Scenario 7 tutorial AAR - how to do certain things

Post descriptions of your brilliant victories and unfortunate defeats here.

Moderator: jwilkerson

User avatar
RangerJoe
Posts: 19376
Joined: Mon Nov 16, 2015 2:39 pm
Location: Who knows?

Scenario 7 tutorial AAR - how to do certain things

Post by RangerJoe »

This is a tutorial AAR for Scenario 7 for the game (WIS) War In Spain. I have yet to play this scenario as far as I can remember. So I may not win within the time frame allotted. I prefer to beat up the AI :lol: in the campaign scenarios. I do so playing either side . . .

I will try to assist people so they can start the game. Do not expect any field manual references, just jump in and play. If there is something that I post that you don't understand, please read the field manual (RTFM) first. When you do play the game for the first time, if you make frequent saves with a description of what you are doing for that first turn, you can go back and change things if you make an error and/or wish to do something differently. There is no wrong way to play the game other than quitting in :evil: rage, damaging :o or destroying :oops: the computer . . .

I use different colours to highlight certain areas, I try to use the colours that have a nice contrast to the background. Otherwise, it could be like using a black highlighter to mark important passages of a textbook in college . . . :?

Please bear with the slowness of the updates when I am posting different sections here. I want the information that I post to be reviewed for any errors. Then I copy and paste the information here and then move the picture onto the post. I will limit the posts to only three pictures instead of four pictures in case I decide to add another picture.
Last edited by RangerJoe on Sat Mar 28, 2026 2:16 pm, edited 1 time in total.
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”).”
:twisted: ; Julia Child


Image
User avatar
RangerJoe
Posts: 19376
Joined: Mon Nov 16, 2015 2:39 pm
Location: Who knows?

Re: Scenario 7 tutorial AAR - how to do certain things

Post by RangerJoe »

For this scenario, these are the important icons on the top left of the screen. They are the Intelligence screen, the base screen with the flag, the land based aircraft screen, the naval aircraft screen, the land unit screen, the ship screen, and the task force screen. Here are the hot keys for the respective screens:

[5] Intelligence Screen Per Nation
[6] Global Base List
[7] Land Based Air Groups Screen
[8] Ship Based Air Groups Screen
[9] Global LCU Screen
[F1] Global Ship List
[F2] Global TF List
important top bar icons.png
important top bar icons.png (63.28 KiB) Viewed 286 times
Since this scenario involves an amphibious invasion, I will go over the ships first. Here is the icon for the ships, press that icon in pink and it will open the ships screen.
top bar ship icon.png
top bar ship icon.png (63.37 KiB) Viewed 286 times
Here is a picture of the ships screen after pressing the icon. In the pink area is the types of ships that are shown. Notice that not all of the ship types are being shown. Notice in the lavender the status of the ships with the damage showing in red. The Sys is the ships systems such as pumps, electrical, weapons, mechanical devices, and other things that make the ship operate in its intended role. It is important that this damage does not get too high otherwise bad things can and will happen to your ship. Note that there is no flooding which would show up as Flt (flotation) damage. But there are a lot of ships with Eng (engine) damage which will slow the ship down. There are no ships burning which shows up as the Fire damage which if a ship is burning, it can and will suffer more damage and may sink so the fishes can have a new home. Also, the worst place to be in a night naval combat is on the burning ships between two task forces because everyone can see your ship and shoot at your ship which could ruin your whole night.
Attachments
all ship icons when first opened.png
all ship icons when first opened.png (193.36 KiB) Viewed 286 times
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”).”
:twisted: ; Julia Child


Image
User avatar
RangerJoe
Posts: 19376
Joined: Mon Nov 16, 2015 2:39 pm
Location: Who knows?

Re: Scenario 7 tutorial AAR - how to do certain things

Post by RangerJoe »

So the next thing to do is to show all of the ships that you have at the start of the scenario. So you press the “All Ships” in the pink area and then all of the ship types are shown. If you want to just show certain types, click the All Ships again and then click on the specific ship type in the pink area to show just those ships. In the blue are is the location of the ships, if you click on the base showing in the location then the map will be centered at that base.
all ship icons sorted by type.png
all ship icons sorted by type.png (207.05 KiB) Viewed 282 times
Here is a base near Barcelona named El Prat De Llobregat in the black circle. In the pink area is the name with the actual port size of 3 then the normal potential port size of 0 in parenthesis shown as 3(0) which is as large a port as this base can have since they can only be built up to 3 sizes larger than the natural size. So this base actually has no natural port area, it is all a man made port. If this port had a port level showing 3(3) that means that engineers can enlarge the port up to 3 more levels in size. If you click on the anchor symbol in pink, it will show you the ships that are there. If you click on the multiple ship icon in pink, it will show you the task forces which are there but at this time there are no task forces at that base. The light blue area has the airfield size, the airfield icon which pressed will show the air units on a side bar, the air unit icons are the individual air units which can be clicked on to show the specific information on that air unit. The air units will be covered in another discussion. In the yellow area is the land unit icon, clicking on that will show all of the land units there while clicking on the land unit icon in the yellow will bring up that specific land unit. The land units will be covered in another discussion.
El Prat De Llobregat.png
El Prat De Llobregat.png (107.68 KiB) Viewed 282 times
Here are the ships are Barcelona, a lot of them need repairs. The most important repairs are the engine repairs as shown in the lavender area since they can slow the entire task force since the task force moves at the speed of the slowest ship but all ships will use fuel at the speed type (stopped, cruise, mission, max) for the task force. There will be more information on that later. In the pink area, you can click on that to form a new task force. There will be more information on the task forces later. In the blue area you can load the tenders which only the AO (Auxillery Oiler, oilers to refuel ships with petroleum fuel) currently at the port. You can click on the Repair Ships to get to the important part now, repairing that damage. The yellow area is where you can click to rearm and refuel all of the ships in port to the extent that the port has the ammunition (ammo) and type of fuel plus the size and type of the port determines what types of ammo can be supplied to the ships which can be modified by some ground units. More on that later.
ships at Barcelona.png
ships at Barcelona.png (222.45 KiB) Viewed 282 times
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”).”
:twisted: ; Julia Child


Image
User avatar
RangerJoe
Posts: 19376
Joined: Mon Nov 16, 2015 2:39 pm
Location: Who knows?

Re: Scenario 7 tutorial AAR - how to do certain things

Post by RangerJoe »

So I clicked on the “Manage ships under repair” and all of the ships were repairing in the readiness mode. In the yellow area, you can switch the repair mode and the priority for each individual ship or set them all to the same repair mode. I put all of the ships into the shipyard as shown in the pink area but there is a problem as shown in the blue area. The shipyard currently has too much work and what would happen is the ships would be repaired at the maximum capacity of the shipyard. When one ship was repaired, then another ship with the shipyard repair mode would then enter the shipyard for repairs. In the lavender area is the number of days required to repair each ship if the shipyard had enough space to repair all of the ships at the same time.
repairing ships with the shipyard overloaded.png
repairing ships with the shipyard overloaded.png (245.41 KiB) Viewed 279 times
So I decided to adjust the repair mode as shown in the pink area so the shipyard is not overloaded. Since I need to load ships with troops and other ships with only supplies for the invasion I concentrated on the cargo and barge vessels but that is another discussion. The repair priority and time are in the lavender area. Once ships are out of the shipyard, I can then put other ships into the shipyard. The blue area shows the shipyard capacity is 4000 tons and it is not overloaded. In the grey area you can see the tonnage of the ships and the tanker is 7100 tons which is too large for the shipyard. If the “set all to this mode” is selected for the shipyard, then this ship and any other ship that is too large for the shipyard will then stay in the readiness mode for repairs. There are exceptions for upgrades but that would be covered later.
Attachments
repairing ships final with the shipyard not overloaded.png
repairing ships final with the shipyard not overloaded.png (252.52 KiB) Viewed 279 times
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”).”
:twisted: ; Julia Child


Image
User avatar
RangerJoe
Posts: 19376
Joined: Mon Nov 16, 2015 2:39 pm
Location: Who knows?

Re: Scenario 7 tutorial AAR - how to do certain things

Post by RangerJoe »

So that covers the ships are Barcelona, now we will look at a couple more ports to show other things. First is the ships at Tarragona. I put the ships need repairs into the shipyard and you can see the time in the blue area and how the shipyard is not overloaded. Unfortunately, something slipped and both of those are in blue. Oh well, shhh . . . iittt happens, then you step in it.
repairing ships at Tarragona.png
repairing ships at Tarragona.png (237.98 KiB) Viewed 278 times
So I adjust things using the priority settings, having some ships repaired at the high and critical levels as shown in the pink area. Some ships will be repaired quicker this way while others were not adjusted since they only need one day. The high and critical levels increase the work on the ships and appears that the ships take more space in the shipyard which they don’t take more space but instead they use more of the shipyard’s resources. You can click on the various settings to show how it affects the shipyard capacity. In the blue area you can see that the shipyard is still not overloaded.
repairing ships at Tarragona with repair mode and priorities set.png
repairing ships at Tarragona with repair mode and priorities set.png (230.74 KiB) Viewed 278 times
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”).”
:twisted: ; Julia Child


Image
User avatar
RangerJoe
Posts: 19376
Joined: Mon Nov 16, 2015 2:39 pm
Location: Who knows?

Re: Scenario 7 tutorial AAR - how to do certain things

Post by RangerJoe »

Here are the ships at Alicante where there is no shipyard so not all of the ships can be repaired there. So I will manage the repair by clicking in the pink area and then create an escort task force by clicking in the blue area. The escorts task forces are automatically set to disband when they reach their home p port which is useful so you don’t have to either disband the entire task force or individually remove the ships from the task force.
ships at Alicante.png
ships at Alicante.png (249.38 KiB) Viewed 277 times
Here is the task force selection screen and the escort task force is in the pink area.
types of task forces.png
types of task forces.png (166.63 KiB) Viewed 277 times
This is the escort task force which I am loading with supplies and some may carry a little fuel. Not all of the ships are damaged but they will disband into the port with the supplies loaded. Then I can just load squad type devices into the ships since they will still have their personnel space free since no supplies are loaded into the passenger area.
escort TF from Alicante to Valencia Puerto for repairs.png
escort TF from Alicante to Valencia Puerto for repairs.png (324.88 KiB) Viewed 277 times
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”).”
:twisted: ; Julia Child


Image
User avatar
RangerJoe
Posts: 19376
Joined: Mon Nov 16, 2015 2:39 pm
Location: Who knows?

Re: Scenario 7 tutorial AAR - how to do certain things

Post by RangerJoe »

So now I will create a few task forces and explain what the missions for them are. I am writing these as papers so the first posts will be concentrated on certain area and then I move on to another area. After the task forces will be the land units.

I had previously shown the escort task force so I will not show it again. But there is something to point out, have the speed for escort task forces set to cruise if there is any flooding otherwise the flooding may get worse. The only time to have a higher speed is when the ships are in imminent danger.

So the next task force to set up is a bombardment task force. There is a battleship and a light cruiser at Alicante which will perform the bombardment. I will set the target to Palma. The ships will not go directly to Palma because there are a lot of Coastal Defence (CD) guns in the area and the ships will be in range of those guns if they were to travel directly to Palma. So they will travel to a different hex and bombard Palma from that hex.

The battleship Jaime I is a very powerful ship but it is a relatively slow ship compared to some other and more modern surface combat ships. In the lavender area, you can see the size of the guns. The 305 mm is about 12 inches for those people who are interested in the conversion from metric to the English system. In the pink area is the range, the shells fired by the guns won’t fly farther than that. You may notice that the 76.2/34 (3 inch) guns have a range of 14/33.3, the surface combat range is 14 thousand yards but these are also anti-aircraft guns that can fire up to 33.3 thousand feet. In the blue area is the amount of ammunition (ammo) that is carried. In a bombardment mission, the ship will not fire all of the ammo in order to save some to fire at enemy ships if it is attacked. Yes, in this game there are friendly fire incidents where ships fire at their own ships in the area, especially at night! In the yellow area is the amount of moonlight which is important for night search ranges and night combats. It also shows the maximum speed and the cruise speed of the ship with the mission speed somewhere in between those two speeds. It shows the maneuver rating which is important when torpedoes are in the water as well as how nimble the ship is in a surface combat. Then it shows the anti-aircraft (AA) rating and the anti-submarine (ASW) rating. The range of the ship is the Endurance in green text which is how far the ship can sail at cruise speed. Mission speed uses twice the fuel so it can only travel half as far while the Max (maximum) Speed uses even more fuel. You can see that this ship uses Coal as a fuel.
BB Jaime I.png
BB Jaime I.png (254.82 KiB) Viewed 236 times
Now to set up the bombardment task force. I already showed how to make a task force and here is the bombardment task force selection in pink with the blue area showing that I am finished with this screen.
bombardment task force selection.png
bombardment task force selection.png (184.33 KiB) Viewed 236 times
So I have selected the ships for the bombardment task force as show in the pink area. Jaime I has the commander of the TF as shown by the “#” after the name. That ships captain is also the task force commander as well as shown in the lavender area, I could change it by clicking on the captain’s name but I won’t do that for this task force. This area also shows the distance that the task force can travel at this speed as well as the ammo loads. In the blue area you can see the destination where the task force is going and that I have changed the home port to Barcelona. That is the largest port on this map and will be used to refuel and rearm the task force. The yellow area shows the target information. This task force is ordered to fire at the port and no the airfield nor the land units. There is a reason for that which will be shown when the combat is resolved.
bombardment task force.png
bombardment task force.png (235.48 KiB) Viewed 236 times
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”).”
:twisted: ; Julia Child


Image
User avatar
RangerJoe
Posts: 19376
Joined: Mon Nov 16, 2015 2:39 pm
Location: Who knows?

Re: Scenario 7 tutorial AAR - how to do certain things

Post by RangerJoe »

Here are the ships available at Valencia Puerto. Just to make sure that the ships have full loads of fuel and ammo, I will click the selection in the blue area to load them. I will do both a right click and a left click. I will then load the tenders in yellow. The only tender here is the ARD with is an Auxillary Repair Dock which is able to move to other areas and repair flotation damage in ships where there is either no shipyard or a shipyard large enough to repair the ship although the ARD is limited by tonnage but that is a different discussion. Then I will click in the pink area to form the TF and with these I have a choice of either a barge or a amphibious TF so the ships will unload at an enemy base.
The ships available at valencia puerto.png
The ships available at valencia puerto.png (185.52 KiB) Viewed 233 times
Here is the task force before loading anything. You can see the speed of the task force at cruise speed in the pink area but I may increase that to mission speed. In the blue area, you can see how little cargo space these LB vessels have, they are essential fishing vessels with a shallow draft that can get close to shore. In the green area is the information about the task for orders. Zig Zagging means frequent changes in course to make enemy submarines have a harder time to engage this task force while the submarines are submerged. But speed is of the essence and there may not be submarines in the area so there will be no zig zagging. In the yellow area are the possible loading options and I will select Load Troops.
Valencia amphibious task force before loading.png
Valencia amphibious task force before loading.png (270.85 KiB) Viewed 233 times
In the blue area is the possible units that can be loaded in the yellow text, the other unit can’t be loaded. If you click on the unit name, you can see the unit’s composition. You have to select the unit by selecting it in the pink area. If you then decide to see a units composition after selecting units, you units selection to load will be cleared and you will have to start over. In the green are is how much this TF can load of the personnel and equipment as well as giving the unit extra supplies and fuel (if needed) as the combat load. I suggest that you always select loading the combat load. If you don’t load supplies, the unit will be unsupplied and the personnel will be hungry and upset. You can also select to load more supplies as well. I suggest that you always load more supplies during an invasion since you will need them for your units. You also have to select the execute load in the yellow area to actually load the TF.
possible units loaded at Valencia.png
possible units loaded at Valencia.png (144.75 KiB) Viewed 233 times
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”).”
:twisted: ; Julia Child


Image
User avatar
RangerJoe
Posts: 19376
Joined: Mon Nov 16, 2015 2:39 pm
Location: Who knows?

Re: Scenario 7 tutorial AAR - how to do certain things

Post by RangerJoe »

So I loaded the task force and you can see what ships have loaded which units in the pink area. In this game, multiple units and/or parts of units can be loaded onto ships. You would have to click on the ship’s itself to see the ship’s status including the cargo load. In the blue area you can see the task force instructions as for the speed which was increased to mission speed, along with the formation type, the orders that they don’t have to stay and the destination hex and so on. If you haven’t yet decided where the task force will travel to, then click on the “Unload Cargo” and change that to “Do Not Unload” otherwise as soon as the task force is loaded, it will promptly start unloading! You will note that I changed the speed to mission speed and the speed of the ships ware shown in the green area and while one ship (the PB) is moving at a speed of 11 knots (nautical miles per hour) while the others are not moving at all. That is because the PB is patrolling while the other ships are loading. There is no need to be concerned with the port/dock size in this game for the task force since if there is insufficient dock space per the port size for the task force, ships will dock and undock as needed. In the yellow area you can see what the task force is loading and it is only loading supplies. When the task force finished
loading, it will head to the destination and unload. If the target hex is a base and there are no enemy units there, then there is combat and the unit will automatically capture/liberate the base. Actually, there is only one working machine gun device loaded in a combat unit but that is enough to capture the base. The other part of the unit is the disabled machine device while the other unit is just the RSV unit with the extra UDT militia squad. In the red area, you can see the weather. It is clear with no wind (0) and the temperature is 25 C so it is a pleasant day. If you convert it to Fahrenheit, it would be in the mid to upper 70s. No, you can calculate the exact temperature.
Valencia amphibious task force loading.png
Valencia amphibious task force loading.png (307.99 KiB) Viewed 229 times
I went to Mahon and created a surface combat task force with the 3 Patrol Boats (PBs) there. There is only one cannon in the TF and that is on the larger PB. But against unarmed ships a machine gun is better than no gun! The ammo level and the distance that it can travel is in the pink area. The blue area has the mission parameters. The yellow area has the instructions and I will show some important information in the next picture when you click on the “Set TF Routing” selection.
surface combat TF from Mahon.png
surface combat TF from Mahon.png (245.69 KiB) Viewed 229 times
After clicking on the TF routing selection, you can see the different options. In the yellow area, you can have the TF follow another TF – whether friendly or enemy! You can have it meet a TF and then follow it (or refuel it?) if you want to do that. That is an option for a surface combat TF to follow a cargo, transport, amphibious TF or any other combination of TFs. In the pink area is the patrol orders that I gave which I will show in another picture with a map. In the blue areas are the routing types and thread tolerances with the default selections showing. I have changed this TF to a “Normal” threat tolerance since it is a rather weakly powered TF.
mahon combat TF patrol and route settings.png
mahon combat TF patrol and route settings.png (164.15 KiB) Viewed 229 times
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”).”
:twisted: ; Julia Child


Image
User avatar
RangerJoe
Posts: 19376
Joined: Mon Nov 16, 2015 2:39 pm
Location: Who knows?

Re: Scenario 7 tutorial AAR - how to do certain things

Post by RangerJoe »

Here is a map of Menorca and Mallorca. In the pink area is the patrol area for the Mahon Surface Combat TF. (SCTF or SC TF) In the dark red area, there are enemy CD gun units so I had set my SCTF to stay far enough from shore and that TF should stay away from the enemy CD guns even if they start chasing an enemy TF fleeing to that area. In the black circle is Palma. That is the goal. Nothing else matters if you don’t capture that base. So everything must go to capturing that base but that does not mean that you ignore anything else. In the green circles appear to be undefended bases that can be quickly captured by amphibious task forces. In the blue circle there appears to be an enemy unit but it is of unknown strength. In the purple is the target for the very small amphibious TF from Valencia Puerto. But it is important because it has something that the other possible invasion hexes does not have! That is the railroad and that will be discussed when I go over the land units. By capturing as many of those bases on Mallorca as is possible, then Palma receives fewer supplies since those bases do generate supplies.
Menorca and Mallorca.png
Menorca and Mallorca.png (314.42 KiB) Viewed 227 times
Here is a Fast Transport TF (FTTF or FT TF) which I made at Barcelona. In the blue area, you can see that it is to capture the Capdepera base at the NE tip of Mallorca closest to Menorca. As shown in the pink area, it is only part of a unit and only has a few supplies but it is important to capture the enemy bases as soon as possible to deny the enemy supplies and resources plus generate some supplies for your own units. If the base is not in your “historical” part of your side, then the supply generation is only half of what is normally produced.
fast transport TF at Barcelona.png
fast transport TF at Barcelona.png (313.72 KiB) Viewed 227 times
Then I made an amphibious task force at Barcelona to invade Pollensa as shown in the green area which is the base on Mallorca that is closest to Barcelona. It is a major producer of coal but in this scenario, that is not very important. There are two ships shown in the pink areas in this task force which are only loading supplies which is a very good thing to do for invasions since the units without supplies don’t fight very well, have increased fatigue, and lowered morale. All of the ships that have cargo space are loading supplies as is shown in the blue area.
Pollensa Invasion TF.png
Pollensa Invasion TF.png (343.64 KiB) Viewed 227 times
One item that I have not yet mentioned is that devices are loaded whole on a ship, they are not distributed across multiple ships like the units can be loaded. So if a squad has ten men, nine men won't be loaded on one ship with one man on another ship. It is all ten men (or whatever number of men there are in the squad) or no men. The same goes for devices including the horse and mule teams. Personnel can be loaded into cargo space but cargo can not be loaded into the personnel space. Supplies won't be loaded in the personnel space.
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”).”
:twisted: ; Julia Child


Image
User avatar
RangerJoe
Posts: 19376
Joined: Mon Nov 16, 2015 2:39 pm
Location: Who knows?

Re: Scenario 7 tutorial AAR - how to do certain things

Post by RangerJoe »

Now that ships have been sent for repairs, assembled into task forces, and some have been loaded, with the orders given for the task forces, I will look at the few air units in the scenario. Here are the icons for the air units. The land-based air units are shown by clicking the button with the green aircraft while the naval (ship based) air units are shown by clicking the button with the blue icon. There are no Republican naval air units in the scenario.
air unit top icons.png
air unit top icons.png (63.1 KiB) Viewed 215 times
Clicking on the land air units button, I see that there are five air units available. In the pink area is the name of the air unit. In the blue area is the model of the aircraft. You can look in the database for the statistics of the aircraft or look on the unit screen which is easier to do. In the orange area is whether or not the unit is accepting replacements. A “N” means that the unit is not accepting replacements while a “Y” means that the unit is accepting replacements. That can be changed by clicking on the “Allow replacements for groups on this list” in the red area at the bottom of the picture or on the unit screen which will be shown later. The yellow area shows the current mission. The green area shows the location. The lavender area shows the target. I will go over these in more detail on a unit screen.
air units in the scenario.png
air units in the scenario.png (174.85 KiB) Viewed 215 times
So here is an air unit composed of the float equipped version of the Videbeest (Wildebeest or Gnus in English). You can see the number of aircraft in the unit in the pink area as well as their status. The size of the unit with the aircraft is shown as 1/2 which means that there is one aircraft in the unit which has a maximum size of 2 aircraft. This does not include the aircraft which are reserves in the unit which can be used in operations. The blue area shows the number of pilots and how to get more pilots. Clink on the Pilots in the yellow text and you can see the pilots in the unit. Since there is only one pilot in the unit, I will get 2 more pilots. I like to have extra pilots available to keep the pilot fatigue down and I will pick veterans since the scenario is too short to train pilots. In the lavender area is the information about the aircraft’s capabilities, it is a nice little bomber. The land version is actually a torpedo bomber but this aircraft does not carry those weapons. The mission shown is the Naval search which looks for enemy ships. I will change that to Naval Attack since I will have other aircraft searching. I may later change this air unit to bomb land targets. The orange area shows the mission parameters and the altitude is much too high, I will lower the altitude. The grey arrow shows the “No replacements” in red text, I will change that so the unit can receive replacements.
FP Vildebeest.png
FP Vildebeest.png (444.85 KiB) Viewed 215 times
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”).”
:twisted: ; Julia Child


Image
User avatar
RangerJoe
Posts: 19376
Joined: Mon Nov 16, 2015 2:39 pm
Location: Who knows?

Re: Scenario 7 tutorial AAR - how to do certain things

Post by RangerJoe »

Here are the available pilots, I will choose the two pilots that have both naval bombing and land bombing skills. Their names are in the pink area. The skill types are in the blue area and they can be sorted by the respective skill levels. In the yellow area you can select 1, 5, or 10 pilots for the air unit – if there are that many available! Or you can click on the name of the pilot to add him to the unit.
spare pilots.png
spare pilots.png (160.9 KiB) Viewed 215 times
Here is a picture of the air unit after I made my desired changes.
FP Vildebeest after desired changes.png
FP Vildebeest after desired changes.png (419.12 KiB) Viewed 215 times
Here is the button to get information about rebuilding destroyed units, reinforcements, device stockpiles, device production, aircraft stockpiles, aircraft production, and the losses for the turn. Press the button in the pink area that the pink arrow is pointing at to open the information screen.
information screen.png
information screen.png (62.1 KiB) Viewed 215 times
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”).”
:twisted: ; Julia Child


Image
User avatar
RangerJoe
Posts: 19376
Joined: Mon Nov 16, 2015 2:39 pm
Location: Who knows?

Re: Scenario 7 tutorial AAR - how to do certain things

Post by RangerJoe »

In the yellow area, you can save the first turn orders by clicking the “Save as first turn setup” so you don’t have to do all of the orders again if you want to play again with less effort for the opening turn. You can then change any orders if you want to do so. You can also load the first turn setup as well by clicking the “Load first turn setup.” If any units were destroyed and you want them to reform them, click in the red area and they will return with no devices in them at your capital base. In the pink area you can see the ships that were sunk, the ship reinforcements where you can also see if they depart which is usually the ships of the foreign nations that support your side. You see the air units reinforcements and in there you can see if and when they may disband. In the LCU reinforcement schedule, you can see what reinforcements you receive and when, you can also see if and when they may disband. The blue area is your device pool which is referred to as the stockpiles for the devices. In the purple area you can see the aircraft production and losses, plus the turn summary of losses.
information screen choices.png
information screen choices.png (185.83 KiB) Viewed 213 times
Here is the screen showing the LCU reinforcements. I the yellow area are the types of units showing a in green text. In the pink area are the unit names. In the blue area is the ETA (Estimated Time of Arrival) with the date and the number of days. The location is in the green area.
incoming replacements.png
incoming replacements.png (214.81 KiB) Viewed 213 times
In the pink area with the pink arrow point to it is the button to save the turn.
press to save the game.png
press to save the game.png (40.07 KiB) Viewed 213 times
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”).”
:twisted: ; Julia Child


Image
User avatar
RangerJoe
Posts: 19376
Joined: Mon Nov 16, 2015 2:39 pm
Location: Who knows?

Re: Scenario 7 tutorial AAR - how to do certain things

Post by RangerJoe »

Here is the save screen. In the pink area are the saves. As you can see, I saved the game 4 different times and I even named the last save. I suggest that until you are comfortable playing the game that you save it frequently, even saving the game before you start any orders so you can begin all over again if you so desire. In the blue area is the selection to Load a save. If you are playing against the AI, you opponent won’t complain if you load a save and make changes to your orders. In the yellow area is the selection to just save the game as I did in the first three saves but also the selection to name the save file which I did to denote the end of the turn. It also shows which scenario and the side that you are playing, the game turn, and the version of the executable file that you are currently using.
save screen.png
save screen.png (137.38 KiB) Viewed 212 times
In the pink area is the button to press to end the turn and see the combat results. So I will do so and continue with the next turn.
press to end the turn.png
press to end the turn.png (15.68 KiB) Viewed 212 times
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”).”
:twisted: ; Julia Child


Image
User avatar
RangerJoe
Posts: 19376
Joined: Mon Nov 16, 2015 2:39 pm
Location: Who knows?

Re: Scenario 7 tutorial AAR - how to do certain things

Post by RangerJoe »

I have a few turns to catch up on. The invasion is going well so far . . .

Here is a picture of what the naval combat in the game looks like. The green area has the enemy task forces. Once you get closer, you will see the ships and you can even click on the ship to see its status. If you click on a flag, you will see what guns are hitting what target. A warning, there is “friendly” fire in this game. Nothing that the enemy fires at you is more deadly and accurate than friendly fire! In the pink area is the commander and the higher naval HQ that is directing the task force. In the yellow area are your ships. You can click on a ship to see its status, the direction that it is sailing, and the target. Unfortunately, no ships were spotted in this fight so no ships were damaged or sunk.
naval combat screen.png
naval combat screen.png (169.85 KiB) Viewed 132 times
I sent the bombardment TF to bombard Palma. Unfortunately, they would not fire from the initially designed hex so I had to adjust their placement. This meant that enemy CD guns fired at my Bombardment TF. I wanted to bombard the port at Palma to destroy supplies. Unfortunately, that was not the case since the ships decided to fire at one ship - and one ship only! The TF hit the target 12 times, even hitting at least one main gun turret, but the ship fled the area because the crew probably wanted the comfort of their mothers . . .
“-------------------------------------
TF 7 bombarding at 151, 101 Palma - 18:00

Nationalist Fleet:
CA Trento: Shell Hits: 12, Heavy fires, Heavy damage”
bombardment TF with minor damage.png
bombardment TF with minor damage.png (235.69 KiB) Viewed 132 times
Since the enemy ships appear to be hiding in port, I will switch the Vildebeest unit to bombing a land unit.
Vildebeest switching to bombing a ground target.png
Vildebeest switching to bombing a ground target.png (420.93 KiB) Viewed 132 times
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”).”
:twisted: ; Julia Child


Image
User avatar
RangerJoe
Posts: 19376
Joined: Mon Nov 16, 2015 2:39 pm
Location: Who knows?

Re: Scenario 7 tutorial AAR - how to do certain things

Post by RangerJoe »

Here is the combat report which can be found in the reports folder on the hard drive if you have your preferences set to save reports:
Combat 1936_08_05 GID_282893835.txt
(1.28 KiB) Downloaded 1 time
The other reports that are also saved in the folder are the Operations Report and the Intelligence Report.

Here is the last turn’s summary report. The base that was captured is in the pink circle, the partial unit was dropped off by a destroyer in a Fast Transport TF.
turn summary screen.png
turn summary screen.png (258.31 KiB) Viewed 130 times
Here is the situation. In the pink circle is the base that was just captured. In the light green circles are the bases where my next invasions will occur. I should have made sure that the invasion task forces had their speeds set to “Mission” speed instead of “Cruise” speed so they would have landed this turn.
5 August Mallorca and Menorca situation.png
5 August Mallorca and Menorca situation.png (325.45 KiB) Viewed 130 times
Attachments
turn summary screen.png
turn summary screen.png (258.31 KiB) Viewed 130 times
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”).”
:twisted: ; Julia Child


Image
User avatar
RangerJoe
Posts: 19376
Joined: Mon Nov 16, 2015 2:39 pm
Location: Who knows?

Re: Scenario 7 tutorial AAR - how to do certain things

Post by RangerJoe »

Turn 3 6 August 1936

I am making a new Bombardment TF. I want the fast CL and a newly repaired destroyer in a faster task force.
making a new bombardment TF.png
making a new bombardment TF.png (226.28 KiB) Viewed 97 times
I want to rebuild this unit. You can look at the unit’s organization by clicking the selection in the pink area. Then you can click on “Try rebuild unit” to rebuild the unit. You can only rebuild the subunits with the headquarters unit while they are in the same hex. You do not have to have all of the subunits in the same hex. One thing to note, when you load and then unload a unit that has been combined, they will then be separated again. So be aware of that and be ready to recombine the unit. Also, the entire subunits including the headquarters unit does not have to be completely unloaded to recombine the unit.
rebuilding units.png
rebuilding units.png (285.86 KiB) Viewed 97 times
So here is the rebuilt unit. In the pink area you can see the commander of the unit. He is a good air unit commander but he is not a good ground combat leader. So I will change him and I just have to click on his name in the yellow text to change him. In the blue area, I can see the subunits that are in this infantry regiment as well as the units TOE (or TO&E) which is the Table of Organization and Equipment. That is all of the devices that should be in the unit and if there is a deficit, the there will be a negative number in parenthesis being shown.
rebuilt unit.png
rebuilt unit.png (321.58 KiB) Viewed 97 times
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”).”
:twisted: ; Julia Child


Image
User avatar
RangerJoe
Posts: 19376
Joined: Mon Nov 16, 2015 2:39 pm
Location: Who knows?

Re: Scenario 7 tutorial AAR - how to do certain things

Post by RangerJoe »

So here are the possible new leaders:
new leader.png
new leader.png (201.2 KiB) Viewed 97 times
Undefended bases are automatically captured and the attacking forces are not mentioned. The invasions do have combat every hour so that is when there is something in the combat report. If it is a defended hex, then combat occurs every hour during the invasion when troops are landing. From the combat report:
“Republican amphibious landing at Puerto de Soller 152, 98 (Light Urban terrain)
Weather in hex: Clear wind 0
Republican take undefended base at Puerto de Soller 152, 98
-------------------------------------
TF 12 unloading over beach at 155, 97 Pollensa - 06:00

Republican amphibious landing at Pollensa 155, 97 (Light Urban terrain)
Weather in hex: Clear wind 1
Republican take undefended base at Pollensa 155, 97
-------------------------------------
TF 10 unloading over beach at 158, 102 Porto Cristo - 07:00

Republican amphibious landing at Porto Cristo 158, 102 (Light Urban terrain)
Weather in hex: Light Cloud wind 0
Republican take undefended base at Porto Cristo 158, 102”
and
“-------------------------------------
Weather in hex: Clear wind 0
Republican take undefended base at Arta 158, 100”
Here is the summary of the turn.
turn summary.png
turn summary.png (173.74 KiB) Viewed 97 times
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”).”
:twisted: ; Julia Child


Image
User avatar
RangerJoe
Posts: 19376
Joined: Mon Nov 16, 2015 2:39 pm
Location: Who knows?

Re: Scenario 7 tutorial AAR - how to do certain things

Post by RangerJoe »

Turn 4
7 August 1936

Basically this turn is just moving more ground units and supplies to Mallory. I am also moving fuel to Mallorca using an AO (Auxiliary Oiler) which is a tanker that can haul oil or fuel, if it hauls fuel it has the equipment installed to transfer the fuel to ships at sea. This is so units with trucks will have fuel.

AO.png
AO.png (229.47 KiB) Viewed 76 times
Here is a nice unit, it can attack enemy units from one hex away which is much safer than being in the same hex. Of course, the enemy has these units as well. It does need to be well supplied, if it is in a base then the base needs to be well supplied. Even if you don’t see any casualties, the simple fact is that the bombardment can increase the disruption and fatigue of the targeted units.

LR artillery.png
LR artillery.png (298.2 KiB) Viewed 76 times
Here is the current situation on Mallorca.

Mallorca situation  7 August.png
Mallorca situation 7 August.png (333.53 KiB) Viewed 76 times
Last edited by RangerJoe on Fri Apr 03, 2026 4:43 pm, edited 1 time in total.
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”).”
:twisted: ; Julia Child


Image
User avatar
RangerJoe
Posts: 19376
Joined: Mon Nov 16, 2015 2:39 pm
Location: Who knows?

Re: Scenario 7 tutorial AAR - how to do certain things

Post by RangerJoe »

On the lower left of the screen, there are two buttons for the land units. If you press the button in the pink on the left, an all unit screen for that hex will be displayed with information for the units \as well as things that you can do for all of the units at once or to click on the possible choices for each unit. Anything in yellow you can click on to either open the unit screen, sort, or change what is displayed. Save the game and play with it, that is the best way to learn what happens. If you press the button on the right, you will change the display on the map from the AV showing to NATO symbols. I usually have the AV showing instead of the NATO symbols so I know that I at least have a combat capable unit in the hex no matter the type of unit that it actually is.
land unit buttons.png
land unit buttons.png (28.98 KiB) Viewed 76 times

Here is the all unit screen for Barcelona.
All unit screen.png
All unit screen.png (303.65 KiB) Viewed 76 times
Here is the situation map with NATO symbols but a player doesn't know what the actual strength of the unit or units. That can lead to problems if the enemy moves into the hex or if you are trying to block enemy units.
Attachments
Mallorca situation  7 August  with NATO  symbols.png
Mallorca situation 7 August with NATO symbols.png (330.2 KiB) Viewed 76 times
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”).”
:twisted: ; Julia Child


Image
Post Reply

Return to “After Action Reports”