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Playing Japanese Side - 12/2/2005 9:35:35 PM   
atomu

 

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Need some advice, criticism, suggestions:

I am fairly new to this and have been playing the Japanese side of WITP for about a year now... ...I derived my strategy based only on what I have been reading in history books, and by trying NOT to think like Yamamoto & Co...

Anyway, after trying this and that, it is April 1942 now, and the entire Pacific is under IJN/IJA control, except for Hawaii and the Aleutians...

...three heavy US carriers and four BBs and Repulse have been sunk... I have lost so far only a dozen DDs and a small number of CLs... some IJN BBs and IJN CAs have been lightly damaged... All IJN Carriers are fully operational and covering operations in the Southeastern Pacific and Indian Ocean...

Several IJA Divisions, Brigades, the Imperial Guards, backed by FA, Mortar, Engineer units, and covered by some 400 planes based at Rangoon are marching toward Akyab, Myitkina to meet the British units and their allies. I am fairly confident on that front for the time being... not sure how I can/I should go... not sure where to stop in Burma/India area...

Southern Pacific bases (PM, Fijis, Noumea & Efate, etc.), meanwhile, are being fortified... (I am desperate for plane deliveries, though).

In the Central Pacific, I am building up Midway, Palmyra, and Johnston Island as strongholds (again, I am desperate for planes...) ... not sure what to do with the rest, and which ones to pick as further recon/strongholds...

Anyway... I´m now thinking about what to do next: Consolidate or, which is my inclination, go for Hawaii...

Has anyone been here? Any suggestions? Any criticism? Am I over-confident? Lost in Victory Fever?

Thanks in advance...

Cheers,

Tetsuwan

------------------------


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RE: Playing Japanese Side - 12/2/2005 10:20:53 PM   
Xargun

 

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First of all I am assuming you are playing against the AI right ? Don't think a human player would allow that much land to be lost that quick.

quote:

ORIGINAL: atomu
Need some advice, criticism, suggestions:

Several IJA Divisions, Brigades, the Imperial Guards, backed by FA, Mortar, Engineer units, and covered by some 400 planes based at Rangoon are marching toward Akyab, Myitkina to meet the British units and their allies. I am fairly confident on that front for the time being... not sure how I can/I should go... not sure where to stop in Burma/India area...


I personally would not take Akyab, unless you simply want to deny it to the enemy. If you lose Akyab and are forced to retreat - it is a long hike, along poor trails, back to Rangoon. And Akyab is too easily outflanked by faster rails to the east and by landing and taking Rangoon by sea.

The other bases East of Akyab are worth taking, especially since some have resources / oil. Cut the lifeline to china as well.

quote:

ORIGINAL: atomu
Southern Pacific bases (PM, Fijis, Noumea & Efate, etc.), meanwhile, are being fortified... (I am desperate for plane deliveries, though).

In the Central Pacific, I am building up Midway, Palmyra, and Johnston Island as strongholds (again, I am desperate for planes...) ... not sure what to do with the rest, and which ones to pick as further recon/strongholds...


All of the mid pacific islands are nice, but they are all also easy to isolate and cut off from supply and reinforcements. Don't put anything on Wake, Midway, Palmyra, etc... that you don't want to lose as chances are you will (at least against a human player). As for Hawaii, not sure it is worth taking. You will need tons of fighter support, as well as 3+ divisions to have a chance of taking it. Also the CD guns will hammer your landing fleets pretty bad - make sure you suppress them for a few weeks by bombing the port.

As if stands you should just fortify and hold on for auto-victory in Jan '43. As I suspect this is against an AI opponent, once you auto-win, try a human opponent... A lot more challenging and much, much more difficult.

Xargun

(in reply to atomu)
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RE: Playing Japanese Side - 12/2/2005 11:10:30 PM   
atomu

 

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Many Thanks,

The info is very usefull... Akyab seems like a costly waste of time and is hard to reach indeed...

Yes, I am training with the AI, of course...

Is there a usefull way to use the parashooters? Haven't really figured out their use...

Which IJA unit's best? Does the commander really make a difference?

Cheers,

M




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RE: Playing Japanese Side - 12/2/2005 11:33:07 PM   
niceguy2005


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I like paratroopers for taking small lightly held islands or for flanking and enemy and settng up ZOC, otherwise I don't find them much use. Paratroops are tactical units and this is a strategic game.

YES commanders make a difference in oh so many ways. The influence combat and possibly more important, they influence supply and replacement rates. In a game I am running against the AI, I have an IJ brigade that was rebuilding really slowly after an invasion. I discovered that 2LT fujimoto was in charge (apparently the other officers didn't make it) after replacing him with a LGEN with good admin skills, my unit is well on its way to recovery.

I would do whatever you can to continue to isolate your opponent (the AI). If you hold New Caledonia, why not go for NZ? I wouldn't go for HI until you have massive bomber support. If you build up Midway, Palmyra and Johnton do you have some LBA that could pound HI? What about a naval blockade of HI?

(in reply to atomu)
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RE: Playing Japanese Side - 12/3/2005 1:04:43 AM   
Oznoyng

 

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quote:

ORIGINAL: atomu

Is there a usefull way to use the parashooters? Haven't really figured out their use...


From a purely mechanical standpoint, paratroopers are used by selecting the troop transport option on the airgroup orders screen for transport type airgroups. If you select an airborne unit (Japan has 5: the 1st and 2nd Paras, and the Yokosuka 1st, 2nd, and 3rd SNLF's) as the troop to transport, and an enemy base as the target, you will be using the units as paratroopers.

Paratroopers are useful. In particular, they are great for taking lightly defended, but worthwhile objectives and have a particular advantage not enjoyed by most other troops: they attack the turn they enter the hex. That makes them wonderful for destroying ships and aircaft. Here are a few situations you could use them:

1. Opponent has B-17's at Jolo, harassing TF's around PI in early war phase. Drop Paras to take Jolo and cause the loss of 1 bomb group and destruction of all it's B-17's on the ground.

2. Opponent has a small TF hiding out at Dadjangas early war. Send in the paras to take Dadjangas and watch the ships get scuttled when base is taken.

3. Opponent leaves Myitkyina and Lashio defended by one base force each. Paras drop and take both, closing Burma road.

4. Opponent vacates Kuala Lumpur and Malacca? (two bases in Malaya), but has a good sized force in Georgetown, Alor Star, and Taiping?. You drop paras into Kuala and Malacca, cutting off the northen units, then fly in reinforcements.

5. Opponent moves armies in India towards Burma, and leaves the HI cities unprotected. A small force of paras drops in and cuts HI in the hex by 3/4 (1/2 when it takes the hex, 1/2 again when the hex is retaken). For the HI city with 600 HI (I forget name), that means you have reduced Allied supply levels in India by 450 per turn.... Use pick up troops ability of air transports to pick them up after attack, or march them to a coastal hex and pick up with subs.

6. Opponent TF is heavily damaged and unloads ART units at the closest dot base. You drop paras into hex and attack, causing surrender/loss of entire unit.

7. Opponent leaves a rear area base lightly defended with troops, but puts a ton of ships, supply, etc. in the hex. Given that your best transport has a range of 36 hexes (L3Y Tina) you drop in and say hello...

As you can see, I like paras. Imo, a some key things to remember about paras are

1) Never fly paras into CAP.
2) Never fly paras into CAP.
3) Never fly paras into CAP.
4) Make sure the entire group does nto get transported in a single turn (air transport bug swallows them). Before any given attack, I run a practice turn to guesstimate how many aircraft will fully transport the unit, then cut that by a bit to make sure I do not lose the unit to the transport bug.
5) Remember they attack the turn you drop them. Against bases with aircraft or ships docked, this can mean substantial losses to the opponent that does not adequately protect his bases. Imagine the opponent that docks the USN CV's at a size 3 port for a turn or two, stands down his CAP...and gets visited by paratroopers...
6) Remember that they do not face CD units when dropping. A weakly defended hex with nasty CD units is a good target for paras.
7) Remember that the L3Y Tina has a range of 36 hexes. Thirty-six hexes is a LONG way.
8) Remember that they are relatively small and you do not have many of them. Don't use them if you are likely to lose them. Do not treat them as throwaway units and make sure they have a means of escape.
9) Remember that the threat of their use is almost as bad as their use. Recons deep in enemy territory by H8K's/Glens or sub based commandos become more ominous when you have already demonstrated the ability to drop and take out a base. The Allies have far fewer disposable resources if you make them keep CAP and LCU's at every base. They still have tons of stuff late war, but you can slow the advance a bit by judicious use of paras and deep recons. Plan a series of commando recons that scope out the LCU's at a half dozen locations, then para drop on a juicy target if you find a couple. The next time you recon... Keeping your opponent reacting to you is far better than reacting to your opponent. In short, you can use paras to make your opponent react to you (for a time at least).

I've encountered most of these situations before. In some cases, I executed the operation correctly. In some cases I did not. In some cases, I did not have paras in the right places when the opportunity presented itself. Paras above all are for targets of opportunity, when the arrival of a small land unit at a particular location can have large effects.

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RE: Playing Japanese Side - 12/3/2005 2:50:08 AM   
atomu

 

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OK - not so sure if NZ is worth the effort... but I have thought of that and actually I am ammassing troops and TRNs in Noumea... but is it really worth it?

I've once chased and ambushed (and heavily damaged) a USN CV TF off the NZ coast...

You can raid shipping from NEWCAL and/or Fidji, etc., with some ease... If you hold these islands, opponent has only a relativelly narrow corridor to the south for fairly undetectable supply shipping (however, the good old ungly ishikajima MAVIS warhorses and the EMILYs do a good job detecting convoys from Fidji, Tonga, and Pago-Pago)... not sure what I need Christmas Isl. for... So, opponent must etheir keep trying to supply AUS, or he must attack... however, efforts to recapture Noumea in '42 and some other far away spots are not easy for AI, as he has no CVs and most capital ships are damaged...

But naval blockade of HI is a good idea... wonder why I never thought of it...

What is LBA? land based bombers? If yes, yes, I am putting Nells and Bettys on JI... they have no escorts, however (due to range)... so, I am not sure if that helps much... even recon flights to HI yield little info...




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RE: Playing Japanese Side - 12/3/2005 2:58:30 AM   
atomu

 

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To Oznoyng

That is great, valuable information... ... and I didn't know Yokosuka SNLFs were paras...

...I was wasting para units, I guess, sending them into a battle as fast reinforcements... more because I had no better idea of what to do with them... I am indeed ashamed...

As for the L3Y Tina air group... pity there is only one AG around...

Many, many thanks!





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RE: Playing Japanese Side - 12/3/2005 3:27:35 AM   
niceguy2005


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I don't really know if NZ is worth it either. It depends on what IT is. What is the Japanese (your) strategy for ultimate victory. If you want to max allied casualties taking HI might be a good way to do it. I haven't done this against the AI yet. There are lots of threads in the archives on how to do this. The AI is terrible at coordinated attacks, so you could fortify PH and watch the AI impale itself on your defenses. I usually argue that if Japan wants total victory, the only way to do it is total conquest of India and Oz in turn.

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RE: Playing Japanese Side - 12/3/2005 2:55:37 PM   
Yamato hugger

 

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quote:

ORIGINAL: atomu

Is there a usefull way to use the parashooters? Haven't really figured out their use...



Read through my "Dark Days" AAR to see just how effective paras can be. Jan 8 (scen 16) I take Cayagan with paras. Jan 9 I take Jolo. The following days I take other bases to put recon and light attack air group into to kill running AKs. My paras repulsed a landing by the 27th Aus bde at Andaman

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RE: Playing Japanese Side - 12/3/2005 5:05:58 PM   
Mistmatz

 

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Dont want to hijack the thread, but I also have a question to the experts of the Japanese side. I'm playing CHS but I guess this is also valid for vanilla WitP.

There are quite some AG boats around, many of them with Endurance 360 @8kn speed. How do you use those boats effectively? I can think of some use for the AG's with better endurance, but those vessels seem to be utterly worthless. So what do you do with those? Is the 25% amphibious bonus worth the difference to some nice AP's?

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RE: Playing Japanese Side - 12/3/2005 5:24:12 PM   
Cpt Sherwood

 

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These ships are well suited for use in constricted areas. they work very well in the Solomons area. They will be very usefull in the PI and in the DEI areas. I use them to move small amounts of supply and units around to the smaller out of the way bases.

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RE: Playing Japanese Side - 12/3/2005 6:05:59 PM   
Oznoyng

 

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quote:

ORIGINAL: Mistmatz

Dont want to hijack the thread, but I also have a question to the experts of the Japanese side. I'm playing CHS but I guess this is also valid for vanilla WitP.

There are quite some AG boats around, many of them with Endurance 360 @8kn speed. How do you use those boats effectively? I can think of some use for the AG's with better endurance, but those vessels seem to be utterly worthless. So what do you do with those? Is the 25% amphibious bonus worth the difference to some nice AP's?

I am by no means an expert on barges, but I have some things to share.

I tend to agree that they appear to be useless. Without grouping another ship in the task force, their round trip range appears to be only 3 hexes. However, that actually understates their range, due to the peculiar nature of WitP movement. In WitP, ships without fuel actually move 1 hex per phase anyway. With as slow as barges move when fueled, there is little difference in their performance unfueled. To get a bit more range, you can add an 10-knot MSW or two into the group and get some protection in case a sub tries to engage them with guns. You can actually use barges to transport supply between bases with no fuel indefinately, simply by changing the home base of the AG group each time you want to move (a TF out of fuel moves 1 hex per phase towards it's home base, so you simply load up the AG, change it's base, and tell it to return home). Also, they are small, cost no VP if sunk, and tend to avoid attention from air attacks. Finally, they enjoy a bonus in amphibious assaults over AP's. Not as good as LST/D/V class ships, but equal to other Allied amphibious assault ships. And by the way, the bonus is not 25 percent, it is 50 percent over an AP. If an AP delivering an LCU causes 200 causualties, you might be looking at 135 with barges - significant enough to consider them for short range invasions. So how to use them?

First, I use a few of them for continuous supply missions in the home islands. My main purpose in doing so is to provide a TF for my ASW and MSW groups to follow around (and keep areas around the Home Islands swept of subs and mines). With MSW in the group with barges, they sweep mines (and barges encountering mines is of little concern) as they encounter them. If they happen to make contact with a sub, the ASW group following them can prosecute the sub encountered.

Second, I use them for supply missions from a central hub. Choose a base that tends to build up supply and use barges to supply nearby locations. Some possibilities:

Rabaul can supply Lae, Salamaua, Buna, Kiriwina, goodenough, Kavieng, Buka, Green I, Buin, Torokina, shortlands, etc.
Shortlands can supply Lunga, Tulagi, Tassafaronga, Russel I, Munda, Vella Lavella
Toboali can supply Kendari, Pontianak, etc (and also sweep for mines and subs in a high sub threat area)
Taipei can supply Amami, Kadina, Naha, Ishieak, Sakashima, and Batan I
Manila can supply Tay Tay, San Jose, Puerto Princessa, and other bases around the Sulu Sea.
Kwalajein can supply Wotje, Majuro, Maloelap, Jaluit, Eniwetok, and Mili
Makin can supply Tarawa, Apamanna, and Nauru
etc., etc., etc.

Third, you can use them in invasions/evacuations. An 1.5k AP worth of troops puts all your eggs in one basket. Put the same troops in 22 70-capacity AG's and they are far more likely to survive invasions and evacuations.

Fourth, AG's are good fragmenters. Not as good as subs, but using them frees up your subs for other ops. If your opponent is fond of taking fragments of troops away to rebuild, you can do the same. Take a little bit of every one of your forward based land units (load a single AG, or possibly two) and send them to a rear area base. When fighting on the forward base destroys the unit, it will rebuild if supply allows. This is not a great tactic with some units, but for groups like CD units, SNLF's, and other "high density" fighting forces, it can make things rather interesting. Note: this is gamey, but so is removing fragments from the PI/SRA/etc. early war.

I would love to hear how others use their AG's.

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RE: Playing Japanese Side - 12/3/2005 7:59:26 PM   
niceguy2005


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Also, barges are not vulnerable to naval attack, except for strafing fighters. I sometimes use them in areas where my opponent rules the skies to slip in supplies or occasionally troops, but obviously only on short runs.

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RE: Playing Japanese Side - 12/3/2005 10:43:28 PM   
Mistmatz

 

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You mean they are not targetted for Naval Attack or they are not spotted niceguy? Now that is indeed a big advantage.

Another question to the vets... Is it possible to split a air unit in thirds and then assign one part to a different command (eg. from Home to Southeast) in order to get them on a CVx?

Is it advisable (bugs?) to move part of a splitted air unit onto a CVx or do I have to expect problems?

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RE: Playing Japanese Side - 12/3/2005 11:59:31 PM   
niceguy2005


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Mismatz, barges are spotted the same as other ships, I believe. The advantage of barges in this case is that a flight of b-17s won't attack them, they are too small, but anthing that strafes and is set to strafe/naval attack can attack them. Subs also love to surface and use their deck guns on them. As another person pointed out above though, since barges carry so little the loss of a few to strafing runs or sub attacks usually won't make a big difference.

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RE: Playing Japanese Side - 12/4/2005 3:07:44 AM   
Yamato hugger

 

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Any aircraft can attack barges, not just fighters. But you have to target them same as PT boats, ie you have to have your attackers altitude set to 100 feet.

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RE: Playing Japanese Side - 12/4/2005 5:10:09 AM   
Dino


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I had B17's droping bombs on barges from 10.000 ft, but these barges were in a TF combined with other transport ships. I suppose that an ONLY barges TF is not considered a valid target for a normal naval attack, so you have to strafe them in that case.

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RE: Playing Japanese Side - 12/4/2005 6:17:07 AM   
Oznoyng

 

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quote:

ORIGINAL: Dino

I had B17's droping bombs on barges from 10.000 ft, but these barges were in a TF combined with other transport ships. I suppose that an ONLY barges TF is not considered a valid target for a normal naval attack, so you have to strafe them in that case.


Frankly, any time a plane or ship targets an AG instead of any other ship, it is a win.

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RE: Playing Japanese Side - 12/5/2005 11:00:29 PM   
John 3rd


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You speak about how surprised some of you are for him to have so much territory by April 1942 and figure it HAS to be against the AI. In my campaign against Wolfpack, I have all that territory plus most of the Aluetians against a HUMAN opponent! He has chosen to fall back and defend nothing but the essentials (which did NOT include Noumea). I have suffered neglible losses (even less then the ones mentioned here) and am contemplating my next move.

Read the thread "Strategic Decisions in Feb 1942" for thoughts regarding Australia, Burma/India, and/or Hawaii. It was a topic about 6 weeks ago.

Good Luck!

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RE: Playing Japanese Side - 12/6/2005 10:03:30 PM   
atomu

 

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Revered Sempai!

That´s sounds more like where I want to get, Sensei!

Will read you Strategic Decisions Paper for sure! At what point are you now?

Regards,

A


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RE: Playing Japanese Side - 12/16/2005 10:20:40 PM   
ltfightr


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I use barges to haul around a SNLF and take the So pac islands that I have bypassed.

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RE: Playing Japanese Side - 12/18/2005 3:08:54 PM   
pauk


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quote:

ORIGINAL: Dino

I had B17's droping bombs on barges from 10.000 ft, but these barges were in a TF combined with other transport ships. I suppose that an ONLY barges TF is not considered a valid target for a normal naval attack, so you have to strafe them in that case.



That's the reason why i insist on house rule: no mixing PTs or AGs with other ships. Anyway these types are supposed for close combat/transport ONLY.
Bad design in that particular matter, enable this, IMO, gamey tactic.

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RE: Playing Japanese Side - 12/18/2005 4:21:24 PM   
Andy Mac

 

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Hmmm but then you couldnt combine LCT's and LST's into a single TF a tactic I am having to use against PZB yes it makes me vulnerable to air attack but if I cannot do it them amphib operations dont work as you need to be able to maximise the unload speed and the allies dont get 1.5k AP's.

There are arguments both ways.

My preference would be to make all naval vessels targetable whatever size.

Andy

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Post #: 23
RE: Playing Japanese Side - 12/18/2005 9:51:54 PM   
pauk


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quote:

ORIGINAL: Andy Mac

Hmmm but then you couldnt combine LCT's and LST's into a single TF a tactic I am having to use against PZB yes it makes me vulnerable to air attack but if I cannot do it them amphib operations dont work as you need to be able to maximise the unload speed and the allies dont get 1.5k AP's.

There are arguments both ways.

My preference would be to make all naval vessels targetable whatever size.

Andy


Valid point, Andy. But as you can see i'm referring only to PT/AGs. LCs and LTS are allowed to combine with other ships... although they are same category as PTs and AGs, they carry troops and vechiles and that makes them valuable target.

There is nothing worse then watching 27 Nells attacking enemy surface TF with 5 PT and one DD. Of course, Nells attacking only PTs in most cases (and it is extremly hard to hit them)...





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RE: Playing Japanese Side - 12/18/2005 11:22:20 PM   
Andy Mac

 

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Fair enough ;)

(and we all know what happened in the instance where I thought I was safe to move some PT Boats and wasnt Pauk wasted a carefully crafted ambush on a PT boat)

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RE: Playing Japanese Side - 12/20/2005 12:39:42 AM   
John 3rd


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Atomu,
In response to your question, I just captured the outlying islands near Hawaii. I have called the Operation "Eastern Wind." Johnson, Midway, and Palymra are now mine. Sank 1 US CV and crippled another. Read my Wolfpack vs. John III--The Japanese Version AAR.
John

(in reply to Andy Mac)
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