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AEHGP2 Traskott (A) vs. Seydlitz (J) Japanese side AAR

 
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AEHGP2 Traskott (A) vs. Seydlitz (J) Japanese side AAR - 5/22/2010 11:53:34 PM   
seydlitz_slith


Posts: 2036
Joined: 6/16/2002
From: Danville, IL
Status: offline
Welcome to the second AAR that I have attempted.
In my other AAR Nomonhan Redux, I elected to take the path of a conflict that was possible but which did not happen....that of Japan fighting the Soviet Union. That game and AAR continue, but it is time for me to also start a second AAR outlining my coming conflict with Traskott. As you may have gathered if you have read my other AAR, I like to explore various options and alternate possibilities while still enjoying playing the game in a historical context.

I was fascinated by the Historical Game Project rules being used by Fletcher and Cantona2. Fletcher put me in contact with Traskott, who also liked this set of rules. We quickly agreed to a set of rules and game settings. They are as follows, and are pretty much the same as in Fletcher and Cantona2's game:

AE Historical Game Project

1. ¡V Game Settings
Scenario 1 Grand Campaign
FOW: ON
Advanced weather: ON
Allied damage control: ON
PDU: ON
Historical first turn: Yes
December 7th surprise: ON
Reliable USN torpedoes: OFF (i.e, not reliable)
Realistic R&D: ON
No unit withdrawals: OFF (i.e., units must withdraw)
Reinforcement Variability: highly variable
Turn cycle: 1 day


2. ¡V General home rules as follows:
#1 - only allowed landings/invasions at dots/bases
#2 - Full PP for transfer of units from restricted HQs
#3 - No air night attacks with <50 moonlight before 1943
#4 - Night bombing can only be made at or above 3,000 feet.
Plus the following specific rules as detailed below.


3.- HOME RULES

The normal House rules to prevent anti-historical situations or gameys:

- KB will make a single attack on Pearl Harbor, and will return to Japan, if the first assault on Wake results in failure, you may transfer the returning units deemed necessary to complete a second operation.
- Americans cannot react to the landings at Tarawa, Wake and Miri (those initially planned by the Japanese) to avoid gameys (it's absurd to think that the Americans had been waiting for the Japanese in destinations unexpected). Once the first landings take place Americans are relieved from this rule (if not landings occur, by 14th of that month).
- Japanese submarines can only be equipped with the seaplane E14Y1 Glenn.
- No parachute unit portion deployments (one unit-„³ one target)
- No submarine invasions (with one exception, Marine Rangers from SST submarines). USS Argonaut, USS Seawolf, USS Nautilus, and USS Dolphin.
- All PT torpedo boats in a hexagon base must be in the same TF.
-Four-engine LBs cannot operate below 10,000 feet in naval attack missions.
-The selection of leaders for Naval Task Forces should be adjusted to its size (Admirals for forces of several battleships or even battle cruisers, vice admirals for very important operational forces with BB or CVs, no ASW groups with a leader other than Captain, CPT-LtCdr-Cdr)
-The Malacca Strait cannot be crossed by surface ships of the Imperial Navy until Singapore has fallen to the Japanese player.
- Tokyo cannot be bombarded with an atomic bomb.

3.1 Chinese Theater Home Rules

- It is not allowed to either side the bombardment of the industry in Chinese bases. Industry in China was mainly artisanal and any bombardment of the same does not faithfully reproduce the damage on it. The attacks against the "manpower" are allowed (if the damage causes damage to the Chinese industry is simply a reflection of the fact that the damage on the population and resources is serious enough to affect it).

- The airbases in China cannot operate with four-engine bombers. There will be a limit up to a maximum of 4 squadrons of four-engine non-Chinese (U.S.) LBs and may be operated only from aerodromes of level 6 or higher. The air support to the operational bases of these squads must be by American units.

- Chinese forces cannot go outside its borders except those assigned to the NCAC.
- No Chinese troops may enter Burma until the fall of Rangoon.
- The maximum number of Chinese forces under NCAC in November 1942 must be 9 divisions. (A Chinese Corps = 3 infantry divisions)
-The AVG can not be transferred out of China or Burma. In other words no transfer to Singapore or the DEI for use there.


3.2 House Rules regarding Kwantung Army

1. - Units should pay political points to get out of Kwantung.
2 .- Artillery units may leave up to a maximum of 1 artillery regiment or battalion regiments for every 3 regiments or equivalent units who have already paid the political price to exit Kwantung.
3. - No Kwantung HQs may leave until 1944 or until the invasion of the Mariana Islands (Operation A-Go), the occupation of Rangoon or the occupation of a base in DEI with an airfield with level 4 or higher occurs.
4.-Until June 1942 no air unit can be extracted from Kwangtung, and thereafter it can be done but up to a monthly Daitai but always keeping 4 Fighter Daitais and 8 bombers Daitais in Manchuria. This does not prevent any air operation from Manchuria to China.
5 .- If the Japanese player decides that he wants to attack the Soviet Union he will previously invade Soviet territory in any hexagon without provoking any attack, causing the activation of Soviet forces. The war may be caused but will not count on with the surprise factor.
6. - Once Soviets are activated, no Japanese Kwangtung Army unit may get an HQ reassignment, except isolated units that can be evacuated by sea unless the Soviets have been decisively defeated.

3.3 Home Rules regarding the D.E.I

1. - Dutch Air units cannot be disbanded nor can they be withdrawn.
2. - Dutch ships may operate in Indic Ocean waters or between Australia and New Guinea, but not in the Pacific.
3. - Dutch submarines can operate within the waters that lie between the South China Sea and northern Australia (the area of Sumatra, Java, Borneo, Celebes and Timor).
4. - The garrison requirements must be observed (you cannot ignore the garrison requirements for acts of sabotage before the Japanese occupation).
5.- During 1942-1943 the Allies may not conduct bombing operations against resources / oil / refineries in the DEI
6 .- The IJA Japanese units must have a minimum of 25 planning points to land in any of the enemy DEI bases.

3.4 Home Rules regarding the Philippines

1.-All American troops should have replacements OFF.
2.-Philippine based air units may not receive replacement aircraft other than by disbanding other Philippine based air units into those units.
3.-Philippine based air units may not be disbanded or withdrawn in a manner that would result in the transfer of aircraft or the pilots back into the aircraft or pilot pools. If the unit is withdrawn, the allied player must answer ¡§no¡¨ to the reform unit in x days question.
4.-Manila is an open city. During the initial Japanese conquest, MacArthur declared Manila to be an open city. As such, the allies may not build additional fortifications there and must retreat from the hex rather than fighting battles for it when the Japanese reach the city. The Japanese player may not use this to his advantage by trying gamey tactics (like paradrop, etc) to take the city early. He can only take the city as part of a general advance from the north, south, or east. After Japan has conquered all of Luzon, all bets are off and Manila is no longer an open city.
5.-The U.S. only may run sub transport missions into Bataan only carrying supplies and evacuating units only after allied forces have retreated into Bataan or to resupply/evacuate other isolated or cut off units. There is no restriction on using surface or air transport at any time to move supplies or troops in our out.

3.5 Home Rules regarding Australia (including New Zealand)

- The attack on Australia should wait until Timor, Ambon, Kendari, Mandanao, Batavia Soerabaja and are under Japanese control since the Japanese supply lines could have been attacked from these bases.

- The Japanese player can start landing in Australia once he has a reserve of 3000 political points. Once started, political points should be kept until the capture of all ports in northern Australia (Darwin, Wyndham-Broome-Port Hedland-Broome) (preemptive invasion option) or once Perth, or Sydney or Melbourne or Brisbane have fallen into Japanese hands (choice of long-range strategic operation). Once these goals achieved, the Japanese player will be relieved to spend those reserve political points in what he considers best.
- Additionally, IJA units to be landed on Australian territory must have a minimum of 80 preparation points (not needed for IJN ground units).

-In case of a Japanese invasion of Australia, Allies will not be able to spend political points in any other option other than sending forces to Australia by any means or medium, whether land or air forces (with the exception of points to reassign leaders).

3.6 Home Rules regarding India

1 .- During 1942, no Restricted allied unit in India may change its command area.
2 .- If Japanese forces cross the border with India, all political points spent by units of the Commonwealth can only be made to send reinforcements units to India.
3.- If the Japanese player wants to take the decision to invade Indian borders before 1944 he must also have a stock of political points (just as in the case of Australia). This reserve will be of 4,000 political points and will be relieved from the obligation to maintain it at the time they fall into his hands either Calcutta or Bombay or Colombo and Trincomalee. Also, all units of the IJA that are to cross the border with India or land in Ceylon must have at least 80 preparation points.

3.7 Home Rules regarding Thailand

1. - Thai ground forces may carry out tasks stationed at bases in Burma no more than 3 hexes from the Thai border.

2. - The territory of Thailand shall not be violated in any way by the U.S. ground forces. U.S. air and naval forces are free to operate over Thailand without restriction. British are exempt from this rule.


3.8 Restrictions on the Royal Navy

1. - Until September 1942 no high-value (HV) units (consider CV, CVL, BB, BC) will operate in the Pacific (except for repairs, transit to ports in US and return from them).
2. - From January 1943 a single high-value naval unit could operate in the Pacific (as happened with HMS Victorious in the Solomon campaign, which operated alongside the USS Saratoga)
3. - From 1945 onwards the Royal Navy can operate freely in the Pacific (creation of the Pacific Fleet under U.S. command).

3.9 Restrictions on the US

1. - In case of a invasion in Hawaii, all reassignments of restricted troops will be to operate in Hawaii.
2. - The high-value vessels of the Pacific Fleet (BB, CV) will operate only between the West Coast and Hawaii until Hawaii islands are fully recovered.


------------------------------------
Probably the most controversial point would be whether or not to use PDU=ON in the game.
We chose to do so. Having PDU on will allow the player to make adjustments to the deployment of his various airframe types to a degree not possible with PDU=OFF. Because events and strategies may alter the loss rate or needed replacement rate during the game, having this ability is critical. The main knock against PDU is that it lets Japan build only the best aircraft types and by careful manipulation considerably alter the historical composition of her forces. This is ok to a degree, but taken to an extreme it can create highly unhistoric situations that greatly benefit Japan and not the allies since allied production can not be altered.

I intend to self police on this to avoid an air force build only on super fighters. I am not saying that I won't focus research on the Frank mid-game, or that I won't build more Tojos than happened in reality, but you can also expect to see the Tony and Oscar in service right alongside these. In fact, many people are shocked that I initially continue production of the Nate and Ida in the games that I play, but these were important types to Japan, especially the Nate.

You will also find that I am overall a very conservative player. That doesn't mean that I will not do operations that never materialized in real life. It does mean that I will probably pull my punches a bit in China (I do not initially plan to go for the jugular and take out Chinese oil production in the early phase of the game when the Chinese are weak) and I do not see the value of over expansion for the sake of victory points. In fact, I do not care about victory points as I am playing for the long game. More important to me is establishing a good defensive perimeter that protects my empire without exposing significant forces to the risk of getting cut off and lost later in the game. Does that mean that I won't go after Australia? Maybe, or maybe not. It depends on how the game goes. The same can be said for India, Hawaii, Alaska, Western Canada, and the Soviet Union. None of these objectives are in my initial plans but who can say how the game develops. If I deem it necessary to start a fight in one of these locations to keep the main fight out of my perimeter for a significant period then I may well conduct operations there. I just will not do it for the sake of victory points or autovictory alone.

I also care (somewhat) about my aircrew and ships. They are valuable national assets that can not be easily replaced. I do not like to throw them away or run them into the ground until they are lost. This means that I may not conduct operations at anywhere near the tempo seen by some of the more aggressive players. You might also see my carriers setting in port swinging around the anchor chain more than in some other players' games. I can often be more effective in achieving my objectives by --not using-- my carriers constantly. Not only do I reduce aircrew losses, but if my opponent does not know where my ships are, he must worry that they could pop up anywhere. Then, when I do use them, I can often achieve that important factor of surprise.

Hopefully you will find my AAR both interesting and entertaining. I prefer to highlight learning points, action, or other thoughts when doing my AAR. I do not prefer to simply post long lists of combat reports every turn. Accordingly, you can expect to see only highlights where I want to illustrate the action that is occurring and not long posts of every bit of action that occurred everywhere every turn. I also like to discuss logistics and production. I will make some mistakes and also will do some things differently than others. I may not explit every potential advantage to the fullest and may miss some opportunities. However, in all of this lies the true value of the AAR. Readers will comment on the ideas and it will stimulate the thoughts and learning curve of both the readers and myself. Hopefully everyone will enjoy reading about the coming conflict from my perspective and also from that of my opponent as I understand that Traskott also plans to do an allied AAR.

I would also like to thank the following people:

JonReb: he offered to play after my original opponent quit on turn 2 (the PH attack sunk 8 BBs and I also got the PoW and Repulse). He was going to take over that game but with the understanding that there would be a significant interruption when he leaves in four months for military training. We ultimately agreed not to play now, but I will play him after he completes his training and gets established at his new post. I look forward to this opportunity. The time freed up by not having a third game will allow me the time to write this AAR while continuing my other game and AAR.

Fletcher: For putting me in contact with Traskott and for writing a good set of historical game project rules that I liked.

Traskott: For also wanting to play a game using the rules developed by Fletcher and Cantona2.

Carthes: For his excellent set of plane tops. I was lucky enough to have them in the prototype stage to use in my Nomonhan Redux AAR and game. I could not pass the files along, but he has now completed the set and made them available to everyone on the forum. I will be using them in this game

With that, lets begin the ride....enjoy the conflict that is about to envelope the Pacific.

Seydlitz





Attachment (1)

< Message edited by seydlitz -- 5/23/2010 12:12:44 AM >
Post #: 1
RE: AE Historical Game Project 2. Traskott (allies) vs.... - 5/23/2010 12:05:00 AM   
Chad Harrison


Posts: 1395
Joined: 4/2/2003
From: Boise, ID - USA
Status: offline
While some may see these rules as excessive, I agree with them and find them most interesting also. While I dont have time for a PBEM right now, I am going to copy these rules for when I do.

Best of luck w/ the AAR and the rules. Should direct the game pretty good.

Chad

(in reply to seydlitz_slith)
Post #: 2
RE: AE Historical Game Project 2. Traskott (allies) vs.... - 5/23/2010 12:25:29 AM   
Fletcher


Posts: 3386
Joined: 10/26/2006
From: Jerez, Spain, EU
Status: offline
Hi Seydlitz !

I wish to you and traskott a happy game and best of lucks !. I will have an eye on your AAR and I think will be very interesting to know another development of my humble "Historical Game Project" H.Rs. I know Traskott like a very reliable player and I hope to follow your own and Traskott´s AAR closely for a long time.

I am very pleased to know more people interested in these pack of House Rules to enclose the historical environment of Pacific War.

It´s a must to credit your own contribution with several H.R. relatives to USAAFE and Phillipines or AVG air group.

I´ll be awaiting news from Pacific ! Good luck and Good chase (and "long live to the Emperor!")
Best of wishes.
Ramón

_____________________________



WITP-AE, WITE

(in reply to Chad Harrison)
Post #: 3
RE: AE Historical Game Project 2. Traskott (allies) vs.... - 5/23/2010 12:40:14 AM   
seydlitz_slith


Posts: 2036
Joined: 6/16/2002
From: Danville, IL
Status: offline
We ran the historical start, and from the Japanese point of view, this was one of the weaker starts.

At Pearl, we didn't do as much destruction as in the real attack. At least I also lost fewer planes.

AFTER ACTION REPORTS FOR Dec 07, 41
--------------------------------------------------------------------------------
Morning Air attack on Pearl Harbor , at 180,107

Weather in hex: Clear sky

Raid detected at 120 NM, estimated altitude 10,000 feet.
Estimated time to target is 40 minutes

Japanese aircraft
A6M2 Zero x 68
B5N2 Kate x 144
D3A1 Val x 126



Allied aircraft
no flights

Japanese aircraft losses
A6M2 Zero: 1 destroyed, 10 damaged
B5N2 Kate: 5 destroyed, 24 damaged
D3A1 Val: 1 destroyed, 16 damaged

Allied aircraft losses
B-18A Bolo: 6 destroyed on ground
PBY-5 Catalina: 15 destroyed on ground
B-17E Fortress: 1 destroyed on ground
SBD-1 Dauntless: 4 destroyed on ground
P-40B Warhawk: 14 destroyed on ground
A-20A Havoc: 3 destroyed on ground
B-17D Fortress: 3 destroyed on ground
P-36A Mohawk: 7 destroyed on ground
O-47A: 3 destroyed on ground
F4F-3 Wildcat: 2 destroyed on ground
R3D-2: 1 destroyed on ground

Allied Ships
AV Tangier
BB California, Bomb hits 11, Torpedo hits 3, heavy fires, heavy damage
BB Arizona, Bomb hits 8, Torpedo hits 4, heavy fires, heavy damage
BB Pennsylvania, Bomb hits 4, Torpedo hits 3, on fire, heavy damage
BB Maryland, Bomb hits 4, Torpedo hits 1, and is sunk
BB Oklahoma, Bomb hits 10, Torpedo hits 4, and is sunk
BB Tennessee, Bomb hits 3, Torpedo hits 3, heavy fires, heavy damage
BB Nevada, Bomb hits 7, Torpedo hits 5, heavy fires, heavy damage
AV Wright
CL St. Louis, Bomb hits 1
BB West Virginia, Bomb hits 9, Torpedo hits 1, heavy fires, heavy damage
DMS Zane, Bomb hits 1, and is sunk
SS Narwhal, Bomb hits 1
CA San Francisco, Bomb hits 3, Torpedo hits 1, on fire, heavy damage
CM Oglala
AO Neosho, Bomb hits 1, on fire
DD Henley, Bomb hits 1, heavy fires
AVP Swan, Bomb hits 1, heavy fires, heavy damage
DD Ralph Talbot, Bomb hits 1, heavy fires
DD Worden, Torpedo hits 1, and is sunk
CL Detroit, Bomb hits 1, Torpedo hits 1, heavy damage
DD Case, Torpedo hits 1, and is sunk
AD Whitney, Bomb hits 2, heavy fires
DD Tucker, Bomb hits 1, Torpedo hits 1, and is sunk
DD Bagley, Torpedo hits 1, on fire, heavy damage
CL Honolulu, Bomb hits 1, Torpedo hits 2, on fire, heavy damage
AD Rigel, Torpedo hits 1, heavy damage
AO Ramapo
SS Dolphin, Bomb hits 1, Torpedo hits 1, and is sunk
CL Phoenix, Bomb hits 2, Torpedo hits 1, on fire
PT-22, Bomb hits 1, and is sunk
DD Aylwin, Bomb hits 1, heavy fires, heavy damage
PT-25, Torpedo hits 1, and is sunk
CL Raleigh, Torpedo hits 2, on fire, heavy damage
DM Tracy, Bomb hits 1, on fire
CA New Orleans, Bomb hits 3, heavy fires
AVD Hulbert, Bomb hits 1, heavy fires, heavy damage
AVD Thornton, Bomb hits 1, heavy fires
AV Curtiss, Bomb hits 1, on fire
PC Tiger, Bomb hits 1, and is sunk


Allied ground losses:
5 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 0 destroyed, 1 disabled
Engineers: 0 destroyed, 0 disabled
Guns lost 2 (0 destroyed, 2 disabled)


Repair Shipyard hits 1
Airbase hits 45
Airbase supply hits 2
Runway hits 219

At least two of the subs designated as able to carry raiders under our ruleset were hit in the attack. One being sunk and the other being damaged.
I lost only planes so that is a plus, but sinking only two battleships was less than I had hoped for.


Off Malaya, my bomber pilots also failed to destroy Force Z but they did damage both capital ships enough that I do not have to worry about them engaging my surface forces.

Morning Air attack on TF, near Mersing at 52,82

Weather in hex: Clear sky

Raid detected at 40 NM, estimated altitude 17,000 feet.
Estimated time to target is 14 minutes

Japanese aircraft
G3M2 Nell x 9
G4M1 Betty x 13



Allied aircraft
Buffalo I x 2


Japanese aircraft losses
G3M2 Nell: 1 destroyed, 6 damaged
G4M1 Betty: 2 destroyed, 7 damaged


Allied Ships
BB Prince of Wales, Torpedo hits 3, on fire, heavy damage
BC Repulse, Torpedo hits 2, on fire

--------------------------------------------------------------------------------
Morning Air attack on TF, near Mersing at 52,82

Weather in hex: Clear sky

Raid spotted at 45 NM, estimated altitude 27,000 feet.
Estimated time to target is 17 minutes

Japanese aircraft
G3M2 Nell x 9



Allied aircraft
Buffalo I x 3


Japanese aircraft losses
G3M2 Nell: 3 destroyed, 6 damaged


Allied Ships
BC Repulse, on fire

I also lost 4 Nells over Wake to defending Wildcats so I am not happy with the turn one bomber losses.

At Clark in the Philippines we also failed to destroy any significant numbers of enemy aircraft.

--------------------------------------------------------------------------------
Morning Air attack on Iba , at 78,75

Weather in hex: Clear sky

Raid detected at 40 NM, estimated altitude 27,000 feet.
Estimated time to target is 14 minutes

Japanese aircraft
A6M2 Zero x 37
G4M1 Betty x 54



Allied aircraft
P-26A x 4


No Japanese losses

Allied aircraft losses
P-26A: 1 destroyed



Airbase hits 6
Airbase supply hits 1
Runway hits 4
--------------------------------------------------------------------------------
Morning Air attack on Clark Field , at 79,76

Weather in hex: Clear sky

Raid detected at 200 NM, estimated altitude 24,000 feet.
Estimated time to target is 70 minutes

Japanese aircraft
A6M2 Zero x 25
G3M2 Nell x 27
G4M1 Betty x 27



Allied aircraft
P-40B Warhawk x 1


Japanese aircraft losses
A6M2 Zero: 1 damaged

Allied aircraft losses
P-40B Warhawk: 1 damaged
O-47A: 1 destroyed on ground


Allied ground losses:
Guns lost 1 (0 destroyed, 1 disabled)


Airbase hits 3
Airbase supply hits 1
Runway hits 16
--------------------------------------------------------------------------------
Afternoon Air attack on Clark Field , at 79,76

Weather in hex: Clear sky

Raid spotted at 26 NM, estimated altitude 28,000 feet.
Estimated time to target is 10 minutes

Japanese aircraft
A6M2 Zero x 24
G3M2 Nell x 9



Allied aircraft
no flights

No Japanese losses

Allied aircraft losses
P-40B Warhawk: 1 destroyed on ground



Airbase hits 1
Runway hits 1

The Midway bombardment TF received more damage that it inflicted, and off Singapore I-121 got a shot off at a british CL but missed.

--------------------------------------------------------------------------------
Naval bombardment of Midway Island at 158,91 - Coastal Guns Fire Back!

29 Coastal gun shots fired in defense.

Japanese Ships
DD Ushio, Shell hits 4
DD Sazanami

Allied Ships
xAKL Regulus, Shell hits 2, on fire


Allied ground losses:
Guns lost 1 (1 destroyed, 0 disabled)


Runway hits 2
Port hits 2

DD Ushio firing at 6th Marine Defense Battalion
DD Sazanami firing at Midway Island


--------------------------------------------------------------------------------
Sub attack near Singapore at 50,84

Japanese Ships
SS I-121

Allied Ships
CL Danae



SS I-121 launches 4 torpedoes
I-121 bottoming out ....
Sub escapes detection






Attachment (1)

(in reply to Chad Harrison)
Post #: 4
RE: AE Historical Game Project 2. Traskott (allies) vs.... - 5/23/2010 2:36:29 AM   
bklooste

 

Posts: 1104
Joined: 4/10/2006
Status: offline
I would be very happy with those PH result , low losses,  prob 4-5 BBs  ands more important the damage to the SS/CL/CA.

The POW is probably struggling to get into Singers should have very good float damage from 3 torps and chance of a follow up ?

_____________________________

Underdog Fanboy

(in reply to seydlitz_slith)
Post #: 5
RE: AE Historical Game Project 2. Traskott (allies) vs.... - 5/23/2010 3:49:35 AM   
seydlitz_slith


Posts: 2036
Joined: 6/16/2002
From: Danville, IL
Status: offline

quote:

ORIGINAL: bklooste

I would be very happy with those PH result , low losses,  prob 4-5 BBs  ands more important the damage to the SS/CL/CA.

The POW is probably struggling to get into Singers should have very good float damage from 3 torps and chance of a follow up ?


Actually I agree. My losses were very small, and I damaged three of the Brooklyn class cruisers in the attack, two heavily.

Just as important, the allies lost a total of 30 Catalinas on turn one, and that will hurt him for months to come.

(in reply to bklooste)
Post #: 6
RE: AE Historical Game Project 2. Traskott (allies) vs.... - 5/23/2010 4:31:56 AM   
seydlitz_slith


Posts: 2036
Joined: 6/16/2002
From: Danville, IL
Status: offline
While I am waiting on my opponent's turn 2 plots, I will talk about my adjustments to production and airframes.

First off, Japan starts off with several Claude units. It will take two months worth of zero production just to upgrade these units.
Also, Japan has no B5N2 Kates in production at start and only 32 in the pool.
Vals are almost as bad off, with 25 in the pool and a build rate of only 12 per month.
Basically, while both the U.S. and Japan are critically short of good carrier planes and both have very low replacement rates, I will need to take a couple of actions to hedge my bets over the first few months.
Unlike the Americans, I really can't afford to not use my carriers during the first half of 1942, and if I do use them, I could be out of replacement aircraft after only one battle. That would hurt me during the remainder of 1942.

Accordingly, I have taken the following actions:

1. I have upgraded the Truk and Vietnam based Claude units to zero, exhausting my pool.
2. I have loaded the Kwajalein based Claude unit on a freighter that is heading for Japan. I do not want to risk the pilots to early combat in an obsolete airframe. Hopefully I will have zero fighters for them a couple of weeks after they arrive in Japan.
3. Japan has two B5N1 Kate units in the home islands. I downgraded both of these units to Jeans. This will add enough of the early model Kates to the pool to replenish units with torpedo bombers if there is an early combat. The Jeans are just fine for training.

In keeping with this, I also decided which airfields in the home islands would be my primary training airfields and I relocated the units there that would be training pilots over the next several months. For units that will be on training, I set them to 0 or 80% training, and reduced the range to less than 5 hexes, with most units training over a 1 or 2 hex range. This should reduce ops losses.

I also made some adjustments to my airframe and engine production. I made a limited number of changes as it does no good to be able to build many more airframes than you can provide engines for. Also, even if I wanted to expand some of the factories on turn 2, there is not enough supply yet in the individual hexes to pay for the expansion. For hexes where I did make expansions I made sure to set the supply draw for the hex to pull in at least 12,000 supplies so that the factories would start to repair as fast as possible.

Here is a summary of the pool and production numbers for the primary aircraft types at start showing my production adjustments:





Attachment (1)

(in reply to seydlitz_slith)
Post #: 7
RE: AE Historical Game Project 2. Traskott (allies) vs.... - 5/23/2010 4:46:44 AM   
seydlitz_slith


Posts: 2036
Joined: 6/16/2002
From: Danville, IL
Status: offline
Here is engine production with the primary types using that engine noted on the right. Red text means not being produced. Yellow highlighting means that I will be short of engines unless I either further expand the plant or suspend/reduce production on the aircraft types using that engine. This is a really good check to make as it is very easy to waste production expanding airframe factories that you can not support with the engine production.

Also note that I am going to leave the Nate and Ida in production at present since there are plenty of engines that would otherwise be wasted. The Nates' are still useful on the mainland during the first year of the war and both types will be used to provide advanced trainers for most of the war as well as kamikazes at the end. As I start to exhaust the engine supply I will switch the factories to something else.

In this same vein, I elected to restart Sally Ic production. Yes, the IIa is a better aircraft, but the IIa uses the same engine as the Betty and even after expanding HA-32 production I will still be short of engines. Since the Ic uses the HA-5 engine I will build it to serve as an interim ASW aircraft or medium bomber in less critical theaters. This is the same philosophy as the US used in keeping the P-40 in production into 1944.

As you can see from the table below, even after converting some engine factories and expanding others, I will still be short on some engine types even with my extremely limited airframe expansion. Obviously I will make some further adjustments to production during the first few months of the game.






Attachment (1)

(in reply to seydlitz_slith)
Post #: 8
RE: AE Historical Game Project 2. Traskott (allies) vs.... - 5/23/2010 5:03:31 AM   
seydlitz_slith


Posts: 2036
Joined: 6/16/2002
From: Danville, IL
Status: offline
Another thing that I did while going through my units was to reset the planning target for many of the units.
The allied sigint gives the allied player good insight to where the Japanese player is planning to strike next. By looking at which units are training for what targets, the allied player can plan traps and relocate forces in a manner to leverage his sigint knowledge.

I made a decision to reset the targets for most of my home island and Kwangtung Army units. I made the changes in a systematic manner that kept most units in a particular command planning for targets that would be part of a coordinated offensive.

Several units are now planning for an Aleutians offensive: Dutch Harbor, Attu, Cold Bay, and other targets near Anchorage.
Many other units are now planning for Lahaina in the Hawaiian Islands.
Several units are planning for Darwin and other nearby northern Australian objectives.
Still other units are planning for Port Moresby and north eastern Australian points.
Some other units are planning for objectives in Timor and Java.
Most Kwangtung units are planning for logical Soviet objectives.

I expect that as he receives sigint over the turns, he will have to worry that I am planning offenses in the Aleutians, Australia, and possibly against the Soviet Union. The Hawaii threat should also look significant. This will significantly reduce his ability to deduce my actual plans and may actually force him into stationing units in these areas that would otherwise be available for use in other areas. And of course, if I did later decide to go after any of these objectives, I would already have several fresh units prepped in advance. Just think of this as counter intelligence.

(in reply to seydlitz_slith)
Post #: 9
RE: AE Historical Game Project 2. Traskott (allies) vs.... - 5/23/2010 2:16:55 PM   
cantona2


Posts: 3749
Joined: 5/21/2007
From: Gibraltar
Status: offline
Seydlitz, I too will be following this one with great interest. For what its worth, the game vs Fletcher is proving to be a most enjoyable and interesting one.

< Message edited by cantona2 -- 5/23/2010 2:17:46 PM >


_____________________________

1966 was a great year for English Football...Eric was born


(in reply to seydlitz_slith)
Post #: 10
RE: AE Historical Game Project 2. Traskott (allies) vs.... - 5/23/2010 3:23:38 PM   
bklooste

 

Posts: 1104
Joined: 4/10/2006
Status: offline
I'd make sure id get the allied airforce in a nice attrition somewhere with the IJAAF  pref  with some action over our bases ( Burma , Lunga or Ceylon) , the thing you dont want is to give him the opportunity to train and then upgrade their planes.  Have a look at the Amis vs Aussies AAR.

I dont buy the theory that since the allied player gets better pilots later its pointless.  Since my 50-60 army pilots will kill 2 for each loss early in the game and whats better is i get a new pilot which is a bit better than the 43/44 pilots and will have had another 6-12 months to train him.

I dont think building the Nates and Ida are that silly you will loose some in China where they are usefull , and they make nice training planes later.

The Ha-135 is just too much in demand i certainly wouldnt build many ( any ?) Lillies because of it

quote:


I also care (somewhat) about my aircrew and ships. They are valuable national assets that can not be easily replaced. I do not like to throw them away or run them into the ground until they are lost. This means that I may not conduct operations at anywhere near the tempo seen by some of the more aggressive players


Remember in 44 they are lost anyway so its only a question of how much you can get in exchange for each asset and you will get the most in 41.   That said i use the IJAAF aggresively and non CV fleet assets . CVs and IJNAF i like to hold back for a turning point. If he holds his CVs back till 43 you must take advantage of it while you can , you will suffer in 43.

From mid 42 you HAVE to be conservative .

_____________________________

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(in reply to seydlitz_slith)
Post #: 11
RE: AE Historical Game Project 2. Traskott (allies) vs.... - 5/23/2010 6:25:27 PM   
offenseman


Posts: 768
Joined: 2/24/2007
From: Sheridan Wyoming, USA
Status: offline
Seydlitz- as with your other AAR, I will follow this with great interest.  I am starting a new PBEM after my opponent had a software glitch cause him to lose control of 400 aircraft!  As usual the development team was outstanding in fixing it, but we decided that enough damage had been done, and are starting over again.  I may start an AAR but fear that I do not have the gift for it that you and several others do.  If I do, I'll be sending some PMs out for advice!

Very interesting ruleset there.  This is another example of how great a game AE is that it can support so many different ideas and concepts. 


_____________________________

Sometimes things said in Nitwit sound very different in English.

(in reply to bklooste)
Post #: 12
RE: AE Historical Game Project 2. Traskott (allies) vs.... - 5/23/2010 11:59:04 PM   
seydlitz_slith


Posts: 2036
Joined: 6/16/2002
From: Danville, IL
Status: offline

quote:

ORIGINAL: offenseman

Seydlitz- as with your other AAR, I will follow this with great interest.  I am starting a new PBEM after my opponent had a software glitch cause him to lose control of 400 aircraft!  As usual the development team was outstanding in fixing it, but we decided that enough damage had been done, and are starting over again.  I may start an AAR but fear that I do not have the gift for it that you and several others do.  If I do, I'll be sending some PMs out for advice!

Very interesting ruleset there.  This is another example of how great a game AE is that it can support so many different ideas and concepts. 



Don't be afraid of doing an AAR. Judging by your insightful commentary on the forum, you will do fine.

(in reply to offenseman)
Post #: 13
RE: AE Historical Game Project 2. Traskott (allies) vs.... - 5/24/2010 12:03:27 AM   
seydlitz_slith


Posts: 2036
Joined: 6/16/2002
From: Danville, IL
Status: offline

quote:

ORIGINAL: bklooste

The Ha-35 is just too much in demand i certainly wouldnt build many ( any ?) Lillies because of it



I am further expanding HA-35. I actually like the Lilly. It is a very good light bomber. It has a good turn of speed that gives it survivability.
I used to not care for it, but my war with Russia in my other game made me grow fond of it.

(in reply to bklooste)
Post #: 14
RE: AE Historical Game Project 2. Traskott (allies) vs.... - 5/24/2010 12:04:52 AM   
seydlitz_slith


Posts: 2036
Joined: 6/16/2002
From: Danville, IL
Status: offline

quote:

ORIGINAL: cantona2

Seydlitz, I too will be following this one with great interest. For what its worth, the game vs Fletcher is proving to be a most enjoyable and interesting one.


Glad to have you aboard. I have been reading both your and Fletcher's AAR with great interest.

(in reply to cantona2)
Post #: 15
RE: AE Historical Game Project 2. Traskott (allies) vs.... - 5/24/2010 1:51:19 AM   
bklooste

 

Posts: 1104
Joined: 4/10/2006
Status: offline

quote:

ORIGINAL: seydlitz


quote:

ORIGINAL: bklooste

The Ha-35 is just too much in demand i certainly wouldnt build many ( any ?) Lillies because of it



I am further expanding HA-35. I actually like the Lilly. It is a very good light bomber. It has a good turn of speed that gives it survivability.
I used to not care for it, but my war with Russia in my other game made me grow fond of it.


The problem is each Lilly Daitai will mean 2 Nate Datai could have been in Oscars which IMHO is too high price early on . Once you get close to the Tojo and Hien demand will drop off which is an excellent time to build the Lilly but by then the Helen is an alternative . Not sure on Lilly vs Helen but prob worth building both then ( unless you need a stack of zeros) .


_____________________________

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(in reply to seydlitz_slith)
Post #: 16
RE: AE Historical Game Project 2. Traskott (allies) vs.... - 5/24/2010 3:16:19 AM   
seydlitz_slith


Posts: 2036
Joined: 6/16/2002
From: Danville, IL
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December 8th, 1941 saw widescale movement by both civilian and naval vessels as instructions were issued for all registered ocean going vessels to muster at predesignated ports. A convoy system is planned that will see to the protection of our vessels should the Americans decide to engage in unrestricted submarine warfare, which would be in violation of international treaty.

All civilian train traffic is temporarily suspended to allow for the rapid embarkation and movement of our valiant army troops to their assigned mobilization camps. It is expected that this suspension will be approximately 10 days in duration.





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(in reply to bklooste)
Post #: 17
RE: AE Historical Game Project 2. Traskott (allies) vs.... - 5/24/2010 3:22:59 AM   
seydlitz_slith


Posts: 2036
Joined: 6/16/2002
From: Danville, IL
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Our glorious naval forces report that they have engaged a force of British warships as they attempted to flee Hong Kong during the night. After a sharp engagement the enemy hid in a rain squall and broke contact. However, a scout plane from one of our cruisers located the cowardly enemy just after dawn and our forces reengaged and decisively defeated the enemy.

--------------------------------------------------------------------------------
Day Time Surface Combat, near Hengchun at 83,67, Range 3,000 Yards

Japanese Ships
CL Natori
DD Satsuki
DD Minazuki, Shell hits 2
DD Fumizuki, Shell hits 2, on fire
DD Nagatsuki
DD Harukaze
DD Hatakaze

Allied Ships
DD Scout, Shell hits 1
DD Thanet, Shell hits 1
DD Thracian



Low visibility due to Thunderstorms
Maximum visibility in Thunderstorms: 4,000 yards
Range closes to 15,000 yards...
Range closes to 9,000 yards...
Range closes to 5,000 yards...
Range closes to 3,000 yards...
CONTACT: Japanese lookouts spot Allied task force at 3,000 yards
CONTACT: Allied lookouts spot Japanese task force at 3,000 yards
Powers, A.L. crosses the 'T'
DD Thanet engages DD Minazuki at 3,000 yards
DD Harukaze engages DD Thanet at 3,000 yards
DD Nagatsuki engages DD Thanet at 3,000 yards
DD Thanet engages DD Fumizuki at 3,000 yards
DD Satsuki engages DD Thracian at 3,000 yards
CL Natori engages DD Thracian at 3,000 yards
DD Thanet engages DD Minazuki at 3,000 yards
DD Scout engages DD Minazuki at 3,000 yards
DD Fumizuki engages DD Thracian at 3,000 yards
DD Thanet engages DD Minazuki at 3,000 yards
DD Satsuki engages DD Thanet at 3,000 yards
Range increases to 5,000 yards
DD Satsuki engages DD Thracian at 5,000 yards
DD Fumizuki engages DD Thanet at 5,000 yards
DD Minazuki engages DD Scout at 5,000 yards
DD Scout engages DD Satsuki at 5,000 yards
Range increases to 6,000 yards
CL Natori engages DD Thracian at 6,000 yards
DD Hatakaze engages DD Thracian at 6,000 yards
DD Harukaze engages DD Scout at 6,000 yards
DD Thanet engages DD Nagatsuki at 6,000 yards
DD Minazuki engages DD Thracian at 6,000 yards
Range increases to 9,000 yards
DD Thracian engages DD Harukaze at 9,000 yards
DD Hatakaze engages DD Thracian at 9,000 yards
DD Harukaze engages DD Thanet at 9,000 yards
DD Nagatsuki engages DD Scout at 9,000 yards
Task forces break off...


--------------------------------------------------------------------------------
Day Time Surface Combat, near Hengchun at 83,68, Range 15,000 Yards

Japanese Ships
CL Natori
DD Satsuki, Shell hits 1
DD Minazuki, Shell hits 1
DD Fumizuki, Shell hits 1, on fire
DD Nagatsuki, Shell hits 2
DD Harukaze
DD Hatakaze

Allied Ships
DD Scout, Shell hits 2, on fire
DD Thanet, Shell hits 3
DD Thracian, Shell hits 2, heavy fires, heavy damage



Maximum visibility in Partly Cloudy Conditions: 28,000 yards
CONTACT: Japanese lookouts spot Allied task force at 21,000 yards
Range closes to 15,000 yards...
CONTACT: Allied lookouts spot Japanese task force at 15,000 yards
DD Thracian engages DD Hatakaze at 15,000 yards
DD Thanet engages DD Hatakaze at 15,000 yards
DD Scout engages DD Hatakaze at 15,000 yards
DD Thracian engages DD Nagatsuki at 15,000 yards
DD Thracian engages DD Fumizuki at 15,000 yards
DD Thracian engages DD Minazuki at 15,000 yards
DD Satsuki engages DD Thanet at 15,000 yards
Range closes to 10,000 yards
CL Natori engages DD Thracian at 10,000 yards
DD Thanet engages DD Satsuki at 10,000 yards
DD Hatakaze engages DD Scout at 10,000 yards
DD Thracian engages DD Nagatsuki at 10,000 yards
DD Scout engages DD Fumizuki at 10,000 yards
DD Minazuki engages DD Thanet at 10,000 yards
DD Thracian engages DD Satsuki at 10,000 yards
Range closes to 6,000 yards
CL Natori engages DD Scout at 6,000 yards
DD Hatakaze engages DD Thracian at 6,000 yards
DD Harukaze engages DD Scout at 6,000 yards
DD Nagatsuki engages DD Thanet at 6,000 yards
DD Fumizuki engages DD Thanet at 6,000 yards
DD Minazuki engages DD Scout at 6,000 yards
DD Satsuki engages DD Thanet at 6,000 yards
Powers, A.L. orders Allied TF to disengage
Range increases to 7,000 yards
DD Fumizuki engages DD Thracian at 7,000 yards
DD Hatakaze engages DD Thanet at 7,000 yards
DD Nagatsuki engages DD Scout at 7,000 yards
DD Nagatsuki engages DD Scout at 7,000 yards
DD Thanet engages DD Minazuki at 7,000 yards
DD Satsuki engages DD Thracian at 7,000 yards
Range increases to 9,000 yards
DD Thracian engages DD Harukaze at 9,000 yards
DD Hatakaze engages DD Scout at 9,000 yards
DD Harukaze engages DD Thanet at 9,000 yards
DD Fumizuki engages DD Thanet at 9,000 yards
DD Minazuki engages DD Thanet at 9,000 yards
DD Satsuki engages DD Thanet at 9,000 yards
Range increases to 14,000 yards
DD Nagatsuki engages DD Thracian at 14,000 yards
DD Harukaze engages DD Thanet at 14,000 yards
DD Harukaze engages DD Thanet at 14,000 yards
DD Nagatsuki engages DD Thracian at 14,000 yards
DD Fumizuki engages DD Thanet at 14,000 yards
DD Thanet engages DD Minazuki at 14,000 yards
DD Satsuki engages DD Thanet at 14,000 yards
Range increases to 17,000 yards
DD Hatakaze engages DD Thracian at 17,000 yards
DD Hatakaze engages DD Thanet at 17,000 yards
DD Nagatsuki engages DD Thracian at 17,000 yards
DD Fumizuki engages DD Thracian at 17,000 yards
DD Minazuki engages DD Thanet at 17,000 yards
Range increases to 21,000 yards
CL Natori engages DD Thracian at 21,000 yards
DD Thanet engages DD Harukaze at 21,000 yards
Task forces break off...





Attachment (1)

(in reply to seydlitz_slith)
Post #: 18
RE: AE Historical Game Project 2. Traskott (allies) vs.... - 5/24/2010 3:26:55 AM   
seydlitz_slith


Posts: 2036
Joined: 6/16/2002
From: Danville, IL
Status: offline
During the day our valiant naval aviators, flying the world's most advanced naval torpedo bombers, attacked and sank one of the fleeing enemy cruisers and left her escorting detroyer burning and trailing oil.

--------------------------------------------------------------------------------
Morning Air attack on TF, near Hengchun at 82,68

Weather in hex: Heavy rain

Raid spotted at 38 NM, estimated altitude 21,000 feet.
Estimated time to target is 13 minutes

Japanese aircraft
G3M2 Nell x 20
G4M1 Betty x 6



No Japanese losses

Allied Ships
DD Scout, Torpedo hits 1, and is sunk
DD Thracian, heavy fires, heavy damage



Aircraft Attacking:
6 x G4M1 Betty launching torpedoes at 200 feet
Naval Attack: 1 x 18in Type 91 Torpedo
20 x G3M2 Nell launching torpedoes at 200 feet
Naval Attack: 1 x 18in Type 91 Torpedo





Attachment (1)

(in reply to seydlitz_slith)
Post #: 19
RE: AE Historical Game Project 2. Traskott (allies) vs.... - 5/24/2010 3:53:07 AM   
seydlitz_slith


Posts: 2036
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From: Danville, IL
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During the night, our forces attempted to bomb Clark Field and Cavite Naval Yard. However, the low overcast and scattered severe storms obscured the targets and the raids did negligible damage.

However, our agents operating on Luzon reported that one of the American submarines struck a mine and sank while trying to flee the attacking bombers.

--------------------------------------------------------------------------------
TF 210 encounters mine field at Bataan (78,77)

Allied Ships
SS S-37, Mine hits 1, on fire, heavy damage





During the night, yankee bombers attempted to bomb our airfield on Takao. Our troops trapped the intruders in the searchlights and destroyed four of the enemy's flying fortresses. This proves that even his best bomber is not a match for the forces of the mighty Japanese empire.
--------------------------------------------------------------------------------
Night Air attack on Takao , at 84,65

Weather in hex: Heavy cloud

Allied aircraft
B-17D Fortress x 3


Allied aircraft losses
B-17D Fortress: 2 damaged



Aircraft Attacking:
3 x B-17D Fortress bombing from 5000 feet
Port Attack: 8 x 500 lb GP Bomb

Raid detected at 40 NM, estimated altitude 7,000 feet.
Estimated time to target is 11 minutes


--------------------------------------------------------------------------------
Below is a picture of the wreckage wired from a correspondent on the scene:





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(in reply to seydlitz_slith)
Post #: 20
RE: AE Historical Game Project 2. Traskott (allies) vs.... - 5/24/2010 3:59:04 AM   
seydlitz_slith


Posts: 2036
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From: Danville, IL
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In Malaya, our valiant army pilots in their advanced Ki-27 fighters successfully defended the landing beach at Kota Bharu where our brave troops are storming ashore.

--------------------------------------------------------------------------------
Morning Air attack on TF, near Kota Bharu at 51,75

Weather in hex: Partial cloud

Raid spotted at 16 NM, estimated altitude 9,000 feet.
Estimated time to target is 5 minutes

Japanese aircraft
Ki-27b Nate x 25



Allied aircraft
Blenheim I x 3
Blenheim IV x 6
Hudson I x 6


No Japanese losses

Allied aircraft losses
Blenheim I: 1 destroyed
Blenheim IV: 1 destroyed
Hudson I: 1 destroyed, 5 damaged

Japanese Ships
BB Haruna
AK Sakura Maru



Aircraft Attacking:
1 x Hudson I bombing from 6000 feet *
Naval Attack: 2 x 250 lb SAP Bomb
3 x Hudson I bombing from 6000 feet
Naval Attack: 4 x 250 lb SAP Bomb

CAP engaged:
11th Sentai with Ki-27b Nate (14 airborne, 0 on standby, 0 scrambling)
(14 plane(s) diverted to support CAP in hex.)
14 plane(s) intercepting now.
Group patrol altitude is 10000
Raid is overhead
1st Sentai with Ki-27b Nate (11 airborne, 0 on standby, 0 scrambling)
11 plane(s) intercepting now.
Group patrol altitude is 10000
Raid is overhead
--------------------------------------------------------------------------------
Morning Air attack on TF, near Kota Bharu at 51,75

Weather in hex: Partial cloud

Raid spotted at 15 NM, estimated altitude 15,000 feet.
Estimated time to target is 5 minutes

Japanese aircraft
Ki-27b Nate x 7



Allied aircraft
Blenheim IV x 9


No Japanese losses

Allied aircraft losses
Blenheim IV: 1 destroyed, 4 damaged

Japanese Ships
BB Haruna



Aircraft Attacking:
5 x Blenheim IV bombing from 15000 feet
Naval Attack: 4 x 250 lb SAP Bomb

CAP engaged:
1st Sentai with Ki-27b Nate (2 airborne, 0 on standby, 0 scrambling)
2 plane(s) intercepting now.
Group patrol altitude is 10000
Raid is overhead
11th Sentai with Ki-27b Nate (5 airborne, 0 on standby, 0 scrambling)
5 plane(s) intercepting now.
Group patrol altitude is 10000
Raid is overhead

No ships were hit and several enemy aircraft were downed without loss to our forces.





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(in reply to seydlitz_slith)
Post #: 21
RE: AE Historical Game Project 2. Traskott (allies) vs.... - 5/24/2010 4:02:03 AM   
seydlitz_slith


Posts: 2036
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From: Danville, IL
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As a matter of fact, our leading pilots after the first two days of conflict are all Ki-27 pilots and we are relatively certain that the British forces have learned to fear this formidable army fighter which did so well in action against the Soviets last year.






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(in reply to seydlitz_slith)
Post #: 22
RE: AE Historical Game Project 2. Traskott (allies) vs.... - 5/24/2010 4:06:38 AM   
seydlitz_slith


Posts: 2036
Joined: 6/16/2002
From: Danville, IL
Status: offline
Navy fighters did perform sweeps over Singapore and Manila but the enemy hid from the fight and few fighters were shot down.

--------------------------------------------------------------------------------
Morning Air attack on Manila , at 79,77

Weather in hex: Thunderstorms

Raid detected at 28 NM, estimated altitude 28,000 feet.
Estimated time to target is 9 minutes

Japanese aircraft
A6M2 Zero x 33



Allied aircraft
P-40E Warhawk x 4


No Japanese losses

Allied aircraft losses
P-40E Warhawk: 1 destroyed



Aircraft Attacking:
31 x A6M2 Zero sweeping at 23000 feet *

CAP engaged:
24th PG/3rd PS with P-40E Warhawk (0 airborne, 0 on standby, 0 scrambling)
(4 plane(s) diverted to support CAP in hex.)
0 plane(s) not yet engaged, 3 being recalled, 1 out of immediate contact.
Group patrol altitude is 21000
Time for all group planes to reach interception is 37 minutes

--------------------------------------------------------------------------------
Morning Air attack on Manila , at 79,77

Weather in hex: Thunderstorms

Raid detected at 27 NM, estimated altitude 26,000 feet.
Estimated time to target is 8 minutes

Japanese aircraft
A6M2 Zero x 12



No Japanese losses



Aircraft Attacking:
12 x A6M2 Zero sweeping at 23000 feet *

--------------------------------------------------------------------------------
Morning Air attack on Singapore , at 50,84

Weather in hex: Light rain

Raid detected at 16 NM, estimated altitude 28,000 feet.
Estimated time to target is 5 minutes

Japanese aircraft
A6M2 Zero x 18



Allied aircraft
Buffalo I x 27


Japanese aircraft losses
A6M2 Zero: 1 destroyed

Allied aircraft losses
Buffalo I: 4 destroyed



Aircraft Attacking:
10 x A6M2 Zero sweeping at 25000 feet *

CAP engaged:
No.243 Sqn RAF with Buffalo I (1 airborne, 2 on standby, 13 scrambling)
3 plane(s) intercepting now.
Group patrol altitude is 10000 , scrambling fighters between 10000 and 29000.
Time for all group planes to reach interception is 19 minutes
No.453 Sqn RAF with Buffalo I (0 airborne, 2 on standby, 0 scrambling)
2 plane(s) intercepting now.
0 plane(s) not yet engaged, 1 being recalled, 0 out of immediate contact.
Group patrol altitude is 10000 , scrambling fighters to 10000.
Raid is overhead
No.488 Sqn RAF with Buffalo I (0 airborne, 6 on standby, 0 scrambling)
6 plane(s) intercepting now.
0 plane(s) not yet engaged, 2 being recalled, 0 out of immediate contact.
Group patrol altitude is 10000 , scrambling fighters between 10000 and 27000.
Time for all group planes to reach interception is 2 minutes






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(in reply to seydlitz_slith)
Post #: 23
RE: AE Historical Game Project 2. Traskott (allies) vs.... - 5/24/2010 4:07:41 AM   
seydlitz_slith


Posts: 2036
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From: Danville, IL
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Here are the reported allied aircraft losses after two days of battle:





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(in reply to seydlitz_slith)
Post #: 24
RE: AE Historical Game Project 2. Traskott (allies) vs.... - 5/24/2010 4:08:50 AM   
seydlitz_slith


Posts: 2036
Joined: 6/16/2002
From: Danville, IL
Status: offline
Japanese air losses after 2 days:






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< Message edited by seydlitz -- 5/24/2010 4:11:39 AM >

(in reply to seydlitz_slith)
Post #: 25
RE: AE Historical Game Project 2. Traskott (allies) vs.... - 5/24/2010 4:13:27 AM   
seydlitz_slith


Posts: 2036
Joined: 6/16/2002
From: Danville, IL
Status: offline
Finally,

my subs that were surrounding the Pearl Harbor area are now moving to their assigned patrol stations off of the American west coast. I am leaving behind a couple of subs to keep the American forces honest.





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(in reply to seydlitz_slith)
Post #: 26
RE: AE Historical Game Project 2. Traskott (allies) vs.... - 5/25/2010 4:30:03 AM   
seydlitz_slith


Posts: 2036
Joined: 6/16/2002
From: Danville, IL
Status: offline
December 9th, 1941 dawned stormy over the Phillippines. The weather was bad enough that it cancelled all of my Formosa based strikes, both day and night. The only Japanese planes that appeared over Luzon were 6 unescorted kates from my CVL, and all were promptly shot down by the 23 P-40 CAP over the city.

On a positive note, the small minefield laid of Bataan by my subs have continued to claim victims.

--------------------------------------------------------------------------------
TF 344 encounters mine field at Bataan (78,77)

Allied Ships
AM Quail
AM Tanager
AM Bittern
AM Finch



19 mines cleared


--------------------------------------------------------------------------------
TF 345 encounters mine field at Bataan (78,77)

Allied Ships
DD Peary, Mine hits 1, heavy damage
DD John D. Ford



2 mines cleared


My troops began landing at Apparri this turn and should have the port under our control by the end of next turn. My screening ASW forces have sighted an American fleet type submarine just off the harbor, but so far it has not made any successful attacks. We have detailed a division of subchasers to patrol near its last reported position.

75 miles west of Iba, I-123 was surprised to see four torpedo wakes appear out of the night as she was charging her batteries on the surface. One of the torpedo wakes went directly under the forward battery compartment but did not detonate. I-123 immediately dove and reversed course but was unable to locate her attacker.

--------------------------------------------------------------------------------
Sub vs Sub: SS Sailfish attacking SS I-123 at 78,73 - near Iba

Japanese Ships
SS I-123

Allied Ships
SS Sailfish



SS Sailfish launches 4 torpedoes at 4,000 yards







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(in reply to seydlitz_slith)
Post #: 27
RE: AE Historical Game Project 2. Traskott (allies) vs.... - 5/25/2010 4:35:31 AM   
seydlitz_slith


Posts: 2036
Joined: 6/16/2002
From: Danville, IL
Status: offline
At Singapore, one of our navy bomber units made a valiant night time attack on the ships and port facilities. As expected, the HMS Repulse was there in drydock as the Brits attempted emergency repairs to the torpedo damage that she sufferred on the first day of the war. We were able to add some new damage in the form of bomb hits, and left her burning in the drydock.

--------------------------------------------------------------------------------
Night Air attack on Singapore , at 50,84

Weather in hex: Light rain

Japanese aircraft
G3M2 Nell x 15


Japanese aircraft losses
G3M2 Nell: 7 damaged

Allied Ships
BC Repulse, Bomb hits 2



Aircraft Attacking:
15 x G3M2 Nell bombing from 8000 feet *
Port Attack: 2 x 250 kg GP Bomb

Raid spotted at 10 NM, estimated altitude 10,000 feet.
Estimated time to target is 3 minutes






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(in reply to seydlitz_slith)
Post #: 28
RE: AE Historical Game Project 2. Traskott (allies) vs.... - 5/25/2010 4:38:21 AM   
seydlitz_slith


Posts: 2036
Joined: 6/16/2002
From: Danville, IL
Status: offline

I established a picket line of submarines betwwen Sumatra and Borneo. This line has so far claimed two dutch minelayers and two tankers.






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Post #: 29
RE: AE Historical Game Project 2. Traskott (allies) vs.... - 5/25/2010 4:39:30 AM   
seydlitz_slith


Posts: 2036
Joined: 6/16/2002
From: Danville, IL
Status: offline
--------------------------------------------------------------------------------
Submarine attack near Singkawang at 54,87

Japanese Ships
SS I-153

Allied Ships
CMc Pro Patria, Torpedo hits 2, on fire, heavy damage



CMc Pro Patria is sighted by SS I-153
SS I-153 launches 8 torpedoes







Attachment (1)

(in reply to seydlitz_slith)
Post #: 30
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