Thursday, August 15, 2024

Order of Battle: World War II, U.S. Pacific, Mission 1: Pearl Harbor, Part 5

 Fifteen turns have passed, the scenario ends (Figure 1).

Figure 1 - Outcome event


All secondary objectives have been accomplished (Figure 2), even surpassed with eight enemy aircraft shot down.

Figure 2 - Final Turn Overview


$100 will carry over to the next mission. This is due to foreknowledge. I deliberately did not repair damaged units because most of them were auxiliaries and wouldn't advance further in the campaign or because the core fighter will be of either very limited use or even a liability in the next scenario.

I did indeed upgrade DD430 Eberle to a '41 model. It was dirt cheap ($5) and enhancing her AA capabilities was thematic. It may even have helped the survival of the last allied Colorado battleship.

It was possible to disband DD430 Eberle, revive and redeploy it. The revived DD430 would then benefit from the "Naval Academy" 2'000 XP bonus for a net cost of $45 ($55 purchase price, $10 "scrap value" refund). That will happen in the future but a) extra experience in this mission wasn't required; b) it would have to wait until turn 5 to have enough RP to do it; c) I know I'll need as much RP as I can scrape together for the next two scenarios during which I won't have need for a destroyer.

Probably the one thing I should have done differently in this scenario was to not use the core P40 Warhawk "5th (Hickam) Fighting Sqdn" as offensively i.e. it shouldn't have taken as much damage as it did.

Even though I haven't yet decided whether I will deploy it in the next mission or not, there is a specialisation that grants 2'000 XP to air units. This allows the disband/revive mechanic to trade RP for XP. The "scrap value" refund is proportional to the health of the disbanded unit so a heavily damaged unit's net revival cost is higher than a healthy one's. By the way, this is not foreknowledge: the specialisation panel can be accessed before playing the Pearl Harbor scenario. You don't have points to purchase abilities but you learn which abilities are or will be available during the campaign.

On a side note, the "17h12" text is a recent bug introduced with version 10. There is an unofficial fix from a reputable source but I'm leaving my game as vanilla. That's just me being chicken but also if I start introducing unofficial modifications I open myself to questions of what else has changed.

Figure 3 aggregates all units' statistics, or at least all core and auxiliary units. The allied (blue) units' statistics aren't accessible (I think). There's no data for turn 1 because I have no screenshot for DD430 for turn 1. It was the only unit that could have done anything and I don't remember if I just forgot to take a screenshot or if I looked at the pop-up and it was blank. If there was anything there then it is combined with turn 2. On that note, the data for each turn aggregates support fire during the AI's turn with deliberate action during the player's turn. In some cases it will be easy to tell which is which.

Figure 3 - Unit stats, total and per turn


Figure 4 expands and clarifies Figure 3. It pertains to the AA units. Whenever there's a single engagement in a turn it was player initiated.

Figure 4 - AA units stats


Figure 5 is mostly for flavour. It portrays the datasheets for the land units, mostly allied but there's the Studebaker transport thrown in. Most relevant is the 37mm M1 AA gun that all US forces used during this scenario.

Figure 5 - Land unit datasheets


Figure 6 presents the statistics for DD430 Eberle. One thing to note: HP is recorded on a 0 to 100 scale but presented on a 1 to 10 scale. If XP is earned exclusively on damage caused then on the 2nd and 7th turns the actual x/100 damage was less than required to round to y/10.

Figure 6 - DD430 Eberle stats


Figure 7 portrays the datasheets for naval units. The allied Gleaves-class DDs couldn't contribute support AA fire. Upgrading to Gleaves '41 gives a big boost to AA and assigning Admiral Clark puts Eberle on a par with the 37mm M1 AA Gun and the allied Colorado battleship.

Figure 7 - Naval unit datasheets


Figures 8 and 9 present the statistics for the fighters.

Figure 8 - Air unit stats


Figure 9 - More Air unit stats



Again if it was a single engagement in a turn it was almost certainly player initiated.

Figure 10 displays the datasheets for the air units, now including the enemy aircraft. Note how highly thought of the A6M2 is when attacking "Small Aircraft". Note also the attack values against naval and land targets of the B5N2 in torpedo bomber configuration. Those are not torpedo attack values but rather the unique ability of Japanese torpedo bombers to attack ground units while "reloading" their torpedoes.

Figure 10 - Air unit datasheets


Overall this is an interesting mission even if as the player one isn't given much flexibility. The AA guns aren't mobile enough to be chasing aircraft (and they shouldn't be) and most of them are too far to be of any practical use. It takes half the scenario to gather enough air units to even consider proactively intercept enemy aircraft. There's the constant tension of "Is any of the battleships even going to survive?" This is absolutely the mission where the "Restart" button earns its ready availability.

I should have used the console command #orbitalcommand to lift the Fog of War at the start of each turn to document the number and positions of the enemy units (I did it in one of my previous runs). That entails reloading the automatic save file at the start of each turn (to switch it off, otherwise it becomes permanent for the mission and the AI also gains that knowledge). I didn't quite think it through but at the time I was staying at an alternate location where I had to balance my laptop on a shelf on top of my knees and it was hot enough that after about an hour of play I had to shut off because it got too hot. So I didn't do it. That means I can only estimate that I was facing at least 16 units, four of which were B5N2/T torpedo bombers and at least two A6M2 Zeros leaving some ten "normal" bombers between D3A and B5N2/B (of the latter at least two never went near Battleship Row).


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Wednesday, August 14, 2024

Order of Battle: World War II, U.S. Pacific, Mission 1: Pearl Harbor, Part 4

 Turn 8 and a short respite in the fighting as the 4 HP D3A retreats North leaving the sky over Pearl Harbor clear of enemies. Ewa Bty has arrived and is moving along the road without embarking on its trucks (Figure 1).

Figure 1 - Hickam Bty boards the ferry to Ford Island


I take this moment to embark Hickam Bty so it can land on Ford Island in the next turn and activate the fighter there. It is unfortunate that the surviving BB is the center one and is occupying the Port tile. When Hickam Bty disembarks it will be at 5 efficiency rather than the 9 the Port would provide.

The U.S. fighters move North in pairs, engage and shoot down the 4 HP D3A and engage a 5 HP D3A leaving it at 1 HP.

Wheeler Bty arrives at Haleiwa and raises Admiral P. Clark from his slumber. He immediately takes command of DD430 Eberle and gives a boost to her AA fire control (Figure 2).

Figure 2 - Admiral P. Clark


Turn 9 and the second wave announced on turn 5 is approaching Pearl Harbor from the East (Figure 3).

Figure 3 - Second JP attack wave nears Pearl Harbor


The B17 Flying Fortress closes in to identify what were only radar blips and calls in "One Val, two Kates East of Pearl". Kalaeloe Sqdn is out of fuel and landed at Hickam airfield.

Wheeler, Hickam and Fighting Seven Sqdns move in on the D3A and inflict 10 HP losses. They also position themselves so that neither the D3A or the closest B5N2/T can reach the Colorado at Battleship Row.

Ewa Bty is now adjacent to the intact Fuel Depot and undermanned Gleaves-class DD. Hickam Bty landed on Ford Island and activated Ford Sqdn who moves in on the closest B5N2/T and shaves off 4 HP.

The allied Gleaves-class DD that was moored at Pearl City Quay moves toward the channel. It will be followed by the New Orleans-class CA.

Turn 10. An A6M2 Zero makes the only attack on the Colorado in this turn. No damage perceived on the BB and 1 HP less on the A6M2. The damaged B5N2/T attacks DD430 Eberle and takes 2 HP damage for no visible damage on the destroyer. The other JP bombers either can't or won't attack any targets (Figure 4).

Figure 4 - Second JP attack wave is almost destroyed


Ewa Bty and Wheeler Sqdn focus on the damaged B5N2/T and drop it to 3 HP. Hickam, Ford and Fighting Seven Sqdns take on the other B5N2/T and also drop it to 3 HP. Kalaeloa Sqdn takes off from Hickam Field but is unable to participate yet. Kanehoe Sqdn has just been activated by the Medical Jeep and is on its way. Wheeler and Hickam Sqdns are very low on fuel and will have to land shortly.

The Colorado won't be attacked again.

A D3A probably belonging to the second wave and entering the map from the western edge shows up on turn 11 and is immediately brought down to 4 HP before it can attack anything.

The two B5N2/T are chased down and damaged further to 1 HP each by Kalaeloa and Kanehoe Sqdns.

The Japanese attack has been repulsed, their aircraft are severely mauled and head towards the exit points on the northern edge of the map. They will be chased and enough will be shot down that the secondary objective is achieved by turn 12 (Figure 5).

Figure 5 - Scratch one bandit (or five)


On a final note, TheEdmon encountered during his playthrough a difficulty moving an AA unit into a tile where there is an enemy plane. Someone on the Steam forum reported a similar problem and was advised to crawl the cursor along the edge of the tile to avoid the "collision box(?)" of the air unit.

I had the occasion to test this advice during this scenario and couldn't make it work. Until I could in a different situation: in Figure 6 I can clearly move Punaluu Bty into the tile occupied by the A6M2.

Figure 6 - Vagaries of AA unit movement


I think the difference lies in whether the air unit is already in range of the AA unit or not i.e. the full combat prediction with crosshairs may have a too large a "collision box".


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Tuesday, August 13, 2024

Order of Battle: World War II, U.S. Pacific, Mission 1: Pearl Harbor, Part 3

 Now that I've disclosed that one battleship survived, what happened during the mission?

Turn 1 starts with the arrival of one D3A Kanbaku (Allied codename "Val") dive bomber and two B5N2 Kanko/T (Allied codename "Kate") in torpedo-bombing configuration. The D3A doesn't attack anything but the B5N2 attack the battleships at the edges of the Row causing 3 HP damage each. One of the B5N2 takes 1 HP damage in return, almost certainly from the BB's AA (Figure 1).

Figure 1 - Battleship Row, JP attack begins


Battleship Row (BR) is at 7/10/7 HP. The core DD Gleaves (DD430 Eberle) moves into the port tile.

Turn 2 and the D3A from turn 1 bombs the Fuel Depot adjacent to Hickam Field. The damaged B5N2/T flies away and the other one bombs the center BB for no discernible damage and takes 1 HP damage (from DD430's AA ?!; the Japanese torpedo bombers are unique in the ability to bomb targets while they're reloading their torpedoes). Two more D3A arrive and bomb the undermanned New Orleans-class CA and the eastern BB causing 1 HP damage to each (Figure 2).

Figure 2 - Turn 2


BR: 7/10/6 HP. DD430 is upgraded to the Gleaves '41 with a significant increase of AA ability. The Medical Jeep activates Ewa Bty (Figure 3) and Kalaeloa Sqdn (Figure 4).

Figure 3 - AA Gun activated (Ewa Bty)

Figure 4 - Fighter activated (Kalaeloa Sqdn)


Turn 3. The Fuel Depot, the center and eastern BBs (1 HP damage) are again bombed by the same aircraft as before and which take 1 HP damage each. The western BB is bombed by the D3A that attacked the CA, 1 HP damage on the BB, 2 HP damage on the D3A. A new B5N2/B (level bomber configuration) arrives and attacks the CA. Most of the damage inflicted on the JP aircraft is from supporting fire by DD430. (Figure 5)

Figure 5 - Turn 3


BR: 6/10/5 HP. Kalaeloa Sqdn was able to take station escorting the western New Orleans-class CA at the end of its movement in the previous turn and will now fly over to Ford Island into the middle of the JP aircraft swarm. It will be able to escort two of the three BBs and the CA. It won't engage any of the enemy aircraft to preserve its strength.

Turn 4. The Fuel Depot is bombed again. The B5N2/T once again torpedoes the western BB inflicting 5 HP damage. The remaining bombers concentrate their efforts on the eastern BB and sink it. Each bomber attacking a BB now shows an additional 2 HP damage (Figure 6).

Figure 6 - Turn 4, one battleship sunk


BR: 1/10/- HP. In case we weren't paying attention, Figure 7 informs us that we lost a battleship. Kalaeloa Sqdn overflies Ford Island airfield to escort the two remaining BBs. Figure 8 on the other hand relates the arrival of a B17 Flying Fortress Sqdn. They can't do anything to help other than scout but even that is useful: when you're seeing radar blips in the Fog of War someone who can provide a "firing solution" is a bonus.

Figure 7 - Battleship sunk

Figure 8 - B17 Flying Fortress arrives


Turn 5. We have lost the western BB and taken 2 HP damage on the center one. The B5N2/T moved North. The remaining bombers now sport a combined 35 HP, 7 HP down from the previous turn. A A6M2 Zero fighter arrives. (Figure 9, left).

Figure 9 - Turn 5, one more battleship sunk


BR: -/8/- HP. Wheeler Sqdn enters the fray along with the just activated Hickam AA Bty and Fighter Sqdn. Time to start offensive operations, an additional 11 HP of damage is inflicted across two of the JP bombers for 1 HP damage each on Kalaeloa and Wheeler Sqdns (Figure 9, right).

The six JP bombers that we encountered over Pearl Harbor so far now have a combined strength of 45 HP, down from the 98 they started with: the initial B5N2/T left with 12 HP; the second B5N2/T leaving now with 9 HP; the B5N2/B with 9 HP and the three D3A with 3, 5 and 7 HP still over Battleship Row. Just in case we're feeling cocky, there's (five) more JP aircraft showing up on radar on the northeastern corner of the map (Figure 10) and at least a sneaky one flying under the radar near Wheeler AF.

Figure 10 - Second JP wave arrives


Turn 6. B5N2/T (new) attacks top DD Gleaves for no damage. B5N2/B attacks BB, drops from 9 to 3 HP. Fuel Depot D3A ditto, 7 to 1 HP. Each causes 1 HP damage to the BB. A6M2 same, 13 to 9 HP. D3A with 3 and 5 HP move North (Figure 11, left).

Figure 11 - Turn 6


BR: -/6/- HP. The B17 Flying Fortress moves to scout the retreating D3As. Hickam Bty hits the B5N2/B and drops it to 1 HP. Lulled by the success of the escorting fighters I decide to start chasing the fleeing bombers with Hickam Sqdn and hit the 3 HP D3A leaving it with 1 HP. Hickam Sqdn spots a damaged D3A with 11 HP, it was hit by Ewa Bty the previous turn near Wheeler AF.

And I left it like that trusting the two P36 squadrons to protect the BB. Except that the newly arrived full strength B5N2/T attacks and leaves the surviving Colorado with a single Health Point. Oops. I already have some 440 screenshots at this point. If I lose the battleship secondary objective I'm going to toss the run, start again and call it a mulligan.

I don't remember if I pointed this out before: OoB creates a save file every time the player clicks the "Next turn" button and another right after the AI ends its turn. During the player's turn there's thus a save file for the beginning of his/her turn (in case of a mistake or a crash) and one for the end of the previous one (in case of an omission or a crash during the AI's turn).

So I guess I will still call it a mulligan and beg your indulgence. I reloaded the previous turn and attacked the B5N2/T with Kalaeloa (2 HP damage) and Wheeler (1 HP damage) Sqdns causing 7 HP damage in total (Figure 11, right).

Turn 7. The B5N2/B runs away, he's had enough. The A6M2 also leaves. The 1 HP D3A hits the BB for 1 HP and survives. The 11 HP D3A hits the CA (which is escorted by the two P36 Hawk sqdns) and takes 4 HP damage. The B5N2/T goes for the Colorado inflicting 3 HP damage and taking 1 HP in return (Figure 12, left).

Figure 12 - Turn 7


BR: -/2/- HP. So, what is left over Battleship Row? One B5N2/T (5 HP) and two D3A (1 and 7 HP) in the Red corner. Hickam (abandoning the chase, 10 HP), Kalaeloa (7 HP), Wheeler (8 HP) and the newly arrived (Figure 13) "X/VF 7" F4F3 Wildcat (10 HP) Sqdns and Hickam Bty in the Green corner. The 1 HP D3A and the B5N2/T are shot down (the first enemy kills of the scenario) and the remaining D3A drops to 4 HP.

Figure 13 - Fighting Seven arrives


And that's enough pictures for one post.


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Monday, August 12, 2024

Order of Battle: World War II, U.S. Pacific, Mission 1: Pearl Harbor, Part 2

 Figure 1 started as the Strategic Map at the Deployment Phase.

Figure 1 - Activations


Blue dots mark the locations of the airfields. Green dots mark the locations of the towns. They can be difficult to spot due to the inscribed turn counter. The name plates for the fighters (blue shadow) and the AA batteries (green shadow) are next to them. I got in the habit of naming the units with the turn number when and the location where they activated.

There's a number of blue counters representing the AI-controlled allied units, they are just targets for the JP aircraft and I'll expand on them shortly.

We start with just two units: a core DD Gleaves (the green counter inside the harbor) and an auxiliary Medical Jeep.

The Jeep takes the path marked in yellow and its position at the end of each turn is marked with a numbered counter. There are two positions marked "1", the one closest to the name plate is the starting point. It will activate two of the fighters (Kalaeloa and Kanehoe) and four of the AA guns: Ewa, Hickam (core), Waikane and Punaluu (core, motorised). Note that Ewa, Waikane and Punaluu are activated "en passant" i.e. without stopping at the town.

The auxiliary "X/2nd (Ewa) Bty" takes the path marked in green. It will go North to activate both the Wheeler AA gun and fighter before doubling back towards Pearl. There are no turn markers beyond turn 9 because it will stay in the Pearl Harbor area and further recording would be irrelevant for the purpose of this map.

The auxiliary "X/4th (Wheeler) Bty" takes the path marked in blue heading North towards Haleiwa. There are no markers beyond turn 8, when it activates Admiral Clark who grants AA bonuses and is assigned to DD430 Eberle. I usually leave it parked at Haleiwa but in this run I had it double back just to quadruple-check that it never has any targets.

The core "AA/5th (Hickam) Bty" takes the path marked in black to activate the (also) core "5th (Hickam) Fighting Sqdn" P40 Warhawk. Its further movements would only clutter the map. It will embark on turn 8 and land on Ford Island airfield on turn 9 to activate "X/9th (Ford Is.) Sqdn". These actions are tricky because it will be vulnerable while embarked and there are reports of a bug that prevents the fighter from spawning if there's a unit above the airfield.

Of further note on this map:

a) the P40 Warhawk fighters have red squares at the ends of their name plates;

b) the two name plates with white shadows towards the bottom right of the map (and the two white squares) represent the two auxiliary units deployed via event;

c) although difficult to see, the turn number markers are color-coded.

Very important disclaimer: I did not devise this course of action nor do I affirm that it is the most optimal. I probably read it in any of the forums (Slitherine, Steam or GOG) or some (possibly defunct) walkthrough online. It does provide a way to fulfil the two secondary objectives that aren't RNG dependent.

There are other ways to complete these objectives.

It is quite possible to activate Hickam Bty on the first turn but that will force the Jeep to go immediately East (if you go West you will be two turns late and won't activate Punaluu Bty). The eastern units will be activated four turns earlier but other than the Kanehoe fighter they won't contribute more than an occasional parting shot at a retreating JP aircraft through the eastern Radar Station area.

This leaves only Hickam Bty available to activate the western units. In the first turn it activates Hickam Sqdn. In the second it moves towards Battleship Row. Third turn embarks. Fourth turn activates Ford Is. Sqdn. Fifth turn embarks again. It won't reach Ewa until turn 9 and must activate Kalaeloa Sqdn in turn 10 so that Ewa Bty can go North in turn 9 to activate the Wheeler units in turn 11 and Admiral Clark in turn 14.

In this scenario you'll have new fighters over Battleship Row in turns 1, 4, 9 (6+3), 11 (10+1) and 12 (11+1) and no active AA guns other than in turn 1, 2 and 4.

My course of action has fighters in turns 3 (2+1), 5 (4+1), 5 again, 9 (could be as early as 8) and 13 (10+3). Plus one active AA gun from turn 5 and another in Pearl by turn 8 and at Battleship Row by turn 10.

Any variation has to be measured on how many fighter-turns and AA gun-turns it accomplishes over Battleship Row and when. There may well be one (or more) better than the one I used.

Ok, let's start looking at the pretty units on the map, shall we? It's about time. Unless otherwise noted these images report to the Deployment Phase.

Figure 2 - Haleiwa


Figure 2 is the allied Radar Station adjacent to Haleiwa. I don't remember it having any impact on the mission. Haleiwa however is where Admiral Clark's quarters are located. It is also in this general area that the Opana Point Radar Site was located on that fateful December 7th.

Figure 3 - Wheeler AF


Figure 3 is the allied Hangar adjacent to Wheeler airfield and town. It also is irrelevant for the mission.

Figure 4 - (Not) Opana Point


Figure 4 is the allied AA gun and Radar Station towards the northeastern (top right) corner of the map. As the town is nameless I took to calling it Opana Point. Now that I've learnt the actual location of the site I'll have to dream up another name.

Note at the top edge of the map the four exit points for the enemy units.

Figure 5 - Kanehoe Bay


Figure 5 is the allied position at Kanehoe Bay and airfield. One Coastal Gun, one Fuel Depot and one Cargo Truck.

Figure 6 - Kanehoe Bay and (Not) Opana Pt. aftermath


Figure 6 skips ahead all the way to the end of the mission and is a combined report on "(Not) Opana Pt." and Kanehoe Bay. The Depot and Truck were destroyed and damage was inflicted on both the Coastal Gun and Radar Station. These are irrelevant towards the mission goals other than possibly keeping the two JP bombers attacking Kanehoe Bay from targeting Pearl Harbor and Battleship Row. This image is interesting in how it demonstrates how vision/sight works. Each unit has a "budget" of "vision points" and each terrain tile expends a variable amount of points. Once you run out of points you can't see any further.

Figure 7 - Pearl Harbor


Figure 7 depicts Pearl Harbor during the Deployment Phase. All allied units are identified as is our core DD430 Eberle. I don't know why I neglected to tag the Medical Jeep or the JP aircraft to its North.

Figure 8 - Pearl Harbor aftermath


Figure 8 also skips ahead to the end of the mission. One battleship survives by the skin of its teeth. The undermanned New Orleans-class heavy cruiser on the other side of Ford Island is also badly damaged. The allied Gleaves-class destroyer is still intact as is our own DD430 Eberle. The other allied destroyer and cruiser left the map sometime in the latter part of the mission. The two AA Guns that could reach Battleship Row are on station. Four of the six fighters are also on station over the surviving Colorado-class battleship, every one of them badly damaged. The other two fighters are close by and also badly damaged.


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Sunday, August 11, 2024

Order of Battle: World War II, U.S. Pacific, Mission 1: Pearl Harbor, Part 1

 Hello and welcome to my playthrough of Slitherine's/The Artistocrats' Order of Battle: World War II U.S. Pacific campaign.

If you have been following along we've just completed the Boot Camp tutorial campaign as a linked prelude and are now about to begin "Pearl Harbor", the first mission of the U.S. Pacific campaign.

This is my first blog and I'm still learning how to use the platform and how to edit the images in Gimp. I'm a bit more knowledgeable and a bit more confident than when I started the tutorial but I'm still learning.

My primary motivation is to offer a counterpoint to TheEdmon's opinion as expressed in his playthrough on Youtube (link: The last video on the playthrough). I hope my effort also has merit in and of itself in showcasing the game and this campaign.

I'm playing at the highest difficulty setting (Fleet Admiral), as he did.

I'm not playing blind like he did but I'll try to the best of my ability to emphasize the hints and clues that the designers put forward in the mission briefings and which I feel that he ignored, glossed over and/or discarded.

That is my attempt at "offline map staring", which is a staple of some/most of his playthroughs and which was sorely lacking in this instance.

I'm also simulating an iron-man run of this campaign, as he did. As iron-man is most definitely not supported by the game I will publish my first successful play of each mission, hopefully my first run at this difficulty setting.

I have known about Order of Battle since shortly after it was launched in 2015. IIRC I was introduced to it by Paradogs Gamer and/or Night Phoenix on Youtube. I have played the Boot Camp campaign a number of times in the intervening years but I only played and completed the U.S. Pacific campaign once (in April/May 2023) at the "normal" Captain difficulty setting. I have not played any other campaign but I have dabbled at some of the showcase first missions available for free.

I'm most definitely not presenting an optimized walkthrough of this campaign nor am I offering a detrimental comparison to TheEdmon's tactical decisions. This is not a review of his playthrough and should not be seen as such. I wish he had played in a different manner but that is his prerogative. What I object to is the tone and content of his opinion which I feel is insufficiently supported.

As it has been well over a year since I started working towards this playthrough, Slitherine released Version 10 in July, 2023 (Figure 1). At that time I had already played "Fleet Command" but not yet finished editing the screenshots and I was worried about a possible negative impact that would require starting again from scratch.

Figure 1 - Launch screen


The Campaign selection screen (Figure 2) and you may notice that the U.S. Marines and Burma Road campaigns have been added to my portfolio. Haven't even launched them yet, I'm concentrating on this playthrough.

Figure 2 - Campaign selection screen


Onto the campaign itself and the first mission, Pearl Harbor (Figure 3). I really have to stop cramming so much information into a single image. The backdrop Campaign map is a thing of beauty and should be displayed in all its glory.

Figure 3 - Briefing


Top left corner, we're asked if we want to import a Core. Answering in the affirmative the list of available core files appears in a dedicated pop-up. The insert is very heavily edited/condensed and the three files are: the blog run core (Difficulty 5 Game 1), a test run for unspent specialization points carryover and my original run at normal difficulty (Boot Camp GOG). There's also a "Tutorial Message" regarding "Core Force Importing". That will be the only tutorial message during this mission but it is a demonstration of how tutorial messages are not restricted to the tutorial campaign.

Along the right-hand edge are the various briefing messages. At the top is the Campaign Map teaser that appears at the bottom edge of the screen, in the center is the Campaign Event pop-up window and at the bottom is a condensed version of the three briefing messages (all the text is there, I just removed a lot of blank space). The only significant piece of information in all of this is that we're facing enemy (not OPFOR anymore) air units ("... fighters and bombers...").

Bottom center is a self-explanatory difficulty setting and slightly above is the pop-up introducing the bonus "Australian Commandos" rewarding the purchase of the "Burma Road" campaign.

Somewhat forlornly in the center of the image is the main character, the button for the "Pearl Harbor" mission. At this point I would like to stress the significance of the red arrow shooting out of the Japanese flag. That is the clue for initiative, who acts first every turn. The Japanese will have it in this mission.

Finally on the bottom left corner the Deployment Phase Turn Overview pop-up window with a few inserts. What do we learn from this? The mission will last 15 turns, there's no way to actually lose it, we start with $30 and will earn $5 per turn but there's no CPs allowance for new units.

The (non-mission critical) secondary objectives are what makes this mission interesting:

a) five 37mm AA Guns can be activated, two of which will be Core units (one with organic transport, a Studebaker truck) and will play a role further along the campaign (once again the designers grant us units that might be overlooked);

b) five fighters can be activated, one of which (a P40 Warhawk) will be a Core unit (the designers don't give us money that we might spend unwisely, they give us expensive units);

c) a promise of less capable enemy air units in future mission(s) if we manage to shoot down five enemies;

d) a promise of an auxiliary battleship in future mission(s) if at least one of three present survive.

I have stated above that I have not played any other campaign and only a few introductory missions. This mission is the exception that validates that rule. TheEdmon also states in the introduction to this mission that he's well acquainted with it.

Prompted by the authoritative way TheEdmon presented and played this mission in his playthrough I played it at the highest difficulty setting over a dozen times before I even bought the game.

He has a couple of insightful takes: at least at first it is best to leverage the support fire abilities of the U.S. fighters to chip away at the Japanese (JP) aircraft without incurring losses; the survival of any U.S. battleship is a matter of RNG.

This being said:

a) the AA units can be activated consistently (turns 2, 4, 5, 13 and 14);

b) the fighters slightly less so (turns 2, 4, 5 and 10) because one (the Ford Island one) requires naval transport and should wait until it is safe-ish to do so;

c) shooting down five JP aircraft is quite achievable in the fifteen turns allotted unless the player does something incredibly stupidly;

d) barring some extreme bad luck in the first three to five turns when the defensive units are few and far between it is possible to skew the odds in favor of at least one battleship surviving.


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Thursday, August 1, 2024

Order of Battle: World War II, Boot Camp (tutorial), Campaign remarks

 The tutorial posed a curious challenge. Approaching it purely as a learning experience would have been simple. Playing it purely as a stepping stone for the U.S. Pacific campaign would also have been simple. My predicament is that I tried to do both at the same time and I'm not quite sure I succeeded.

In any case this tutorial should never be approached as a one and done affair by someone who never played the game before. I think I demonstrated that there's enough depth in the Order of Battle: World War II tutorial campaign to merit multiple plays if one is serious about learning the game. I believe the designers were of the same opinion (and not only about the tutorial): the "Replay" button in the final Turn Overview of every mission has the same emphasis as the "Exit" button.

I think the tutorial does a decent job gradually introducing the new player to new units, tactical options and concepts. It also gradually gifts valuable units to build up a core. It doesn't play the game for you, you'll have to think and experiment and get things wrong before you get them right. Playing blind as a one-and-done prelude to the U.S. Pacific campaign you'll get a rude shock with the abrupt increase in difficulty.

There's one option I did not explore for obvious reasons. I think it is perfectly acceptable to experiment with console commands (a.k.a. cheats) if one is not going to proceed into the U.S. Pacific campaign. Adding money, command points and turns to e.g. approach Fleet Command with two extra carriers (or more) and an aircraft-heavy force is an interesting alternative. The designers even included some console commands as an Easter egg in the credits.

I've alluded to the game's manual in the very first post of this blog. I'd like to reinforce that aspect. Designers in general and game designers in particular have a duty to introduce and explain concepts, mechanics, etc. when those can't be considered as general knowledge, evident and/or unequivocal. Game designers have (at least) two avenues to impart that information, in-game tutorials and stand-alone manuals. The choice in using one or the other or both depends on the resources and abilities available to those designers. When they choose to go to the trouble of producing a manual the intelligent player's course of action is to RTFM. It may turn out to be an absolute piece of garbage. It may turn out to be invaluable. If one ignores it one loses any credibility to criticize it or the perceived lack of information provided in-game.

I have been teasing about the "Tutorial Messages" all through this presentation of the campaign. My primary motivation to publish a playthrough of the combined Boot Camp and U.S. Pacific campaigns is to give a counterpoint to the negative opinion The Edmon advanced in his review of his playthrough (this link takes you to the last video of the campaign on Youtube, look for his reply to my comment Youtube - TheEdmon's OOB Playthrough - Episode 65). About the tutorial itself he claims that "(...) the tutorial system is poor (...)". As it happens he had the tutorial messages button turned off for the entirety of the playthrough. I don't know how important said tutorial messages would have been if he had read them as they popped up.

The tutorial messages can be found in the various "english.txt" files in one of the game's folders. I took the trouble to import those files into a Microsoft Access database and examine them. There's still a number of messages that I didn't trigger. You may find them below.

1772 tutorial_transportation_title Motorised Transportation

1773 tutorial_transportation Towed Artillery, Anti-Tank and Anti-Air units move very slowly without motorised transportation. You can assign a transport vehicle to these units through the Upgrade menu, accessible through the Upgrade button in the lower left corner if the screen.

1780 tutorial_engineer_title Engineers

1781 tutorial_engineer Engineers are particularly effective against fortified enemy units. In addition to these offensive capabilities they also have a number of unique abilities: They can lay mines, destroy roads and bridges and construct Pontoon Bridges at river crossings.

1822 tutorial_strategic_attacks_title Strategic Bombardments

1823 tutorial_strategic_attacks Strategic Bombers have the ability to target enemy supply sources directly to decrease the amount of supply it provides.||Sustained strategic bombardments will eventually decrease the number of units the enemy can maintain in the field.

1828 tutorial_marines_title Marines

1829 tutorial_marines Marines are specialised naval attack units which suffer less efficiency loss when disembarking from naval transportation.||Use these elite units in the first wave of any naval invasion to establish a secure beachhead for the standard Infantry to reinforce.

1832 tutorial_minelaying_title Minelaying

1833 tutorial_minelaying Minefields will make a position inaccessible to both sides until the mines are destroyed or removed.||You must choose the hex the unit should move to after placing the minefield on its current position.

1838 tutorial_commandos_title Commandos

1839 tutorial_commandos Commandos are unique units specialised in harassment behind enemy lines. They do not capture territory, can only be spotted by adjacent enemy infantry and can attack targets without taking any damage in return.||Use them against fragile, unprotected targets or to deal damage to enemy supply sources and infrastructure.

1846 tutorial_ambush_title Ambush

1847 tutorial_ambush When a unit runs into an enemy unit that was invisible or hidden in the Fog of War an ambush attack will be launched. Being caught by surprise, the moving unit will suffer combat penalties in the attack.

1860 tutorial_floatplane_title Float Planes

1861 tutorial_floatplane Float Planes and Flying Boat reconnaissance aircraft do not require refuelling. This ability to stay airborne makes them ideal for long range reconnaissance missions.

1878 tutorial_naval_efficiency_title Naval Firing Efficiency

1879 tutorial_naval_efficiency When a warship moves, it loses efficiency based on the distance of the moved compared to its maximum movement range.||This efficiency penalty affect its firepower during the current turn and lasts until the player's next turn.

1880 tutorial_terrain_disruption_title Unit Move Disruption

1881 tutorial_terrain_disruption Moving through certain terrain types cause unit disruption and decrease its efficiency. This efficiency loss is displayed on the movement path indicator.||A dirt road running through the terrain reduces the penalty taken, while a paved road negates it altogether.

1884 tutorial_explosives_title Demolition Explosives

1885 tutorial_explosives This unit can use explosives to destroy bridges and/or damage supply output on its current position. This ability can be used to slow down an enemy advance or to adopt "Scorched Earth" tactics.

1896 tutorial_artillery_bombardment_title Bombardment

1897 tutorial_artillery_bombardment Artillery units have the ability to bombard any hex within their range - provided it is not occupied by a friendly unit. While this ability costs some Resources, it allows you to target enemy units even when they are hidden in the Fog of War.

1900 tutorial_challenge_hosted_title Challenge Hosted

1901 tutorial_challenge_hosted Your challenge is now available for other players to join. As soon as the required number of players for this scenario have joined, the game will because available as an active match and the first player will be able to play his/her turn.

1910 tutorial_carrier_purchase_title Aircraft Carriers

1911 tutorial_carrier_purchase Aircraft Carriers can store, supply, repair and refuel aircraft. A newly purchased Carrier does not come with any aircraft however. It is up to you to choose which air units to deploy on it.

1912 tutorial_reserve_resources_title Resources Reserves

1913 tutorial_reserve_resources It is best not to invest all of your resources into new units, repairs or upgrades during the start of a scenario. Instead, try to keep some resources in reserve to make critical repairs or other important investments during the first turns.

1916 tutorial_long_distance_refuel_title Refuelling Task

1917 tutorial_long_distance_refuel When an aircraft has to move several turns to reach a carrier or airfield for refuelling, it can be useful to set up a long distance move.||Hold down the <CTRL> key and left-click on the destination and the unit will fly there automatically over the next couple of turns.

1918 tutorial_long_distance_move_title Long-distance Moves

1919 tutorial_long_distance_move You have just set a long-distance move for the currently selected unit. Starting from the next turn, it will move in this direction automatically whenever you end your turn.

1920 tutorial_long_distance_cancel_title Long-distance Moves

1921 tutorial_long_distance_cancel To remove a long-distance destination: Hold the <CTRL> key, the click on the destination hex again OR click on the unit's current hex.||Whenever you give any other order to a unit, its long-distance destination will also be removed.

1922 tutorial_automatic_sonar_title Sonar Sweeps

1923 tutorial_automatic_sonar When ending your turn, all ships with the "Sonar Sweep" ability which have not yet moved or attacked will automatically use that ability.||If it reveals an enemy submarine, the End Turn cycle will be aborted.

1934 tutorial_torpedo_moving_target_title Torpedo Evasion

1935 tutorial_torpedo_moving_target Torpedo volleys are less effective against targets which have moved (indicated by a yellow/orange/red strength number). This represents that the target ship is moving and maneuvering, thus making it more difficult to hit.

1940 tutorial_deployment_supply_deficiency_title Supply Deficiency

1941 tutorial_deployment_supply_deficiency Land units can only be deployed in a region which has enough of a supply surplus to maintain the unit. If it has insufficient supply reserves, the deployment hexes will be coloured orange.

1942 tutorial_deployment_air_supply_deficiency_title Air Supply Deficiency

1943 tutorial_deployment_air_supply_deficiency Aircraft carriers provide supply for carrier-based aircraft while airfields provide supply for all air unit types. You can only deploy additional aircraft if there is enough air supply surplus available to support them.

1952 tutorial_campaign_scenario_selected_title Scenario Selected

1953 tutorial_campaign_scenario_selected The scenario you clicked on is already selected. To launch this scenario, click the "Launch" button in the bottom right corner of the screen.

2152 tutorial_player_not_found_title Player Not Found

2153 tutorial_player_not_found The player name you entered could not be found in the active player database. Note that a player must have logged into multiplayer at least once in order to appear in this database.||Player names are not case sensitive.

2164 tutorial_pbem_lobby_title PBEM Lobby

2165 tutorial_pbem_lobby Welcome to the PBEM++ Multiplayer lobby. Here you can find a list of all open challenges and all matches you are involved in. The four tabs at the top of the panel act as filters for the games list.

2166 tutorial_pbem_lobby_2_title Host or Join

2167 tutorial_pbem_lobby_2 You can choose to join an existing open challenge - if there are any - or host your own challenge. To join a challenge, select it in the list and click "Join" button in the bottom right corner of the panel. The host your own, simply click the "Host Challenge" button.

3525 tutorial_core_import_title Core Force Importing

3526 tutorial_core_import Previously exported core forces from specific campaigns can be imported at the start of this campaign. This allows you to carry over your full unit list between consecutive campaigns.

3527 tutorial_core_import_2_title Imported Core Force

3528 tutorial_core_import_2 These imported units are now displayed under the "Destroyed and former core units" tab in the unit list.||Former core units need to be reformed at full cost, but keep their combat history and a percentage of their experience.

3801 tutorial_seaplane_tender_title Air Supply Types

3802 tutorial_seaplane_tender Seaplane tenders can only provide supply for seaplanes, while aircraft carriers supply both seaplanes and carrier-based planes. Airfields can supply any type of aircraft.||Without a valid source of supply, aircraft cannot be deployed on the map.

4153 tutorial_revert_vp_capture_title Capture reverted

4154 tutorial_revert_vp_capture If a victory point is not yet fully captured while completely cut off from supply, it requires a friendly unit on or adjacent to it. Without such a garrison to continue the capturing process, the point will automatically be reclaimed by its previous owner.

4579 tutorial_transportation_console Towed Artillery, Anti-Tank and Anti-Air units move very slowly without motorised transportation. You can assign a transport vehicle to these units through the Upgrade menu, accessible through the Upgrade button in the unit abilities panel.

4598 tutorial_campaign_scenario_selected_console The scenario you selected on is already highlighted. To launch this scenario, press <A>.