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RE: 15Jan42 Moo v. Fulkerson

 
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RE: 15Jan42 Moo v. Fulkerson - 7/31/2012 7:27:37 AM   
larryfulkerson


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Here's what happened at Batavia:




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RE: 15Jan42 Moo v. Fulkerson - 7/31/2012 7:31:55 AM   
larryfulkerson


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Here's another expensive unescorted raid on Singers:




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RE: 15Jan42 Moo v. Fulkerson - 7/31/2012 7:35:01 AM   
larryfulkerson


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Here's what happened on the ground at Kuantan:




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RE: 15Jan42 Moo v. Fulkerson - 7/31/2012 7:39:09 AM   
larryfulkerson


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I'm heavily outnumbered and outgunned at Manila so I'm going to have to go into Turtle Mode for a while until I can get some more troops
into there.




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RE: 15Jan42 Moo v. Fulkerson - 7/31/2012 7:42:18 AM   
larryfulkerson


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Here's what happened on the ground at Palembang.




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RE: 15Jan42 Moo v. Fulkerson - 7/31/2012 11:47:10 AM   
larryfulkerson


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I spy what might be some kind of carrier at Brisbane. I'm going to have to run my carrier(s) down there to investigate.




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RE: 15Jan42 Moo v. Fulkerson - 7/31/2012 4:24:16 PM   
larryfulkerson


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Here's the strategic map as of 16Jan42:




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RE: 15Jan42 Moo v. Fulkerson - 7/31/2012 4:36:07 PM   
larryfulkerson


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I have set up some transport runs to pull oil and fuel out of Balikpapan already. It's a long run between the home islands and B. and
I think if I set up some kind of hub and spoke system of transport it might be more efficient.




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RE: 15Jan42 Moo v. Fulkerson - 8/1/2012 7:36:19 AM   
larryfulkerson


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I've left a lot out of the combat results so I thought I'd post the combat report for those of you who want to see the entire thing.

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RE: 15Jan42 Moo v. Fulkerson - 8/1/2012 11:15:34 AM   
Methuen

 

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You probably know this already Larry, but as the Jap player you need to try and get 2:1 odds in fighters when engaging the Allies, check the combat reports to see how many fighters he's launching against your raids and then try to double the number when assigning escorts. Do you have a house rule in place about CAP altitudes?

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RE: 15Jan42 Moo v. Fulkerson - 8/1/2012 12:33:45 PM   
larryfulkerson


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quote:

ORIGINAL: brotherbaldrick
You probably know this already Larry, but as the Jap player you need to try and get 2:1 odds in fighters when engaging the Allies, check the combat reports to see how many fighters he's launching against your raids and then try to double the number when assigning escorts.

Whoa. I didn't know that. Thanks for the heads up.

quote:

ORIGINAL: brotherbaldrick
Do you have a house rule in place about CAP altitudes?

I really don't remember any house rules we've adopted. I don't think there are any HR's for this game. Jim and I are both pretty flexible and easy to get along so I'm pretty sure we could work it out if there comes a situation where maybe one is needed.

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RE: 15Jan42 Moo v. Fulkerson - 8/1/2012 1:54:34 PM   
Methuen

 

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What we've found (and it's not particularly to anyone's liking) is that the game engine is a bit quirky when calculating air to air results, main points it uses seems to be:
1) numbers, on each side
2) altitude - this is a real killer as it seems to trump everything else - the higher you are the better - this is also where it is sometimes necessary to have a house rule, because otherwise combat success invariably goes to the player who has fighters with the highest max altitude!
3) Speed - the faster the better, as a Jap player you are always going to suffer on this one. (R&D your double act a.k.a the Frank and George show! These two boys are the only ones that can really make a difference within a reasonable time frame)
4) Pilots and leaders skills

Maneuverability as far as I can tell plays very little part in the air to air calculations. Speed and altitude are the big two.

As the IJ you are always going to lack firepower (gun rating vs allied fighters), especially early on - you have to make up for this with numbers, otherwise you wont down as many allied a/c, you damage them, but don't kill as many of them.


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RE: 15Jan42 Moo v. Fulkerson - 8/1/2012 5:53:00 PM   
larryfulkerson


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quote:

ORIGINAL: brotherbaldrick
What we've found (and it's not particularly to anyone's liking) is that the game engine is a bit quirky when calculating air to air results, main points it uses seems to be:
1) numbers, on each side
2) altitude - this is a real killer as it seems to trump everything else - the higher you are the better - this is also where it is sometimes necessary to have a house rule, because otherwise combat success invariably goes to the player who has fighters with the highest max altitude!
3) Speed - the faster the better, as a Jap player you are always going to suffer on this one. (R&D your double act a.k.a the Frank and George show! These two boys are the only ones that can really make a difference within a reasonable time frame)
4) Pilots and leaders skills

Maneuverability as far as I can tell plays very little part in the air to air calculations. Speed and altitude are the big two.

As the IJ you are always going to lack firepower (gun rating vs allied fighters), especially early on - you have to make up for this with numbers, otherwise you wont down as many allied a/c, you damage them, but don't kill as many of them.

I really appreciate you laying all this on me. I'm still new to the game and don't know all there is to know yet. Thanks muchly.

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RE: 15Jan42 Moo v. Fulkerson - 8/2/2012 5:04:21 AM   
larryfulkerson


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Okie dokie......It's Wed. 01Aug2012 at 21:02 pm and I'm in possession of Jim's moves. I did the combat replay stuff and have ready some of the combat results of 16Jan42 :

Here's some Tracker Alerts:





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RE: 15Jan42 Moo v. Fulkerson - 8/2/2012 5:15:33 AM   
moore4807


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quote:

ORIGINAL: brotherbaldrick

What we've found (and it's not particularly to anyone's liking) is that the game engine is a bit quirky when calculating air to air results, main points it uses seems to be:

I question the quirky comment, since the results seem to follow tactics that were in use of those days. Attacking high and with the sun behind them was the (almost) universally preferred tactic, the AVG taught pilots to make one high angle attack then extend and escape utilizing the P-40's weight and speed to avoid counter attacks by the Japanese fighters, living to fight another day (and preserving the planes). The early warning network Chennault set up helped his pilots have enough time to scramble and gain precious altitude before the bombers/fighters came.


1) numbers, on each side -
Agreed although in the game we are able to put unrealistic amounts of planes into one area (the RA stacking rules help greatly) but in they offset each other - so no harm done.

2) altitude - this is a real killer as it seems to trump everything else - the higher you are the better - this is also where it is sometimes necessary to have a house rule, because otherwise combat success invariably goes to the player who has fighters with the highest max altitude!
I always disagreed with this house rule when I read it. Why aren't players splitting thier squadrons into two or three, and layering the coverage? (20K, 15K, 10K altitudes?)

3) Speed - the faster the better, as a Jap player you are always going to suffer on this one. (R&D your double act a.k.a the Frank and George show! These two boys are the only ones that can really make a difference within a reasonable time frame)
I respectfully disagree, at least as the first two years of the war...The A6M2 Zero is both more agile and faster than ANY allied fighter until 1943. The difference is in the firepower - the Allies planes are much better armored than the Japanese, which means many Allied kills are scored where an equal Japanese hit gets only a damaged Allied plane, as it was IRL.

4) Pilots and leaders skills
Agreed - this is where the Allies have a huge advantage later in the war unless the Japanese player throws many exp pilots into TRACOM early in the game.

Maneuverability as far as I can tell plays very little part in the air to air calculations. Speed and altitude are the big two.
I think manueverability is as important in lower altitude dogfights and the Japanese tend to do much better, except the Claudes and Nates - they are flying coffins unless they are flying against the (non-AVG) Chinese.

As the IJ you are always going to lack firepower (gun rating vs allied fighters), especially early on - you have to make up for this with numbers, otherwise you wont down as many allied a/c, you damage them, but don't kill as many of them.
I totally agree, but I believe its because of the armor issue more than the altitude issue IMHO. Overall I think the game designers really got it right in the air war,
I remember reading an article about not as many kills as claimed in WWII, if there were the USAAF/USN/USMC would have been out of planes in the Pacific by 1943 based on Japanese kill claims research done by some war historian, many claimed kills managed to limp home, and at worst they became parts for other aircraft if not restored to flying status.




brotherbaldrick - I appreciate your comments and your beliefs. I am posting what I found in the game and while I'm a noob, I played the A.I. in probably 40-50 campaigns and scenarios over the last two years. I am also a lifelong WWII hobbyist and have gone to several war museums and read more books than I can recall about this subject. PLEASE accept this as my viewpoint and not as a superiority posting. I thank you for taking the time to read and post in this AAR and encourage you to continue posting. If you disagree with me thats fine, I accept criticism readily and always learn something new everyday!

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RE: 15Jan42 Moo v. Fulkerson - 8/2/2012 5:24:39 AM   
larryfulkerson


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This is the home islands resource history.




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RE: 15Jan42 Moo v. Fulkerson - 8/2/2012 5:34:56 AM   
larryfulkerson


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Here's the Tracker economic chart......I've got a lot of Oil Refinery's that aren't producing yet.




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RE: 16Jan42 Moo v. Fulkerson - 8/2/2012 5:40:22 AM   
larryfulkerson


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This is the state of aircraft production so far:




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RE: 16Jan42 Moo v. Fulkerson - 8/2/2012 5:54:27 AM   
larryfulkerson


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I have reason to believe that I may have cleared all the mines out of the Palembang hex....at least the Allied mine indicator isn't showing
on the map any longer. So now I can get my CA's to do some bombardment of the Allied units there and help the process along.




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RE: 16Jan42 Moo v. Fulkerson - 8/2/2012 6:00:45 AM   
larryfulkerson


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I thought, for some reason,that I had done my recon for minefields at Bandy and I guess I was wrong. The minefield must be a little one
because only one ship so far has been hit, and the ship that got hit is in serious trouble. She's going to spend some time in the yards
getting repaired if I can only get her to the ship yards now.




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RE: 16Jan42 Moo v. Fulkerson - 8/2/2012 6:15:08 AM   
larryfulkerson


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I've got 2 AKE's at Dili so that my CA can bounce between Dili and Koepang daily to keep up the bombardments. That ought to help
the ground troops a little bit.




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RE: 16Jan42 Moo v. Fulkerson - 8/2/2012 6:26:42 AM   
larryfulkerson


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I have no idea why O16 felt like he had to surface but that undoubtly was a bad idea. I think maybe this is the second sub I've sunk so
far in this war. I looked it up on the sunk ships display and there was an SS Daulphin that got sunk 7Dec41 so this is the second one.




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RE: 16Jan42 Moo v. Fulkerson - 8/2/2012 6:31:33 AM   
larryfulkerson


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I lost an xAK to the SS Perch off the coast of the home islands. I hate it when that happens. I'm going to have to escort all my AK's
I guess. At least until they get out into the open ocean.




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RE: 16Jan42 Moo v. Fulkerson - 8/2/2012 6:37:09 AM   
larryfulkerson


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There's a hot little sub / anti-sub war going on off the coast of Singkawang too. I've counted at least three Allied subs operating there.
I'm planning on having a lot of transport traffic go through there and I'm guessing Jim knows that and is trying to make it harder to do.
I can't pull resources and oil out of Palembang unless and until those subs go away. Unless I escort each and every TF that goes
through there.




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RE: 16Jan42 Moo v. Fulkerson - 8/2/2012 6:41:10 AM   
larryfulkerson


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Another of my AK's took some hits and a torpedo from the SS Pike. I've got a lot of AK's in danger in this picture. Here we have the
SS Pike surrounded by naked AK's. I've got a lot of re-routing to do and I'll probably lose some more ships to this sub before it's all
over.




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RE: 16Jan42 Moo v. Fulkerson - 8/2/2012 6:46:45 AM   
larryfulkerson


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There's an air war going on just north of Davao. I'm pretty sure Jim is going to hang on until the bitter end there and I'm not sure who's
winning right now. I definately need to move some more airfield troops into the airfield where the Zero's are parked because not all of
them are getting into the fray.




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RE: 16Jan42 Moo v. Fulkerson - 8/2/2012 6:57:14 AM   
larryfulkerson


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I don't have any airfield troops where the Nate's are parked and fewer and fewer of them are getting into the air and they are getting shot
down by the handfull. I'm definately going to have to stand them down to save them.




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RE: 16Jan42 Moo v. Fulkerson - 8/2/2012 7:04:34 AM   
larryfulkerson


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This is only one of several raids over Clark Field. Operation Beat-Down is proceeding but really, really, slowly. I'm moving some more
people into Clark Field and Manila to help out the process somewhat but It's still going to be a long drawn out affair.




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RE: 16Jan42 Moo v. Fulkerson - 8/2/2012 7:10:49 AM   
larryfulkerson


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I moved some Nate's to Hanoi to stop the untrammeled bombing thereof and only 1 Nate got airborne in this instance but still managed
to damage a plane twice ( or two planes once each ). Things may be looking up in Hanoi.




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RE: 16Jan42 Moo v. Fulkerson - 8/2/2012 7:14:39 AM   
larryfulkerson


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The air war is still going on in the skies over Buna. It's still too early to say who's winning yet. Jim will probably move a fresh squadron
into Port Moresby to contest my air mastery (LOL) and I'm stuck with what I have at hand there so far.




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