Beware the Dorniers! Scen 17 Tier 3

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Lowpe
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Beware the Dorniers! Scen 17 Tier 3

Post by Lowpe »

I have been planning a game against the AI for a bit, working on the first turn...why, you say? It is only the AI!

Not so fast, this is AndyMac's masterpiece...a scenario designed for Allied Computer play, where the AI has been known to achieve autovictory at the first opportunity. Seriously. Being no stranger to early defeat, I am game to give it a pretty serious try (without exploiting the AI).

So, basically, I am looking to play another game where I lose ridiculously early.[:D]

It has been a long time since I looked at these, and I don't really remember much...but do remember some starting Allied battleships in the Luzon area. We will chalk that knowledge up to prewar spies.
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Lowpe
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RE: Beware the Dorniers! Scen 17 Tier 3

Post by Lowpe »

The purpose of this thread is get player feedback on optimum settings for desired goals.

I want to play a game where I have to sweat to achieve a less than historical perimeter, but I also want to be able to starve garrisons while establishing said perimeter (I think I will need it)...so while establishing the perimeter the game difficulty will be set to normal with only the occasional upgrades to hard or very hard to help the AI.

I will be breaking the KB up into smaller groups, probably no more than 4 fleet carriers in any task force.

I will be using multiple small task forces for other warships. Squadrons lets say.

Once the perimeter is established, I want to hopefully pursue a slower game...so I will be resting ships and air squadrons a lot. I am going to try and limit the amount of re-basing air squadrons.

I would like to leave some of the heavy artillery and armor in Manchuko, those Soviets are scary (don't ask me how I know that[:)]).

Interested in your thoughts on the above.



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Lowpe
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RE: Beware the Dorniers! Scen 17 Tier 3

Post by Lowpe »

The opening strategy looks something like this map except for the 14th Army.

No Pearl Strike, or only a strike by Shokaku and her sister. The rest of the KB will move into support operations around Luzon/Singers.

I think I need to grab Singapore as fast as possible, so Mersing Gambit is highly likely. The 14th Army might be reassigned to support operations there putting the conquering of PI on hold. Palembang will also be accelerated...I hope to take both before Dec 31.

In China I will endeavor to grab some resource producing bases and establish solid, sensible defensive postions.

The 15th Army will try to take Burma. Supported by 14th Army if need be...further delaying the taking of the PI.

Southeast Area fleet will look at the Mindanao area and NG.

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Lowpe
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RE: Beware the Dorniers! Scen 17 Tier 3

Post by Lowpe »

So, in sum, a quick grab of economically important areas, followed by establishing a perimeter, shipping tons of materials back to Honshu, and conducting a fighting withdraw while attempting to not abuse the AI or my own pixel troops.

All the while dodging those Dorniers!

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Jorge_Stanbury
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RE: Beware the Dorniers! Scen 17 Tier 3

Post by Jorge_Stanbury »

Looking forward!
If you want to impose yourself historical limitations, I suggest you read Dababes small scenario: "Operation SF", check "rules and best practices" document.

These are obviously designed for the small scenario scenario, but there are some rules that can be adopted or adapted for a grand campaign. There are also common exploits you might want to avoid against AI

https://sites.google.com/site/dababeswi ... eration-sf
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Lowpe
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RE: Beware the Dorniers! Scen 17 Tier 3

Post by Lowpe »

ORIGINAL: Jorge_Stanbury

Looking forward!
If you want to impose yourself historical limitations, I suggest you read Dababes small scenario: "Operation SF", check "rules and best practices" document.

These are obviously designed for the small scenario scenario, but there are some rules that can be adopted or adapted for a grand campaign. There are also common exploits you might want to avoid against AI

https://sites.google.com/site/dababeswi ... eration-sf

That is great stuff Jorge![&o] Never ever saw that document before despite having played several games of that mod line. Quite a few I never considered before, plus a lot of them I had planned on using but simply didn't outline above.

I am not really looking for a historical game, simply one where I will get battered, always have my Empire in the frying pan, one crisis after another. I don't ever want to get comfortable....but kind of at a slower pace than the breakneck speed of most pbem games. And the crisis could be completely different: economic, naval, air, weather, leadership & HQ etc...

Does that make sense?
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Lowpe
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RE: Beware the Dorniers! Scen 17 Tier 3

Post by Lowpe »

One other thing: I plan on running the game on 1 day turns to help me, no combat animations or combat summaries. No tracker. I will click on run turn and walk away...

I am not certain about PDU on or off yet. My original thinking here is PDU off, but restrict the number of squadrons I can change outside of their recommended upgrade -- perhaps manually having it cost 10pp per max plane in squadron.

PDU off means some planes simply will never fly, and I like all the odd ducks...
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Lowpe
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RE: Beware the Dorniers! Scen 17 Tier 3

Post by Lowpe »

I also fear that the Mersing Grab might be a bit over powered....but I fear the consequences of not doing it, too.[;)]
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RE: Beware the Dorniers! Scen 17 Tier 3

Post by RangerJoe »

I don't have my game open and I don't recall the name of the base, but bomb the port at the base on the coast with heavy industry. That is one way to reduce the Chinese fuel supply.

Send a decent sized and a smaller armour unit to get Urumchi (sp?) for the oil and to clear out the units there. One unit attacks while the other is in reserve. You can attack every turn that way by moving the other armour unit in reserve mode, it makes it to the scene of the day's battle and chases the unit into the next he where it can attack the next day. Repeat as necessary. This would also block any supplies going to China from the USSR if that situation comes available in 195 - or sooner! You might even be able to over run air units.

Send a division to capture the Chinese base that produces and refines the most oil as well. Fly in air support and enlarge the airfield to bomb the base nearby that has industry to reduce its supplies.

I don't have my game open so I can't list the cities b name, nor do I remember them that well.
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: Beware the Dorniers! Scen 17 Tier 3

Post by Lowpe »

The other thing I was considering since Andy recommends it, is giving Japan a toy or two.

Perhaps a restricted squadron of Jets in Honshu, with like 1 plane made per month...

Or perhaps 2 German Uboats in Rangoon, along with a German tender...

Or a few more destroyers in the build...

Might be nice.
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Lowpe
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RE: Beware the Dorniers! Scen 17 Tier 3

Post by Lowpe »

ORIGINAL: RangerJoe

I don't have my game open and I don't recall the name of the base, but bomb the port at the base on the coast with heavy industry. That is one way to reduce the Chinese fuel supply.

Send a decent sized and a smaller armour unit to get Urumchi (sp?) for the oil and to clear out the units there. One unit attacks while the other is in reserve. You can attack every turn that way by moving the other armour unit in reserve mode, it makes it to the scene of the day's battle and chases the unit into the next he where it can attack the next day. Repeat as necessary. This would also block any supplies going to China from the USSR if that situation comes available in 195 - or sooner! You might even be able to over run air units.

Send a division to capture the Chinese base that produces and refines the most oil as well. Fly in air support and enlarge the airfield to bomb the base nearby that has industry to reduce its supplies.

I don't have my game open so I can't list the cities b name, nor do I remember them that well.

Urumchi oil is notoriously difficult to get to flow...

I don't plan on ever messing with the Soviets again.
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RangerJoe
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RE: Beware the Dorniers! Scen 17 Tier 3

Post by RangerJoe »

Start pulling oil from Port Arthur and it will eventually get the Urumchi oil to flow especially if you have grey road all the way to a rail line. The fuel will eventually move as well. It just takes time. You have how long before the Soviets get activated? Unless you purposely activate [:-] them to destroy them . . .
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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scondon87
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RE: Beware the Dorniers! Scen 17 Tier 3

Post by scondon87 »

Jorge,

Thanks for that link. The amphibious and tanker rules are ones I use myself against the AI, which helps slow the pace of operations down.
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Lowpe
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RE: Beware the Dorniers! Scen 17 Tier 3

Post by Lowpe »

In the first 10 months of war, the Japanese navy managed to complete only one new air base, at Buin on Bougainville, and it had only one runway. This in the New Guinea theater...

From: https://www.historynet.com/japans-fatal ... r-ii-2.htm

Extremely limited early (say 1942 into 1943) base building on conquered territory would be a pretty good handicap for Japan...
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PaxMondo
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RE: Beware the Dorniers! Scen 17 Tier 3

Post by PaxMondo »

Sorry, just saw this. Been quite busy for me at work and my hours are all a kilter...

The IJ didn't build bases, but a lot of that was internal politics and the fact they were taking control of so many new ones that building more wasn't really needed. They had to, and did do, a lot of cleanup and repair at conquered bases. This shouldn't be overlooked and in the game is 'conservatively' modeled; there is a delay, but the cost is free bot in terms of supply.

The big things about all the Ironman scenarios is that they provide additional units to replace those lost to keep the AI functional. Why? Scripted AI means that it is looking for specific units (LCU and air groups) to perform the script. That means if you want to be sure that a script can work, you can only use a unit ONCE. Because, the script has no way to substitute a similar unit that is available. And of course if a unit isn't available, the script fires anyway, but it is doomed to failure. So, simplistically, you just script a unit once. That assures it will fire correctly.

Note, I state LCU/Air groups. Why? Because for ships, the devs did get the ability for substitutes into the code. you don't specify the Enterprise, you specify a CV TF. Any operational CV will work, so units in RSY are fine, the AI will get others until those come out. Again, this is why there aren't nearly as many ship adds as there are LCU and air groups.

Anyway, just wanted to share these insights into the AI for you. I think others have covered everything else that is pertinent. Enjoy!!!
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RE: Beware the Dorniers! Scen 17 Tier 3

Post by PaxMondo »

PS: I play a modified Tier 4 that Andy posted for just a few days before taking down. He thought it was too crazy, I find it lovely.

[&o][&o][&o]
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Alfred
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RE: Beware the Dorniers! Scen 17 Tier 3

Post by Alfred »

ORIGINAL: PaxMondo

Sorry, just saw this. Been quite busy for me at work and my hours are all a kilter...

The IJ didn't build bases, but a lot of that was internal politics and the fact they were taking control of so many new ones that building more wasn't really needed. They had to, and did do, a lot of cleanup and repair at conquered bases. This shouldn't be overlooked and in the game is 'conservatively' modeled; there is a delay, but the cost is free bot in terms of supply.

The big things about all the Ironman scenarios is that they provide additional units to replace those lost to keep the AI functional. Why? Scripted AI means that it is looking for specific units (LCU and air groups) to perform the script. That means if you want to be sure that a script can work, you can only use a unit ONCE. Because, the script has no way to substitute a similar unit that is available. And of course if a unit isn't available, the script fires anyway, but it is doomed to failure. So, simplistically, you just script a unit once. That assures it will fire correctly.

Note, I state LCU/Air groups. Why? Because for ships, the devs did get the ability for substitutes into the code. you don't specify the Enterprise, you specify a CV TF. Any operational CV will work, so units in RSY are fine, the AI will get others until those come out. Again, this is why there aren't nearly as many ship adds as there are LCU and air groups.

Anyway, just wanted to share these insights into the AI for you. I think others have covered everything else that is pertinent. Enjoy!!!

Further to PaxMondo's comments regarding scripts sharing land/air units.

The naval side has a couple of advantages over the land/air side.

Firstly, there is a degree of flexibility given to the AI to form TFs. The AI has specific templates for each type of TF. The templates specify which types of ships must be placed inside the TF but there is usually some limited flexibility as to how many ships of each ship type must be in the TF. Thus if the template says 2-4 cruisers are required for that TF type, the TF will be created even if only 2 cruisers are available. By comparison, land/air units are specified by slot number, not by template.

Secondly, the AI can teleport ships disbanded in another port in order to meet it's template requirements at the commissioning port. There is no similar teleporting of land/air units. If they are specified (via their slot number) to operate in a specific script, they have to be brought over with the standard transfer considerations. For reaction scripts the transfer delay could considerably weaken the AI response to human advances.

Alfred
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Lowpe
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RE: Beware the Dorniers! Scen 17 Tier 3

Post by Lowpe »

Thanks Pax and Alfred, that is a fair bit to think over and make provisions for in game.[&o]



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