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RE: HAIRY TO THE BONE - 1/4/2012 2:40:48 PM   
jeffk3510


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Looking forward to the mother battle!

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Currently chasing three kids around the Midwest.

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RE: HAIRY TO THE BONE - 1/4/2012 4:18:29 PM   
Dan Nichols


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You realize that there at least 100 people that are hardly breathing right now.

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Post #: 4892
RE: HAIRY TO THE BONE - 1/4/2012 5:36:07 PM   
Cribtop


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Make that 101 Dan.

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RE: HAIRY TO THE BONE - 1/4/2012 5:47:50 PM   
GreyJoy


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 Ok guys...turn sent. Will still be a sleepy turn...i made a little mess with Amphib TF composition and loading operations so i had to unload a couple of TFs... In two days (1 turn) however everything should be ready to move from Bihoro... Holding my breath with you guys...

And "hairy to the bone" must be pronounced with the same rythm of the well known song "Bad to the bone"

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Post #: 4894
RE: HAIRY TO THE BONE - 1/4/2012 5:48:40 PM   
jeffk3510


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Hairy to the Bone... Hahahahairy.... hahahahhaairy.. Hairy to the Bone..

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Life is tough. The sooner you realize that, the easier it will be.

Currently chasing three kids around the Midwest.

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Post #: 4895
RE: HAIRY TO THE BONE - 1/4/2012 5:52:02 PM   
GreyJoy


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quote:

ORIGINAL: jeffk3510

Hairy to the Bone... Hahahahairy.... hahahahhaairy.. Hairy to the Bone..



Just like that!

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Post #: 4896
RE: HAIRY TO THE BONE - 1/4/2012 5:59:30 PM   
HansBolter


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quote:

ORIGINAL: Canoerebel

I don't think troops can "strategic" move into a contested hex. So, once the invasion begins, rader should have to move in reinforcements manually, which will slow him down just a bit (and GJ can use bombing missions to slow them down further).

Great theater, GJ. Thanks so much for keeping up a detailed and graphic AAR.

But shame on you for the name of this operation!



You can strategic move into a contested hex as long as you own the hexside of entry.

I do this all the time in China. Lure the AI into moving against a city on the rail net and then rail in a big stack to bog them down into a siege while I surround them.

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Hans


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RE: HAIRY TO THE BONE - 1/4/2012 6:02:06 PM   
GreyJoy


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quote:

ORIGINAL: HansBolter


quote:

ORIGINAL: Canoerebel

I don't think troops can "strategic" move into a contested hex. So, once the invasion begins, rader should have to move in reinforcements manually, which will slow him down just a bit (and GJ can use bombing missions to slow them down further).

Great theater, GJ. Thanks so much for keeping up a detailed and graphic AAR.

But shame on you for the name of this operation!



You can strategic move into a contested hex as long as you own the hexside of entry.

I do this all the time in China. Lure the AI into moving against a city on the rail net and then rail in a big stack to bog them down into a siege while I surround them.


Correct! You cannot exit in strat mode from a contested hex but you can enter in it in strat mode..the only problem is that if the enemy attacks while you're still in strat mode...you LCU will be mauled

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Post #: 4898
RE: HAIRY TO THE BONE - 1/4/2012 6:27:44 PM   
Cribtop


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Or even bombs while still in strat mode. Say, with 400 4Es.

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Post #: 4899
RE: HAIRY TO THE BONE - 1/4/2012 6:30:55 PM   
Grfin Zeppelin


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GREYJOYGETYOUROLDAVATARBACKASAP

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Post #: 4900
RE: HAIRY TO THE BONE - 1/4/2012 6:31:38 PM   
Canoerebel


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Thanks for the clarification on the rules, Hans and Nemo.

Canoerebel <~~~~ No expert on the rules, as he proves time and time again.

As for GreyJoy, the guy is goin' absoltutely nuts!

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Post #: 4901
RE: HAIRY TO THE BONE - 1/4/2012 6:49:56 PM   
Cribtop


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quote:

ORIGINAL: Gräfin Zeppelin

GREYJOYGETYOUROLDAVATARBACKASAP


+ 1 X 10^40




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Post #: 4902
RE: HAIRY TO THE BONE - 1/4/2012 7:18:34 PM   
Grollub


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quote:

ORIGINAL: Cribtop


quote:

ORIGINAL: Gräfin Zeppelin

GREYJOYGETYOUROLDAVATARBACKASAP


+ 1 X 10^40




+ ... now where's that infinity symbol?

Now, concerning that new avatar ...





Attachment (1)

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Post #: 4903
RE: HAIRY TO THE BONE - 1/4/2012 7:33:21 PM   
crsutton


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GJ, I just noticed your new avatar. I am pretty sure that I dated that girl in the 1980s......


Besides, it is an tried and true WITP superstition that it is bad luck to change your avatar right before undertaking a major invasion....

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RE: HAIRY TO THE BONE - 1/4/2012 7:35:42 PM   
Canoerebel


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GreyJoy previously has made use of this same hairy-underarm lady for an earlier avatar iteration. The guy needs help!

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Post #: 4905
RE: HAIRY TO THE BONE - 1/4/2012 7:52:29 PM   
beppi

 

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Btw GreyJoy ...

the numbers from the last two air attacks which you posted where quite nice. I general i just do some comments from my own experience. It is quite hard to master the game as games take years (mine is running 1,5 years) and it is almost impossible to master it. So maybe i can help you a little bit.

1.) 200 Losses (first report combat+support, second report support+guns) gives some information about the situation in the hex. As forts + terrain modifier have quite a good effect on the losses of ground units i would not expect currently more than 4-5 lvls of forts in that hex. As it is an open hex then the losses would be around that height you had. I currently in my game besiege prome (hex next to rangoon) which is an open field hex with lvl 9 forts. Even 600 4E and 300 2E are not able to even remotly cause that number of casualities. (I usually have 20-30 disabled squads). So that is a good sign (but dont kill me if i am wrong, maybe someone else want to comment).

2.) With that ground losses done through air i see good chances that you can create a real deadly grindspot. You almost disable 1/3 of a division a turn which would lead to 6 turns to destroy one. (Always first you have to disable a squad in an attack and if it is disabled it needs another successfull "hit" to kill it. So during your landing/afterwards focus everything you have on ground bombardement of the battle hex. I then would rate that ground support even higher than strategic bombing.

I am still looking forward to see the following turns.

p.s.: I like your avatar ... its so hairy

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Post #: 4906
RE: HAIRY TO THE BONE - 1/4/2012 8:13:44 PM   
crsutton


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quote:

ORIGINAL: beppi

Btw GreyJoy ...

the numbers from the last two air attacks which you posted where quite nice. I general i just do some comments from my own experience. It is quite hard to master the game as games take years (mine is running 1,5 years) and it is almost impossible to master it. So maybe i can help you a little bit.

1.) 200 Losses (first report combat+support, second report support+guns) gives some information about the situation in the hex. As forts + terrain modifier have quite a good effect on the losses of ground units i would not expect currently more than 4-5 lvls of forts in that hex. As it is an open hex then the losses would be around that height you had. I currently in my game besiege prome (hex next to rangoon) which is an open field hex with lvl 9 forts. Even 600 4E and 300 2E are not able to even remotly cause that number of casualities. (I usually have 20-30 disabled squads). So that is a good sign (but dont kill me if i am wrong, maybe someone else want to comment).

2.) With that ground losses done through air i see good chances that you can create a real deadly grindspot. You almost disable 1/3 of a division a turn which would lead to 6 turns to destroy one. (Always first you have to disable a squad in an attack and if it is disabled it needs another successfull "hit" to kill it. So during your landing/afterwards focus everything you have on ground bombardement of the battle hex. I then would rate that ground support even higher than strategic bombing.

I am still looking forward to see the following turns.

p.s.: I like your avatar ... its so hairy



I do not know if it applies to infantry units but I suspect so. In my bombing and strafing tests done earlier this year I found that you had to disable a whole tank regiment before you would start to rack up the extra kills. That is, there were a few kills with each attack but only when the entire regiment was disabled did it really start to evaporate.



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Post #: 4907
RE: HAIRY TO THE BONE - 1/4/2012 8:39:53 PM   
SqzMyLemon


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I find myself strangely drawn to the new avatar. I find myself entranced, as one sometimes does watching flames dancing from a fire, and at any moment expect to feel the tendrils of those dark lush locks of hairyness embrace me. Kind of like a Siren of the armpit.

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Post #: 4908
RE: HAIRY TO THE BONE - 1/4/2012 9:17:50 PM   
jeffk3510


Posts: 4132
Joined: 12/3/2007
From: Kansas
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The hair just doesn't do it for me...

Clean everywhere...

_____________________________

Life is tough. The sooner you realize that, the easier it will be.

Currently chasing three kids around the Midwest.

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Post #: 4909
RE: HAIRY TO THE BONE - 1/4/2012 9:50:48 PM   
beppi

 

Posts: 382
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From: Austria
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quote:

ORIGINAL: crsutton


quote:

ORIGINAL: beppi

Btw GreyJoy ...

the numbers from the last two air attacks which you posted where quite nice. I general i just do some comments from my own experience. It is quite hard to master the game as games take years (mine is running 1,5 years) and it is almost impossible to master it. So maybe i can help you a little bit.

1.) 200 Losses (first report combat+support, second report support+guns) gives some information about the situation in the hex. As forts + terrain modifier have quite a good effect on the losses of ground units i would not expect currently more than 4-5 lvls of forts in that hex. As it is an open hex then the losses would be around that height you had. I currently in my game besiege prome (hex next to rangoon) which is an open field hex with lvl 9 forts. Even 600 4E and 300 2E are not able to even remotly cause that number of casualities. (I usually have 20-30 disabled squads). So that is a good sign (but dont kill me if i am wrong, maybe someone else want to comment).

2.) With that ground losses done through air i see good chances that you can create a real deadly grindspot. You almost disable 1/3 of a division a turn which would lead to 6 turns to destroy one. (Always first you have to disable a squad in an attack and if it is disabled it needs another successfull "hit" to kill it. So during your landing/afterwards focus everything you have on ground bombardement of the battle hex. I then would rate that ground support even higher than strategic bombing.

I am still looking forward to see the following turns.

p.s.: I like your avatar ... its so hairy



I do not know if it applies to infantry units but I suspect so. In my bombing and strafing tests done earlier this year I found that you had to disable a whole tank regiment before you would start to rack up the extra kills. That is, there were a few kills with each attack but only when the entire regiment was disabled did it really start to evaporate.




I am 99,9 % sure (if one of the last 5 beta changes did not chance anything). First you disable then you kill. A small amount can always be killed if you hit a disabled squad. Cought a fresh divisions a few weeks ago in the open (lvl 0 terrain) in combat movement with around 450 4E @15k feet and 200 2E @6k feet. First day attack 180 disabled 20 killed. Second day attack 150 or so disabled and 50 killed. Third day attack 200 killed. So 1 "hit" to disable a squad and a second "hit" to destroy one. If multiple divisions are in a hex it takes longer to disable "all" of them. And after the disabling the killing starts even if you sometimes hit an already disabled squad. But it is not random.


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RE: HAIRY TO THE BONE - 1/5/2012 12:33:57 AM   
cwDeici

 

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1 Division is about 3 regiments which are about 2 batallions a piece, so you're invading with 120 batallions over 100. Seems a bit shy considering Japan has much more left than OTL, very risky but definitely doable.

< Message edited by cwDeici -- 1/5/2012 12:35:26 AM >

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RE: HAIRY TO THE BONE - 1/5/2012 1:42:29 AM   
paullus99


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As long as GJ can have air parity or even a bit of air superiority in the immediate vicinity of the landing, he'll do just fine.

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RE: HAIRY TO THE BONE - 1/5/2012 2:04:53 AM   
Karsten

 

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American Regiments had usual 3 Combat Battalions

< Message edited by Karsten -- 1/5/2012 2:07:15 AM >

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RE: HAIRY TO THE BONE - 1/5/2012 4:19:31 AM   
cwDeici

 

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Darn those light wargame casualty exchanges... I should have done my homework. So that's roughly 180 invading batallions then? It looks a lot less risky, but still not a sure thing with the IJN and airforce around.

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RE: HAIRY TO THE BONE - 1/5/2012 4:58:15 AM   
CaptBeefheart


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[Hands starting to turn red and chafe from rubbing in anticipation.] Surely that avatar violates the forum's rules, no? If not, it should: "The GreyJoy Memorial No-Hairy-Armpitted-Avatar Codicil."

Cheers,
CC

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RE: HAIRY TO THE BONE - 1/5/2012 5:47:48 AM   
JeffroK


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Americal Division
37th Div
1st Cav Div
40th Div
2nd USMC Div
10th Indian Div
9th AUS Div
81st Div
6th AUS Div
Lushai Bde
1st USMC Amph. Tank Rgt
Prov. Tank Bde
819th TD Bn
706th Tank Bn
1st and 2nd USMC Tank Bns
3rd NZ Armoured Squadron
670th TD Bn
763rd Tank Bn
710th Tank Bn
815 TD Bn

Based on these the first wave would be approx 12 Armour/TD Bns plus any Bns that are part of a Div TOE, approx 95 Inf Bns (I allow 10 per Div to cover Recce/MG etc Bns), 20-27 Arty Bns/Rgts (Are the Aussies at Jungle TOE?)/ I note a lack of Combat engineer units, lost in action or missed from your list?

Second wave, 9 Armd Bns, 100+ Inf Bns and 42 Art Bns

Third wave 6 Armd bns, 80+ Inf Bns and 30ish Art Bns.

Assuming they all arrive this is about 27 Armd/TD Bns, 280 Inf Bns and close to 100 Art bns.
Leaves a lot of Corps troops to make up an even bigger Arty and Combat Engineer force.

PLUS they should be at 1944 Allied squad firepower which is so much better than the equivalent IJA firepower.



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Post #: 4916
RE: HAIRY TO THE BONE - 1/5/2012 5:54:59 AM   
krupp_88mm


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quote:

ORIGINAL: cwDeici

1 Division is about 3 regiments which are about 2 batallions a piece, so you're invading with 120 batallions over 100. Seems a bit shy considering Japan has much more left than OTL, very risky but definitely doable.



ohh but i think i forgot that plan was for the southern japan island kyushu? not the main island... honshu?

anyway im sure it will be good, if anything it will tell us more about the late war game model than anything, like for instance i wonder if this game would accurately model teh increased determination Japanese soldiers would surely exhibit when fight for their homeland on their own land defending their own families.. ect ect. although the japs already fought suicidally so im not exactly sure how much more fierce they can fight...


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Post #: 4917
RE: HAIRY TO THE BONE - 1/5/2012 12:20:30 PM   
HansBolter


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quote:

ORIGINAL: cwDeici

1 Division is about 3 regiments which are about 2 batallions a piece, so you're invading with 120 batallions over 100. Seems a bit shy considering Japan has much more left than OTL, very risky but definitely doable.



The US, like most countries used a triangular formation in WW II meaning that all subunits formed in threes. Three squads to a platoon, three platoons to a company, three companies to a battalion, three battalions to a regiment and three regiments to a division.

In late war Germany reduced infantry divisions to two battalions per regiment and eventually even reduced them to two regiments per division.

Don't know enough about Japanese force structure to be able address that aspect intelligently.

US force structure would reflect a standard of 9 battalions per division so Greyjoys estimate of 100 batallions equaling 12 divisions is accurate.

20 US divisions would equal 180 battalions. That would seem to be an impressive force for an invasion.



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RE: HAIRY TO THE BONE - 1/5/2012 12:55:55 PM   
Karsten

 

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Japanise used mostly triangular (3 regiment) and some older classical square (2 brigades / 4 regiment) divisions.
Several divisions converted to triangular shortly before the war.
I found a nice document about the japanise divisions but its to large to upload here.
Anyone interested please send me a PM and i will forward it.

< Message edited by Karsten -- 1/5/2012 12:58:19 PM >

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Post #: 4919
RE: HAIRY TO THE BONE - 1/5/2012 1:07:27 PM   
CT Grognard

 

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quote:

ORIGINAL: HansBolter


20 US divisions would equal 180 battalions. That would seem to be an impressive force for an invasion.




Indeed. On D-Day, the largest amphibious invasion in history, between 150,000 and 160,000 troops were landed (about 9 divisions). It appears that Greyjoy will land the same amount in his first wave. In addition, about 24,000 parachuted in on D-Day.

Speaking of which, GreyJoy, where are your parachute assets at the moment? Any ideas of using them in combination with the invasion?

(in reply to HansBolter)
Post #: 4920
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