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Guadalcanal Scenario - 9/13/2013 9:08:01 PM   
bo

 

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There have been some questions about invasions, sea boxes, pilots, carrier planes so I thought I would bring this AAR to the front page maybe it would help some players who are just starting to look at Guadalcanal.

What you are seeing here is the Naval summary chart. In many computer games it is sometimes difficult to find units on the map naval or ground units. This particular screen solves the naval aspect of that. When you have the game before you and you are looking at the map if you click on a empty sea hex this screen will appear. I will try to explain it to you as best I can.

The top 6 blocks show the ports where the Japanese [axis] players ships are. By clicking on any port the screen on the left will show you all the naval and ground units in that port. I clicked on Rabaul and the screen on the left shows you what assests you have there. I am using carrier planes and pilots optional rules.

The columns are in order of Carriers first, Battleships second, Cruisers third, transports, ground units and subs in the fourth column. The naval summary on the right show you where all your naval assets are. the second part of the naval chart shows all the naval assests in their different sea areas. There is plenty more selections on this chart but after reading some of the posts here I do not know if it behooves me to continue with this and a AAR on Guadalcanal. Would appreciate some feedback positive or negative. It is up to you posters whether I continue or not.

An addition to the first part in the Naval summary page.

As Orm responded they are on the carriers and you will notice that a carrier with the 4 on it is its capacity for air units, you may put an air unit of 4 [square box] on that carrier, you may put 2 air units of 2 each on that carrier or two air units of a 1 and a 3, You can never put more than 2 air units or go over the carrier capcity of 4 for this particular carrier, meaning an air unit of 3 coupled with an air unit 2 would be 1 over the carrier rating.

You will also notice under the close button "unit lists" a circle with the word status next to it. If I had been in the naval move phase of the program and had clicked on that button little colored lights would be on top and on the sides of the carriers, showing me the options for that carrier eg: able to sortie out of port, being disorganized etc.

If I say things you do not understand, have me go back over them remember never really did this before.

Bo








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RE: Guadalcanal Scenario - 9/13/2013 9:52:19 PM   
gridley

 

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Quick question on the carriers. Are the 2 CVP to the right of Akagi on the Akagi? You can have 2 CVP's, that in this instance add up to 4, on one CV???

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RE: Guadalcanal Scenario - 9/13/2013 10:01:23 PM   
Orm


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quote:

ORIGINAL: gridley

Quick question on the carriers. Are the 2 CVP to the right of Akagi on the Akagi? You can have 2 CVP's, that in this instance add up to 4, on one CV???

Yes, they are both on the Akagi.

You may stack up to 2 carrier planes on each CV, provided that the sum of the size of all carrier planes stacked on a single CV is no more than that CV's air component.

_____________________________

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RE: Guadalcanal Scenario - 9/13/2013 10:15:49 PM   
Easo79


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Bo,

thank you very much for posting this. I will read it avidly...You mentioned in another thread that you made a previuos Guadalcanal AAR, but I have been unable to locate it...and, well, I think I would like to take a look at that one, too.


And yes, pleaseeee, continue....please, please....

< Message edited by Easo79 -- 9/13/2013 10:19:05 PM >

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RE: Guadalcanal Scenario - 9/13/2013 10:32:52 PM   
Orm


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It looks nice, Bo.

And please do continue. I eager to follow this and learn more about the struggle for Guadalcanal.

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RE: Guadalcanal Scenario - 9/13/2013 10:52:36 PM   
Shannon V. OKeets

 

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quote:

ORIGINAL: Orm

It looks nice, Bo.

And please do continue. I eager to follow this and learn more about the struggle for Guadalcanal.

Yes, I agree.

Bo, you might do a matching post, similar to your first, for the US & Commonwealth naval units. Those two could be combined in one screenshot since they more or less fight together against Japan.

_____________________________

Steve

Perfection is an elusive goal.

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RE: Guadalcanal Scenario - 9/13/2013 11:23:32 PM   
bo

 

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quote:

ORIGINAL: Easo79

Bo,

thank you very much for posting this. I will read it avidly...You mentioned in another thread that you made a previuos Guadalcanal AAR, but I have been unable to locate it...and, well, I think I would like to take a look at that one, too.


And yes, pleaseeee, continue....please, please....

That one I cant find either so maybe I lied, I might have deleted it because of no interest.

Bo

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RE: Guadalcanal Scenario - 9/13/2013 11:25:35 PM   
bo

 

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quote:

ORIGINAL: Shannon V. OKeets


quote:

ORIGINAL: Orm

It looks nice, Bo.

And please do continue. I eager to follow this and learn more about the struggle for Guadalcanal.

Yes, I agree.

Bo, you might do a matching post, similar to your first, for the US & Commonwealth naval units. Those two could be combined in one screenshot since they more or less fight together against Japan.


Certainly Admiral Nimitz I was just getting started to see if there would be any interest.

Bo

Bo

< Message edited by bo -- 9/13/2013 11:51:44 PM >

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RE: Guadalcanal Scenario - 9/14/2013 12:02:46 AM   
bo

 

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messed up

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RE: Guadalcanal Scenario - 9/14/2013 12:06:47 AM   
bo

 

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This is the US naval summary page. I picked Hawaii in this picture but you will be able to pick any port or sea area you so choose, now there will come a time when you have more ports or sea areas than can be shown on the naval summary page, you will then be able to click on any port and cycle through them until you get to the port you are looking for. Again I am trying to get this right and any one can correct me without retibution. Maybe!

You will notice that the CV Lexington has an air unit with a 4 rating [sq box] CV Enterprise with an air unit rating of 2 and the US Yorktown with a air unit rating of 4. If I had in reserve a air carrier group of a 1 or a 2--- I could put them on the Enterprise but I did not have them at this time in the game.

Carrier air units: Lexington carries a SBD dive bomber with different qualifications on its counter. Top left [2] air to air capability [enemy fighters or bombers]-- top right air to sea rating [5] bombing capability against enemy naval ships a [5] is pretty potent. Bottom left tacticle factor [enemy ground units] bottom right Strategic bombardment factors [ mostly against factories] yellow round circle [hex range] if you notice each air unit has different capabilities.

In the 4th column you will see the 2nd Marine division, above it is a transport, by right clicking the transport a load onto transport option comes up, by clicking on the 2nd marine unit it loads onto the transport and can be sent to any sea area or land area within range. You will also notice Nimitz, a Headquarters unit and a anti tank unit [pink circle is defence factor.] More to come.

Bo






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RE: Guadalcanal Scenario - 9/14/2013 12:54:14 AM   
composer99


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I've never played the Guadalcanal scenario, nor seen it played, so this should be interesting.

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RE: Guadalcanal Scenario - 9/14/2013 1:09:51 AM   
bo

 

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quote:

ORIGINAL: composer99

I've never played the Guadalcanal scenario, nor seen it played, so this should be interesting.


Hi composer, it is going to get very interesting as I move into the AAR, up next is the invasion of Guadalcanal by Japanese SNLF units [Special Naval landing forces] please bear with me.

Bo


< Message edited by bo -- 9/14/2013 10:20:52 PM >

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RE: Guadalcanal Scenario - 9/14/2013 1:10:44 AM   
bo

 

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Guadalcanal scenario May/June 1942

This is Japans opening move for the invasion of Guadalcanal. The Japanese [axis] moved 5 aircraft carriers with 7 air fleets on board along with 4 of their finest battleships for bombardment, and a transport loaded with Japanese SNLF troops [Special Naval Landing forces][ same qualifications as US Marines] from Rabaul into the Coral Sea, the picture you are seeing is with the cursor over the Japanese fleet in sea box 2. [sea boxes can be explained by better people than me]

I used a combined attack so I could move naval units and invade in the same phase. In the next post I will show you the invasion and explain what happened.

Bo









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RE: Guadalcanal Scenario - 9/14/2013 1:26:41 AM   
bo

 

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The Japanese marines landed on the western end of Guadalcanal and captured Henderson field, their fierce opposition was a notional unit, you may ask what is a notional unit [subject to interpretation] It could have been a few CW castaways or some natives with spears who knows, for sure it was not a CW ground unit. The Japanese marines landed, backed up by bombardment from the 4 battleships and ground attacks by carrier bombers, OVERKILL, hell yes, I leave nothing to chance. Henderson field has nothing to do with anything in this game it is just a name and has no operational pluses. [to my knowledge] The other naval unit in sea box 0 is a convoy to bring supply [opitional rule-limited overseas supply] to the Japanese units on Guadalcanal.

Bo








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RE: Guadalcanal Scenario - 9/14/2013 1:52:42 AM   
bo

 

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With Guadalcanal securely in Japanese possession, at least the western half, they [Japanese] quickly moved air assests during the air rebase phase to the captured portion of Guadalcanal.

The flyout you see is of the marine unit, a Japanese bomber and a seaplane for scouting all in the same hex, the air units have been moved from other areas near Rabaul. Flyouts can be used to see all the units in land hexes instead of clicking each unit using the next unit click move [time consuming] there is also another way of looking at units, up in the interface in the view area you can use "toggle units in hex panel." It is a small oblong box and when laid over the units it shows who the units are and their assets. pretty cool and well thought out.

Ok done for the night, but tomorrow a real treat. FDR not happy about the invasion of Guadalcanal because he and his Admirals and Generals realize that with the capture of Guadalcanal and with Port Moresby on nearby New Guinea in danger of being captured by the Japanese 20th army group two hexes away that all portions of the Coral Sea will be Japanese controlled and that could lead to dire consequences for Australia by cutting off all sea lanes and all supply lanes to this downunder nation.

So! FDR orders Nimitz to strike back in the Coral sea with his 3 US carriers, the Lexington, the Yorktown and the Enterprise, 3 battleships and 6 cruisers with a compliment of marines namely the 2nd Marine division all located at Pearl Harbor. Tomorrow the two naval powers collide. Excited crussdaddy

Damn just found out that nimitz ordered the CV USS Hornet in Baltimore to Pearl at all possible speed. Now I have to wait until the Hornet gets to Pearl Harbor.

Bo






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RE: Guadalcanal Scenario - 9/14/2013 2:27:59 AM   
JimMerson


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This is interesting. I guess it is time to see if I can find my old WiF rulebook again and read up on this. It has been years!!!!

Glad to see this one coming out. I will be in line for it.

Jim

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RE: Guadalcanal Scenario - 9/14/2013 2:53:46 AM   
bo

 

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quote:

ORIGINAL: JimMerson

This is interesting. I guess it is time to see if I can find my old WiF rulebook again and read up on this. It has been years!!!!

Glad to see this one coming out. I will be in line for it.

Jim


Thank you Jim welcome back, go A&M beat Bama

Bo

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RE: Guadalcanal Scenario - 9/14/2013 4:06:42 AM   
Neilster


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Yep. Thanks very much Bo. I'm planning on observing this, boning up on the rules and doing this scenario in the old CWiF beta in preparation for MWiF.

Cheers, Neilster

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RE: Guadalcanal Scenario - 9/14/2013 4:12:37 AM   
composer99


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It's worth noting that while the hex name "Henderson Field" has no game-mechanic benefit associated with it, the hex so named features a minor port, which does. Most significantly, with respect to the Pacific War, a minor port can stack up to 2 air units (*), regardless of the terrain of the hex it is in, while most hexes with nothing but terrain can stack 0 or 1.

(*) If playing with the optional rule for "flying boats", up to 1 flying boat air unit can also stack in a hex, independent of other air unit stacking, as long as the hex has some coastal hexside.

Looking at the image bo has shown of the Japanese occupation of Guadalcanal, bo's Japanese forces can stack, if they desire, an additional air unit in the hex with the minor port that they have just now acquired.

Edit: As a further note, great start, bo! Thanks for starting up this AAR.

< Message edited by composer99 -- 9/14/2013 4:16:13 AM >


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RE: Guadalcanal Scenario - 9/14/2013 5:03:36 AM   
bo

 

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quote:

ORIGINAL: composer99

It's worth noting that while the hex name "Henderson Field" has no game-mechanic benefit associated with it, the hex so named features a minor port, which does. Most significantly, with respect to the Pacific War, a minor port can stack up to 2 air units (*), regardless of the terrain of the hex it is in, while most hexes with nothing but terrain can stack 0 or 1.

(*) If playing with the optional rule for "flying boats", up to 1 flying boat air unit can also stack in a hex, independent of other air unit stacking, as long as the hex has some coastal hexside.

Looking at the image bo has shown of the Japanese occupation of Guadalcanal, bo's Japanese forces can stack, if they desire, an additional air unit in the hex with the minor port that they have just now acquired.

Edit: As a further note, great start, bo! Thanks for starting up this AAR.


That will keep me going Composser any comments or suggestions are welcome.

Another air unit, boy picky picky First thing in the morning I will add another air unit, probably will need it because I know the US fleet is heading towards the Coral Sea but first a Japanese coast watcher on the Burma coast noticed a CW fleet coming out of Calcutta heading into the Sea of Bengal most likely heading towards the Coral Sea.

What the CW fleet commander did not know was that there was 5 Japanese Cvl's lying in wait for just such a move. Japanese Cvl's in this game are not real strong as they only carry a 1 air compliment. Of the five carrier air units two are fighter squadrons and the other three bomber squandrons with only an air to sea value of six, not cool.

Compare this with the 5 Japanese main fleet carriers in the Coral sea which have an air to sea attack value of 19. Big difference so I might ask the Japanese admiral in the Sea of Bengal to do an all out attack even if it means the sacrifice of all the carriers just to impede the CW task force from reaching the Coral sea, I mean after all isn't dying for the Divine Emperor the code of the Samurai and the Bushido. [the way of the warrior]

Right now I am very nervous and might have to take a Lorazapan tonight , the battle might start at dawn got to have my wits about me.

Bo


< Message edited by bo -- 9/14/2013 5:16:30 AM >

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RE: Guadalcanal Scenario - 9/14/2013 5:18:22 AM   
composer99


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Just read up the scenario victory conditions, and I would say, bo, that you're on the right track getting the Japanese light carrier force to try to intercept the Commonwealth fleet. (You probably don't need any further explanation, but I will explain it for others to see.)

=====
In the Guadalcanal scenario, each side earns victory points for destroying enemy "fleet" carrier (CV) units. However, light carrier (CVL) units do not give up victory points when sunk.

As such, bo has three good reasons to prevent the Commonwealth from getting to the Coral Sea:

First, assuming the USA will also be sending its carrier force to the Coral Sea, the presence of both Allies' fleets there, especially if they get into the same sea box (so the Japanese can't fight them separately and destroy them in detail), will most likely give them an edge, both in a carrier air battle and in a surface engagement.

That being the case, if a battle happens - and especially if the Allies surprise the Japanese - the results could go a long way to clinching the game for the Allies. Not the sort of thing you want to have happen in the very first turn.

So keeping the CW fleet out means the Coral Sea fight is probably closer to an even battle - indeed, the Japanese will likely have an edge with more land-based air in the area to commit.

Second, if the Japanese light carrier force gets the drop on the CW force, it could be the Japanese who instead earn some early CV-sinking victory points.

Third, early carrier losses would cripple the Japanese (as they did in the real war). If memory serves, this scenario has a fixed reinforcement schedule, and I doubt the Japanese come out ahead on the carrier front as far as reinforcements go.

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RE: Guadalcanal Scenario - 9/14/2013 5:42:42 AM   
Numdydar

 

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Good work Bo. Please continue.

Also any thoughts on how it feels to play both sides? I assume it makes things harder as you have to track what both side are doing.

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RE: Guadalcanal Scenario - 9/14/2013 2:19:52 PM   
bo

 

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quote:

ORIGINAL: composer99

Just read up the scenario victory conditions, and I would say, bo, that you're on the right track getting the Japanese light carrier force to try to intercept the Commonwealth fleet. (You probably don't need any further explanation, but I will explain it for others to see.)

=====
In the Guadalcanal scenario, each side earns victory points for destroying enemy "fleet" carrier (CV) units. However, light carrier (CVL) units do not give up victory points when sunk.

As such, bo has three good reasons to prevent the Commonwealth from getting to the Coral Sea:

First, assuming the USA will also be sending its carrier force to the Coral Sea, the presence of both Allies' fleets there, especially if they get into the same sea box (so the Japanese can't fight them separately and destroy them in detail), will most likely give them an edge, both in a carrier air battle and in a surface engagement.

That being the case, if a battle happens - and especially if the Allies surprise the Japanese - the results could go a long way to clinching the game for the Allies. Not the sort of thing you want to have happen in the very first turn.

So keeping the CW fleet out means the Coral Sea fight is probably closer to an even battle - indeed, the Japanese will likely have an edge with more land-based air in the area to commit.

Second, if the Japanese light carrier force gets the drop on the CW force, it could be the Japanese who instead earn some early CV-sinking victory points.

Third, early carrier losses would cripple the Japanese (as they did in the real war). If memory serves, this scenario has a fixed reinforcement schedule, and I doubt the Japanese come out ahead on the carrier front as far as reinforcements go.


Your funny Composer, no really you just made me a brillant admiral that I am not.

Actually I was doing the Bay of Bengal battle to show a naval air attack against surface ships and the Coral sea battle to show an all out carrier war. But your tactic is a very good one that I will use when the time comes and the best part, it was your idea, I will use it in Guadalcanal in the future, thank you sir.

Bo

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RE: Guadalcanal Scenario - 9/14/2013 3:20:53 PM   
bo

 

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At ease gentlemen light them up if you have them.

This morning I will attempt to do a well done [hopefully] an AAR on carrier naval battles.

But first some observations about this game, I became aware back in 2006 of a board game which I never heard of being transferred to a computer. I lost track of it for awhile because I was a dedicated COD2 player, I came back into the forums around 2009, I was so vocal about the time delay you would have thought that crussdaddy and me were related, god forbid

I was so outspoken that I was called a troller [I had no idea what that meant at that time]
but I was like many people here just plain frustrated. The reasonable posters were mainly people who had and played the ADG WIF board game.

Well the days of the cat jumping on the table and knocking all the pieces around and the wife complaining about not being able to use the dining room table because of some stupid war game, the rules that were ruled incorrectly, the driving home of the player from drinking too much beer, the hanging of maps on the wall and using magnets, the moving away to other areas and can no longer play with friends, those days are almost over

I would like to recognize unsung heros here who have helped Steve put this masterpiece together, the beta testers. Orm, Lomyrin, Centuur, michaelbaldur, cad908, warspite1, Jimm, Paulderynck, greyshaft, Froomp, people who have left Extraneous, abj9562, Red Prince, if I missed anyone I apoligize to you, yes and even crussdaddy in a round about way he prodded us into bigger and better things everyone deeply appreciated.

Steve hmmmm, where do I go with this, he has been called just a dedicated fanboy doing a computer game and a few other names also. I call him a dedicated WIF board game player who happens to be an excellent programmer. Oh he's taken to long, whats the problem why so long. That's all been said about him.

I thought about this last night and just some observastions from my perspective.

How long did it take Gary Grigsby to do "War in the East" who knows he never told anyone that I know. It could have been 6 months or a year or just maybe 7 years. He is now doing War in the west which just might be a copy of War in the East with a different map.

Steve has been open and honest since day one, he put his heart on his sleeve rode through all the criticism, displayed his mistakes for all the posters to see and hid nothing.
I have never seen a game brought out with so much conversation on the forums like this
one. If Gary Grigsby [not picking on him] did not like a certain way the program was going like calcualtions were not just right I am sure he dropped them and went in another direction, who knows.

Steve does not have that luxury because every WIF board gamer knows the rules, knows what the map looks like and how the game should look. The game is exact to the board game in every way except it is on a computer, and the best thing about that is if your losing just turn the computer off

My agenda for the coming week.

1- Do a naval battle AAR on Guadalcanal scenario.
2- Go through the interface to show you how complete this game is, if for some strange reason you do not like this game, you just might become the most informed player of WW2 about the way things were at that time.
3- Show charts and help items to allow you to navigate through this very complex game.

Let get cracking.

Bo

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RE: Guadalcanal Scenario - 9/14/2013 3:33:02 PM   
bo

 

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This is the opening phase of the battle in the Bay Of Bengal.

The Japanese have just move their light air craft carriers into a sea box. Their attack sea to air value is only a 6 distributed among three air squadrons the other 2 have no air to sea attack factors, [upper right corner of the nato image] In another situation [the fighters] they would be used for escort duty if these bombers were going to attack a port or against other carrier fighter planes.

Just a comment here I will allow the program to play the battle out just as if it were on your computer at home with no interference by me, the only thing that I will do different is, I will force the interception, if I did not do this there would likely be no AAR. I will try to explain that.

When you have the game on your home computer and the CW naval assests are coming out of Calcutta, you the Japanese have only a 30% chance of finding them in good weather, when there is rain or a storm those odds drop. The Bay of Bengal in size is 838,000 sq. miles not easy to find a few ships that maybe cover 2 miles if their in a row.

Several things can happen after the program asks me "do you want to intercept the moving naval units" Decision time.

1-If the opposing naval unit is much stronger than I am I just might decline, if I do that then the CW naval units can leave the Bay of Bengal and proceed to whatever sea areas their range will allow them or stay in the Bay of Bengal if they so desire without any interference by the Japanese carriers.

2-If the Japanese player says intercept them then the program calculates the search for you, if you find them [and of course I will ] then the program goes into battle mode.

Bo








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RE: Guadalcanal Scenario - 9/14/2013 4:05:27 PM   
bo

 

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messed up

< Message edited by bo -- 9/14/2013 4:06:10 PM >

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RE: Guadalcanal Scenario - 9/14/2013 4:06:55 PM   
bo

 

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This the first screen of the battle sequence. What you are seeing are the two naval combatants side by side, because the japanese surprised the CW 3 battleships and 3 cruisers the Japanese gets suprise points to be spent in any way you want.

Option 1 - spend 4 points to avoid combat [No I want to fight]
Option 2- spend 4 points to choose naval combat. [Why? I have aircraft carriers I prefer a naval air battle, if the CW fleet found me at the same time they would prefer a sea battle. Decision, Decision, Decisions boy what a humdrum game
Option 3 - move to the next part of the program by just clicking ok which I will do, you may do it another way which is fine. You can only choose the option on this screen that is lit options 1 or 2.

Bo






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RE: Guadalcanal Scenario - 9/14/2013 4:23:34 PM   
bo

 

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Oh no another decision when oh when will this end

Interesting screen. I have to decide now do I want these units to fly as bombers or as fighters. 1st image a B5N1 aircraft with an air to sea attack factor of 3 [upper right corner] I have 2 fighters already and really have no use for them so I will click on the first icon and click bomber and the yellow circle with the 3 in it will turn green indicating that it is now a bomber, I will also do the same for the next 2 icons. Then I click done.

Remember only units with an air to sea factor can be bombers.

Bo








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< Message edited by bo -- 9/14/2013 4:32:20 PM >

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Post #: 28
RE: Guadalcanal Scenario - 9/14/2013 4:34:20 PM   
bo

 

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Joined: 5/1/2009
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Wow another decision am I scaring you oh well go play Panzer corp.

The Japanese player on this screen still has 8 suprise points left, one column is lit so that is your only choice or is it?

Decision time again do I reduce the CW's Fleet combined Anti- aircraft fire with each 2 points I could spend and save my points for Naval combat [results of dropping bombs or torpedos on the ships] Hmmm! AA fire can be deadly, possible results 1- plane destroyed 2 Lower bomb damage [ you know trying to dodge AA fire not as accurate because you are trying to avoid getting hit] or the AA missed you completly. [rare]

I decided to use 4 points to reduce AA fire and the other 4 points to add to my attack value.

Bo








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< Message edited by bo -- 9/14/2013 4:47:54 PM >

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Post #: 29
RE: Guadalcanal Scenario - 9/14/2013 4:50:00 PM   
bo

 

Posts: 4176
Joined: 5/1/2009
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This is the damage screen.

There are 3 lines to consider.

line 1 axis choice- possible destroyed outcome-Japanese picks the battleship Resolution and gets a favorable outcome and the battleship is sunk.

line 2-allied choice[CW] he picks what ship you attack next. He decides on a lesser ship the Cl Gambia which is damaged.

line-3 axis choice [JP] he chooses Revenge which is damaged.

First round of combat is over.

Bo







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< Message edited by bo -- 9/14/2013 4:59:13 PM >

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Post #: 30
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