Hi everyone. This is my attempt as a complete newb to continue on with the first tutorial. I've played it through a few times, but I figure it would be best to ask for comments and ask my questions in this kind of format so you can see what I'm doing. I'm just sort of writing my thoughts down as I go along. It isn't edited (ok, it is, I noticed my horrible spelling after I submitted it), it is just what is going through my head as I play the first turn.
My goals for this game are not to win, but to play a turn as if it were the first turn of a long campaign. To start out, I read the manual, played the tutorial, read some AARs (most important thing to do with a new game), read the war room threads (Don't take this too much the wrong way, but the war room here is a bit sparser than some of the others, but since this is a newer release, hopefully it will get better!) and read through the general forum.
[center]Strategy or Dissing the WITP-AE UI?[/center]
The next thing I do in a new game is try to stick to the principles of warfare that might apply to this game that I've learned from other, similar games. I've never played a game completely focused on the air war before. The only games that have a strong air component in them that I regularly play are the HOI series and the WITP series. So, for better or worse, those experiences will guide me until I learn better ones.
What that means for me is that I think in terms of campaigns rather than missions and battles. I also need to consider my force composition, the enemy's force composition, the terrain/weather, what I'm supposed to accomplish and how long I have. In this case, my mission and time limit don't matter since I'm pretending to be playing a longer game, but we can assume it is to destroy the industrial capacity of SE England. After hunting around a bit, I can see my force composition. I had to go to the Campaign Summary and click the little Order of Battle button in the top right. The nice thing is that I can click on something like the I. Fliegerkorps of Luftflotte 2 and it will show all the groups and airfields where they are on the map. Holy Crap that is nice!!! Compared to a UI like WITP, it is heaven =)
By the way, to the reviewers that complained so much about the UI in this game, I'd like to give you a virtual pat on the head and say "aw, your so cute sweetie, but if you want to see a REAL UI, open up WITP or WITP-AE".

At any rate, it makes life a lot easier (you don't even want to know what you have to go through in something like WITP-AE to look at your OOB. You have to use a lot of 3rd party tools, spreadsheets, database dumps, a few voodoo incantations, sacrifice your first born, etc to do it right). I also want to give honorable mention to "List Planes" and "List Targets" as well. While they show 0's for now, the target list seems to be able to hold info such as forces there based on your intel effort.
[center]Planning or Did he just diss the South???[/center]
Next, I want to know what I'm facing. There doesn't seem to be any kind of enemy OOB listing and its status based on the results of intel/recon. I realize I can see raw numbers in "List Targets" but as many other games, this just confuses data with intel. I like to keep score as far as percentages when looking at enemy formations and units (100 BG of 8th AF is at 60% strength, for example, all based on intel/recon/FOW). So not knowing my enemy as far as even a guess in aircraft, I have no idea how to escort or plan my missions other than guessing. I realize after I play a few times, I'll "just know".
Finally, I look at the terrain. The map is nice in that I have lots of filters to see where targets are. I can see air avenues and target rich kinds of places. The main thing I'm looking for at this level are attacking/defending postures and interior lines. I'm attacking, the UK is defending and the UK has interior lines. This means bad things for me if I'm not careful. So I know right away that I can't simply try to punch through in one spot. He can respond to me quickly from all over while I have to converge from far away. His aircraft will be able to stay in the air longer.
When attacking interior lines, it is very important to have superiority in forces because you have to attack on multiple fronts at once. The American civil war is a great example of overcoming interior lines even when the other side has equal or superior quality in troops and leadership. Some call Lee one of the greatest generals of all time. At an operational level, that may be true. I'd give him and the rest of the South a strong "F" in strategic thinking, however. The south could never figure out it wasn't about the army or the men or the leaders, it was about having a plan and carrying it out and expending maximal effort in achieving it. Even with all the bumbling and incompetence of the leadership in the east, the AOP kept the South engaged and focused on the east, while the entire war was won and lost along the Mississippi.
The same thing occurs to me in playing war in the pacific. Japan has interior lines but in this case they squandered in the jungles of the SW pacific. The allies cracked that nut with 2 different axes of advance along with an effort in the CBI to keep the Japs tied down there as well.
It does occur to me that interior lines is also the same kind of thing that happens with your first girlfriend as you try to distract her with the yawn and arm stretch before moving onto the higher ground with the other arm.
[center]Air Planning or Fumbling with the bra strap for the first time[/center]
So, what does that mean for my planning? I want to have a focused effort with my units. I need to keep constant pressure on a variety of points and always have enough reserves that I can keep attacking/harassing. How can I do that? I don't really know yet how long my units can fly for example. Can I fly a unit every day? every 2 days? Does it matter if they win or not? I think it does. Not knowing that, I have to be conservative until I figure it out. I see that for the most part, I have a lead unit and 2 or 3 groups for each formation. Each korps has 3 or more formations. I generally like to fight with 1/3 reserve. This tells me something along the lines of either 2 formations attacking with 1 in reserve and rotation or do it at the level of a single formation with 2 groups flying and one group resting. I'm not sure which to do because there might be bonuses from the game involved in each case. My thought is to always fly the entire formation together and rotate formations within the korps.
So, for my first attempt at force allocations, excluding Norway. I have 15 KG of bombers, 8 JG and 2 ZG. 1 have one ErprGrp and some DBs. I also have a bunch of recon planes. My numbers might be off a little, but I think that is close. This tells me that I will have roughly 10 KG and 3-4 JG/ZG flying on any given day.
That is enough for my long-winded first post. I will have to think about what those numbers mean next!









