Scenario 7 tutorial AAR - how to do certain things
Moderator: jwilkerson
Re: Scenario 7 tutorial AAR - how to do certain things
Here is the turn summary, a small sailing cargo vessel was sunk.
Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
Re: Scenario 7 tutorial AAR - how to do certain things
Turn 5
8 August 1936
Not much is happening other than bring in more ground units and supplies to Mallorca, capturing some empty bases, one small land combat at Alcudia, and a naval bombardment in order to destroy some supplies.
I looked at one air unit's pilots. Some of them gained some skill levels. In the pink area, the gains for the day are shown in green while the gains for the month are shown in orange.
Here is the turn summary.
8 August 1936
Not much is happening other than bring in more ground units and supplies to Mallorca, capturing some empty bases, one small land combat at Alcudia, and a naval bombardment in order to destroy some supplies.
Preparing the target:From the combat report:
TF 7 (BB Jaime I) bombarding at 155, 104 Colonia de Sant Jordi - 11:00
Port Hits: 65
Supply destroyed: 87
While no devices were disabled or destroyed, the casualties still add up and they may increase the chance of disabling or destroying devices in the future. This means that while the devices may be diminished in their manpower, they are still effective. As the fortifications are decreased, the losses should increase and casualties should increase. The civilian casualties are important for morale purposes but only in longer scenarios.Republican ranged barrage at 156, 98 - Alcudia (Light Urban terrain)
Weather in hex: Clear wind 1
Attacker artillery value: 95
Defender losses: 20 Casualties
Squads lost: 4 disabled, 0 destroyed
Vehicles lost: 0 disabled, 0 destroyed
Guns lost: 0 disabled, 0 destroyed
Units Destroyed: 0
City Hits: 2 - 4 Civilian casualties
0 structure(s) damaged
0 structure(s) destroyed
The situation on Mallorca today.Weather in hex: Clear wind 2
Republican deliberate attack at 156, 98 - Alcudia (Light Urban terrain)
Attacker artillery value: 0
Defender artillery value: 0
Attacker adjusted AV: 8
Defender adjusted AV: 2
Engineer Combat Power 8
Attack odds: 3/1 (Highest fort level 5)
Attack reduces base fortifications to level 0
Attacker now controls 1 of 5 NM in hex
Defender losses: 20 Casualties
Squads lost: 0 disabled, 0 destroyed
Vehicles lost: 0 disabled, 0 destroyed
Guns lost: 0 disabled, 0 destroyed
Units Destroyed: 0
Elements of Bayo Compania de Zapadores have broken through!
Elements of Lopez-Tienda Agrupacion de Mil. have broken through!
Alcudia Administ.de Puertos forts are down to level 0
Gen. Naval Support depot forts are down to level 0
Alcludia Vol. Guarnicion forts are down to level 3
I looked at one air unit's pilots. Some of them gained some skill levels. In the pink area, the gains for the day are shown in green while the gains for the month are shown in orange.
Here is the turn summary.
Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
Re: Scenario 7 tutorial AAR - how to do certain things
Turn 6
9 August 1936
Artillery units in the open are vulnerable to attacks, they should have at least some infantry with them. Armoured units in WIS are available in only limited numbers, the terrain isn't always the best for them, but they are also very good when combined with infantry and artillery units when it is clear terrain. So the enemy was moving a lone artillery unit in open terrain and I attacked them.
But I want to change the unit into something useful, right now it is an RSV unit but I will change it to a Logistical unit to help move supplies. Later I will move the "Gun Limber-Caisson" devices to an artillery unit since they are actually used to supply artillery devices with ammo and propellent. Smaller artillery ammo is one piece, larger artillery ammo is broken down into separate shells and propellant charges.
I see an enemy task force so I will send a surface combat TF after it, in the pink area is how that is done.
9 August 1936
Artillery units in the open are vulnerable to attacks, they should have at least some infantry with them. Armoured units in WIS are available in only limited numbers, the terrain isn't always the best for them, but they are also very good when combined with infantry and artillery units when it is clear terrain. So the enemy was moving a lone artillery unit in open terrain and I attacked them.
So I got some new toys . . .Weather in hex: Clear wind 1
Republican deliberate attack at 155, 100 in Cultivated terrain
Attacker artillery value: 0
Defender artillery value: 0
Attacker adjusted AV: 3
Defender adjusted AV: 0
Engineer Combat Power 0
Attack odds: 1000/1 (Highest fort level 0)
Attacker now controls 5 of 5 NM in hex
Defender losses: 8 Casualties
Squads lost: 0 disabled, 0 destroyed
Vehicles lost: 0 disabled, 7 destroyed
Guns lost: 1 disabled, 0 destroyed
Units Destroyed: 0
Elements of #5a/CNT Barcelona Centuria have broken through!
2o/Mallorca Grupo de Artilleria begins retreat toward Alcudia
2o/Mallorca Grupo de Artilleria leaves behind disabled devices
But I want to change the unit into something useful, right now it is an RSV unit but I will change it to a Logistical unit to help move supplies. Later I will move the "Gun Limber-Caisson" devices to an artillery unit since they are actually used to supply artillery devices with ammo and propellent. Smaller artillery ammo is one piece, larger artillery ammo is broken down into separate shells and propellant charges.
I see an enemy task force so I will send a surface combat TF after it, in the pink area is how that is done.
Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
Re: Scenario 7 tutorial AAR - how to do certain things
Here is the situation on Mallorca with something to note about the AV displayed on the map. From a developer:
Here is the turn summary.
Other areas that display the AV may include the artillery, anti-air, and the CD guns values.The map view excludes artillery, anti air, and CD guns. Pure ground combat assault power. It excludes types of firepower that are of no use when attacking. A high AA or CD gun, even a high Arty value could trigger you into thinking you are strong in hex. When actually the AV for ground combat are low.
Artillery alone will not do much on it's own.
Here is the turn summary.
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Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
Re: Scenario 7 tutorial AAR - how to do certain things
Looking good RJ. Been waiting for someone with your knowledge to do this. Can't wait to see how it ends.
Re: Scenario 7 tutorial AAR - how to do certain things
Thank you! I have a few more turns to post but other issues have popped up.actrade wrote: Tue Apr 07, 2026 4:19 pm Looking good RJ. Been waiting for someone with your knowledge to do this. Can't wait to see how it ends.
Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
Re: Scenario 7 tutorial AAR - how to do certain things
Turn 7
10 August 1936
I Captured an artillery unit. The gun devices are in the pink area, the logistical devices are in the blue area. It is an RSV unit as showing in the green area, in the orange area I can select it to be lend leased which would give the entire unit to an allied power. The Republic del Norte is considered an allied power. The same thing can be done to give Spanish devices to an allied power, be it Germany, Italy, or the Soviet Union. Even if the devices came from those countries, they were sold to the respective sides during the Spanish Civil War so they are considered the owners of the devices. That includes aircraft and not just the land devices.
If I can't form new LCUs due to my settings in the game, when I try to merge the guns to another unit, I get a message that it can't be done. That is shown with the pink arrow. I would either have to change the settings to allow me to form new LCUs or disband the unit containing the devices into the stockpiles, then switch the devices in the unit to the captured devices. A player should always be able to merge the captured logistical devices into another unit. In a long campaign game, a player may have to use captured devices to fill the TO&E of a unit.
Here in the pink area are the different types of units that can be formed with the setting "Form LCU" is on.
10 August 1936
I Captured an artillery unit. The gun devices are in the pink area, the logistical devices are in the blue area. It is an RSV unit as showing in the green area, in the orange area I can select it to be lend leased which would give the entire unit to an allied power. The Republic del Norte is considered an allied power. The same thing can be done to give Spanish devices to an allied power, be it Germany, Italy, or the Soviet Union. Even if the devices came from those countries, they were sold to the respective sides during the Spanish Civil War so they are considered the owners of the devices. That includes aircraft and not just the land devices.
If I can't form new LCUs due to my settings in the game, when I try to merge the guns to another unit, I get a message that it can't be done. That is shown with the pink arrow. I would either have to change the settings to allow me to form new LCUs or disband the unit containing the devices into the stockpiles, then switch the devices in the unit to the captured devices. A player should always be able to merge the captured logistical devices into another unit. In a long campaign game, a player may have to use captured devices to fill the TO&E of a unit.
Here in the pink area are the different types of units that can be formed with the setting "Form LCU" is on.
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Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
Re: Scenario 7 tutorial AAR - how to do certain things
Here is the situation on Mallorca. In the pink circle are the retreated units from Alcudia which is the hex to the right of the circle. As you can see with the hexside control showing (press "W" or "w" to show this) that I control all of the hexsides and thus the enemy can't easily escape nor receive supplies.
Here is the turn summary.
Here is the turn summary.
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- turn summary 10 August 1936.png (170.51 KiB) Viewed 860 times
Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
Re: Scenario 7 tutorial AAR - how to do certain things
Turn 8
11 August 1936
Taking a look at the Operation Report in the game, if you click on any line, it should take you directly to the location on the map. This is useful when ships are repaired and when reinforcements arrive. It does give you information about units for each side.
If you hit "P", you will see symbols on the map where combat has taken place. The combat hex is in the pink circle but you have to hit the top symbol where the yellow arrow is pointing to see the combat report. If there is more than one combat, use the scroll arrow (>) on the keyboard to see them.
As seen in the map above and below, the task force symbols are different. Use "O" to see these task force symbols on the map, just in case you have a hard time seeing the small ship symbols - especially if they are almost the same colour as the sea hexes.
11 August 1936
Taking a look at the Operation Report in the game, if you click on any line, it should take you directly to the location on the map. This is useful when ships are repaired and when reinforcements arrive. It does give you information about units for each side.
If you hit "P", you will see symbols on the map where combat has taken place. The combat hex is in the pink circle but you have to hit the top symbol where the yellow arrow is pointing to see the combat report. If there is more than one combat, use the scroll arrow (>) on the keyboard to see them.
As seen in the map above and below, the task force symbols are different. Use "O" to see these task force symbols on the map, just in case you have a hard time seeing the small ship symbols - especially if they are almost the same colour as the sea hexes.
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- task force symbols when you hit O.png (420.35 KiB) Viewed 857 times
Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
Re: Scenario 7 tutorial AAR - how to do certain things
Here is a new and relatively rare ship, the hospital ship. It can be used as a transport but it goes into a Support Task Force. It can load troops and supplies as shown in the pink area. When it is disbanded at a port, it functions like a hospital so it will help to repair disabled devices.
After unloading units that have formed up into the larger ground units, loading and then unloading them breaks the unit down into its component sub-units so it has to be formed up again. It can be formed up again even if it still has fragments of the sub-units still on ships. If the unit stays in the hex where the TF is unloading, then the fragments will simply join their units again. If the main unit moves out of the hex, the fragments will unload and they can march to the main unit and will automatically rejoin their units. The pink area shows sub-units that arrive later.
Here I am merging captured devices into a unit with the Form LCU set to on. But those guns really should go into an artillery unit.
After unloading units that have formed up into the larger ground units, loading and then unloading them breaks the unit down into its component sub-units so it has to be formed up again. It can be formed up again even if it still has fragments of the sub-units still on ships. If the unit stays in the hex where the TF is unloading, then the fragments will simply join their units again. If the main unit moves out of the hex, the fragments will unload and they can march to the main unit and will automatically rejoin their units. The pink area shows sub-units that arrive later.
Here I am merging captured devices into a unit with the Form LCU set to on. But those guns really should go into an artillery unit.
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- merging captured devices.png (260.99 KiB) Viewed 857 times
Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
Re: Scenario 7 tutorial AAR - how to do certain things
Here are shortages of supplies, fuel, and coal at a base. These will show up as "!" marks at the bases on the map, red are the worst shortages and yellow means that there is an issue. In the blue area is where a player can expand any port if there is one, the airfield, the fortifications, as well as build roads or railroads. The port and airfield can expand up to 3 levels higher than what is listed in the parenthesis which is (-1) here so it can only go up to level 2. You click on the yellow text to build roads based upon the directions of the hexsides, right clicking will change that to building railroads. The green area on the lower left will show any naval support, the naval rearm level, the lighters which are small vessels which load and/or unload ships that are not docked, the number of engineers to do any base construction, and any aviation support available. The engineers and aviation support units must be in combat mode to work. Float planes and flying boats don't use airfields, they take off and land on water so a port is needed for those aircraft. The green area on the lower right shows that you can build extra storage as well as the number and type of logistical support units at a base.
Here is a base that has resource shortages. The yellow shows that it is short on coal and the blue shows that it is short of resources.
This is what the map looks like showing the shortages. The pink circles show the bases with less than 1X the needed supply and/or resource, while the blue shows the bases with more than 1X the needed amount of needed supply and/or but less than 2X the needed supply and/or resource. It is not that important in a short game like this scenario but it becomes very important in the longer scenarios and the campaign game.
Here is a base that has resource shortages. The yellow shows that it is short on coal and the blue shows that it is short of resources.
This is what the map looks like showing the shortages. The pink circles show the bases with less than 1X the needed supply and/or resource, while the blue shows the bases with more than 1X the needed amount of needed supply and/or but less than 2X the needed supply and/or resource. It is not that important in a short game like this scenario but it becomes very important in the longer scenarios and the campaign game.
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- supply or resource shortages.png (308.79 KiB) Viewed 855 times
Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
Re: Scenario 7 tutorial AAR - how to do certain things
Here is the summary for the turn.
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- 11 august 1936 turn summary.png (173.5 KiB) Viewed 855 times
Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
Re: Scenario 7 tutorial AAR - how to do certain things
Turn 9
12 August 1936
Just moving more units and supplies to Mallorca while having some smaller battles. The big and long battle will be at Palma but I want to eliminate other enemy positions first so I can concentrate everything on Palma. I want to be able to use my naval combat ships to bombard Palma.
When you have captured devices in an RSV unit, if you are playing with "Form LCU" on then you can turn the RSV unit into a lot of other unit types. One thing to be aware of, the experience will be 0 to start! So they will need a lot of training to be effective in combat.
Here is the situation on Mallorca.
Here is the turn summary.
12 August 1936
Just moving more units and supplies to Mallorca while having some smaller battles. The big and long battle will be at Palma but I want to eliminate other enemy positions first so I can concentrate everything on Palma. I want to be able to use my naval combat ships to bombard Palma.
When you have captured devices in an RSV unit, if you are playing with "Form LCU" on then you can turn the RSV unit into a lot of other unit types. One thing to be aware of, the experience will be 0 to start! So they will need a lot of training to be effective in combat.
Here is the situation on Mallorca.
Here is the turn summary.
- Attachments
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- 12 August turn summary.png (179.39 KiB) Viewed 852 times
Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
