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RE: Aftermath - 2/26/2010 10:13:39 PM   
Cuttlefish

 

Posts: 2454
Joined: 1/24/2007
From: Oregon, USA
Status: offline
Morale is a state of mind. It is steadfastness and courage and hope. It is confidence and zeal and loyalty. It is elan, esprit de corps, and determination. It is staying power, the spirit which endures to the end – the will to win. With it all things are possible, without it everything else, planning preparation, production, count for naught.
- George C. Marshall: address at Trinity College, 15 June 1941

---

2/1/1943 – 2/4/1943

Morale is drooping right now here in Cuttlefish HQ. Q-Ball is launching a fresh assault every few days and nothing I try hurts him much or slows him down.

The latest target is Luganville. Despite the fact that he continued to lose aircraft there and had failed to completely close my airbase he attacked anyway, and the results showed he was right; my bombers failed to launch and his landings were unopposed.

But all was not lost. I had a powerful SCTF with Yamato, Kongo, Haruna, and three heavy cruisers lurking undetected behind the base. Raizo Tanaka, Japan’s best, was in command. They moved in by night, where they ran into Q-Ball’s covering force, Maryland and three heavy cruisers at the core.

With Tanaka (whose aggression rating makes Halsey look like a whining quitter) and a substantial edge in firepower I expected some good results but the result was a lackluster battle, tactically a draw. My ships milled around a bit and then turned around and left. The invasion proceeded unopposed.

The battle:

Night Time Surface Combat, near Luganville at 120,150, Range 11,000 Yards

Japanese Ships
BB Kongo, Shell hits 3, on fire
BB Haruna
BB Yamato, Shell hits 3
CA Takao, Shell hits 5, on fire
CA Atago, Shell hits 1
CA Maya
CL Kuma, Shell hits 2
DD Yugumo, Shell hits 1, on fire
DD Kazegumo
DD Makigumo
DD Maikaze
DD Asashio, Shell hits 5, on fire, heavy damage
DD Natsugumo

Allied Ships
BB Maryland, Shell hits 5
CA Louisville
CA Pensacola
CA Vincennes, Shell hits 3, on fire
CL Leander
CL Achilles, Shell hits 4, on fire
CL Raleigh, Shell hits 1
DD O'Bannon, Shell hits 2, on fire
DD Aaron Ward, Shell hits 1
DD Laffey
DD Buchanan, Shell hits 1
DD McCalla
DD Farenholt
DD Caldwell, Shell hits 4, on fire, heavy damage
DD Anderson


The only bright spot came when submarine I-10 torpedoed and sank DD Anderson as the Allied ships also withdrew after the battle.

Meanwhile, in the DEI, Allied forces landed at Mataram, just a few hexes east of Java. Nells at Soerabaja were ready. My fighters manhandled Q-Ball’s LRCAP and 24 Nells swept in unopposed to launch torpedoes at a group of battleships. The result was one hit on West Virginia, and as a subsequent sighting showed the battleship to be undamaged I suspect the hit was fog of war.

Yeah, I know, even if it was a hit that makes the hit rate around 4%, probably generous by historic standards. But by game standards it was bad. Those Nell pilots were highly skilled at torpedo attacks, in the 70 to 80 range, and think I could reasonably hope to send at least one BB to the repair yards with an attack like that.

It is all rather discouraging. If I can’t provide Q-Ball with a reason to slow down then there is no reason he should slow down.

My fighters continue to dominate in the air, by and large. Many of Q-Ball’s fighter squadrons seem poorly skilled and in some the morale is so bad the whole group bolts as soon as they are shot at. This is probably a consequence of pushing them too hard, too fast, and accepting heavy losses. But unless my bombers can inflict heavy losses when they get the chance this really means little. And Japanese bombers caught by even a few fighters are generally massacred.

Well, enough self pity. Time to get back to devising defensive tactics that might actually work. Right now I think I need to concentrate my forces. I’ve been trying to defend everything and in consequence I am defending nothing.

It’s worth a shot, anyway. It’s that or sacrifice a goat to appease the gods of electronic war, and frankly if I had a goat I’d use it to eat the blackberry vines that keep cropping up in back corners of my garden. Tough things, those Himalayan blackberries. Harder to kill than Rasputin.


(in reply to Cuttlefish)
Post #: 571
RE: Aftermath - 2/27/2010 2:11:41 AM   
Grfin Zeppelin


Posts: 1515
Joined: 12/3/2007
From: Germany
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(in reply to Cuttlefish)
Post #: 572
RE: Aftermath - 2/27/2010 3:18:49 PM   
Nemo121


Posts: 5821
Joined: 2/6/2004
Status: offline
You are clearly defending in too many places and thus, effectively, not HOLDING anything.

Defending lots of places does no good unless you HOLD some of them.

Concentrate your forces and pick one or two bases to be "traps" which, when he approaches, will allow you to spring combined surface combat TFS and Netties into action. Also don't forget that you can upset his calculus for invasions by putting a force strong enough to hold in the base, disrupting his landing with Netties and SC TFs and then, immediately, bringing a ship-borne reserve from a deeper base into action.

E.g. You hold a single base with a single division. He lands 2 divisions to take it. This then results in you unleashing your strategic reserve and counter-landing 5 divisions, bombing the crap out of him while butchering his bombers with your CAP and killing a couple of his divisions ( or forcing him to commit shipping into the area to evacuate them).

Your goals now should be:
a) to defeat one of his landings using ground combat.
b) to force him to commit his transport units etc so you can attrit them at a favourable ratio
c) to inculcate into his mind the possibility that wherever he sees a weakly defended base which he could take with 1 or 2 divisions this could be another trap.

You'll slow him down by defeating one landing but the real benefit will be his need to massively over-commit for all future landings in order to prevent another such deadly trap.

(in reply to Grfin Zeppelin)
Post #: 573
RE: Aftermath - 2/27/2010 7:18:41 PM   
ComradeP

 

Posts: 7192
Joined: 9/17/2009
Status: offline
quote:

You are clearly defending in too many places and thus, effectively, not HOLDING anything.

Defending lots of places does no good unless you HOLD some of them.

Concentrate your forces and pick one or two bases to be "traps" which, when he approaches, will allow you to spring combined surface combat TFS and Netties into action. Also don't forget that you can upset his calculus for invasions by putting a force strong enough to hold in the base, disrupting his landing with Netties and SC TFs and then, immediately, bringing a ship-borne reserve from a deeper base into action.

E.g. You hold a single base with a single division. He lands 2 divisions to take it. This then results in you unleashing your strategic reserve and counter-landing 5 divisions, bombing the crap out of him while butchering his bombers with your CAP and killing a couple of his divisions ( or forcing him to commit shipping into the area to evacuate them).

Your goals now should be:
a) to defeat one of his landings using ground combat.
b) to force him to commit his transport units etc so you can attrit them at a favourable ratio
c) to inculcate into his mind the possibility that wherever he sees a weakly defended base which he could take with 1 or 2 divisions this could be another trap.

You'll slow him down by defeating one landing but the real benefit will be his need to massively over-commit for all future landings in order to prevent another such deadly trap.


You're forgetting something: in order for those things to work, Cuttlefish needs luck and he hasn't exactly been lucky, whilst Q-Ball gets fairly amazing results with limited forces.

Cuttlefish has tried to do or is trying to do many of the things you propose.

He tried counter-invading at Ambon. Q-Ball got rather lucky with PT boats, which scared off the transports and contributed to the loss of a large part of KB. Cuttlefish risked a part of KB, and lost the gamble. If you take a look at many of Q-Ball's latest landings as reported both here and in his AAR, he gets pretty lucky every single time.

Cuttlefish' air support doesn't show up or, uses bombs instead of torpedo's or is simply woefully ineffective even though many of his pilots are still quite experienced. The various Allied air forces seem to be doing fine, taken the equipment they're using and their likely experience levels into consideration.

No matter how much he outnumbers the enemy in naval battles or how much punch he's bringing, his SCTF don't seem to do much. The result of the engagement involving Yamato shows rather poor performance by the Japanese TF. They're packing a lot more firepower in terms of the size of the armament compared to their allied counterparts, yet there are less than two hits for every ship involved and the Allied TF is still pretty much OK. You could also look at the Musashi raider TF's battle with the tanker TF: there were only 5 allied ships, and only 3 were sunk. That's entirely disproportionate to what the Japanese were bringing to the fight.

It seems that whenever Cuttlefish does something, he rolls a 1, so to speak, whilst Q-Ball is getting lots of 5's and 6's.

Q-Ball's invasions are so successful, and Cuttlefish' forces so unlucky whenever they try to fight back, that your plan of holding a place with 1 division and then counterlanding isn't realistic. For starters: how would Cuttlefish stage a counterlanding if his transports are either scared off by PT boats, or he can't get local naval superiority no matter what he's bringing to the fight? Let's use the latest battle at Luganville as an example. Do you seriously propose that, after the rather poor showing by the IJN, that he send a fleet of transports there? What do you think will happen?

If this game is to stay interesting, Q-Balls luck needs to run out for a change. His outnumbered SCTF's being completely butchered followed by the landing forces being butchered by a poor landing and the transports being sunk by the victorious Japanese SCTF that sank the Allied naval support would be a good start. Musashi and friends getting lucky and finding a large fairly unprotected TF transporting something crucial to the Allies would also be a good start.

We've all been through situations where, no matter how good your plans are or what you try, you lose because you get a bad dice roll or because all random circumstances favour the enemy. Cuttlefish is now in that situation, so he deserves our continued support. I can understand that his morale is low, so would the morale of all of us be in a situation where hardly anything seems to work. I've read through this entire AAR and Q-Balls and read about all the discussions, and I can't really attribute Q-Ball's recent successes to much else than rather good luck. It's still too early for the Allies to swamp the Japanese with ships, aircraft and men, and Q-Ball's getting very good results with fairly limited forces. If there's anything currently truly ahistorical about the game, it's the Allied success. If all the Allied landings were like Q-Ball's in the real Second World War, the war in the Pacific certainly would have been won a lot earlier, and there would've been no Tarawa's.

Cuttlefish, I can only say: soldier on, Q-Ball's luck should run out at some point in the near future if the game is balanced. Don't blame yourself too much for the current setbacks.

(in reply to Nemo121)
Post #: 574
RE: Aftermath - 2/27/2010 9:05:48 PM   
Nemo121


Posts: 5821
Joined: 2/6/2004
Status: offline
ComradeP,

Sorry but I view "luck" as being a poor player's excuse for things not going right. You can't let concerns about luck paralyse you. All you can do is put together a good operation and minimise the possibility of chance intervening. Sometimes it will go brilliantly, at other times terribly BUT when there's a run of things going badly or well then that's not due to luck, that's due to something you're doing.


As to what is needed for this to stay interesting. I think your advice is the counsel of despair and ineptitude. Waiting for "luck" to turn is utter BS. Cuttlefish has NOT created a strong, coherent, mutually supporting defensive line and THAT is why his bases are falling.

Blaming it on luck is frankly an extraordinarily external locus of control.



As to your SC TF example... His SC TF wasn't properly constituted within the confines of the game engine to achieve maximal results. If you didn't just put things down to luck but looked into the innards of the engine to figure out how it matched forces up etc you might realise that.


My response is strong although not intended to be personal simply because I find the concept of abandoning personal responsibility and putting it down to luck to be utterly abhorrent and something which leads to a failure to improve.




As to Cuttlefish's situation. He needs to forget about luck - that path leads to mediocrity - and, instead, just put the best strategic plan possible into operation and continue planning his operations well. A combination of good strategy and careful operational employment should yield the results he's looking for. He's a good player, he needs to have faith in that and not rely on some BS "luck" to explain a strong of victories or defeats.

In any single battle luck can certainly play a part but luck is not the reason his opponent is gobbling up bases right now. The reason his opponent is gobbling up bases is because Cuttlefish doesn't have sufficient forces in any of those bases to hold them. Simple. That's fine, we all make mistakes but owning your mistakes helps you to get better. Explaining it away as "luck" and then waiting for that external force to turn in your favour again is just not the way to go. When things go well will you put it down to "good luck" and not skill? Of course not. So when things go badly own it, learn from it and play better in the future so it doesn't happen again.


< Message edited by Nemo121 -- 2/27/2010 9:11:36 PM >

(in reply to ComradeP)
Post #: 575
RE: Aftermath - 2/27/2010 9:19:07 PM   
crsutton


Posts: 9590
Joined: 12/6/2002
From: Maryland
Status: offline

quote:

ORIGINAL: Cuttlefish

Morale is a state of mind. It is steadfastness and courage and hope. It is confidence and zeal and loyalty. It is elan, esprit de corps, and determination. It is staying power, the spirit which endures to the end – the will to win. With it all things are possible, without it everything else, planning preparation, production, count for naught.
- George C. Marshall: address at Trinity College, 15 June 1941

---

2/1/1943 – 2/4/1943

Morale is drooping right now here in Cuttlefish HQ. Q-Ball is launching a fresh assault every few days and nothing I try hurts him much or slows him down.

The latest target is Luganville. Despite the fact that he continued to lose aircraft there and had failed to completely close my airbase he attacked anyway, and the results showed he was right; my bombers failed to launch and his landings were unopposed.

But all was not lost. I had a powerful SCTF with Yamato, Kongo, Haruna, and three heavy cruisers lurking undetected behind the base. Raizo Tanaka, Japan’s best, was in command. They moved in by night, where they ran into Q-Ball’s covering force, Maryland and three heavy cruisers at the core.

With Tanaka (whose aggression rating makes Halsey look like a whining quitter) and a substantial edge in firepower I expected some good results but the result was a lackluster battle, tactically a draw. My ships milled around a bit and then turned around and left. The invasion proceeded unopposed.

The battle:

Night Time Surface Combat, near Luganville at 120,150, Range 11,000 Yards

Japanese Ships
BB Kongo, Shell hits 3, on fire
BB Haruna
BB Yamato, Shell hits 3
CA Takao, Shell hits 5, on fire
CA Atago, Shell hits 1
CA Maya
CL Kuma, Shell hits 2
DD Yugumo, Shell hits 1, on fire
DD Kazegumo
DD Makigumo
DD Maikaze
DD Asashio, Shell hits 5, on fire, heavy damage
DD Natsugumo

Allied Ships
BB Maryland, Shell hits 5
CA Louisville
CA Pensacola
CA Vincennes, Shell hits 3, on fire
CL Leander
CL Achilles, Shell hits 4, on fire
CL Raleigh, Shell hits 1
DD O'Bannon, Shell hits 2, on fire
DD Aaron Ward, Shell hits 1
DD Laffey
DD Buchanan, Shell hits 1
DD McCalla
DD Farenholt
DD Caldwell, Shell hits 4, on fire, heavy damage
DD Anderson


The only bright spot came when submarine I-10 torpedoed and sank DD Anderson as the Allied ships also withdrew after the battle.

Meanwhile, in the DEI, Allied forces landed at Mataram, just a few hexes east of Java. Nells at Soerabaja were ready. My fighters manhandled Q-Ball’s LRCAP and 24 Nells swept in unopposed to launch torpedoes at a group of battleships. The result was one hit on West Virginia, and as a subsequent sighting showed the battleship to be undamaged I suspect the hit was fog of war.

Yeah, I know, even if it was a hit that makes the hit rate around 4%, probably generous by historic standards. But by game standards it was bad. Those Nell pilots were highly skilled at torpedo attacks, in the 70 to 80 range, and think I could reasonably hope to send at least one BB to the repair yards with an attack like that.

It is all rather discouraging. If I can’t provide Q-Ball with a reason to slow down then there is no reason he should slow down.

My fighters continue to dominate in the air, by and large. Many of Q-Ball’s fighter squadrons seem poorly skilled and in some the morale is so bad the whole group bolts as soon as they are shot at. This is probably a consequence of pushing them too hard, too fast, and accepting heavy losses. But unless my bombers can inflict heavy losses when they get the chance this really means little. And Japanese bombers caught by even a few fighters are generally massacred.

Well, enough self pity. Time to get back to devising defensive tactics that might actually work. Right now I think I need to concentrate my forces. I’ve been trying to defend everything and in consequence I am defending nothing.

It’s worth a shot, anyway. It’s that or sacrifice a goat to appease the gods of electronic war, and frankly if I had a goat I’d use it to eat the blackberry vines that keep cropping up in back corners of my garden. Tough things, those Himalayan blackberries. Harder to kill than Rasputin.




Well it was a good move but realistically by Feb of 1943 the Allies were getting their act together and a draw is about what I would expect. It is a big difference from August 42. A lot of nimcompoops were weeded out. radar was standard as was training and radar doctrine. Crews were better, gunnery (somewhat) better and Allied doctrine refined to deal with Japanese assets. Tanaka was a pistol but even the best admiral could not overcome a good radar plot......

Stay the course and fight the good fight..


_____________________________

I am the Holy Roman Emperor and am above grammar.

Sigismund of Luxemburg

(in reply to Cuttlefish)
Post #: 576
RE: Aftermath - 2/27/2010 9:45:22 PM   
ComradeP

 

Posts: 7192
Joined: 9/17/2009
Status: offline
quote:

Sorry but I view "luck" as being a poor player's excuse for things not going right. You can't let concerns about luck paralyse you. All you can do is put together a good operation and minimise the possibility of chance intervening. Sometimes it will go brilliantly, at other times terribly BUT when there's a run of things going badly or well then that's not due to luck, that's due to something you're doing.


As to what is needed for this to stay interesting. I think your advice is the counsel of despair and ineptitude. Waiting for "luck" to turn is utter BS. Cuttlefish has NOT created a strong, coherent, mutually supporting defensive line and THAT is why his bases are falling.

Blaming it on luck is frankly an extraordinarily external locus of control.


So if you're rolling 1's and your opponent is rolling 6's on a 6 sided die on every important encounter, what do you call it? If you abandon a plan at that point based on those results because you think those results mean your plan isn't good, you're not a good player. You should evaluate your plan to see if you can include fail saves in the future, sure, but the results don't always have a direct relation to a plan. In fact, many times they don't.

Luck is not a material factor, it's just a combined description of everything that can go wrong/right.

I'd like you to point out what the problem was with the recent SCTF engagements from a planning perspective, with the plan for the Ambon counterlanding (assuming you don't know there are PT boats or the precise position of Allied carriers) and propose an alternative. I can give you a 100% guarantee that said alternative could be ruined by you rolling a series of 1's and the opponent a series of 6's so to speak.

The problem with reducing many variables to dice rolls or circumstance factors is that results can quickly become far more skewed than in real life. Most of the time, due to the statistical odds, a certain balance will be achieved, but when the opponent gets a series of good rolls and you don't, no good strategy can save you. You'll probably say a good strategy can compensate that, but it can't. Try playing a game where you get the worst result possible on every major action and your opponent gets the best result. I can guarantee that you won't win.

I think it's fairly insulting to call my advice the counsel of despair and ineptitude, which also means my suggestion comes from me being inept. I would suggest that if we are to have a discussion, you don't resort to insults in the future.

quote:

As to your SC TF example... His SC TF wasn't properly constituted within the confines of the game engine to achieve maximal results. If you didn't just put things down to luck but looked into the innards of the engine to figure out how it matched forces up etc you might realise that.


Considering that we're looking at the same results, how do you know that? Could you point out how you know precisely what happened?

You're also completely missing my point, I'm not putting everything down to luck, I'm putting the lack of success down to Cuttlefish getting bad results and Q-Ball getting good ones, which as this is a game is caused by rolls and less by planning.

quote:

My response is strong although not intended to be personal simply because I find the concept of abandoning personal responsibility and putting it down to luck to be utterly abhorrent and something which leads to a failure to improve.


You're misinterpreting my post, try reading it again.

quote:

As to Cuttlefish's situation. He needs to forget about luck - that path leads to mediocrity - and, instead, just put the best strategic plan possible into operation and continue planning his operations well. A combination of good strategy and careful operational employment should yield the results he's looking for. He's a good player, he needs to have faith in that and not rely on some BS "luck" to explain a strong of victories or defeats.


Again, feel free to explain how a good player's best strategic plan can succeed without good combat results, which in turn are based on random behind the scenes rolls the player can't always influence in a meaningful way? I'm not saying Cuttlefish should rely on luck, that's what you're claiming I said, not what I said. I said Q-Ball is getting good results and Cuttlefish isn't, which really only comes down to many random variables. I think Q-Ball's invasions are risky and his losses are very light considering the risks he's taken and the less than stellar cover he's providing considering he's facing most of the IJN. The results are not proportionate to the forces involved, they're better for him and worse for Cuttlefish. That has little to do with a plan. Thus far in the DEI campaign, whenever Q-Ball wanted something, he got it no matter how risky the plan was. That doesn't make for a very interesting game. Losing is also a part of gambling.

quote:

In any single battle luck can certainly play a part but luck is not the reason his opponent is gobbling up bases right now. The reason his opponent is gobbling up bases is because Cuttlefish doesn't have sufficient forces in any of those bases to hold them. Simple. That's fine, we all make mistakes but owning your mistakes helps you to get better. Explaining it away as "luck" and then waiting for that external force to turn in your favour again is just not the way to go. When things go well will you put it down to "good luck" and not skill? Of course not. So when things go badly own it, learn from it and play better in the future so it doesn't happen again.


Now think about why Cuttlefish doesn't have sufficient forces: whenever he has tried to employ those recently, they had less effect than their numbers would warrant. There are also far too many bases for Cuttlefish to defend and I'm still surprised as to how almost ridiculously easy it is for the Allies to invade the DEI this early in the game. Regardless of all the discussions about how to prevent this, I will again refer to the statistical truth that whenever you keep rolling bad results and your opponent is rolling good ones, you won't be preventing anything.

Again, feel free to explain how Cuttlefish should play better and how bad results won't influence that strategy in such a way that it's impossible. It's not always possible to create a strategy that can take a large number of setbacks.

I'm still convinced that the results of the majority of the last engagements heavily favoured the Allies in a disproportionate way considering the forces involved and the odds for both sides to win a specific battle.

< Message edited by ComradeP -- 2/27/2010 9:46:58 PM >

(in reply to crsutton)
Post #: 577
RE: Aftermath - 2/27/2010 10:58:11 PM   
Cuttlefish

 

Posts: 2454
Joined: 1/24/2007
From: Oregon, USA
Status: offline
I think that in a game like this good or bad luck is the cumulative result of hundreds of small choices and decisions. In other words, players lay the groundwork to be able to either take advantage of small opportunities or to maximize the chance that something will go wrong. We may call the end result good luck or bad but many times you can trace the end result back through a decision tree maybe dozens of steps long.

This is not to say that flukes will not occur. But overall good or bad luck, I firmly believe, is not truly random.

What this really says is that I think I deserve the beating I have been getting. Even the thing with my carriers retreating into disaster is an example. Q-Ball put PT boats there. Good move. I did not include a destroyer division or two in my attack. Bad move. This set the stage for what happened. Change either decision and the likely result is Ambon back in Japanese hands.

The thing about making mistakes and getting beat up for them is that it is a chance to learn. There are a lot of things about AE that I have been slow to appreciate. In that regard I have been rather like a typical military, fighting the new war (AE) using the tactics of the previous war (WITP). But I like to think that I can be taught. Some of the lessons I have learned in this game I have already been able to use in my other game, now in June '42, against Erstad. Of course, Erstad has taught me a couple of new lessons as well. So the cycle goes.

Q-Ball has been an outstanding opponent and deserves full credit for his success and for perceiving and taking advantage of my mistakes. He's gotten some good breaks but he's earned them. There is a lot of war still to go and I am sure I'm not done learning sharp lessons. And who knows, I might get to teach one two as well.


(in reply to ComradeP)
Post #: 578
RE: Aftermath - 2/28/2010 1:55:04 AM   
Hoplosternum


Posts: 690
Joined: 6/12/2002
From: Romford, England
Status: offline
Good Luck Cuttlefish!

If what you are doing isn't working then I would try something different if thats not too obvious a comment Unfortunately leaving Regiments etc. in each likely target isn't even slowing him down. He seems to bring too much to each base. Would it not be better to leave some bases all but empty and defend others with more strength? Hoping that one of his invasions stalls and he has to rush in unprepped reinforcements and straining his carrier and LBA in long term support of the beleagured attack? Do it once and he will be worried it can happen again and again.

If he is reconning bases a lot then this is unlikely to work well, but you should be able to fool his recon a little by the use of Fragments. If you make sure each likely target has a couple of fragments of a divisions/regiments then he may be cautious about what he needs to take the base. He may guess that the 16th Division is not at all at say Menado but it takes a lot of recon/bombing before he is sure it's just a few squads instead of half or more of the formation. This can work in Burma and the Pacific islands if you decide to pull some assets out of there (which I would).

You say you are having some success in the air as his fighters are often running but that your bombers are not doing the business. However it is still only early '43. The allies still have relatively small replacement numbers. Keep up the sweeps and air field bombings to keep his pools as empty as possible before his numbers become too great later in the year. And try and choose your battles. You still seem to be fighting an air war over Burma(?) That should only deplete his UK pools which are not heavily engaged in the DEI. So why bother? He is not currently pressing there and you can afford to give up a lot of ground there (if forced) before you start losing bases as valuable as the ones you are currently losing in the DEI. Even Rangoon is fairly insignificant compared to what he is taking the DEI. So that is where most of you air should be. Although Corsairs and Hellcats are close at hand they are only Marine/Naval. Maybe you can put pressure on his army planes and the Aussie squadrens and deplete their pools? You could also try bombing any base that has recon planes on. If you can blind him even a little his invasions become either more risky or are slowed down. In AE bomber squadrons and patrols, even good ones, can't necessarily recon well. And allied recon squadrons and planes are limited at this stage.

Moving parts of your navy to the Pacific is a great move. He is not strong enough to cover both the DEI landings and the Pacific with his CVs at the same time (yet ). It should also allow you to withdraw most of your LB Naval air from there back to the DEI. While Netties may not be able to stop the invasions when his CVs (and it's probably not wise to try). But they can act as a dangerous reserve that can exploit any weaknesses or mistakes he makes.

He is approaching decision time in the DEI. Does he go west for Java or north towards the Phillippinnes? This may open up possibilities for you. Currently he is very concentrated around Timor. So you fight everything he has while he just fights the part of you he is invading. But as he goes one way or the other his supply lines (both to Nettie and Sub attacks) open up a little. His CVs are not 'always there' as there is more than one there. You may even be able to counter invade somewhere - say Ambon if he commits to invading Java. This is why I would pull back most of the naval air from the Pacific. So it can be deployed at short notice to pounce on any opportunities.

As he is really going for your jugular in the DEI I think you can afford to lose a lot in the pacific. While I would not actually abandon places (make him actually invade!) there is little point having vital divisions, air HQs and naval strike craft in the Pacific. Just skeletal forces are needed. The Marshalls protects the Marianas, which is where he can start pounding the Home islands with B29s. If you are still there to be pounded at that stage you'll be considered a genius, or a magician. Or both  So I wouldn't worry too much by his gains in the Pacific while you can't stop his advances in the DEI. Your naval move should close down most of his advances there anyway until he can deply a second strong CV force there.

Lastly you keep posting that things keep quietening down. You are aware that is very bad aren't you? I can almost sense the relief when you post it but really I doubt it is helping you. You don't want quiet (yet!). You can still out build or at least keep pace with his replacements. But that does not last. So keep pounding his bases with all the LBA you have. The IJA air force should be bombing and sweeping day in day out. Keeping his pools down. Forget your dreams of Franks and how you are to deal with B29s and live in the now

So good luck. I hope you still have a chance to check him and so slow him down. But fight now if you can. Once late '43 is here his plane replacements, squadrons and CVs/Navy just get too large and his strategic position is already very good.

(in reply to Cuttlefish)
Post #: 579
RE: Aftermath - 2/28/2010 5:04:17 AM   
Skipjack_


Posts: 208
Joined: 12/7/2008
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CF, this game interests me greatly - I have been following it closely.
It sounds like you have the southern Phillipines prepared, and you have a plan for Java. IMHO, Borneo is the issue. With Timor in Q-Ball's hands, I would scrape the Solomons / New Guinea for troops like a Dentist scraping plaque. Those areas should be defended, but only by enougth to challenge battle - make him prep troops, commit TFs, squadrons and supplies to take them. Build up Borneo, together with Java and the southern PI you can mount a strong defense. The pressure Q-Ball's current campaign puts on you renders the Solomons and New Guinea peripheral at best.

Just my 2cents worth

< Message edited by Skipjack_ -- 2/28/2010 5:06:28 AM >

(in reply to Hoplosternum)
Post #: 580
RE: Aftermath - 2/28/2010 5:30:40 AM   
Nemo121


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ComradeP,

Your counsel is the counsel of despair and ineptitude because it puts the locus of control externally. Once humans have an external locus of control they begin believing that since they can't control the outcome of events they are at the mercy of die rolls and that rapidly translates into sloppiness as they no longer take every pain to ensure that their plans are formulated to have maximum success. After all, why put in all that effort if the die rolls will determine whether you succeed or fail?

If you want real world examples for this just read about all the headaches US and other trainers have had with the Iraqi and Afghani armies in recent years. Those two nations ( and others ) had a deeply set belief that insh'allah god will take care of the details and that things will turn out as s/he/it wishes. That external locus of control led to individuals and units not tightening up their procedures etc in a manner which was often deeply dangerous. Go read the reports from the field and you'll find ample evidence of the effect of external locii of control in real life military situations.

Once you have an external locus of control you often stop trying to improve since your actions have minimal effect anyway and, IMO, anything which thus preaches of the external locus of control is the counsel of despair and ineptitude.

As to you being inept.... Not at all. I was quite precise in what I said. You imputed meaning to it which wasn't there. If I had intended to say you were inept I would have said something rather straight-forward along the lines of "You're inept". It wouldn't have required much interpretation at all. I have seen no examples of your play and so cannot form an opinion as to your ineptitude or brilliance. My point was that your advice here would, if followed, psychologically result in Cuttlefish passing up opportunities to analyse, learn and improve ( failure to do those things equals ineptitude in my book ).


As to misinterpreting your post... No, I understood what you were doing, explaining away Cuttlefish's run of bad results recently by calling on die rolls and other external events. I disagree most strongly since while any one event could be bad luck there are clear strategic issues here which were not optimised and which have led to the number of bases falling.

quote:

which in turn are based on random behind the scenes rolls the player can't always influence in a meaningful way?


Hmm, external locus of control + counsel of despair. I don't accept that there are situations in which one cannot influence in-game events in a meaningful way.

E.g. If the battle is going very much against you you can switch the terms of the battle or refuse the battle or create a strategic focus elsewhere etc.

Very often you see people posting on these fora complaining that x or y is broken and isn't amenable to the effects of their play. When you examine the situation closely you almost always find that they have deployed their forces sub-optimally and are merely reaping the results.


As to the surface combat TF... The mix of main gun calibres was sub-optimal as was the TF size. I think Cuttlefish would have found better "luck" as you put it by sending in two TFs, one centred on Yamato and another centred on the Kongo and Haruna + the CAs. Of course that wouldn't be the outcome of luck but merely the utilisation of knowledge gained from running hundreds of tests on the surface combat model in WiTP in order to determine the weight of various factors which feed into surface combat resolution. That's why I dislike the emphasis on "luck". With knowledge and thought you find that most of the things which are put down to "bad luck" end up actually being things which one DOES have control over its just that the player involved didn't have the knowledge base to realise that.

quote:

I will again refer to the statistical truth that whenever you keep rolling bad results and your opponent is rolling good ones, you won't be preventing anything.


Nonsense. Winning the aerial war or the naval war isn't required to hold the line in the DEI for now. What is required are a few, mutually supporting bases with large numbers of troops and increasing fortification values. Putting those troops on those bases isn't a matter of "luck" but planning. Since it is a matter of planning die rolls don't come into it. If I have 1500 AV on a base and I have Level 6 forts and jungle terrain on my side and the enemy lands with 500 AV I have no need for "luck" to hold that base. Simple.


I'm still convinced that the results of the majority of the last engagements heavily favoured the Allies in a disproportionate way considering the forces involved and the odds for both sides to win a specific battle.

True but irrelevant going forward. Cuttlefish has the option of putting it down to "luck" and an external locus of control or focusing on how he can use his current forces most effectively to reach his strategic goals. If he puts it down to "luck" as you suggest we'll see the rout continue, if he focuses on what he can do to change things then he'll have a much better chance of stopping the advance.

As to the "there are far too many bases to defend" argument... That shows an error in thinking. There are a lot of bases BUT one only needs to hold a small number of them in order to achieve one's strategic goals. Cuttlefish needs to strategically assess what he must hold and then put a plan in place to do so. If he does this calmly and coolly then he can stem the flow for a while while rebuilding his forces.



As to Cuttlefish and his play. He's a good player, that much is clear from reading any AAR he has written, especially the Hibiki AAR. I'm glad to see he has a rational view of the relative roles of luck and player decisions. If he assesses the situation and defends only what he must then he maximises his chances of holding irrespective of die rolls.

< Message edited by Nemo121 -- 2/28/2010 5:31:43 AM >

(in reply to Skipjack_)
Post #: 581
RE: Aftermath - 2/28/2010 12:03:23 PM   
ComradeP

 

Posts: 7192
Joined: 9/17/2009
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quote:

Your counsel is the counsel of despair and ineptitude because it puts the locus of control externally. Once humans have an external locus of control they begin believing that since they can't control the outcome of events they are at the mercy of die rolls and that rapidly translates into sloppiness as they no longer take every pain to ensure that their plans are formulated to have maximum success. After all, why put in all that effort if the die rolls will determine whether you succeed or fail?


You're still misinterpreting my post. Whilst I'm talking about how a certain number of recent events were influenced by luck in such a way that their results were disproportionate or in favour of the Allies, you're saying I'm putting the focus of the entire game on luck, whilst that is most certainly not what I'm doing.

You asked whether I, if things go well, say I got lucky rather than the results are due to skill. If I roll good rolls, I say I roll good rolls. If I roll 3's on a 6 sided dice and I can still advance, then the plan is solid. I find it really weird that some people would rather be lucky than good, as I'm wondering why they play wargames to begin with. What satisfaction can come from something you can't directly influence (die rolls) if that is the thing winning you the game?

As WitP:AE is a game, the results are not only influenced by the plan but also by various kinds of random number generators rolling certain results. Those results can often either not be influenced directly by the player, or can only be influenced to a certain extent. Better odds don't have to yield better results, and there's no scientific link between the amount of manpower/force used and the eventual result, which can still be as bad when you're using 100.000 men than when you're using 1000.

quote:

Once you have an external locus of control you often stop trying to improve since your actions have minimal effect anyway and, IMO, anything which thus preaches of the external locus of control is the counsel of despair and ineptitude.


The same can be said for success: victory disease is one of the most common causes for military failure, a historical example would be German victory disease at the start of Barbarossa, or Allied victory disease after the victory in Africa.

I'm not saying actions have minimal effect, and actually have no idea why you constantly state I said that. I'm saying that in a small number of encounters thus far, Cuttlefish's actions have had little effect.

quote:

Hmm, external locus of control + counsel of despair. I don't accept that there are situations in which one cannot influence in-game events in a meaningful way.


I already pointed out to you that, mathematically speaking, there are plenty of those situations: if you roll 1's and your opponent rolls 6's, see what you can do. Your theory implies that you can influence every situation in a wargame in a positive way. That is simply not the case. Things can, and will, go absolutely wrong from time to time in a way you can't fix. If you, again, insist that isn't the case, I will repeat my suggestion that you play a game where you artificially always roll the worst result possible and your opponent always rolls the best, you'll see that your overall strategy quickly goes out of the window due to the poor rolls.

You'll probably start claiming that I'm talking about how everything is a matter of luck, but I'm really hoping you finally see what my point is. The more evenly sides are matched, which in this case would be after the initial Japanese expansion (which favours the Japanese), up to the arrival of the avalanche of Allied equipment from late 1943 onwards (after which the strategic situation favours the Allies). The results can also become even more skewed because in the case of the War in the Pacific both sides, but especially the Japanese, losses actually hurt both on the short and the long term. The loss of a single carrier, not to many multiple, will have a significant on the course of the war. On the Eastern Front, the loss of a handful of divisions would not have posed a significant problem. If the Japanese or Allies lose 5 divisions in a way that they won't come back because their cadres are dead, they will feel the pain. That's why what looks like a minor engagement, such as a SCTF engaging another SCTF can actually be a very important affair.

quote:

E.g. If the battle is going very much against you you can switch the terms of the battle or refuse the battle or create a strategic focus elsewhere etc.


For starters, you can't always do that, as sometimes you have to fight. More on that later.

quote:

Very often you see people posting on these fora complaining that x or y is broken and isn't amenable to the effects of their play. When you examine the situation closely you almost always find that they have deployed their forces sub-optimally and are merely reaping the results.


...which is why I'm not talking about how something is broken. Discussions about how unbalanced certain pieces of equipment are will often be nonsense and/or futile and/or pointless. There are cases where equipment needs to be fine tuned, but most of the time the complaints are about an atypical result caused by poor strategy.

quote:

As to the surface combat TF... The mix of main gun calibres was sub-optimal as was the TF size. I think Cuttlefish would have found better "luck" as you put it by sending in two TFs, one centred on Yamato and another centred on the Kongo and Haruna + the CAs. Of course that wouldn't be the outcome of luck but merely the utilisation of knowledge gained from running hundreds of tests on the surface combat model in WiTP in order to determine the weight of various factors which feed into surface combat resolution. That's why I dislike the emphasis on "luck". With knowledge and thought you find that most of the things which are put down to "bad luck" end up actually being things which one DOES have control over its just that the player involved didn't have the knowledge base to realise that.


That is also why my emphasizes is not on "luck" for an entire game, but rather on what influenced certain actions and why the many variables turned into a result that would seem to be off. I think the raider TF was too big and is geared for a regular SCTF engagement rather than raiding. I'm not too sure whether two SCTF's would have created a better result: considering the poor showing of the combined TF, which had a firepower advantage, two smaller TF's without a firepower advantage doesn't seem to be likely to create better results.

Statistically speaking, placing 3 BB's with support against 1 BB with support will be more likely to damage the 1 BB TF than 1/2 BB's with less support against 1 BB with the same amount of support. Of course, you'd get more rolls which could compensate, but the result could be even worse than the current result, especially in the middle of the night. You'd also have the problem that, during the day phase, the two smaller SCTF's might run into something they can't handle whilst split up, whilst they could easily handle it as the big SCTF Cuttlefish created. I have the feeling that results would've been quite a bit more ugly for both sides during a daytime engagement.

quote:

Nonsense. Winning the aerial war or the naval war isn't required to hold the line in the DEI for now. What is required are a few, mutually supporting bases with large numbers of troops and increasing fortification values. Putting those troops on those bases isn't a matter of "luck" but planning. Since it is a matter of planning die rolls don't come into it. If I have 1500 AV on a base and I have Level 6 forts and jungle terrain on my side and the enemy lands with 500 AV I have no need for "luck" to hold that base. Simple.


For starters, the vast majority of the players did not really ponder the chances of being overrun through the Allies recapturing Timor in late 1942. Likewise, the AAR's up to the point where Q-Ball launched his attack did not show many signs of preparation for that eventuality. Why? Because it rarely happened before and the Allied advance mostly started in other areas. People act now as if Q-Ball's strategy was always the most obvious, but clearly most people thought otherwise until the strategy was revealed and turned out to be successful.

The problem with your suggestion, and the main reason why it's far from "simple" is that to the Japanese, bases have a very different strategic value than to the Allies. The Japanese don't have the means to turn dot bases into powerful ports/airfields in 1942 or even later on. The Allies can do that in 1942. If you, after having lost air and naval superiority, have 1500 AV in a base, behind level 6 forts (Cuttlefish already detailed that level 6 forts are a rarity due to how early it is in the game) in a jungle hex, and I would land with 500 AV, I would cancel the landing, find one of the many dot or regular bases that are around in the DEI, build that up and leave you with 3 divisions worth of starving AV in a base I really couldn't care less about because I have so many other options.

You would have no means of extracting those AV as you'd either have to move them out of the base (in which case, as you're describing a jungle environment, you'd have to bump me out of a jungle hex with poorly supplied troops) or transport them out by air or sea. The last options are not possible because you lost control of the skies and the sea. If you put 1500 AV in a single hex in the DEI as the Japanese without air or naval superiority, you're basically just creating a starving POW camp for yourself. That's why you need a good result or two: to keep a balance in the skies and to make sure the Allies don't rule the seas as early as February 1943. As I said: you name me a strategy, I'll find the holes in it. An advice to put 1500 AV in a single hex isn't really going to work for the Japanese, not anymore in any case. There are way too many ways to bypass bases in AE.

quote:

As to the "there are far too many bases to defend" argument... That shows an error in thinking. There are a lot of bases BUT one only needs to hold a small number of them in order to achieve one's strategic goals.


Which in turn shows an error in thinking by you: those small number of bases he's holding are probably mostly either irrelevant to the Allies or can be cut off and attacked when the garrison is starving. Q-Ball doesn't need any particular base in the DEI at this point. It would perhaps speed up or cause Japan's early defeat, but he doesn't need them for strategic reasons. For every base hex you're holding, he'll find a handful of dot bases you're not holding and build them up. I'd actually be happy as the Allies if the Japanese concentrate on, say, Java or Sumatra, as I could go island hopping in the central Pacific at my leisure (the majority of the credible Japanese forces being in the DEI) or strike through the central DEI into the Phillippines and beyond if needed. When you're talking about holding single bases with 1500 AV, you're really thinking in terms of vanilla WitP, not in terms of what's possible in AE.

-

Sorry for derailing your thread by the way Cuttlefish. You're right in that good and bad luck are mostly caused by hundreds of smaller factors and Q-Ball is certainly a good player, but I can't help but think that the latest results have been easy on him, as the majority of his gambles are working with minimal loss. I'm hoping your morale will recover to such an extent that, regardless of what the outcome might be, you'll enjoy the game. This is a great AAR, like Q-Ball's, and it would be a serious pity if the game would end prematurely in some way.

(in reply to Nemo121)
Post #: 582
RE: Aftermath - 2/28/2010 3:03:45 PM   
princep01

 

Posts: 943
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Gentlemen, an interesting discourse on the "luck" factor, but I believe we fall close to hijacking this wonderful AAR with these long missives. Both have made your respective points. Mr. Cuttlefish is much too nice the host to say anything, but could we allow him to carry on with his AAR now? Thank you both for your consideration.

(in reply to ComradeP)
Post #: 583
RE: Aftermath - 2/28/2010 3:20:10 PM   
Nemo121


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ComradeP,

Well, you and I have different views. That's fine. I suggest we leave it at that and let Cuttlefish continue with the AAR.

(in reply to princep01)
Post #: 584
RE: Aftermath - 2/28/2010 3:39:54 PM   
John 3rd


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From: La Salle, Colorado
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Good exchange between you though...

CF---back to our regularly scheduled program!



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(in reply to Nemo121)
Post #: 585
RE: Aftermath - 2/28/2010 7:33:37 PM   
Cuttlefish

 

Posts: 2454
Joined: 1/24/2007
From: Oregon, USA
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The passive defense is always pernicious.
- Jomini: Precis de l’Art de la Guerre, 1838

---

2/5/1943 – 2/9/1943

It has been a relatively quiet few days in the war, which is a good thing. My forces need a breather. Luganville is still in Japanese hands, though the forts have been dropped to zero there and it will probably fall soon. The defense there has given transports flying out of Lunga a chance to extract elements of important units, especially the aviation HQ and 48th Division (one third of which is at Luganville, the rest being at Noumea).

On 5 February the Musashi battle group raided Pago Pago, known to be a major Allied staging base. They snuck in from the east undetected but all they found there were two PT boats, one of which they sank and one of which escaped. The daring move thus came to naught though I think it did startle Q-Ball to find a force that powerful roaming around deep in his territory. My raiders have since returned unmolested to the Marshalls.

I have not seen any sign of Q-Ball’s carriers in a while now. I am accordingly pulling back my raiders until I know where they are. They could by now be on either side of Australia, probably preparing to support another invasion or else hoping to ambush my battleships.

Troop Movements: I have moved a division (the 35th) from China Java and placed them at Malang, a mountain base with several forts already. This will provide a formidable defensive bastion against any Allied landing at the east end of Java. I have also been moving large numbers of troops, mostly aviation support so far, to the Philippines. Infantry and aviation support is also en route to Lunga. When Luganville falls it will become the next line of defense in the region and I intend to see that it is strong enough to defeat anything except a very powerful invasion.

Target Evaluation: I still think Milne Bay is likely to be invaded soon. After looking over the map I think Sorong is also a strong candidate to face Q-Ball’s wrath. It is within handy distance of Ambon and would open a door that would give Q-Ball access to the western Pacific. Sorong has only a garrison battalion but it does offer some interesting possibilities for defense. I am moving surface forces into the area, out of enemy detection range but within striking distance of the base, in case he tries it.

Under the Sea: Q-Ball’s subs now mostly sink what they shoot at, which is bad. Sub attacks are still fairly infrequent, though, which is good. I have lots of fairly well-trained ASW pilots now, which I think helps to keep attacks down, and I am constantly shifting my convoy routes. He then moves his subs around seeking them, which makes for an interesting game of cat and mouse. I have lost a couple of tankers in the past week, which hurts. I really hate losing tankers, there are never enough of them and I am trying to haul every bit of fuel and oil out of the DEI that I can right now.



(in reply to Cuttlefish)
Post #: 586
RE: Aftermath - 2/28/2010 10:18:03 PM   
PaxMondo


Posts: 9750
Joined: 6/6/2008
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quote:

ORIGINAL: Cuttlefish

The passive defense is always pernicious.
- Jomini: Precis de l’Art de la Guerre, 1838

---

2/5/1943 – 2/9/1943

...I am trying to haul every bit of fuel and oil out of the DEI that I can right now.




Good idea of course. Don't forget your AK's can haul fuel/oil.

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(in reply to Cuttlefish)
Post #: 587
RE: Aftermath - 3/1/2010 4:57:00 AM   
erstad

 

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From: Midwest USA
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quote:


Good idea of course. Don't forget your AK's can haul fuel/oil.


Fuel - yes. Oil - No

(in reply to PaxMondo)
Post #: 588
RE: Aftermath - 3/2/2010 3:26:08 AM   
Xxzard

 

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Well that's OK for most of the combined oil+refinery bases then.

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Post #: 589
Japan Gives Ground - 3/4/2010 9:46:45 PM   
Cuttlefish

 

Posts: 2454
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From: Oregon, USA
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I learned quickly that altitude was paramount. Whoever had altitude dictated the terms of the battle, and if there was nothing a Zero pilot could do to change that we had him. The F4U could out-perform a Zero in every aspect except slow speed maneuverability and slow speed rate of climb. Therefore you avoided getting slow when combating a Zero. It took time but eventually we developed tactics and deployed them very effectively...
- Second Lieutenant Kenneth Walsh, Corsair ace (21 kills)

---

2/10/1942 – 2/19/1942

The Corsair made its combat debut on 19 February, with a handful of them tangling with some Tojos flying CAP over a trio of CMs sent to mine the Lombok Strait. I had seen Corsairs appear on the Ops losses screen, so I had been expecting this. The big question for me was whether they would be the all-conquering “X-Wing” fighter of WITP or just a very good plane.

Their first combat was kind of lackluster. They scored no kills (the P-40Ks with them scored 2) and a couple of them were damaged. Most of them aborted from the fight with mechanical troubles. It will take more fights and larger numbers before a clearer picture of their abilities emerges. I’m still waiting to see Hellcats in action – not looking forward to that.

Three bombers were shot down and no ships were hit, by the way.

The Allies continue to march on. Luganville made a fight of it but fell after about a week, and Makassar and a couple of minor bases nearby fell easily to Allied assault. The Makassar operation was covered by a pair of carriers and they were attacked by Netties out of Soerabaja. None of the 120 Japanese fighters there flew escort but several Netties broke through anyway and one of them put a torpedo into Yorktown. The hit was confirmed and damage was serious enough to force the carrier to retire. Japanese planes also sank an xAK and as a bonus submarine S-45 was sunk off Soerabaja. I’ve now sunk nine or ten Allied subs in the first 14 months of the war. While I haven’t looked it up I think this is fairly close to the historical rate.

Creeping damage may slow the Allied offensive. Q-Ball has been pushing his forces hard and while I have not sunk many capital ships I have been damaging them here and there. The Allies will get to the point, of course, where they have enough ships to ignore such wear and tear but I’m not sure they are there yet. And if the effects of extended steaming on my warships is any indication then the Allied fleet may need some yard time even without my help. This could be wishful thinking on my part, of course.

Reinforcements: the Japanese perimeter is becoming stronger as it contracts. I’m moving another brigade out of China and sending it to Tarakan and both Manado and Lunga have lots of units rescued by plane from threatened bases. The units need time to build up to full strength but I am pleased with how fast this is occurring. I guess expanding my vehicle production by 50% was not a waste of time.

Target Evaluation: right now the southeast shoulder of Borneo (Balikpapan, Samarinda, etc.) is, I think, my biggest weak point. Q-Ball is good at spotting weak points so I should probably expect an attack here before long. I’m also still expecting an attack at Milne Bay, though that hasn’t materialized yet. And I still think Sorong would be a good target for Q-Ball, though I haven’t seen any indications of an attack developing there.


(in reply to Cuttlefish)
Post #: 590
RE: Japan Gives Ground - 3/5/2010 12:36:33 AM   
crsutton


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The early model corsair comes with a service rating of three. A good plane but this will really hamper it. A 3 service rating for a fighter is a royal pain in the butt. He only get 30 of these a month until late 1943.

CF, how many tojos are you producing a month?


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Post #: 591
RE: Japan Gives Ground - 3/5/2010 12:58:09 AM   
Canoerebel


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From what I've seen in my PBEM (Scenario 2), Corsairs or middling at best.

(in reply to crsutton)
Post #: 592
RE: Japan Gives Ground - 3/6/2010 12:41:16 AM   
Cuttlefish

 

Posts: 2454
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quote:

ORIGINAL: crsutton

The early model corsair comes with a service rating of three. A good plane but this will really hamper it. A 3 service rating for a fighter is a royal pain in the butt. He only get 30 of these a month until late 1943.

CF, how many tojos are you producing a month?


I am currently producing 32 Tojos per month.


(in reply to crsutton)
Post #: 593
RE: Japan Gives Ground - 3/6/2010 12:44:32 AM   
Cuttlefish

 

Posts: 2454
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Like the destroyer, the submarine has created its own type of officer and man – with language and traditions apart from the Service, and yet at heart unchangingly of the Service.
- Rudyard Kipling: The Fringes of the Fleet, 1915

---

2/20/1943 – 2/22/1943

No fresh Allied assaults – yet – but there have been a couple of minor incidents that bring heart to a beleaguered Japan. Most important, submarine I-35 put two torpedoes into Hornet a few hexes from Port Hedland. The first caused “serious damage” and the second did the same and then touched off an ammo storage explosion. Fog of war or not, it seems likely Hornet will be out of action for some time. By my reckoning that’s three American CVs in the shop right now: Hornet, Yorktown, and Wasp, unless Wasp has already completed repairs.

Hot on the heels of the sinking of Allied sub S-45 came the sinking of S-46, depth charged in deep water off Legaspi and forced to surface, where it was sunk by the massed fire of the cargo TF it was trying to intercept. Sinking an Allied sub in deep water is a very rare event for me and it feels good to strike back against my underwater tormentors.

Q-Ball has been trying something new and different, rather by way of experiment. Over the last couple of turns he has sent twelve B-24s on aerial mining missions over Soerabaja. Altitude is reported at 16,000 feet. If the bombers are escorted my CAP will engage the escorts (five Corsairs were shot down last turn) but leave the bombers alone. Unescorted bombers have so far been intercepted but not shot at. In other words, the aerial combat screen comes up but then terminates without any combat. There are indeed Allied mines reported in the harbor.

Dry Dock: much of the Japanese fleet is scattered in various shipyards right now, undergoing either repairs or upgrades. Kaga and Akagi are the last carriers being worked on and they will be ready in a week or two. Junyo, Hiyo, and the four CVLs are ready to go, and most destroyers and cruisers will wrap up repairs and their 1/43 refits within the week. The only ships unavailable by the end of the month will be Kongo and one heavy cruiser, in dry dock repairing battle damage from the battle at Luganville.

Big Screen: I’ve loaded patch three and set the game’s resolution to match my wide screen monitor, 1680 x 1050. I love it. I have to lean forward to study some of the menus but it is worth it to be able to see so much of the map at once. Kudos the devs for making this development, long regarded as unlikely if not impossible, a reality.



(in reply to Cuttlefish)
Post #: 594
RE: Japan Gives Ground - 3/6/2010 3:02:11 AM   
witp1951


Posts: 118
Joined: 12/2/2009
From: Tennessee
Status: offline
CF, how is your economy holding up?

(in reply to Cuttlefish)
Post #: 595
RE: Japan Gives Ground - 3/6/2010 3:55:37 AM   
Menser

 

Posts: 206
Joined: 5/2/2005
From: Peabody, Massachusetts
Status: offline
'Q-Ball has been trying something new and different, rather by way of experiment. Over the last couple of turns he has sent twelve B-24s on aerial mining missions over Soerabaja. Altitude is reported at 16,000 feet. If the bombers are escorted my CAP will engage the escorts (five Corsairs were shot down last turn) but leave the bombers alone. Unescorted bombers have so far been intercepted but not shot at. In other words, the aerial combat screen comes up but then terminates without any combat. There are indeed Allied mines reported in the harbor.'

Interesting .... I thought aerial mining was a night mission only in the manual. Have to look that up again. They were very efective though in the real war.

http://en.wikipedia.org/wiki/Naval_mine

< Message edited by Menser -- 3/6/2010 3:56:11 AM >


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(in reply to witp1951)
Post #: 596
RE: Japan Gives Ground - 3/7/2010 8:27:15 AM   
aprezto


Posts: 824
Joined: 1/29/2009
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CF - your subs are a god send

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(in reply to Menser)
Post #: 597
RE: Japan Gives Ground - 3/8/2010 11:22:07 PM   
Cuttlefish

 

Posts: 2454
Joined: 1/24/2007
From: Oregon, USA
Status: offline
The mine issues no official communiques.
- Admiral William V. Pratt, USN, 1942

---

2/22/1943 – 2/28/1943

February 1943 ended on a fairly quiet note. Most of the action consisted of Allied air raids. These have been aimed at three primary targets: Noumea, Milne Bay, and the Japanese units routed from Makassar. I am not contesting these attacks, saving my air force for more vital duties.

Allied battleships did pay a visit to Banjoewangi, the base at the eastern tip of Java, on 24 February, tossing some shells at the defenders. I don’t know if any Allied ships encountered the mine field I laid there a few turns back. Sometimes you can hear a mine explosion during the replay, but if it isn’t one of your ships getting hit you don’t know where it occurred or what got hit.

A pair of Japanese battleships and their escorts snuck up on Ambon the following turn, hoping to catch some shipping in the harbor there. What they ran into was the famous Ambon PT force. Three PT boats were sunk and the Japanese retired without further incident.

Under the Sea: Allied subs damaged a Japanese oiler near the Philippines. The oiler, en route to Singapore, has been diverted to Cam Ranh Bay and I think it will survive. Two Japanese sub chasers were not as lucky, both being sunk in the Formosa Strait. That was my fault, though: I had allowed their ASW task force to run out of fuel, leaving them as sitting ducks. Note to self: don’t do that any more.

A Japanese submarine sank Dutch oiler TAN 3 in the DEI. It was loaded with fuel and though it was a small ship I am always happy to interfere with Allied fuel supplies.

Industry Notes: Japanese industry is clicking along pretty well right now. I have almost 500K in HI reserve, though this will take the usual 20K hit at the start of the new month. The only commodity in short supply in the Home Islands is oil. I am not sure why this is. In my game against Erstad, which is seven months behind this game but where I have made essentially the same moves regarding Japanese industry, the Home Islands are bulging with oil. It may have something to do with the greater number of patches this game has gone through, I don’t know.

Engine supplies are good, airframe production seems to be at appropriate levels, and there is enough supply now to last out the entire war. Fuel reserves are adequate but there is only enough for a few months of operation if the spigot gets shut off. I am shipping a lot of fuel out of my collection point at Singapore right now, though, and every month I can keep that going will help enormously.

Here is the victory point screen for the end of February:






Attachment (1)

(in reply to Cuttlefish)
Post #: 598
RE: Japan Gives Ground - 3/8/2010 11:29:07 PM   
Grfin Zeppelin


Posts: 1515
Joined: 12/3/2007
From: Germany
Status: offline
Thats 5 divisions worth of pp you have here

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(in reply to Cuttlefish)
Post #: 599
RE: Japan Gives Ground - 3/9/2010 1:51:14 AM   
Capt. Harlock


Posts: 5358
Joined: 9/15/2001
From: Los Angeles
Status: offline
quote:

The only commodity in short supply in the Home Islands is oil. I am not sure why this is. In my game against Erstad, which is seven months behind this game but where I have made essentially the same moves regarding Japanese industry, the Home Islands are bulging with oil.


Is it possible the air zones that Q-Ball has established in the southern DEI have already started to interfere with the delivery of oil to the Home Islands? I would guess that's the major difference between this game and the one against Erstad.

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Civil war? What does that mean? Is there any foreign war? Isn't every war fought between men, between brothers?

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(in reply to Cuttlefish)
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