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Islands of Destiny: RA 5.0 Japanese Side - 11/15/2012 2:44:55 PM   
John 3rd


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Greetings.

This will be the Japanese counterpoint to Canoerebel's AAR for our game that will be starting in about a week or so.

The game is Reluctant Admiral's new edition in the 5.0 format. It is a Da Babes-Based Mod and I will add the Reluctant Admiral description in the next Post.

Dan and I have known and played each other since the Uncommon Valor days. We had a magnificent campaign over in WitP that went into mid-1945 where I launched an Invasion of India (in 1945) as the final roll of the Japanese dice. It was fun and CRAZY! Very fond memories of that campaign.

Next Post contains the RA Scenario Description.

May the best man win!

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Reluctant Admiral Mod:
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Islands of Destiny: RA 5.0 Japanese Side - 11/15/2012 2:47:05 PM   
John 3rd


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

He adds two new slipways for Fleet construction to facilitate a different, final pre-war expansion of the Kaigun. New and expanded Naval Yards, Heavy Industry, and Armaments are added at tremendous cost for the Japanese economy as the Admiral attempts to prepare Japan for a possibly long war.

In so choosing to do this Yamamoto then changes the 4th Circle Building plan replacing the 3rd and 4th Yamato-Class Battleships with three improved Shokaku-Class CVs and a pair of Kawachi-Class fast Battlecruisers, two Tone-Class CAs, an accelerated Agano-Class deployment, and additional destroyers. Quick, reasonably cheap carrier conversions are moved forward seeing all of the pre-war CVs/CVLs deploy by December 7th or at slightly earlier dates in 1942.

The Japan Naval Air Arm is changed so that everything is staked to the Zero Airframe with a specialization of the Zero into a Land-Based Interceptor as well as CV-Based Fighters. Research and production expansion is achieved by streamlining the air industry (cutting several models) while bringing forward second generation aircraft: Judy, Jill, etc… By great effort the IJNAF deploys nearly all new aircraft on December 7th.

RA 5.0 now brings his ‘vision’ to the IJN’s Land Component. He reorganizes the SNLF units into a Brigade-Sized offensive force and—knowing it will be a war of attrition—converts many Naval Guard into enhanced units with Coastal Defense artillery for a stronger defensive unit. Additional small units are added to the IJN’s Troops and support units better reflecting Yamamoto's foresight into base building, defense, and expansion needs.

The foresight of the Admiral paysoff during 1942 and early-1943 as new ships, aircraft, and ground units enter into the Japanese Order-of-Battle, however, the cost is steep. Though expanded and using modern aircraft many Japanese Naval Air units start with their experience lowered to reflect the dilution of the experienced pilots into new units. Supply and fuel reserves start at a much reduced state. The Japanese MUST take the DEI as fast as possible.

In a major change over the previous versions of Reluctant Admiral, the 3.0 postulates more of Yamamoto’s influence upon the wartime Kaigun. First class destroyers are accelerated and emphasis is shifted to the AA Akizuki-Class at the expense of the more balanced Yugumo’s. Manpower is at a premium within the Fleet so Submarines, Escorts, and ASW forces all see a major retooling reflecting the Japanese quality over quantity belief. Yamamoto chooses the immediately useful projects, including 2nd-class destroyers, fast transports and coastal defense fleet, at the expense of large destroyers and subs offered by the stock, historical choice.

It should be noted that not all the changes are for the Japanese. The Allies see continued major changes in their starting locations, new air units, several ground units, a CLAA conversion for the Omaha-CL, a pair of additional CVLs, and options for nearly 10 CVEs. The added warships reflect a ‘stopgap’ counter to the increased Japanese strength found at war’s start.

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

Designer's notes:
1. RA 5.0 is now fully compatible with Da Babe’s Modifications and may be used on the Extended Map with any other Babes feature.
2. Production is 'on' for this scenario
3. Garrison requirements have been raised in China as well as India to, hopefully, better reflect the political environment of the regions.

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


< Message edited by John 3rd -- 11/15/2012 2:54:45 PM >


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Post #: 2
Islands of Destiny: RA 5.0 Japanese Side - 11/15/2012 2:55:00 PM   
John 3rd


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Choices...

Choices...

CHOICES....

I always make a bid to do something 'deep' within the Japanese Offensive. In my current game against Lew I have taken ALL of Australia. Where to go this time?

Options:
1. Normal John Expansion: Original Perimeter, plus SE down to New Caledonia, NW Australia, and Dutch Harbor west in the Aleutians.
2. SE Thrust: Drive to take everything including Pago Pago and Suva.
3. Southern Thrust: Take New Zealand
4. Australia
5. Left Hook into India: Take Calcutta and all of NE India
6. Heavy Left Hook: Above plus Ceylon
7. India
8. All out China Attack

Throw 4 out since I've done that. Taking all of India--to me--is impossible so probably throw that out. HATE land warfare in China and it is unrealistic for Japan to actually take all of China (through it can be done in the GAME).

This leaves 1, 2, 3, 5, 6, and 9.

Am open to thoughts and opinions.

Have at it!

EDIT: 9. Australia Medium: Bowen--Cloncurry--Tennant Creek Line


< Message edited by John 3rd -- 11/15/2012 3:04:18 PM >


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Post #: 3
RE: Islands of Destiny: RA 5.0 Japanese Side - 11/15/2012 4:01:01 PM   
John 3rd


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Just finished my side of RA 5.0 and am sending the files to FatR so he can check on engine and airframe questions.

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RE: Islands of Destiny: RA 5.0 Japanese Side - 11/15/2012 4:04:38 PM   
pws1225

 

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Interesting options. I'm looking forward to this game. With respect to your options, is it possible to combine numbers 2 AND 3 to take both New Zealand and Suva/Pago Pago? That might entirely sever the supply lines to eastern Australia from the US west coast.

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RE: Islands of Destiny: RA 5.0 Japanese Side - 11/15/2012 6:24:32 PM   
ny59giants


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I would at least modify option 1 to include taking all of western Australia. This will protect the vital SRA from this area.

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RE: Islands of Destiny: RA 5.0 Japanese Side - 11/15/2012 6:29:56 PM   
SuluSea


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Good luck John!





< Message edited by SuluSea -- 11/15/2012 6:31:32 PM >


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RE: Islands of Destiny: RA 5.0 Japanese Side - 11/15/2012 6:31:12 PM   
John 3rd


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Going with a combination of 2 & 3 could be doable.

RA combines the SNLF units from their Battalion strength (Assault Value about 70) to that of a Regiment (AV 210). One gets less units (they can still breakdown into 1/3) but gains a hammer for assault purposes. Three of the SNLF Assault brigades would be enough to initiate a move into the SE Pacific before substantial reinforcements arrive. The South Seas Force (144th Inf Reg) is still the only IJA unit under Kaigun's control at the start of the war. Could use this beginning Infantry strength to go after Suva--Pago Pago while awaiting several Inf Div for the NZ attack. If I land in New Zealand does Dan get the same units as if I took Australia?

Additionally, Michael and I were talking that the KEY is to force Dan to commit part of his Fleet so it can be destroyed. Will he be conservative or bold? This is true question. He is such a great opponent that I am sooooooo looking forward to seeing which playing style he'll adopt.

ME? Hell I am utterly predictable. CHARGE!

BANZAI!



Just checked and saw that taking NZ would add about 2-300 HI, roughly 400 LI, 4-600 Resources, and a shipyard to the Japanese economy if taken. There is some advantage in doing that.


< Message edited by John 3rd -- 11/15/2012 6:56:02 PM >


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Post #: 8
RE: Islands of Destiny: RA 5.0 Japanese Side - 11/15/2012 6:34:26 PM   
John 3rd


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quote:

ORIGINAL: SuluSea

Good luck John!






Thanks Sulu. DAMN---I love the artwork!

Have downloaded your new combat screen and it is being added to the RA Site for people to use.



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Post #: 9
RE: Islands of Destiny: RA 5.0 Japanese Side - 11/15/2012 6:35:01 PM   
traskott


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Suscribed !!!


Do you have a copy of the AAR u talked about on the first post ? ( India Invasion at 1945!!! GREATTT !! )

(in reply to SuluSea)
Post #: 10
RE: Islands of Destiny: RA 5.0 Japanese Side - 11/15/2012 6:45:54 PM   
SuluSea


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I googled Admiral Yamamoto and that's one that came up.

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RE: Islands of Destiny: RA 5.0 Japanese Side - 11/15/2012 6:46:20 PM   
Chickenboy


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quote:

ORIGINAL: SuluSea

Good luck John!






Oh no!

John, will your torpedo-equipped A6M aircraft all launch their torpedoes at a 15 degree angle off of true?

Will they drop torpedoes whilest overflying your BBs?

Shouldn't you want them to attack in closer proximity to the enemy?

Will your airgroups have such poor formation management that they appear to prepare set to slam into the forecastle of your BBs?

Will your aircraft stand much chance of making it to the enemy whilest belching smoke from 'friendly fire' battle damage?

I'll be keeping watch for these and other scintillating questions.


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Post #: 12
RE: Islands of Destiny: RA 5.0 Japanese Side - 11/15/2012 6:50:27 PM   
John 3rd


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Damn...Chickenclucker you just made me spew my tea EVERYWHERE!

Traskott: I just went over the old WitP Forum site to find the name of the AAR but was shocked that they had deleted nearly all of them. HORRIBLE. YES: I did land in India in 1945 and achieved total surprise. Didn't go well after that but it a trifle bit exciting to plan, carry out, and then watch.


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Post #: 13
RE: Islands of Destiny: RA 5.0 Japanese Side - 11/15/2012 6:54:02 PM   
John 3rd


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Just sent these proposed HR to CR:


RA 5.0
House Rules

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

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

3. No strategic bombing (Oil, Resources, HI, LI, etc.) on EITHER side until January 1, 1944.

4. Non-historic 1st turn, normal reinforcements, PDUs ON, orders for TF formed already OK, no transfers

5. Aircraft Limitations (reflecting the Mod):
-No A6M3 on CVEs
-No A6M4 on any form of Carrier
-A7M Sam and B7A-D Grace cannot be operated from CVEs

6. Four-Engine Bombers:
a. 4E bombers restricted to 10k or higher for naval and ground attacks (does not include PBY/Mavis type patrol craft)
b. 4E bombers CANNOT bomb troops



We'll see what he says. Dan wanted them lean, mean, and simple.

YES: I will hit both PH and Manila on Turn One. Manila gets CarDiv1 while PH is slammed by CarDiv 2 and 5. As quickly as possible Mini-KB (Ryuho, Shoho, and Zuiho) will split to add a 3rd CV to each of the Heavy CV Carrier Divisions (2 CV and 1 CVL).


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Post #: 14
RE: Islands of Destiny: RA 5.0 Japanese Side - 11/15/2012 6:59:02 PM   
traskott


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WHat a pity. II have seen a try of that at the old witp too. It failed because 4 old US DDs destroyed the full replenishment jap fleet xDDDD:

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Post #: 15
RE: Islands of Destiny: RA 5.0 Japanese Side - 11/15/2012 7:00:08 PM   
Chickenboy


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Some discrepancies in other PBEM AARs involving the use of paying 'retail' versus buying units on the cheap through an attached HQ changeover. You may want to clarify the nature of your expectations for #2.

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RE: Islands of Destiny: RA 5.0 Japanese Side - 11/15/2012 7:01:25 PM   
Chickenboy


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In your mod, John, can you base A6M3 on CVEs or is that A6M3a still?


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RE: Islands of Destiny: RA 5.0 Japanese Side - 11/15/2012 7:07:26 PM   
John 3rd


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The A6M3a does not exist. We jump straight to the M5 in Nov 42.


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RE: Islands of Destiny: RA 5.0 Japanese Side - 11/15/2012 7:11:39 PM   
SuluSea


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quote:

ORIGINAL: Chickenboy


quote:

ORIGINAL: SuluSea

Good luck John!






Oh no!

John, will your torpedo-equipped A6M aircraft all launch their torpedoes at a 15 degree angle off of true?

Will they drop torpedoes whilest overflying your BBs?

Shouldn't you want them to attack in closer proximity to the enemy?

Will your airgroups have such poor formation management that they appear to prepare set to slam into the forecastle of your BBs?

Will your aircraft stand much chance of making it to the enemy whilest belching smoke from 'friendly fire' battle damage?

I'll be keeping watch for these and other scintillating questions.



So you're saying that's the Asian version of TMTSNBN?

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RE: Islands of Destiny: RA 5.0 Japanese Side - 11/15/2012 7:32:01 PM   
Miller


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quote:

ORIGINAL: John 3rd

Damn...Chickenclucker you just made me spew my tea EVERYWHERE!

Traskott: I just went over the old WitP Forum site to find the name of the AAR but was shocked that they had deleted nearly all of them. HORRIBLE. YES: I did land in India in 1945 and achieved total surprise. Didn't go well after that but it a trifle bit exciting to plan, carry out, and then watch.



They have not deleted any AARs, you just have to adjust the search settings in the forum to find them. I hope for Dans sake that this one gets further than the end of 42........he is due a decent long term challenge.

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RE: Islands of Destiny: RA 5.0 Japanese Side - 11/15/2012 8:39:29 PM   
Capt. Harlock


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quote:

6. Four-Engine Bombers:
a. 4E bombers restricted to 10k or higher for naval and ground attacks (does not include PBY/Mavis type patrol craft)
b. 4E bombers CANNOT bomb troops


Looks interesting, but these rules appear to severely limit the B-17 up until the end of 1943. Airfield and port attacks and not much else.

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RE: Islands of Destiny: RA 5.0 Japanese Side - 11/15/2012 9:43:42 PM   
bradfordkay

 

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I've always believed that the USN PB4Y Liberators should be allowed to attack at lower elevations because the Navy training was for such. I also think that 4E bombers should be allowed to attack troops in bases (not troops that are in non-base hexes). It wasn't done regularly, but it was done and there is a period of the war where the allies will have nothing else that can reach the enemy.

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fair winds,
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Post #: 22
RE: Islands of Destiny: RA 5.0 Japanese Side - 11/15/2012 10:01:31 PM   
John 3rd


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Brad: I LIKE the distinction of the USN Liberators and will send the comment on to Dan. It makes perfect sense to me.

Bombing troops in a base hex has some merit as well. Like that idea too...


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RE: Islands of Destiny: RA 5.0 Japanese Side - 11/16/2012 1:33:23 AM   
JeffroK


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As Yamamato would not go to all the trouble you envisage without a serious target, why not aim at a Hawaii/West Coast adventure.

Anything else would be a loss of face after such a change in potential.

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RE: Islands of Destiny: RA 5.0 Japanese Side - 11/16/2012 1:55:21 AM   
John 3rd


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Ohhhhhhhhhhh my...

If I TRULY wanted to freak the Southern Boatman then I would expand to the Historical Perimeter and STOP. THAT would cause all sorts of chaos on his side of things. Totally unexpected.


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Post #: 25
RE: Islands of Destiny: RA 5.0 Japanese Side - 11/16/2012 3:07:07 AM   
JeffroK


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And Yamamoto would get assasinated ASAP and the Army take over.

Why would the empire expand its military strength, to capture Wellington or Sydney?

I doubt it.

The only reason would be to use their strength to attack the USA directly.

Its a bit of a cop out to use this scenario and then minimize risks, not the way the IRL japanese would approach it.

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RE: Islands of Destiny: RA 5.0 Japanese Side - 11/16/2012 3:27:23 AM   
SuluSea


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I like the combination of 6 , 9 (what can be accomplished) and even an small excursion into Canada although stopping behind Bullwinkles tested reinforcement lines. We know Dan likes to read the tea leaves through intel why not give him a little bit of everything.



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Post #: 27
RE: Islands of Destiny: RA 5.0 Japanese Side - 11/16/2012 4:04:00 AM   
John 3rd


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quote:

ORIGINAL: SuluSea

I like the combination of 6 , 9 (what can be accomplished) and even an small excursion into Canada although stopping behind Bullwinkles tested reinforcement lines. We know Dan likes to read the tea leaves through intel why not give him a little bit of everything.




THAT is an interesting thought Sulu. Push into Aussieland like I am going for it when--in reality--the true push is eastern India and Ceylon. Hmmm... Rather deceitful and somewhat diabolical. LIKE IT. Will sleep on that idea...


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Post #: 28
RE: Islands of Destiny: RA 5.0 Japanese Side - 11/16/2012 4:17:34 AM   
John 3rd


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This is what I sent to Dan earlier regarding the discussion above:


Dan,

Bradford Kay made an interesting comment within my AAR that I think holds some merit. This is what he wrote:

I've always believed that the USN PB4Y Liberators should be allowed to attack at lower elevations because the Navy training was for such. I also think that 4E bombers should be allowed to attack troops in bases (not troops that are in non-base hexes). It wasn't done regularly, but it was done and there is a period of the war where the allies will have nothing else that can reach the enemy.

I’d be comfortable if we added to the 4EB Lines:
3. USN PB4Y Liberators are excluded from the 10,000Ft Naval Attack Restriction.
4. Any 4EB may bomb troops if they are located in a base hex.

What do you think?
John


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Post #: 29
RE: Islands of Destiny: RA 5.0 Japanese Side - 11/16/2012 11:00:03 AM   
traskott


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Good H.R., and the assault of Canada is a VERY good idea: Victoria is an useful port for the allied, denying him will hurt a lot.

BTW if u hate china I would suggest quiet China. It's an all of nothing scenario....

(in reply to John 3rd)
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