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The Reluctant Admiral--Imperial Perspective

 
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The Reluctant Admiral--Imperial Perspective - 4/23/2010 10:56:30 PM   
John 3rd


Posts: 17178
Joined: 9/8/2005
From: La Salle, Colorado
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After much time and effort, Michael and I are about to launch into our just finished Mod--Scenario 070--The Reluctant Admiral. This is the short description of the Scenario to be placed where you choose it in the AE Menu:

The Reluctant Admiral is a Japanese 'what if' scenario based upon a greater contribution by Adm. Yamamoto Isoroku. The premise of the Mod is that Yamamoto exerted a much greater influence first on the Japan Naval Aircraft Industry, then as Deputy Navy Minister, and finally as Navy Minister itself. Yamamoto chooses, at great risk to his life, to forego command of the Combined Fleet and dedicate himself to preparing Japan for a war he didn't want.

In choosing to do this Yamamoto changes the 4th Circle Building plan replacing the 3rd and 4th Yamato-Class Battleships with improved Shokaku-Class CVs and a pair of fast Battlecruisers. Other warships are added as planned within 4th Circle. The Japan Naval Air Arm is changed so that everything is staked to the Zero Airframe with a specialization of the Zero into a Land-Based Interceptor as well as CV-Based Fighters. Additional engineers and engineering vehicles are added to Naval Units better reflecting Yamamoto's foresight into base building and expansion needs. New and expanded Naval Yards, Heavy Industry, and Armaments are added at tremendous cost for the Japanese economy.

Very little is changed in the opening of the Scenario (based on Scenario 1) except for a few more aircraft and 3 warships. The foresight of the Admiral will payoff during 1942 and early-1943 as new ships and aircraft enter into the Japanese Order-of-Battle.

How well can YOU do to use these new tools OR how well can you stop the Japanese Navy in its tracks as the Allies.

(Designer's note: Production is 'on' for this scenario)

Scenario Designers: Stanislav Bartoshevitch (FatR), Michael Benoit (NY59Giants), John R. Cochran, III (John 3rd), Juan Gomez (JuanG), Ben Kloosterman (BK), and John Young (Red Lancer)



For those who haven't followed the Design of the Mod, let me mention the work done by everyone to get it ready to go:
FatR--Chief of Aeronautics focused mainly on the new and modified Aircraft. He also helped in finding a number of bugs within the 'test' versions of the Mod.

Michael--Provided an Allied perspective and made sure there was a little 'something' in this for the Allies. He also served as an excellent sounding board.

JuanG--Held my hand in the design process and truly was a major help for ideas, comments, and proposals. Many of them made their way into the Mod. Should mention some of his ship art is in this for the Kawachi-Class BCs and few other vessels.

BK--Massively helped in the air development and deisgn area with FatR. He must have 150-200 Posts in the two Design Threads. Invaluable help and suggestions flowed through him.

Red Lancer--Provided VERY NICE new aircraft art for at least a dozen or so planes. They are PERDY!

Damian--Perhaps he should be mentioned too for his checking of the revamped Japanese economy by use of Tracker. Very helpful.

This Mod started back over in WitP when Alikchi (he deserves a big thank you as well) and I got into a heavy discussion of the 4th Circle Plan. From that discussion I did a bunch of reading on Admiral Yamamoto and was struck by the foresight he had in seeing many issues facing Japan. Many of us know this in the general history but few have actually read what he said and/or wanted to do. This scenario reflects many of his wishes as shown in 2-3 of his biographies and Kaigun.

It has been fun designing this creation. I am NOT a Computer person! My wife Paula and friend Michael (my aide and opponent) will testify to that. The creators of AE deserve magnificent credit for the Editor they have brought to life. It is intuitive and easy-to-use (relatively). Even with this said the Mod could not have been created without those mentioned above and the dozens who contributed their thoughts to the scenario.

In separate Postings I will add the House Rules and FatR's comments regarding aircraft changes.

Hope you enjoy the magnificent glories of the Imperial Fleet that are shortly to come...


_____________________________



Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.

Reluctant Admiral Mod:
https://sites.google.com/site/reluctantadmiral/
Post #: 1
Air Modifications - 4/23/2010 10:59:16 PM   
John 3rd


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This is FatR's Commentary:

This scenario assumes, that with Yamamoto assuming the position of the Aeronautics Department's head in 1936 and becoming the Naval Minister later, he intensifies Japanese naval aviation development a bit, and attempts to optimize the utilization of limited engineering and production resourses. Chief engineers of aircraft design teams are given slightly greater input in formulating development directions and cooperation between various aircraft manufacturers is assumed to be somewhat improved.

In particular, the concept of dedicated land-based interceptor is abandoned and the Mitshubishi fighter design team under Jiro Horikoshi remains free to concentrate all of its efforts on modifying A6M and creating its successor A7M. Horikoshi's proposal to install the more powerful Mitsubishi Kinsei engine on Zero is approved in 1942, instead of late 1944, and A7M is developed to use Mitsubishi Ha-43 engine, as he desired, from the beginning. A6M3 is developed into a whole line of Zeros that sacrifice range in favor of superior armament and pilot protection, and eventually are officially designated as pure land-based models. IJN maintains the policy of sticking to just one single-engine fighter airframe, until Kawanishi team develops N1K1-J Shiden as a private initiative (this happens slighltly earlier than in RL, because alternate projects of land-based interceptors, that tied Kawanishi resourses, do not exist). It is adopted as a stopgap measure until availability of A7M.

As a side effect of greater effort put into development and production of Mitsubishi Kinsei (Ha-33) and Mitsubishi Ha-43 engines, several planes that historically used these engines are added to the mod (if they existed only as prototypes by the war's end), or accelerated.

Aircraft weapon development is streamlined, with a push for unification with IJAAF in this area (historically, IJN and IJA did cooperate in aircraft weapon production, in this scenario their cooperation becomes much broader). Instead of attempts to produce licensed German machine guns, that ultimately failed to provide the fleet with sufficient numbers of them, IJN switches to the more powerful Army 7.7 catridge and eventually adopts 12.7 Ho-103, the first aircraft HMG developed in Japan. This allows for improved armament on some planes, mostly 2E bombers.

This scenario also assumes mild overall boost to Japanese aircraft industry (at the cost of reduction in starting resources). As a result, several planes that historically faced severe problems with transition from prototypes to mass production, such as B6N, D4Y and G4M2, become available a bit earlier. G8N1, the Japanese 4E bomber that was successfuly tested but not mass-produced in real life, becomes available in 1945.

In addition, there are many minor tweaks to various aircraft, intended to make their statblocks and performance closer to historical. The changes that can affect gameplay most noticeably include:
-Early Japanese fighters (Ha-35 Zeros and Ki-43) have their high-altitude MVR reduced.
-G4M has slightly better durability, G3M sligtly worse, to give G4M an edge over the older plane it historically had.
-E16A1 Paul no longer has artificially reduced normal range.
-Ki-44 uses Nakakima Ha-34 engine, instead of Ha-35, for historical accuracy.
-Late Ki-61 versions are slightly improved. Ki-100s are significantly improved. In RL they were supposed to be good, particularly Ki-100, but in AE they are very underwhelming.
-Ki-67-Ib does not lose the ability to carry torpedos.
-Old Russian fighters no longer have unparalelled MVR. Their clear superiority to Nate has to go.


Following aircraft were added to this scenario (all but new Zeros and G3M4-Q existed in RL as prototypes or even production models):

-A6M3b Zero. Replaces A6M3a and emphasized armor and weapons instead of range.
-A6M4, A6M4-J, A6M8-J. Successors to A6M3b that follow the same design philosopshy but use Mitshubishi Ha-33 engine.
-A7M3. The historical successor to A7M2. Carrier-capable and features 6x20mm armament. A7M2 factory upgrades to it, instead of A7M3-J.
-B7A3. The historical armored successor to B7M2. Uses Mitsubishi Ha-43 engine.
-D4Y5. Mitshubishi Ha-43, armor. D4Y3 upgrades to it. (D4Y4 was a kamikaze plane in RL.)
-G3M4-Q. ASW patrol version of Nell.
-G8N1. Fast, tough, long-ranged 4E bomber.
-J6M1. IJN version of Ki-83.
-N1K4-A. Carrier-capable Shiden.
-N1K5-J. High-altitude interceptor Shiden. Uses Mitsubishi Ha-43 engine.
-Yasukuni. IJN version of Ki-67. "Yasukuni" might actually be the name of the naval unit, that employed these bombers in RL, but I can't find any other designation for them.


_____________________________



Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.

Reluctant Admiral Mod:
https://sites.google.com/site/reluctantadmiral/

(in reply to John 3rd)
Post #: 2
Proposed House Rules - 4/23/2010 11:01:39 PM   
John 3rd


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Here is the current state of our HR:

1. 1st turn can have multiple port attacks, but ONLY from carriers. Manila and Singapore may have Fighters up and on CAP. Cannot transfer new Squadrons reflecting prior knowledge.

2. PPs to move out of national borders (Japan - Manchuria, Thai) and (Allies - India, China)

3. No strategic bombing (Oil, Resources, HI, LI, etc.) until July 1943

4. Manila subs can form TF based on a date/time stamp (use the last digit in a pre-determined e-mail). Since this may be the second port attack, the last digit in the time (hh:mm:ss) is used to determine how many subs can form TF

5. Non-historic 1st turn, normal reinforcements, PDUs ON, orders for TF formed already

7. Offensive operations in jungle and mountain hexes on the Burmese front should be stopped from early-July to early-November, allowing R&R and unit rotations, and give both players on the front a much less bloody (and much more interesting) experience. This would mean:

- No deliberate or shock attack in the jungle hexs in the designated area
- Bombardment attacks are still allowed
- Movement into friendly or empty hexes are still allowed
- No offensive air ops from or against the Burmese front hex (recon still allowed)
- No offensive carrier operations in the Gulf of Bengal against Burma (other naval ops, including bombardment, are still allowed). Striking either Bengal, Northern India or Malaya from carriers in the Gulf is still allowed, of course.

Hexes would be corresponding to everything above the "Thailand" label within Burmese and Thailandese borders + the few jungle hexes going 3 or 4 hexes into "India" (Kohima, Ledo, Imphal area)

8. Night Bombing must have 50% Moonlight through the end of 1943. Starting January 1, 1944 Night Bombing may occur in any condition.

9. Aircraft Limitations:
-No A6M3 on CVEs
-No A6M4 on any form of Carrier

c. Combat altitude could be fighters only from:
Dec 1941- May 1942 20,000
June 1942-Dec 1942 25,000
1943 28,000
1944 31,000
1945 Whatever

All other Aircraft below 20k (except Recon and 4EB)

10. Four-Engine Bombers:
a. 4e bombers restricted to 10k or higher for naval attacks (does not include PBY/Mavis type patrol craft)

b. 4e bombers CANNOT bomb troops

11. China remains static until two of the following three targets are taken by the Japanese: Manila, Singapore, and Bataan.




< Message edited by John 3rd -- 4/26/2010 3:12:13 PM >


_____________________________



Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.

Reluctant Admiral Mod:
https://sites.google.com/site/reluctantadmiral/

(in reply to John 3rd)
Post #: 3
RE: Air Modifications - 4/23/2010 11:05:26 PM   
Canoerebel


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Wow, John, an enticing introduction to what seems like a well-researched mod.  I hope it will give you and many others hours of pleasure.

P.S.  Don't forget to include Admiral King's Fifth Rhombus Plan when he used Australian aborignees to foresee exactly what Yamamoto was up to.  As a result, the Allies developed (1) the B-29 in 1940 and the B-187 (six-engine jet bomber with a range of 42,000 miles and a 600 ton bomb payload capacity) and (2) twenty-six Crawfish Class carriers with a capicty of 215 Hellcats, 100 Helldivers, and 349 TBM.    

(in reply to John 3rd)
Post #: 4
RE: Air Modifications - 4/23/2010 11:12:06 PM   
JeffroK


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quote:

ORIGINAL: Canoerebel

Wow, John, an enticing introduction to what seems like a well-researched mod.  I hope it will give you and many others hours of pleasure.

P.S.  Don't forget to include Admiral King's Fifth Rhombus Plan when he used Australian aborignees to foresee exactly what Yamamoto was up to.  As a result, the Allies developed (1) the B-29 in 1940 and the B-187 (six-engine jet bomber with a range of 42,000 miles and a 600 ton bomb payload capacity) and (2) twenty-six Crawfish Class carriers with a capicty of 215 Hellcats, 100 Helldivers, and 349 TBM.    


What , destroy the JFB impossible dream!

Of course all of their "quantam leap" in ability happened without any change by the Allies.

_____________________________

Interdum feror cupidine partium magnarum Europae vincendarum

(in reply to Canoerebel)
Post #: 5
RE: Air Modifications - 4/24/2010 12:26:43 AM   
John 3rd


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From: La Salle, Colorado
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Actually Jeff they knew a great deal about the possible 4th Circle Planning. Many thought there was a 3rd Sho-Class CV and they planned and built the Alaska's to counter the Kawachi's. In no way, shape, or form is this an extreme Mod. That is part of the reason I based it on Scenario 1. This is NOT a JFB Mod in any form of extreme. There are new fighters based on the Zero but NO JACKS which is superior to many of the planes we introduce. The trade-off is some of the earlier models come in early and the later-models have a somewhat more rugged build for less range and speed.

As to ships, the useless Shinano is not planned and the excellent Taiho and her two possible sisters are cancelled. The Japanese gain about 24 new possible DDs in the form of Yugumo-Class and Akizuki-Class. These were all planned but not completed within 4th Circle. Yamamoto does get the Shipyards to specialize some allowing for the production times of DDs to shrink by an average of 3-5 months. Kaigun spends some considerable time on that topic. Two additional Tone-Class CAs are ordered as planned (did make them Tone Clones instead of a new class). The Agano's don't have the design argument that paralized them from nearly 24 months and the additional slipways allow for them to be built in roughly pairs. Oyodo and Niyodo come in as the 5th and 6th Agano's as they should have.

The Scenario is not fantasy like some of Juan's or others. While a heck of a lot of fun (witness Michael and I's Shipwreck AAR) those are pretty darned extreme. I hoped for and think we have delivered a plausible scenario that adds some things but also doesn't upset the end-game whatsoever. For every expansion and/or addition caused Supply and Fuel to be deducted from Japan's starting stockpile. The Empire comes in slightly better prepared but with a more pressing need to grab oil and resources INTACT ASAP.

Another important note is that these changes are split about 90% for the IJN and 10% for the IJA. The Army's OOB doesn't hardly change whatsoever.

Lastly, the Allied players does get a few little tidbits thrown into their lap such as more recon assets and additional ground/air units in the SE Pacific.

I really hope the other designers and contributors jump in with their perspective. It will be a fun ride.

Thanks Dan for your thoughts. Should note that I have those aborigines targeted and am prepping troops as we speak.

< Message edited by John 3rd -- 4/24/2010 12:30:59 AM >


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Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.

Reluctant Admiral Mod:
https://sites.google.com/site/reluctantadmiral/

(in reply to JeffroK)
Post #: 6
RE: Air Modifications - 4/24/2010 12:40:25 AM   
JuanG


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I really have to chip in to agree with John here - compared to what most of my scenario's do (changing history entirely from 1922 onwards), the changes here are more mild and plausible than those in mine, and I think, more plausible than even those in the official Scenario 2.

Regardless, more scenarios is always good, no matter what the flavour - they simply offer players more variety in what they want to play, as this is afterall, a game.

Maybe I'll get around to doing a 'Final Countdown' or 'Zipang' style variant at some point for kicks...

_____________________________


(in reply to John 3rd)
Post #: 7
RE: Air Modifications - 4/24/2010 1:19:47 AM   
John 3rd


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Thanks Juan. Wasn't sure if mentioning yours was OK or not. They are extreme and FUN! BANZAI!!

Starting to work on Turn One.

Have been thinking a lot about planning for operations and will expound on that later tonight or tomorrow.

Michael is welcome to jump in at this point until I close it.


_____________________________



Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.

Reluctant Admiral Mod:
https://sites.google.com/site/reluctantadmiral/

(in reply to JuanG)
Post #: 8
RE: Air Modifications - 4/24/2010 1:37:15 AM   
Canoerebel


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I hope my post came across as intended - a fun way of harrassing my former (and surely my future) opponent John III.  It was NOT an effort at veiled criticism of the mod or that the Allies should be given stuff.

(in reply to John 3rd)
Post #: 9
RE: Air Modifications - 4/24/2010 3:52:05 AM   
John 3rd


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No issue with your Posting whatsoever my Former Opponent!

I happen to truly like what we have designed and created. There is great potential here for a good time with an OOB that is about 80-85% the same as Scenario 1 Stock. I want it to be a BLAST!

Am hopeful that others will find it interesting enough to give a try. Haven't been able to completely polish it but if there are people interested in taking a look, please email me and I will send you the Zip file.


_____________________________



Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.

Reluctant Admiral Mod:
https://sites.google.com/site/reluctantadmiral/

(in reply to Canoerebel)
Post #: 10
Other Modifications - 4/24/2010 3:58:48 AM   
John 3rd


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From: La Salle, Colorado
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Juan just placed this into the Mod Thread but I wanted to place it here as well:

Changes were made to the following areas; submarine torpedo tubes, ship ammo loadouts, naval gun accuracy and penetration, certain weapon classifications, and mine production.

The changes in each area are as follows;
Submarine Torpedo Tubes
By using the torpedo tube arrangements courtesy of JWE from the DB mod, submarines are able to take advantage of the changes to the submarine torpedo firing routines introduced in Patch 3. These allow a submarine to fire variable numbers of torpedo devices at a target, meaning that submarines will fire more torpedoes at high value targets, and less at DDs and other small vessels.

Ship Ammo Loadouts
Regular AE scenarios use roughly 10% of the RPG (Rounds Per Gun) value for naval guns to determine the ammo loadout, with adjustments made for DP weapons. This however, especially in light of the naval gun accuracy changes made in Patch 2, meant that large caliber weapons would commonly expend all their ammo during a single engagement, whereas this was almost unheard of in the war. The changes made involve a recalculation of the database ammo values based on both RPG and rate of fire, again adjusting for DP weapons. The net effect has been an increase in available ammo, though certain ships - mostly British and Japanese DDs, do suffer from this slightly. Light AA ammo has also been adjusted upwards in most cases.

Naval Gun Accuracy and Penetration
Some adjustments to the accuracy of certain guns has been made, the most notable being the increases made to the 10cm/65 and the 8cm/60 Japanese DP weapons, and the slight decrease to the early (Model A and B) 12.7cm/50 Japanese guns. Minor changes were also made to penetration values for naval guns 8in and greater.

Naval Gun Classifications
The IJN DDs have been assigned their correct Model of 12.7cm/50 mounts, rendering over half of them incapable of using their primary battery as a DP weapons. The USN 5in/54 Mk 16 mount has also been reclassified as a DP weapon, to reflect the high angle nature of this weapon.

Mine Production
The rate of production for all mines from all navies has been increased to twice that of regular AE.

Juan


As said, he has been a magificent help and good teacher.


< Message edited by John 3rd -- 4/24/2010 4:03:57 AM >


_____________________________



Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.

Reluctant Admiral Mod:
https://sites.google.com/site/reluctantadmiral/

(in reply to John 3rd)
Post #: 11
Widescreen Monitor - 4/24/2010 4:04:57 AM   
John 3rd


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Just bought a 22" toy (that sounds really bad) that is amazing. How do I shift AE over to handle the widescreen? Am sure it isn't automatic...


_____________________________



Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.

Reluctant Admiral Mod:
https://sites.google.com/site/reluctantadmiral/

(in reply to John 3rd)
Post #: 12
RE: Widescreen Monitor - 4/24/2010 6:10:31 AM   
JuanG


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What's the resolution of the screen itself? I would guess at 1920 x 1080 nowadays, but it might be something else.

The way to get AE to use this is to create a new shortcut to the game executable itself (War in the Pacific Admiral Edition.exe) as opposed to the game menu (autorun.exe), and then include certain commands in the shortcut depending on the resolution you want.

I'm in the process of downloading AE and doing this for myself, so once I get it working and we know your screen resolution I can post a suggested shortcut.

Edit;
Ok, I've got mine working - I've got two shortcuts, one windowed for testing and editing work, the other fullscreen for playing. The shortcuts are as follows;

"D:\Matrix Games\War in the Pacific Admiral's Edition\War in the Pacific Admiral Edition.exe" -w -px1280 -py1024 -multiaudio -archive -altFont

This is the Windowed one at 1280x1024.


"D:\Matrix Games\War in the Pacific Admiral's Edition\War in the Pacific Admiral Edition.exe" -f -px1920 -py1080 -multiaudio -archive -altFont

This is the fullscreen at 1920x1080.

The section in bold is what you should append to your shortcut if your monitor is 1920x1080 - if the resolution is different, then just replace the number after -px and -py with the ones you want to use.

Good luck!

< Message edited by JuanG -- 4/24/2010 6:57:44 AM >


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(in reply to John 3rd)
Post #: 13
RE: Widescreen Monitor - 4/24/2010 9:29:01 AM   
FatR

 

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Good luck John! I'll be looking forward to watching your campaing (as long as you don't steal all of Michael's time). When you'll post the finished version of the mod, with art and all, I intend to seek an opponent for a game of it too.

As about the extent to which Japanese were boosted, overall improvement is probably on the level of Scenario 2. And only because Scenario 2 involves a hidden handicap in the form of much bigger HI tax for the pilot training program, otherwise Japan there would have been just more powerful. Unlike Scenario 2, Japan is not that much, if at all, stronger at the beginning (bonuses - 4 CVLs/CVEs in Mini-KB from the start; drawbacks - most of DDs don't have an AA rating to speak of anymore), and its resourse/fuel situation is worse than in Scenario 1. In the mid-game Japanese receive a number of significant benefits, including extra ships and better naval planes, but the economical situation is more difficult, because large changes to engine production is required to build these better planes (neither Ki-44, not late models of Zero use Nakajima Ha-35 anymore). In the late game Japanese get some better planes and some planes earlier, except they need to switch a huge part of their production to Mitshubishi Ha-43 engine to utilize most important of them.

(in reply to JuanG)
Post #: 14
RE: Widescreen Monitor - 4/24/2010 4:34:33 PM   
John 3rd


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Juan sent me back the artwork, scenario intro, and a list of device fixes on some US DDs. Will get those taken care of and then send you the file Stanislav.

My widescreen res is 1920x1080 too...


_____________________________



Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.

Reluctant Admiral Mod:
https://sites.google.com/site/reluctantadmiral/

(in reply to FatR)
Post #: 15
RE: Widescreen Monitor - 4/24/2010 10:26:36 PM   
John 3rd


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My corrections list is growing instead of getting shorter.  Plan to do changes tonight detailed to me by Juan and FatR in the Modding Thread.


_____________________________



Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.

Reluctant Admiral Mod:
https://sites.google.com/site/reluctantadmiral/

(in reply to John 3rd)
Post #: 16
Finished - 4/25/2010 2:54:19 AM   
John 3rd


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All changes just made are somewhat detailed in the Mod Thread.  Am done and starting Turn One planning and work.

BANZAI!


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Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.

Reluctant Admiral Mod:
https://sites.google.com/site/reluctantadmiral/

(in reply to John 3rd)
Post #: 17
No Loser Giants from this Point! - 4/25/2010 2:58:07 AM   
John 3rd


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The Thread is now closed to anyone who worships the NY Giants and has them in their email/avatar address.


_____________________________



Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.

Reluctant Admiral Mod:
https://sites.google.com/site/reluctantadmiral/

(in reply to John 3rd)
Post #: 18
RE: No Loser Giants from this Point! - 4/27/2010 12:57:59 AM   
John 3rd


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I've got the last tweaks and fixes taken care of with the Mod (this I profoundly hope). Will start on Turn One tonight and will post strategy plans in a little while.


_____________________________



Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.

Reluctant Admiral Mod:
https://sites.google.com/site/reluctantadmiral/

(in reply to John 3rd)
Post #: 19
'So it Begins...' - 4/28/2010 1:22:19 AM   
John 3rd


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Spent the better part of yesterday and today working on a Turn One for this Campaign. Am thankful to say that the turn has been SENT!

For the first time on this Thread: BANZAI!

The Reluctant Admiral starts with the Imperial Fleet slightly better prepared at the start of the war and progressively getting stronger throughout 1942 to peak strength in 1943.

Ground--The Imperial Fleet ground forces have several additions that include Engineers and Engineering Vehicles. The additions are based on the unit's size: an IJN Con Bat gains 12 Engineers and 2 Eng Vehicles while a large HQ Unit got 48 Engineers and 10 Vehicles. No additional combat firepower has been added whatsoever.

In a differing departure from the above, we did choose to add the German 88mm AA gun to several Japanese AA units. Most are in the Home Islands with a few spread around in Formosa, Saigon, and Truk.

Air--The only changes to the Japanese OOB at the start is that all Claudes have been upgraded to Zero, the CVs Air Groups filled out, and all CV Torpedo planes are Kates. About 80 planes are added in total here.

Naval--The 4th Circle is only just getting started so the Japanese gain the new Agano and Noshiro as well as Shoho.


I shall cover the basics of the Opening Turn with expectations:

Carrier Strikes

1. Pearl Harbor will be hit be CarDiv2 and CarDiv5. These four CVs SHOULD send in about 80 Zero, 90+ Vals, and 90+ Kates. Three Zero Daitai are on AF Attack with one flying Escort. ALL of the attack Daitai are on Port Attack. Simply hope to hit all 8 BBs and inflict enough damage to make them a non-factor for the first couple of months. I really HOPE to hit some CA/CL as I think this is more important for the escorting strength of the Pacific Fleet to start with.

2. Manila shall--hopefully--be creamed by CarDiv1 and the Mini-KB. Good old Akagi and Kaga hit from the west while Ryuho, Shoho, and Zuiho strike from the east. Of the five Daitai of Zeros 2 fly Escort and 3 attack the AF. The 50+ Vals are on Port Strike and the 90 or so Kates are doing the same. Pending on the time stamp of the turn sent, Michael gets to form up 2 SS per second on the turn sent (ie 5:34:05 would allow him to form 10 Subs and they get away from the attack. Simply want to hit as much as possible here and get sinkings. Sinking anywhere from 5-8 SS and hitting the rest would be great. The other shipping is incidental.

Once this attack is done the carriers will crush anything escaping the Philippines.

3. CVE Taiyo and Hosho are carrying 21 Zero, 12 Val, and 6 Kates. They will take position off of Mindanao to attack whatever they can.

Air Strikes
Philippines--I decided to move ALL Betty and Nell to Formosa. They will smash the Philippine AF of Iba, Clark, Manila the first day. Nearly 200 bombers and 100 Zeros shall take part in the assault. Anything less then crippling the Philippine Air Force shall be considered a failure. Hope to get each AF over 50% damaged.

Malaya--Strong attacks against Georgetown, Alor Star, and Kota Bharu. Fighters have been moved to the peninsula to provide cover for the Allied air attacks as well as Sweep the above bases. Should be fairly effective.

Landings and Land Planning
Landings--I will land at Kota Bharu and Aparri. That is it for the opening of the war.

Philippines--Strong landing at Aparri and then I will take Northern Luzon. Intend to simply fix the Allies here for a bit while I assault Mindanao to the south. This island will be invaded by an Inf Div and a Brigade for a very quick capture. Jolo will be taken no later then Dec 10th to provide a good AF for the Central Drive.

Burma--Shall drive north with two Inf Div and work to Northern Burma.

Malaya--Have been seriously mulling over the Mersing Gambit. Will land at Singora, Patani, and Kota Bharu while I make up my mind. The troops won't be in position for several days regardless so we'll see what Michael does. IF this landing does happen it will be covered by CarDiv1.

Western Drive--While the Allies are occupied with whatever happens in Malaya, I will strike quickly to take Kuching and Singawang as set-up for a fast capture of Palembang. My intention is have this base no later then the 25th of December (hopefully faster).

If possible once I have these three targets I will 'bounce the Rhine' and land on western Java by January 15th.

Central Drive--Coinciding with these operations will be the grabbing of Tarakan and Balikpapan no later them by December 25th.

Eastern Drive--Normal moves here towards Ambon and Timor but not at the same breakneck speed.

MUST take Darwin and NW Aussieland.

North Pacific--Ominato starts with a couple of small Engineering units, two small Infantry units, and a several small Base Force. These weak units will grab Kiska, Amchatka, and plan for possible expansion to Dutch Harbor once a strong Infantry unit is bought out and sent north.

South Pacific--In this Mod the 144th Inf Reg starts at Rabaul along with a number of other, smaller units (Base Force and Construction mainly)to provide strong Engineer support for the moves into Rabaul, New Guinea, and the Solomons.

This drive shall be augmented by the Imperial Guards Brigade from Tokyo. The Brigade will arrive December 8th to bolster the fighting strength of Truk. No more major Infantry units will be sent this direction for time so these two units, plus SNLF, must bear the weight of the assault.

Central Pacific--Guam will be taken by an SNLF unit in Saipan and Wake will be grabbed by two Infantry units from Kwajalein. Several small units have been added to the Marshalls to aid in Base Construction and AF Support.


For me, this will be fairly restrained. I have set the close, middle, and distant objectives for the war and intend to follow them. Also really want to attack commerce wherever possible. The I-Boats and AMCs shall be active!

This is the thumbnail. I will go into more detail once I get the turn back from Michael.


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Post #: 20
RE: 'So it Begins...' - 4/28/2010 1:59:33 AM   
bklooste

 

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Note it is not the famed 88mm that was used with AP armour also but a end of WWI weapon design by the German Navy . It is still much better than the Japanese 75mm and Historically 1000 tubes were built , which raises the issues that they could have build 1000 105mm Howitzers for the same cost ( giving an IJA div heavier arty than a US one) ... decisions decisions.

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Post #: 21
RE: 'So it Begins...' - 4/28/2010 2:13:52 AM   
bklooste

 

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Love taking Jolo on turn 1 by paras while i send some fast ships with a BF and some guards ( in case paras fail) , they can then leap frog and take undefended bases.

Mersing is interesting ...but obvious maybe take Bilton and some other islands first and bring your BBs for this one..IMHO the only alternative is a go slow in Malaysia and focus on East Bornea , Timor and Java it wouldnt be too slow if he 2+ brigades sitting there ... It does allow an early Burma.

Forgetting New Cal , Fiji , Tonga and Samoa is a good decision it achieves little.

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Post #: 22
RE: 'So it Begins...' - 4/28/2010 5:19:57 AM   
John 3rd


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I will concentrate on a more reasonable line. Think I will thrust due south and not SE. Will take Rabaul--Lae--PM--Solomons--Luganville. No Suva, Pago Pago, etc... Will certainly raid there but that will be about it.

Am thinking about taking Canton Isle with a one-way suicide group. They land, fortify, hold, raise some Hell, and then die. Might cause Michael to focus there instead of farther west. It is an idea. Still pondering it some.

Michael will be methodical and not take too many risks but strike when he sees an opportunity. We know each other sooooo well that it shall be interesting. He has already caught a break. The time stamp for the email ends in 8 so he can sortie 16 of his Manila SS. Oh, well... If I can sink ALL the rest then that will still be OK. Every ship I do crush in Manila is one less to find elsewhere.




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Post #: 23
RE: 'So it Begins...' - 4/28/2010 7:25:36 AM   
Tone


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BANZAI!
Luck to honourable Japanese command John III.

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Both the victor
and the vanquished are
but drops of dew,
but bolts of lightning -
thus should we view the world.
Ôuchi Yoshitaka
1507-1551

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Post #: 24
Notes as I work through the Mod - 4/28/2010 3:19:04 PM   
John 3rd


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Thanks Tone. Am sending you the files this morning.

Since others are getting the files I thought I should write some Scenario Observations that will help for the Mark 2 Version of the Mod. Notes:

1. With TF that I moved I forgot to change their destinations. So you might see that DD TF at Truk but it says its destination is Ominato. There are several TF like that.

2. CV Placement and Organization:
a. The KB is divided into two TF at their starting Northern Base. Both TF have the first Turn movement bonus. Moved the other pair of BC up there as well as five DDs. The two new CLs are present as well. The player now has the ability to strike two targets Pearl and Manila/Singapore if they wish. Make sure some sort of House Rule is written covering this. The 6 CV start with their Air Group complements full.
b. The Mini-KB (CarDiv3)has Ryujo (48 Planes), Zuiho (30 Planes), and the new Shoho (30 Planes) start at Babeldoap. Biggest thing I noticed about this group is that they have an abundant amount of Zeros (28-21-21) and some punching power (36 Kates). This trio would provide excellent Invasion Force protection with all those Zeros. They have 1st Turn move bonus.
c. The two CVE (Taiyo and Hosho) are also at Babeldoap with small planes complements aboard. Hosho has 12 Zero and 6 Kate while Taiyo has 9 Zero and 12 Vals. They do not have the turn bonus but can be used for a variety of purposes.

3. The 6 Japanese BB begin spread out to support the Invasions. Since two BC were pulled to be in a more appropriate place (with the CVs), Nagato and Mutsu begin in Malaya. Two BBs are at Cam Rahn Bay and the final set begins at Babeldoap. Big guns should be able to be brought to bear at multiple points from the start.

4. Had some brain problems when I redeployed units. Managed to reassign them to their appropriate HQ Commands and bases but managed to forget their prep targets. You've got several units in Ominato assigned to 5th Fleet but prepping for the DEI. Ooppps.


This is most of the things I noticed in working on Turn One. Hope it helps.


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Post #: 25
The Curtain Opens - 4/29/2010 6:17:45 PM   
John 3rd


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Combat Report
Dec 7, 1941

The Japanese High Command has a rather frustrating opening. The Carrier Attacks went off as planned and did pretty well, however, more then half the Navy bombers in Formosa did not fly as well as nearly a third of the Army bombers in Indochina.

All-in-all though things are now--finally--started and we shall see where the winds of war take us.

Let us go around the Horn:

Pearl Harbor
CarDiv2 and CarDiv5 prove that they are more then up for the task of a four CV Raid on Pearl! The First Kido Butai launches a strike of 84 Zero, 96 Val, and 96 Kate. There is no aerial opposition whatsoever so the Zeros hit the various AF and the attack planes have free rein over the Harbor. As stated earlier all the Vals go after shipping and the Kates streak in to deliver their devastating ordinance in the form of 800Kg Bombs and 18" Torps. Hiryu and Zuikaku carry bombs while Soryu and Shokaku bring the Torps.

The attack results look pretty good. Every Battleship was left on fire or seriously damaged. Two may be in sinking condition. Here is what Strike Commander Tomonaga documented:

Arizona 4 250Kg, 3 800Kg, and 3 TT--On Fire
Nevada 1 250Kg, 3 800Kg, and 1 TT--Major Explosion--Heavy Damage
Tennessee 3 250Kg and 5 TT--Sinking Condition
Maryland 2 250Kg, 3 800Kg, and 2 TT--On Fire
Pennsylvania 4 250Kg, 1 800Kg, and 3 TT--Heavy Damage
Oklahoma 5 250Kg, 1 800Kg, and 3 TT--Heavy Damage
West Virginia 3 250Kg, 6 800Kg, and 1 TT--Sinking Condition w/Heavy Fires
California 1 800Kg and 2 TT--Major Explosion--Heavy Damage

The primary manner that I judge a PG attack is how many cruisers were hit. These ships are essential to the Americans for the first year or so. Unfortunately the American CAs were not touched, however, all 5 CLs got hit:

Honolulu 2 250Kg
Raleigh 2 250Kg
Detroit 1 250Kg and 1TT--On Fire
St. Louis 1 TT
Helena 1 800Kg--On Fire

Minor ships were damaged fairly well also: 3 DD hit with Selfridge sunk, CM, AV, and AO.

The Zeros hit the AF pretty well and destroyed over two dozen aircraft on the ground.

The Pacific Fleet Battleline is out-of-the-war for quite a while and the First KB heads SW towards Kwajalein to begin true operations in the South and SE Pacific! Four Carriers were plenty to do this job.

The Philippines
Manila
The Second KB (CarDiv1) struck the AF and Port from the west with 36 Zero, 51 Val, and 54 Kates. The Mini-KB (CarDiv3) Air Groups flew in from the east arriving with 63 Zero and 36 Kates. The combined attack brought chaos to the AF as well as the Harbor.

Manila's AF is seriously damaged (33%) and large numbers of fighters and amphibians (PBY) are damaged with a small number confirmed destroyed. There are no planes flying CAP whatsoever.

The Attack Planes deliver a highly successful attack sinking 4 SS, 3 PT, 1 AM, and an AK. An additional 4 SS are hit--all seriously--3 DD, 3 PG, 3 AS, 2 AP, the Langley, 2 TK, 1 AO, 1 AVD, and at least 5 AK/AKL. The Port Facilities are crippled (58%) during the attack.

This devastation SHOULD have been added to by 18 Zero and 80 Betty/Nell but the Strike did not fly! CRAP!

Clark
In conjunction with the heavy raid into Manila, a massed attack of 81 Zero and 90 Betty/Nell absolutely crush Clark AF. In a developing theme, no aerial opposition at all so everyone concentrated on the AF. Anything that can fly is destroyed or damaged and the facility itself is absolutely punnished. Total are pretty good: 61 Air Base Hits, 13 Supply Hits, and 384 Runway Hits.

Iba
The 18 Zero and 75 Betty/Nell strike set for this base DID NOT FLY!

Aparri
The Japanese began their landings here. No opposition.

The three carrier groups shall move south:
1. 2nd KB moves to a point just north of Palawan and all Strike Aircraft set to Naval Attack. One group of Zeros shall Sweep Manila and the other fly escort.
2. Mini-KB moves to the Central Portion of the Philippines with Zeros set to Sweep Cagayan. Attack planes on Naval Attack.
3. CVE TF moves from 3 hexes west of Babaldoap and sets its sights on being Southwest of Davao tomorrow for strike missions.

The Davao and Jolo Invasion Forces move out from Babeldoap.

Malaya
Alor Star, Kota Bharu, and Goergetown are all hit by Army Bombers and Fighters. NO AERIAL OPPOSITION. The are no attacks of any kind by British LBA at all in the second half of the day either.

Landing at Kota Bharu proceeding under heavy escort protection.

Tomorrow morning shall see my Paras capture Victoria Point and the town just south of Tavoy. I have the two SNLF Paratroop units ready and the 1st Raiding Force waits use. Nearly 120 Transports will be used to drop the entirety of the SNLF units here.

Central Pacific
The Ocean Island and Wake Island Invasion Forces depart Kwajalein. The Wake IF has a Cover Force of 3 CL and 4 DD protecting it.

South Pacific
Lots of actions here! The Kavieng, Lae, and Rabaul Invasion Forces depart with Close Escort Forces from Truk. The Imperial Guards Brigade will travel with the 144th Inf Reg and be used if help is needed in taking Rabaul.


This is the start of the war my readers. BANZAI!

Observations:
1. It cannot be coincidence that NO PLANES flew CAP or STRIKE missions for the 1st day of the war.
2. The Japanese--for the entire day--only lost 14 Planes! Ten of those were Kates used at PH and Manila. Wow...



< Message edited by John 3rd -- 4/29/2010 6:19:48 PM >


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Post #: 26
RE: The Curtain Opens - 4/29/2010 6:31:09 PM   
Canoerebel


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John, ah, the heck with reasonable and methodical planning!  This is a trial drive with you brand, spanking new sports car.  Throw caution to the wind, put the top down, and drive like crazy as far and as fast as you possibly can.  Go bezerk, drive Michael nuts, do things that are impossible, and go so far so fast that you either achieve victory on January 1, 1943 or have to surrender on January 1, 1944.  That way you can start a new game soon!

P.S.  I'm not sure this advice is actually serious, and I'm pretty sure it's not good, but on the other hand this is JOHN III we are talking about.

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Post #: 27
RE: The Curtain Opens - 4/29/2010 6:37:40 PM   
John 3rd


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  Canoerebel 

Sweet--Innocent--Pure these are words NOT describing me!



REALLY wanted to see 400 aircraft pulverize Luzon.  DRAT.  Very frustrating...

Guess I'm gonna have to do it the old fashioned way.

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Post #: 28
RE: The Curtain Opens - 4/29/2010 6:43:49 PM   
Canoerebel


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Well, your Pearl Harbor strike looked very effective to me.  So many BB took multiple hits from TT that they will either go under or remain in the yards for a year or more.  That's not a bad tally, especially in comparison to WitP.

< Message edited by Canoerebel -- 4/29/2010 6:44:01 PM >

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Post #: 29
RE: The Curtain Opens - 4/29/2010 7:14:57 PM   
John 3rd


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There ain't much to worry about from those old BBs for quite a while.  Would love to see one sink but the strike was successful.

Was just talking to Michael and he said that he placed ALL planes on Training for the 1st Turn.  This way they would be butchered by my Fighters.  Hmmmmm...OK...  Makes some sense though I would have like to crush them on Day One.  Course this helped me have next-to-no losses as well so I guess it is a wash for the start.


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Post #: 30
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