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unmerged(526990)

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So, the latest version of CORE has just been released (very exciting!) and I'm planning a new AAR with it. However, I have never done an AAR of any kind before (the closest thing I've done being Blood Bowl match reports over on RPS), so I had a couple of really simple questions:

  • What do people really expect from a "good" AAR? E.g. is it good to start with an outlandish goal in mind for your campaign?
  • I was thinking of doing it on a wordpress.com blog rather than on this forum, just because I find them hard to read in a forum format, where everything's in a single thread. Would that be frowned upon though?
  • Any other tips for keeping it interesting?
 

Autolykos

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My 2c:
- Ambitious campaign goals might get more people interested, but you should have a good idea on how to pull it off (even if you fail, it should have been a tough struggle). Watching the AI mop the floor with someone isn't that much fun (unless it's very well written). Personally, I'd follow it even with more conservative goals because I long wanted to take a look at CORE anyway, but miss a good walkthrough/tutorial to learn the basics (I know there is one, but more can't hurt - and Japan is kinda special anyway).
- The blog format probably helps to keep the comments organized, but you may lose followers that way. In the forum, they see when the AAR gets updated. In a blog, they have to go there and look every time, and will eventually forget about it if updates aren't frequent.
 

Commander666

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Questions about AARs

One of the best AARs currently running, IMO, is Mr_BOnarpte's "Until the Bitter End". "Why?", I have asked myself; and compared it to others from both topic and mechanics points-of-view. Clearly, it is the title and the epic struggle that might still result in Germany losing which has made this such a great AAR. I think readers just love seeing the AAR author get tromped by an AI. Note that readers were disappointed by the abysmal AI attempt to amphib Italy and the USA not reinforcing their successful landings in Normandy.

In fact, I predict - if Mr_BOnarpte's AAR starts seeing Germany win, and the tension of "might Germany lose" lessens, then the "greatness" of that AAR will also lessen. So I am hoping Mr_BOnarpte gets back to resuming his most interesting AAR, and keeps it interesting by getting to the "proper Bitter End" - his annexation! :D

As regards the excellent AAR Marshall18 did with "The Third Reich" one of the things I found to be brilliant and most funny was his optimistic "future Wehrmacht goals". It greatly helped that he was new to the game and struggling with war mechanics. Yet, he created these hopelessly unattainable goals with maps showing where the Wehrmacht wants to be in Russia next year; and looking at the line where they currently were (combined with his "AoD record" of 1 year to take France) the thing was a "marvel of literary skill". :cool:

As regards writing an AAR, I have found the best way for me is to use Word.docx so I can compile it before publishing on Forum. I paste into Word the images I will use so I can relate to them when trying to write something. I also have the image hyperlinks there with the Forum extra
also already added so I don't need to use the Forum image publisher. WORD also helps correct my atrocious spelling due to being a "1 finger typist". Further, all desired spacing is pre-arranged (although WORD and Forum spacing are slightly different). Finally, all extras like Forum text/font and Smiley Faces code are also put into the Word document so - hopefully - when I publish it needs very little final edit.

Simply copy+paste the whole Word section into Forum. Don't worry about the visual images you used in Word - they nicely just disappear leaving only the correct hyperlinks which results with images already published to Forum. And importantly, the Word doc remains my record for starting the next installment.


I think Autolykos is most right - a great AAR builds with time during future updates. I understand there is a "20 images/day" Forum limit.

As regards tips for keeping it interesting, I think "just be you"! :)
 
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unmerged(526990)

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Thanks to both of you for the feedback and encouragement! I was thinking with this one that I'd keep it quite simple, with some realistic and historical goals for the British Empire. I hope it will prove to be a good introduction to CORE as well, as the UK's WWII experience probably touches on more of the world than anyone else's. Victory is a bit of a foregone conclusion though, so I'd add something at least to spice it up a little.

As far as the platform goes, I probably will use a blog, just because I don't get on well with forums in general. I'd keep a thread here pointing to the updates though... I hope that would be okay with the admins.
 

Mr_B0narpte

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Please do an AAR. Since I have rarely played CORE, I will be interested to see the gameplay of it. Hopefully you'll experience a Battle of the Atlantic as I remember CORE people saying they've managed to balance naval combat.
 

unmerged(526990)

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Please do an AAR. Since I have rarely played CORE, I will be interested to see the gameplay of it. Hopefully you'll experience a Battle of the Atlantic as I remember CORE people saying they've managed to balance naval combat.

Well, I've started my game, but I'm yet to write anything! From my last game, it's a bit easy to bottle up Germany's sub and surface fleets in their ports. In real life that was impossible due to the hell that German land-based naval bombers would have unleashed, but the German AI doens't really build any, so you can operate off their coast with impunity. However, when some ships and subs did break out, it turned into a real fight in the Atlantic. For this AAR, I will play for fluff and pretend that Germany has lots of naval bombers ;).
 

Mr_B0narpte

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Well, I've started my game, but I'm yet to write anything!
So long as you've been taking screenshots all is good. Or you might have to test your memory!

From my last game, it's a bit easy to bottle up Germany's sub and surface fleets in their ports. In real life that was impossible due to the hell that German land-based naval bombers would have unleashed, but the German AI doens't really build any, so you can operate off their coast with impunity. However, when some ships and subs did break out, it turned into a real fight in the Atlantic.
Indeed. I've had the inverse playing as Germany against the UK AI. No AI seems to be good at sorting out its own navy, with the Royal Navy appearing to send out battleships and heavy cruisers on anti-submarine missions...

For this AAR, I will play for fluff and pretend that Germany has lots of naval bombers ;).
Good idea, whenever playing singe-player fluff is normally needed to create a challenge!
 

unmerged(526990)

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So long as you've been taking screenshots all is good. Or you might have to test your memory!

Indeed. I've had the inverse playing as Germany against the UK AI. No AI seems to be good at sorting out its own navy, with the Royal Navy appearing to send out battleships and heavy cruisers on anti-submarine missions...

Good idea, whenever playing singe-player fluff is normally needed to create a challenge!

Yes, I've been taking a lot of screenshots! I think CORE's naval AI is better, but the lack of naval bombers strikes me as pretty unrealistic. I made a thread about it a while ago, as it's the kind of thing that does really affect the game.
 

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Is there really a way to change the course of the Spanish Civil War if you fully support the Republicans from the get go? More of a question to the devs I guess but maybe you experimented some with those choices?
 

Commander666

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Is there really a way to change the course of the Spanish Civil War if you fully support the Republicans from the get go? More of a question to the devs I guess but maybe you experimented some with those choices?

A great question. Having played it many times and noticing a pattern of outcomes dependent on what I did or did not do as an interventionist, I would say yes. However, my support (or lack of) always went to the other side. But I assume if I can effect a N. Spain win or loss, I probably could do same for R. Spain (to answer your question).

For N. Spain I found that giving them regulary more resources and/or supplies seems to guarantee Franco losing. I have obtained the most N. Spain wins in games I have played by doing nothing further than the initial event for which I try to set up a transfer of only 1000 supplies to Franco. Somehow in games where he got 4-5 thousand supplies from Germany, he always lost. He also always lost in games where I did further bulk trades to insure all his resources OK.

But normal trading with N. Spain seems to be safe to get a Franco win. That is my experiences. Will be interesting to learn what the DEVs say.
 

unmerged(526990)

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A great question. Having played it many times and noticing a pattern of outcomes dependent on what I did or did not do as an interventionist, I would say yes. However, my support (or lack of) always went to the other side. But I assume if I can effect a N. Spain win or loss, I probably could do same for R. Spain (to answer your question).

For N. Spain I found that giving them regulary more resources and/or supplies seems to guarantee Franco losing. I have obtained the most N. Spain wins in games I have played by doing nothing further than the initial event for which I try to set up a transfer of only 1000 supplies to Franco. Somehow in games where he got 4-5 thousand supplies from Germany, he always lost. He also always lost in games where I did further bulk trades to insure all his resources OK.

But normal trading with N. Spain seems to be safe to get a Franco win. That is my experiences. Will be interesting to learn what the DEVs say.

Interesting! Are you sure you're giving to the correct side? ;) I'm not sure if I've ever successfully swayed the outcome myself. One day I will be brace enough to try a full intervention.
 

Commander666

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Interesting! Are you sure you're giving to the correct side? ;) I'm not sure if I've ever successfully swayed the outcome myself. One day I will be brace enough to try a full intervention.

Yes, I thought it was interesting too. Completely the opposite of what one might expect. But "yes" - complete interventionism - keeping close tabs on the change of provinces, peeking at N. Spain's resources via diplomatic Open Negotiations and helping them out with more free supplies, oil and/or rares has ALWAYS resulted in Franco losing in my games. Of course, it could just be a "series of coincidences" I suppose. Just like it must be a different series of coincidences that Franco never losses in my games when I do nothing; and just wait patiently for the pop up announcing a N. Spain win. But then, I'm a bit superstitious anyway. Maybe the DEVs will have a logical answer... like "Chance". :D
 

Pang Bingxun

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The most importing thing is indeed luck. More precisely it is the set up of the war. By random chance of ~50% existing units of Spain will defect to Franco, thereby occupying territory of the republic. If they donnot defect they may occopy territory of Franco. This the by far the most critical thing for the war. Chances are that the decision which sides wins is done before any intervention occurs. Often the set up of the war is far more balanced and than the intervention event are relevant. Each interventions gives a slight edge in favor of the supported site. If italy and germany donnot support franco there are events giving the republic 3 additional divisions. This help the republic a lot.
Helping Franco with trades has almost no effect, because he start with lots of resources, lot of supplies and lot of unused manpower creating lots of money. Thing are different for the republic. As soviet union you could try to sell them many resources before the war started. If they have few thousands of any resource one week before the war starts they would probably not suffer from resource shortage. Approximatly one week before then war starts you may start phase two of economical intervention. Set up a trade that gives money and supplies to the republic. The amount should suffice to ensure that the republik will put no ic on money and supplies for many month. The deals for resources can be canceled. This way no resources will be lost and the republic will use its entire production for useful things like reinforcements. As soon as it is clear that the repulic will win the trade money+supplis vs. nothing can be canceled. Donnot waste to much ic for helping them, but donnot underutilize the option either. How the republic utilizes its ic in the first 3-12 month of the war is important.
 

Commander666

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Ah, I didn't realise it was split randomly. Is there a specific reason for doing that, rather than following what happened historically?

How beautifully and innocently asked! I think I have much to learn from you. :D
 

Autolykos

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Is there really a way to change the course of the Spanish Civil War if you fully support the Republicans from the get go? More of a question to the devs I guess but maybe you experimented some with those choices?
The odds are stacked in favor of Franco, and the Allied interventions are small compared to the Soviet and Fascist ones. A good rule of thumb is counting the number of armored divisions each side gets*. There are 4 in total:
- One belongs to the Republic initially and has a 50/50 chance to switch sides
- One is given to the Republic by the Soviets
- One is given to Franco by Italy
- One is given to Franco by Germany

The above interventions are all likely to happen, and give the most divisions (one Armor, a few Planes and some Infantry each). They tend to give Franco more troops than the Republic. Each Axis intervention that doesn't happen is 3 INF extra for the Republic, so that the Republic has a fair chance of winning if Italy or Germany won't help (which happens rarely, but it does happen). If the Soviets don't intervene, the Republic is usually done for. What France and England do doesn't matter much. It's just one INF each, and they're not that likely to help anyway. That said, the random distribution of the revolters can lead to pockets that eliminate a few divisions right in the beginning. This will shift the odds quite a bit, and is the most likely cause for a Republic victory with full Axis intervention.

I don't think giving supplies to one side is going to matter much. They only build a few INF each during the war, and the extra divisions they can build with the free IC are small compared to the other random factors. France trading a few ARM or CAV to the Republic might help, though (but I don't think it's worth it).

*My theory why armor is so important is that all the hills and rivers in Spain, combined with rather defensive AI settings, make stalemates very likely. The AI just spreads their troops evenly and lacks the strength to attack anywhere. Armor concentrates enough combat power in one province (and can't be split up) that the AI has some place where the odds are good enough to attack. That way the side with more Armor attacks more often, takes more provinces and wins.
 
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Commander666

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That said, the random distribution of the revolters can lead to pockets that eliminate a few divisions right in the beginning. This will shift the odds quite a bit, and is the most likely cause for a Republic victory with full Axis intervention..

Nice write up all in all. I really agree with the above line in that the game can seem to be "sealed" with details of the first eliminated pockets. But it depends on how many units really were eliminated. But if Franco gets "pocketed out" down at Seville and another pocket lost in the north, it is likely going to be a Republican win. But if the rebels in the south and north manage to merge and close one pocket on Republicans a N. Spain win is nearly guaranteed - but not always. I have seen Franco achieve this initial success only to get his forces divided again and eventually squeezed out one area at a time.

Another source of troops for Franco is his militia in the colonies - which constitute a loss of strength if they stay out of the fight. Sometimes I have seen them disappear (presumably moved to the mainland). However, the war between the two opposing navies can also affect this randomly.

For the heck of it I once reloaded numerous times the start of the SCW - before anybody intervenes. What surprised me was that with about 9 reloads not once was the same start position repeated. While that occurred on 1.07 I don't think any changes were made.

So seems there is rather little human can do other than their own intervention via event... and hope.

Has anybody tried giving either side a battleship? Seems it might be a good use of the whole SU Black Sea fleet if supporting the Republicans. :rofl:
 
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Pang Bingxun

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I don't think giving supplies to one side is going to matter much. They only build a few INF each during the war, and the extra divisions they can build with the free IC are small compared to the other random factors. France trading a few ARM or CAV to the Republic might help, though (but I don't think it's worth it).

They might produce only slight amounts of troops, but that is because ic is used for more productive purposes. Reinforcements, upgrades and repairs are important. ESE is crucial for republic spain.

France trading a few ARM or CAV to the Republic might help, though (but I don't think it's worth it).

On the contrary, that may hurt the republic. All divisions have to be reinforced from 1% to 100%. But the republic is short on manpower and ic and tc. The tc load would by increased by 10 for 60 days. So that will not help.

*My theory why armor is so important is that all the hills and rivers in Spain, combined with rather defensive AI settings, make stalemates very likely. The AI just spreads their troops evenly and lacks the strength to attack anywhere. Armor concentrates enough combat power in one province (and can't be split up) that the AI has some place where the odds are good enough to attack. That way the side with more Armor attacks more often, takes more provinces and wins.

Are you so sure about armour being important? Once Inf1918 is upgraded to Inf1936 things might change a bit.