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This does make it the perfect time for me to start an AAR with actual action in it. What would one more shocking horror be amongst so many others?

There is action in your other works. Just not very often, and very slowly.

The shock would be running something post 1945 or pre 1815. Or running a Bolshevik Anglo-Franco Union that led to an abolition of the navy in favour of a gigantic motorised army...eternally parked behind a large static fortification.

Only slightly less shocking than if @Wraith11B were to post an update in the very next post, which may or may not just happen to have top-of-the page billing...

Guess who?
 
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This may or may not be the subject of a persistent fantasy dream for me...
I know that Fox and Lion mod does something with this... possibly even BICE as well. I just wish it were properly modeled in the game.

Oh, sure, you come in here and don't even update but tease us with naval combat. Bah, fine, I can wait a little longer...

...but not much longer! :mad: :p
Not much, I swear. Unless this page absolutely explodes with replies discussing the Royal Navy's aircraft carrier dilemma (from TTL, gents) or how absolutely cocked (-James May) the AI was made, I should be done with it at some point soon.

El Pip seems to have infected the entire HoI3 board with his unique sense of timing, which is a concern as not all authAARs are El Pip. :eek:
This is the terrible consequence of me actually finishing not one but two AARs in the same year.
Your standards are very high, sir. I'm just glad that I can (barely) keep up!

Ah yes, the commonly diagnosed pipiosis. Also known as a sudden urge to take the scenic route. I suppose it gives plenty more time to catch up on my part! :D
I doubt I'd be really able to generate so much new content as to be ahead of you for very long, honestly. Much like the Italian Army, shit keeps breaking. As it is, I'm building a new computer (Happy Birthday to Me!) to take the place of one of my laptops that has become at best, problematic. I'm also looking into how best to work on data entry so that things like battles can be managed.

Truly 2020 has been a horror show of unimaginable proportions.
This does make it the perfect time for me to start an AAR with actual action in it. What would one more shocking horror be amongst so many others?
You shut up and take my eyeballs.

Only slightly less shocking than if @Wraith11B were to post an update in the very next post, which may or may not just happen to have top-of-the page billing...
Guess who?
I thank you, I was wondering if everyone would mark time as I did family- and personally-related things, but with your contribution, I shall breathe easier!
 
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I know that Fox and Lion mod does something with this... possibly even BICE as well. I just wish it were properly modeled in the game.
Both add additional elements which can be added to a division, some of which are battalion size - HPP does this as well, though not nearly as extensively. It's neat, but a far cry from being able to construct every sub-divisional unit out of individual battalions - for example, the difference between a British INF brigade (3x INF battalions) and a USA INF regiment (3x INF battalions plus multiple support companies) could be modeled, offering a more interesting division-building experience than the everlasting 2x/3x INF debate that vanilla HoI3 offers.

(BICE also suffers, my opinion, from "choose which historically-accurate element you don't want in your division!" syndrome, although this is a better problem to have than Paradox's "choose only one!" approach)

I do think HoI4 has a battalion-based division builder, but we, ah, don't talk about that flaming garbage scow of disaster "game' here...
 
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Not much, I swear. Unless this page absolutely explodes with replies discussing the Royal Navy's aircraft carrier dilemma

I've already done that one on Pip's. Twice. TTL and OTL.

I thank you, I was wondering if everyone would mark time as I did family- and personally-related things, but with your contribution, I shall breathe easier!

It seemed the gentlemanly thing to do.

I do think HoI4 has a battalion-based division builder, but we, ah, don't talk about that flaming garbage scow of disaster "game' here...

Now that is a nifty piece of customisation work. You can outfit and make up a battalion however you want, no matter how stupid. Heavy towed artillery and bicycle infantry all the way.
 
XI: 3. The Pacific Adventures of the Royal Navy
6oDxIQN.png

The Sun Also Rises
3. The Pacific Adventures of the Royal Navy
July - October 1942

The decisions that led the Royal Navy to the deployment of the Eastern Fleet--especially when the Home Islands were under such a threat as the Kriegsmarine--are largely lost to history. The burning of almost all documents during the darkest hours of the first successful invasion of the British Isles since the First Glorious Revolution of 1688 placed a large damper on subsequent academic research, but broad conclusions can be drawn.

With the accession of Japan into the war, suddenly altering the nature of the war from being a strictly European conflict into a global one, the Royal Navy faced a dilemma. Without the resources being brought in on her merchant marine, and without the protection to stop the predations of the Imperial Japanese Navy on the British holdings abroad--and especially preventing access as much as possible to the Indian subcontinent, Australia and New Zealand--the British empire would rapidly crumble, and the resistance to any threats would cease. Further surface action against the Kriegsmarine were proving too costly, the great bulwark once expected of the Royal Navy in any case was virtually annihilated. The decision was to rely on the Royal Air Force and the Army to confront any attempt on the Home Islands, but what remained of the Royal Navy was needed abroad to deter or defeat the Imperial Japanese Navy. Indications that the Kriegsmarine or the Abwehr had broken British codes sent Whitehall into a zealous demand for secrecy, with official orders only being transmitted by courier, handwritten in Welsh or Gaelic as an added layer of security. Preparations could not be hidden from the reconnaissance of the Wehrmacht, but between the false radio traffic indicating a sailing to remote bases in the Americas or Africa and a lack of image intelligence, the German intelligence community either drew the wrong conclusion about the Royal Navy’s intentions, lost interest in the Royal Navy while planning other operations, or knew about the planned deployment and failed to alert their nominal allies.

To this end, the massive task force assembled consisted of the aircraft carriers Ark Royal, Courageous and Hermes; the battleships and battlecruiser King George V, Hood, Malaya, Ramilies and Resolution; the cruisers Orion, Galathea, Cardiff, Calypso, Curlew, and Danae; 34 of the Daring- (17 flotillas), 16 A- (4 flotillas), and 24 V-class (6 flotillas) destroyers rounded out the escorts. Despite the presence of two fleet carriers and a light carrier, only three air groups could be assembled for the voyage out of the five total which the FAA could muster, though given the small size of Hermes, this was quite possibly the limit of aircraft that could be carried. The Eastern Fleet was trailed by six flotillas of transports and ten amphibious landing craft groups which were conducting a sealift of the 1st and 5th Royal Marine divisions to bolster the defenses of Australia. By 25 July, the force had made it across the Atlantic; by 5 August the forces were heading for New Britain to base out of Rabaul. The massive airlift of the 1 Airborne division to Singapore had been routed through Rabaul, and remnants of the garrison of Rabaul a few days prior led to several additional members as the 1AB flew on.

While those forces were en route, the Imperial Japanese Navy was exerting as much effort into isolating their target islands from interference in the landings which were occurring. In July and early August, the entire Royal Australian Navy was smashed in several engagements, largely around New Ireland and New Britain. Locations such as Nabuto Bay, Indispensable Strait, Ringdove Passage and Cape Saint George all featured heavily as the Australians tried in vain to support their few ground forces in the area. Their efforts were invalidated by Task Force Hibiscus, which was centered on the battleships Nagato and Mutsu, light carrier Zuiho, heavy cruiser Nachi, and 20 Fubuki-class destroyers. Task Force Chrysanthemum was also in the area centered on the carriers Soryu, Akagi, and Kaga; escorted by the heavy cruisers Haguro, Ashigara, and Atago; light cruisers Natori, Kinu, Yuru, Abukama, Mogami, and Mikuma as well as four Kagero-class destroyers of 25 Destroyer Squadron.

This was not the only region seeing action; British vessels which had not been recalled from the Indo-Pacific at the start of the war were being caught up in the Singapore Straits as well. Seven separate engagements in the July to August timeframe saw continued use of Task Force Orchid (battleships Ise, Hyuga, Fuso, Yamashiro, light cruisers Yahagi, Hirado, Naka, Kitikami, 18 DESRON) to engage destroyers and merchants in the area. Losses to the Royal Navy during that time included the Columbo and Coventry, Destroyer Groups 49, 50, 51, 52, 53, 54, 57, 58, 60, and 62, and three groups worth of merchantmen and four groups worth of landing craft.

Those areas were merely sideshows, of course. On 8 August, Task Force Hibiscus believed that it was chasing down a report of a small group of destroyers in the area of New Hanover which had been relayed by their aviation assets. The task force commander, Rear Admiral Nobutake Kondo, was operating without the benefit of radar, as the battleships had not had time to complete the refit to bring them up to the Type 32 standard and Nachi’s radar was malfunctioning. The lack of intelligence about the arriving Eastern Fleet had caught Kondo in a bind: his forces were dispersed to blockade and support the landings of a division in New Britain, not confront a massive enemy carrier task force. Thus, when the aircraft of Ark Royal appeared overhead, the Japanese were not prepared. Furthermore, the group did not have the benefit of the long combat experience enjoyed by the Ark Royal’s aircrews, which forced the group to try and recover to a formation that could concentrate more of their anti-aircraft fire. This order and the air attacks had most of the fleet looking up, and thus when the five battleships and battlecruiser opened fire, the British enjoyed rapid successes scoring hits on most of the destroyers of the 11 and 14 Squadrons as well as some of the transports attempting to bring the Special Naval Landing Force division ashore. Unable to retreat fast enough to the relative safety behind the guns of the battleships, an entire Japanese SNLF division drowned when their vessels were sunk by the combined efforts of the battleships and aircraft of the Eastern Fleet or were killed in their action ashore. Mutsu was the first Japanese battleship able to respond to the vicinity joined by Nachi, scoring a few hits on Malaya and forcing her to withdraw with her aft turrets out of action, but Ramilies and Hood took the pair under fire and within two hours had converted the Japanese battleship into a burning wreck; Nachi took a hit on her torpedo armament from Hood which caused the cruiser to disappear in a massive explosion. Without sufficient escorts remaining, Kondo was in a four-on-two battleship knife fight at only 10,000 yards, and it cost him the battleship Mutsu.

A nearby task force, Task Force Sepik Blue--commanded by Admiral Ryozo Nakamura and centered on the battlecruisers Kongo and Haruna, leading the light carrier Hosho, and a motley collection of four Fubuki IIIs (DESRON 15), three Hatsuharu-class (DESRON 16) and five Shiratsuyu-class (DESRON 19) destroyers--responded to the Kondo’s call for assistance. While close, the force managed to arrive with enough time to assist in covering the retreat of what remained of Task Force Hibiscus. Their path took them past the retreating Malaya, which was sunk by gunfire from Kongo, but not before significant damage was inflicted upon Haruna among other vessels. The sudden appearance of such a large Royal Navy task force caused serious consternation amongst the leadership of the IJN, especially with the much-maligned intelligence sections. Orders flew out of Tokyo demanding that the long-range patrol bombers based from Truk and Eniwetok conduct bombing raids on any suspected locations supporting the Eastern Fleet. Japan ran their carrier aircraft ragged in a vain attempt to whittle down the British, which led to the sinking of Hood on 12 August off the coast of Put put. The IJN, getting desperate with the upset plans about how they would have handled the American navy, immediately ordered Task Force Chrysanthemum to the area.

With nearly two hundred aircraft between them, this force should have been able to do significant damage to the Eastern Fleet. Bad weather hampered their operations, and at one point, a task group composed of the two heavy and four of the light cruisers attempted what should have been a specialty of the IJN: a night torpedo attack. Failing to recognize that there might have been comparable forces arrayed against them, and not being aware of how effective the British radar was aboard King George V, the cruisers were bracketed within three quick salvoes. Much like their sister ship Nachi, hits amidships near the torpedoes caused them to detonate and broke the ships in half, taking their crews with them to the bottom. As TF Chrysanthemum withdrew, Task Force Camellia, centered on the fleet carriers Ryujo, Shinano, Amagi, and Hiryu, light cruisers Kumano and Suzuya, as well as fourteen Kagero-class destroyers in three squadrons, began their own attacks and alternating with TF Chrysanthemum, but a combination of bad weather and excellent operational moves by the Eastern Fleet kept the British from taking much in the way of damage.

By mid-August, Admiral Yamamoto was furious. His best carriers had been unable to do anything like worthwhile damage, and despite what seemed like the carrier air groups of the British having been largely slaughtered, enough remained in reconnaissance to keep them from tapdancing into any serious scraps. With their premier battleships having been smashed and their refurbished battlecruisers taking damage, Task Force Orchid was ordered to the area. Admiral Tanaka, cognizant that other admirals had tried and failed to smash the enemy fleet, went a different route: trying to lure the enemy into a trap. Using the intelligence of the Royal Navy’s underway replenishment cycle, Tanaka managed to place his ancient battleships roughly parallel with the resupply vessels. The three remaining British battleships, King George V, Ramilies, and Resolution formed up and began connecting to their oilers at dawn. Silhouetted against the rising sun, they were perfect targets for the flashes that stabbed out, and the three British ships were assaulted by the forty-eight 14” guns aboard the super-dreadnaughts. With shots falling all around them, the British were lucky that they were able to extricate themselves from their support vessels, but the delay cost them. Hyuga managed to land a near-perfect salvo just short of Resolution which went through the bulge and just under the belt armor. Resolution heeled over and did not recover, sinking sideways. Shifting her fire, Hyuga found the range on King George V and when combined with her sister Ise, the effect of twenty four guns on one vessel rapidly reduced the British vessel to a wreck. Ramilies might have escaped, but a sudden engineering casualty from such a workload as having cruised to the far side of the planet, far from home and proper maintenance facilities, caused her to shear away. Ramilies was quickly taken under fire, but resolutely remained afloat, leading to the coup de grace being delivered from the light cruiser Kitikami by way of torpedoes.

The Imperial Japanese Navy was by this time almost completely exhausted. Recalled to Japan, the forces were realigned. At least one entire carrier air group had been demolished, and while the battleships and battlecruiser had been dealt with, and a few destroyers and submarines sunk here and there, by and large the Eastern Fleet remained intact through mid-October. Yamamoto had conducted repeated amphibious attacks to drive the Eastern Fleet out of the Pacific, stepping island to island to deprive the Royal Navy of places to hide. Another clash was imminent. The Eastern Fleet had withdrawn to Fiji, and the FAA had ceased to exist as a fighting force entirely[*]. Recognizing the dire straits that the Eastern Fleet found itself in, Admiral Jarvis began to plan how to extract the bulk of his forces from the theatre. Using a tactic employed by his compatriots against the Germans, Jarvis set a lure: the HMS Courageous and HMS Orion would remain in the area and generate the fleet’s radio traffic, while small boats lashed together would form the “fleet” for the inevitable Japanese reconnaissance efforts. It worked: the bulk of what remained of the Eastern Fleet (Ark Royal, Hermes, Danae, Galathea, Calypso, Curlew, 22 destroyer groups, and 3 transport groups) was able to escape, but Courageous would be sunk by aircraft from Kaga and Orion was credited to Akagi.

Thus ended what remained of the Royal Navy in the Pacific. A gamble--a reckless one at that--which had flashes of brilliance and the only forces which managed to sink enemy capital ships through much of the first part of the war. The ground war continued through this period, but at this point, Australia and New Zealand were on their own.

*****

[*] - the British were out of CAGs.

Author's Note: Unfortunately, I guess because of the fact that I'm using not-my-normal computer, I cannot upload images to Imgur which means my normal use of images is... nonexistent. I intend to correct this as soon as possible, but I figured I could at least get the update out there... and I apologize for the wall of text but I was trying to make sure that my paragraphs had some heft to them.

Both add additional elements which can be added to a division, some of which are battalion size - HPP does this as well, though not nearly as extensively. It's neat, but a far cry from being able to construct every sub-divisional unit out of individual battalions - for example, the difference between a British INF brigade (3x INF battalions) and a USA INF regiment (3x INF battalions plus multiple support companies) could be modeled, offering a more interesting division-building experience than the everlasting 2x/3x INF debate that vanilla HoI3 offers.
I do enjoy it, and wish that I could acquire the system for my own AAR mods.

(BICE also suffers, my opinion, from "choose which historically-accurate element you don't want in your division!" syndrome, although this is a better problem to have than Paradox's "choose only one!" approach)
I do not mind "wishing" away certain things (Bicycle infantry? No need, kind sir...) but do wish that units were a bit more modular with regards to things like transport (though HPP and BICE as far as I'm concerned to a fairly good job representing this, I'd prefer it not to require new units).

I do think HoI4 has a battalion-based division builder, but we, ah, don't talk about that flaming garbage scow of disaster "game' here...
Quite.

Now that is a nifty piece of customisation work. You can outfit and make up a battalion however you want, no matter how stupid. Heavy towed artillery and bicycle infantry all the way.
I wonder if there was ever a study of the various bicycle infantry units' effectiveness in combat in the getting-to/away or what have you. I sincerely doubt that bicycles (especially of the time) were at all capable of getting the average joes into the fight faster or anything.

I've already done that one on Pip's. Twice. TTL and OTL.
Well, I've both beaten you to the punch this time, and graciously allowed for future discussion material on the matter!

It seemed the gentlemanly thing to do.
Again I thank you, though as we've seen, I was dangerously close to having something ready for the top of the page.
 
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As you are a man who appreciates a good meme this is probably the best response to this latest Axis triumph;

i-am-jacks-complete-lack-of-surprise.jpg
 
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The burning of almost all documents during the darkest hours of the first successful invasion of the British Isles since the First Glorious Revolution of 1688 placed a large damper on subsequent academic research, but broad conclusions can be drawn.

Funking what????

At this point, even bile fascination is begining to be exhausted. The axis are simply far too omniscient.
 
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At this point, even bile fascination is begining to be exhausted. The axis are simply far too omniscient.
Have you been reading a different story from the rest of us? They've been infallibly perfect from the start, the only question has been how long until they conquer the world and annex everyone, the final result itsefl has never been in any doubt.
 
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As you are a man who appreciates a good meme this is probably the best response to this latest Axis triumph;

i-am-jacks-complete-lack-of-surprise.jpg
I do appreciate it!

Funking what????

At this point, even bile fascination is begining to be exhausted. The axis are simply far too omniscient.
Have you been reading a different story from the rest of us? They've been infallibly perfect from the start, the only question has been how long until they conquer the world and annex everyone, the final result itself has never been in any doubt.
I sometimes wonder if I've just so absolutely screwed the game so badly with how long I've been running this game and through so many changes that I need to retire this AAR unfinished; or, just go ahead and wrap the story up and move on. I keep feeling like I'm defending it with a statement that I'm still only playing as the Axis, and that come a year or so from this point, I'll be in charge of the six major nations left.

I'd really enjoy getting into a new project here, and it would be a nice way to get into things that would be better for either my style here.

Let me know, gents. I'd hate to be boring everyone here.
 
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Well, the Axis have won. I don't think there's any doubt about that. Successful invasion of the British Isles kind of finishes it there. The US are not going to invade the whole world back to the status quo, and the Soviet Union is probably doomed to fall under a several front war with extremely well-coordinated attacks from Japan and Germany.

At this point, with absolutely no challenge left in the game, a summary of what they managed to do to Afro-Eurasia is probably enough.

I know full well that a player playing all of the remaining Allied Nations could turn it around...but come on, after such a perfect Axis game up to this point, the British and Americans suddenly overturning all that sounds silly. If the UK is ruined to the point that the Germans can invade successfully without it turning into a gigantic bloodbath for them and losing most of their armed forces before being kicked out, that's game over. And at this point, with the RN non-existent and Germany holding every advantage, I don't think they can possibly botch this up. Hell, because of their naval, air and land advantages, they can land at multiple points all at once and overwhelm the UK.

I never want to be in a position of arguing for an AAR to end but...surely we are in the beginning of the end game now, right?
 
I doubt I'd be really able to generate so much new content as to be ahead of you for very long, honestly.
I'd really enjoy getting into a new project here, and it would be a nice way to get into things that would be better for either my style here.

Let me know, gents. I'd hate to be boring everyone here

I suppose if it would be far too easy for me to catch up otherwise, the only option left is to just bring forward the ending. Make it a proper race. :p :D
 
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Oh boy! A new update! Let's read, shall we?

Hmm...blah blah British suck, blah blah Axis wins, blah bl--oho, what's this??

Unable to retreat fast enough to the relative safety behind the guns of the battleships, an entire Japanese SNLF division drowned when their vessels were sunk by the combined efforts of the battleships and aircraft of the Eastern Fleet or were killed in their action ashore. Mutsu was the first Japanese battleship able to respond to the vicinity joined by Nachi, scoring a few hits on Malaya and forcing her to withdraw with her aft turrets out of action, but Ramilies and Hood took the pair under fire and within two hours had converted the Japanese battleship into a burning wreck; Nachi took a hit on her torpedo armament from Hood which caused the cruiser to disappear in a massive explosion. Without sufficient escorts remaining, Kondo was in a four-on-two battleship knife fight at only 10,000 yards, and it cost him the battleship Mutsu.
Finally a passing semblance of parity in this AAR! It is admittedly nice to know that the Axis is, however transiently, mortal.

The sudden appearance of such a large Royal Navy task force caused serious consternation amongst the leadership of the IJN, especially with the much-maligned intelligence sections.
Crossover with @Eurasia's AAR?

Bad weather hampered their operations, and at one point, a task group composed of the two heavy and four of the light cruisers attempted what should have been a specialty of the IJN: a night torpedo attack. Failing to recognize that there might have been comparable forces arrayed against them, and not being aware of how effective the British radar was aboard King George V, the cruisers were bracketed within three quick salvoes. Much like their sister ship Nachi, hits amidships near the torpedoes caused them to detonate and broke the ships in half, taking their crews with them to the bottom.
And again. The Japanese did win in the end, and the Royal Navy certainly couldn't afford the loss, but the victory came at cost for once.

I do commend the authAAR on his ability to write engaging naval writeups, certainly this is one of those AARs where we come for the writing rather than the gameplay, in other words one of those AARs that makes this forum so uniquely great on these interwebz.

I do enjoy it, and wish that I could acquire the system for my own AAR mods.
I've actually done something in the same ballpark of similarity in the past, adapting another mod (RandomHOI in fact, though sadly it seems rather broken and prone to AI cockuppery) to work with either six or seven brigades in a division as it used the vanilla brigades with four to a division. This can be done, the main challenge really is correcting the AI scripts to build proper divisions with the forces at hand, which is quite time-consuming and even more so for vanilla than RandomHOI.

Of course you also run into the issue of it being optimal to build divisions like 3xINF + 3x ART/AT instead of a historical composition. BICE I think got around this by having artillery, AT, etc. act as stat multipliers instead of a stat-additive unit, while HPP solves this with the combined support brigades for a certain loss of granularity instead of having seventeen thousand different battalions.

Well, I've both beaten you to the punch this time, and graciously allowed for future discussion material on the matter!
I think the clear conclusion in TTL is that naval air power only works in concentrated shore-based formations. Carrier aircraft are too light, both in armament and in what numbers can be supported logistically, to make a real impact on a naval battle. Big-gun battleships with heavy AA complements are clearly the way forward, along with dedicated destroyer and cruiser-based ASW and AA respectively as escorts.

We should also disband the army and oh wait wrong thread. :p

I sometimes wonder if I've just so absolutely screwed the game so badly with how long I've been running this game and through so many changes that I need to retire this AAR unfinished; or, just go ahead and wrap the story up and move on. I keep feeling like I'm defending it with a statement that I'm still only playing as the Axis, and that come a year or so from this point, I'll be in charge of the six major nations left.

I'd really enjoy getting into a new project here, and it would be a nice way to get into things that would be better for either my style here.

Let me know, gents. I'd hate to be boring everyone here.
I'm certainly not bored by the updates here, the writing and presentation are both outstanding. However, I'll freely admit that I am not at all attached to the actual storyline. Axis wins, Wraith uber alles, etc. etc. I'm one of those readAARs who, when perusing the old classics, tends to peruse the table of contents and skip over those AARs that feature a long buildup to six months of lopsided war and a dominating victory. So if this AAR were to wind down at a suitable breakpoint (I recall something about the UK being invaded and conquered, at which point one could see a surrender being drawn up) I would not complain. I also wouldn't mind seeing the Allies make a legitimate comeback either, though!

What you decide to do is up to you of course, but I'd recommend going on ahead and cranking up the difficulty (whether or not you use mods, unless you play BICE in which case good luck!) in any future project. I think too many players avoid doing so for whatever reasons, but the AI really does need the help and if the tactical AI cannot be improved at least giving the AI more IC and therefore units means they pose something resembling a threat and can suffer heavy losses more easily. Perhaps players avoid difficulty for fear of losing, which I would say is not to be feared in an AAR as genuine narrative tension is a good thing!

In any case, whatever you decide I'll be reading and commenting!
 
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The mod you want for proper division built up is World War Immersion, formerly known as Deutsches Wehrmacht Immersion. Divisions can have up to 15 sub-units, ranging from Panzer regiments to bicycle battalions, and it includes signals and supply units as well. Of course, the mod is now abandoned, there are some bugs left in it and Olebouch - the author - never finished work on Allies properly so it's best played as Germany with a heavy dose of roleplaying.

Also, you shouldn't abandon the AAR just because the outcome is a foregone conclusion. It was a foregone conclusion since Day 1 as in this point in history HoI3 is not a challenging game to us anymore. It's about the story and I trust you can spin an enjoyable yarn out of what is left. I really want to see an invasion of the Americas!
 
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I suppose if it would be far too easy for me to catch up otherwise, the only option left is to just bring forward the ending. Make it a proper race. :p :D
Well, depending on the vote, I might make it one.

Oh boy! A new update! Let's read, shall we?

Hmm...blah blah British suck, blah blah Axis wins, blah bl--oho, what's this??

Finally a passing semblance of parity in this AAR! It is admittedly nice to know that the Axis is, however transiently, mortal.
Indeed. There certainly was more indications that, at least here and there, losses are going to come to the Axis. To be frank, we haven't even gotten into the Italians yet...

Crossover with @Eurasia's AAR?
Likely.

And again. The Japanese did win in the end, and the Royal Navy certainly couldn't afford the loss, but the victory came at cost for once.

I do commend the authAAR on his ability to write engaging naval writeups, certainly this is one of those AARs where we come for the writing rather than the gameplay, in other words one of those AARs that makes this forum so uniquely great on these interwebz.
High praise, and much appreciated! Indeed.

I've actually done something in the same ballpark of similarity in the past, adapting another mod (RandomHOI in fact, though sadly it seems rather broken and prone to AI cockuppery) to work with either six or seven brigades in a division as it used the vanilla brigades with four to a division. This can be done, the main challenge really is correcting the AI scripts to build proper divisions with the forces at hand, which is quite time-consuming and even more so for vanilla than RandomHOI.

Of course you also run into the issue of it being optimal to build divisions like 3xINF + 3x ART/AT instead of a historical composition. BICE I think got around this by having artillery, AT, etc. act as stat multipliers instead of a stat-additive unit, while HPP solves this with the combined support brigades for a certain loss of granularity instead of having seventeen thousand different battalions.
Yeah, it just gets boring that really the only rational choice is either INF (x3) + ART (+ SPT) or INF (x2) + ART + AT/AA, with some variation thrown in for ENG or whatever. As much as I want the granularity to push some nations to their various logical extremes, it should not have been this way. And no way am I going to throw a bunch of money at HoI4 to try this there. FFS, what, you think I'm made of time?!

I think the clear conclusion in TTL is that naval air power only works in concentrated shore-based formations. Carrier aircraft are too light, both in armament and in what numbers can be supported logistically, to make a real impact on a naval battle. Big-gun battleships with heavy AA complements are clearly the way forward, along with dedicated destroyer and cruiser-based ASW and AA respectively as escorts.

We should also disband the army and oh wait wrong thread. :p
I do agree... and lighthearted jabs at @Eurasia will always be tolerated!

I'm certainly not bored by the updates here, the writing and presentation are both outstanding. However, I'll freely admit that I am not at all attached to the actual storyline. Axis wins, Wraith uber alles, etc. etc. I'm one of those readAARs who, when perusing the old classics, tends to peruse the table of contents and skip over those AARs that feature a long buildup to six months of lopsided war and a dominating victory. So if this AAR were to wind down at a suitable breakpoint (I recall something about the UK being invaded and conquered, at which point one could see a surrender being drawn up) I would not complain. I also wouldn't mind seeing the Allies make a legitimate comeback either, though!

What you decide to do is up to you of course, but I'd recommend going on ahead and cranking up the difficulty (whether or not you use mods, unless you play BICE in which case good luck!) in any future project. I think too many players avoid doing so for whatever reasons, but the AI really does need the help and if the tactical AI cannot be improved at least giving the AI more IC and therefore units means they pose something resembling a threat and can suffer heavy losses more easily. Perhaps players avoid difficulty for fear of losing, which I would say is not to be feared in an AAR as genuine narrative tension is a good thing!

In any case, whatever you decide I'll be reading and commenting!
Quite simply, not many have considered the Soviets (which, I might add, while not exactly getting the best rep in my game at least I purposefully held back on just absolutely gaming the shit out of) nor--because I haven't brought it up much given that I've not yet had much of a chance to do so yet--have I brought up how extensively I've modified the save file in order to bring things back into play... I mean, I did try to mention the 'First Glorious Revolution' and no one seemed to pick up on that.... unless there have been others that I've missed in OTL?

The mod you want for proper division built up is World War Immersion, formerly known as Deutsches Wehrmacht Immersion. Divisions can have up to 15 sub-units, ranging from Panzer regiments to bicycle battalions, and it includes signals and supply units as well. Of course, the mod is now abandoned, there are some bugs left in it and Olebouch - the author - never finished work on Allies properly so it's best played as Germany with a heavy dose of roleplaying.

Also, you shouldn't abandon the AAR just because the outcome is a foregone conclusion. It was a foregone conclusion since Day 1 as in this point in history HoI3 is not a challenging game to us anymore. It's about the story and I trust you can spin an enjoyable yarn out of what is left. I really want to see an invasion of the Americas!
This guy, he gets it! Though no invasion of the Americas... at least not yet!
 
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but...surely we are in the beginning of the end game now, right
Have a quick look at the contents list on Page 1. I think we are still quite some way from the planned end, the Axis are frankly bafflingly slow at exploiting their relentless supremacy.

Perhaps players avoid difficulty for fear of losing, which I would say is not to be feared in an AAR as genuine narrative tension is a good thing!
This is true. Only the most fearless, talented and generally magnificent of authors date to write an AAR about a nation that loses.
DYAEiOu.gif


I mean, I did try to mention the 'First Glorious Revolution' and no one seemed to pick up on that.
I assumed that was just everyone in Britain becoming a Nazi for absolutely no reason at all. I mean compared to all the other events that have happened so far it would in no-way be out of place, indeed it is probably the only logical conclusion of the amount of lead tea that they have been drinking so far in this AAR.

As my colleague @nuclearslurpee has said, this is not a tale that is read for surprise or challenge. Of course it is going to end in a grey / yellow world and of course each update will feature yet another tormenting of the AI as the human Axis ruthlessly stamps on it. But it is done with flair, style and some wonderful graphics so it is all worthwhile reading.

But of course it must be something you enjoy writing. I would also say there is absolutely no compulsion on you to follow the game or its chronology with any fidelity. If you wish to just jump ahead to the point where the enemy can put up a challenge, then that would be fine, as would continuing to document quite how bad the HOI3 AI is through the medium of detailed seal clubbings. All I would ask is that if you do decide to abandon this and restart in a work of greater challenge, then at least grant us an epilogue.
 
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Have a quick look at the contents list on Page 1. I think we are still quite some way from the planned end, the Axis are frankly bafflingly slow at exploiting their relentless supremacy.

I know! They must somehow bugger up the invasion of the soviet Union, despite having all the resources and time in the world now, and having somehow surrounded the largest country on earth on all sides except direct North (so far as I know, but in this aar...). That's the only thing that can slow them down now. I doubt the US is going to invade the whole world to save the communists. And everyone else is already a nazis or Japanese, which to them is even worse.

This is true. Only the most fearless, talented and generally magnificent of authors

Remain humble. The rest use ancient games and refuse to leave the 1890s.
 
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Phew - what a ride.
In July and early August, the entire Royal Australian Navy was smashed in several engagements
:(

Did the British manage that sortie all by themselves? It worked for a while, anyway.

It would be nice, from my own perspective, to see how things end up, even if it’s via some sort of ‘broader sweep’ series of more strategic level summaries. But in the end, it’s not so much about us, but you. If you’re getting a bit bored or finding it difficult to keep going, then some exit plan is in order. We’ll either happily keep reading, or follow you in a new project or whatever, don’t worry about that. ;)
 
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This is true. Only the most fearless, talented and generally magnificent of authors date to write an AAR about a nation that loses.
Narrative tension, I said. Slovakia in '44 is the absence of tension if anything, though I won't quibble with its unique magnificence.
 
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Narrative tension, I said. Slovakia in '44 is the absence of tension if anything, though I won't quibble with its unique magnificence.

Oh yes, the title spoils it.
 
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Narrative tension, I said. Slovakia in '44 is the absence of tension if anything, though I won't quibble with its unique magnificence.
The race to bratislava, would Slovakia be annexed before Ecuador, would Slovakia build anything before being annexed, would T&T survive to stand trial.

Plenty of narrative tension, just not the boring conventional kind about the final result.
 
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