AE Words of Wisdom
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
AE Words of Wisdom
I have started gathering little gems I found useful from past threads and putting them into a word document so that when the game started I would have a better understanding of what is going on and what to do with this monster of a game. I'm still looking through past posts, so as time allows I'll add more to this.
Enjoy
Daryl
Looking at what I have here I realize that I have barely scratched the surface!
Enjoy
Daryl
Looking at what I have here I realize that I have barely scratched the surface!
RE: AE Words of Wisdom
Transports
There are two types of troop transport TFs in AE - regular transport and amphibious.
Amphibious - which Yammy is showing - is meant to load combat-ready troops in combat mode and use them to invade an enemy base. Combat mode is less efficient than "regular" load and also requires the TFs load a miniumum 3-days supply for the troops (even if you select Load Troops Only). Amphibious TFs can also perform other missions that you would expect - they can unload at non-port or poor-port locations better than regular transports** and they do a better job of evacuations - includding loading troops from non-port hexes.
Regular Transport is intended for pier-to-pier transport between friendly bases. You would NOT want to use one of them for an invasion. There are two options for Regular Transport - use all ships and use minimum ships. Minimum says cram them in into minimum number of ships, with as little unused space as possible. Use all will spread the unit(s) as best as possible among all ships. Any remaining capacity will be used by supply (depending on Load Troop only switch and supply availability).
** Note that the ability of Amphibious TFs to unload a small ports is primarily based on amphibious capability of the ships in the TF, not the TF mission. APAs, with lots of embarked landing craft, will greatly speed up unloading at the dinky little port that Yammy always wants to use. A civilian freighter not so much.
You'll get used to all this. As mentioned somewhere up in the thread, loading and unloading is much more realistic in AE. That means it's harder, slower, and you have to do more planning. You especially have to make sure you are using the right ships for the right task.
There are two types of troop transport TFs in AE - regular transport and amphibious.
Amphibious - which Yammy is showing - is meant to load combat-ready troops in combat mode and use them to invade an enemy base. Combat mode is less efficient than "regular" load and also requires the TFs load a miniumum 3-days supply for the troops (even if you select Load Troops Only). Amphibious TFs can also perform other missions that you would expect - they can unload at non-port or poor-port locations better than regular transports** and they do a better job of evacuations - includding loading troops from non-port hexes.
Regular Transport is intended for pier-to-pier transport between friendly bases. You would NOT want to use one of them for an invasion. There are two options for Regular Transport - use all ships and use minimum ships. Minimum says cram them in into minimum number of ships, with as little unused space as possible. Use all will spread the unit(s) as best as possible among all ships. Any remaining capacity will be used by supply (depending on Load Troop only switch and supply availability).
** Note that the ability of Amphibious TFs to unload a small ports is primarily based on amphibious capability of the ships in the TF, not the TF mission. APAs, with lots of embarked landing craft, will greatly speed up unloading at the dinky little port that Yammy always wants to use. A civilian freighter not so much.
You'll get used to all this. As mentioned somewhere up in the thread, loading and unloading is much more realistic in AE. That means it's harder, slower, and you have to do more planning. You especially have to make sure you are using the right ships for the right task.
RE: AE Words of Wisdom
Amphib TFs
quote:
ORIGINAL: ny59giants
Two quick questions that probably have already been answered, but I'll ask again.
Why do I have to tell my transport TF that is is unloaded at an enemy base to unload again on each successive turn until I take the base and can have it dock at the port? Will this issue be gone?? [/align]
An Amphib TF will unload using Amphib unload rules and processes until the base is captured. Once captured, it will switch to friendly base unload processes. Depending on the size of the TF and the condition of the port (port size, damage) it might or might not dock. If it can not dock, it will continue to unload using "undocked" processes. This is slower that amphibious, but still unloads even if the TF can not dock. Note that "dock" is temporary in this case.
AE has docking limits for ports of a given size (adjusted for damage). If the entire TF can not dock, the undocked unloading process considers available dock space and other resources to determine unload rates. Other resources are naval support at the port and certain amphib capable ships in the TF (true stand-off unload ships like APA and LSD plus barges/LCVP/LSM, etc). Both provide small landing craft or lighters that can help with unload for undocked ships.
The rate is slower than amphibious, but also causes less damage and destruction to the units/supplies being unloaded. This has expanded the vocabulary of many and AE tester.
All of this emulates:
1. Amphib TF unloads as fast as possible during assault - get the stuff ashore!
2. Once target is captured, unloading slows down for both safety and to represent congestion as cargos are landed and sorted out.
3. If dock space is available at the captured port, the TF will use it - subject to docking limits. Ships will unload as if they individually move to the docks, unload, and move back out.
From a game perspective, the TF is never split into docked and undocked portions. Calculations of unload rates consider unused dock space. TF will not dock (unless player orders it).
Remember for AE: amphibious operations are tough. Be prepared. Use true amphibious ships if you can (APA, etc). If you haven't got any, Naval transports (AP/AK) are better than merchant ships (xAK/xAP). Also - get naval support in as soon as possible. Naval support has many uses - in this case it represents shore parties and small lighters/amphib vehicles (like DUKWs). It really helps.
We made this as realistic as possible, which means its a bitch.
quote:
ORIGINAL: ny59giants
Two quick questions that probably have already been answered, but I'll ask again.
Why do I have to tell my transport TF that is is unloaded at an enemy base to unload again on each successive turn until I take the base and can have it dock at the port? Will this issue be gone?? [/align]
An Amphib TF will unload using Amphib unload rules and processes until the base is captured. Once captured, it will switch to friendly base unload processes. Depending on the size of the TF and the condition of the port (port size, damage) it might or might not dock. If it can not dock, it will continue to unload using "undocked" processes. This is slower that amphibious, but still unloads even if the TF can not dock. Note that "dock" is temporary in this case.
AE has docking limits for ports of a given size (adjusted for damage). If the entire TF can not dock, the undocked unloading process considers available dock space and other resources to determine unload rates. Other resources are naval support at the port and certain amphib capable ships in the TF (true stand-off unload ships like APA and LSD plus barges/LCVP/LSM, etc). Both provide small landing craft or lighters that can help with unload for undocked ships.
The rate is slower than amphibious, but also causes less damage and destruction to the units/supplies being unloaded. This has expanded the vocabulary of many and AE tester.
All of this emulates:
1. Amphib TF unloads as fast as possible during assault - get the stuff ashore!
2. Once target is captured, unloading slows down for both safety and to represent congestion as cargos are landed and sorted out.
3. If dock space is available at the captured port, the TF will use it - subject to docking limits. Ships will unload as if they individually move to the docks, unload, and move back out.
From a game perspective, the TF is never split into docked and undocked portions. Calculations of unload rates consider unused dock space. TF will not dock (unless player orders it).
Remember for AE: amphibious operations are tough. Be prepared. Use true amphibious ships if you can (APA, etc). If you haven't got any, Naval transports (AP/AK) are better than merchant ships (xAK/xAP). Also - get naval support in as soon as possible. Naval support has many uses - in this case it represents shore parties and small lighters/amphib vehicles (like DUKWs). It really helps.
We made this as realistic as possible, which means its a bitch.
RE: AE Words of Wisdom
TFs
quote:
ORIGINAL: Wirraway_Ace
Don, thanks for the excellent explanation. I wonder at ny59giants question however. In stock, I only have to reorder my TFs to unload at an enemy base hex if they have been attacked by surface forces during the previous turn. I always assumed that the TF commander made the smart decision to withdraw in the face of enemy surface forces and loitered until directed to return to the beachhead. [/align]
Anyway, in AE the decision to run away or return to unloading depends on the status of the TF (damage, ammo), presence of enemy, and Leader's aggression. A well-escorted Amphib TF can beat off an attack by a small surface force and go back to unloading. If it get's badly shot up it will almost always withdraw. If it fights an engagement and ends up in decent shape and any enemy left in the area are weak, it will probably go back to unloading.
Enemy strength is evaluated using Fog of War and detection levels. Leader's aggression is key.
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However, in AE, it is important. For purposes of arrival, ships that appear at on map bases are considered to be built or commissioned there. If that port is captured before the ship arrives - it will be lost. You will see it in the lost ship report as "destroyed before completion" or, if the scheduled arrival is a long time after the port is captured, as "cancelled".
quote:
ORIGINAL: Wirraway_Ace
Don, thanks for the excellent explanation. I wonder at ny59giants question however. In stock, I only have to reorder my TFs to unload at an enemy base hex if they have been attacked by surface forces during the previous turn. I always assumed that the TF commander made the smart decision to withdraw in the face of enemy surface forces and loitered until directed to return to the beachhead. [/align]
Anyway, in AE the decision to run away or return to unloading depends on the status of the TF (damage, ammo), presence of enemy, and Leader's aggression. A well-escorted Amphib TF can beat off an attack by a small surface force and go back to unloading. If it get's badly shot up it will almost always withdraw. If it fights an engagement and ends up in decent shape and any enemy left in the area are weak, it will probably go back to unloading.
Enemy strength is evaluated using Fog of War and detection levels. Leader's aggression is key.
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[font="times new roman"] [/font]
However, in AE, it is important. For purposes of arrival, ships that appear at on map bases are considered to be built or commissioned there. If that port is captured before the ship arrives - it will be lost. You will see it in the lost ship report as "destroyed before completion" or, if the scheduled arrival is a long time after the port is captured, as "cancelled".
RE: AE Words of Wisdom
PTs
A “buy-for-supply” type is a small craft that arrives on map due to the expenditure of supply points.
In WITP, these are US Navy PTs, Japanese Barges (AG in WITP), and small US Navy landing Craft (LCT, LCM, LCVP). A human player may “purchase” these for supply points at any base at which he has sufficient supply or from a TF that has sufficient supply as cargo. This emulates building the craft at the base or transporting them there from somewhere else. In addition, the AI player can move its buy-for-supply types by returning them to the pool (i.e. selling them for supply) and then buying them back after a delay. This emulates loading them onto a ship for transport somewhere else.
A number of changes have been made in AE.
PTs are now available for all nations (Japan and allied). Each nation’s units are kept separate and “bought” at a base or TF of that particular nation. Buy PTs at an Indian port and you get Indian PTs, etc. Actually Indian MTB, as British designation is used for British and Commonwealth units.
Other allied nations may also have landing craft under the same rules. And, of course, barges are now LB instead of AG
New buy-for-supply type Motor Gunboat (MGB) is available to all nations.
New buy-for-supply type Midget Submarine (SSX) is available for Japan only.
All buy-for-supply types may be ordered to arrive at a specific base. This overrides the player’s ability to buy them but still requires that enough supply be available to pay for them. If there is not enough supply, the arrival is delayed. If the arrival port has been captured and the unit is a barge/landing craft it is returned to the normal buy-for-supply pool. If the arrival port has been captured and the unit is a PT/MTB Boat, MGB, or Midget Sub, the unit is destroyed while building. This emulates building specific units at specific locations and is primarily designed for specific location arrivals early in a scenario.
Human players may now return buy-for-supply types to the pool for later re-purchase (and the AI still can), as in WITP. This can be done in any friendly port over which the human player has air superiority. The unit will be returned to the queue for repurchase after a delay. The delay varies by nation and is adjusted for repair time for damage to the ship (i.e. ship return is delayed for repairs and ship will return fully repaired). The player does not receive any supply, so this is return and not “sell”. This is specifically to solve the problem of moving these low-endurance ships long distances and in lieu of providing the ability to actually load them on ships as cargo (which turned out to be overly difficult).
In both WITP and AE, barges/landing craft automatically replace. This is not respawn – the same ship slot and name are used. The lost ship does not go into the sunk ship list, it is simply recreated as a “new” craft with a 60 day delay. Note that this is only for barge/landing craft types. Not for PTs, nor MGB/SSX.
A “buy-for-supply” type is a small craft that arrives on map due to the expenditure of supply points.
In WITP, these are US Navy PTs, Japanese Barges (AG in WITP), and small US Navy landing Craft (LCT, LCM, LCVP). A human player may “purchase” these for supply points at any base at which he has sufficient supply or from a TF that has sufficient supply as cargo. This emulates building the craft at the base or transporting them there from somewhere else. In addition, the AI player can move its buy-for-supply types by returning them to the pool (i.e. selling them for supply) and then buying them back after a delay. This emulates loading them onto a ship for transport somewhere else.
A number of changes have been made in AE.
PTs are now available for all nations (Japan and allied). Each nation’s units are kept separate and “bought” at a base or TF of that particular nation. Buy PTs at an Indian port and you get Indian PTs, etc. Actually Indian MTB, as British designation is used for British and Commonwealth units.
Other allied nations may also have landing craft under the same rules. And, of course, barges are now LB instead of AG
New buy-for-supply type Motor Gunboat (MGB) is available to all nations.
New buy-for-supply type Midget Submarine (SSX) is available for Japan only.
All buy-for-supply types may be ordered to arrive at a specific base. This overrides the player’s ability to buy them but still requires that enough supply be available to pay for them. If there is not enough supply, the arrival is delayed. If the arrival port has been captured and the unit is a barge/landing craft it is returned to the normal buy-for-supply pool. If the arrival port has been captured and the unit is a PT/MTB Boat, MGB, or Midget Sub, the unit is destroyed while building. This emulates building specific units at specific locations and is primarily designed for specific location arrivals early in a scenario.
Human players may now return buy-for-supply types to the pool for later re-purchase (and the AI still can), as in WITP. This can be done in any friendly port over which the human player has air superiority. The unit will be returned to the queue for repurchase after a delay. The delay varies by nation and is adjusted for repair time for damage to the ship (i.e. ship return is delayed for repairs and ship will return fully repaired). The player does not receive any supply, so this is return and not “sell”. This is specifically to solve the problem of moving these low-endurance ships long distances and in lieu of providing the ability to actually load them on ships as cargo (which turned out to be overly difficult).
In both WITP and AE, barges/landing craft automatically replace. This is not respawn – the same ship slot and name are used. The lost ship does not go into the sunk ship list, it is simply recreated as a “new” craft with a 60 day delay. Note that this is only for barge/landing craft types. Not for PTs, nor MGB/SSX.
RE: AE Words of Wisdom
Ship Types
quote:
ORIGINAL: Q-Ball
My head is swimming with the thought of managing all these YPC's and Trawlers and MTB's and whatnot. Not that I am advocating taking them out, but man.....it's alot to manage. [/align]
Shouldn't be. Step through your bases and set up ASW TFs using the small craft. Destination = home base, react = 0. If necessary, form a TF with a larger escort ship and move them where you want them. Now and again (maybe monthly), give them a quick check. Or just leave them in port.
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One of the interesting new class types in AE is the YP. The official description of this type is “District Patrol Craft” but they are commonly referred to as Yard Patrol Boats.
They, and several other of the new types, are specifically intended for local defensive patrol. The AI will make extensive use of these little ships and you will find that moving a Task Force into an enemy controlled base hex might encounter some. If so, they will attack your subs and engage your surface ships. You’ll probably be able to push right through them, but you will be detected and use up ammo, movement points, and ops. British/Commonwealth and Japanese navies have similar ships under their own designations (something for a later post).
Historically there were large numbers of YPs: harbor craft, requisitioned yachts, ex Coast Guard anti-rum-runner types of three sizes (65 foot, 75 foot, 100 foot), requisitioned fishing boats (deep sea capable), a class of Tuna Boat types specifically built to Navy specs (YP-618 class), and the ever-popular “others” (even including some ex PTs).
After some considerable debate, we have decided to limit the YPs in AE to the requisitioned Fishing Boat type. Historically these were heavily used in Alaskan waters and in the Hawaiian chain. We did not include the similar YP-618 class as they commissioned very late in the war.
For the player, the best use of these ships is in small ASW TFs at major ports or at coastal locations/choke points where the enemy has been sending his subs. Also for escort of barge or other short ranged or coastal traffic. The AI will distribute them to ports and form ASW patrols.
It is quite difficult to find data on these vessels. Most only made it into the history when they were lost. Some (like YP 16/17) not even then. There is good data on some special built classes.
Coast Guard 75 foot patrol boats
The famous “6-bitters” built in large numbers during Prohibition. Designed for anti-rum runner duties, they had good speed, endurance, and sea keeping abilities. They could easily operate 20 miles out to sea. Two Hundred and three were built for the Coast Guard during the 1920s, with about 36 still in USCG service during World War II. Many more were transferred to the Navy as YPs (YP 5-17, 19-40, 45-40, 52, 54-55, 59, 60, and 67). YP-16 and YP-17 were at Guam on December 7th, 1941 and were both lost – one being salved and used by the Japanese.
Coast Guard 100 foot patrol boats
Large but slower steel hulled craft,. These were the predecessors to the 125 Foot “Active” class cutters (in stock WITP as PC and in AE as SC). Most were transferred to the Navy as YPs (41-42, 50, 56, 61-64, 69).
Coast Guard 65 foot patrol boats
Harbor day boats in USCG service, a few went into the Navy for the same duties. YP 30, 44, 51, 53, 65. Many similar craft were requisitioned from civilian sources.
Tuna Boats
Many requisitioned craft are in the AE OOB, especially those that served in Alaskan waters. They were so useful that YP 618-646 were built by the Navy to supplement their numbers.
Sector Patrol Boats
Before the YP designation was adopted, craft performing this function were called Sector Patrol boats and were requisitioned civilian craft. Many of these were still in service when the YP designation was created and were converted to YP numbers. This number conversion resulted in some fairly high hull numbered boats that were long out of service by World War II.
Warship conversions
A number of coastal warships that originally held other designations were re designated as YP. Some of these were themselves requisitioned ships that had been classified as PYc (and others). Also a few PC, SC, minesweepers and even PT.
The rest were ex-civilian craft of all types – harbor boats to substantial yachts.
Not Navy YPs, but the Coast Guard 400 series boats were all attached to Pacific Coast Guard districts during the war. These were faster but shorter ranged boats that had been specifically built to intercept run runners coming from Canada to New England ports. Endurance was not as important in this area and a “feature war” with smugglers had produced these 24 knot craft.
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The British ships that most closely resemble the US Navy’s YPs were the Fairmile B Motor Launches and Harbour Defense Motor Launches. Both of these types are included in AE, with the same usage as YPs. The MLs however, are set for conversion to MGBs later in the war – a role in which they were heavily used in the Arakan.
Large numbers of Fairmile B and HDMLs were under construction in the Far East at the start of the war in the Pacific. Many units at Hong Kong, Singapore, and Rangoon would be lost before completion. At least, historically. In any given AE game, one never knows.
In AE, we included only a sampling of the two types. Being small, they existed in large numbers – most of which had little impact. Only those Hong Kong and Singapore units nearing completion are included as under construction. Two units just completing at Singapore are available on the first day. Two others at Hong Kong and some of an additional dozen at Singapore might be completed if the bases hang on long enough. If not, you will see them in the Sunk Ships list as Destroyed while building. Many others have been omitted as there was little reasonable chance of their completion.
A few additional MLs were built in India during the war. Construction proceeded slowly as some components had to come from Britain and were in short supply. Two flotillas of British Boats were built in South Africa, manned by South Africans, and deployed to the Arakan. All these have been included. Large numbers of additional boats were built for or delivered to the Australian (25), New Zealand (12) and Canadian (14 on West Coast) navies but have not been included. The Australian and New Zealand boats were a close call as they served in the Solomons and New Guinea – but mostly later in the war when major action had moved on.
We have included only a few of the HDMLs, but they are historically very significant. Like the MLs, HDMLs were under construction at many Far East ports. Four just or nearly completed at Singapore have been included. Also the five famous boats of the Burma RNVR, already complete at Rangoon. The only non-Fairmile HDML were the four named Thornycroft boats of the Malayan RNVR, based at Georgetown. All of these units were active during the initial campaigns and many survived to withdraw to India. The actions of a few motor launches and other small ships on the Malayan coast are justly famous.
Others came from Britain as deck cargo, or were built in India. They served in the Indian (about 16), Australian (28), and New Zealand (16) navies, but mostly in rear areas. These have not been included.
Remember, ML is Motor Launch in AE. Mine layers are CM or CMc.
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APA - A transport ship specially modified to land troops and equipment. Carries large numbers of inherent (and unseen) landing craft which enables it to unload at an accelerated rate.
AKA - A cargo ship specially modified to unload equipment and supplies. As above for landing craft.
AP - A ship specifically designed to transport troops
AK - A ship specifically designed to carry equipment - including military equipment
xAP - Civilian passenger ship with no amphib unload bonus
xAK - Civilian cargo ship with no amphib unload bonus
xAKL- Small xAK
A lost of the differences lay in the ability of the cranes on the the different classes of ships...which are represented abstractly by the differing load and unload rates of the different types.
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The class types that can NOT carry troops in AE are:
CVB
CV
CVL
SC
PT
MTB
MGB
ML
SSX
ARD
LCI(G)
LCI(M)
LCI(R)
LSM(R)
LCSL
ACM
YMS
YP
HDML
AMC
While some of these might be able to carry a few men, they are really not set up for it, Any operations where it might be done are just too damn small and not worth the extra work to provide.
The Australian minesweeper/corvettes are classed as AM and can carry troops in Fast Transport TFs.
Fleet carrier types can not be put into any transport type Task Force so any troop capacity they may have can not be utilized.
RE: AE Words of Wisdom
Subs
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Remember, for instance, that you can automate patrol task force. Set up three way points for a submarine to travel between, one being a base where it can resupply, and leave it to do its thing.
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On having more than one sub in a TF
Code in WITP was set up to allow only one sub to attack - the Task Force flagship.
AE still allows only one sub to attack at a time but selects the sub based on armmo, ops, fuel, and some random.
A "Wolf Pack" TF will not make the Atlantic-style coordinated attacks, but it is possible for different subs in the TF to attack during the same combat phase.
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Remember, for instance, that you can automate patrol task force. Set up three way points for a submarine to travel between, one being a base where it can resupply, and leave it to do its thing.
----------------
On having more than one sub in a TF
Code in WITP was set up to allow only one sub to attack - the Task Force flagship.
AE still allows only one sub to attack at a time but selects the sub based on armmo, ops, fuel, and some random.
A "Wolf Pack" TF will not make the Atlantic-style coordinated attacks, but it is possible for different subs in the TF to attack during the same combat phase.
RE: AE Words of Wisdom
Atolls
OK Stacking is complicated
The limits are Atoll 6,000
Small Island 30,000
Large Island 60,000
Everything else unlimited
The main area you need to watch is Atolls - Atolls are no longer defendable long terms against a determined attacker without air and sea superiority unless you can predict the target and temporarily reinforce or prepare an ambush (rather than a Base Force and NGU if a Marine Regt or two walks into an IJA Regt behind lvl 6 forts it will get painfull for the Marines)
They are now limited to fort level 6 to reflect the lack of possible defensive depth and you can only put so many men there.
The limits apply to both sides so both may bring 6,000 without penalty
If you overstack the penalties are increased disruption, fatigue and an extreme level of supply wastage on attack its easier to temp overstack but you had better win....unloading ships are now a lot more vulnerable to surface TF's and air attack if you try an unsupported invasion it will get very very painfull
This makes overstacking on defence tough for the long term but an attacker must take an atoll quickly if he overstacks and that can be tough.
I think the balance leads to interesting strategic choices and the Gilberts and even the Marshalls are tough to attack and defend and isolated atolls without total carrier support are extremely vulnerable
Wake, Midway and Marcus are tough for both sides to take and hold
OK Stacking is complicated
The limits are Atoll 6,000
Small Island 30,000
Large Island 60,000
Everything else unlimited
The main area you need to watch is Atolls - Atolls are no longer defendable long terms against a determined attacker without air and sea superiority unless you can predict the target and temporarily reinforce or prepare an ambush (rather than a Base Force and NGU if a Marine Regt or two walks into an IJA Regt behind lvl 6 forts it will get painfull for the Marines)
They are now limited to fort level 6 to reflect the lack of possible defensive depth and you can only put so many men there.
The limits apply to both sides so both may bring 6,000 without penalty
If you overstack the penalties are increased disruption, fatigue and an extreme level of supply wastage on attack its easier to temp overstack but you had better win....unloading ships are now a lot more vulnerable to surface TF's and air attack if you try an unsupported invasion it will get very very painfull
This makes overstacking on defence tough for the long term but an attacker must take an atoll quickly if he overstacks and that can be tough.
I think the balance leads to interesting strategic choices and the Gilberts and even the Marshalls are tough to attack and defend and isolated atolls without total carrier support are extremely vulnerable
Wake, Midway and Marcus are tough for both sides to take and hold
RE: AE Words of Wisdom
Mining
There have been a lot of changes in mining. Two everyone will notice is:
1. Mines are a buildable device. This means they have a pool. Everytime a minelaying vessel loads mines, the pool for that type of mine goes down. When the pool is empty, you just can't load any more mines.
2. The fictitious ship type of MLE no longer exists. There are new types of port restrictions for rearming based on weapon size, which affects where mines can be loaded by type of mine. There is no mine rearming at sea.
There have been a lot of changes in mining. Two everyone will notice is:
1. Mines are a buildable device. This means they have a pool. Everytime a minelaying vessel loads mines, the pool for that type of mine goes down. When the pool is empty, you just can't load any more mines.
2. The fictitious ship type of MLE no longer exists. There are new types of port restrictions for rearming based on weapon size, which affects where mines can be loaded by type of mine. There is no mine rearming at sea.
RE: AE Words of Wisdom
Repair
Repair has been completely reworked. It now consists of three distinct modes:
1. Damage Control. This is the only type of repair at sea and is used in port until a ship becomes stable (fires out, not about ready to sink).
Damage Control is primarily oriented to, well, damage control. It can accomplish repairs, especially with a well experienced crew. But best repair modes are:
2. Normal Repairs. Ship must be in port, fires out. Note that the ship is available for service, which limits the speed and extent of repairs. Repairs can be made by the ship's crew, port facilities (NOT including shipyards) and available repair ships (providing they have not been assigned to other duties).
3. Offline Repairs. Ship is stood down and is not available for operations. There are three sub-categories, based on resources assigned: Pier Side (good), Repair Ship (better), and Shipyard (best). Individual ships may be assigned high priority. This is the best way to repair any significant amount of damage - any other mode would take forever for a badly shot up ship.
Repair points are calculated based on type and extent of damage, repair mode, and assigned resources.
A repair time estimater is available and will be "close" as use of random has been significantly reduced. Random during routine repair has been (mostly) replaced with a random chance of an "event" during repair. These can increase damage to the ship and represents fires, cranes dropping things, ships falling off blocks in drydock (for two points, name that ship), other accidents, etc. The affect of these events is also random, from a few additional damage points to "Run for your lives, she's going to blow!". Complete loss of a ship is possible but would be very (very, very) rare. An extension of repair time is the usual result.
Some answers:
No, formulas or detailed descriptions will not be posted.
Yes, players will receive notification when a major event occurs.
Yes, size of ship and available resources are important.
Yes, capacity limits are used (ops for ships, something similar for repair facilties)
Yes, I did accidentally type "shot up s**t" when trying to type "shot up ship".
Repair has been completely reworked. It now consists of three distinct modes:
1. Damage Control. This is the only type of repair at sea and is used in port until a ship becomes stable (fires out, not about ready to sink).
Damage Control is primarily oriented to, well, damage control. It can accomplish repairs, especially with a well experienced crew. But best repair modes are:
2. Normal Repairs. Ship must be in port, fires out. Note that the ship is available for service, which limits the speed and extent of repairs. Repairs can be made by the ship's crew, port facilities (NOT including shipyards) and available repair ships (providing they have not been assigned to other duties).
3. Offline Repairs. Ship is stood down and is not available for operations. There are three sub-categories, based on resources assigned: Pier Side (good), Repair Ship (better), and Shipyard (best). Individual ships may be assigned high priority. This is the best way to repair any significant amount of damage - any other mode would take forever for a badly shot up ship.
Repair points are calculated based on type and extent of damage, repair mode, and assigned resources.
A repair time estimater is available and will be "close" as use of random has been significantly reduced. Random during routine repair has been (mostly) replaced with a random chance of an "event" during repair. These can increase damage to the ship and represents fires, cranes dropping things, ships falling off blocks in drydock (for two points, name that ship), other accidents, etc. The affect of these events is also random, from a few additional damage points to "Run for your lives, she's going to blow!". Complete loss of a ship is possible but would be very (very, very) rare. An extension of repair time is the usual result.
Some answers:
No, formulas or detailed descriptions will not be posted.
Yes, players will receive notification when a major event occurs.
Yes, size of ship and available resources are important.
Yes, capacity limits are used (ops for ships, something similar for repair facilties)
Yes, I did accidentally type "shot up s**t" when trying to type "shot up ship".
RE: AE Words of Wisdom
Air Coordination
The other area we are putting a lot of energy into is Raid coordination. Initial testing showed that too many Raids were going unescorted. Part of this was due to a misunderstanding of how this feature works. Essentially you set air units to the Same altitude in order to TELL the code you want them to Coordinate. Then a variety of factors are checked to see how well a raid is put together. The code is good to go, and we are getting our first look at the latest tweaks. More testing is required.
The other area we are putting a lot of energy into is Raid coordination. Initial testing showed that too many Raids were going unescorted. Part of this was due to a misunderstanding of how this feature works. Essentially you set air units to the Same altitude in order to TELL the code you want them to Coordinate. Then a variety of factors are checked to see how well a raid is put together. The code is good to go, and we are getting our first look at the latest tweaks. More testing is required.
RE: AE Words of Wisdom
Production
Oil is now a raw commodity, that needs to be refined to produce supply (representing air and land petroleum products) and fuel (naval petroleum products).
Heavy industry now uses fuel, not oil, and resources to produce heavy industry points and supply. So refineries are required to process the oil to fuel for industry.
You have excees refining capacity in Japan, so you need to ship oil there. Several other areas also have small refineries (but not Australia) that you need to ship oil too. You also eventually need to ship fuel to Japan as well as the fuel produced by the Japanese refineries will not be enough.
The critical path though for Japan is resources. These are used by light and heavy industry to produce supply. I will look at that a bit later when we set up the convoys onec the game commences. there are a lot of resources around, so again you can survive to the end of 42 whith what you have available at start, but you really need more (from Malaya in particular).
The operational effect of this is that you need Malaya nd ayou need at least Borneo by mid 42 to have any chance of surviving longer that the end of 42. And you need to protect these areas from Allied bombing, and it is that that really drives you forward!
--------------
--Ok, here are the basics of the new production system. I am still learning this myself, so if I make a mistake, I apologize in advance.
Manpower doesnt require resources anymore. You got em, you get em.
Resource centers create 20 resource points a day.
Oil centers produce 10 oil points per day.
(Neither produces supply)
Light industry uses 15 resource points per day and makes 1 supply out of it.
Heavy industry uses 20 resources and 2 fuel per day and makes 2 supply and 2 HI.
Refineries use 10 oil points per day and produce 9 fuel and 1 supply.
Ok - I had to read the manual on that and it made my eyes hurt. So after a breather we look at the Jap situation at start. I break the Jap production into distinct areas, these are:
Kyushu, Shikoku, Honshu, and Hokkaido - collectively Home Islands. I do it this way because Ominato is a level 5 port (between Honshu and Hokkaido) and Shikoku only has a level 4 port and frankly I am not sure resources will flow over these areas. I think it had to be a level 6 in WitP to flow, so better safe than sorry. (There is a level 3 port at Tsushima connecting Korea with Kyushu but again, I dont think this is big enough to allow the movement.) Home islands are area 1
Korea, Manchuria, and northern China is area 2
At start there is a small pocket at Hankow that isnt connected by rail to the rest of northern China, but is connected by road. I call this 2a as again, not sure if stuff will flow.
Formosa is area 3
Vietnam is area 4
Thailand is area 5
Canton is area 6. Hong Kong will NOT be included in this display for area 6. I found a possible bug in the factory capture routine and I am waiting on confirmation of if its WAD or not.
Area 1 produces an excess of resource points in all areas except Honshu. Honshu is down about 112k a day resources (thus the reason the port size on those 2 choke points is important).
Area - res pts - - oil pts - fuel - - Produces:
-1-- - <52,500> -- <7820> -- <2545> - 18,035 supply + 9000 HI/day
-2-- - + 26,900 -- <600> --- <720> -- 4080 supply + 1800 HI/day
-2a- - <1400> ---- none ---- <80> --- 200 supply + 80 HI/day
-3-- - + 3200 ---- + 80 ---- none --- 160 supply/day
-4-- - + 4500 ---- none ---- <40> --- 100 supply + 40 HI/day
-5-- - <600> ----- <200> --- + 140 -- 220 supply + 80 HI/day
-6-- - <900> ----- none ---- <120> -- 260 supply + 120 HI/day
So over all the Japs are down 20,800 resource points per day (1040 resource centers). 854 oil centers (8540 points), and in addition to the oil they are short 3365 fuel a day.
This isnt really all that bad as far as oil/fuel. Palembang alone has 900 oil and over 1000 refineries. But there are only around 1400 resource centers in the "historical" area the Japanese captured meaning the Japs have to go out of their way to try to take them intact. Areas in Oz and/or India or a push deeper into China may be warranted.
Japs start with 6.8 million resources and 3.2 million oil, so they really arent in that bad of shape.
Edit: Oops, missed the island of Sakhalin (north of the home islands), There is around 500 more resources (10,000 points) and 30 oil centers there also.
Oil is now a raw commodity, that needs to be refined to produce supply (representing air and land petroleum products) and fuel (naval petroleum products).
Heavy industry now uses fuel, not oil, and resources to produce heavy industry points and supply. So refineries are required to process the oil to fuel for industry.
You have excees refining capacity in Japan, so you need to ship oil there. Several other areas also have small refineries (but not Australia) that you need to ship oil too. You also eventually need to ship fuel to Japan as well as the fuel produced by the Japanese refineries will not be enough.
The critical path though for Japan is resources. These are used by light and heavy industry to produce supply. I will look at that a bit later when we set up the convoys onec the game commences. there are a lot of resources around, so again you can survive to the end of 42 whith what you have available at start, but you really need more (from Malaya in particular).
The operational effect of this is that you need Malaya nd ayou need at least Borneo by mid 42 to have any chance of surviving longer that the end of 42. And you need to protect these areas from Allied bombing, and it is that that really drives you forward!
--------------
--Ok, here are the basics of the new production system. I am still learning this myself, so if I make a mistake, I apologize in advance.
Manpower doesnt require resources anymore. You got em, you get em.
Resource centers create 20 resource points a day.
Oil centers produce 10 oil points per day.
(Neither produces supply)
Light industry uses 15 resource points per day and makes 1 supply out of it.
Heavy industry uses 20 resources and 2 fuel per day and makes 2 supply and 2 HI.
Refineries use 10 oil points per day and produce 9 fuel and 1 supply.
Ok - I had to read the manual on that and it made my eyes hurt. So after a breather we look at the Jap situation at start. I break the Jap production into distinct areas, these are:
Kyushu, Shikoku, Honshu, and Hokkaido - collectively Home Islands. I do it this way because Ominato is a level 5 port (between Honshu and Hokkaido) and Shikoku only has a level 4 port and frankly I am not sure resources will flow over these areas. I think it had to be a level 6 in WitP to flow, so better safe than sorry. (There is a level 3 port at Tsushima connecting Korea with Kyushu but again, I dont think this is big enough to allow the movement.) Home islands are area 1
Korea, Manchuria, and northern China is area 2
At start there is a small pocket at Hankow that isnt connected by rail to the rest of northern China, but is connected by road. I call this 2a as again, not sure if stuff will flow.
Formosa is area 3
Vietnam is area 4
Thailand is area 5
Canton is area 6. Hong Kong will NOT be included in this display for area 6. I found a possible bug in the factory capture routine and I am waiting on confirmation of if its WAD or not.
Area 1 produces an excess of resource points in all areas except Honshu. Honshu is down about 112k a day resources (thus the reason the port size on those 2 choke points is important).
Area - res pts - - oil pts - fuel - - Produces:
-1-- - <52,500> -- <7820> -- <2545> - 18,035 supply + 9000 HI/day
-2-- - + 26,900 -- <600> --- <720> -- 4080 supply + 1800 HI/day
-2a- - <1400> ---- none ---- <80> --- 200 supply + 80 HI/day
-3-- - + 3200 ---- + 80 ---- none --- 160 supply/day
-4-- - + 4500 ---- none ---- <40> --- 100 supply + 40 HI/day
-5-- - <600> ----- <200> --- + 140 -- 220 supply + 80 HI/day
-6-- - <900> ----- none ---- <120> -- 260 supply + 120 HI/day
So over all the Japs are down 20,800 resource points per day (1040 resource centers). 854 oil centers (8540 points), and in addition to the oil they are short 3365 fuel a day.
This isnt really all that bad as far as oil/fuel. Palembang alone has 900 oil and over 1000 refineries. But there are only around 1400 resource centers in the "historical" area the Japanese captured meaning the Japs have to go out of their way to try to take them intact. Areas in Oz and/or India or a push deeper into China may be warranted.
Japs start with 6.8 million resources and 3.2 million oil, so they really arent in that bad of shape.
Edit: Oops, missed the island of Sakhalin (north of the home islands), There is around 500 more resources (10,000 points) and 30 oil centers there also.
RE: AE Words of Wisdom
Ports
But as an example, any TF can refuel at a level-5 or better port - even if it cannot dock - even if it has ships that cannot dock. We assume a level-5 port has sufficient port craft to move the fuel around in the port and refuel the ships. Note that this capacility existed in a level-1 port in stock. It exists in AE but at level-5, not level-1. So your level-5 ports are golden when it comes to refueling
---------------
This thing is really simple and straight forward.
1. Ports have limited docking capacity. Think of this as pier space.
2. Ports have limited cargo handling capacity - piers, cranes, access road, warehouses.
3. Ports have a "cargo master". He (OK, it) will get all the loading/unloading operations done somehow.
3a. If you don't dock any ships, the "cargo master" will simulate rotating ships into the docks and loading/unloading.
4. You control priorities by docking TFs.
4a. You can split/combine TFs to get your priority load/unloads dockable if you want (but you don't have to).
5. You can extend port cargo handling capabilities by getting some Naval Support to the port. This does NOT increase dock space but it increases both docked (simulating stevedores) and undocked (simulating lighters) cargo handling.
6. Under certain circumstances, the port daily cargo handling limit can be exceeded. This is primarily when using amphibious capable ships at small ports. That is, ships that can land stuff over the beach.
and
7. Plan ahead, PPPPPP. "prior planning prevents piss poor performance".
But as an example, any TF can refuel at a level-5 or better port - even if it cannot dock - even if it has ships that cannot dock. We assume a level-5 port has sufficient port craft to move the fuel around in the port and refuel the ships. Note that this capacility existed in a level-1 port in stock. It exists in AE but at level-5, not level-1. So your level-5 ports are golden when it comes to refueling
---------------
This thing is really simple and straight forward.
1. Ports have limited docking capacity. Think of this as pier space.
2. Ports have limited cargo handling capacity - piers, cranes, access road, warehouses.
3. Ports have a "cargo master". He (OK, it) will get all the loading/unloading operations done somehow.
3a. If you don't dock any ships, the "cargo master" will simulate rotating ships into the docks and loading/unloading.
4. You control priorities by docking TFs.
4a. You can split/combine TFs to get your priority load/unloads dockable if you want (but you don't have to).
5. You can extend port cargo handling capabilities by getting some Naval Support to the port. This does NOT increase dock space but it increases both docked (simulating stevedores) and undocked (simulating lighters) cargo handling.
6. Under certain circumstances, the port daily cargo handling limit can be exceeded. This is primarily when using amphibious capable ships at small ports. That is, ships that can land stuff over the beach.
and
7. Plan ahead, PPPPPP. "prior planning prevents piss poor performance".
RE: AE Words of Wisdom
Base build up
Well, not sure about the speeds, but a limit of 250 engineers working at a base was put in long before I joined the team going on 2 years ago. Read that to mean 250 engineering points, meaning 250 engineers or 50 engineer vehicles or whatever combination.
As an example fortification level-1 through level-3 happen a bit faster (digging fox holes, clearing fields of fire, bore sighting weapons, setting up a few hasty obstacles, things like this do not take so long) the level-4 through level-6 probably take a bit longer on average - especially for larger bases - the level-7 through level-9 will take a lot longer.
It is still possible to build level-9s ... but not as many as quickly ... and on smaller islands we have a cap of level-6 ...
Well, not sure about the speeds, but a limit of 250 engineers working at a base was put in long before I joined the team going on 2 years ago. Read that to mean 250 engineering points, meaning 250 engineers or 50 engineer vehicles or whatever combination.
As an example fortification level-1 through level-3 happen a bit faster (digging fox holes, clearing fields of fire, bore sighting weapons, setting up a few hasty obstacles, things like this do not take so long) the level-4 through level-6 probably take a bit longer on average - especially for larger bases - the level-7 through level-9 will take a lot longer.
It is still possible to build level-9s ... but not as many as quickly ... and on smaller islands we have a cap of level-6 ...
RE: AE Words of Wisdom
LCU
If you divide a unit (a division or a larger air unit) you get /A, /B, /C just like stock. Note many units start "broken down" (some even to companies) and if you dont re-form the parent these will remain as long as you want. After a few test runs through as the Japs I have determined that some of the Jap inf divs that are broken down to their battalions would work very well as garrison troops on the atolls (2 bns plus misc base forces). Generally the atolls arent big enough for a full regiment plus the additional base forces.
If you divide a unit (a division or a larger air unit) you get /A, /B, /C just like stock. Note many units start "broken down" (some even to companies) and if you dont re-form the parent these will remain as long as you want. After a few test runs through as the Japs I have determined that some of the Jap inf divs that are broken down to their battalions would work very well as garrison troops on the atolls (2 bns plus misc base forces). Generally the atolls arent big enough for a full regiment plus the additional base forces.
RE: AE Words of Wisdom
Air Losses
My own take is once a side gets rolling its still quite fast.
I think thats largely because its possible to over commit and get your AF shredded.
In stock players (especially Japanese) can take 300 - 400 plane losses and recover in a week or two.
It takes longer now so if you overcommit to one operation and get shredded you leave a 'hole' in your air superiority for an inferior enmeny to advance.
Not sure this is making sense.
What I am trying to say is if players play it like stock and fight with 100% of their force for every inch of ground and don't keep operational reserves in theatre - it is possible for an opponent to advance quite quickly after that initial surge force is wrecked because it takes longer to recover
Both sides need to avoid cataclysmic battles from being the norm - getting 70% of your B17 force damaged or losing 80% of all Betties in theatre takes time to recover from - more so than stock.
As a result you need to be dammed sure before you commit.
My own take is once a side gets rolling its still quite fast.
I think thats largely because its possible to over commit and get your AF shredded.
In stock players (especially Japanese) can take 300 - 400 plane losses and recover in a week or two.
It takes longer now so if you overcommit to one operation and get shredded you leave a 'hole' in your air superiority for an inferior enmeny to advance.
Not sure this is making sense.
What I am trying to say is if players play it like stock and fight with 100% of their force for every inch of ground and don't keep operational reserves in theatre - it is possible for an opponent to advance quite quickly after that initial surge force is wrecked because it takes longer to recover
Both sides need to avoid cataclysmic battles from being the norm - getting 70% of your B17 force damaged or losing 80% of all Betties in theatre takes time to recover from - more so than stock.
As a result you need to be dammed sure before you commit.
RE: AE Words of Wisdom
Database
ORIGINAL: Knavey
For you database guys out there...
How many more units in the database are there in AE over the number in WitP?
Just for curiosity sake?
Not even sure how many are in WitP. [/align]
I'll answer the naval part.
Ships:
WITP 10000 (3000 Japanese and 7000 Allied).
AE 20,000 (no limits by side)
Classes:
WITP 2000 (split between Japanese and Allied, don't recall exact split)
AE 5000 (no limits by side)
TFs
WITP 1000, half for each side
AE 4000 (no limits by side)
Ship Bitmaps
WITP 1000,half for each side
AE unlimited - each class can have it's own
You modders be careful - if you expand all these to maximum you will really notice it during turn resolution. AE code has special controls to only "scan" used portions of the various tables and to swap bitmaps in and out (else we blow away the windows handler limits). The more you use, the more the turn has to churn through.
You can have 2,000 Japanese LCU's and 3,000 allied (plus the 200 ish HQ slots up front - HQ's are no longer limited to this range but it still exists)
You also have 1,000 TOE slots and 2,000 base slots
--------------------
In general the subarrays were expanded by somewhere between 2x to 5x ... the tradeoffs are larger save file size and slower processing.
Net/net turn processing with our main AE scenario is probably a tiny bit slower than stock but not much. This is because the additional slowness increase has been mostly offset by additional efficiency improvements in the code. But as Don says we have not totally filled up all the arrays as the Modders will. So the game processing will slow down further if all the arrays are full.
As regards the AE save game file - it will be able double the size of WITP. It will start off at about 2MEG and grow to around 4-5MEG during a game. I've reinforced my habit when playing Japanese PBEM to send the combatreport.txt and 001 replay files first and separately - and then later send the actual turn file. So I do not send both the replay and turn file together - that would usually exceed 5MEG - and generally is not a good idea unless you know the path between you and your opponent have typically handle that attachment size. Maximizing all the arrays could push the save game file up into the 4-5MEG range to start - and then it might grow to 7 MEG or higher during a game - so this would be pushing the edge of the envelop for some ISP/email combinations.
RE: AE Words of Wisdom
Ships and the AI
Only "AI" functions are routine sub patrols, routine supply convoys, and local patrols (new to AE).
Local patrols and local minesweeping are very, very important. The new AI sub target assignments are vastly different. Any old WITP player who is used to running unescorted merchant ships and tankers in his home waters is in for a big surprise (and a big casualty list).
There is also increased sub minelaying and, of course, midget sub carrier attacks. You need to carefully assign your small patrol craft and minesweepers to important ports and keep active ASW/Minesweeper TFs in the port hex. Remember, you were warned![font="times new roman"] [/font]
[font="times new roman"] [/font]
Only "AI" functions are routine sub patrols, routine supply convoys, and local patrols (new to AE).
Local patrols and local minesweeping are very, very important. The new AI sub target assignments are vastly different. Any old WITP player who is used to running unescorted merchant ships and tankers in his home waters is in for a big surprise (and a big casualty list).
There is also increased sub minelaying and, of course, midget sub carrier attacks. You need to carefully assign your small patrol craft and minesweepers to important ports and keep active ASW/Minesweeper TFs in the port hex. Remember, you were warned![font="times new roman"] [/font]
[font="times new roman"] [/font]
RE: AE Words of Wisdom
Hey drw,
Good posts.
Much appreciated.
Johnny
RE: AE Words of Wisdom
Ships grounding/hitting reefs
There is no relationship between size of ship and chances of grounding.
There is a relationship between size of ship and chances of hitting reef.
There is a relationship between size of ship and direction of travel in reef hexes (no, not going into this now).
There is a SIGNIFICANTLY increased chance of grounding or hitting a reef if the ship is out of fuel (i.e. either adrift or emulating under tow).
There is no DIRECT relationship between ship size and damage inflicted by grounding, but there is a general chance that badly damaged small vessels at sea will be prematurely abandoned.
All of this will be quite rare.
ORIGINAL: Norm3
Many thanks!
So smaller size has better chance of total loss?
or
Larger size has greater chance to ground?
Thanks in advance. Sounds like yet another fantastic addition!
There is no relationship between size of ship and chances of grounding.
There is a relationship between size of ship and chances of hitting reef.
There is a relationship between size of ship and direction of travel in reef hexes (no, not going into this now).
There is a SIGNIFICANTLY increased chance of grounding or hitting a reef if the ship is out of fuel (i.e. either adrift or emulating under tow).
There is no DIRECT relationship between ship size and damage inflicted by grounding, but there is a general chance that badly damaged small vessels at sea will be prematurely abandoned.
All of this will be quite rare.

