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Post by oldpop2000 on Jan 19, 2014 10:28:39 GMT -6
I decided that maybe we need a thread, contributed by all, to the understanding, planning and execution of campaigns. We could call it operational planning, for that is what it is. I haven't played a campaign and it would be interesting to me. It is my hope that as we all play campaigns and learn, we can create a body of knowledge useful to all, including the development team. Let's ensure that we try to provide stats and pictures to aid in understanding.
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Post by randomizer on Jan 19, 2014 13:50:33 GMT -6
Everybody plays differently and I think that the SAI campaigns offer the ability to plan and execute continuous naval operations in the selected eras to a depth unavailable in most naval games for many years. The SAI-RJW naval campaigns incorporate an abstract land campaign, which depends to a large extent upon the acquisition of victory points (VP) in the course of executing campaign turns. It is my opinion that the best Russian campaign is weekly turns at Maximum difficulty and the best Japanese campaign experience uses weekly turns at Normal difficulty. The reason for the latter is the steady flow of Japanese VP resulting from surviving merchant traffic that is greatest at Easy and reduces to zero at Hard. In the screen shot below is an overview at the start of Japanese Turn-5; Normal difficulty and weekly turns. Attachment DeletedThe war started well, a successful Block Ship mission on Turn-1 was worth 12,000 VP and I also sank CL Boyarin and a DD using the supporting ships. Subsequent turns have been less than stellar as Russian raiders have sunk a number of merchant and transport ships and I have been unable to catch them. Last turn I pulled out all the stops and sortied the entire Combined Fleet to conduct an 8000 VP bombardment at Port Arthur however I suffered from significant smoke interference during the action. Although the targets were destroyed, the battle force shot off about one-third of its ammunition in the process. Since it was hoped that I could draw out and sink some Russians, the lack of ammo caused me to send the Fleet home without attempting a fleet engagement. Later the Vladivostok cruisers appeared off the port of Maizuru and so I emergency activated four CA's of the Second Fleet but was unable to catch the raider, CA Gromoboi operating alone: an excellent opportunity wasted as post turn examination of the track chart showed that I missed her in the night by just a couple of miles. The Sea of Japan is very big and the search footprint for a single cruiser squadron is quite small if it remains concentrated. Turn-4 consumed most of my Operations Points (OP) so the options for operations on Turn-5 are limited and intelligence is anticipating a Russian operation with no other information available. The aim for the turn is to minimize OP expenditure with the goal of accumulating >120 OP not later than Turn-7 when the requirement to cover troop convoys is likely to start. Also some effort needs to go into stopping the drain of VP due to Russian raider activity. A tall order of conflicting demands with limited resources (OP). After some thought, decided that one of two courses of action seem suitable. Attachment DeletedPlan A is an offensive sortie by Second Fleet into the Sea of Japan. This would take advantage of the pre-emptive deployment option that activates when an enemy operation is detected. To reduce the OP cost only 2 CA supported by the two Naniwa's would sail and adding the OP needed to train the Combined Fleet's 1st DD Division will cost a total of 27 OP and an anticipated net gain of 23 OP if no emergency activation is necessary when the scenario is executed. There is some risk involved with this force mix as the CL's are slower than the Russians and the CA's could find themselves outnumbered in action. Ideally at least four of the Second Fleet's CA's should be used to counter the un-reinforced Vladivostok force but the OP cost to do this is too great and CA Iwate has gone for refit. This force mix leaves three CA's at Fusan should the at sea squadron need support. There is another option under consideration. Attachment DeletedPlan B is a cheap mine laying operation off Port Arthur, to be conducted at night with the goal of mining the western approaches to the harbour. This is a stealth operation needing only 9-OP allowing a possible accumulation of up to 41-OP for next turn. There are several mutually exclusive operational considerations attached to this plan: 1. Night start using the Preempt button. This maximizes the probability of encountering Russian forces should the planned AI operation originate in Port Arthur but it also allows for the maximum response time should additional spotting assets reveal the nature and strength of the Russian operation. 2. Daylight start at Haeju Bay anchorage. Since it takes the mine layers about 13-14 hours to transit to Port Arthur, this option allows additional time for the Russian operation to develop. The mine layers still arrive at the objective in darkness and there's always a chance that the Russian sortie might have run its course and the prospects of meeting opposition may be reduced. 3. Delayed start at Haeju Bay. Placing the mine layer force on patrol near its start point for 24-hours before sending them off to the objective maximizes the amount of time for the Russian operation to develop and still have the objective reached in darkness. It also maximizes the response time to counter Russian moves if additional information is forthcoming and keeps the valuable mine layers out of harms way until (or if) a better assessment of the AI movements becomes available. Note that these are only two operational plans, no doubt given the information above others can make different assessments and develop other sorties and no allowance has been made here for weather. Not sure if the above is what the OP had in mind but the Campaign is deep enough and contains enough detail that the Player can make their own planning process as detailed or as simple as they like and I think that the game really rewards using forethought and a methodical approach to preparing their campaign turns.
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Post by oldpop2000 on Jan 19, 2014 17:08:05 GMT -6
Everybody plays differently and I think that the SAI campaigns offer the ability to plan and execute continuous naval operations in the selected eras to a depth unavailable in most naval games for many years. The SAI-RJW naval campaigns incorporate an abstract land campaign, which depends to a large extent upon the acquisition of victory points (VP) in the course of executing campaign turns. It is my opinion that the best Russian campaign is weekly turns at Maximum difficulty and the best Japanese campaign experience uses weekly turns at Normal difficulty. The reason for the latter is the steady flow of Japanese VP resulting from surviving merchant traffic that is greatest at Easy and reduces to zero at Hard. In the screen shot below is an overview at the start of Japanese Turn-5; Normal difficulty and weekly turns. The war started well, a successful Block Ship mission on Turn-1 was worth 12,000 VP and I also sank CL Boyarin and a DD using the supporting ships. Subsequent turns have been less than stellar as Russian raiders have sunk a number of merchant and transport ships and I have been unable to catch them. Last turn I pulled out all the stops and sortied the entire Combined Fleet to conduct an 8000 VP bombardment at Port Arthur however I suffered from significant smoke interference during the action. Although the targets were destroyed, the battle force shot off about one-third of its ammunition in the process. Since it was hoped that I could draw out and sink some Russians, the lack of ammo caused me to send the Fleet home without attempting a fleet engagement. Later the Vladivostok cruisers appeared off the port of Maizuru and so I emergency activated four CA's of the Second Fleet but was unable to catch the raider, CA Gromoboi operating alone: an excellent opportunity wasted as post turn examination of the track chart showed that I missed her in the night by just a couple of miles. The Sea of Japan is very big and the search footprint for a single cruiser squadron is quite small if it remains concentrated. Turn-4 consumed most of my Operations Points (OP) so the options for operations on Turn-5 are limited and intelligence is anticipating a Russian operation with no other information available. The aim for the turn is to minimize OP expenditure with the goal of accumulating >120 OP not later than Turn-7 when the requirement to cover troop convoys is likely to start. Also some effort needs to go into stopping the drain of VP due to Russian raider activity. A tall order of conflicting demands with limited resources (OP). After some thought, decided that one of two courses of action seem suitable. Plan A is an offensive sortie by Second Fleet into the Sea of Japan. This would take advantage of the pre-emptive deployment option that activates when an enemy operation is detected. To reduce the OP cost only 2 CA supported by the two Naniwa's would sail and adding the OP needed to train the Combined Fleet's 1st DD Division will cost a total of 27 OP and an anticipated net gain of 23 OP if no emergency activation is necessary when the scenario is executed. There is some risk involved with this force mix as the CL's are slower than the Russians and the CA's could find themselves outnumbered in action. Ideally at least four of the Second Fleet's CA's should be used to counter the un-reinforced Vladivostok force but the OP cost to do this is too great and CA Iwate has gone for refit. This force mix leaves three CA's at Fusan should the at sea squadron need support. There is another option under consideration. Plan B is a cheap mine laying operation off Port Arthur, to be conducted at night with the goal of mining the western approaches to the harbour. This is a stealth operation needing only 9-OP allowing a possible accumulation of up to 41-OP for next turn. There are several mutually exclusive operational considerations attached to this plan: 1. Night start using the Preempt button. This maximizes the probability of encountering Russian forces should the planned AI operation originate in Port Arthur but it also allows for the maximum response time should additional spotting assets reveal the nature and strength of the Russian operation. 2. Daylight start at Haeju Bay anchorage. Since it takes the mine layers about 13-14 hours to transit to Port Arthur, this option allows additional time for the Russian operation to develop. The mine layers still arrive at the objective in darkness and there's always a chance that the Russian sortie might have run its course and the prospects of meeting opposition may be reduced. 3. Delayed start at Haeju Bay. Placing the mine layer force on patrol near its start point for 24-hours before sending them off to the objective maximizes the amount of time for the Russian operation to develop and still have the objective reached in darkness. It also maximizes the response time to counter Russian moves if additional information is forthcoming and keeps the valuable mine layers out of harms way until (or if) a better assessment of the AI movements becomes available. Note that these are only two operational plans, no doubt given the information above others can make different assessments and develop other sorties and no allowance has been made here for weather. Not sure if the above is what the OP had in mind but the Campaign is deep enough and contains enough detail that the Player can make their own planning process as detailed or as simple as they like and I think that the game really rewards using forethought and a methodical approach to preparing their campaign turns. Excellent start to this thread. I haven't had the chance to start the campaigns and I need to read the manual and begin slowly, but this gets us started nicely. Let's keep it up, everyone./
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Post by phoenix on Jan 20, 2014 10:02:13 GMT -6
Don't know whether this tip is the kind of thing you wanted in here, but the first time I did a minefield mission I sailed the ships (2 minelayers, plus a handful of others, all in one division) through the red objective marker and for some reason nothing happened. So I brought them back to it with the speed set at about 5knots and then got a message they had started laying mines. I thought I would have to lay them more or less in the objective circle to get the points. So I kept bringing the ships into it as they were laying. The result was an awful criss-cross mine field and I had to manually guide the fleet out of it. One DD got stuck in there, permanently. So - for anyone wanting to avoid my mistakes - the ships that are in the division that lay the mines (at least) seem to regard the finished result as a hard barrier, and if you have layed it sufficiently convolutedly then it's possible that some trailing ships will get stuck therein, as if landlocked. So, what did I learn? Possibly you have to go quite slow for them to start the minelaying, and once you get the message that it's started, then best to just direct your minelayers in a single line, without turning much (I assume the minelaying will only begin if you're in the objective circle and thus if it begins at all you will get the points) until you get the message that it's stopped. That way they won't get stuck. Stupid mistake to make, but there you go...
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Post by oldpop2000 on Jan 20, 2014 10:31:01 GMT -6
Don't know whether this tip is the kind of thing you wanted in here, but the first time I did a minefield mission I sailed the ships (2 minelayers, plus a handful of others, all in one division) through the red objective marker and for some reason nothing happened. So I brought them back to it with the speed set at about 5knots and then got a message they had started laying mines. I thought I would have to lay them more or less in the objective circle to get the points. So I kept bringing the ships into it as they were laying. The result was an awful criss-cross mine field and I had to manually guide the fleet out of it. One DD got stuck in there, permanently. So - for anyone wanting to avoid my mistakes - the ships that are in the division that lay the mines (at least) seem to regard the finished result as a hard barrier, and if you have layed it sufficiently convolutedly then it's possible that some trailing ships will get stuck therein, as if landlocked. So, what did I learn? Possibly you have to go quite slow for them to start the minelaying, and once you get the message that it's started, then best to just direct your minelayers in a single line, without turning much (I assume the minelaying will only begin if you're in the objective circle and thus if it begins at all you will get the points) until you get the message that it's stopped. That way they won't get stuck. Stupid mistake to make, but there you go... This information is exactly what we are looking for, a body of knowledge for all to use to play more effectively. Put this information up here, and we can all discuss and maybe someone has found a better way. Again, good bit of knowledge for the players and the SAI team to use. I can assure you they are working to fix problems but also improve play.
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Post by randomizer on Jan 20, 2014 10:44:44 GMT -6
I believe that the trigger speed for mine layers is 10 kts in the RJW. There's a circle radius 5000 yds or so around the objective icon that will trigger the laying process when the mine layers enter that zone and will automatically start dropping mines if under AI control.
So, select your mine locations with some care.
It can help to think in terms of general areas rather than some specific spot. Defensive minefields, those laid in friendly waters should be placed so that they impede enemy traffic rather than your own. Whether you place your defensive fields inside or outside of the cover of your coastal batteries is up to you, there are advantages to doing so or not. Offensive minefields, those laid in enemy dominated waters should be placed in suspected high-traffic areas. Permanent minefields are scripted and you can do nothing about them.
A Player laid minefield will generally be most effective the turn it is laid but there is always a chance that the AI will not detect it and so it may continue to be dangerous until it decays. There's a lot of invisible minesweeping done by both sides so minefields decay relatively quickly and there is some randomization in the process. The AI is scripted to lay mostly defensive fields for the Russian's and offensive fields for the Japanese but as a player you have far more options. Undetected minefields are not impermeable barriers and not every ship passing over one will be struck so be aware if you want to lure an AI force over a freshly-laid line of mines.
One option for the Japanese Player should a surplus of VP be available is to purchase some auxiliary minelayers (cost 10,000 VP) for Second Fleet. You can then plant offensive minefields in the Vladivostok approaches to catch the Cruiser division when it sorties. Of course you can accomplish the same thing using the organic Minelayer Division at no VP cost by spend OP to reassign and re-base the ships to Second Fleet.
Japanese defensive minefields should be used with care as merchant traffic and AI controlled coast defence units may be vulnerable to your own mines.
Examining the track charts after a campaign scenario can help paint a picture of AI activity that can aid in determining where to drop mines. This is not at all gamey since both sides watched the other's movements and laid their mines accordingly; this is how the Russian's planted the field that caught battleships Hatsuse and Yashima.
The Russian Player has a tremendous advantage in mine warfare in the game as in the war itself, for the Japanese Player, extensive offensive mining can pay big dividends and even damage can hurt the Russian AI because of the lack of Russian repair resources.
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Post by oldpop2000 on Jan 20, 2014 11:53:07 GMT -6
I believe that the trigger speed for mine layers is 10 kts in the RJW. There's a circle radius 5000 yds or so around the objective icon that will trigger the laying process when the mine layers enter that zone and will automatically start dropping mines if under AI control. So, select your mine locations with some care. It can help to think in terms of general areas rather than some specific spot. Defensive minefields, those laid in friendly waters should be placed so that they impede enemy traffic rather than your own. Whether you place your defensive fields inside or outside of the cover of your coastal batteries is up to you, there are advantages to doing so or not. Offensive minefields, those laid in enemy dominated waters should be placed in suspected high-traffic areas. Permanent minefields are scripted and you can do nothing about them. A Player laid minefield will generally be most effective the turn it is laid but there is always a chance that the AI will not detect it and so it may continue to be dangerous until it decays. There's a lot of invisible minesweeping done by both sides so minefields decay relatively quickly and there is some randomization in the process. The AI is scripted to lay mostly defensive fields for the Russian's and offensive fields for the Japanese but as a player you have far more options. Undetected minefields are not impermeable barriers and not every ship passing over one will be struck so be aware if you want to lure an AI force over a freshly-laid line of mines. One option for the Japanese Player should a surplus of VP be available is to purchase some auxiliary minelayers (cost 10,000 VP) for Second Fleet. You can then plant offensive minefields in the Vladivostok approaches to catch the Cruiser division when it sorties. Of course you can accomplish the same thing using the organic Minelayer Division at no VP cost by spend OP to reassign and re-base the ships to Second Fleet. Japanese defensive minefields should be used with care as merchant traffic and AI controlled coast defence units may be vulnerable to your own mines. Examining the track charts after a campaign scenario can help paint a picture of AI activity that can aid in determining where to drop mines. This is not at all gamey since both sides watched the other's movements and laid their mines accordingly; this is how the Russian's planted the field that caught battleships Hatsuse and Yashima. The Russian Player has a tremendous advantage in mine warfare in the game as in the war itself, for the Japanese Player, extensive offensive mining can pay big dividends and even damage can hurt the Russian AI because of the lack of Russian repair resources. Hey Chris: Does SAI simulate minefields that are not well documented and possibly friendly ships go BOOOM. Also, can it or should it simulate mines that break loose and drift. Another hazard to both friends, enemies and neutrals.
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Post by randomizer on Jan 20, 2014 13:18:23 GMT -6
When a scenario turn ends there is a possibility of random losses due to mines, the message may state a drifting mine or there may be no other details provided. In the overview screenshot above you can see AMC Niko Maru was sunk by mine on 24 February 1904 in this manner. Her patrol station was in Japanese waters so presumably it was accidental! Mine attrition is a fact of life and unlike running aground or accident attrition, it may prove fatal and cause a total loss of the ship or ships. The AI is also subject to random mine attrition just as the Player is. Friendly ships may also strike Player laid mines during a scenario, there has been discussion on how this can happen elsewhere in the Forum. Minefield Query
Obviously when a friendly ship strikes a mine in a previously un-located minefield during a campaign turn, the existence of enemy mines is identified but only in that immediate location so the extent and shape of the field may remain unknown. It's actually a pretty elegant system that FW developed and it can make inshore operations by Japanese forces off Port Arthur a bit nail-biting at times. I am sure that there are players out there that would prefer micro-managing mine warfare although in my opinion the current system in SAI represents the realities of the day quite well. I do not think that neutrals can suffer mine damage, sorry.
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Post by gornik on Jan 20, 2014 16:09:56 GMT -6
My experience of mine warfare (for Russian side). If you are sure about position, it is better to lay two mine lines, than one. I saw numerous times, how enemy main forces run only some yards away of my solo mine line, every time it was a big pity I prefer to make minefield with some zigzags. Ships should cross them on several occasions so there is more opportunity for good result. If somebody prefer straight lines, try to lay them at a slight angle to suspected enemy course, you'll cover bit more space and increase risk for ships running through lines. If constant patrol spotted for some missions in same place, destroyers may lay minefield in midnight directly at this point-they are harder to detect in darkness and cost much less OP to operate. Watch, where Combined Fleet stay, and lay mines near the base entrance, then send your fast B to sortie nearby land targets - emergency activated enemy warships run just into the trap. Most interesting (though not very effective) way of minelaying is offensive-defensive minefield. Japanese patrols sometimes try to watch P-A batteries from safe distance. Check batterie's radius of sighting and firing and lay mines on it's border. This minefield may also protect your base from both bombardment and blockships. And even from Japanese minelayers! Best time for starting minelaying operations is evening (2-3 hours before sunset). If there are enemy forces nearby, it is better to spot them from distance, rather than stumble upon them in darkness, and they have small time to pursuit you. I usually send minelayers without close escort to control them directly, though sometimes there are 2-3 DD's under independent command nearby. Also most useful (for me) DD tactic: Russian DD's cannot compare with Japanese ones, lack of fuel prevents them from far raids and I try not to use them as cheap fleet scouts due to historical accuracy. So the most reasonable tasks for them are minelaying and... torpedo attacks on capital ships! First thing to do with them is training: you need really best crews to success, so train them a lot. As Russian ships suffer from engine breaks, it would be wise to train at least 2 flotillas at same time - you'll end up with one perfect and one crippled most of times After most alive ships have quality +2 and other +1, it's time to go hinting. I find usage of whole flotilla bit awkward for such action (and it ends too fast...), so I usually use only 3-4 ships in one time. The main thing at this stage is intelligence, remember places where Japanese fleet usually spotted (or check tracks after previous missions) and send there fastest CL (Novik, if possible) under independent command to patrol. DD's may stay on anchor or steam on economic speed in nearby region. (for more historicism, in sight of Novik or Port-Artur - to receive messages visually) Once enemy (preferably B's, of course) was spotted, send DD's to them, then follow Japanese, preferably not in direct sight (DD's may spot big ships staying out of their sight radius). Just after sunset you should find yourself some miles forward enemy flagship on her suspected course. It is time to attack. Turn your flotilla to intercept, once spotting unidentified ships command "don't fire" for gunners and "flotilla attack" to the rest, come close to them on full speed, and... pray . After numerous attacks in such style you lose dozen of DD's. If they were lucky, you also manage to sink 1-2 battleships pair of other ships and damage some more. But destroyers did what they were build for, and you clean your base from these weak Yarrow "Sokol's", have many interesting engagements and at least ... get much fun!
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Post by phoenix on Jan 21, 2014 2:06:06 GMT -6
Great stuff, Gornik. Very useful. Thanks.
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Post by oldpop2000 on Jan 29, 2014 12:33:39 GMT -6
I started the RJW campaign as the Japanese. My first mission is of course the bombardment mission but I didn't choose the main fleet at Haiju Bay but the 2nd fleet @ Fusan. So, my first problem is refueling so I really need to stage that 2nd fleet to Chemulpo, refuel, rest and then proceed to the bombardment mission. Haven't figured out how to accomplish that because if you head into port during the bombardment mission, it ends and the IJN loses. The staging of forces to a forward base is an important part of naval operational planning.
Update: I restarted the campaign, activated 2nd fleet and staged it to Chemulpo. Turn ended with the 2nd fleet now at Chemulpo but I lost a few OP's. Maybe I will activate the main fleet and 2nd fleet, stage 2nd fleet, and then main fleet can execute the main mission.
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Post by Fredrik W on Jan 29, 2014 13:33:19 GMT -6
In this time, refuelling naval force involved coaling and that could take several days, especially if a large number of ships was involved, basically longer than an SAI scenario, so refuelling is left outside the scope of the game. A force entering port at would be out of the rest of the scenario.
I suggest you use a force closer to the objective, though I do actually believe the 2d fleet can reach PA and return to a friendly base if you keep an economical cruising speed.
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Post by gornik on Jan 29, 2014 15:26:27 GMT -6
Another plan to use: Mine-artillery offensive position. Warning! High risk! IRL Russians built mine positions, covered with batteries and battleships, in Baltic sea during WWI to protect Peterburg and Riga from German fleet sorties, and they seem were not very useful. But I decided to use them as offensive weapon against Togo. Due to perfect intelligence, Japanese fleet nearly always pre-empt Russians near Port-Artur. This is their strength... but also their weakness, as you may calculate place of meeting and full it with mines! But firstly you need to prepare to battle. Collect as many OP as you can, better if you'll have more than 70 OP to beginning of summer. (Some OP should be spent to some light forces operations harassing enemy and finding "meeting point" with Japanese for further minelaying, also try to train B's to 0 value). Allow only Oslyabya from Red Sea continue to Far East, to prevent spending OP and lay small minefield near "meeting point" to mark it. As soon as you have necessary OP, use their flow to lay minefields at suspected future battlefield in long lines (preferably to the south with some zigzags. Remember about distances of fight and Japanese speed advantage, so think about your manoeuvres in battle when laying minefield), and rest to train battleships, so after 1,5-2 month you'll have some +1 battleships other 0, long lines of mines and Japanese may lose some ships (in one game even two BB's- as they did IRL!). They also tend to send one BB to repair/refit (and you shouldn't send any fast one, even with some problems), so their forces would be at least comparable with yours (usually in my games 3-4 BB's and 2 Kassuga's against 4-5 Russian BB's and 3 Peresvet's. If possible, add Diana-class CL as anti-DD ship). Now activate them all in the morning and run to "meeting point" with Japanese! Watch carefully at their maneuvres and lead them to your position, then steam back and forth, exchanging salvo's and waiting Big Boom under enemy flagship... If God and fortune would be at your side, Togo lose 1-2 ships from mines, same amount from your gunfire, and you have Port-Artur nearby to detach badly damaged ships, so you may lose even nothing! (but 1-2 ships probably couldn't end repair to the time P-A falls). If not, you may find Japanese minefield just under your own ships , get some explosions, uncontrollable fires, torpedo attack, even ramming... there are really many ways to die. And loss means not only losing one battle, but for most times whole war. I warned you
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Post by randomizer on Jan 29, 2014 15:33:00 GMT -6
You may also consider rebasing the selected Force for the duration of the operation using the rebase option in the Planning screen. This costs OP and may involve some attrition risk but if all goes well, you can RTB to the original base and save the rebasing OP costs (back to the original base) for the following turn.
Also, it is not always necessary to provide DD/TB escorts since there is no submarine threat (before January 1905) and generally the best defence against torpedo craft is the secondary and tertiary armament on your battleships and cruisers. The decision to take or leave the DD/TB divisions should be based on a plan to use them in an offensive role during periods of limited visibility as their defensive capabilities are very limited at this point in time and their poor endurance can cause problems particularly when longer at-sea time is necessary to complete the mission. Torpedo craft in this era are less shield and more sword rather than was generally the case during WW1 but they are also usually a pretty short sword.
That said, independent DD sorties from Port Arthur can serve to disrupt Japanese operations and help trigger the option for emergency activation. The Russian's conducted a number of effective destroyer sweeps sometimes travelling as far as Yinkou or the Elliot Islands while Japanese flotillas were generally busy outside the port performing similar tasks.
Good Luck!
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Post by oldpop2000 on Jan 29, 2014 15:57:09 GMT -6
Keep the suggestions coming, because I am simulating Eta Jima or the US Naval War College. I am running the first two turns, over and over to understand and determine the best operational strategy. I am not necessarily concerned with winning, just optimizing the points and reducing attrition. These suggestions are great.
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