Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls

Post descriptions of your brilliant victories and unfortunate defeats here.

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Simonsez
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RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls

Post by Simonsez »

Looking at the unit screen, disablements are the number (of squads) within the parenthesis. Squad types without any disrupted squads will not have any numbers within parenthesis. "Destroyed" squads can only be observed by comparing the expected TOE listing (button ion lower left)with current TOE levels (what the unit screen normally shows).

Example:

Fake Japanese Inf Unit

Japanese Inf (50) 145 - 50 disabled inf squads out of a nominal strength of 195 Inf squads
Japanese MMG (4) 12 - 4 disabled MMG squads out of nominal strength of 16 MMG squads
Support 125 - 0 disrupted support squads out of nominal strength of 125 support squads

Full Strength TOE:

Japanese Inf 225
Japanese MMG 18
Support 125

At full strength, this unit should have 225 Inf squads, 18 MMG squads and 125 support squads. By the numbers, this unit is currently understrength (destroyed squads) by 30 inf squads, 225-195 (50+145), 2 MMG squads, 18-16 (12+4) and by no support squads 125-125. You can get back normal TOE (full strength) if this unit is set to take replacements and it meets all other criteria of accepting replacements.

Edit: Do not have access to game at this time, so this is an approximation of "how it looks".

Cheers
Simonsez

It's a trap!
vicberg
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RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls

Post by vicberg »

ORIGINAL: ny59giants

Manila, China, and other major concerns:

Command HQs - One of the things I did with my role in developing this mod with John 3rd and others, was increase the number of mobile Command HQs for Japan. You should have 4 or 5 of them that you MUST pair with an Army or Corp HQ to get maximum offensive combat results. Remember, "IF" the dice gods are on your side you get 10% Adjusted AV increase form the Corp/Army HQ. Then, you can get an additional 90% "IF" the Command HQ passes its die roll. Right now Manila should have a pair prepping. What other major bases do you see needing this combo??

Ok, I had the correct command at Singapore. Don't have that at Manila yet. In China, I have a command, army and corp HQs around Sian so I'm good there. I notice the RGC Army HQ in Nanking, costing 255 PP to reassign that terrible leader. Before I burn the PP, does the command structure matter? 13th Army reports to China Expeditionary (Command). Can the RGC Army HQ help in Wenchow?
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Simonsez
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RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls

Post by Simonsez »

Command structure does not matter. Just the prep target relative to the command unit type.
Simonsez

It's a trap!
vicberg
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RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls

Post by vicberg »

ORIGINAL: Simonsez

Looking at the unit screen, disablements are the number (of squads) within the parenthesis. Squad types without any disrupted squads will not have any numbers within parenthesis. "Destroyed" squads can only be observed by comparing the expected TOE listing (button ion lower left)with current TOE levels (what the unit screen normally shows).

Example:

Fake Japanese Inf Unit

Japanese Inf (50) 145 - 50 disabled inf squads out of a nominal strength of 195 Inf squads
Japanese MMG (4) 12 - 4 disabled MMG squads out of nominal strength of 16 MMG squads
Support 125 - 0 disrupted support squads out of nominal strength of 125 support squads

Full Strength TOE:

Japanese Inf 225
Japanese MMG 18
Support 125

At full strength, this unit should have 225 Inf squads, 18 MMG squads and 125 support squads. By the numbers, this unit is currently understrength (destroyed squads) by 30 inf squads, 225-195 (50+145), 2 MMG squads, 18-16 (12+4) and by no support squads 125-125. You can get back normal TOE (full strength) if this unit is set to take replacements and it meets all other criteria of accepting replacements.

Edit: Do not have access to game at this time, so this is an approximation of "how it looks".

Cheers

OMFG...excuse the language...I thought that was destroyed squads. No wonder so many of my divs have been trashed. Wow.
vicberg
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RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls

Post by vicberg »

Ya know, it's a good thing I have limited goals this game (or rather scaled them WAY back). Combined HQ is sitting in Saipan when I could be either helping Port Morseby or Suva or both. RGC could be helping Wenchow. I can see where China Expeditionary eventually needs to end up after the northern campaign is done. Southern HQ needs to move as well to Manila.

Next question, does command range extend across water? Is there anything, other than enemy units, that can block HQ range? What is the leader attribute that drives the 10%/90% increase? Leadership? Land? Both?
vicberg
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RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls

Post by vicberg »

February 19th, 1942

Tojo is pacing. Both eyes are going different directions today. The staff looks at him worried and nervous. He's pacing and muttering, head down staring at the ground. "13th Army trashed...14th Army depleted...must attack...must do better than Navy...25th Army Depleted....behind schedule....Wenchow...Manila...why can't we make progress?" He suddenly stops and stares at his staff. With his eyes and hair going both directions from his head, the affect is startling.

His staff quickly looks downs into their numerous reports. All but 1 share quick looks at each other and take a discreet step backwards. Tojo stares at the remaining staff member, who realizes what's happened, turns ashen and with halting voice says back to Tojo, "We just realized we have no idea how ground combat works. We thought that disrupted units were destroyed units to replenish. We had a vague idea about command HQs and their affect on combat, as well as Army and Corp HQs, but didn't realize the full impact. Our command HQs are out of range of where they need to be at. It's going to cost politically to remove the imbecile Wang from RGC Army. China Expeditionary HQ is way too far away from Wenchow to be any help for a while. Southern HQ will have to be shipped to Luzon."

"Is that all? Wenchow....Manila....Wenchow....Manila...depletions....Navy...NAVY!", say Tojo, resuming his pacing, eye's cast down in front of him.

"The Navy is screwed as well. 3 combat locations are scattered across the North. Middle and South Pacific while the Combined HQ sits in Saipan. They thought that Combined HQ was a naval HQ, not a command HQ."

Tojo stops, straightens up, smooths his hair. Both eyes becomes straight. He stops muttering. "Well then, it's time to see the Emperor. At least we have Sian."

He smiles.
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Lowpe
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RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls

Post by Lowpe »

Command HQs: one thing to be careful about is that tend to accumulate supplies, and this can inadvertently cause spoilage if they reside in a small town.
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ny59giants
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RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls

Post by ny59giants »

LEADERS

For what it's worth, here is a transcript of an early AE post. Unfortunately I cannot properly credit it because I did not record the poster's name. IIRC, it is based upon an early post in the WitP forum by a dev who listed in great detail the function of each leader attribute.

Command Headquarters

Combat Commands - Those in which significant and important battles occur within their command radius. Select leaders on the basis of these priorities:
• High Administration Skill - This influences the HQ units use of support to reduce fatigue and disruption
• High Land Skill - Influences the Assault Value of LCU's within their radius
• High Inspiration - Influences the Assault Value of LCU's within their radius
• All other skills have no influence or bearing on the HQ function.

Rear Area Commands - Those in which significant and important battles will not occur within their command radius. Select leaders on the basis of these priorities:
• High Administration Skill - This influences the HQ units use of support to reduce fatigue and disruption
• All other skills have no influence or bearing on the HQ function.

Corps/Army Headquarters

Front Line Corps - Those in which significant and important battles occur within their command radius. Select leaders on the basis of these priorities:
• High Administration Skill - This influences the HQ units use of support to reduce fatigue and disruption
• High Land Skill - Influences the Assault Value of LCU's within their radius
• High Inspiration - Influences the Assault Value of LCU's within their radius
• All other skills have no influence or bearing on the HQ function.

Rear Area Corps - Those in which significant and important battles will not occur within their command radius. Select leaders on the basis of these priorities:
• High Administration Skill - This influences the HQ units use of support to reduce fatigue and disruption
• All other skills have no influence or bearing on the HQ function.

Notes on Corps HQ Employment:
• Seek to put a corps HQ into or one hex from key battles
• Seek to put a Corps HQ in the hex with defensive bastions, invasions, and major assaults
• Corps HQ should only be used for rear area duties if you have more than you need for front line duties, then use them at designated R&R and Training bases.
• The Amphibious Corps HQ function as Corps HQ and not Amphibious HQ. This applies to the I, III, & V Amphibious Corps and not the III, V, & VII Amphibious Force.

Amphibious Force Headquarters
• High Land Skill - This influences the Amphibious Landings in that units will land faster, with less disruption and fewer losses
• All other skills have no influence or bearing on the HQ function.

Notes on Amphibious Force HQ Employment:
• Load these HQ's onto AGC's in their own TF set to Do Not Unload.
• Have the AGC TF arrive in the invasion landing hex in the same phase as the first wave landing TF's
• Keep them in the landing hex until the base is captured or the enemy is defeated, whichever comes first, then skedaddle away to safety where the AGC will not get sunk. You only get three of these HQ's (if you are the allies...the Japanese get none). They will re-spawn, but better not to lose them too many times.
• Amphibious Force HQ do not function as Corps HQ. A good invasion should have a Corps HQ land with the invading forces.


Naval Headquarters
• The qualities and skills of the HQ leader has no influence or bearing on the HQ function.
• A Naval HQ is a good place for your stupidest, most incompetent admirals to become heroes

Notes on Naval HQ Employment:
• Place a Naval HQ in a forward repair depot. This will facilitate rapid repair and return to battle. A forward repair depot is a reasonably large port near the area of action. Reasonably large means size 5 or better so that damaged devices can be repaired.
• Place a Naval HQ far forward so that crippled ships in danger of sinking can slip into a nearby port within the HQ's range and enhance their chances of being saved.
• Place a Naval HQ in a Major repair shipyard to speed repairs (not sure if the HQ will exert an influence on a port that is already size 10).
• Most Naval HQ have naval support squads, so can assist in loading/unloading cargo and rearming ships.


Air Headquarters
• High Air Skill - This influences the number of strike and patrol aircraft that will fly.
• All other skills have no influence or bearing on the HQ function.

Notes on Air HQ Employment:
• Air HQ have a dramatic influence on level bombers. It is important to have an air HQ within range of your level bomber bases.
• Air HQ exert significant influence over other strike aircraft. It is good to have an air HQ in range of your bases from which strikes other than level bombers fly.
• Air HQ exert an influence over patrol aircraft. It is beneficial to have an air HQ in range of your bases with patrol aircraft.
• In Naval TF’s with Carriers (CV, CVL, CVE), the TF commander serves as the Air HQ for the carrier aircraft.

Note that the leadership Value of Headquarters Commanders is completely irrelevant other than its influence on the Headquarters unit itself. That is it will influence how rapidly the HQ unit gains experience. The only value of the HQ Unit's experience is for its own defense. Therefore, do not bother installing your "strong leaders" in HQ Units. Look for the qualities that are specific to their function.

TF Leaders
Task Force Commanders are selected in one of three ways:

• If Auto-select Commander is set to Off when the TF is formed, then the TF Commander is the captain of the Flagship.
• If Auto-select Commander is set to On, then the TF Commander is selected randomly from the pool of available RADM and VADM TF Commanders.
• After formation of the TF, the player may select the TF, if the TF is docked in a port, by clicking on the name of the TF Commander and selecting from the list of available RADM's and VADM's. This incurs a Political Point Cost.

Note: Rank has no bearing on the designation of the TF Commander. It is possible to create situations in which an Ensign is the TF Commander with ships/craft commanded by LTJG's and LT's and similar cases.

Flagship Selection
The Flagship of the Task Force is determined automatically using the following guidelines:

• Flagships are designated in order of Ship Class: AGC-CV-BB-BC-CVL-CA-CL-CLAA-CVE-DD (the list continues through all classes)
• Between ships of the same class, the largest ship in the task force (highest durability) is selected as the Flagship.
• For ships of the same class and equal durability, the last ship selected or added to the TF is the Flagship.
• The nationality of the Flagship determines the nationality of the TF and therefore the available pool of RADM and VADM to command the TF.

Air Combat TF
• Air Skill - The TF Commander functions as an Air HQ for the airgroups. This will influence how many strike aircraft will fly.
• Aggression - Influences how likely the TF is to react and move toward an enemy. High aggression can result in your carrier group running into a fight. Be careful in this selection.
• Surface Skill - To save your hind quarters (and I am not talking Russian Helicopters), if you are unfortunate enough to get in a surface engagement.
• No other skills or qualities have any influence.

Surface Combat TF
• Surface Skill - To gain surprise and cross the T in an engagement
• Aggression - High Aggression will increase the likelihood that the Surface Combat TF will react and seek a fight (be careful... A TF for two DD's with an Admiral of 100 aggression will probably pick a fight with some BB's... This rarely ends well for the DD's)
• Air Skill - Of small import, but it influences the float plane operations from the Capital Ships.
• No other skills or qualities have any influence.

ASW Combat TF
• Surface Skill - Influences probability of finding submarines.
• No other skills or qualities have any influence.

Bombardment TF
• Aggression - Influences the probability that the TF will convert to a Surface Combat TF.
• Surface Skill - Influences TF in a fight the same as Surface Combat.
• Air Skill - Of small import, but it influences the float plane operations from the Capital Ships.
• No other skills or qualities have any influence.

Fast Transport TF
• Surface Skill - Influences TF in a fight the same as Surface Combat.
• Air Skill - Of small import, but it influences the float plane operations from the Capital Ships.
• No other skills or qualities have any influence.

Transport, Replenishment TF
• Surface Skill - Influences TF in a fight the same as Surface Combat. Also, it Influences probability of the escort combatants finding submarines
• Air Skill - Influences the operations of strike aircraft and float planes from the Escort Carriers and Cruisers.
• No other skills or qualities have any influence.

Mine Warfare TF
• Surface Skill - Influences TF in a fight the same as Surface Combat.
• Air Skill - Of small import, but it influences the float plane operations from the Cruisers.
• No other skills or qualities have any influence.

Escort TF
• Surface Skill - If operating with the intent to engage surface combatants coming after the escorted TF, it Influences TF in a fight the same as Surface Combat. Also, it Influences probability of finding submarines
• Air Skill - Influences the operations of strike aircraft and float planes from the Carriers, Escort Carriers and Capital Ship.
• No other skills or qualities have any influence.

Notes on Selecting TF Leaders without assigning a leader:
• Using the Flagship Selection Criteria above, select the ship with the Captain that best fits type of TF being formed as Flagship so that he is the TF Commander.
• Any TF that is formed to perform any fighting function should have a competent Admiral assigned


Air Group Leaders
Selecting leaders for air groups is a fairly complex task. Most aircraft can perform multiple roles, so leader selection criteria must include consideration of how the air group will be employed.
• Pilot experience affects operational losses.
• Air groups with morale < 50 must pass a morale test before flying an offensive mission. If the test is failed, no aircraft will fly.
• Air groups flying Naval Search, ASW Patrol, or CAP must pass two morale tests before flying. Each morale test failed reduces the number of aircraft flying by 25%.
• Level Bombers must pass three tests before flying an offensive mission. Each test failed reduces the number of aircraft flying by 25%:

o Experience test.
o Test against the leader’s Air Skill.
o Morale test.

• Pilot experience affects the chances to find the target in a strike mission.
• Pilot experience affects air-to-air combat results.
• Leader’s air skill affects results in air-to-air combat.


CAP as Principle Role
This includes Fighters, Fighter-Bombers, Night-Fighters, and Float-Fighters. Assign leader using these priorities:
• Inspiration – Influences the number of CAP aircraft that will fly. Influences air group morale recovery.
• Air Skill – Influences the air-to-air combat results.
• Leadership – Influences the air group’s experience gain.
• No other skills or qualities have any influence.

Offensive Missions as Principle Role (except Level Bombers)
Missions include Airfield Attack, Port Attack, Naval Attack, Ground Attack, Sweep, and Recon. Air Groups include includes Fighters, Fighter-Bombers, Night-Fighters, Float-Fighters, Dive Bombers, Torpedo Bombers, Float Planes, Patrol, and Recon. Assign leader using these priorities:
• Inspiration – Influences the number of strike and patrol aircraft that will fly. Influences air group morale recovery.
• Leadership – Influences the air group’s experience gain.
• Air Skill – Influences results in air-to-air combat.
• No other skills or qualities have any influence.

Level Bombers with Offensive Missions as Principle Role
Missions include Airfield Attack, Port Attack, Naval Attack, Ground Attack, and Recon. Assign leader using these priorities:
• Inspiration – Influences the number of strike aircraft that will fly. Influences air group morale recovery.
• Air Skill – Influences the number of strike aircraft that will fly.
• Leadership – Influences the air group’s experience gain.
• No other skills or qualities have any influence.

Patrol Missions as Principle Role
Missions include Naval Search and ASW Patrol. Air Groups include Dive Bombers, Torpedo Bombers, Float Planes, level bombers, Patrol, and Recon. Assign leader using these priorities:
• Inspiration – Influences the number of patrol aircraft that will fly. Influences air group morale recovery.
• Leadership – Influences the air group’s experience gain.
• Of small import, Air Skill influences results in air-to-air combat (aircraft can be intercepted by CAP, but this is unlikely).
• No other skills or qualities have any influence.

Transport Missions as Principle Role
Missions include Supply Transport and Troop Transport. Air Groups include Transports, Patrol, and Level Bombers. Assign leader using these priorities:
• Inspiration –Influences air group morale recovery.
• Leadership – Influences the air group’s experience gain.
• Of small import, Air Skill influences results in air-to-air combat.
• No other skills or qualities have any influence.

Training Mission as Principle Role
This includes all air groups. Assign leader using these priorities:
• Inspiration –Influences air group morale recovery.
• Leadership – Influences the air group’s experience gain.
• Of small import, Air Skill influences results in air-to-air combat.
• No other skills or qualities have any influence.


Ship Leaders Ship Captains
Carriers
This includes CV, CVL, and CVE. Assign leader using these priorities:
• Leadership – Influences the ship’s experience gain
• Air Skill – If the carrier captain will serve as the TF Commander, then he functions as the Air HQ for the TF aircraft. Air skill then influences the number of strike and patrol aircraft that will fly.
• Surface – Influences ship's chance of locating a target during surface combat
• No other skills or qualities have any influence.

ASW Vessels
This includes DD, DE, AVD, APD, DMS, MSW, PC, SC, & PG with ASW armament. Assign leader using these priorities:
• Leadership – Influences the ship’s experience gain
• Surface – Influences ship's chance of locating a target during surface combat
• No other skills or qualities have any influence.

Combat Vessels
All combat vessels with a high probability of surface combat that will be used in other than an ASW role. Assign leader using these priorities:
• Surface – Influences ship's chance of locating a target during surface combat
• Leadership – Influences the ship’s experience gain
• Air Skill – Of very small import. If the ship captain will serve as the TF Commander in a combat task force, then he functions as the Air HQ for the TF float planes. Air skill then influences the number of strike and patrol aircraft that will fly.
• No other skills or qualities have any influence.

Non-Combat Vessels
Assign leader using these priorities:
• Leadership – Influences the ship’s experience gain
• Surface – Influences ship's chance of locating a target during surface combat
• Air Skill – Of very small import. If the ship captain will serve as the TF Commander in a non-combat task force containing and operating float planes (i.e. Japanese AV with float planes loaded), then he functions as the Air HQ for the TF float planes. Air skill then influences the number of strike and patrol aircraft that will fly.
• No other skills or qualities have any influence.

Submarines
Assign leader using these priorities:
• Aggression – Influences sub’s chance of contacting enemy TF’s
• Surface – Influences sub’s chance of contact and survivability in an ASW attack
• Leadership – Influences the ship’s experience gain
• Air Skill – A curious consideration only. The captain of a Japanese submarine that will serve as the TF Commander in a sub patrol task force containing and operating float planes (i.e. E14Y1 Glen's on Types J3, A1, B1, A2, B2, B3/4, AM, or STo), then he functions as the Air HQ for the TF float planes. Air skill then influences the number of strike and patrol aircraft that will fly.
• No other skills or qualities have any influence.


Land Unit Leaders
LCU leaders should be selected based on how the LCU is being employed.

HQ Units
Assign HQ Unit Leaders using the criteria for HQ units. As considerations beyond the HQ unit’s function, use the following in order of priorities:
• Inspiration – Influences fatigue reduction, morale reduction due to fatigue, disabled elements destroyed due to fatigue, and assault value for attack and defense.
• Leadership – Influences experience gain.
• Administration – Influences ability to use Supply to reduce Disruption and Fatigue.
• Land Skill – Influences attacking & defending LCU assault value, firing accuracy and experience gain.
• No other skills or qualities have any influence.

Front Line Units (high probability of combat)
Assign unit leaders using the following order of priorities:
• Land Skill – Influences attacking & defending LCU assault value, firing accuracy and experience gain.
• Inspiration – Influences fatigue reduction, morale reduction due to fatigue, disabled elements destroyed due to fatigue, and assault value for attack and defense.
• Leadership – Influences experience gain.
• Administration – Influences ability to use Supply to reduce Disruption and Fatigue.
• No other skills or qualities have any influence.

Rear Area Units Training or Rear Area Functional Units
Units can use training to gain experience up to an allowable maximum based on the unit nationality. If unit is in the rear area in order to train, assign unit leaders using the following order of priorities:
• Leadership – Influences experience gain.
• Administration – Influences ability to use Supply to reduce Disruption and Fatigue.
• Inspiration – Influences fatigue reduction, morale reduction due to fatigue, disabled elements destroyed due to fatigue, and assault value for attack and defense.
• Land Skill – Influences attacking & defending LCU assault value, firing accuracy and experience gain.
• No other skills or qualities have any influence.

Rear Area Units Refitting
Units can be moved to a rear area to reconstitute (ideally out of a malaria or cold zone or in a base large enough to negate the effects). If the units are in the rear area to restore disabled elements, reduce fatigue, and replace lost elements, assign unit leaders using the following order of priorities:
• Administration – Influences ability to use Supply to reduce Disruption and Fatigue.
• Inspiration – Influences fatigue reduction, morale reduction due to fatigue, disabled elements destroyed due to fatigue, and assault value for attack and defense.
• Leadership – Influences experience gain (this is unimportant if the unit has already reached the maximum training experience).
• Of small import, Land Skill – Influences attacking & defending LCU assault value, firing accuracy and experience gain.
• No other skills or qualities have any influence
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ny59giants
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RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls

Post by ny59giants »

Command HQs can pull in an additional 25k worth of supplies. So, like Lowpe says, be aware of this.
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vicberg
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RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls

Post by vicberg »

Thanks. i've been playing with one arm behind my back (or two eyes going different directions).
vicberg
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RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls

Post by vicberg »

February 20th, 1942

Tojo is pacing and muttering like mad now. His staff can barely understand him and the rolling of the transport on the sea isn't helping matters any. With each roll of the ships, half the staff falls onto the deck or the rail, as does Tojo, but he doesn't seem to notice or care. None of this staff dare leave. A few vomit in place.

The crew of the ship has stopped their normal chores and are staring at Tojo. One of the crew comes up to his staff. "Why is he doing that?", he whispers.

"He met with the Emperor. I guess he muttered Wenchow one too many times. Now he's been demoted from Tokyo to RGC Army HQ in China. He's tasked with taking the city."

"That should be easy for the vaunted Empire!" The crewman stands straight and proud.

"Maybe. The 13th Army is trashed. We have most of the reports, intel and rules we need to take the city, but we can't get him to actually focus both eyes on the reports. I think all of the information has unhinged him. The demotion and loss of face to Yamamoto isn't helping. This might help."

The staff member comes close to Tojo, walking perilously on the rolling deck, and says, "Dutch Harbor."

Tojo stops pacing and muttering and smiles. Lost in thought for a minute, he resumes his muttering and pacing.

The staff member shrugs and goes back with the others.




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ny59giants
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RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls

Post by ny59giants »

Incoming!!

Check your email.
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vicberg
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RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls

Post by vicberg »

Thanks I got it. Already lost two float plane units that would have upgraded to fighter/torp. Sigh. Guess I can use the extra ASW.

OMG, just started reading through. To say this game is detailed is an understatement. I always knew this but never actually had or took the time to figure out the details. A wonder why i got my a$$ handed to me in prior games.

I see another story coming, this time for Yamamoto.
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RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls

Post by vicberg »

February 21st. 1942

Err Umm...I kinda forgot about the Guards Bdg that I pulled out of Tokyo and sent to Dutch Harbor. They landed today to my surprise. I lost an xAP and an AMC took a torp. Not sure if the AMC will make it. Resting a couple of days and will start an attack. I've moved up quite a bit of Engineers and support to the area as well as AKEs and a surface fleet.

In China, I'm not sure about his land movements around Sian. He's in danger of being completely cutoff via roadway. I'm sure he can march his forces through the mountains, and probably draw some supply, but I would bet that's not ideal. According to recon, he's terribly overstacked in these hexes.

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vicberg
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RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls

Post by vicberg »

February 23rd, 1942

It's going to be a slug fest in the mountains north of Sian. I'm awaiting 3 divisions racing north to the area to cutoff the road into that area. Otherwise, I'm at stacking limits. My first attack with my new and correct leadership improved army. This is in the the first mountain hex directly northwest of Sian. I'm guessing I didn't get the rolls for either army or command.

Ground combat at 82,38 (near Tienshui)

Japanese Deliberate attack

Attacking force 38477 troops, 302 guns, 12 vehicles, Assault Value = 1179

Defending force 38322 troops, 164 guns, 0 vehicles, Assault Value = 993

Japanese adjusted assault: 760

Allied adjusted defense: 1906

Japanese assault odds: 1 to 2

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

Japanese ground losses:
3241 casualties reported
Squads: 12 destroyed, 319 disabled
Non Combat: 0 destroyed, 16 disabled
Engineers: 0 destroyed, 30 disabled

Allied ground losses:
1314 casualties reported
Squads: 2 destroyed, 97 disabled
Non Combat: 0 destroyed, 32 disabled
Engineers: 0 destroyed, 6 disabled
Guns lost 11 (1 destroyed, 10 disabled)

Assaulting units:
6th Division
35th Division
110th Division

Defending units:
85th Chinese Corps
90th Chinese Corps
61st Chinese Corps
98th Chinese Corps
5th New Chinese Corps
15th Chinese Corps
43rd Chinese Corps
12th Chinese Corps
36th Group Army
Jingcha War Area
7th Group Army
39th Group Army
vicberg
Posts: 1178
Joined: Sat Apr 19, 2008 2:29 am

RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls

Post by vicberg »

March 3rd, 1942

I'm armed with two critical pieces of game mechanics. 1) How leaders affect combat/replacements, 2) Nearby bases having more than double required supply to provide replacements. I'm now getting the advantage in combat and seeing my recovery time improve.

Northern China in General

All the combats are coming up supply(-) for him. I'm very surprised he's sticking around and didn't move as quickly as possible west. There's 250k worth of Chinese troops and he's moving more(!) to the area. He's overstacked in multiple hexes, which can't be helping his supply situation.

The Mongol Army is awaiting reinforcements to begin the attack on Lanchow. The Mongol 2nd Brigade got almost wiped out crossing the river into Lanchow, so it's moving up to Urumchi for garrison duty (200 garrison requirement). The 1st Army is moving on Kungchang and the 12th Army with reinforcing divisions is moving to cut the road and isolate 160k Chinese troops. In Yenan, the 9th Independent Brigade has the upper hand.

Ground combat at Yenan (88,37)

Japanese Deliberate attack

Attacking force 6216 troops, 38 guns, 0 vehicles, Assault Value = 154

Defending force 12503 troops, 74 guns, 0 vehicles, Assault Value = 205

Japanese adjusted assault: 141

Allied adjusted defense: 141

Japanese assault odds: 1 to 1 (fort level 0)

Japanese Assault reduces fortifications to 0

Combat modifiers
Defender: terrain(+), preparation(-), experience(-), supply(-)
Attacker:

Japanese ground losses:
24 casualties reported
Squads: 0 destroyed, 4 disabled
Non Combat: 0 destroyed, 1 disabled
Engineers: 0 destroyed, 0 disabled

Allied ground losses:
170 casualties reported
Squads: 0 destroyed, 3 disabled
Non Combat: 0 destroyed, 12 disabled
Engineers: 0 destroyed, 0 disabled

Assaulting units:
9th Ind.Mixed Brigade

Defending units:
35th Chinese Corps
13th Group Army

And East of Tienshui

Ground combat at 82,38 (near Tienshui)

Japanese Deliberate attack

Attacking force 38004 troops, 442 guns, 18 vehicles, Assault Value = 885

Defending force 10594 troops, 45 guns, 0 vehicles, Assault Value = 202

Japanese adjusted assault: 682

Allied adjusted defense: 157

Japanese assault odds: 4 to 1

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

Japanese ground losses:
963 casualties reported
Squads: 3 destroyed, 109 disabled
Non Combat: 0 destroyed, 7 disabled
Engineers: 0 destroyed, 2 disabled

Allied ground losses:
3159 casualties reported
Squads: 108 destroyed, 0 disabled
Non Combat: 123 destroyed, 3 disabled
Engineers: 4 destroyed, 1 disabled
Guns lost 9 (6 destroyed, 3 disabled)
Units retreated 3

Defeated Allied Units Retreating!

Assaulting units:
6th Division
35th Division
8th Ind Engineer Regiment
110th Division
1st Mortar Battalion
15th Ind.Medium Field Artillery Regiment
2nd Ind. Mountain Gun Regiment
51st Ind.Mtn.Gun Battalion
14th Medium Field Artillery Regiment


52nd Ind.Mtn.Gun Battalion

Defending units:
90th Chinese Corps
12th Chinese Corps
43rd Chinese Corps

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vicberg
Posts: 1178
Joined: Sat Apr 19, 2008 2:29 am

RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls

Post by vicberg »

March 5th, 1942

There's discussion about "experienced" ASW task forces, but I don't see any number anywhere reflecting experience. In any event, something is happening as I scored multiple ASW hits in one day, which has been rare. I've been able to occupy his subs with ASW attacks and have had minimal losses due to subs, but it's getting better now. I would like to know where to see TF ASW experience.

Sub attack near Billiton at 54,94

Japanese Ships
PB Minowa Maru
SC Ch 14
SC Ch 13
SC Ch 6
PB Bokuyo Maru
SC Ch 18
SC Ch 15

Allied Ships
SS Stingray, hits 2

And Again

ASW attack near Subic Bay at 78,76

Japanese Ships
BB Mutsu
BB Nagato
CL Mogami
DD Maikaze
DD Yugiri
DD Sagiri

Allied Ships
SS KXIV, hits 2

And Again
ASW attack near Atka Island at 164,54

Japanese Ships
PB Ginyo Maru
PB Tonon Maru

Allied Ships
SS S-27, hits 1
vicberg
Posts: 1178
Joined: Sat Apr 19, 2008 2:29 am

RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls

Post by vicberg »

Solomons

It looks like understanding the ground mechanics is paying off. After hitting the airfields for a month on Moresby and moving the Combined Command HQ into the area, I was able to finally take it. I had 200 AV in the hex, so I must have gotten the bump from the Command HQ.

Ground combat at Port Moresby (98,130)

Japanese Deliberate attack

Attacking force 9969 troops, 191 guns, 24 vehicles, Assault Value = 236

Defending force 5022 troops, 66 guns, 57 vehicles, Assault Value = 79

Japanese adjusted assault: 416

Allied adjusted defense: 47

Japanese assault odds: 8 to 1 (fort level 0)

Japanese forces CAPTURE Port Moresby !!!

Combat modifiers
Defender: terrain(+), disruption(-), experience(-), supply(-)
Attacker:

Japanese ground losses:
216 casualties reported
Squads: 0 destroyed, 20 disabled
Non Combat: 0 destroyed, 2 disabled
Engineers: 0 destroyed, 0 disabled

Allied ground losses:
1036 casualties reported
Squads: 30 destroyed, 14 disabled
Non Combat: 102 destroyed, 4 disabled
Engineers: 26 destroyed, 0 disabled
Guns lost 40 (35 destroyed, 5 disabled)
Vehicles lost 41 (41 destroyed, 0 disabled)
Units retreated 7

Defeated Allied Units Retreating!

Assaulting units:
1st China Assault Division
1st Sasebo Assault Division

Defending units:
30th Australian Brigade
13th Fld RAA Regiment
NG Vol Rifles Battalion
14th RAAF Base Sqdn
Papuan Inf Battalion
Lark Force
Moresby RAN Stn Base Force

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witpqs
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Location: Argleton

RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls

Post by witpqs »

I interpret that as meaning the experience of the ships' crews, and of course leader stats matter too.
vicberg
Posts: 1178
Joined: Sat Apr 19, 2008 2:29 am

RE: Did I wake that giant AGAIN? vicberg(j) vs. BillBrown(A) - No Bill Pls

Post by vicberg »

SoPac

The momentum in this area has resumed. I'm taking a calculated risk putting a limited CarDiv out there, but I have Netties and Zeroes in Noumea and will be able to transfer a Sentai of Zeroes onto Nadi tomorrow. The rest of the KB is steaming towards Truk. He has about 230 AV on Suva. I'll have around 450.

And please excuse the extra lines going nowhere. My mouse found it's way into a glass of water and hasn't been the same since.

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