Debriefing
Figure 1 is the customary unit performance report.
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Figure 1 - Unit performance |
I really don't have anything to point out here so I'll just leave for (my) future reference that I really should add a column for current (total) experience, my Infantry units (other than the Engineers) are now in the 6-7'000 XP bracket.
I didn't add a combined Core + Auxiliary total because the table was becoming too tall (data is recorded on MS Access, table is prepared on MS Excel and printed as a PDF file that is then converted in Gimp to jpg) and I didn't remember that I could change the sheet size (from A4 to A3). Another note for (my) future reference.
In any case aggregate information starts to lose meaning. Consider the Core Damage to Casualties ratio of 267 to 65 (approx. 4 to 1). It includes the AA/AT 45 to 2 but by definition AA/AT doesn't take return fire (you can fire your AT Guns which should be the exception, not the rule). The ratio thus becomes 222 to 63 (approx. 3.5 to 1). There's also the numbers for the Auxiliary Bunkers who don't last very long once they are engaged but also don't take return fire when it's their turn to attack.
Figure 2 is the cashflow report. Seeing the total amount spent on repairs is shocking albeit not unexpected. The frightening thing about it is that it wasn't a few well remembered large and expensive instances but rather an unrelenting trickle of one or two points at single-digit cost. And it was necessary: if in contact with the enemy or after moving you can't repair more than two points of health; if you don't repair that single damage now you might have to withdraw from the line (assuming you can) leaving a gap that you probably don't have a reserve unit to cover.
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Figure 2 - Cashflow |
Figure 3 is a look behind the curtains. The Fog of War is lifted during the deployment phase to show the Big Bad Wolf. There's twenty-one Infantry, eight Tank and six Artillery units, each and every one over-strength at thirteen health. There will be at least six Infantry, four Tank and two Artillery as reinforcements on Turn 12 and the four Marines on Turns 7 and 15 (two each). We are able to field nine (ten) Infantry, one Tank and three AA/AT units plus the four (five) Philippino Recruits. The Japanese start with one fighter and one tactical bomber and are reinforced with one strategic bomber where we are deprived of any aircraft. We do have two PT Boats.
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Figure 3 - JP units at deployment phase |
Figure 4 is another look behind the curtains. Replicating Figure 3 at Turn 24 would be too big and heavy (and there's a lot of empty space) so this is an edited and annotated Strategic Map. The biggest improvement over the original is the strength of the unit (units at 13-strength don't get a plate). You might catch on but I'll state it clearly: Heavy Infantry has a black vertical stripe on the right of the icon, Infantry '42 has a red square on the top left, the surviving Engineer gets a label and plain Infantry '41 is just plain.
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Figure 4 - JP units at end of Turn 24 |
Figure 5 is a summary of Figures 3 and 4 in number format, with the little extra information on the JP reinforcements and a comparison with our reported damage/kills inflicted.
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Figure 5 - JP units summary |
After introducing the latter three figures I can now present an evaluation of the AI's performance on this scenario.
My biggest worry is always the JP artillery because I don't have a counter for it. I can't afford artillery of my own and even if I could I don't out-range theirs. I can't break through the infantry and tanks to attack it from the ground. I don't have the airpower to damage it, let alone destroy it.
I don't know if it is by design or if the AI can't handle destroyed bridges or even if I retreated too far too fast but the JP artillery moved almost timidly. Notice that the ones on the West side of the map don't even leave what was originally JP-held territory.
The JP infantry and tanks don't all become active at the start. IIRC on each front only five infantry and one or two tanks participate on the initial attacks. Most do eventually start to move with the notable exceptions of the two Chi-Ha tanks by the airfields and the '42 infantry by the 100mm artillery. I think that some of the infantries from the initial deployment are tasked with garrison duty and the ones that arrive on Turn 12 have too much ground to cover to actually be relevant.
I don't mean to imply that this mission is a cakewalk, the JP infantry and tanks are quite aggressive at times while at others they seem to hesitate. There's also the possibility that I'm not giving enough credit to my choice of defensive terrain or to the experience levels that my units have attained. Here's two examples that come to mind of things going in unexpected ways: East Sector, Abucay line, 1/B Coy takes the spot of the destroyed bunker, is reduced to 2-strength by three JP Infantries and retreats with negligible efficiency; West Sector, Bagac line, PH/B Coy resists all attacks for virtually 10 turns for minimal casualties (14 engagements, 10 casualties total, 10 damages inflicted in return fire because it never initiated combat) and only falls on the 25th turn when it is isolated (and it really doesn't matter anymore). The difference isn't in any intrinsic quality of the units but rather on circumstance: 1/B Coy is on open terrain with no entrenchment and is attacked by units at at least full strength and good efficiency; PH/B Coy is fully entrenched in a jungle and is attacked usually once a turn usually by damaged units usually with lowered efficiency from either previous combat or crossing jungle tiles.
The end result doesn't substantiate it but this scenario was a harrowing experience where I kept expecting all h*ll to break loose. Some scenarios are a delight to replay again and again. This one definitely isn't.
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