Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI)
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI)
Although guide is not mine, yes, I suggest strongly move yours TKs to WC. Move fuel from WC to Suva/Pago Pago/Tahiti ( choose the more protected base ) and make another convoy from there to OZ. Australia spend 30k fuel per month so be hurry to send as much fuel as u can.
RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI)
ORIGINAL: jonboym
ORIGINAL: Sardaukar
Orders for Dec 13-14:
West Coast, Panama, E-USA & North Pacific:
- restructure of Allied supply network commenced. San Francisco will be the hub for Ground and Air units being shipped out, plus it will handle shipping of fuel to PH. Los Angeles will handle shipping fuel to SoPac, SWPAc, NZ & Australia. This will be done by building up Suva as secondary fuel hub. Fuel will be shipped to Suva with long-range tankers from LA & Panama to be distributed around by short-range tankers. Gatherring of appropriate shipping and escorts has started.
South Pacific:
- not much, checked that bases are still in supply. Buildup of Suva continues, covered by 2 NZ CLs
Hi,
Been running my first full campaign game vs the AI and using this thread as a guide but struggling at mo to get my supply lines up and running. This part of the guide is pretty brief as its not clear if buildup Suva means troops, port, base forces or just tankers nor exactly what the NZ CLs are covering? So how should I build up Suva to be a fuel hub?
Also the tankers with the biggest endurance aren't in the US but are in Aus so is a good idea to get those long range tankers over to Suva?
The guide is great though really makes this monster of a game accessible to those like me who didn't play the original WITP
Cheers
Jon
Sardaukars is a great start. But also be prepared to use Abadan tankers for India and eventually all the way to Perth
RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI)
Great Grand Campaign starter guide! Looks like it is time for me to finally get my feet wet with this. I have been fooling around with scenarios since I got this game the week it came out, and have run a few first couple of days before, but never a full shot at it with a nice, easy to digest plan.
Thanks for the effort!!!
Thanks for the effort!!!
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RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI)
First and foremost, I want to thank Sardaukar for his excellent tutorial. I have a doubt regarding the 1st turn:
Expand ports, airfields or both? Maybe is a silly question, but I am a newbie eager to learn, and I'm enjoying this tutorial slowly and carefully.
Thanks in advance.
---
ORIGINAL: Sardaukar
West Coast, Panama, East USA, North Pacific:
- set Kodiak, Anchorage, Prince Rupert, Vancouver, Seattle, Tacoma, Portland, Alameda, Mare Island, Los Angeles and San Diego to expand. Couple of those bases do not have engineers yet, but you'll soon have plentiful enough.
Expand ports, airfields or both? Maybe is a silly question, but I am a newbie eager to learn, and I'm enjoying this tutorial slowly and carefully.
Thanks in advance.
---
RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI)
It depends: If u are a paranoid, fortifications the first [;)]. If not:
Kodiak: First fortis to level 3, not stop, begin to put port to max lvl and then AF.
Anchorage: As u wish, I suggest first port.
Prince Rupert: I don't use it. Just fortify, and perhaps 4/5 levels of everything.
Vancouver: PORT. Repeat with me: PORT. It's a GREAT port to run supplies to North Pacific and Pearl Harbour.
Seattle+Tacoma+Portland: Port. If AF is 1, upgrade to 2, and continue with port.
Alameda: Port.
Mare Island: Port.
Los Angeles and San Diego: Mix AF with port.
Kodiak: First fortis to level 3, not stop, begin to put port to max lvl and then AF.
Anchorage: As u wish, I suggest first port.
Prince Rupert: I don't use it. Just fortify, and perhaps 4/5 levels of everything.
Vancouver: PORT. Repeat with me: PORT. It's a GREAT port to run supplies to North Pacific and Pearl Harbour.
Seattle+Tacoma+Portland: Port. If AF is 1, upgrade to 2, and continue with port.
Alameda: Port.
Mare Island: Port.
Los Angeles and San Diego: Mix AF with port.
RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI)
Thank you for the response, traskott. And yes, I'm a paranoid, always [:D], then, fortis first.
-
HexHead
- Posts: 464
- Joined: Tue Feb 09, 2010 3:27 pm
- Location: I'm from New Hampshire; I only work in cyberspace
RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI)
ORIGINAL: lecrop
First and foremost, I want to thank Sardaukar for his excellent tutorial. I have a doubt regarding the 1st turn:
ORIGINAL: Sardaukar
West Coast, Panama, East USA, North Pacific:
- set Kodiak, Anchorage, Prince Rupert, Vancouver, Seattle, Tacoma, Portland, Alameda, Mare Island, Los Angeles and San Diego to expand. Couple of those bases do not have engineers yet, but you'll soon have plentiful enough.
Expand ports, airfields or both? Maybe is a silly question, but I am a newbie eager to learn, and I'm enjoying this tutorial slowly and carefully.
Thanks in advance.
---
Hate to differ here, but a just a trifle:
* Fortifications are not high priority for these locations. The major ones, like SF, are going to be clogged with ENGs and BFs that you can't get out quickly in the early weeks, because of PP and other considerations. When one needs forts there, you'll have so many shovels ready, they'll go up quickly.
* Your immediate concern is IJN subs and possible surface/CV assets. You want to keep the sea lanes open and free of pests. Also, SF is an AutoConvoy origin and a major nexus of your supply network. So, would recommend:
> AFs (for patrol planes and eyes in the sky for IJN assets), say SF, LA, SD, Vancouver, Anchorage, Vancouver, Seattle - the big ones. Prince Rupert and such are good, too, to fill holes in the sky. But expand the AFs at the above and almost every AF on the WC/AK/BC. Some of the more inland ones in BC can be backburnered.
> Expand Ports at SF, LA, SD, Seattle, Anchorage, Vancouver, maybe Tacoma, maybe Victoria. This is just off the top of my head. Why? SF is a major, major hub, LA is a major Resource&Oil source, SD has a Shipyard, Seattle is probably the most important Allied Shipyard, Vancouver and Victoria on general principles and Anchorage because it's the major port in AK.
At the biggies, I would set both AF & Port to expand; your most immediate concern is AF size for Groups, then Port size to expand throughput for supplies and such. Forts, I would say, are your least concern.
The most important thing about this TutoriAAl is Sardaukar tells us his reasoning and why he does things. That's what I walked away with. Feel free to differ in implementation and even disagree about his priorities, but take advantage of the tuition-free education the gentleman has provided, I would say.
"Goddamn it, they're gittin' away!!"
- unknown tincan sailor near the end of Leyte Gulf, when Kurita retired
- unknown tincan sailor near the end of Leyte Gulf, when Kurita retired
RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI)
Very reasonable comments HexHead, thnx.ORIGINAL: HexHead
Hate to differ here, but a just a trifle:
* Fortifications are not high priority for these locations. The major ones, like SF, are going to be clogged with ENGs and BFs that you can't get out quickly in the early weeks, because of PP and other considerations. When one needs forts there, you'll have so many shovels ready, they'll go up quickly.
* Your immediate concern is IJN subs and possible surface/CV assets. You want to keep the sea lanes open and free of pests. Also, SF is an AutoConvoy origin and a major nexus of your supply network. So, would recommend:
> AFs (for patrol planes and eyes in the sky for IJN assets), say SF, LA, SD, Vancouver, Anchorage, Vancouver, Seattle - the big ones. Prince Rupert and such are good, too, to fill holes in the sky. But expand the AFs at the above and almost every AF on the WC/AK/BC. Some of the more inland ones in BC can be backburnered.
> Expand Ports at SF, LA, SD, Seattle, Anchorage, Vancouver, maybe Tacoma, maybe Victoria. This is just off the top of my head. Why? SF is a major, major hub, LA is a major Resource&Oil source, SD has a Shipyard, Seattle is probably the most important Allied Shipyard, Vancouver and Victoria on general principles and Anchorage because it's the major port in AK.
At the biggies, I would set both AF & Port to expand; your most immediate concern is AF size for Groups, then Port size to expand throughput for supplies and such. Forts, I would say, are your least concern.
My intention is to follow the Sardaukar's tutorial but not use their saves. I want to understand the reasons for each decision, especially the first turn, and read the subsequent turns in support of my own game, based on the different results of my actions. I think that Sardaukar has done an excellent job to support the initiation of the GC for newbies. I have the game since it came out, but so far I've been watching from afar and reading forums with admiration. Now I have more time to devote all the attention it deserves (not little), and this AAR/tutorial is the best tool to get inside.ORIGINAL: HexHead
The most important thing about this TutoriAAl is Sardaukar tells us his reasoning and why he does things. That's what I walked away with. Feel free to differ in implementation and even disagree about his priorities, but take advantage of the tuition-free education the gentleman has provided, I would say.
-
HexHead
- Posts: 464
- Joined: Tue Feb 09, 2010 3:27 pm
- Location: I'm from New Hampshire; I only work in cyberspace
RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI)
You are welcome.
I recently started a PBEM against someone who is roughly equal in knowledge (i. e., I've graduated from n00b school, but am still working on my HS diploma) and even in a few weeks of game time, using Tracker for the first time (recommended - it brings things to your attention and I stil don't even use 90% of it), I discover things. Like Resources and Oil. Now, the esteemed Moose, Bullwinkle58, and others, recommend turning HI & LI in Oz off, for instance, asserting that you really don't need the industrial production. I'm keeping it on, for now, to get the practice in of managing the shipping to Oz and other places. You'll need to run this system for Fuel & Supplies, in any case, anyhow. Like the Moose, I independently arrived at the conclusion that AutoConvoy is good for the backwater shipping, although right now, in the very early weeks, I'm running some AutoConvoys to the CentPac islands and other select places.
This is, as someone put in his sig, The Struggle Against Logistics. The first big step is accepting that Perfection is a Chimera. No, not all AFs will have enough AV Supp. Yes, spend more time addressing your logistics than worrying about where the KB is (heck, I don't even know where the KB is, and haven't since PH Day), as heretical as that may seem. Decide where your 'stop lines' are gonna be and take steps now to set the Bases and support up. Do not try to quarrel with the IJN in an unseemly fashion - anything he really wants until mid42 he can take, but he hasn't enough strength to be everywhere at once, so be prudent, pay attention, and put pepper in his sushi if you have a chance to do it and skedaddle, but avoid standup fights, he tends to win those, and usually handily.
* I was too late by a step on getting Aussie assets off of Rabaul. Luckily, I only lost some TPs and a platoon of BF people. Now, I'm gonna retreat and try to fly 'em out, if I can figure out how to do it right (first attempt was wheeze - wheeze - koff - koff as the engines valiantly tried to turn over).
* Sardaukar strongly recommends not changing Chinese LCU Targets and Planning (hurts morale), but sometimes, you gotta make adjustments. China is the Great Spaghetti Monster, as far as I'm concerned, but it pays to deal with it and try to learn it. If you don't get completely overrun and still have two bowls of rice for evey five men, you're doing great, IMO.
I strongly recommend the AAR about the newbie who was "induced" to play a JFB Level Fifteen (it's GreyJoy vs Rader, "The Power of Inexperience") - most instructive. My cap off to him for his sheer guts. He was learning on the job and reading it is a gold mine, because Bullwinkle58, the most knowledgable Alfred, and other Wise Ones tried to help him. For example, all those Indian troops - rest and train, rest and train. No, you are not going to stop the IJA with the pride of Allahabad in early '42, so get that right out of your head, train the second stringers (train the varsity, too) and come up with Plan B somehow on how to hold onto Imphal, at least.
And you must plan, plan and plan. Want to have a crackerjack counteroffensive in October 42? Get started on it now. This game requires you to lay the foundation for anything remotely successful weeks and months in advance. Pilot Training is Important - learn it, love it, use it - I'm still a rookie in this department, myself.
Even the Wisest do not Know Everything about this game. You want a very, very good model of what a real commander's concerns are? You found it.
I recently started a PBEM against someone who is roughly equal in knowledge (i. e., I've graduated from n00b school, but am still working on my HS diploma) and even in a few weeks of game time, using Tracker for the first time (recommended - it brings things to your attention and I stil don't even use 90% of it), I discover things. Like Resources and Oil. Now, the esteemed Moose, Bullwinkle58, and others, recommend turning HI & LI in Oz off, for instance, asserting that you really don't need the industrial production. I'm keeping it on, for now, to get the practice in of managing the shipping to Oz and other places. You'll need to run this system for Fuel & Supplies, in any case, anyhow. Like the Moose, I independently arrived at the conclusion that AutoConvoy is good for the backwater shipping, although right now, in the very early weeks, I'm running some AutoConvoys to the CentPac islands and other select places.
This is, as someone put in his sig, The Struggle Against Logistics. The first big step is accepting that Perfection is a Chimera. No, not all AFs will have enough AV Supp. Yes, spend more time addressing your logistics than worrying about where the KB is (heck, I don't even know where the KB is, and haven't since PH Day), as heretical as that may seem. Decide where your 'stop lines' are gonna be and take steps now to set the Bases and support up. Do not try to quarrel with the IJN in an unseemly fashion - anything he really wants until mid42 he can take, but he hasn't enough strength to be everywhere at once, so be prudent, pay attention, and put pepper in his sushi if you have a chance to do it and skedaddle, but avoid standup fights, he tends to win those, and usually handily.
* I was too late by a step on getting Aussie assets off of Rabaul. Luckily, I only lost some TPs and a platoon of BF people. Now, I'm gonna retreat and try to fly 'em out, if I can figure out how to do it right (first attempt was wheeze - wheeze - koff - koff as the engines valiantly tried to turn over).
* Sardaukar strongly recommends not changing Chinese LCU Targets and Planning (hurts morale), but sometimes, you gotta make adjustments. China is the Great Spaghetti Monster, as far as I'm concerned, but it pays to deal with it and try to learn it. If you don't get completely overrun and still have two bowls of rice for evey five men, you're doing great, IMO.
I strongly recommend the AAR about the newbie who was "induced" to play a JFB Level Fifteen (it's GreyJoy vs Rader, "The Power of Inexperience") - most instructive. My cap off to him for his sheer guts. He was learning on the job and reading it is a gold mine, because Bullwinkle58, the most knowledgable Alfred, and other Wise Ones tried to help him. For example, all those Indian troops - rest and train, rest and train. No, you are not going to stop the IJA with the pride of Allahabad in early '42, so get that right out of your head, train the second stringers (train the varsity, too) and come up with Plan B somehow on how to hold onto Imphal, at least.
And you must plan, plan and plan. Want to have a crackerjack counteroffensive in October 42? Get started on it now. This game requires you to lay the foundation for anything remotely successful weeks and months in advance. Pilot Training is Important - learn it, love it, use it - I'm still a rookie in this department, myself.
Even the Wisest do not Know Everything about this game. You want a very, very good model of what a real commander's concerns are? You found it.
"Goddamn it, they're gittin' away!!"
- unknown tincan sailor near the end of Leyte Gulf, when Kurita retired
- unknown tincan sailor near the end of Leyte Gulf, when Kurita retired
RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI)
I really appreciate your advice [;)]
Thanks for the GreyJoy vs Rader AAR recommendation, is a great one too.
Rgds.
Agree, WitpTracker is a great tool, although it takes plenty of practice for proper use.ORIGINAL: HexHead
You are welcome.
I recently started a PBEM against someone who is roughly equal in knowledge (i. e., I've graduated from n00b school, but am still working on my HS diploma) and even in a few weeks of game time, using Tracker for the first time (recommended - it brings things to your attention and I stil don't even use 90% of it), I discover things.
As a begginer, I prefer to leave the Oz industry on. I think the idea of disabling it should be a decision motivated by self-analysis.ORIGINAL: HexHead
Like Resources and Oil. Now, the esteemed Moose, Bullwinkle58, and others, recommend turning HI & LI in Oz off, for instance, asserting that you really don't need the industrial production. I'm keeping it on, for now, to get the practice in of managing the shipping to Oz and other places. You'll need to run this system for Fuel & Supplies, in any case, anyhow. Like the Moose, I independently arrived at the conclusion that AutoConvoy is good for the backwater shipping, although right now, in the very early weeks, I'm running some AutoConvoys to the CentPac islands and other select places.
My overall strategy will be to withdraw everything that can be saved, but not at all cost. I think give battle where is possible benefits to the allied, buying time.ORIGINAL: HexHead
This is, as someone put in his sig, The Struggle Against Logistics. The first big step is accepting that Perfection is a Chimera. No, not all AFs will have enough AV Supp. Yes, spend more time addressing your logistics than worrying about where the KB is (heck, I don't even know where the KB is, and haven't since PH Day), as heretical as that may seem. Decide where your 'stop lines' are gonna be and take steps now to set the Bases and support up. Do not try to quarrel with the IJN in an unseemly fashion - anything he really wants until mid42 he can take, but he hasn't enough strength to be everywhere at once, so be prudent, pay attention, and put pepper in his sushi if you have a chance to do it and skedaddle, but avoid standup fights, he tends to win those, and usually handily.
I agree. My main goal in this game against AI is to learn, and all work is desirable, even in China.ORIGINAL: HexHead
* I was too late by a step on getting Aussie assets off of Rabaul. Luckily, I only lost some TPs and a platoon of BF people. Now, I'm gonna retreat and try to fly 'em out, if I can figure out how to do it right (first attempt was wheeze - wheeze - koff - koff as the engines valiantly tried to turn over).
* Sardaukar strongly recommends not changing Chinese LCU Targets and Planning (hurts morale), but sometimes, you gotta make adjustments. China is the Great Spaghetti Monster, as far as I'm concerned, but it pays to deal with it and try to learn it. If you don't get completely overrun and still have two bowls of rice for evey five men, you're doing great, IMO.
Thanks for the GreyJoy vs Rader AAR recommendation, is a great one too.
Rgds.
RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI)
Sardaukar and other contributors: I am very grateful for the many excellent ideas I've already gleaned from this thread.
RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI)
As a comment; when you're a newbie like me, fascinated by the game since the beggining, but have not entered in the GC, you read the posts of this forum and understand little or nothing, and you feel a bit overwhelmed by the level of detail of some comments. When you start the adventure of the GC, you begin to understand many things at once, and the contributions of the players on this forum become the most valuable guidance to arrive at good port.
This is a simulation aimed at fans of the details, and if you're one of them, is a paradise made ​​wargame.
[&o] to all.
This is a simulation aimed at fans of the details, and if you're one of them, is a paradise made ​​wargame.
[&o] to all.
RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI)
Thanks for comments, guys!
Just brief word about bases in WC & Canada. You'll soon have more construction engineer units (esp. SeaBees) that you can use. They are perfect to build up WC & Canadian bases.
I think in many cases it's preferably to start building up ports first, for loading purposes and secondarily for repair purposes. You are going to need some AF infrastructure for ASW etc., but it's not as critical as port sizes.
One thing also is that lot of the bases have large Victory Point values. Now, I don't concern myself about this one that much, but building up those bases may give you edge in "competitive play", to prevent possible IJ auto-victory in Jan 1943. I play the game to learn more about history and difficulties historical commanders faced, but it's something to think in PBEM. Same with Russian bases, build build build, because those extra VPs may become crucial for aforementioned reason.
Just brief word about bases in WC & Canada. You'll soon have more construction engineer units (esp. SeaBees) that you can use. They are perfect to build up WC & Canadian bases.
I think in many cases it's preferably to start building up ports first, for loading purposes and secondarily for repair purposes. You are going to need some AF infrastructure for ASW etc., but it's not as critical as port sizes.
One thing also is that lot of the bases have large Victory Point values. Now, I don't concern myself about this one that much, but building up those bases may give you edge in "competitive play", to prevent possible IJ auto-victory in Jan 1943. I play the game to learn more about history and difficulties historical commanders faced, but it's something to think in PBEM. Same with Russian bases, build build build, because those extra VPs may become crucial for aforementioned reason.
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI)
Thanks for the clarification Sardaukar [;)]
RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI)
Another good idea, thanks. Question: I am setting up my first turn, following your recommendations: when I want to tranfer restricted East coast-pilots of 50+ exp. to the general reserve, I can only send them to their group reserve. Is that correct, or is the general reserve sth. else?
RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI)
ORIGINAL: Houtje
Another good idea, thanks. Question: I am setting up my first turn, following your recommendations: when I want to tranfer restricted East coast-pilots of 50+ exp. to the general reserve, I can only send them to their group reserve. Is that correct, or is the general reserve sth. else?
You can only send pilots into Gen Reserve (you have to click them twice) if you have excess pilots in unit. Thus, you may need to pull in rookies first into unit before you can send pilot to Gen Reserve. You cannot transfer pilots out if you do not have more pilots than normal allocation of unit.
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI)
Understood - thanks for clearing that up. Will proceed to overloading my units now...
RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI)
ORIGINAL: Houtje
Understood - thanks for clearing that up. Will proceed to overloading my units now...
Just remember to set source of pilots in unit screen to "Replacement" to get those 20-30 exp rookies. [8D] And the click-click Get pilot. [:)]
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI)
Yes, good point: let's go clicking.
RE: Sardaukar's Newbie Tutorial AAR for Newbies (vs. IJ AI)
Thankfully in latest betas michaelm (blessed is his name [&o]) made it lot easier to add pilots. Lot less clickety-click now.
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-



