Operation Watchtower Guadalcanal Boot Camp - Dante(A) vs AI

Post descriptions of your brilliant victories and unfortunate defeats here.

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Dante Fierro
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AAR Post #6 Allied Fighters & Float Patrol, Recon

Post by Dante Fierro »

AAR Post #6 Allied Fighters & Float Patrol, Recon

Now will complete my summary of Allied Land Air assets, note: for the Guadalcanal scenario only. I am writing in the framework of this scenario, so when I write 'longest range this' or 'most robust plane this' I'm only referring to what I have found in this particular scenario, and what my starting assets are at current. To not make these preliminary AAR entries to long, I will forgo a description of the Air reinforcement groups for Guadalcanal - and talk about new reinforcements when they become relevant (makes sense right?)

I enjoyed also posting photos of the different plane types ... I don't know what it is about World War II, but the military hardware for that era is like watching a good movie, or enjoying old cars, because?? - they have character? Engineering flavorable architecture? Visually tells more of a story and puts you in that WWII decade right away? That, or maybe it's just because I'm getting old (which is probably more likely).

In any case, I was frustrated with the forum interface here of only being able to download/embed one picture at a time in a single post. As it ended up stretching my previous AAR post into several different entries - which is not as cohesive or clean (IMO). To get around this for the future, I figured out a way to concatenate multiple images into a single image using the Windows Paint 3D program. Although more time consuming, it at least gets around the single image restriction. I am still restricted though of embedding images between different paragraphs of text, the image must be one single block image. So the solution is not ideal, but it does get around some of the constraints.

And as I wrote earlier, why go to all the trouble of summarizing data that is easily looked up in game on an AAR? Why not just get to the Strategy and Orders analysis - which I plan to get to in later AAR posts? My reasoning here is: one, it's my first AAR, from a 'rookie' player perspective. To WiTP veterans, this data is likely rather redundant, even tedious - but as someone doing the Guadalcanal scenario for the first time, getting a handle on what my military assets are, writing them out in summary, is - at least speaking for myself - good preparation for when I actually begin planning operations. What kind of squadrons do I have at my disposal? How are the pilots trained? What are the different plane types, and where are they located? This is rudimentary knowledge I felt was in order for me to start planning on how to go about invading and holding Guadalcanal and beating the AI in the scenario given. And since this AAR I view as a kind of log of my activity, and thoughts on my actions, the preparation also is part of that 'log'. And I imagine for new players to WiTP, who are first starting out, who are just as somewhat bewildered as I have been with 'what's in the box' and plan to start with the Guadalcanal scenario - here is a path (that is my own) that might help some of them get a handle on what's going on.

In the future, if I do another AAR of a WiTP scenario or campaign, I will then proceed at the level I am as a player, and will forgo many of the details I've included herein - being a rookie of WiTP.


ALLIED FIGHTER, FLOAT PATROL, RECON TYPES (At Start, Guadalcanal)
The Guadalcanal scenario thankfully doesn't have a huge amount of different plane 'types'. Eleven total. I've already covered six in my previous AAR post: four Medium level bombers, one Heavy level bomber, and one Fighter-bomber.

The six remaining 'types' are: two Fighters, one Fighter-Bomber, one Recon, and one Float Patrol.


KITTYHAWK 1A Fighter 2 Squadrons (32 planes), 30 Ready, 2 Not Ready
Locations: Milne Bay, Port Moresby (1 squadron each)

Range: 4, Extended 5
Max Alt: 29,000, Speed: 308/354, Climb: 2050, Maneuver: 16, Durability: 29 Guns: 18 (6x .50 Browning MGs)
Max Payload: 500 Lb Bomb
Avg Pilot: Air(69), Staf(69), Defn(68)

The Kittyhawk Fighters, located on the front lines of the scenario, are not bad Fighters. Although, yes, IJ Zeros can outperform them with maneuver, climb and distance - these fighters still are not pushovers for the Zeroes. The Kittyhawk's speed is comparable to both the A6M2 and A6M3 models, and it has more gun power, that can rip through the susceptible Zero fighter frames. The Kittyhawk Fighter pilots also have the highest starting level of skill training than all the other Allied fighter squadrons in the scenario.


WILDCAT F4F-4 (and 3P Model) Fighter 3 Squadrons (61 planes), 61 Ready
Locations: Noumea (2 Squadrons), Efate (1 Squadron)

Range: 5, Extended: 6
Max Alt: 28,300, Speed: 190/318, Climb: 1730, Maneuver: 20, Durability: 29 Guns: 18 (6x .50 Browning MGs)
Max Payload: 100 Lb Bomb
Avg Pilot: Air(62), Staf(69), Defn(68)
Service Rating: 1

The Wildcat, with the famous folding wings, has a service rating of one - is more maintainable and reparable than your average Fighter. Not as fast, and a slower climber than the Kittyhawks, the Wildcats in this scenario also have slightly less trained pilots. The Wildcat's Maneuverability is better than both the P-39s, and the Kittyhawks, but still falls far short to the IJ Zeroes (a big problem early in the war, especially with pilots with less experience & training) - made up partially with six .50 Browning machine guns and solid durability.

Note: two Wildcat squadrons are the F4F-4 Models. One Squadron is the F3P Model which appears to be a training squadron located at Noumea. The pilots have poor skill ratings in this squadron. The 3P also has less Guns, but is actually a slightly faster model than the F4F, more maneuverable and a higher ceiling cap 37,500.


WIRRAWAY Fighter-Bomber 3 Squadrons (40 planes) 31 Ready, 9 Not Ready
Locations: Brisbane, Townsville, Sydney (1 Squadron each)

Range: 5, Extended: 6
Max Alt: 23,000, Speed: 155/220, Climb: 1950, Maneuver: 17, Durability: 28 Guns: 6 (3x .303 Browning MGs)
Max Payload: 100 Lb Bomb
Avg Pilot: Air(53), LowG(53), Staf(55), Defn(53)
Service Rating: 1

Wirraway's have the dubious reputation of being the least useful of the Allied Fighters, and are easily outmatched by both IJ Zero models. Even the training for the Wirraway pilots is in the low 50s. Best kept in the back line bases to cover any potential Long Range bombing raids the IJ might attempt, or put up some kind of defensive CAP in case of a surprise IJ Naval Air raid. Probably best used for either pilot training or maybe put to use as Naval search craft. We'll see. Suggestions welcome. Interesting enough, Wirraways do also share the Service 1 rating of the Wildcat Fighters, so are easier to maintain.


F-4 LIGHTNING RECON 1 Squadron (8 planes)
Location: Townsville

Range: 10, Extended: 13
Max Alt: 39,000, Speed: 300/395, Climb: 2272, Maneuver: 14, Durability: 37, Guns: 0
Avg Pilot: Recn(46), Defn(46)
Service Rating: 3

A cool looking plane design (see photo below) specific for one job only: Reconnaissance. Can even outrace a Zero, and rises above the clouds to a remarkable 39,000 ft. altitude. Unless caught unawares, the Lightning should be able to evade pursuers with ease. However, the plane does have a service rating of 3, so will cause your aviation support some headaches. And Lightning pilots at start have a low 46 average training even in Recon, so not sure how much to expect from them during the time frame for this scenario.


CATALINA PBY-5 FLOAT PATROL (5A & Catalina I Models) 6 Squadrons (46 planes), 41 Ready, 5 Not Ready
Locations: Luganville, Noumea, Efate, Port Moresby, Brisbane

Range: 15, Extended: 18
Max Alt: 18,100 Speed: 115/189, Climb: 690, Maneuver: 12, Durability: 43, Guns: 10 (2x .50 Browning MGs)
Max Payload: ASB Radar, 2x 22in MK 13 Torpedoes, or 2x 500 Lb Bombs
Avg Pilot: NavS(66), Defn(68)

The Catalinas were arguably among the most valuable plane types in the entire Pacific War. They also play a vital role in WiTP. Naval Search and Detection is a key mechanic in WiTP:AE, Naval Search not only serves the much needed Intel of becoming aware of potential enemy activity, but provides an edge in combat or deterrence.

Catalinas also serve as valuable ASW planes, when not performing Search missions - and can be quite deadly with their 22in MK 13 loaded Torps, or even 500 Lb Bombs. Also included is an ASB surface radar. Called by many sailors the 'Dumbo' of the seas, the Catalina is an easy target for IJ fighters it might be unlucky enough to encounter. So it's important to plot out the Catalina Search paths with some caution, to avoid undue risk of such accidental encounters (i.e. don't send Catalinas over or near bases which will obviously have enemy CAP Fighters).

There are three different models of Catalinas in the Guadalcanal scenario. The PBY-5 and PBY-5A models both can be loaded with the 22in MK 13 Torpedoes. The Catalina I model however, does not load the Torpedoes, but does have significantly more firepower than the PBYs (6x .303 MGs) - making it have quite a bite, but still only able to maneuver like a turtle compared to an IJ Zero.

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DanielAClark
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RE: AAR Post #6 Allied Fighters & Float Patrol, Recon

Post by DanielAClark »

Your P40s are great at defending your New Guinea bases, particularly if you have a layered CAP with the P39s.

I only use the Wirraways for training.
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Dante Fierro
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RE: AAR Post #6 Allied Fighters & Float Patrol, Recon

Post by Dante Fierro »

Your P40s are great at defending your New Guinea bases, particularly if you have a layered CAP with the P39s.

I only use the Wirraways for training.

Alright thx for the suggestions. I have read about layered CAP in other posts and will look into that. The balance of planes in the sky, and rest ... at what CAP levels etc. Small tactical nuances that can make a difference.

I've also read some players do use Wirraways as CAP over the Australian continental bases, but training seems valuable too.

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RE: AAR Post #6 Allied Fighters & Float Patrol, Recon

Post by RangerJoe »

Go JAPAN!
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
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Jorge_Stanbury
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RE: AAR Post #6 Allied Fighters & Float Patrol, Recon

Post by Jorge_Stanbury »

Note: two Wildcat squadrons are the F4F-4 Models. One Squadron is the F3P Model which appears to be a training squadron located at Noumea. The pilots have poor skill ratings in this squadron. The 3P also has less Guns, but is actually a slightly faster model than the F4F, more maneuverable and a higher ceiling cap 37,500

F3P is camera equipped; so it can do recon; in stock scenario it is considered "recon" and can't fight. So it is more versatile in this scenario. If the pilots are recon trained, they should remain in this squadron


Wirraway is a trainer and a light bomber; only benefit as a bomber is the capability to flight under adverse conditions like low supply and low level airfields

PBY-5A can be parked on inland bases, as it has wheels, PBY-5 only on bases with access to water
In general, unless your pilots are skilled in ASW, it is better to use them in naval search. At 1,000 feet they should detect submarines. Spotted submarines are less dangerous
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RE: AAR Post #6 Allied Fighters & Float Patrol, Recon

Post by Dante Fierro »

ORIGINAL: Jorge_Stanbury

Note: two Wildcat squadrons are the F4F-4 Models. One Squadron is the F3P Model which appears to be a training squadron located at Noumea. The pilots have poor skill ratings in this squadron. The 3P also has less Guns, but is actually a slightly faster model than the F4F, more maneuverable and a higher ceiling cap 37,500

F3P is camera equipped; so it can do recon; in stock scenario it is considered "recon" and can't fight. So it is more versatile in this scenario. If the pilots are recon trained, they should remain in this squadron


Wirraway is a trainer and a light bomber; only benefit as a bomber is the capability to flight under adverse conditions like low supply and low level airfields

PBY-5A can be parked on inland bases, as it has wheels, PBY-5 only on bases with access to water
In general, unless your pilots are skilled in ASW, it is better to use them in naval search. At 1,000 feet they should detect submarines. Spotted submarines are less dangerous

I missed the F3P being camera equipped. Thx for pointing that out. I'll check to see if the pilots have decent 'recon' skills.

Interesting details too on the PBY-5A and PBY-5. I had just assumed both models could be parked inland. And the game actually takes that into account? Pretty impressive.

Spotted submarines are less dangerous
This was something I had already read up on in the forums, and my initial stage of planning was going to have more "Nav Search" missions over the ASW missions, until the pilots became more trained. So very good advice as well. Much appreciated. I need to look over the rate of pilot training, and see how much of an impact it might have on a 150 day scenario or not. I have quite a bit of notes on the 'training' aspect of the game as plenty of posters here on the forum have written about it (quite copiously actually) heh.

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AAR Post #7: LAND AIR OPERATION MAP (At Start)

Post by Dante Fierro »

AAR Post #7: LAND AIR OPERATION MAP (At Start)

War in the Pacific, Admiral's Edition was released on July 27, 2009. An updated, much revised version of Matrix Games original War in the Pacific computer game released in 2004. In addition, WitP:AE since its 2009 release had seven additional years of revised version releases, where not only software bugs were identified and fixed, but other game mechanics were fine tuned, and even some new mechanics were introduced, improving the overall 'War in the Pacific' experience.

For a game that is over 11 years old (16 years old if you include the 'older version' 2004 release) – it is an obvious testament of the original game design and playability that WitP:AE forums are still very active today, and the game continues to be played quite a bit, offering a depth and level of realism that (IMO) has yet to be matched for the Pacific War WWII.

That being said, the game is still over a decade old. So, the game does have some idiosyncrasies and obstacles that sometimes gets in the way of optimal play. One of these idiosyncrasies is the main playing map – where some of the 'overlays' and quick key information many of us have become used to with more modern computer games, are simply not present in WitP. For example, do I want to see at a glance the size of all my ports on the map? Or where all my Fighters are stationed at present? Or what bases currently have CAP over them? Or what bases are currently being built up, and which ones are in dire need of repair? Well unfortunately, there is no map overlay functionality in WiTP that will immediately present said information to you.

This is fair enough though to expect however given WiTP's age. For a game that handles as much complexity as it does, WiTP still is an extraordinary feat of computer programming for its time and even now. But it does mean, at least speaking for myself, I've had to write down or produce an Operational Map on my own, that better gives me an idea of some of the basic dispositions of my bases and forces, rather than attempting to commit what is where to my (yes, getting older) - failing memory banks. I'm sure there are some veterans on these forums who can play WiTP without creating these kind of aids, given their expertise of the Pacific War – but for a rookie like myself, I've had to take plenty of notes, and have resorted to constructing an operational map for Land Air for the start of this Guadalcanal scenario.


Land Air Operation Map, Guadalcanal – Aug. 6th, 1942 (At Start Dispositions)

Note: one of the nice features of WiTP is that there are a number of modders 'replacement' game maps for the original 2009 maps, which I find to be a bit grainy. I enjoy more realism (even with my board games) so went with the most realistic set I could find. But I still use a hex grid overlay, as it gives me a quick indication of distances and movement values for my units.

Hopefully you will find the map self-explanatory, and for me, it immediately showed me a few aspects of the Guadalcanal scenario that weren't so apparent at first.

One of the first things that jumped out at me was why the Lunga Airfield 2(0) on Guadalcanal became such a focal point in the early war. You can see pretty quickly that the IJ had a paucity of built up airfields. And Lunga was the furthest South-East airfield. On the map, I have drawn red boundary lines showing the approximate distance the IJ Betty's can bomb targets from Rabaul – i.e. reaching over to Rockhampton and/or Luganville. I have also drawn out the approximate maximum boundary range of A6M2 Zeros (the A6M3 has a shorter max range) with drop tanks. You can see how far the IJ Betty's can bomb with Zero Escorts – and how far they can bomb without fighter escort.

Noumea was the major base for the Allies established very early in the war (maybe even the pre-war, I'm not an expert historian). But in this scenario, obviously the New Caledonia region of the Pacific served as a vital link to the Australian continent, and a military hub to protect what would be a supply convoy line from the US West Coast to Australia, along with serving as a central base of military operations for future Allied efforts. And it is obvious, that with Imperial Japan controlling the Lunga base at Guadalcanal, and building it up further – suddenly the bomb reach of the IJ's Bettys, that could also be escorted with A6M2 zeros, would reach right into the military hub of Noumea, posing a major long term threat, along with more bombing threats of multiple bases along the coast of Australia.

So it makes quite a bit of sense why the Allies decided to fight hard for Guadalcanal, and perhaps why the Japanese felt it was just as important as well.

Another thing that jumped out to me on the map was a question I had when I first started looking at the starting disposition of airfields and Allied squadrons. Note that the scenario begins with the Airfield at Townsville being over capacity with 16 squadrons of Allied planes, including the large B-17E Fortress, 4 engine behemoths (at the time). And yet both Cairns and Cooktown, further north up the coast of Australia, both with 2(2) level airfields – are empty of air squadrons. Why? Well here again, we can see that the IJ A6M2 Zeros from Lae (or even based in Buna) could escort bomb runs into Cairns or Cooktown. Further down the coastline, the Betty's would be on their own – and even at maximum altitude, could still encounter P39 Allied fighters.

Another interesting item that comes out on the map is not only how few IJ built up airfields there are, but even given the airfield bases that are present in the game, many of them start empty.

Also note: Tulagi currently an 0(0) airfield still has present on it IJ Mavis & Rufe Search and Recon planes. This was something I had forgotten about regarding WiTP game mechanics, and had to review, i.e. float planes do not need a level 1 airfield to operate. All that is required is aviation base support troops and enough fuel/supplies. And we can see, because of the paucity of built IJ airfields, and mostly vacant bases, removing Tulagi, will temporarily restrict the IJ search/recon capacity quite a bit – the nearest occupied base being Buin 8 hexes Northwest.

With this operation map, I can now see at a glance, how built up all my current Airfield bases are – and the potential for them to operate as a base of operations. Also it gives me a complete overview of all my 'at start' air squadron locations – and where I might consider moving those squadrons (like pieces on a chess board), and/or where I need to keep squadrons in place where they start. I will use this map for planning my first turn of the scenario, and can easily edit it for future turns.

That's all I have for this evening folks. Ciao.

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DanielAClark
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RE: AAR Post #7: LAND AIR OPERATION MAP (At Start)

Post by DanielAClark »

It may be useful for you to do the map in reverse...

I.e., see where YOUR planes can reach from your bases.

I found Milne Bay to be quite dangerous in that planes there could threaten IJN supply to their forces on New Guinea.
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Dante Fierro
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RE: AAR Post #7: LAND AIR OPERATION MAP (At Start)

Post by Dante Fierro »

ORIGINAL: DanielAClark

It may be useful for you to do the map in reverse...

I.e., see where YOUR planes can reach from your bases.

I found Milne Bay to be quite dangerous in that planes there could threaten IJN supply to their forces on New Guinea.

Good point on Milne Bay. At some point, I will likely need to do an Allied reverse distance map. I think I'm first looking at defensive measures and where I can more safely run supply convoys - which is going to be next up on my AAR radar.
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RE: AAR Post #7: LAND AIR OPERATION MAP (At Start)

Post by RangerJoe »

He is better off being a timid player, too afraid of his own shadow . . .
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

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RE: AAR Post #8: Supply & Convoy Routes

Post by Dante Fierro »

AAR Post #8: Supply & Convoy Routes

Having now looked over the Guadalcanal victory conditions, and an overview of my ground, land air and naval starting assets (I will focus on the US Carrier groups later as that will consume an AAR post itself) I now move on to the starting Supply/Fuel availability and constraints for the scenario.

'Logistics' (resources and supplies) played a key role in the Pacific War, and was the central reason why Japan even decided to go to war with the US (and Allies) in order to secure the rich oil and other resources located mostly South of Japan in Malaya, the DEI, Borneo, New Guinea etc which it desperately needed for its long ongoing war with China (pre-dating its Pearl Harbor attack), and the increasingly, more suffocating economic embargos by the US.

WiTP also reflects this decisive need for resources in a Production system that Japan must rely on and exploit during the war when it expands outward and conquers new territory. The Allied side also uses the same Production system but to a lesser extent, making playing the side of Imperial Japan a task more suited for experienced WiTP players rather than newbies.

The Guadalcanal scenario however, (the version I have selected Justus2 Guadalcanal AI) turns the production system off, which makes it a good training scenario for new players, and is the reason why I selected it. However, two WiTP fundamental logistic values are still present and must be managed in Guadalcanal: Supply and Fuel. Although not derived from a Production system as they would be in a campaign game of WiTP, both do arrive daily in small amounts at the Allied bases of Sydney and Noumea. In addition, the scenario does not start just with bases 'empty' of supply and fuel, in fact the map starts with quite a bit of supply/fuel: about ~191,545 tons of Supply, and ~69,120 tons Fuel. However, most of these supplies are located scattered across the Australian continent, and must be moved and made available to other places on the map. And therein lies a challenge.

Logistics are Important
A solid understanding how the logistical system works in WiTP I believe is important in order to play WiTP well. Preparing for this scenario I went back over Section 15.0 Logistics in the rules, and I am also indebted to a frequent forum poster who calls himself Alfred for a document he posted awhile back he titled Economics 101 – which fills out some of the mechanics not detailed as much in the original rules manual (I'm a bit surprised this doc isn't a sticky on the AE forums).

Knowing how the logistics works in WiTP is important in how it impacts your operational planning (all the time actually). For this Guadalcanal scenario, having reviewed the Victory Conditions in my AAR Post #3 – the main operations in the scenario will center on an attritional struggle over two bases: Lunga and Port Moresby, the control of which plays the decisive role in victory for the scenario (all things being equal). Both of these bases (not located on the Australian continent) will require a steady stream of supply throughout the scenario. The timing and safe delivery of these supplies is one of the central challenges to be overcome by the Allies. A secondary challenge, is to hinder or block the Japanese's own resupplying at Guadalcanal or attempts to assault Port Moresby (overland or by sea).

Note: I am not saying here that this is all you have to do to win the Guadalcanal scenario, there are a number of other operations that will impact the scenario as well – including surface raids, submarine nets, airfield and port bombings, search Intel, etc.

Supply and Fuel
First off a few basics to supply and fuel (for mostly newbies reading this AAR). It's important to note that Supply is used for all three military branches in WiTP: Army, Navy, Airforce. Ground units need supply to move and operate, Naval (to a lesser extent) requires Supply to rearm ships and build ports, and Aircraft use supply every time they go on an air mission, the amount varies based on type of missions and aircraft.

Fuel however in WiTP only applies to Naval ships. The Fuel of a ship in WiTP helps determine its Endurance, which is then consumed whenever a ship does something – including launching aircraft, gets involved in surface combat, or moves at cruise or flank speed, etc.

Like my previous AAR, I have created an Operation Map, but this time for Ports and Supply – attached to this post, that gives an overview of the amounts of Supply/Fuel located at each of the Allied bases, and a listing of Allied Ports (which is needed for Convoy routing). In addition, underneath each Supply/Fuel amount is a very critical (computer calculated) value that is used pervasively in WiTP's logistics system: SR: Supplies Required.

Supplies Required – which is just a single line located under supplies in the 'Base' and 'LCU' panels, that as a new player can be quite easy to overlook, is one of the most, if not THE most critical value one must be aware of while managing WiTP's logistics. A lot hinges on the SR value at a base (or ground unit). Supplies Required is internally generated by software algorithms in WiTP – and is an estimate of future supply needs based on all the most recent military activity at said base (or ground unit). Thus if many squadrons of aircraft are located at a base, and perform many air missions each day – the SR value will be higher than a base with no air squadrons and just a base engineer garrison. Or if a ground unit finds itself in combat, or marching through thick jungle – the SR value will be higher than normal.

What makes the SR critical in WitP are mainly two areas of the game mechanics. First, if the total Supply for a base or ground unit drops below its SR Supply Required value by a certain percentage, negative effects begin to accumulate, including increased fatigue for ground units, decreasing ground combat efficiency, and if a ground unit continues to lose supply or runs out of supply, elements of the ground unit can be disabled or even destroyed eventually. A base with air squadrons that has a lower total Supply than SR value, can suffer a decrease in Aircraft sorties and efficiency for missions – and note: for Level Bombers a penalty is suffered if a percent of the total supply is less than DOUBLE the SR.

The second important WiTP mechanic that makes SR critical, is the automatic overland supply convoy system that the computer manages for you the player. That is, you do not get to move your supply and fuel yourself over land routes in WiTP. You can only directly move supply either by sea (in ships) or by air (in aircraft, however you can only transport Supply by aircraft not Fuel). There are no 'trucks' in WiTP. All the overland trucking is done by the computer.

Automatic Overland Supply
Which can make the overland supply management a bit of a headache. Although with the computer doing your trucking for you – you do avoid the micro-management that would be involved in managing lots of 'trucks' – it also means you have less control over where and when your supplies will end up when it comes to overland supply.

If you review the Supply Operation Map I have provided in this post, you will see quite a bit of Supply/Fuel is located on the Australian continent. That supply/fuel is allowed to be used in the scenario but how does one get it moved to the ports where one plans to setup Naval Supply Convoys from (Brisbane and Townsville)? And how long will it take to move your Supply overland? Or even more importantly, how do you stop Supplies/Fuel from leaving ports where you want to set up Sea Convoys?

I believe when WiTP was first released, there was no stockpiling button option, and I'm not even sure if there were SR spinner buttons as well. The original manual is also limited on how the mechanics of overland Supply actually work – a few important pieces of information are left out. This is where Alfred's Economics 101 doc fills in some of the missing parts.

So it turns out that the computer will move Supply/Fuel overland whenever the Supply or Fuel has an amount 3 times over the SR: Required Supply (or Fuel) amount listed. Excess Supply/Fuel is then transported overland. (Why exactly triple the amount? ... don't ask me.) However, the player does not get to directly order the computer where the excess Supply/fuel goes - and at the time of this writing, I'm not even sure how that part of the algorithm works i.e. which cities might be chosen if several are available that could use the 'Excess Supply'.

However, you can influence where excess Supply (not Fuel however) is sent through the Stockpile and SR Spinner buttons located at each base. You can turn on Stockpile and a base will never automatically overland transfer any of its own excess supply i.e. Supply 3x over its current SR value – but you can still use the supply for whatever purposes at the base itself, including loading Sea Convoys. However, Stockpile alone does not guarantee that Supplies located in other bases will automatically be sent to your base that is 'Stockpiling'. It only stops supply at the Stockpile base from being sent out.

In order to get more Supply/Fuel flowing to a Base, you need to use the SR Spinner button – where you manually increase the amount of SR Supply Required (over what the computer has calculated) that the Base needs – so that when the computer does its calculations for Overland movement, it will prioritize that base – needing more supply – and so supplies will flow toward it. The Supplies flowing toward it will only be from Bases that ALREADY have excess Supply 3x over their own SR.

You may have to read these last two paragraphs over more than once to Grok it. But, yeah, that's the way you move supply Overland in WiTP. It's kinda like trying to swim in a sea of molasses – but it will work, once you flip the right switches. I'm still also (at the time of this AAR writing) not sure if raising the SR to a high level via the Spinner button, will then impact Aircraft operations (my guess is that it does). So one probably needs to be careful here at Bases with large amounts of air-groups.

Another question one may want to know is just how fast does the computer automatically move Supply overland? Here again the original manual is sparse on info. Alfred's 101 document fleshes out a few more details. For one, obviously if there is enemy control anywhere along the overland transport routes or if either base is captured by an enemy – any Supply transfer is halted.

How frequently the Supply is transferred over overland convoy routes depends on the quality of the transport network between bases. Railroads will transfer Supply much faster than dirt roads etc.

Port & Supply Operation Map Guadalcanal
Alright, I admit this AAR post is quite long in the tooth already. Came out longer than I expected. But note: everything I've written about is information and reading that I've had to do myself in the last few days as a new player to WiTP – in order to move forward with playing the Guadalcanal scenario. And I enjoy sharing the process and information in this AAR – which I imagine might be valuable to other 'Rookie' players like myself who find themselves in a similar boat – asking similar questions.

I have constructed another Operation Map – again to help me get a broad overview of the scenario before I begin issuing orders for the first turn (still not there yet heh!) Where the last operation map lists all the Bases with Air fields, this map now lists all the Bases with Ports. Ports being an obvious focal point for your Logistics in WiTP, knowing the size of your Ports (and/or) potential size – and location makes it easier to decide where to set up Sea Convoy routes for Supply and other related Naval Operations.

On the Operation Map, in addition to listing the Ports and Supply/Fuel amounts along with SR values – I also have outlined my preliminary plans for Convoy Supply routes. I make them squiggly because I will not be using the auto-convoy system, but rather will vary the routes of my convoys using Waypoints – to avoid predictability of my paths. Although this may not be that necessary playing against an AI opponent, its good practice for when I face an actual human player – and that's my main goal here playing Guadalcanal – to familiarize myself and learn details of the mechanics and operations for WiTP.

I've selected Brisbane and Townsville as my Ports of Supply Convoy 'Assembly' (there is probably a military term for this but nothing comes to mind,) based on the Port size (larger ports will load Supply quicker) and their distance to the destination Ports for the Convoy + Land Air coverage and lack of IJ Air present. I may however use Sydney immediately to build a Supply Convoy as I want to set up Supply Convoys starting Day 1 of the scenario – as there is about a two week window where IJ Carrier groups will not be present.

The selection of Brisbane and Townsville as my Supply Convoy routes as outlined in the Operation Map – also helps me determine where I will carry out many of my ASW and Search Ops. Obviously the departure points (general sea regions near the ports) should be heavily covered by search/ASW operations – and destination port regions if possible. The Supply Convoy heading for Lunga that crosses the Coral Sea – will need to be a bit beefier in ASW assets and Search capability (if possible) as it will convoy over sea areas not covered by Land based air. I may even consider providing some US Carrier coverage for that part of the Coral Sea that has no Land Air protection for the Supply Convoys (we'll see).

I'm also thinking that Milne Bay will be dropped Supply via Air Transport – rather than risking a convoy there. I can also consider Air Transport at the other forward bases as well – maybe even to the 30th Aus Brigade dug-in between PM and Buna on the famous Kokoda track. (Still a popular hiking trail today.)

I will also go about flipping the required Supply switches at the Australian bases so that Supplies will be stockpiled at Brisbane and Townsville – my designated Convoy ports.

That's all folks!

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Dante Fierro
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Location: Idaho Falls

RE: AAR Post #8: Supply & Convoy Routes

Post by Dante Fierro »

Sorry folks for the delay in the next AAR. Been caught up in other activities. And as ya'll know, WiTP takes an extra bit of concentration to figure out and time. I plan on posting soon - sometime next week hopefully!
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