Hell Hath Frozen Over (Scout1 (J) vs Lowpe (A)

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Lowpe
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RE: Hell Hath Frozen Over (Scout1 (J) vs Lowpe (A)

Post by Lowpe »

ORIGINAL: GetAssista
Everything else is crap, except maybe some aviation support units

Where do you get this "early Sam" idea from? It does not have upgrade chains, so research should be done honestly. First research factories will come online late 43, and then there is research to be accumulated.

I plan on buying out a Dutch AA unit on Lautem and shipping them to Oz early on.

Andy didn't fix it. It doesn't show up in the mod notes, and in the thread Andy says he fixed it. I checked in scenario 1 it is fixed, but I never checked scenario 2 and now it is too late.



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Lowpe
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RE: Hell Hath Frozen Over (Scout1 (J) vs Lowpe (A)

Post by Lowpe »

ORIGINAL: mind_messing
I am going to have to figure out how to use the Airacobra and P39. How to structure them to stop Zero and then George Sweeps. A challenge no doubt.

I'm generating really good results against P-38s with Oscars and Nicks on ultra-low CAP against high altitude sweeps. Don't think I've went higher than 5k yet. The first group that gets jumped tends to take a fair battering from the dive bonus, but it tends to even out as the other squadrons feed in.

It's been effective enough that I'm happy with it - much better than fighting stratosweep with stratoCAP.
The USN! Wow, this is the threat to the Empire. JFB's who fritter away their strength running roughshod over the Commonwealth and US Army while neglecting the USN are in for a shock. In all of my games, it is the USN that was always first and foremost in my mind.

The Allies are generally never more than 3 invasions away from bombing Honshu...and as long as you don't screw the USN up, there is hope for stunning turnarounds and when it happens, it happens so fast and the pace of advance so startling.

I think it was Bullwinkle that said that AE is primarily a naval game, and he's right!

Airplanes are all well and good, but I think there is a lot to be said for leveraging the Allied fleet train properly. There's not quite the flexibility of the IJN in terms of conversions from merchantmen, but there's plenty of depth to use them to turn dot bases in the Pacific into rearming points for just about anything.


Nicks plus something that can dance, was always my go to choice for answering P38s...

USN is a beast.[:)]
GetAssista
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RE: Hell Hath Frozen Over (Scout1 (J) vs Lowpe (A)

Post by GetAssista »

ORIGINAL: Lowpe
Andy didn't fix it. It doesn't show up in the mod notes, and in the thread Andy says he fixed it. I checked in scenario 1 it is fixed, but I never checked scenario 2 and now it is too late.
Oh, I see... My version of Andy's Stock 2 has all that upgrade chain bonanza fixed. And it's the recent one, cause I played with the bonanza before.

Well, Scott can always play it like it was intended instead of like it is in the scenario ) Also, the engine is far off, and moving it very early requires some serious engine investment taking away from other engines. There are few engine factories overall.
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RE: Hell Hath Frozen Over (Scout1 (J) vs Lowpe (A)

Post by RangerJoe »

ORIGINAL: Lowpe
ORIGINAL: GetAssista
Everything else is crap, except maybe some aviation support units

Where do you get this "early Sam" idea from? It does not have upgrade chains, so research should be done honestly. First research factories will come online late 43, and then there is research to be accumulated.

I plan on buying out a Dutch AA unit on Lautem and shipping them to Oz early on.

Andy didn't fix it. It doesn't show up in the mod notes, and in the thread Andy says he fixed it. I checked in scenario 1 it is fixed, but I never checked scenario 2 and now it is too late.



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Darn, you posted it!

Oh well, it was bound to get out.

There is another thing that I saw. I thought that the 144th regiment that invades Guam with a major General in charge was part of a division where most of it is in the DEI or ends up there. In the scenario version that I have, it is not. I would have to load another version of the game without this scenario and then compare it to be sure. But ah is lazy and I am thinking of
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
:twisted: ; Julia Child
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Lowpe
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RE: Hell Hath Frozen Over (Scout1 (J) vs Lowpe (A)

Post by Lowpe »

ORIGINAL: GetAssista
ORIGINAL: Lowpe
Andy didn't fix it. It doesn't show up in the mod notes, and in the thread Andy says he fixed it. I checked in scenario 1 it is fixed, but I never checked scenario 2 and now it is too late.
Oh, I see... My version of Andy's Stock 2 has all that upgrade chain bonanza fixed. And it's the recent one, cause I played with the bonanza before.

Well, Scott can always play it like it was intended instead of like it is in the scenario ) Also, the engine is far off, and moving it very early requires some serious engine investment taking away from other engines. There are few engine factories overall.

I downloaded it July 10th.

Scott says he is poor at accelerating planes...which why he is more comfortable with PDU off.


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Lowpe
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RE: Hell Hath Frozen Over (Scout1 (J) vs Lowpe (A)

Post by Lowpe »

ORIGINAL: RangerJoe

ORIGINAL: Lowpe
ORIGINAL: GetAssista
Everything else is crap, except maybe some aviation support units

Where do you get this "early Sam" idea from? It does not have upgrade chains, so research should be done honestly. First research factories will come online late 43, and then there is research to be accumulated.

I plan on buying out a Dutch AA unit on Lautem and shipping them to Oz early on.

Andy didn't fix it. It doesn't show up in the mod notes, and in the thread Andy says he fixed it. I checked in scenario 1 it is fixed, but I never checked scenario 2 and now it is too late.



Image

Darn, you posted it!

Oh well, it was bound to get out.

There is another thing that I saw. I thought that the 144th regiment that invades Guam with a major General in charge was part of a division where most of it is in the DEI or ends up there. In the scenario version that I have, it is not. I would have to load another version of the game without this scenario and then compare it to be sure. But ah is lazy and I am thinking of

You don't even play pbem...It is a cheesy exploit that should be fixed. In all seriousness, it should not be called scenario 2. It is a very intriguing mod...


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Lowpe
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RE: Hell Hath Frozen Over (Scout1 (J) vs Lowpe (A)

Post by Lowpe »

Anybody know what Commander traits might be used to effect a battle 1 hex away from a HQc?

Leadership -- gain experience?
Inspiration -- morale?
Admin - disruption?
Aggression - AV?


Any idea, or is the HQc worthless except as a damage soak in off base hexes?



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rustysi
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RE: Hell Hath Frozen Over (Scout1 (J) vs Lowpe (A)

Post by rustysi »

I'm generating really good results against P-38s with Oscars and Nicks on ultra-low CAP against high altitude sweeps.

What no Tojo's. IIRC Japan can get those quite early too, and it is a different beast.
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RE: Hell Hath Frozen Over (Scout1 (J) vs Lowpe (A)

Post by BBfanboy »

ORIGINAL: Lowpe

Anybody know what Commander traits might be used to effect a battle 1 hex away from a HQc?

Leadership -- gain experience?
Inspiration -- morale?
Admin - disruption?
Aggression - AV?


Any idea, or is the HQc worthless except as a damage soak in off base hexes?

The things you list are what I understand may come into play. The Admin. benefits may require being in the same hex. I think the aggressiveness can influence how long the unit fires during that phase of battle. I note that the historic land unit leaders who were considered good DID have great skill in Land.

Although others have said that the Skill of the HQ leader does not come into play in battle, I think it may be a factor in experience gains during rest periods - i.e. influencing the unit training program. I have no stats to confirm this supposition.

In the end the purpose of an HQ is to give the unit the directions it needs and get the stuff it needs to do its job. The first part sounds like leadership and inspiration, the second part sounds like squad/equipment acquisition and upgrades, and TLC after battle.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
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RangerJoe
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RE: Hell Hath Frozen Over (Scout1 (J) vs Lowpe (A)

Post by RangerJoe »

ORIGINAL: Lowpe
ORIGINAL: RangerJoe

ORIGINAL: Lowpe



I plan on buying out a Dutch AA unit on Lautem and shipping them to Oz early on.

Andy didn't fix it. It doesn't show up in the mod notes, and in the thread Andy says he fixed it. I checked in scenario 1 it is fixed, but I never checked scenario 2 and now it is too late.



Image

Darn, you posted it!

Oh well, it was bound to get out.

There is another thing that I saw. I thought that the 144th regiment that invades Guam with a major General in charge was part of a division where most of it is in the DEI or ends up there. In the scenario version that I have, it is not. I would have to load another version of the game without this scenario and then compare it to be sure. But ah is lazy and I am thinking of

You don't even play pbem...It is a cheesy exploit that should be fixed. In all seriousness, it should not be called scenario 2. It is a very intriguing mod...

I don't play PBEM yet. Certain things need to happen first. Maybe this winter I can start some small scenarios. Or maybe do an AAR, people can help me and point out things to help me prepare against a human opponent.

I would actually suggest renumbering it to a user mod.

Also, the Tojo comes in month 9 and not month 6.

There are also things that I want to research and possibly change. As an example, the DD Alden was transferred to the Caribbean, then scrapped in 1944. Commander Ernest Evans MOH was on that ship as a junior officer in the DEI and I think that he was ashamed of what happened there. I think that is why, without orders, he had his ship charge the Kaigun and launch torpedoes.
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

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RE: Hell Hath Frozen Over (Scout1 (J) vs Lowpe (A)

Post by CaptBeefheart »

You don't get many DC-3s, but later on the RAF gets plenty of Dakotas. Dakota squadrons seem to always be filled in my games, while USAAF C-47 squadrons always seem to be light.
Well, the Empire wants to be spotted 10-15 points, not sure what more I can give him....30+ ships and the potential for Sam super early, plus he informs me he has worked out merging magic move task forces with I guess normal task forces....

Like someone else said, this is a bit worrying. If everything doesn't go according to plan, will he quit? If so, let's hope someone else is willing to step in.

Cheers,
CB
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Alfred
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RE: Hell Hath Frozen Over (Scout1 (J) vs Lowpe (A)

Post by Alfred »

ORIGINAL: Lowpe


...I don't think anyone really knows what exactly leaders do...

Two reasons for this.

1. Impossible to be definitive without disclosing the algorithms. And there are a lot of algorithms involved.

2. The usual thread referred to on Leaders and how they impact the game, is not a thread I place any value. It provides players with a false sense of security that they are using leaders well.

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RE: Hell Hath Frozen Over (Scout1 (J) vs Lowpe (A)

Post by Alfred »

ORIGINAL: Lowpe

Anybody know what Commander traits might be used to effect a battle 1 hex away from a HQc?

Leadership -- gain experience?
Inspiration -- morale?
Admin - disruption?
Aggression - AV?


Any idea, or is the HQc worthless except as a damage soak in off base hexes?

Why do you think LCUs jump the chain of command and rely on HQ leader?

Regarding those traits, read my comments in this thread.

https://www.matrixgames.com/forums/tm.a ... e&#4381076

Alfred
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Lowpe
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RE: Hell Hath Frozen Over (Scout1 (J) vs Lowpe (A)

Post by Lowpe »

ORIGINAL: CaptBeefheart

Like someone else said, this is a bit worrying. If everything doesn't go according to plan, will he quit? If so, let's hope someone else is willing to step in.

I am not sure I get that feeling from his emails.

I think he feels over matched, not by me but by the collective group community. He has mentioned several times about putting up a good fight...

I am a little disappointed by the slow start, which he has communicated to me from the get go (I did misinterpret one email) and apologized for. But it is a long game and rl does crop up.


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Lowpe
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RE: Hell Hath Frozen Over (Scout1 (J) vs Lowpe (A)

Post by Lowpe »

ORIGINAL: Alfred

ORIGINAL: Lowpe

Anybody know what Commander traits might be used to effect a battle 1 hex away from a HQc?

Leadership -- gain experience?
Inspiration -- morale?
Admin - disruption?
Aggression - AV?


Any idea, or is the HQc worthless except as a damage soak in off base hexes?

Why do you think LCUs jump the chain of command and rely on HQ leader?

Regarding those traits, read my comments in this thread.

https://www.matrixgames.com/forums/tm.a ... gue�

Alfred

I have that comment cut and pasted and have referenced it about 10 times in the last 3 weeks...[&o]

To answer your question, I don't think LCUs jump the chain of command and rely upon a HQ Leader, but I do have a working swag that a HQc in range can influence the ground combat unit in more ways than merely a possible 0-10% AV improvement if both are prepped for the same base.

I base my swag on a few things: one the post you link has a developer comment that HQs within range with high admin leaders can help units recover from disablements. Yes, it is not combat, but it is a ranged influence on units from a HQ.

And then there is another developer comment that there are over 100 inputs into deciding whether or not a ground combat report gets a positive or negative leadership tag on the combat report. This is weak admittedly, and refers to a label to boot.

One of my guiding principles in playing this game is to assume that the game is very deep. It seems reasonable to assume that a HQ in close contact with other units would impact it for good or worse in real life and hence I carry that assumption forward into the game.

Finally, there is my anecdotal observations of many ground combats, with and without an HQc within range in offbase hexes and in base hexes with minimal prep. I pointed out this recently in my Dorniers AAR in taking Rabaul.

As usual, I can be drawing all the wrong conclusions...


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RE: Hell Hath Frozen Over (Scout1 (J) vs Lowpe (A)

Post by RangerJoe »

We all can draw wrong conclusions. But I think that the Admin is the paperwork part in getting the supplies that are needed, in the correct quantity, and then distributing them properly. So the unit seems to get the devices that are needed.

Inspiration seems to me whether or not the leader can get the men (and women) to do more than the minimum, to help them get back into the fight. In other words, the disabled devices seem to get repaired sooner. Morale also seems to go up but not necessarily the units morals.

But those are my opinions.
Seek peace but keep your gun handy.

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RE: Hell Hath Frozen Over (Scout1 (J) vs Lowpe (A)

Post by Lowpe »

ORIGINAL: BBfanboy

ORIGINAL: Lowpe

Anybody know what Commander traits might be used to effect a battle 1 hex away from a HQc?

Leadership -- gain experience?
Inspiration -- morale?
Admin - disruption?
Aggression - AV?


Any idea, or is the HQc worthless except as a damage soak in off base hexes?


Although others have said that the Skill of the HQ leader does not come into play in battle, I think it may be a factor in experience gains during rest periods - i.e. influencing the unit training program. I have no stats to confirm this supposition.

I think an HQc does impact units in ground combat far more than it is normally thought if it is within its command radius.

I am not sure that leadership skill influences training. It might influence the speed of combat learning. I am speaking here solely of an HQc's Commanders skills influencing an in hex or adjacent hex land combat unit.

Although the argument has been made that training (specifically shakedown cruises) are not influenced by leader skills. This logic might carry over to lcu training thru preparation points...that leaders have no influence on this type of training.

Back to my original question and example, with Chinese units having poor experience, it might prove beneficial to have an HQc one hex away from off base combats with a high leader commander to speed experience gains thru actual combat. Then again it might not because the HQ leader plays no role, or if the HQc leader has poor traits in Land and other skills that might negatively influence the fight. [:)] All guesswork on my part.

Carry that logic forward, would a high inspiration HQc have a beneficial influence on morale on adjacent units or would high Land improve the AV calculations. Gets complicated super fast.

I plan on looking at this...as Japan, you never really get enough HQs to make a lot of experimentation possible. But China does.[:)]

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Lowpe
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RE: Hell Hath Frozen Over (Scout1 (J) vs Lowpe (A)

Post by Lowpe »

Speaking of HQs, does anyone know if there is a benefit from having multiple HQs.

IF a unit fails one check, does it get a 2nd check if another HQ is within range? Or can it get multiple positive influences from distinct HQs.

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Lowpe
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RE: Hell Hath Frozen Over (Scout1 (J) vs Lowpe (A)

Post by Lowpe »

ORIGINAL: RangerJoe



Also, the Tojo comes in month 9 and not month 6.

I thought the Tojo always comes in September. In my current Ironman game it does.

GetAssista
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RE: Hell Hath Frozen Over (Scout1 (J) vs Lowpe (A)

Post by GetAssista »

ORIGINAL: Lowpe
To answer your question, I don't think LCUs jump the chain of command and rely upon a HQ Leader, but I do have a working swag that a HQc in range can influence the ground combat unit in more ways than merely a possible 0-10% AV improvement if both are prepped for the same base.
HQc influence is not 0-10%, it is more than x2 increase on adjusted AV on average when fully prepped. I had a research on that in the usual place.
ORIGINAL: Lowpe
Speaking of HQs, does anyone know if there is a benefit from having multiple HQs.

IF a unit fails one check, does it get a 2nd check if another HQ is within range? Or can it get multiple positive influences from distinct HQs.
Several HQc - did not test that, I assume than the highest prep wins. Except the mundane "more support squads - better R&R"
Multiple positive - definitely no. Unless it is HQc and command HQ, those two do accumulate to potentially enormous bonuses.
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