpose in this one is to restrict operations more. In the grand campaign you also as a player can choose where and when to concentrate your fuel and supplies for operations. In a theater level scenario like this one you have to take what you're given.
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tigercub
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RE: Guad Mod - AE Scenario 4 - AAR - No Nik

Post by tigercub »

love to see an update on what you see on the map with the new fog of war Erik? (latest screen shot)
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RE: Guad Mod - AE Scenario 4 - AAR - No Nik

Post by tigercub »

it would be nice to be able to renumber a TF without remaking it.but i can wish for a million bucks 2 lol.

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RE: Guad Mod - AE Scenario 4 - AAR - No Nik

Post by Fishbed »

ORIGINAL: String
ORIGINAL: Dili
The main warship groups will operate out of Truk because there isn't enough fuel to use them much and they might as well stay out of harms way and near the fuel source.

At risk of damage operating from nearer front you will get more miles from your fuel.

You must keep the battlefleet safe for the decisive battle!!!

[:o]
Yeah!! In two years from now or so...er... what?!

Well maybe if he waits for two years more he'll be able to get tokyo express on the job every night... [;)]
Really, a *lil'* bit more of fuel for the Japanese player in this scenario WOULDN'T hurt. Once it's over, I'll go beg Nik!
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RE: Guad Mod - AE Scenario 4 - AAR - No Nik

Post by jwilkerson »

ORIGINAL: Dili
At risk of damage operating from nearer front you will get more miles from your fuel.

Sure, but improving the "miles per gallon" ratio is not my top priority. I could camp around Ontong Java Atoll - as the Japanese did historically - but then I would be draining the fuel from the AOs. So I am choosing to keep the AOs full (they are currently milling around just NE of New Ireland) while spending zero fuel from the warships sitting at Truk. This way, I will have maximum fuel forward for the "big sortie" of the fleet.

Once AE is out, everyone else can try the scenario and display your brilliance - I'm sure I'm doing a lousey job. This is a tough scenario due to the logistical constraints - but that makes it interesting as well!

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RE: Guad Mod - AE Scenario 4 - AAR - No Nik

Post by Dili »

It wasn't meant as a harsh critique to constrain anything, just pointing an option, it has its of pro and cons and depending on circunstances, war gods and enemy strategy it can turn great or a disaster.
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RE: Guad Mod - AE Scenario 4 - AAR - No Nik

Post by Kull »

It's definitely enjoyable to see a scenario where one side is worried about having fuel while the other is more concerned with how long it takes to refuel. Where have I seen that before? Oh, yeah, the REAL Pacific Theatre!
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RE: Guad Mod - AE Scenario 4 - AAR - No Nik

Post by Fishbed »

ORIGINAL: jwilkerson

ORIGINAL: Dili
At risk of damage operating from nearer front you will get more miles from your fuel.

Once AE is out, everyone else can try the scenario and display your brilliance - I'm sure I'm doing a lousey job.

Nay you're not. Don't commit seppuku yet admiral!!!
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String
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RE: Guad Mod - AE Scenario 4 - AAR - No Nik

Post by String »

ORIGINAL: Fishbed

ORIGINAL: String
ORIGINAL: Dili



At risk of damage operating from nearer front you will get more miles from your fuel.

You must keep the battlefleet safe for the decisive battle!!!

[:o]
Yeah!! In two years from now or so...er... what?!

Well maybe if he waits for two years more he'll be able to get tokyo express on the job every night... [;)]
Really, a *lil'* bit more of fuel for the Japanese player in this scenario WOULDN'T hurt. Once it's over, I'll go beg Nik!

Ah it was just a reference to how the scenario manages to recreate all the problems the japanese faced quite well.
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RE: Guad Mod - AE Scenario 4 - AAR - No Nik

Post by Fishbed »

I know Sting [:)]

(jeez your eye is freaking me out...)
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RE: Guad Mod - AE Scenario 4 - AAR - No Nik

Post by jwilkerson »

29-30 September 1942

Solomons

Unescorted SBDs run into our "Rufe Ambush" [:D] over the Shortlands (see pic). Shortlands airfield is 49% done, Buka second level is 3% done.

New Britain
Gasmata airfield is 31% done.

Papua
Apparently we cannot send 2xAPD to Finschhaven in one TF and have them unload in time to avoid day time airstrikes - so we will go back to sending just one. We had one APD bombed by B-26s.

Supply

Tass 600 with about 20% in the units
Rekata Bay 700
Shortlands 7500
Buka 3300

Rabaul 38000s 15000f
Gasmata 900

Finschhaven 2600
Lae 1400
Buna 1100

Planning
Operator error - did bad load on amphib TF at Truk now unloading so I can reload. One 2ID Regt is loaded and will proceed to holding area at Kavieng. Also loading third pair of AO at Truk. Bottomline loading for the Milne Bay Op has begun.

Here is pic of the Great Shortlands Bunny Shoot! [:D]

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RE: Guad Mod - AE Scenario 4 - AAR - No Nik

Post by madflava13 »

Do you have any plans to utilize Woodlark Island? In Witp, I saw it as a pretty vital base for recon and overall control over the Coral Sea... Is it still valuable, or has it's base size been nerfed in AE?
Thanks for the AAR.
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RE: Guad Mod - AE Scenario 4 - AAR - No Nik

Post by jwilkerson »

01-02 October 1942

Solomons

At Shortlands the SBDs are trying their hand at night bombing - our Rufe's are resting [:)]

Papua
The single APD run to Finschhaven was unmolested this turn.

Planning
One regiment of the 2ID is aboard transports heading towards Kavieng to wait. The flubbed loaded group is still unloading at Truk. We will do a re-load of these guys and start them South before starting to load the guys at Rabaul.

As to the question about Woodlark - in the campaign game the SPS will be different than in this scenario - in this scenario the SPS of many bases start at 0(0), 0(0) to channel the action along historical lines. Woodlark could be used as a seaplane/floatplane base - and in another playing of the scenario - I might try that - but I would expect it to attract a lot of negative attention.

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RE: Guad Mod - AE Scenario 4 - AAR - No Nik

Post by Andrew Brown »

In the AE campaign game, Woodlark Island is a 0(2)/0(5) for port/airfield.

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RE: Guad Mod - AE Scenario 4 - AAR - No Nik

Post by doc smith »

Question about the naming of units...

The South Seas Det/Horii Force had elements of 55 Inf Div.:
   HQ, 55th Inf. Grp (MGen Horii)
      144th Inf Rgt COL Kusonose
      I Bn/55th Mnt Arty
      3d Co/55th Cav Rgt (+ AT Gun Pl)
      1st C0./55th EN Rgt
   Co./47th  AA Bn
   Det/Med Unit/55th Inf Div
   Det/1st Fild Hosp/55th Inf Div
   Det/Water Supply Unit/55th Inf Div
   5th Co(+) Maizuri 2d SNLF

In the AARs you've show us, I see separate targets like the Mtn Gun and EN element,  and the Horii  Force.  I'm confused.  Do you have separate  elements/units  dintinctly different than the Horii Force or what?  Theoretically, one the one hand, you could have an HQ for the SS Det plus separate units for its parts, to facility recombining later with the 55th Div (somewhere in SE Asia by now), but on the other hand, I think it would be awkward to have div artillery at a bn level, and eng. at the co. level.  A screen shot of the SS Det might help me understand this a bit better.

Second, the Kure force at Tassafaronga should be a SNLF, not a Nav Gd. unit. 

THESE ARE NOT COMPLAINTS OR GRIPES!!!  Just a grognard curious about the units in the game.  You and Nik are doing a great job with these AARs and I, for one, greatly appreciate your time and effort.  [&o]
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RE: Guad Mod - AE Scenario 4 - AAR - No Nik

Post by jwilkerson »

The representation of Horii Force in our S004 is that of a "mini-division". So there is a "division HQ" called "Horii Force, commanded by MG Horii himself, and then a pile of units which are sub-ordinate to this HQ. Basically everthing that starts at or within one hex of Buna.

The arrival schedule of units in S004 is not strictly historical - the changes were made with much gnashing of teeth - but Nik made the final decisions. We actually went through all this back in the days when we developed the scenario for stock. The trade-offs were precise historical units and arrival times on the one hand - versus - a more accurate presentation of the historical commanders fears and expectations - on both sides - on the other hand.

The Aussies at PM thought the Japanese forces comming at them in July could perhaps take PM - the Japanese driving towards PM - or at least their bosses - though THEY could take PM. By accelerating the arrival of the Japanese forces at bit, these expectations are more accurately modeled - the realities of the troops on the ground less so.

Game or Simulation design is much about the trade-offs between more accuractely modeling one aspect while less accurately modeling another. GuadMod tried very hard to make all of the key decisions KNOWN to the modeler (nik) so that the trade off decisions would be INFORMED decisions. My role was historical research and play tester. Nik's was historical research and scenario designer.
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