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I've tried again, and again, to explain on various posts that the one-size-fits all strategy doesn't always work. Italy is a prime example. Thanks for the compliment.

The issue being that most people do not want to micromanage all their units individually and if you don't the AI will not use them as efficiently as you would have anyway, so having a general purpose unit seems to be the logical thing to do.
 
January '39: Fleet Week


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ITALY NAVAL INTELLEGENCE: Yes, it's Fleet week in Italy were the Navy's finest are paraded for all the world to see. Meanwhile, the British delegation was being wined and dined so our operatives could discover . . .

British Naval Engineering (theory): 12

The British are currently researching:

NAV tactics (naval bombardment)
Destroyer Engine
Destroyer Armor
Fire Control System (target choice)


By comparison; Italy has 4.6 in engineering theory and NAV tactics lvl 2. Italy is currently researching spotting and Fleet Auxiliary Carrier Doctrine, the latter leading to the much-needed Light Cruiser doctrines. Italy is also researching Light Cruiser Main Armament and Light Cruiser Engines as the plan is to have the best light cruisers in the game.

Now, let's parade the ships and run down the details on each formation.

Strategy Note: Due to the lack of carrier forces Italy has made AA defenses a priority.

(NOTE: Red "leaves" indicate current research.)

^^^^^^^^^^^^
CRUISER SQUADRON:

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(above) This is the standard cruiser squadron, and it features one of the faster heavy cruisers for added firepower. This unit (2-3) has good punching power offensively, and is also very good on defense. It only really lacks a good positioning bonus, which is why Italy is currently researching light cruiser doctrines.

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FAST CRUISER SQUADRON:

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(above) The fast cruisers are designed to get where they're going quickly, which can be useful in a number of ways such as tracking down enemy subs or breaking-up an invasion in progress. This formation (1-4) doesn't have the same offensive firepower as the standard cruiser squadron, but is 25% better defensively.

^^^^^^^^^^^^^
DESTROYER FLOTILLA

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(above) These destroyer flotillas (0-1) are not much offensively. Their main role is for escort duty or ASW. If they do find a sub, then a cruiser squadron is called in to finish the job.

Strategy Note: Destroyer flotillas are grouped in 2's (or 3's) so that Sea commanders may survive an engagement.


^^^^^^^^^^^^^^^^^^^^
PROTOTYPE SUBMARINE FLOTILLA

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(above) The early sub flotilla hasn't enough range to be effective. But, they can still be used for intelligence gathering until the arrival of RADAR.


Strategy Note: Submarine flotillas are grouped in 2's (or 3's) so that Sea commanders may survive an engagement.

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STANDARD SUBMARINE FLOTILLA

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(above) The standard sub flotilla has the same range and speed limitiations as the prototype, but does have 20% less visibility making it better at stealth.

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FAST SUBMARINE FLOTILLA

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(above) The fast sub flotilla is significantly improved in both speed and range. If Italy ever breaks out of the Mediterranean these are the boats that will attack Allied shipping.

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PROTOTYPE BATTLESHIP SQUADRON

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(above) The prototype battleship squadron (2-3) has good destroyers and a pair of good heavy cruisers. The unit's gunnery range and firepower is good, as is defense, convoy attack, and anti-air attack. Destroyers will soon have spotting capability, which should increase detection ability of enemy ships and subs.


Strategy note: When pitted against an aircraft carrier task group; the enemy carriers "must" stay out of the range of the battleship's big guns. The battleship screens are thus designed to rush ahead and engage enemy carriers point-blank, that is, provided they can get by the enemy's screens. In this role the best possible battleships are already available, only heavy cruisers and destroyers are required. Strategically, this is where Italy must concentrate its energy and resources in the struggle against the Royal Navy.


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STANDARD BATTLESHIP SQUADRON

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(above) The standard battleship squadron has bigger guns for more overall firepower. Defense is better, positioning is better, and detection ability is improved by 20% over the prototype squadron.

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ELITE BATTLESHIP SQUADRON

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(above) The elite battleship squadron features greater range, and even more overall firepower. Only the best battleships and best screens are used in the elite squadron.

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INVASION FLOTILLA

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(above) The invasion flotilla features a battleship and a few older cruisers that are now only good for escort duty. This formation (1-1) has minimal attack and defense capability, but otherwise very good air attack and air defenses. Overall, it should be able to hold its ground while supporting invasions. A few destroyer escorts may also be used to help spot enemy activity in the area.


Next Time: Details of army design details
 
The issue being that most people do not want to micromanage all their units individually and if you don't the AI will not use them as efficiently as you would have anyway, so having a general purpose unit seems to be the logical thing to do.

Yes, that's a good point. We're more focused on MP activity here, so it's a different realm I understand.
 
Seeing how the MP games are running, I doubt that many people would find the time to micromanage their units, especially not in a multi front scenario which is more often than not the case.
 
since I can never quite get the hang of naval combat, I'm most interested in learning all I can. For instance, I notice you use CA quite extensively. are they just damage soaks to protect the battleships or concentration of force?
 


Cruiser squadrons are great at running down submarines, and these come in two types: regular cruiser squadrons have one (1) heavy cruiser and five (5) light cruisers, while fast cruiser squadron have six (6) light cruisers. The fast squadron is generally 10-15% faster, while the standard squadron has improved gunnery range and attack factors.

Destroyer flotillas are used primarily for ASW operations. Once a sub is spotted a neighboring cruiser squadron is sent in to finish the job.

Good to see the ridiculous naval modelling is still in play with FTM. At any rate, I like your attention to detail. How long does it take you to play one of these scenarios?
 
Good to see the ridiculous naval modelling is still in play with FTM. At any rate, I like your attention to detail. How long does it take you to play one of these scenarios?

Well, the actual play time goes quickly because I run at speed 2-3. But, stopping every 3 months gives time to change strategy, and that draws the game out (for AAR purposes).
 
Seeing how the MP games are running, I doubt that many people would find the time to micromanage their units, especially not in a multi front scenario which is more often than not the case.

Yes, and no. Planning ahead makes things go more smoothly. Italy is a snap, really. I've played successful campaigns as the USSR, running at speed 2-3 (helped by a few healthy pauses), and that's a lot of work. But, there's some shortcuts I use that help.
 
since I can never quite get the hang of naval combat, I'm most interested in learning all I can. For instance, I notice you use CA quite extensively. are they just damage soaks to protect the battleships or concentration of force?

Well, that's the question we're trying to answer. This latest mod was suppose to tweak the naval game making super-stacks a thing of the past.

According to the experts on the forum, the 6 ship task group is back in vogue. Larger fleets are then made up of several groups of ships.

Destroyers, I'm informed, will help a BB group by engaging with the enemy sooner, for instance, giving them at least an opportunity to close on a fast carrier strike group. That's yet to be seen, but is partially why Italy was chosen for this AAR.

I'm just hoping to bring you some of that action for analysis.
 
I have a feeling that you SAGs will get obliterated by zombie CAGs, but it will be interesting to see whether it's possible to counter the RN's CTFs with battleships. I think that you should invest heavily in bombers, because without them, your prospects of defeating even the AI-controlled CTFs look rather slim.
 
April 39: Italian Army




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ITALY NAVAL INTELLEGENCE: Intelligence continues to be gathered on the Royal Navy. Following are the results:

British Naval Engineering (theory): 12.4

The British are currently researching:

Air Launched Torpedo
Destroyer Main Armament
Heavy Cruiser Engine


AXIS DIPLOMACY: Hungary entered the Axis on April 8th.


ITALY DIPLOMACY: In early April Italy was given the option to exercise territorial demands in Albania, but the action was deferred for the time being.

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(above) It seems the annexation event also reduces dissent by 5.0. So, instead of immediately triggering annexation, all IC's for consumer goods were temporarily diverted to upgrades.

Dissent levels immediately began to rise, and as they approach 5.0 the Albanian Annexation event was fired-- in this case, on April 21. This is a neat trick because it gives an unexpected boost to upgrading and helps Italy get ready for the War earlier than anticipated.


ITALY ARMY: Next, let's run down the details of Army formations. These are not the best units in the game, but the best that Italy can come up with on such short notice. As General Patton once said,

“A good plan executed today is better than a perfect plan executed at some indefinite point in the future.”



LIGHT INFANTRY:

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(above) Italian light infantry is Lvl III, and the plan is to upgrade them with desert warfare so they can also operate in N. Africa. The AA guns give them good anti-air capability as well as slight improvement to hard and soft attack.

MOUNTAIN INFANTRY:

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(above) The Alpina corps is made up of five (5) such divisions. The current upgrade is to mountain equipment and special forces. The main advantage of mountain units is they move significantly faster over rough terrain. These units are still rather weak offensively, and so a third brigade may be added to them sometime in the future.

MOBILE INFANTRY

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(above) The mobile infantry is the elite Italian unit in the game. This unit has combined arms advantage and hardness under 50%. The principal upgrade to this unit will be Schwerpunkt. (Note: I hope the reader can appreciate how difficult it is to obtain actual photographs of the Italian army in action, this is actually an artist sketch made for a war game.)

LIGHT MOBILE INFANTRY

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(above) The light mobile infantry is the backbone of the Italian armored corps. It is fast enough to keep up with the tanks, and has the combined armed bonus (barely). The principal upgrade to this unit will be Tactical Command Structure.


RECON ARMOR

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(above) Recon armor is nearly 50% faster than the standard armored unit, and it has both combined arms advantage and hardness less than 50%. This unit is designed to move ahead of the column and provide much needed information on the disposition of enemy forces. The principal upgrade will be to the Armored Car's armor and gun.


DESERT CORPS

The Desert Corps features divisions with 4-5,000 manpower as compared to the 5-7,000manpower of regular army divisons. So, while these units have lower supply requirements, it comes at the cost of shorter staying power while in combat.

DESERT ARMOR

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(above) Desert Armor is basic light armor combined with tank destroyers, and some infantry supplied by armored cars. This unit has both combined arms advantage and hardness less than 50%.


DESERT MOBILE INFANTRY

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(above) Desert Mobile Infantry is essentially mobile infantry with tank destroyers for support. This unit features the combined-arms advantage.


DESERT RECON ARMOR

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(above) Desert Recon Armor features 50% improvement in speed over other desert units. It uses less fuel than the regular Recon Armor because an armored car battalion has been substituted for a light panzer brigade.


Next Time: War begins
 
neat trick with the dissent. must remember that.
 
I have never liked the handling of dissent in HOI games. Events or decisions that give huge dissent reduction are basically wasted if you have no dissent or didn't bother to deliberately increase it prior to the event/decision, which makes no sense anyway. Also, I think that it's too easy to get rid of dissent.
 
I really like your style Valentinan. I hope you will consider a Japanese AAR after the Italian one. I have learned a fair amount from your division and naval setups. Thanks and subscribed.
 
Have you considered switching to Consumer Goods Orientation? The 5% efficiency hit starts to matter (for me anyway) when you get to the long build times for ships and CAGs, but your consumer goods demand is high enough that CGO might allow you to add a couple more ships or a division of something to your queue.
 
OMG. Thanks. It's taken a while to learn what people want to see; more detailed action sequences, historical-like profiles, and gamey tricks.

Have played Japan once or twice in MP, and it's hard to beat a good N.China player. Race for the resources in Indonesia and trying to "Pearl Harbor" the British at Singapore or Hong Kong. But, nothing ever seems to go as planned, and that makes for a tough AAR experience.

A Finland, Romania, or Bulgaria AAR with limited war goals might be OK. Haven't played any of those before in MP. Of course, getting the SU to surrender to a minor is the trick. :)

Will keep these in mind as we go forward.
 
That's a really nice AAR, I must say your detailed overview of the Navy organization is great, since it can be scalled up to a major's navy like UK or USA.

Perhaps somebody already asked the question but are the excel sheets parts of a special software or are they home-made? Would you mind sharing them ?

Subscribing of course :)
 
Perhaps somebody already asked the question but are the excel sheets parts of a special software or are they home-made? Would you mind sharing them ?

Subscribing of course :)

They are home-grown. Certainly if you'd like a copy of them send a private e-mail.
 
July 39: Surprise DOW

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ITALY NAVAL INTELLEGENCE: Intelligence continues to be gathered on the Royal Navy, results as follows:

British Naval Engineering (theory): 15.7
Aircraft Carrier Construction Practical: 15.3

The British are currently researching:

Battlefleet Concentration
Submarine Hull
Naval Strike Tactics
Capitol Ship Main Armament


ITALY PRODUCTION: As Italy enters a new fiscal year its time to project what the build schedule will look like.

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(above) Italy plans to convert five (5) reserve infantry corps to light infantry corps, and build one (1) new mobile infantry corps. The navy reserve will receive three (3) destroyers, two (2) heavy cruisers, and two (2) light cruisers. The Air force will strip interceptor support from its ground support wings (because they won't be used) and create a new interceptor wing. Air force reserves will get two (2) new interceptor groups.

AXIS DIPLOMACY--WAR: Germany DOW'd Poland on September 3, 1939 over the Danzig corridor.

ITALIAN FORCE DISPOSITIONS: Italy is prepared for a defense war, at least until its armed forces come up to strength. The following is a disposition of Italy's armies:

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(above) The army in northern Italy is drawn up in a three-layer defense-in-depth. Mobile reserves consist of one corps of mobile infantry deployed just behind the front line. Two divisions of motorized infantry at Pisa are also in reserve.

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(above) The defense of Tobruk in N.Africa is essentially one corps of light infantry supported by the Desert Corps on the southern flank. Colonial militia man the border to provide intellegence on enemy movement and warn of any attack.

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(above) Albania is defended by the Alpine corps.

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(above) Rome is defended by six divisions of motorized infantry with a seventh in reserve at Naples. A stack of unused HQ's sit under Rome HQ, most of these had come from Ethiopia or N. Africa where they would otherwise have been a drain on supply.

In MP, the Allies sometimes send an expedition to Rome to rob Italy of its stockpiles. So, it's necessary to keep a number of highly mobile reserves in the region to oppose any landings in this region.

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(above) In Ethiopia, Field Marshal De'Havet will be in overall charge at Theater HQ, and will have five (5) colonial militia directly attached. At the start of war these forces will operate under AI command. Each militia is headed by a commando leader, and are expected to hold out for six months at least.

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(above) Sardinia is defended by one corps of reserve infantry and three divisions of coastal militia. The loss of Sardinia would open-up the west coast of Italy to invasion, and for this reason it must be defended. If a landing is detected, a reserve force will be dispatched to the island.

In MP especially, if left undefended, the Allies (esp. the Canadians or Americans) will make Sardinia a base of operations. It is highly unlikely Italy will win a sustained conflict on this island, so these forces are considered expendable.

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(above) Sicily is defended by two corps of reserve infantry and three divisions of coastal militia. If threatened by invasion ALL available reserves will be rushed to its defense.

If Sicily is lost the Italian Navy will not be able to move back and forth from the east to west coasts, and will then have to retreat to the safety of Venice. Therefore, any invasion of Sicily must be vigirously opposed

Tripoli is the main supply port for N.Africa, and is defended by one corps of reserve infantry. The British and Frence (esp. in MP) sometimes make an early play for Tripoli, so if threatened a reserve force will be dispatched.


ITALIAN DIPLOMACY: WAR!

As Poland capitulated on October 17, Italy DOW'd England. Italy established as its war goal the capture of Malta. Italy immediately got the effects of “Trains Run on Time” and “Its Our Time,” which boosted leadership by 10%. Italy immediately changed conscription policy to "Service by Requirement," and industrial policy to "Heavy Industry."

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(above) Immediately upon the DOW an invasion force was sent to Malta. The small British garrison was caught unaware, and the island captured in a matter of days. Italian marines were then relieved by a garrison force of two divisions of reserve infantry sent from Bengazi.


ITALY STRATEGY—War Timing: The timing of Italy's entry in the war is crucial to its success. France and England begin wartime production immediately upon the German DOW, so in the arms race--the longer Italy waits, the further behind it gets. Playing it safe, and waiting till the fall of France is the traditional Italian strategy, but the Allies should never take this for granted. Italy should always be poised to take advantage of the situation early in the war if the Allies leave certain strategic provinces unguarded (i.e. Malta and/or Suez).

While Italy's army's are ill-prepared for war in '39, the Regio Marina is as good as it gets. From this point on the naval balance of power in the Med. only goes downhill for the Axis. Therefore, it's best for Italy to act early, when the Allies are least prepared for it.

The timing of a surprise DOW should coincide with the fall of Poland, that way German divisions returning from central Europe can immediately deploy to the Italian frontier. If the Axis succeeds in capturing Paris from the South, it eliminates the need to attack through the low countries. The Netherlands, in particular, have large stockpiles of rares and oil, and could greatly benefit the Axis as a neutral trading partner.

Italy's early entry into the war is designed to catch the British and French by surprise. Italian submarines stationed around the Med can help evaluate the disposition of enemy forces and fleets. It's going to take England time to build-up its land forces, and so now they must decide between an expeditionary to France, or defense of the Suez Canal (usually the latter). As well, France is in no position to launch a full-scale invasion of Italy. So, in the final analysis, Italy really has little to lose from an early DOW.


Next Time: The Empire Strikes Back
 
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