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Turn Checklist

Posted: Mon Jun 07, 2004 3:16 pm
by Bill Durrant
I have tried to make out a basic checklist to go through during each turn without making it too cumbersome, strategic or tactical.

See below and please comment on errors, omissions or things that just should be in there. Not sure of the order but I guess the order needs to be very fluid all the time anyway.

Cheers

Check for new units

Consider weather and its effects

Consider enemy’s location and composition

Bases

Examine all current bases and airfields
Consider expansion
Port size
Airfield size
Fortification
Ships docked – fuel, systems, aircraft
Aircraft – fatigue, mission, secondary mission, target, CAP, altitude, day or night
Supply
Support
Consider expansion of beach hexes
Consider invasions

Ground Units
Supply
Support
Fatigue
Movement
Stance

Task Forces
Reconstruction
Commanders and Captains
Missions
Retirement and Reaction
Transport
Loading and Unloading
Ships - fuel, systems, aircraft
Aircraft – fatigue, mission, secondary mission, target, CAP, altitude, day or night

RE: Turn Checklist

Posted: Mon Jun 07, 2004 3:49 pm
by AmiralLaurent
That is a long list.

My own trick is to do the check the turn before.

That is each turn, watch if ships, air units or troops will not arrive ? Ships and air units arrive the turn after they are 1 day from the theater and troops 2 days ... don't ask me why...

Then I write this on a report I save. So when I receive the next turn, I know what reinforcements I receive.

Same for base expansion. I know the base I am expanding and check to see it they are close to an increase level. It this is the case, I write it on the report, usually when the completion level is over 90%. It may be done several days later.

Most air units fly the same mission every day, except those directly on the frontline. Checking only active TF and airbases is quickly done.

A check I do monthly is the disruption of units. Any unit suffering too much should be shipped back to Truk/Noumea/Australia and replaced.

Another useful check when playing IJN is to check if you air units have not just received a bunch of newbie pilots, that will crash as soon as they will try to take off. When this is the case, the unit should be grounded in bad weather and put to training 0% until the pilots are able to fly.

As for TF , there is two different checklists:
1) on creation: choosing commander, mission, ships, home base, 'retire/do not retire', 'react/do not react' status
2) when on operations, check the fuel and ammo (especially AA) status.

As for strategic checklist, that is a monthly planning. For example if I want to invade PM from rabaul, I will choose the troops and I have to carry them to Rabaul. Then I will count how much ships I need in my invasion force. And how much ships I need to cover them. And how much fuel I need in Rabaul for them. And then how much troops and ships will be in the 2nd wave to rebuild and use the base. And so on.

In this case, I will put in my file that I want divisions X and Y and 150000 supplies and 200000 fuel and 120000-ton of AP value in Rabaul. The operation will be launched when all criteria are met.

RE: Turn Checklist

Posted: Tue Jun 08, 2004 9:36 pm
by Larz6235
What do you consider high disruption? I've had units in the front line with 35 disruption. Should they be rotated? I keep checking them and they never really go over 35 unless of supply being low.

RE: Turn Checklist

Posted: Tue Jun 08, 2004 10:10 pm
by AmiralLaurent
For me, high disruption means that you begin to lose troops to it. When an unit has one type of squads with more disabled squads than able ones, disruption may destroy squads. Any unit close to the limit will be sent back to Truk if possible.

It seems to me that the chance of a given type of squad to lose one to diruption is linked to the supplies, size base, fatigue and so on... but not to the type of the squad. Watch a regiment (144 INF squads) and a Naval Garnison (20 or 24 INF squads) and let them for two months in the jungle. They will probably have rougghly the same numbers of disabled INF squads, that means that the Rgt will be lacking only 10% of his strength while the Naval Garnison is basically worthless. WOrsts of it, the naval garnison has four mortars and those will be disrupted and then lost in teh same time when the Rgt is losing 4-5 squads.

Each squad should be have a chance to be disrupted and the size of the unit should not be taken in account...

RE: Turn Checklist

Posted: Sat Jun 12, 2004 5:55 pm
by Popeye USN
Wow! As an Newbe I was trying to come up with one, but I can't beat yours! Thank you! Two checks I don't understand though:
1. Consider expansion of beach hexes?
2. Reconstruction?

[&o]

RE: Turn Checklist

Posted: Sat Jun 12, 2004 8:48 pm
by Bill Durrant
ORIGINAL: Popeye USN

Wow! As an Newbe I was trying to come up with one, but I can't beat yours! Thank you! Two checks I don't understand though:
1. Consider expansion of beach hexes?
2. Reconstruction?

[&o]

1. Do you want send some guys to a beach and start building an airfield or port

2. Do you want the TFs as they are or do your plans necessitate changing ships around and reconstructing the TFs

been using this list on a PBEM - alot of it becomes second nature fairly quickly but if you stick to it it covers most things. I'm having more trouble getting my units to do what I tell them (or what I think I've told them [:D]) - and then learning about the capabilities and limitations[8|]

RE: Turn Checklist

Posted: Sat Jun 12, 2004 11:56 pm
by Blackwatch_it
I'm having more trouble getting my units to do what I tell them (or what I think I've told them [:D]) - and then learning about the capabilities and limitations[8|]
[/quote]

Looks like they are starting to do what you tell them now....[8D]