NooB AAR(gh): Which way's north? a.k.a we'll buff that hole right out won't we chief?

Post descriptions of your brilliant victories and unfortunate defeats here.

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NooB AAR(gh): Which way's north? a.k.a we'll buff that hole right out won't we chief?

Post by uncivil_servant »

Complete utter newb {dyslexic) AAR
comments welcome!! How else will I learn?!

(meaning reading the manual and perusing forums has helped to a degree but almost never (the manual)covers the WHY of various things - particularly supply/logistics and as there is NO tutorial or even a scenario where the logisitics is set-up where one can study and change when needed, I have to learn by diving in)

Found Witp-AE by playing Uncommon Valor - realizing it wasn't the whole pacific engagement and getting this but in the meantime encountering the sonar-guided-tactical-nuc jap air-launched torpedoes from that game versus the allied strategy of "wave bombing" which is when my bombers dropped loads of bombs into the water in the general vicinity of enemy ships then hoping the waves created might capcize a small vessel or resting migratory duck. This caused some hesitiation to start Witp as well as airpower seemed.. lopsided by just a weeeee bit and the sheer scope of logistics micromanaging (as autoconvoy doesn't really seem to work....)

Anyway..
Allies
December 7 surprise... on
H 1st Turn: off
pretty standard options...
auto-base stuff: off
Auto replenish and upgrade: on


I AM utilizing the allied set-up spreadsheet from (Kull as i cannot link ) but as that covers day one and I have no idea why ships would be sent from australia to LA when LA has ships I'll find some use for them when they get there! or not.. whatever!

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Scene 1. Take 14 China

30th Army group HQ near Nancheng.. officers discussing strategy.. cook's assistant's whipping boy A. Lee listening in..

Captain's Wu, Wei, and Wong are arguing with Cololnel Dum regarding their new orders.. Chinese forces up and down the front will be maneuvering in-between axis held cities to take advantage of stressed supply lines and cause havoc(tm) with the enemy..and we'll be defening! everyoneknows that is easier..

Wu stresses that our supply situation is even worse than the jap's, Wei says that CHN units are undertrained and understaffed, and Wong states that he doubts we'll get any defensive bonus by moving forward then plopping down on our butts. Col Dum bellows, "Wong you are lazy.. you're marching out first.. besides I've been promised local partisan support.. Wei! thats why we're attacking.. we're going to have lots and lots of learning! Wu.. you are correct but what you do not know is that apparently word is is that CHN industry cannot support its armies never mind how we were supplied yesterday.. we cannot supply ourselves going forward so our wise leadership gave us their wisdom from on high.. when you have too many mouths to feed...."

Capt. Wu interjects, "yes.. yes. you fish more, grow more food.. and prioritize better Sir, but how..."

Col Dum waves at Lieutenant from his personal peon minion auxilliary to slap Capt Wu and continues.. "No no no you damn foolish optimist.. when you cannot supply the mouths you have you reduce the number of mouths!.. so you all are bravely going to lead your forces East while I lag behind and hope to be able to esape your eventual slaughter."

Cook's assistant Whipping boy (CaWb) Lee returns to his tent and informs the Cook's assistant that their workload should be reduced in the near future and now might be a good time to volunteer for infantry duty as we're moving into the "rear areas" very very soon. CaWb Lee plots how he is going to survive.

Scene 2. Hong Kong (Scene 47.. generals are quite picky)

British personnel are going about their normal tasks. Sgt. Willoughby and his men are "enjoying" a meal of week-old fatty corned beef und cabbage obviously supplied by some axis loving contractor-supplier and trying to stay out of the heat whereas the high muckety-muck -supplier General Christopher sits down to enjoy his Tea und Crumpetts when he discovers his crumpets are not freshly baked! They are at least 2-3 hours old.. He tosses them all over the place and orders Geeves to give them to the dogs as they are beneath his station to consume and even then his dogs are slumming it eating such old crumpets. Geeves runs to get the general his ust due. His mood shattered Christopher none the less attempts to enjoy watching the departure of the HMS as it is leaving the harbor to anchor just outside the jolly-old Kong as it were as the Thanet's Commander lost the bet over the polo match making the entire its entire command staff stay up all night singing "Henry the 8th I am" as Gen Christopher was curious as to how many verses one could get through before the voice died. Not wanting to be in the vicinity of such a racket the good general set-up a naval commander with a rigged polo match. The rest of the Naval force - also not watching anything to do with the scurvy singers of the Thanet- ordered the Thanet on a patrol.

Lengthy pause as I am still working on turn one...
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RE: NooB AAR(gh): Which way's north? a.k.a we'll buff that hole right out won't we chief?

Post by Cpt Sherwood »

First comment, you will need all the ships you can scrounge up from OZ, NZ, and the South Pacific to move to West Coast bases. You will have to move a lot of units, supply, and fuel. Most of the time you will feel you are short about 200 transports of various kinds.
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RE: NooB AAR(gh): Which way's north? a.k.a we'll buff that hole right out won't we chief?

Post by BBfanboy »

Welcome to the forums uncivil_servant. I had a colleague in the civil service who was dyslexic. You wouldn't be from Canada, would you?

Interesting choice of names for the Chinese leaders. Did Wu go the Wong Wei? Or did he play Dum?

Second piece of advice - it is much easier to decide what to focus on if you set goals for what you want to accomplish in six months, one year, two years, etc. That exercise will force you to choose which places to defend and build and which you will abandon and try to salvage units from.

Any time you need to know how the game engine does things or what you need to do to make things happen [like setting up an amphib invasion], try doing a search in the War Room forum for this game. Lots of excellent tutorials and discussions there.
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RE: NooB AAR(gh): Which way's north? a.k.a we'll buff that hole right out won't we chief?

Post by uncivil_servant »

NooB Aargh Actual on deck!

First of all - masive thanks to the WtipTracker folks - a game or simulation shouldn't need such a massive secondary system to play it but you do a marvelous job! Also - thank you Kull for the Allies AE set-up spreadsheet... massive massive massive appreciation even if I have no idea what half of the units should do after two days...

Today I shall endeavor to regale all ye warrior souls with tales of mock bravery, spunky fortitude, brilliance of high command, and the continuing tales of those we have met and those who have not yet been named* (When reading to young'uns do not substitute HWSNBN with the characters real name or any short nickname like "voldy".. there will be a baaaad reaction)

BBFanboy> You have NO idea. Cololnel Wu and the adventures of his three unwilling stooges shall be gripping for as long as they live (only the pilot episode has been financed so far) and will CaWb Lee procure himself an officer's unform and, if so, what happens then? Joining our cast of characters will be Sum Yung Gui, Very Wong, Hu Dat and his brother Dat Hu, the Ho quintuplets, Guan yu, Zhang Fei, and Liu Bei.

Capt Sherwood and BB Fanboy> if there is anything i felt the allies were not in short supply of is transports.. esp once the shipyards start spitting them out faster than the enemy could sink them.. Wow. I have attempted to pick goals on what to hold/look into for the six month window. But - let me piss of some experts here first by saying I will unhappily be playing defensive with my airforce as looking into the forums here and the aircraft details in Witptracker I saw some startling unhistorical determinations of massive proportions.

Now my (long) rant..... it appears those in charge of the air-combat simulator/plane stats have somehow decided that aircraft speed is the great end-all be-all of aircraft combat where the opposite is true - it is barely minor aspect.. Speed helps you: get TO combat.. Get away FROM combat.. and helps in avoiding non-flak AA fire as a non-moving object firing into your predicted path of a fast-moving object is qute a difficult skill indeed.. now two planes shooting at each other @ 300 mph if we say one place is instead going 320 mph that means there is only a difference of 5% or a difference of 5 feet per minute - that and name the combat maneuveer where speed is the determiner for me.

What DOES matter greatly is horsepower, maneuverability (wingspan volume), and armament as sorry to be a buzzkill but the high-speed low-caliber punching power of japanese aircraft armament had a historical difficult time shooting down armored apponents.. yes even the lowly F3F and F4F (just take a look at examples of wildats returning to their magic-carpets or airbases with only a sliver of a wing left.. try that with a canvased wing aircraft sometime) and radar vectoring. At Guadalcanal the USMC gave BETTER than it got against the Zero. Lt. Cololnel Joe Bauer had modified the training for the pilots going to the Canal and they changed their tactics to better take on the Zero. The Zero was lighter, hence could climb and accelerate faster, and was more maneuverable than the F4F and its little stubby wings. The W-Cat's main advantage was its durability (woefully underestimated in the game) and its armament and it had self-sealing tanks as would all american fighters from then on out (self-sealing tanks a HUGE deal folks.) The maneuver Col Bauer taught the young marines was the overhead pass which involved inverting themselves right before their pass as they had plenty of ammunitiion for long (thus trainable and adjustable) burts from its six (6!) 50-cal guns. By august 20, 1942 there were a mere five flyable F4F's. Those that were flyable were considered damaged as well as due to nightly bombarments and salavaged replacement parts.. no pilots could be described as combat-ready in anyplace else except the Canal due to high levels of fatigue from all-day Ops plus enemy attacks and nightly naval bombardments... for Japaneese attacks on august 26th the japaneese lost 16 bombers and SEVENTEEN zeros to the boys of the USMC FS-212. Augst 29 - four zero's August 30 - eighteen zeros... to F4F Wildcats with no radar vectoring.. salavaged parts.. tired pilots.. and the attackers knowing they wil face CAP but defenders not knowing when or from which heading (albeity a limited range) the attack was coming.

In the game the Zero (all of them!) are deemed more maneuverable than the Hellcat which historically ate the zero alive anytime they fought. ANYTIME they fought. Here's why... The Hellcat was MORE maneuverable than any zero put out by the japaneese air-forces (except at low speeds).. it had higher horsepower.. a larger wingbase volume (helpful for airflow over the wings.. and airflow over the wings is the king of amneuverability.. see also maneuverability of bi-planes and tri-planes.. they weren't maneuverable b/c of their speed folks!..) hellaciously superior armament.. and obtw.. it was armored much like the B-17's which the zeros were particularly poor at shooting down (see B-17's arriving during pearl attack and the after action reports of the IJN pilots who warned their commaners of them as they couldn't shoot them down!!!) their low-caliber rounds lose much of their "punch" after going through the exterior armored covering over important locations. Further, The IJN pilots were trained to dive for the deck when being engaged and fired upon. That maneuver worked against the F4F and other pre/early war allied fighters. It did NOT work against the hellcat which is why there was a Turkey Shoot folks.. also.. a HellCat pilot could utilize a WWI combat maneuver called a deep chandelle - this is where one turns hard to either right or left.. still gunning the throttle and it uses your horse-power and wingspan volume to maneuver (wingspan voleme is the father of maneuverability).. and essentially one ends-up going in the opposite direction in a very short time and path.. zeros who tried to do it stalled out as one needed a very strong airframe to do it or ANY high-g against gravity n airflow maneuver.. plus one nedeed a strong horsepower engine to pull it off and the greater volume of your wings the tighter a turn one could do... as the dive for the deck became the IJN death-knell manaeuver the deep chandelle for single apponent became a very effective way of getting a zero off one's back.. darn near every time.. again.... the more maneuverable hellcat could pull it off and the zero stalled if it tried to follow.. I cannot post a link but history channel has done shows on AtoA combat and has talked with pilots long retired and long-past their review..

Whomever is in charge of WitpAE air-combat simulator is obviously a fan of playing the axis power and enoys the myth of the superior zero over what really happened (and also doesn't the game have ahistorically high ship kill rates for Jap level bombers/LAF torpedo bombers too?) Curious how all these historical innacuracies favor only one side huh. Grumman personally worked with the navy and experienced F4F pilots to counter the zero's advantages with revisions in their plans.. which they did beautifully. In it's first combat engagement over tarawa it was 30-1 in kills.

end-rant....

as this went on for so-long i'll make next post the next-day of the aar... and give those whom are offended at what i stated a change to bug-out..
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RE: NooB AAR(gh): Which way's north? a.k.a we'll buff that hole right out won't we chief?

Post by jmalter »

welcome uncivil guy! just dive right in!

my advices to your Chinee - supply is key, you must beg for it, & all upgrades of LCU & airgroups cost supply. turn them off! husband your supply for defensive battles (unsupplied LCUs get creamed in land combat). if you can get your airgroups out of harm's way, that's good - but if they sit in safe rear-area bases at 100% training, they'll eat supply fast. keep a few groups on training, but stand down an equal number.

transport shipping - withdraw to safe bases as quickly as possible, but watch your fuel carefully. Fuel is essential to re-supply & naval ops in general. look at Cape Town - likely you'll be wanting to ship fuel & supply from Cape Town to Perth, but if ships arriving at CT are set to Full Refuel, they'll drain CT & leave you nothing to ship out. the proper scheme is: arriving survivors are set to auto-disband/do not refuel. some of these should be sent to East Coast, but don't let them refuel at CT (they won't suffer on their off-map journey to EC). some of these should load supp & fuel for Perth, set them to Minimal Refuel for the journey there & back. Save your fuel, don't waste it by re-filling empty transports.

tankers (TK & AO) are rare & valuable for the early-war Allies, they need the best protection from your naval assets, don't let them get sunk by IJ subs or creamed by roving IJ TFs.
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RE: NooB AAR(gh): Which way's north? a.k.a we'll buff that hole right out won't we chief?

Post by uncivil_servant »

aarrgh continuing...

December 8th - (first day was Dec 7 with the historical 1st turn off but December 7 surprise on - most ships are where they were on the seventh.. cargo transports were created on the US coast as well as CT/Aden - exception being subs to make room) - utilizing the Allies AE turn one spreadsheet by Kull.

I'm frankly shocked at the number of continental US bases which have the little yellow exclamation point... seems.. odd. also.. all those squadrons doing ASW seach all over the globe from the allied set-up spreadsheet.. is that permanent or just temporary.. seems few are doing naval search training or active naval search to improve that skillset..

Further - is anywhere explained what exactly Tracom does - two forum topics but they devolve into the same question of what it does and how.. further.. how does one put them into it anyway? retire them seems to mean.. you know.. retire them.... give them their walking papers/give them an important desk job overseeing the removal of: extranoeus unimportant surplus generated base-materials that are stored in cylindrical metal containers with lids to reduce olifactory mission-creep..

With allied air-power what it is I will not count on holding things like midway or even moresby.. I will try and consolidate dutch defenses on java but peering at the map and supply usage in the game the mandalay peninsula seems to be a death-trap where even if commanded to counter the IJA tactics they used to take singapore against three times their numbers I doubt the game would allow british forces to expel them should they realize they had them outnumbered....

Scene-- Singapore... Staff meeting attended by General Percival & staff, Air Commander Cobby (a name that shall strike fear into the IJN nay for sure!) and Capt Leach taking a small break from touring palatial mansions of the rich and famous singaporeans representing the PoW.. Leftenant Henchly is taking notes.. "so arthur you're saying the jungle path up-north is impenitrable.. indeed.. that is good to know... Cobby ole-boy.. would you do us a favor and sink a few of those transports landing at Kota Baru.. that's a good lad.. you'll sink them all you say? Jolly good.. as for the PoW.. there are some IJN subs in the area.. i'll be dispatching some DDs to drive them off so I can take the lad up north for some target practice... No air cover cobby? beyond the range of your buffalos you say? hmmmm you fly hairy beasts? you pilots really are quite off-kilter you know... anyway i'm not worried.. the surprise attack yesterday by the japs sank the really important ships of an armed merchant cruiser (kanimbla) the mine-layer toowoomba, and the mine-laying cruiser kung wo while leaving well enough alone my battlewagons and destroyers.. as torpedo planes and bombers cannot hit moving targets well we'll dispatch north as soon as they subs are scared off"

Lt. Henchley speaks up informing the command officer present that three fleets of reinforcements for the far east command have been diverted to rangoon.

"Bloody hell thats a lot of people going to rangoon... can they fed them all?...... what are they going to do there if the jungles are impenetrable? Henchley continues.. apparently Sir command considers the jungles very penetrable indeed to our new tactics... the Ministry has given the troops some new boots.. quite high for transversing icky semi-solid type stuffs they have to deal with as well as the ministry has developed some new tactics for jungle fighting.. the forces will move east using a new walk.. they call it the Cleese Jungle High walk maneuver.. one pulls on shoulders back a bit.. kicks your right leg very high-up then taking a huge step forward with leg and torso.... the torso going back to perpendicular with the sludge when bringing the left foot along... the Ministry considers it an excellent way to step over pesky giant anacondas.. traversing mud by disturbing as little as possible... walking in each others footsteps in icky semi-solid material as well as stepping over small jungle plants..... the leftenant pauses.. waiting.. begging for someone to delare it a monumental idiotic idea.. or at least state the other side could do the same in the malayany penensula....

"what a marvelous idea! the good general exclaims.. i'll have the boys here start practicing it too.. might be good for the hip joints and besides should liven up the parades we have.. give the locals a good pick-me up seeing such professional soldiers show off their skills..." The meeting adjouned.. leftenant henchley.. holding off on his dual desires to.. a) drink heavily.. and b) headbut the concrete coastal defense bunkers puts in a transfer request to accompany the 3rd cavalry regiment.. which being an unrestricted unit vis-a-vis the new cleese marching maneuver as they have.. tanks.. is being sent out to java to give the dutch a hand as the japs obviously will be going for oil rich areas. All other units are restricted to cleese marching maneuver training.

Scene.. Pearl Harbor... Admiral kimmel and Generl Short are meeting on the results of yesterdays surprise attack...
Captain Obvious is giving the briefing.... "further sirs.. it appears that while the naval base was the primary target for some reason the airfield became the most popular target.. yes.. eah of the battleships took hits and the poor aircraft tender Wright took a pounding it was the airbase that bore the brunt of the assault.. even enemy torpedo bombers got in on the land-based affair dropping the elongated bomb-like ordinance into the hangers.." General Short asks what is left and exclaims what a blessing it was that the planes were lined wing to wing as if they were in the hangers the torpedo bombers could've blown them all up..." Major Thanos.. reduced to serving the coffee to the high-muckedy mucks as the enlisted personnel are all tasked to damage control duties drops the tray of coffee during the good generals rationalization....

Obvious reports that we have a surviving B-18, quite a few p-40's (10), pieces of a snj-3 texan, two B-17's, a couple of wildcats, two o-47 recon planes, 10 p-36's and most of the catalinas which luckily were either on patrol or training... we are down a few catalina pilots though as when they returned to their bases they did tend to complain about how the ground crews sloppily left fires buring obscuring their views landing and how all the debris was scattered around was ruining their clean parking spaces... as a result there were a FEW incidents of blue on blue engagements sirs...

the patrols DO report through their feeding straws that a fleet of 10 enemy destroyers is still lurking to the north.... Admiral kimmel reports that hes putting together a task-force of minimally damaged ships (CAs n DDs led by the Nevada which only damage came from their paintjob getting smudged from shrapnel flying over from the Arizona (which has not sunk..) the enemy not attacking in the afternoon was a blessing. Runway damage is into the red while airway service and port damage are both orange.

in other news....
Jap air forces attack phillipines.. macArthur reports he personally led defernders and shot down many planes... unfortunately many US planes are lost due to "technical malfunctions"..
Hong Kong - the Thanet commander is trying to gather naval forces to withdraw some troops from HK as well as organizing gunship patrols to cover them...
all across india..DEI.. malay..australia..New Zealand.. and FF holdings many many people are saying some variation.. "about damn time you got involved!!" regarding a until-now neutral party that has significant pacific holdings and naval forces... while at the same time wondering how they'll do against the asian octopus now stretching out its tentacles...

Jmalter>>> ahh.. well.. i am now going through my chineese airforces turning off all upgrades.. how do land based units upgrade anyhow?.. and i shall endeavor to watch out for the cape-town refuel situation.... should any bases be set to auto-supply yes with some feets to do so? i.e. east coast to CT? or manual all the way?
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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.
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RE: NooB AAR(gh): Which way's north? a.k.a we'll buff that hole right out won't we chief?

Post by jmalter »

hi ughcivil guy, pls to preface your reports w/ the campaign-date, otherwise confusion arises.

1) yellow excla-points in CONUS indicate supply < 3xreq'd. this is normal, after a turn or three the xcellent CONUS rail-net will auto-distribute supply to where it's needed throughout Canada, USA & the off-map East Coast base. after the 1st week, you'll never lack for supply or fuel here, but you'll need to ship it out to other theatres to support off/def activity.

2) all over the map, airgroups are needing attention. most are ill-trained, many are under the gun. fight where you must, otherwise transfer back to a rear-area, train up & live to fight later on. kull's spreadsheet might be a good guide, but it's only a guide. your airgroups have 2 functions: to fight, or to train pilots. think about your ASW needs, obv. it'd be great to have ASW air-patrols everywhere, but they'll only be effective if they fly 1st-line planes w/ well-trained pilots. transfer your best ASW pilots to combat groups flying patrol over important ports (Pearl, SF, LA), & set other groups to train pilots in ASW skill. the mighty USA industrial base will be providing add'l airgroups over time, but they'll be useless if you don't have skilled pilots.

3) TRACOM - pilots w/ EXP > 80 can be transferred to TRACOM. the effect is, these guys will somewhat accelerate the graduation of newb pilots that are climbing up thru the 12-month school into the 'Replacement pilot' category. TRACOM is also a 'reserve pool', move your best pilots there, collect a bunch, then transfer them all into a group of 1st-line fighters for xtra punch. if you open an airgroup's screen, tag the 'pilots' button on the lower left, that opens the group's pilots for perusal. TRACOM-capable guys (shown in yellow) can be individually clicked to TRACOM. note also that every airgroup can accept 33% more pilots than its max aircraft allotment. i advise that you max out w/ these add'l pilots for every airgroup, for both combat and training. learn to love the 'clickfest' - your best bet to maximize your air potential. set a day each month to examine an entire nation's air-types - for example, tomorrow you will look at all Chinese bombers. you'll want to throw all their pilots into reserve, then re-distribute them so that the highest-EXP pilots go to the best bombers for active ops, & the lowest-EXP pilots go to the 2nd-line planes for more training. next day, do the same for Oz fighters.

4) supply use - use hotkey J to examine your industry, and turn Repairs OFF everywhere. the only exception is Pearl, where your repair shipyard will prob'ly need some repair. factory repair req's a base of 10k supply & spends 1k supply to repair each point. don't spend supply to repair industry that's in danger of capture.

5) bases - some few of your bases are in danger of capture, don't build them. but others must be increased in size. set off-map bases to build port-capacity. sux to send a 62k-ton TF full of supply to Perth, if Perth hasn't been built big enough to accept that TF for docking.

6) early on, lots of Allied LCU don't have high morale. if not needed for combat, these should be set to Rest/Train.

7) i don't use the auto-convoy system at all, but sometimes use CS convoys. w/ either manual or CS convoys, assemble fleets of 8 ships w/ identical speed/capacity.



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RE: NooB AAR(gh): Which way's north? a.k.a we'll buff that hole right out won't we chief?

Post by uncivil_servant »

Quesions embedded.....
ORIGINAL: jmalter

hi ughcivil guy, pls to preface your reports w/ the campaign-date, otherwise confusion arises.

1) yellow excla-points in CONUS indicate supply < 3xreq'd. this is normal, after a turn or three the xcellent CONUS rail-net will auto-distribute supply to where it's needed throughout Canada, USA & the off-map East Coast base. after the 1st week, you'll never lack for supply or fuel here, but you'll need to ship it out to other theatres to support off/def activity.

>>>>> Understood.. I just need to get in my head what replenishment TFs I'll send where and where the secondary supply branches will originate from/to LA/SF to Australia - easy.. its where else are hubs and where do TFs call home who deliver from hub to secondary supply depots, etc.

2) all over the map, airgroups are needing attention. most are ill-trained, many are under the gun. fight where you must, otherwise transfer back to a rear-area, train up & live to fight later on. kull's spreadsheet might be a good guide, but it's only a guide. your airgroups have 2 functions: to fight, or to train pilots. think about your ASW needs, obv. it'd be great to have ASW air-patrols everywhere, but they'll only be effective if they fly 1st-line planes w/ well-trained pilots. transfer your best ASW pilots to combat groups flying patrol over important ports (Pearl, SF, LA), & set other groups to train pilots in ASW skill. the mighty USA industrial base will be providing add'l airgroups over time, but they'll be useless if you don't have skilled pilots.

>>>>> I believe I understand what you are saying from the theoretical standpoint - monthly pull pilots from commands - best ASW pilots go to active ASW comands, same for fighter commands, etc and send next best to rear areas/training squadrons. This leads to number #3 below...

3) TRACOM - pilots w/ EXP > 80 can be transferred to TRACOM. the effect is, these guys will somewhat accelerate the graduation of newb pilots that are climbing up thru the 12-month school into the 'Replacement pilot' category. TRACOM is also a 'reserve pool', move your best pilots there, collect a bunch, then transfer them all into a group of 1st-line fighters for xtra punch. if you open an airgroup's screen, tag the 'pilots' button on the lower left, that opens the group's pilots for perusal. TRACOM-capable guys (shown in yellow) can be individually clicked to TRACOM. note also that every airgroup can accept 33% more pilots than its max aircraft allotment. i advise that you max out w/ these add'l pilots for every airgroup, for both combat and training. learn to love the 'clickfest' - your best bet to maximize your air potential. set a day each month to examine an entire nation's air-types - for example, tomorrow you will look at all Chinese bombers. you'll want to throw all their pilots into reserve, then re-distribute them so that the highest-EXP pilots go to the best bombers for active ops, & the lowest-EXP pilots go to the 2nd-line planes for more training. next day, do the same for Oz fighters.

>>> OK - 80+ can go into TRACOM. BUT in regards to previous item plus this item regarding setting a day each month to "throw all pilots in reserve then redistribute them so highest EXP pilots go to the best bombers for active ops and next best to 2nd line planes".. ok.. first of all that, while sounding effective I never would have thought of us even the most annoying prima-donnas of the air dont get tossed around all that often.. also - how on earth does one do that? I experimented with a dutch airgroup.. 2904 VI.G.II currently in Batavia. I went into pilots.. and did the release pilots which beside it in green - option to send to "group" doesn't say WHICH group.. as there is a "reserve {group}"- and the "Group {group}" which exists <somewhere but not defined> anyway - doing so turned names gray. If I manually click them after that I get a pop-up "Transfer to general reserve?" If I follow through and get rid of them.. I then learn that I have no pilots to reassign into the squadron.. again.. this is something not covered int he manual and there are no information pop-ups if you hold the cursor over something. Further - doing the same with a chineese unit after they turn gray I can manually click them and upon saying yes they actually dissapear.. but unfortunately dissapear as no pilots exist to put back in as the leaving pilots go <somewhere.. maybe to the group-group?> ???

While I'm on the subject.. going into the "Pilots replacements" from information area one can click on pilots in reserve and get the prompt "retire pilot?" - again - this is defined nowhere.. retired where? to what? if under active pilots one first gets a "transfer to reserve?" prompt which thankfully is self-explanatory as there is a reserve group (but not the "group {group}" mentioned earlier)

So - how DOS one do the pull the pilots and reassign? Do I do the pilot change-eroo? Does one click the release pilots to reserve-group.. let a day pass then try the "get new pilot or request veteran options"? if yes - does one pull from the reserves or from the replacements? Will the kicked out pilots be in which group - reserve-group, replacement-group, or group-group?

4) supply use - use hotkey J to examine your industry, and turn Repairs OFF everywhere. the only exception is Pearl, where your repair shipyard will prob'ly need some repair. factory repair req's a base of 10k supply & spends 1k supply to repair each point. don't spend supply to repair industry that's in danger of capture.

>>>>> OK - done - but does this mean I will not be repairing any damage done to any facilities that may get bombed/bombarded? semes like i could really forget that everything is "off" to repair then the enemy bombs/bombards somethign which will remain in damaged status for a long time.

5) bases - some few of your bases are in danger of capture, don't build them. but others must be increased in size. set off-map bases to build port-capacity. sux to send a 62k-ton TF full of supply to Perth, if Perth hasn't been built big enough to accept that TF for docking.

>>> Duly noted!

6) early on, lots of Allied LCU don't have high morale. if not needed for combat, these should be set to Rest/Train.

>>>Ugh

7) i don't use the auto-convoy system at all, but sometimes use CS convoys. w/ either manual or CS convoys, assemble fleets of 8 ships w/ identical speed/capacity.

no auto-convoy but yes to CS.. what is a CS convoy? CC would be computer controlled.. CS - computer supplied? if yes.. what does that mean?

Thank you for your postings.. eventually i might learn something
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RE: NooB AAR(gh): Which way's north? a.k.a we'll buff that hole right out won't we chief?

Post by jmalter »

hmm, kay, going in reverse order here.

7) 'CS convoy' is an instance of auto-convoy that you can set up for a TF. i'll try to provide an illustration. once set, a CSconvoy will run continuously. let's say you've got an AK at Sydney, you want to send supply to Tasmania, so put it into a TransportTF. Dock the TF, tell it to load supply, and give it a destination to a port in Tasmania (be sure that the destination port's capacity can accept the TF tonnage-size). So now my AK is docked at Sydney, loading supply for port Launceston in Tasmania.

Image

see the yellow text "Human Control" ? if you click on it twice, it changes to "CS: <destination>", and you get an option on the right side for "Return Cargo" (you can click thru for 'Resources', and your TF will ship supply to its destination, then load resources their & return them to its home-port). NOTE that you'd likely prefer to click on the 'Full Refuel' text, change that to read 'Minimal Refuel', so the TF will only refuel itself for the journey there&back +10%.

this is a short-way example, experience w/ the game might suggest other ways to use this feature. NOTE that the TF is using 'Cruise Speed'. Cruise Speed is optimal for travel for all types of TFs, unless combat-contact is expected.

Once this TF is set to 'CS: Launceston', it'll run continuous back'n'forth, unless it's sunk, or unless you change it back to 'human control'.
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RE: NooB AAR(gh): Which way's north? a.k.a we'll buff that hole right out won't we chief?

Post by jmalter »

6) morale is lousy for all your stuff on 12/41, also all your arriving airgroups & LCUs will have chump morale, they'll need time in rest or training mode to get up to speed. new airgroups can reach high morale in a week or 2 (training 100% at range=0), LCUs might need a month or more.

5) building bases strengthens your strategic points & helps prevent an enemy auto-victory. don't leave all those SeaBees to loaf around in SoCal, get them out working all up & down the west coast.

4) keep all industry repair OFF, unless it's irrevocably in your control & under no threat of capture. to repair an industry point, you must have 10k supply in the hex, and spend 1k supply to repair each point. DO NOT spend your supply to repair industry in China or the DEI in the early war - the IJ will prob'ly capture it, let the IJ spend points to repair it. a year (or more) from now, you might recapture a base w/ damaged industry. if you want to repair that industry, it'll take 1k points of supply to repair each point of industry - that means that you'll need to hold that base for 500 days before each point of repaired Heavy industry will break even on the supply spent to repair it, Light industry needs 1000 days to break even.

3) pilots are complixcated. you have the option to send them to 'Group', which keeps them in their current airgroup but suspends them from duty. If you click on 'Group', Group changes to Reserve, then pilots are sent out of their group to a general pool, other groups can glom from this pool (if the source is changed from 'Any' past 'Group' to 'Reserve'. it's complixcated, you'll just have to work w/ it & learn how to use it.

2) you're on the right track, shipping supply from West Coast bases towards Australia. but you need to ride the 'southern track', don't use the direct route. in early-war, be conservative, run south, Noumea is prime, but IMO Port Moresby is worth fighting for.

1) seems to me, you're down w/ the logistics idea. main hubs get supply/fuel from the main trunks, & distribute it where needed. alongside that, you'll have auxiliary ships (AS, AG, AVD, AVP) that support advanced units. which brings me to

0) some of your at-start transports (AP, AK) are quite valuable b/c they can be upgraded to APA/AKA status. these upgradeable ships will be the nucleus of your amphib counterattack, be sure you protect them in the short term & bring them to port as soon as their upgrades are available.
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RE: NooB AAR(gh): Which way's north? a.k.a we'll buff that hole right out won't we chief?

Post by uncivil_servant »

So - how does one do the change-out of one pilot corps? I mean in-game where to click...
Is it: Remove pilots to "reserve" and not group. Pilots names go gray. Either then manually click them to remove them with prompt and/or wait a day for change-over to hppen and the nextday begin all the reassignments?

Reasignments being front line units/top line equipment get the veterans button - others get the "get pilots" button..
Do I pull the pilots from the replacements pool or from the general reserve and what is the difference? (If pilots unassigned the previous day go to reerve naturally I'd think I'd be pulling fron the same reserve pool but who are the pilots in the replacement pool?

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RE: NooB AAR(gh): Which way's north? a.k.a we'll buff that hole right out won't we chief?

Post by uncivil_servant »

Events of Turn 2 - December 8.

Some night bombing by some Lillies o minimal airway damage
IJN subs near PH engage and sink one ASW picket. Another ASW unit engages and wounds one of the subs.

Landing at Kota Bharu...
Landing at Mackin....

Dutch sub KXVII caught by IJN escorts and attacked.

BB Kongo is spotted by scouts but RAF attacks on IJN ships have disasterous results outside of Kota Bharu. Only one bomber in three seperate attacks makes it through the CAP.

B-17 attacks from the Phillipines result in more poor results.. the single A5M4 Claude on CAP over Babeldoub damages two B17's and flak damages a third. A second attack results in two of four planes being damaged.

I sank my first IJN ship! On the fourth sortie (!) the bombers scored a hit on a ship at port in Babeldoub and sank it! The mighty surface ship the AMc Wa. (and am I bombing too low.. bombers came in between 10K and 15K')? Well done!
Chalk up one powerful 195K (kg) ship! yay me.

Day 2 of Air Raid on Pearl

at least one enemy air strike went for ASW TF's outside the harbor. I must say the single fighter on CAP did a bloody good job waving at the enemy before running for the hills. Wise man.
I must have messed up my orders because I sent to Nevada' TF "Retibution" out with orders to find the enemy fleet (React = 6) but instead it sailed back to port after spotting an enemy carrier TF. Nevada takes five bomb hits.

Next comes some unescorted Kates which meet a real cap of a few P-36's! A few kates are damaged.

Next up.. a monstrous Air Raid on Hong Kong Harbor...
64 zero's, 8 kate's, 5 nells, and 40 betty's
AK Nanning.. torpedo hits five, sunk
AK Hai Lee - torpedo hit
AKL Chengtu, torpedo hit, on fire
AK Fatshan, torpedo hits 3, sunk...

Lily bombers attack next.. thankfully no hits..

Pearl Harbor day 2, attack deux
more bombs on the nevada.. 5.. on fire...

In Tracker I do not see the sunk AMc Wu.. nor do I se it in the game's sunk ships listing. Ugh.

Ships lost:
DD Chew
DMS Zane
AM Toowoomba
xAK Fatshan
xAK Nanning
CM Kung Wo
AMC Kanimbla
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RE: NooB AAR(gh): Which way's north? a.k.a we'll buff that hole right out won't we chief?

Post by uncivil_servant »

Just an update (to myself really) and something I must really put in writing.. I was given some good advice from jmalter regarding looking at pilots and reassigning and I have learned some things to be sure so that is my delay in posting episodes regarding adventures in newb babysitting....

(That and I just blew through lots of PP assigning air group commanders who aren't pilots so if leaders are killed leadership of unit doesn't go to crap.. but forgot that I dont have a big stockpile yet)

Scene: Tacoma - local AFB in our movie titled "Adventures of the Skill level 20 pilots!" subtitled, "when shouldn't they all have 35s when graduating through pilot training????"

A Jeep has pulled up in front of Hanger 1. In the jeep is a young captain (Smith) gathering information for a report to the 4th Army Air Corp - USAAF regarding readiness levels of its bomber commands. With the young Capt is a SMSgt (Robertson).

Both are gazing at the small cadre of pilots milling about looking at the B-18s that belong to the 81st Squadron of the 12th bomber group. Thw pilots are running around making "rat-a-tat-tat-tat" sounds with their arms extended mixed in with "boom!" noises.

One pilot is trying to spin one of the propellers and is exclaiming wildly to some of the assigned support staff regarding the deficiencies hes finding apparently... whereas the final cadre of pilots are all gathered around one pilot who is pointing out the support struts (or lack thereof) for the wings and is gesticulating wildly.

The visiting captain and his SMSgt approach to hear what all the hub-bub is about. Both are in surly moods at pilots leaving their training cadres for assignment to units are supposed to have requisite levels of training but so far have appeared to not have the skill levels one would expect from those that made it through training and were selected for USAAF bombers.

Studiously ignoring the two pilots (One captain Abner John Paul Grant and his younger brother Ned Heywood Elmer Grant) running around like fighter planes (now dive bombing the visitors with something dubbed a land-torpedo) they're close enough to take in what the other esteemed, professional, trained pilots of the 81st BS are discussing...

The 2nd Lt. Redmond Rebel Rea is lecturing the maintenance engineers regardign the props on the plane. "You see these propellers? They're way too narrow. When we land on the water after deploying our landing gear with the rubber wheels to help us stay afloat the way we're gonna get around is by these here propellers slicing into the water pushing us forward.. just like any ship. But you guys dun installed the wrong kind! We need the wider propellers to handle both our air duties and our sea search patrol duties." The ground staff are paralyzed into in-activity.

Sgt. Robertson glances over at Capt Smith and particularly keys in on the wide-eyed look and the throbbing vein in the temple of his head, "Sir.. we can get rid of the lone idiot without too much paperwork.. eventually.." studiously ingorning another land-shark-torpedo attack from the Grant brothers.

More trouble brews as Smith and Robertson finally catch onto the conversation going on under the wing by three lieutenants, one lieutenant Urston Ward Emery-Eule (his friends call him u-wee for short) Hubble. "I tell you how in the dickens did this plane even get out here right properly like? We all know that these wings need strong struts both to support the weight of the plane but need to be thick and strong for the powerful hydraulics that these here planes are just missing!" He is met with a chorus of "yep", "sure is!", and 'you tell 'im Uwee!". He continues, "These wings are gonna need to flap mighty hard to keep us airborne at high altitudes!"

Smith and Robertson both stumble and come to an abrupt halt.. motuhs agape... Captain smith utters the inevitable "Flap?" to the agitated lieutenant. Uwee Hubble squints at the newcommers lapels then exclaims, "Yes corporal Smitee (as in to strike) flap.. since the air way up yonder is nice n thin see.. one needs extra oomph to keep the bird afloat.. Flap! aint you ever watch birds flaping their wings when going high?"

The good seargent takes Captain Smith asidee before anything can happen. The good Captain does not appear to have full control of his faculties as of yet. Robertson whispers, "I was not able to tell you before now but since you've met them.. welcome to your new command Sir. The general was mighty pleased over your reports and though you deserved a command." Smith's head turns towards Robertson with the look of sheer terror one can only see one the face of "extraneous blone #1" in a old Friday the 13th movie.

Smith finally croaks, "How did these men ever get selected and approved as pilots?"

Robertson retorts, "Im sure the corp applied tried and true methodologies, formalized after numerous quality control tests, the selection criteria following rigorous mathematical criteria highlighting those to become pilots."

"Eeenie meenie miney moe?"

Robertson, "I believe you're right Sir."

"I'm taking them up tomorrow."

Robertson retorts, "Do take them out over the water Sir, Physics being such a old-hearted mistress will be claiming numerous suitors with her lure of gravity and these things meeting the ground can make a horrible mess."

"Is it too late to run away and join a circus?"

Robertson: "You should know by now Sir that the circus has NOTHING on the Army."

>>>>>

Here I thought even a green rookie would have minimum of 35 skill.....

If I could figure our how I'd post a screenshot of the pilots with their experiences of 24-28, the highest at 28 haveing a naval search of 6!!!and an 18 ground bombing....
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RE: NooB AAR(gh): Which way's north? a.k.a we'll buff that hole right out won't we chief?

Post by jmalter »

ORIGINAL: uncivil_servant
Here I thought even a green rookie would have minimum of 35 skill.....
hotkey I then 5 to bring up the Pilot Replacements screen.
In Pool: # of pilots that've completed flight-school.
Added: #ofpilots added to flight-school this month (i think, or mebbe the #ofpilots graduated this month?)
Experience: Avg (or max?) EXP of InPool pilots, caveat emptor.
Replacements: #ofpilots added to flight-school each month.

anyhow, at the beginning of the campaign you're mad for newb pilots to fill out the sqns you've assigned to 100% Training, you switch Source to Replacements & keep punching that Get New Pilots button. oops, once you've drained the InPool guys, now you're sucking pilots from the 4th qtr of flight-school, then the 3rd qtr - of course these guys will have EXP of mebbe 5, or 8. heh.

good news is, they won't be drilling holes as often as you'd expect. airgroups at 100% Training & Range=0 will usually have few wipeouts, so long as they're located at a decent-sized airbase w/ adequate Aviation Support. "One a day at Tampa Bay" is not a WitPAE catch-phrase. keep an eye out for newly-arrived airgroups, which will be set to 40% Training & max range. & whenever you up/downgrade a sqn's planes, its range setting will auto-change to max. learn to remember to reset the airgroup range for all new sqns & whenever you change a sqn's planes.

if you forget & leave a sqn training at max-range for a week or three, expect plane & pilot losses, heavy increases to plane & pilot fatigue, & can be a drain on base-force (aviation support) fatigue, disruption & morale.

don't forget to thank your star that you're not playing the IJ side, those guys have to pay Heavy Industry points for their Trainee pilots, Allies get them for free. & if you're reading the manual, ignore the part in 16.3 that refers to Training Groups. these groups don't exist in WitPAE.
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RE: NooB AAR(gh): Which way's north? a.k.a we'll buff that hole right out won't we chief?

Post by uncivil_servant »

Do Betty's Miss? NO - no they don't - at least not in this game.

December 11, 1941

The evening of the 10th and early morning of the 11th things went well for the allies.. for once..

My PT boats based in the Philippines, and had been hiding out at San Fernando (as other air bases and ports were being bombed) headed noerth and jumped some IJN task forces unloaded troops.
The first group of three PT's isgnored the fat troop transports and engaged the escorts...
DMS W-12, Torpedo hits 1, and is sunk
DMS W-18, Shell hits 1, Torpedo hits 1, and is sunk
SC Ch 18, Shell hits 3
Whereas the second group of three was able to jump some unescorted transports...


Night Time Surface Combat, near Vigan at 80,73, Range 8,000 Yards

Japanese Ships
xAP Husimi Maru
xAP Kamo Maru, Shell hits 1, Torpedo hits 3, and is sunk
PB Yodozo Maru

Allied Ships
PT-31
PT-32
PT-33, Shell hits 1

Japanese ground losses:
Vehicles lost 98 (94 destroyed, 4 disabled)

Does that mean engineering units were killed or tanks or jeeps?????

TF 278 with 4 MTB's out of Hong Kong - trying to distract attention fron transports ships attempting to pull men out of the doomed city... meet the enemy and promptly runs.. into a minefield.. yea!!!!!

whereas their counterparts... went west to see if they could find any juicy targets and they found one!

Night Time Surface Combat, near Samah at 69,63, Range 2,000 Yards

Japanese aircraft
no flights

Japanese aircraft losses
Ki-51 Sonia: 6 destroyed
Did the motor torpedo boats bombard the airfield or were these planes being loaded on the transport?
Japanese Ships
xAK Zuiko Maru, Torpedo hits 2, and is sunk

Allied Ships
MTB 7
MTB 8
MTB 9
MTB 10

I had received sigint that something was happeneing here so I had the MTB's stop by and give a limey jolly jack tar salute to the enemy.

In other stange news the SS-38, part of a 2 SS TF seeing if I can get them to surface attack together in lieu of all alone.. comes across a juicy xAKL all by itself....
Submarine attack near Laoag at 79,69

Japanese Ships
xAKL Tensyo Maru

Allied Ships
SS S-38



xAKL Tensyo Maru is sighted by SS S-38
Captain of SS S-38 elects not to launch torpedoes at this target

WHY?!?!?!?!

anyway.. end of the good news...
by daybreak the opposition started their combat ops (other than night bombing which did minimal damage)

A HUGE IJN TF outside of Legaspi unloading troops.. 8 xAK's, 1 xAKL, 1 xAP, 1 TK, 1 AO, 2 CS's and DMS's, and 7 PB's get jumped by some of my PT's... which promptly turn around and run away.....

Three AKL's fleeing the 'Pines are caught by a IJN surface fleet of CL's and DD's and unceremoniously sunk.

IJA Shock attack Hong Kong...
Shock attack Wake Island..
Bomb wake island over n over n over n over

and ove the past two rounds task forces attempting to spirit folks out of Hong Kong have been bombed...
previous round it was 3 loading AKL's... today is was two loaded xAK's...

Allied Ships
xAK Haraldsvang, Torpedo hits 3, and is sunk
DD Thracian
xAK Ming Sang, Torpedo hits 2, and is sunk


Allied ground losses:
1736 casualties reported
Squads: 41 destroyed, 24 disabled
Non Combat: 110 destroyed, 82 disabled
Engineers: 10 destroyed, 4 disabled
Guns lost 29 (18 destroyed, 11 disabled)
Vehicles lost 62 (37 destroyed, 25 disabled)

and IJA bombers absolutely crush allied ground forces in Malaya.... swarms of lba's...
ouch....

Otherwise I am paralyzed with indecision over which transports to send where to carry what and sent to whom....

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,
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RE: NooB AAR(gh): Which way's north? a.k.a we'll buff that hole right out won't we chief?

Post by HansBolter »

I don't think the Japanese have engineering vechicles, at least not in abundance like the Allies, if they have any at all. The 94 vehicles lost were most likely tanks since trucks and jeeps are usually bundled with infantry and there were no troop losses just vechicles. That was a major, major victory if it was 94 tanks sent to the bottom by torpedo boats.

The planes had have gone down with the ship torpedoed. MTBs have nothing to bombard with and bombardment only happens with a TF set with a bombard mission and I don't think MTBs can even be placed in a bombardment TF. If this was an initial invasion landing did the Japanese even have control of an airfield to have planes in place to be lost to bombardment? The planes definitely went down with the ship, but it seems strange for him to be invading with or even transporting in planes by ship that he could far more easily stage in once an airfeild is taken with no risk of being sent to the bottom in the hold of a ship.
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RE: NooB AAR(gh): Which way's north? a.k.a we'll buff that hole right out won't we chief?

Post by uncivil_servant »

Thank you Hans - then I apparently caught transports playing move the fighters at Samah.

anywho..

December 12, 1941 A mixed bag really but that might be "good" for the stage of the war....

Air Action:

continued and sustained bombing of lcds in Malaya and SE Burma.
continued bombing into rubble Hong Kong's deserted AFB and port
Exploratory air unit maneuvers to Rangoon.
IJN bombers hittig Wake
Lots of Nell's. apparently bored over bombing the same retreating units, bypass Georgetown and hit Dutch units @ Medan. Twice.
and some enterprising britich bombers decide to go after ships at anchor at Khota Baru - they meet very healthy CAP

Sea Action:

Two British ML's scouting the coast looking for unescorted booty find a fleet of 18 Transports at Kota Baru apparently finishing up their unloading. 8 xAKs, 7 xAKLs, and 3 xAP
>>>>> and they promply are outmaneuvered by the transports and all the transports escape... all of them.. not even some raking gunfre to make them rodo their hull paint...
Lots of American subs practice hitting nothing...
Dutch sub KXV gets roughed up by a PG escorting an xAK off over CamRanhBay... then again by a fleet of 3 DD's, 2 DMS's and a PG guarding a single xAK (hauling diamonds or harem girls for Tojo?)
American SS 38 in a sub fleet of two outside Vigan spots a PB and xAK pair outside Vigan and, again, decides not to fire torpedos.. again.. (he gots em loaded... )
but.. apparently he saw fatter game.....

Submarine attack near Vigan at 80,73

Japanese Ships
xAK Tsuyama Maru, Shell hits 1, Torpedo hits 1, on fire, heavy damage

Allied Ships
SS S-37

Meanwhile,
an attempt at meeting a PG up with two AMs to play a game of "Find the unguarded prizes" does not go well....

Day Time Surface Combat, near San Fernando at 79,73, Range 18,000 Yards

Japanese Ships
DMS W-9
DMS W-10
DMS W-11
DMS W-17, heavy fires

Allied Ships
AM Tanager
AM Quail, Shell hits 6, heavy fires, heavy damage

Quail sinks
<sinking sounds heard>


Day Time Surface Combat, near Vigan at 80,73, Range 12,000 Yards

Japanese Ships
DMS W-9
DMS W-10
DMS W-11
DMS W-17, Shell hits 2, heavy fires

Allied Ships
PG Tulsa, Shell hits 12, heavy fires, heavy damage (42/51/12/ and only 47 fires) <-- not expecting them home for xmas.


Land Combat - and some good news! now I just have to decide if I can afford to be agressive...


Ground combat at 71,56 (near Lang Son)

Japanese Deliberate attack

Attacking force 3401 troops, 32 guns, 0 vehicles, Assault Value = 105

Defending force 7982 troops, 33 guns, 0 vehicles, Assault Value = 146

Japanese adjusted assault: 43

Allied adjusted defense: 71

Japanese assault odds: 1 to 2

Combat modifiers
Defender: terrain(+), leaders(+), morale(-), experience(-)
Attacker: leaders(+), leaders(-)

Japanese ground losses:
120 casualties reported
Squads: 0 destroyed, 14 disabled
Non Combat: 0 destroyed, 2 disabled
Engineers: 0 destroyed, 3 disabled


Allied ground losses:
147 casualties reported
Squads: 1 destroyed, 14 disabled
Non Combat: 0 destroyed, 2 disabled
Engineers: 0 destroyed, 1 disabled


Assaulting units:
4th Ind.Mixed Regiment

Defending units:
52nd Chinese Corps

I am trying to withdraw this otherwise trapped unit SW and get to Kawngchowan of the FF and utilize the light industry there to supply themselves.


some misc fighting around china.. wake and hong kong .. then a huge attack at Chengchow

IJA unit just arrived


Ground combat at Chengchow (88,44)

Japanese Shock attack

Attacking force 10902 troops, 94 guns, 32 vehicles, Assault Value = 368

Defending force 38156 troops, 171 guns, 0 vehicles, Assault Value = 1184

Japanese adjusted assault: 3

Allied adjusted defense: 281

Japanese assault odds: 1 to 93 (fort level 1)

Combat modifiers
Defender: preparation(-), morale(-), experience(-)
Attacker: shock(+), leaders(+), supply(-)

Japanese ground losses:
3435 casualties reported
Squads: 11 destroyed, 275 disabled
Non Combat: 2 destroyed, 31 disabled
Engineers: 2 destroyed, 38 disabled
Guns lost 19 (2 destroyed, 17 disabled)



Allied ground losses:
84 casualties reported
Squads: 0 destroyed, 10 disabled
Non Combat: 0 destroyed, 2 disabled
Engineers: 0 destroyed, 0 disabled


Assaulting units:
35th Division

Defending units:
40th Chinese Corps
15th Chinese Corps
93rd Chinese Corps
80th Chinese Corps
90th Chinese Corps
3rd Construction Regiment
7th Construction Regiment
1st War Area
39th Group Army
Jingcha War Area
24th Group Army
10th Chinese Base Force

I'm debating with myself to just remain on the defnensive.... bombard him.. or come out of out defensive positions (level 2) and hit back at him while hes wavering after getting socked in the nose.

I'm going to try this..
putting the 15 Inf corp, 3rd and 7th const rgt's on reserve so they're out of the way if IJA just bombards. (Hopefully units in reserve can still construct fortifications)

40th CHI corps will be bombarding

the 80th, 90th, and 93rd CHI Corps will make a deliberate attack

(I am "spotting" enemy units - 1, AFVs of 29, and spotted troops of 16,440.

So far, except for the landing on NE shore of Malaya and bombings things have been quiet in SW Pac and DEI. too quiet.... aspects of KB bombed johnston isl. and are bombing wake....

Now - at Legaspi previously we had the adventure of the transport ships and the PT boats that ran away.. I've now up'd their threat levels to Audie Murphy level and told them to attack.... as sighting reports there are ships still there... except what the spootes say are there are three CV vessels. no chance in hell of being right.. but JIC... charge!!! With no bugler on board the lead PT boat the charge is accompanied by a frenzied kazoo player.

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.
jmalter
Posts: 1673
Joined: Tue Oct 12, 2010 5:41 pm

RE: NooB AAR(gh): Which way's north? a.k.a we'll buff that hole right out won't we chief?

Post by jmalter »

hi uncivilian warrior,

coupla' things;

those vehicle losses you mentioned could also be "Motorized Support" devices (equivalent to supply trucks).

sub torps: Dutch & USN S-boats have working torps, these SS generally have short endurance but will be more effective than the Mk 14 torp carried by the USN fleet boats. i'm pert' sure the 'Reliable USN torps'=OFF affects only the Mk14, w/ an 80% dud rate at start, reduced to 60% on 1/1/43 & to 10% on 10/1/43. but don't leave the fleet boats in port! sea-time and combat improves their crew & leader effectiveness, while you learn to handle patrol-zones, keep them upgraded as needed, & establish advanced sub-bases where you can (Aleutians, Midway, North Oz) staffed by an AS, w/ fuel/supply as req'd.
putting the 15 Inf corp, 3rd and 7th const rgt's on reserve so they're out of the way if IJA just bombards. (Hopefully units in reserve can still construct fortifications)
reserve won't hide these guys from an enemy bombardment, but will prevent them from participating in any attacks you make. note also that there's 2 kinds of reserve, 1 is 'pursuit' that's useful for immediately chasing the bad guys if your attack forces an enemy retreat, & you've got units to spare from participating in the attack.
i'm not sure if ConstRegts will continue to build if they're placed in Reserve, your experience (view the base details history in Tracker) will help you decide. working Engrs will always attempt to repair damage to their airfield/port before applying their talents to increasing forts or AF/P capacity, it's a common tactic to bomb enemy facilities, thus forcing their Engrs to repair damage instead of building their position.

i'm interested to learn how your attack at Chengchow works out. kick'em while they're down is usually a good idea! but the combatresults you posted contain "Combat modifiers Defender: preparation(-), morale(-), experience(-)", which don't bode well for you. OTOH, the IJ had "supply(-)", unsupplied troops are especially vulnerable to attack.
but along w/ that, attacking unsupplied troops will get a bloody nose, more so if they are also down w/ prep, morale & exp. lousy leaders will help them bleed, the Chinee don't have any good leaders to buy.

short version, don't attack! sit down in good terrain, build forts, let the AI come to you. it's muy better to let the IJ attack the Chinese! the China battle is defense, unless you sure of a 20:1 attack. building up prep & morale takes months - roll the dice against that exposed IJ 35th Div if you like, but even a victory will cost you supply-use & damage to your troops that you can't afford.
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uncivil_servant
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RE: NooB AAR(gh): Which way's north? a.k.a we'll buff that hole right out won't we chief?

Post by uncivil_servant »

A Great Day by the boys of the Silent Service! December 13, 1941
..and then they died....

a not so hot day for those getting bombed in Malaya

nor for those minelayers I thought I'd get cute and mine the northern shore of SaraWak.. not a great day either...

and once again small coastal craft run from transports...

Hong Kong and Guam fall.but a land battle in China goes my way... and I spot 24 land units in Hankow!!!!!

In the evening hours some enterprising subs continue their surface attacks on IJN TF's using gun and distance ramming devices (torpedos.. bound to bludgeon a hole sometime!)
---------------------------------------

Sub attack near Laoag at 81,72

Japanese Ships
xAK Hokutai Maru, Torpedo hits 2, heavy damage

Allied Ships
SS S-38

Japanese ground losses:
50 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 2 destroyed, 0 disabled
Engineers: 2 destroyed, 0 disabled

----------------------------------------------------

Submarine attack near Vigan at 80,73

Japanese Ships
xAKL Tohuku Maru, Shell hits 29, heavy fires, heavy damage

Allied Ships
SS S-38



xAKL Tohuku Maru is sighted by SS S-38
SS S-38 attacking xAKL Tohuku Maru on the surface
Chapple, W.G. decides to submerge SS S-38 due to damage


--------------------------------------------

Submarine attack near Vigan at 80,73

Japanese Ships
xAK Tsuyama Maru, Shell hits 1, Torpedo hits 1, on fire, heavy damage

Allied Ships
SS S-37



xAK Tsuyama Maru is sighted by SS S-37
SS S-37 attacking xAK Tsuyama Maru on the surface
--------------------------------------------------

Submarine attack near Vigan at 80,73

Japanese Ships
xAK Koyo Maru, Torpedo hits 1, on fire

Allied Ships
SS S-36



xAK Koyo Maru is sighted by SS S-36
SS S-36 launches 2 torpedoes at xAK Koyo Maru


---------------------------------------------

Submarine attack near Vigan at 80,73

Japanese Ships
xAK Hukuzyu Maru, Shell hits 1, Torpedo hits 3, on fire, heavy damage

Allied Ships
SS S-36

Japanese ground losses:
33 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 2 destroyed, 4 disabled
Engineers: 0 destroyed, 0 disabled



xAK Hukuzyu Maru is sighted by SS S-36
SS S-36 attacking on the surface


---------------------------------------------

Submarine attack near Vigan at 80,73

Japanese Ships
xAK Tohuku Maru, Shell hits 9, Torpedo hits 1, heavy fires, heavy damage

Allied Ships
SS S-37, hits 1

Japanese ground losses:
56 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 0 destroyed, 5 disabled
Engineers: 1 destroyed, 3 disabled



xAK Tohuku Maru is sighted by SS S-37
SS S-37 attacking xAK Tohuku Maru on the surface


---------------------------------------------

Submarine attack near Vigan at 80,73

Japanese Ships
xAK Koyo Maru, Torpedo hits 2, on fire, heavy damage

Allied Ships
SS S-38



xAK Koyo Maru is sighted by SS S-38
SS S-38 launches 2 torpedoes at xAK Koyo Maru
----------------------------------------------------------

BTW - am using historic torpedos......
BUT - good luck had to end.. S-36 caught and pounded... crippled @ 16/43 (34 major)/9 damage (4 major)
S-37 and S-38 both caught and some minor damage... they'll likely make manilla

AM Finch sunk outside Miri
Minelayer cruisers CM Gouden Leeuw, Shell hits 18, and is sunk
CM Krakatau, Shell hits 10, and is sunk caught and sunk while laying mines.

after the bloody nose I gave the IJA 35th Division @ Chengchow I counterattacked this turn and did somewhat sucessfully

Ground combat at Chengchow (88,44)

Allied Deliberate attack

Attacking force 30326 troops, 157 guns, 0 vehicles, Assault Value = 1172

Defending force 7862 troops, 94 guns, 32 vehicles, Assault Value = 49

Allied adjusted assault: 689

Japanese adjusted defense: 33

Allied assault odds: 20 to 1

Combat modifiers
Defender: experience(-)
Attacker:

Japanese ground losses:
3007 casualties reported
Squads: 132 destroyed, 0 disabled
Non Combat: 86 destroyed, 9 disabled
Engineers: 12 destroyed, 0 disabled
Guns lost 15 (9 destroyed, 6 disabled)
Vehicles lost 6 (5 destroyed, 1 disabled)
Units retreated 1



Allied ground losses:
180 casualties reported
Squads: 2 destroyed, 17 disabled
Non Combat: 0 destroyed, 0 disabled
Engineers: 0 destroyed, 0 disabled

but I do not think I can make a true counter-attack and move my troops east to pursue as where they retreted - Kaifeng - is showing 3 units and some 17,340 spotted troops w/ 107 guns and 32 AFVs. Would love to try and cut off some more IJA unit's supply lines just to their NW but I doubt I can attack with any sort of strenght into an IJA fortified position.

I wonder how long it will take the IJA 35th division to recover the losses it has sustained over the previous two days.

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.
User avatar
uncivil_servant
Posts: 200
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RE: NooB AAR(gh): Which way's north? a.k.a we'll buff that hole right out won't we chief?

Post by uncivil_servant »

and as my sensei sked....

Yes, the forts continued to increase from turn 5 to 6 with the two engineering groups in "reserve". Fort "exp" went from 48 to 72 (+24) to 7 (level 2) the current turn.

Supply dissapeared after the attack - went from 5,060 to 2,708...

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.
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