AAR Post #4: Allied Starting Ground Units
Posted: Sun Aug 09, 2020 12:16 am
AAR Post #4: Allied Starting Ground Units
I've already posted a general overall breakdown of Allied starting Naval forces vs. The IJ naval assets for this scenario. I will discuss in further AAR posts the disposition of these Naval assets i.e. The Task Forces you begin the scenario with, and the general naval plans one is (pretty much) already committed to when starting the scenario, such as the Amphibious Invasion force that is pre-formed for you at Luganville, with loaded US Marines and supplies on various transport ships, and the three Allied Aircraft Carrier TFs already sailing toward Guadalcanal, to provide air cover for the amphibious invasion at Lunga and Tulagi.
One of the fascinating highlights of AE is the depth of detail, but it is also one of the banes. As not only do you get every naval ship involved in a given scenario or the campaign, but you also get and have to manage all ground assets at Regimental or Battalion level of detail, along with a wide variety of Base and Engineering units, Artillery units, Infantry, Armor ... and so on. The detail is impressive but also daunting. And then you have the Air Assets as well, with also a depth of detail I don't think any other game based on the war in the Pacific offers. At least i"m not aware of one that matches the same level of detail. There may be some military computer simulations that remain secret to non-military 'citizens' like myself – but AE is more than enough for any die hard Pacific War buff.
HEADQUARTERS
Starting with Headquarters units, the Guadalcanal scenario begins with 6 Allied HQs. And no further HQs until 45 and 53 days into the scenario. More importantly, 2 of these 6 HQ units are in Restricted mode, which means units assigned to a Restricted HQ, cannot move by air or sea until either the HQ itself becomes unrestricted, or a unit is transferred to a different HQ command.
However, one cannot just transfer units at will to mobilize them, or unrestrict a HQ. One must pay PP (Political Points) in order to free up units for use. And some units and HQs are more expensive than others.
The Guadalcanal scenario the Allied player begins with 20 PPs, and I believe receives 20 more per day (I need to double check this). This is a paltry amount, and means that many units that are present on the map at the beginning of the scenario you cannot use other than for defense, and what you decide to 'free up' becomes a critical decision. So - I will cross that bridge when I get to it. For now, I will first stockpile some Political Points so I have more options as the scenario progresses.
Another somewhat confusing aspect of HQs in AE, that is not very well explained in the manual, is unlike in a real life military, there is not a strict hierarchy of HQ command where all ground units in the game follow a strict command flowchart that leads up the chain to a Central Command HQ. This is actually a good thing, as it frees up what could easily become a micro-management nightmare.
Instead units can be attached to different Command HQ but the other various types of HQs in the game (Air, Army, Corps, Amphibious, Naval) do not require units assigned to them, but provide in-game 'bonuses' depending on their location and proximity to other units (or bases) in the game. That is, I can have a US Infantry Regiment attached to South Pacific Command, and if there is a Corps or Army HQ in the same hex or nearby, that Regiment will receive some benefit, even if it is not assigned to the other HQ nearby (subordination is not required also of the HQ to South Pacific Command).
At the time of this writing, I am still not sure if I can assign units to all the different HQs or just some of them. Will need to investigate more. There is also one or two exceptions to the rule that attachment is not necessary. One important exception is that the administrative stacking penalty is reduced at a base if both the Base and Air HQ is attached to the same command.
I have also read that there are some tricks in reducing your Political Point cost of unit transfers by reassigning Restricted Command units to unrestricted 'smaller' HQs ... But I will look into that a bit later in the scenario.
All that being said the two Restricted HQs the Allies start the scenario with are:
SoPac Rear Area
Australia Command
The four Unrestricted HQs:
South Pacific
Southwest Pacific
1st Australian Corp
1st Australian Army
SOUTH PACIFIC (Unrestricted)
Under the command of Rear Admiral Ghormly, units attached to this command are the main invasion forces headed for Guadalcanal. All the ground units are already pre-loaded in transport ships at Luganville port. These units are:
- 1st USMC Infantry (2x Regiments)
- 2nd USMC Infantry (1x Regiment, and 2 Regiments arriving in 83 days)
- 3rd USMC Artillery Battalion
The 1st USMC also has an additional three Battalions, one Tank Battalion & two Parachute Battalions also loaded in transports for the initial amphibious invasion.
SOUTHWEST PACIFIC (Unrestricted)
Under the command of Gen MacArthur (yes, the General MacArthur) the ground units under MacArthur are primary brigade level units located at Port Moresby or nearby.
-14th Inf Brigade (Port Moresby, AV 64)
-7th Inf Brigade (Milne Bay, AV 130)
-30th Inf Brigade (Kokado Track between PM and Bruna, AV 138, +2 Forts)
In addition, at Port Moresby there is an Anti-Aircraft Regiment, 2x Base units, and a Construction Engineer. Milne Bay has one RAAF Base unit.
SoPAC REAR (Restricted)
Under the command of Lieutenant General DeWitt a large number of ground units (primarily base support engineer units) are deployed between Efate, Luganville and Noumea. Since all these units are attached to a restricted HQ, I cannot move them by sea or air until I spend PP points to re-assign them.
A general breakdown by unit types:
-5x Infantry Regiments (4x Noumea, 1x Luganviille)
-5x Naval Construction Battalions (3x Seabeas Noumea, 2x Seabeas Luganville)
-4x USN Base Forces
-2x US Air Base Forces
-2x US EABs (Aviation)
-1x Marine EAB (Aviation)
-131st USA Aviation ENG Regiment (Large aviation support unit, Noumea)
In addition at Noumea there is 1 Calvary Rgt, 1 Tank Btn, 1 Field Arty Btn, and 1 USMC Arty Btn.
AUSTRALIAN COMMAND (Restricted)
Finally, spread out along the coastline of the continent of Australia, the largest amount of ground units under one command, all restricted. A general type summary:
-6x Artillery Regiments
-2x Coastal Defense (Static, Brisbane & Townsville)
-18x Engineer Units (Various Base Support, Aviation and Naval Support units)
-6x Infantry Regiments (US 32nd & 41st Inf Divisions)
-12x Infantry Brigades (Australian 1st, 3rd, 6th, 7th Divisions)
Alright, to wrap up there are two additional HQs (1st Australian Corp & 1st Australian Army) . Interesting enough 1st Australian Army is attached to Australian Command – so I don't believe I will be able to move that HQ off continent. However, 1st Australian Corp is attached to MacArthur's Southwest Pacific Command – and it appears as if I should be able to transport that HQ to Port Moresby or elsewhere.
One might ask why would I go to the trouble of writing out the general Allied Ground Forces available in the scenario in an AAR. After all, I only need to click a few buttons in game and quickly have a 'database' table of forces and where they are located.
This is true. But when I first started this scenario. I really had no idea where everything was or even what I started out with. I also had no idea what the HQ structure was, and had to investigate how HQs work in AE. And I still need to read further up on how to use them well. Writing out the general outlay of Allied forces in an AAR – is showing what my own processes are in getting a handle on playing the Guadalcanal scenario. By getting a general bird's eye view of Ground forces and HQs, written out here, I am slowly focusing more on how I will operate and give orders to all the military assets, and know what is available and what is not (restricted).
Next up will be an overview of my Air assets. Including the types of Bombers I will have available, and Fighters, Naval search air units, and Carrier vs. Land air assets.
Over and Out.
I've already posted a general overall breakdown of Allied starting Naval forces vs. The IJ naval assets for this scenario. I will discuss in further AAR posts the disposition of these Naval assets i.e. The Task Forces you begin the scenario with, and the general naval plans one is (pretty much) already committed to when starting the scenario, such as the Amphibious Invasion force that is pre-formed for you at Luganville, with loaded US Marines and supplies on various transport ships, and the three Allied Aircraft Carrier TFs already sailing toward Guadalcanal, to provide air cover for the amphibious invasion at Lunga and Tulagi.
One of the fascinating highlights of AE is the depth of detail, but it is also one of the banes. As not only do you get every naval ship involved in a given scenario or the campaign, but you also get and have to manage all ground assets at Regimental or Battalion level of detail, along with a wide variety of Base and Engineering units, Artillery units, Infantry, Armor ... and so on. The detail is impressive but also daunting. And then you have the Air Assets as well, with also a depth of detail I don't think any other game based on the war in the Pacific offers. At least i"m not aware of one that matches the same level of detail. There may be some military computer simulations that remain secret to non-military 'citizens' like myself – but AE is more than enough for any die hard Pacific War buff.
HEADQUARTERS
Starting with Headquarters units, the Guadalcanal scenario begins with 6 Allied HQs. And no further HQs until 45 and 53 days into the scenario. More importantly, 2 of these 6 HQ units are in Restricted mode, which means units assigned to a Restricted HQ, cannot move by air or sea until either the HQ itself becomes unrestricted, or a unit is transferred to a different HQ command.
However, one cannot just transfer units at will to mobilize them, or unrestrict a HQ. One must pay PP (Political Points) in order to free up units for use. And some units and HQs are more expensive than others.
The Guadalcanal scenario the Allied player begins with 20 PPs, and I believe receives 20 more per day (I need to double check this). This is a paltry amount, and means that many units that are present on the map at the beginning of the scenario you cannot use other than for defense, and what you decide to 'free up' becomes a critical decision. So - I will cross that bridge when I get to it. For now, I will first stockpile some Political Points so I have more options as the scenario progresses.
Another somewhat confusing aspect of HQs in AE, that is not very well explained in the manual, is unlike in a real life military, there is not a strict hierarchy of HQ command where all ground units in the game follow a strict command flowchart that leads up the chain to a Central Command HQ. This is actually a good thing, as it frees up what could easily become a micro-management nightmare.
Instead units can be attached to different Command HQ but the other various types of HQs in the game (Air, Army, Corps, Amphibious, Naval) do not require units assigned to them, but provide in-game 'bonuses' depending on their location and proximity to other units (or bases) in the game. That is, I can have a US Infantry Regiment attached to South Pacific Command, and if there is a Corps or Army HQ in the same hex or nearby, that Regiment will receive some benefit, even if it is not assigned to the other HQ nearby (subordination is not required also of the HQ to South Pacific Command).
At the time of this writing, I am still not sure if I can assign units to all the different HQs or just some of them. Will need to investigate more. There is also one or two exceptions to the rule that attachment is not necessary. One important exception is that the administrative stacking penalty is reduced at a base if both the Base and Air HQ is attached to the same command.
I have also read that there are some tricks in reducing your Political Point cost of unit transfers by reassigning Restricted Command units to unrestricted 'smaller' HQs ... But I will look into that a bit later in the scenario.
All that being said the two Restricted HQs the Allies start the scenario with are:
SoPac Rear Area
Australia Command
The four Unrestricted HQs:
South Pacific
Southwest Pacific
1st Australian Corp
1st Australian Army
SOUTH PACIFIC (Unrestricted)
Under the command of Rear Admiral Ghormly, units attached to this command are the main invasion forces headed for Guadalcanal. All the ground units are already pre-loaded in transport ships at Luganville port. These units are:
- 1st USMC Infantry (2x Regiments)
- 2nd USMC Infantry (1x Regiment, and 2 Regiments arriving in 83 days)
- 3rd USMC Artillery Battalion
The 1st USMC also has an additional three Battalions, one Tank Battalion & two Parachute Battalions also loaded in transports for the initial amphibious invasion.
SOUTHWEST PACIFIC (Unrestricted)
Under the command of Gen MacArthur (yes, the General MacArthur) the ground units under MacArthur are primary brigade level units located at Port Moresby or nearby.
-14th Inf Brigade (Port Moresby, AV 64)
-7th Inf Brigade (Milne Bay, AV 130)
-30th Inf Brigade (Kokado Track between PM and Bruna, AV 138, +2 Forts)
In addition, at Port Moresby there is an Anti-Aircraft Regiment, 2x Base units, and a Construction Engineer. Milne Bay has one RAAF Base unit.
SoPAC REAR (Restricted)
Under the command of Lieutenant General DeWitt a large number of ground units (primarily base support engineer units) are deployed between Efate, Luganville and Noumea. Since all these units are attached to a restricted HQ, I cannot move them by sea or air until I spend PP points to re-assign them.
A general breakdown by unit types:
-5x Infantry Regiments (4x Noumea, 1x Luganviille)
-5x Naval Construction Battalions (3x Seabeas Noumea, 2x Seabeas Luganville)
-4x USN Base Forces
-2x US Air Base Forces
-2x US EABs (Aviation)
-1x Marine EAB (Aviation)
-131st USA Aviation ENG Regiment (Large aviation support unit, Noumea)
In addition at Noumea there is 1 Calvary Rgt, 1 Tank Btn, 1 Field Arty Btn, and 1 USMC Arty Btn.
AUSTRALIAN COMMAND (Restricted)
Finally, spread out along the coastline of the continent of Australia, the largest amount of ground units under one command, all restricted. A general type summary:
-6x Artillery Regiments
-2x Coastal Defense (Static, Brisbane & Townsville)
-18x Engineer Units (Various Base Support, Aviation and Naval Support units)
-6x Infantry Regiments (US 32nd & 41st Inf Divisions)
-12x Infantry Brigades (Australian 1st, 3rd, 6th, 7th Divisions)
Alright, to wrap up there are two additional HQs (1st Australian Corp & 1st Australian Army) . Interesting enough 1st Australian Army is attached to Australian Command – so I don't believe I will be able to move that HQ off continent. However, 1st Australian Corp is attached to MacArthur's Southwest Pacific Command – and it appears as if I should be able to transport that HQ to Port Moresby or elsewhere.
One might ask why would I go to the trouble of writing out the general Allied Ground Forces available in the scenario in an AAR. After all, I only need to click a few buttons in game and quickly have a 'database' table of forces and where they are located.
This is true. But when I first started this scenario. I really had no idea where everything was or even what I started out with. I also had no idea what the HQ structure was, and had to investigate how HQs work in AE. And I still need to read further up on how to use them well. Writing out the general outlay of Allied forces in an AAR – is showing what my own processes are in getting a handle on playing the Guadalcanal scenario. By getting a general bird's eye view of Ground forces and HQs, written out here, I am slowly focusing more on how I will operate and give orders to all the military assets, and know what is available and what is not (restricted).
Next up will be an overview of my Air assets. Including the types of Bombers I will have available, and Fighters, Naval search air units, and Carrier vs. Land air assets.
Over and Out.





