Battleground Italy - vs Axis AI
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barkhorn45
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RE: Battleground Italy - vs Axis AI
You may want to set the supply priority on the air bases to 4.
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barkhorn45
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RE: Battleground Italy - vs Axis AI
Also whenever you empty out an airbase set supply priority to a lower #,I go with 1.
RE: Battleground Italy - vs Axis AI
[quote]ORIGINAL: Speedy
Thanks Seminole - Not happy with that at all. Shouldn't have to juggle around to hopefully get a trickle of some auxiliaries to run my AF's. My pilots are up in arms [;)][quote]
Tell me about it. My dad worked in personnel in the USAF. Keeping track of everyone is getting them where they are needed when they are needed.
Part of my problem in understanding this is isolating all the variables and then focusing on the bottlenecks. The biggest problem I see is this: to ensure I have manpower to flesh out bases I need to reduce replacement priority for my frontline troops. But replacement priority and supply priority are tied in the same system, so to ensure I send my recruits to the correct job I have to reduce the beans, bullets, and gas going to the frontline.
I understand why and how supply and replacement are interconnected, and am not even advocating split priorities for them. But I think the replacement system should value hitting TOE needs in airbases over basically any other manpower need with the same priority level, and that doesn't seem to be the case. I have also seen what appear to be airbases in 'dead spots' (Cosimo is doing it to me in a game now that is BG Italy) where those around them get air support, and seem to have every other variable the same, but no air support. None.
I would hate it, but I'd be willing to click a pool 250 times to get the damn manpower/air support in the right place on time. The fact of the matter is it also costs you airframes when squadrons sit even idle with no air support (the will go into reserve and I guess get cannabalized) and not being able to tell why no air support arrived leaves you wondering if you should move the squadron(s) or cross your fingers and end turn. Meanwhile your ground campaign relies on air power to get things done in a contested environment. Weeks lost waiting for an automated game mechanic to sort itself out is the least fun way to see your surprise forfeited and your carefully laid plans undone...
Thanks Seminole - Not happy with that at all. Shouldn't have to juggle around to hopefully get a trickle of some auxiliaries to run my AF's. My pilots are up in arms [;)][quote]
Tell me about it. My dad worked in personnel in the USAF. Keeping track of everyone is getting them where they are needed when they are needed.
Part of my problem in understanding this is isolating all the variables and then focusing on the bottlenecks. The biggest problem I see is this: to ensure I have manpower to flesh out bases I need to reduce replacement priority for my frontline troops. But replacement priority and supply priority are tied in the same system, so to ensure I send my recruits to the correct job I have to reduce the beans, bullets, and gas going to the frontline.
I understand why and how supply and replacement are interconnected, and am not even advocating split priorities for them. But I think the replacement system should value hitting TOE needs in airbases over basically any other manpower need with the same priority level, and that doesn't seem to be the case. I have also seen what appear to be airbases in 'dead spots' (Cosimo is doing it to me in a game now that is BG Italy) where those around them get air support, and seem to have every other variable the same, but no air support. None.
I would hate it, but I'd be willing to click a pool 250 times to get the damn manpower/air support in the right place on time. The fact of the matter is it also costs you airframes when squadrons sit even idle with no air support (the will go into reserve and I guess get cannabalized) and not being able to tell why no air support arrived leaves you wondering if you should move the squadron(s) or cross your fingers and end turn. Meanwhile your ground campaign relies on air power to get things done in a contested environment. Weeks lost waiting for an automated game mechanic to sort itself out is the least fun way to see your surprise forfeited and your carefully laid plans undone...
"War is never a technical problem only, and if in pursuing technical solutions you neglect the psychological and the political, then the best technical solutions will be worthless." - Hermann Balck
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Speedysteve
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RE: Battleground Italy - vs Axis AI
Thanks Barkhorn.
Turn 7 and the first attack on Messina fails to even lower the forts even though I had Engineer Bn's attached. Grrrr.

Turn 7 and the first attack on Messina fails to even lower the forts even though I had Engineer Bn's attached. Grrrr.

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Speedysteve
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RE: Battleground Italy - vs Axis AI
Turn 8 and some defences are breached at Messina


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RE: Battleground Italy - vs Axis AI
Pav - is the airbase filling out 'challenge' WAD?
You can look at the AF supply details to see what was missing (bottom rows).
Pavel Zagzin
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barkhorn45
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RE: Battleground Italy - vs Axis AI
nevermind
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Speedysteve
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RE: Battleground Italy - vs Axis AI
No joy at Catania. Die gods not on my side this week


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Speedysteve
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RE: Battleground Italy - vs Axis AI
ORIGINAL: Helpless
Pav - is the airbase filling out 'challenge' WAD?
You can look at the AF supply details to see what was missing (bottom rows).
Not sure what's missing here Pav? This airbase still only has 20 support squads after 6 weeks of waiting

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RE: Battleground Italy - vs Axis AI
Not sure what's missing here Pav? This airbase still only has 20 support squads after 6 weeks of waiting
I assume TOE is not on AUTO. Do you have a save before the WA logistics?
Pavel Zagzin
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Speedysteve
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RE: Battleground Italy - vs Axis AI
Nope. TOE is at 99. It's against Axis AI so I have a save at the end of my Land Phase I can send over
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Speedysteve
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RE: Battleground Italy - vs Axis AI
Catania fell on Turn 9 after being cut-off for 3 weeks.
Odd results though (IMO). Firstly, it lists "Nothing" as being routed along with 1st FJ Div. In actuality both Scmalz Pz Bde and Livorno Ital. Mtr Div were there.
Also - why on earth didn't they surrender as the hex was isolated and cut-off for 3 weeks (port >95 damage)?

Odd results though (IMO). Firstly, it lists "Nothing" as being routed along with 1st FJ Div. In actuality both Scmalz Pz Bde and Livorno Ital. Mtr Div were there.
Also - why on earth didn't they surrender as the hex was isolated and cut-off for 3 weeks (port >95 damage)?

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Speedysteve
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RE: Battleground Italy - vs Axis AI
For reference start of Turn 9:


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RE: Battleground Italy - vs Axis AI
The hex is not isolated, otherwise there would be a "hex isolated" note in the popup
soeren01, formerly known as Soeren
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Speedysteve
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RE: Battleground Italy - vs Axis AI
Ah. Was on previous turns. Guess that could be due to Naval Interdiction not being WA controlled right outside the port this turn?
If so negates that question which just leaves the strange combat report.
If so negates that question which just leaves the strange combat report.
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RE: Battleground Italy - vs Axis AI
If you try the turn again totally surround the port at sea and on land destroy the Port and interdict get a hex isolated those units will still jump out.
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Speedysteve
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RE: Battleground Italy - vs Axis AI
Huh. Surely if a Port is isolated then all units should surrender? Pav?
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Speedysteve
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RE: Battleground Italy - vs Axis AI
Sent saves to Pav to check on airbase replacements.
IMO it's not limited to British Airbases as both my US bases at Gela and Ponte Olivio only have 40-50ish Av. Support in them but most of my US airbases have filled out to 200+ Av. Support.
IMO it's not limited to British Airbases as both my US bases at Gela and Ponte Olivio only have 40-50ish Av. Support in them but most of my US airbases have filled out to 200+ Av. Support.
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RE: Battleground Italy - vs Axis AI
ORIGINAL: Speedy
Huh. Surely if a Port is isolated then all units should surrender? Pav?
Some locations seem more nuanced than others, Catania being one of them, Usually the FJ division jumps but in your game a swap occurred. The units seem to either rout out or jump of there. Another thing to look out for is if you leave a vacant hex to Axis control when a unit is isolated and Attack some odd stuff happens. Your experiences seem to mirroring mine somewhat and I'm following your AAR with interest to see if that continues. I kinda feel like Sefton in Stalag 17 in this thread.
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Speedysteve
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RE: Battleground Italy - vs Axis AI
Start of Turn 10. Weather fronts are moving in from the West and NW.
With more planes on Sicily and now with some decent levels of Av. Support mission are more frequently up in the Toes of Italy.

With more planes on Sicily and now with some decent levels of Av. Support mission are more frequently up in the Toes of Italy.

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