Where the eastern wind is blowing... AAR against Canoerebel

Post descriptions of your brilliant victories and unfortunate defeats here.

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CRations
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RE: Where the eastern wind is blowing... AAR against Canoerebel

Post by CRations »

Can I ask what the loss ratios looked like from the combat report?

I'm curious about other factors that have an influence on the combat roll... What was the level of planning you had for FO in your stack? Did you have any HQ units in range to help with the planning? And your division & HQ leaders - did you change any of them to get better stats?

Did you include ground attacks from air assets to help reduce the allied units effectiveness?

I hope you don't mind all of my questions - I'm just trying to get a picture in my head of the battle for that day. Sometimes, no matter how I stack the dice, I still roll snake-eyes. Do you think this was just a bad roll of the dice?


CR
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RE: Where the eastern wind is blowing... AAR against Canoerebel

Post by Hortlund »

All the leaders are 70+, all supply and support are in the whites. Prep is between 30-60 depending on unit. No forts because of air-attacks on the runways. Paras dropped both days. One Corps HQ in the hex that commands two of the divisions.

Day 1

--------------------------------------------------------------------------------

Ground combat at Clark Field (79,76)

Japanese Shock attack

Attacking force 108175 troops, 1120 guns, 705 vehicles, Assault Value = 3456

Defending force 43009 troops, 616 guns, 534 vehicles, Assault Value = 1291

Japanese engineers reduce fortifications to 0

Japanese adjusted assault: 2080

Allied adjusted defense: 1915

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

Japanese Assault reduces fortifications to 0

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

Japanese ground losses:
5562 casualties reported
Squads: 39 destroyed, 510 disabled
Non Combat: 9 destroyed, 75 disabled
Engineers: 100 destroyed, 143 disabled
Guns lost 28 (6 destroyed, 22 disabled)
Vehicles lost 116 (12 destroyed, 104 disabled)


Allied ground losses:
3792 casualties reported
Squads: 42 destroyed, 408 disabled
Non Combat: 4 destroyed, 60 disabled
Engineers: 9 destroyed, 33 disabled
Guns lost 94 (6 destroyed, 88 disabled)
Vehicles lost 12 (2 destroyed, 10 disabled)


Assaulting units:
19th Ind. Engineer Regiment
16th Division
7th Tank Regiment
20th Ind. Engineer Regiment
4th Tank Regiment
18th Division
Imperial Guards Division
48th Division
33rd Division
21st Division
38th Division
3rd Ind. Engineer Regiment
4th Division
Yokosuka 1st SNLF /2
9th Ind.Hvy.Art. Battalion
1st Medium Field Artillery Regiment
2nd Ind.Hvy.Art. Battalion
14th Army
15th Ind.Art.Mortar Battalion
8th Medium Field Artillery Regiment
3rd Ind.Hvy.Art. Battalion
2nd Mortar Battalion
1st Hvy.Artillery Regiment
2nd Ind.Art.Mortar Battalion

Defending units:
4th Marine Regiment
51st PA Infantry Division
91st PA Infantry Division
26th PS Cavalry Regiment
1st PA Infantry Division
194th Tank Battalion
21st PA Infantry Division
14th PS Engineer Regiment
31st PA Infantry Division
1st PA Constabulary Regiment
41st PA Infantry Division
31st Infantry Regiment
192nd Tank Battalion
11th PA Infantry Division
71st PA Infantry Division
2nd PA Constabulary Regiment
86th PS Coastal Artillery Battalion
USAFFE
I Philippine Corps
Clark Field USAAF Base Force
Far East USAAF
200th & 515th Coast AA Regiment
Cavite USN Base Force
1st PI Base Force
Subic Bay Defenses






Day 2
--------------------------------------------------------------------------------

Ground combat at Clark Field (79,76)

Japanese Shock attack

Attacking force 102243 troops, 1119 guns, 691 vehicles, Assault Value = 2968

Defending force 40219 troops, 609 guns, 531 vehicles, Assault Value = 952

Japanese adjusted assault: 1690

Allied adjusted defense: 1414

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

Japanese Assault reduces fortifications to 0

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

Japanese ground losses:
4003 casualties reported
Squads: 12 destroyed, 282 disabled
Non Combat: 8 destroyed, 102 disabled
Engineers: 36 destroyed, 77 disabled
Guns lost 33 (4 destroyed, 29 disabled)
Vehicles lost 75 (23 destroyed, 52 disabled)


Allied ground losses:
846 casualties reported
Squads: 37 destroyed, 139 disabled
Non Combat: 4 destroyed, 104 disabled
Engineers: 7 destroyed, 3 disabled
Guns lost 45 (9 destroyed, 36 disabled)
Vehicles lost 61 (12 destroyed, 49 disabled)


Assaulting units:
3rd Ind. Engineer Regiment
Imperial Guards Division
4th Division
48th Division
7th Tank Regiment
16th Division
21st Division
20th Ind. Engineer Regiment
38th Division
18th Division
33rd Division
4th Tank Regiment
Yokosuka 1st SNLF /2
3rd Ind.Hvy.Art. Battalion
14th Army
1st Medium Field Artillery Regiment
8th Medium Field Artillery Regiment
2nd Ind.Hvy.Art. Battalion
19th Ind. Engineer Regiment
2nd Mortar Battalion
15th Ind.Art.Mortar Battalion
1st Hvy.Artillery Regiment
9th Ind.Hvy.Art. Battalion
2nd Ind.Art.Mortar Battalion

Defending units:
192nd Tank Battalion
4th Marine Regiment
1st PA Constabulary Regiment
31st PA Infantry Division
194th Tank Battalion
31st Infantry Regiment
26th PS Cavalry Regiment
91st PA Infantry Division
1st PA Infantry Division
11th PA Infantry Division
41st PA Infantry Division
21st PA Infantry Division
51st PA Infantry Division
14th PS Engineer Regiment
71st PA Infantry Division
2nd PA Constabulary Regiment
Clark Field USAAF Base Force
Cavite USN Base Force
I Philippine Corps
USAFFE
1st PI Base Force
200th & 515th Coast AA Regiment
Far East USAAF
86th PS Coastal Artillery Battalion
Subic Bay Defenses
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CRations
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RE: Where the eastern wind is blowing... AAR against Canoerebel

Post by CRations »

So you started with a tad over 2:1 in troops.

For me - I'd bomb & shell the crap out of the allies for a day or two to try and keep the enemy suppressed while my grunts recover and then I'd shock again. That's SOP - right?

I seem to remember reading someone's AAR (or maybe the questions\answers for newbees?) where they said there is an advantage by having double the supplies needed? Do you know if that is true?

I liked seeing engineers reduce forts to 0. Seeing what looks like 2/5ths of the engineer squads destroyed looks yukky tho.

Is there any advantage to dividing the divisions and then recombining them? Does that change how fast they recover?

Does dropping a para-unit force a shock attack?

And thanks for the show-and-tell. Not to sound rude but it's much better to learn on someone else s dime if there's an option. [:D][:D][:D]


CR
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RE: Where the eastern wind is blowing... AAR against Canoerebel

Post by Historiker »

ORIGINAL: Panzerjaeger Hortlund

ORIGINAL: Historiker

Interesting approach, your march on Canada. Will you go for inner bases or just stick to the isolated bases at the coast?
This will sure be interesting :)

Depends on what the defences looks like. I am somewhat reluctant to attack on shore, since that will bring the entire US restricted army into play.

If Im reading the tea-leaves correctly, he is reinforcing in Canada/northern US, so that seems to indicate there will not be any huge land offensive up here. Just a credible threat that draws him in, making him commit more and more forces up here.

And, like I said, I think he will launch his first counteroffensive up here. There are just too many benefits for him not to really. It is close to his home bases, far from mine, he can use restricted bomber units even. The shape of the Japanese defensive positions will resemble the cresent of the moon, he will have alot of CVs avaliable together with the ability to raid north from Pearl etc. If I just show him the KB somewhere completely elsewhere, like around India, I think he will launch a big attack aimed at Cold Harbor - Attu with the objective of completely cutting off everything east of there.

And that is where Im planning to be waiting for him.
Sounds very sound! When you really know where he'll attack, you can prepare accordingly. Very interesting approach.

So apart from China and Alaska, you'll mainly stick to the historic expansion?
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RE: Where the eastern wind is blowing... AAR against Canoerebel

Post by Crackaces »

I really hate the WWI-trenches of Clark. Must every allied player always put every single unit in that hex?

The pwhex file with stacking limits prevents this ...[;)] and the Chineese Death Stars .. just for future reference ..
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RE: Where the eastern wind is blowing... AAR against Canoerebel

Post by Hortlund »

Here is an overview of what will happen in the next few months in China.

Verdun
Two objectives here.
1. Make Canoe think Im serious about pushing towards Sian or due west from the plains.
2. Kill 350 Squads per month

Feint from Indo-China
Three militia regiments will march through the jungle north. With any luck, Canoe will spot them and send reinforcements this way.

Feint around Changsa
A big stack of 2k AV will move around in a threatening manner around the Changsa-area. Hopefully this will make Canoe think Im attacking in this area.

The big push
Roughly 2k AV together with massive artillery support. This attack aims to cut the connections between north and central China. If successful, this should further limit the Chinese supply situation. After the connection is cut, I will clear out all the northern bases.

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RE: Where the eastern wind is blowing... AAR against Canoerebel

Post by Hortlund »

ORIGINAL: Historiker
Sounds very sound! When you really know where he'll attack, you can prepare accordingly. Very interesting approach.

So apart from China and Alaska, you'll mainly stick to the historic expansion?

More or less. It seems he is not defending Darwin, so Im going to try to take it too. Ive only committed 2 tank units, but there doesnt seem to be much resistance. Not too sure about Port Moresby. He doesnt seem to defend that either. I was planning on not taking PM or Darwin, but I might reconsider.
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RE: Where the eastern wind is blowing... AAR against Canoerebel

Post by Hortlund »

ORIGINAL: CRations

So you started with a tad over 2:1 in troops.

For me - I'd bomb & shell the crap out of the allies for a day or two to try and keep the enemy suppressed while my grunts recover and then I'd shock again. That's SOP - right?

I seem to remember reading someone's AAR (or maybe the questions\answers for newbees?) where they said there is an advantage by having double the supplies needed? Do you know if that is true?

I liked seeing engineers reduce forts to 0. Seeing what looks like 2/5ths of the engineer squads destroyed looks yukky tho.

Is there any advantage to dividing the divisions and then recombining them? Does that change how fast they recover?

Does dropping a para-unit force a shock attack?

And thanks for the show-and-tell. Not to sound rude but it's much better to learn on someone else s dime if there's an option. [:D][:D][:D]


CR
Yeah, the more supplies the better.

Ive heard that dividing divisions does make them recover faster, I doubt it though. I think it is more important to have a good leader (good admin-rating). But perhaps you recover faster if you have a good leader for each sub-unit of the division.

No, only the para-unit does a shock attack, the rest of the stack does a deliberate attack.
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RE: Where the eastern wind is blowing... AAR against Canoerebel

Post by Crackaces »

Ive heard that dividing divisions does make them recover faster, I doubt it though.

So far what I have experinced in the algorithum I can rationalize why this might be true. It seems that the game picks a unit meting alll the criteria for replacements, and then allocates a maximum number of replacements to that unit. Thus if a Division is divided into the 3 units each of the units is eligible for replacements. Thus supporting the notion of dividing divisions into smaller units. But I think you have a point in that the Admin rating for each of the units would need to be checked.
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RE: Where the eastern wind is blowing... AAR against Canoerebel

Post by Hortlund »

I realize I havent been updating this AAR enough. Sorry about that. Lots of RL-stuff. I'll do a quick text-only walkthrough of the past two weeks.


Burma
I only have one regiment here, together with half an infantry brigade and some Thai units. Despite this, we have cut the Burma road, and yesterday Rangoon fell. After the achievement of our initial objective (to cut the Burma road) this is a sideshow really. Im just trying to grab terrain.

Seems to be an allied buildup in the Andamans. Port Blair has 4 units and fighter cover.

Malaya
Everything is holed up in Singapore and about 1000 Jap AV is watching Johore Bharu. Im sending in bombers everyday to keep the airfields of Singapore supressed.

Java
Some small units have been on-shore for two weeks. No counterattack and no defensive concentration from the Dutch. we are slowly moving down towards Soerebaja. Ive moved in three regiments from Malaya to help with the conquest. These units should be enough to complete the conquest.

Lower NEI/Darwin
Two tank regiments are ashore, moving to cut off Darwin. The enemy seems to be retreating from Darwin, which is unexpected and great. Sun Tzu works.

Rabaul
Nothing much going on here. I have Lae, Shortlands and Rabaul. Im not sure what to do with Port Moresby. He didnt defend Darwin. Does that mean he isnt defending Port Moresby either?

Philippines
The senseless slaughter at the Somme..I mean Clark continues.

NoPac
I'll post a screenshot next turn. Im building a naval base at Juneau. Siege of Anchorage continues.

The era of procrastination, of half-measures, of soothing and baffling expedients, of delays, is coming to a close.
In its place we are entering a period of consequences..
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RE: Where the eastern wind is blowing... AAR against Canoerebel

Post by pws1225 »

I'm curious about one aspect of your China plan. Is it possible to supply 2,000 AV for The Big Push using the trails from Paotow to Lanchow? That seems like an awfully long way to go with a thin supply trail. Truly, my experience with the land game in China is limited, so you may be on to aspect of the game that will broaden my horizons.

Regards, Paul
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RE: Where the eastern wind is blowing... AAR against Canoerebel

Post by fcharton »

Hi,

In China, you need to attend to Yenan if you want your north western expedition to succeed. While the Chinese hold Yenan and can keep it supplied, they can easily cut your life line north of the Yellow River, complicating your offensive (esp. before you hold and build Ningsia).

Also, once you hold Yenan (or isolate it) you can also threaten on Sian from the north, with an attrition battle in Nanyang and another column threatening Lanchow, this puts CR between an rock and a hard place.

The difficulty would then be to isolate Yenan without raising too many suspicions...

Francois
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RE: Where the eastern wind is blowing... AAR against Canoerebel

Post by erstad »

Right now Im using bombers to attack airfields in order to cause damage that prevents fort buildup and cost supplies to repair.

Repairs don't cost supplies. Although the bombing itself can cause supply hits.
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RE: Where the eastern wind is blowing... AAR against Canoerebel

Post by Hortlund »

Yeah, you are right
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RE: Where the eastern wind is blowing... AAR against Canoerebel

Post by Hortlund »

ORIGINAL: fcharton

Hi,

In China, you need to attend to Yenan if you want your north western expedition to succeed. While the Chinese hold Yenan and can keep it supplied, they can easily cut your life line north of the Yellow River, complicating your offensive (esp. before you hold and build Ningsia).

Also, once you hold Yenan (or isolate it) you can also threaten on Sian from the north, with an attrition battle in Nanyang and another column threatening Lanchow, this puts CR between an rock and a hard place.

The difficulty would then be to isolate Yenan without raising too many suspicions...

Francois


Yenan does not seem to be defended. He has two units there and only 5k troops. Probably a baseforce and a corps. I'll move in a brigade or something to keep them pinned down there. The trick, as you put it, is to do that without tipping him off about the offensive. Soon I will be having 30-40 units marching down that road in northern China.
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RE: Where the eastern wind is blowing... AAR against Canoerebel

Post by Hortlund »

ORIGINAL: pws1225

I'm curious about one aspect of your China plan. Is it possible to supply 2,000 AV for The Big Push using the trails from Paotow to Lanchow? That seems like an awfully long way to go with a thin supply trail. Truly, my experience with the land game in China is limited, so you may be on to aspect of the game that will broaden my horizons.

Regards, Paul

Yeah, the dirt road should be enough. Also Im not looking for a quick battle here. I will want to cut off the road south, after that I dont mind if it takes a year until the base falls. Whats important is to cut off the flow of supplies south.
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RE: Where the eastern wind is blowing... AAR against Canoerebel

Post by ny59giants »

Where is Southern Command HQ and what base is it prepping for?? If you are going for Luzon before Singapore, then she should be on Luzon and prepping for Clark. "IF" a Command HQ passes the dice rolls, then a 90% increase in Assault Value is added. See section 8.1.1 Headquarters of manual on page 178. You have four Command HQs - Southern, SE Fleet, 4th Fleet, and 5th Fleet that are non-restrictive.

In my game as Japan in 9/43, the SE Fleet is going around the map to allow BFs to upgrade. I have 5th Fleet at Rangoon be used here. Another benefit of a Command HQ is they will allow replacements to flow into an LCU daily vs every three days for an Army/Corp HQ if the supply situation is 2x required. Yes, a division broken down and assigned good leaders will rebuild faster than a whole division.

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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khyberbill
Posts: 1941
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RE: Where the eastern wind is blowing... AAR against Canoerebel

Post by khyberbill »

Good stuff. Thanks for posting. There will be a test at 10 please review.
"Its a dog eat dog world Sammy and I am wearing Milkbone underwear" -Norm.
fcharton
Posts: 1112
Joined: Mon Oct 04, 2010 5:51 pm
Location: France

RE: Where the eastern wind is blowing... AAR against Canoerebel

Post by fcharton »

ORIGINAL: Panzerjaeger Hortlund
Yenan does not seem to be defended. He has two units there and only 5k troops. Probably a baseforce and a corps. I'll move in a brigade or something to keep them pinned down there. The trick, as you put it, is to do that without tipping him off about the offensive. Soon I will be having 30-40 units marching down that road in northern China.

Actually, you don't need to take Yenan until you're over the loop of the Yellow River. If recon shows he's evacuated the place, a para landing, perhaps with airbone reinforcements, would do, and you can delay the invasion until your main column is detected, which can be pretty late...

Francois
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Hortlund
Posts: 2162
Joined: Fri Oct 13, 2000 8:00 am

RE: Where the eastern wind is blowing... AAR against Canoerebel

Post by Hortlund »

ORIGINAL: ny59giants
Where is Southern Command HQ and what base is it prepping for??

Johore Bharu prepping for Singapore.


Yea, that list is a must-read. I had it printed out a while ago.
The era of procrastination, of half-measures, of soothing and baffling expedients, of delays, is coming to a close.
In its place we are entering a period of consequences..
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