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RE: Command Decisions: Yeomen vs. Samurai RA 6.4

 
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RE: Command Decisions: Yeomen vs. Samurai RA 6.4 - 1/18/2014 3:45:49 PM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
Advice specific to this AE contest:

1) Don't eat yellow snow (hey, it's still winter!).

2) Buy back lost air groups that you are allowed to.

3) Set up (where still possible geographically) multiple lines of resistance and search. "Resistance" in this sense includes trivial combat power. The purposes are Intel (search plus defense revealing what he has where), resistance (prevent him from grabbing things for free), and safer passage (send your convoys a good distance behind your most forward line of resistance).

4) Decide upon 'die lines', places/lines where you will make him pay! Places where you will throw in the kitchen sink even if your wife is still using it. Best for these places to be at the long end of his supply lines, and/or super valuable to you. Suggestions include Hawaii, SE Australia, Karachi, Bombay. Bombay might be in the next section, though. Places in range of strat bombing factories in North America fall into this category, too.

5) There might be some areas where you decide to 'fight hard' and risk more, but you realize that you still need a way out and the place is not on a 'die line'. Madras and Calcutta come to mind as possible examples, there are certainly others, such as Bombay.

6) In parts of the ocean where you can no longer search effectively, use the map edge (cause him the most trouble and effort to find you), use off map (to frustrate his efforts entirely, perhaps even sending small, occasional bait convoys to keep him patrolling the map edge), use smaller convoys (to limit risk), use faster convoys, keep convoys spread out.

- If you decide to use off-map to get around the eastern Pacific that means Port Stanley, Falkland Islands off-map base. You will have to send a bunch of fuel there or suffer both delays and much out of fuel damage/losses of ships (remember that ships traveling between on-map and off-map do not get free off-map refueling, they use only the fuel in their TF).

- If you decide to use Cape Town, you will likely have to send fuel there until at least early '43. IMO sending many convoys from Cape Town to Perth will make John happy. Try Cape Town to southern or southeastern Australia instead.

7) Scenario level Intel - John has it because he wrote the mod. Set up a separate install of AE on your computer (instructions abound on the forum). Start a head to head game of the same scenario you are playing. You might have to run the first turn to get arriving units to show up in the queues. The point is, look around at the Japanese side to see what is there and what is coming. For example, you think that you know where all of his carriers are at the moment? Make sure you have accounted for them all. Don't worry about FOW. Variable unit arrival (if you used it) and variations in Japanese production will provide plenty of FOW.

8) Make sure your sub captains are competent. Later arriving subs almost all have good commanders, but starting and earlier arrivals not so much. Aggression is number one, then make sure they have decent naval, leadership, and inspiration ratings.

9) Keep him honest (and working hard) by using your subs to pop mines into various forward bases at various times. Big bases he is sure to have sweepers working, but if he gets lazy about his vigilance at other places, make him pay. Regarding big bases, in some places you can mine shallow water hexes on the approach to the bases where he might not be sweeping.

10) Check your subs on patrol occasionally for damage. Sometimes the game will keep them on patrol when their damage is too much.

11) For the most part, use big sub patrol zones where the sub pulls back away from enemy bases to lose DL that the enemy search and ASW efforts might have acquired.

12) Buy back many (most) destroyed ground units. Remember to change their command as soon as they arrive (it costs the least then). Just be wary about buying back units that will need squads you don't get enough of. You can change your mind and buy them back later.

13) Squad/device upgrades are very important. Use Tracker to look at squads and other devices to compare their firepower and other stats, like anti-soft, anti-hard, armor, and so on. You will notice that various upgrades provide massive increases in some of those stats, and that makes a huge difference in combat performance. Learn how to manage your pools of squads and devices so that you can get your units upgraded when possible. This topic is a bit involved so ask when you are looking into it.

Bonus) Train your pilots, then train them even more. Below are some specifics that I use. YMMV. In the interest of not typing a million word essay not all details of application to all air forces are presented, adapt as you see fit.

- Fighter Pilots. Train 100% Escort, Range 0 until they hit 70 Air skill. Then train them on CAP 100%, Range 0 until they hit 70 Experience. You can do those two steps in the same squadrons or dump the pilots in the reserve after step one and pull them into another squadron for step two. Keep in mind that you are training individual pilots, not squadrons (even though there will be times when you train a squadron quickly to get them deployed quickly). When on duty, a higher CAP % level will more quickly increase the pilots' Experience. Obviously you have to manage that by the situation, but semi-rearward bases (like usually Pearl Harbor) can have higher CAP % level settings.

- Torpedo Bomber Pilots. Train 100% Naval Attack with Use Torpedoes, Range 0, until at least 60 NavT skill (or higher if you like). It does not matter if the Use Torpedoes is red (meaning there is no HQ to make torpedoes available), they will train anyway with dummy torpedoes. Consider then also training in NavSearch (50 for USN, 30 for USMC), ASW (50 for USN, 20 for USMC), and Ground (50 for USN, as high as possible for USMC).

- Dive Bomber Pilots. Train 100% Naval Attack, Range 0, until at least 60 Nav skill. Then train in NavSearch (50 for USN, 30 for USMC), ASW (50 for USN, 20 for USMC), and Ground (50 for USN, as high as possible for USMC).

- Patrol (PBY-type and land based-type) Pilots and Float Place Pilots. I use the same standards as Dive Bomber Pilots. This simplifies finding my way through the reserve pool. Of course, in the early going there are plenty of PBY pilots that are trained only in NavS and ASW. I try to remedy that as PBY groups are withdrawn and brought back.

- Land Bomber Pilots, high level. Train in 100% Ground Attack, Range 0, at or above 5,000 ft until Ground skill 70.

- Land Bomber Pilots, low level. Train in Ground Attack, Range 0, at 1,000 ft until LowGround skill 60, then at 100 ft until Strafe skill 60. If you want to you can also train in Ground skill at 5,000 ft for high level ground skill. You will find that Attack Bombers suffer very high casualty rates when they attack at low level (3,000 ft or below). Your replacement pilots that you train later on might have lower skill levels! You can also train in Naval Attack at 1,000 ft to gain LowNav skill. You should have some groups equipped with pilots who are thus trained as they can/will absolutely wreck merchant convoys and CA or lesser warships (even carriers, possibly). The problem is that getting pilots trained up in high ground, low ground, strafing, and low naval takes a very long time and those pilots get lost quite quickly when on low level attack. Something to think about.

- Recon Pilots. Train in 100% Recon, Range 0, until Recon skill hits 50.

- Transport Pilots. Train in 100% Transport, Range 0, until Transport skill hits 50.

General notes on pilot training: Fighter pilots really need high Experience, and CAP 'training' does get their experience up. With other missions (bomber pilots, etc) I have not had much luck getting pilot Experience up except on actual missions (searching, recon, bombing, etc.). Make certain that your best fighters (such as P-47 when you get them) have pilots with Experience 70 or above and you will be rewarded with much better performance.

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(in reply to witpqs)
Post #: 511
RE: Command Decisions: Yeomen vs. Samurai RA 6.4 - 1/18/2014 3:52:37 PM   
ny59giants


Posts: 9869
Joined: 1/10/2005
Status: offline
Things to look forward to:

Fall '42:
P-38s start coming out in greater numbers than in stock. John hates the damn things and with Symon's modification to airframe data, they will help you stem the tide.
P-40Ks come out with slight bump in numbers. They have the best stats of the 40 models.
First Fletchers arrive. Love these nasty DDs
10/42 is when your American fllet gets its massive fleet upgrades and you get rid of those lousy 1.1" AA guns for Bofors
12/42 is when you get three CVEs that are the beginning of that fload. Over 90 in game.

Spring '43:
B-24s come in in 2/43.
First Corsairs out in 2/43 (sligh increase in production) and Hellcats in 3/43 (I think I got my dates right as I'm in office)
First Essex Class CV - enough said
Strating in 12/42 through 3/43 you Allied infantry squads come out with the high Anti-Armor values. After you upgrade your divisions to these, the Japanese armor is doomed!!

As Allied player you need to look at beginning of month - new LCUs and airgroups. Around the 15th the navy and merchants come in in masse.

Hang in there guys!! (Insert picture of a cat hanging from tree limb here)

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(in reply to Crackaces)
Post #: 512
RE: Command Decisions: Yeomen vs. Samurai RA 6.4 - 1/18/2014 6:12:41 PM   
moore4807


Posts: 1089
Joined: 6/2/2000
From: Punta Gorda FL
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I appreciate the outreach you guys have provided Larry (and myself).

I got his e-mail saying about the same thing as whats on here, I want to state I don't care if I lose 100 times rather than losing one friend!

I PM'ed a couple of the posters that I ranted at and I apologized, they were both classy gents and said no apology was necessary, but I want to chalk yesterday up to a bad day and get on with it... nuff said!

I'm gonna get the turns current as I just sent back the 1/10/42 turn to John, and yes there is some good news as well as bad in the Eastern Pacific... but as I told John today, I'm claiming Round 2!!!

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Post #: 513
RE: Command Decisions: Yeomen vs. Samurai RA 6.4 - 1/18/2014 6:31:38 PM   
pws1225

 

Posts: 1166
Joined: 8/9/2010
From: Tate's Hell, Florida
Status: offline
Hell yea! (that's Southern-speak for "I approve")

(in reply to moore4807)
Post #: 514
RE: Command Decisions: Yeomen vs. Samurai RA 6.4 - 1/18/2014 6:33:24 PM   
moore4807


Posts: 1089
Joined: 6/2/2000
From: Punta Gorda FL
Status: offline
AFTER ACTION REPORTS FOR Jan 08, 42
--------------------------------------------------------------------------------


I said the other day I didn't want to tangle with his CV's, and I lost this fight... (Round 1 John called it!)

Morning Air attack on TF, near Johnston Island at 166,113
Weather in hex: Light cloud
Raid detected at 78 NM, estimated altitude 16,000 feet.
Estimated time to target is 29 minutes

Japanese aircraft
A6M2 Zero x 67
B5N1 Kate x 6
B5N2 Kate x 38
D3A1 Val x 37

Allied aircraft
F4F-3A Wildcat x 7
F4F-3 Wildcat x 12

Japanese aircraft losses
A6M2 Zero: 1 destroyed
D3A1 Val: 2 damaged

Allied aircraft losses
F4F-3A Wildcat: 1 destroyed
F4F-3 Wildcat: 2 destroyed

Allied Ships
CV Enterprise, Bomb hits 4, Torpedo hits 2, on fire, heavy damage
CA Salt Lake City
DD Balch
CA Chester, Bomb hits 2, Torpedo hits 1, heavy fires
CA Northampton, Bomb hits 1
DD Gridley
DD McCall
DD Ellet, Bomb hits 1, on fire
DD Benham

The revenge flight doesn't go off quite as planned...

Morning Air attack on TF, near Johnston Island at 165,117
Weather in hex: Overcast
Raid detected at 39 NM, estimated altitude 5,000 feet.
Estimated time to target is 20 minutes

Japanese aircraft
A6M2 Zero x 65

Allied aircraft
F4F-3A Wildcat x 16
SBD-2 Dauntless x 13
SOC-1 Seagull x 4
TBD-1 Devastator x 8

Japanese aircraft losses
A6M2 Zero: 1 destroyed

Allied aircraft losses
F4F-3A Wildcat: 3 destroyed
SBD-2 Dauntless: 8 destroyed
SBD-2 Dauntless: 1 destroyed by flak
SOC-1 Seagull: 1 destroyed
TBD-1 Devastator: 2 destroyed, 2 damaged

Japanese Ships
BB Hiei, Bomb hits 1
CVE Taiyo
BB Kirishima



It didn't take J3 long to move the Zeroes back into the Phillipines...

Morning Air attack on Manila , at 79,77
Weather in hex: Light rain
Raid detected at 119 NM, estimated altitude 24,000 feet.
Estimated time to target is 39 minutes

Japanese aircraft
A6M2 Zero x 8

Allied aircraft
P-40B Warhawk x 7

No Japanese losses

Allied aircraft losses
P-40B Warhawk: 2 destroyed


The Manila fighters do another round of bombing on enemy positions in Manila...

Morning Air attack on 21st Division, at 79,77 (Manila)
Weather in hex: Light rain
Raid spotted at 20 NM, estimated altitude 6,000 feet.
Estimated time to target is 7 minutes

Allied aircraft
P-40B Warhawk x 1
P-40E Warhawk x 8

Allied aircraft losses
P-40E Warhawk: 7 damaged

Japanese ground losses:
8 casualties reported
Squads: 0 destroyed, 1 disabled
Non Combat: 0 destroyed, 0 disabled
Engineers: 0 destroyed, 0 disabled

Manila still reported as under seige... light casualties, requesting supplies and ammo...


Combat Report enclosed



Attachment (1)

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(in reply to moore4807)
Post #: 515
RE: Command Decisions: Yeomen vs. Samurai RA 6.4 - 1/18/2014 10:34:10 PM   
larryfulkerson


Posts: 39932
Joined: 4/17/2005
From: Tucson, AZ
Status: offline
Somebody allowed Darwin to run completely out of fuel and there's thirsty ships there so I thought I'd start a series of convoys from
Melborne of fuel to bring them back up to speed. This first trip is taking about 9% of the fuel that was at Melborne so I hope it doesn't
take all that many convoys because there isn't all that much fuel available.




Attachment (1)

(in reply to moore4807)
Post #: 516
RE: Command Decisions: Yeomen vs. Samurai RA 6.4 - 1/19/2014 2:53:24 AM   
DOCUP


Posts: 3073
Joined: 7/7/2010
Status: offline
Larry your coming up on the best part of the game. I know its hard to take the beatings you have been and will receive.  Its a challenge to play the Allies in the early stages, but it is fun.  Your getting good advise from these guys.  I will lurk in the shadows.  Remember its a game, not real life.  Have fun.   Remember you can always take a day off from the game. It does help.

(in reply to larryfulkerson)
Post #: 517
RE: Command Decisions: Yeomen vs. Samurai RA 6.4 - 1/19/2014 1:15:06 PM   
zuluhour


Posts: 5244
Joined: 1/20/2011
From: Maryland
Status: offline
An eye opening shot of Wild Turkey on ice helps. You may want to try something faster to get fuel to the ships at Darwin, perhaps a long legged xAK with a large fuel bunker which is faster or closer to refuel them at sea. Is Darwin defendable? I think not. I would try to consolidate some of the smaller units behind Darwin and build Alice Springs. You can slice up his armor spear heads from there with B26s, B25s, and Fortresses. I would suggest fort building on the eastern ends of the Great Victoria Desert as well.

(in reply to DOCUP)
Post #: 518
RE: Command Decisions: Yeomen vs. Samurai RA 6.4 - 1/19/2014 3:41:50 PM   
Mike McCreery


Posts: 4232
Joined: 6/29/2013
Status: offline
Zuluhour is right. If you look at the speed of the ships it is going to take 16 days for them to get to Darwin. By that time if J3 has not outright invaded the base he will be able to cover it from bases he has taken north of it.

I like to build up and use Townsville as it can get to a lvl 7 port. However, this early in the game, given J3's propensity to be aggressive you might want to look for something more easily defendable closer to Sydney.

He is going to take Horn Island and all of the bases on New Guinea at least in the beginning of the game. Essentially your route to Darwin would have to be from the other side at Perth to have a chance of getting through the channel after he puts an airforce at Port Moresby.

This is not criticism, it is the comments of people who have had it done to us before. I started loading ships to re-supply Darwin on my 1st day but by the time they got as far as Brisbane he already had the area covered and he will be invading Darwin shortly. We are at December 23, 1941 of my game.

I ended up diverting the supplies to Suva as there was no chance to get them up to Darwin in time.



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(in reply to zuluhour)
Post #: 519
RE: Command Decisions: Yeomen vs. Samurai RA 6.4 - 1/19/2014 4:26:55 PM   
JocMeister

 

Posts: 8262
Joined: 7/29/2009
From: Sweden
Status: offline
Try to get at least one escort for the TF to Sydney. You can count on J3 having subs between Tasmania and OZ! Even a small AM/PB can help.

(in reply to Mike McCreery)
Post #: 520
RE: Command Decisions: Yeomen vs. Samurai RA 6.4 - 1/21/2014 10:34:38 AM   
moore4807


Posts: 1089
Joined: 6/2/2000
From: Punta Gorda FL
Status: offline
F Y I

Larry & co.- good thing J3 is schooling right now!

I have broken my desktop computer while upgrading to a new case and HDD. Not only don't the FP1 pins not match the whole Dell setup appears to be proprietary and I can't find anything to get me on the right track... will update soon

and while I have saved everything to external HDD - it doesn't accept loading from XP based to Windows 8 systems...never knew that before.

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Post #: 521
RE: Command Decisions: Yeomen vs. Samurai RA 6.4 - 1/22/2014 4:48:09 AM   
CaptBeefheart


Posts: 2301
Joined: 7/4/2003
From: Seoul, Korea
Status: offline
I tested Mr. Moore's LRCAP as ASW and although I haven't gotten any hits yet, I've been able to target an enemy sub one hex away from the base. I selected LRCAP at 50% on a naval attack mission at 1000 feet with a P-40K squadron and I was able to click on the enemy sub and get something like "TF 77(1)" in the target field. Thus, I now see what Mr. Moore is talking about.

On the computer issue, I had a lot of trouble adding an HDD to an XP Dell a few years back. Had to pull someone in who knew a lot more than me about computers to make it work. That experience has caused me to stick to external drives exclusively when I need more HD memory. Besides, you can easily move them between computers.

Cheers,
CC

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Beer, because barley makes lousy bread.

(in reply to moore4807)
Post #: 522
RE: Command Decisions: Yeomen vs. Samurai RA 6.4 - 1/23/2014 8:47:34 PM   
moore4807


Posts: 1089
Joined: 6/2/2000
From: Punta Gorda FL
Status: offline
quote:

ORIGINAL: Commander Cody

I tested Mr. Moore's LRCAP as ASW and although I haven't gotten any hits yet, I've been able to target an enemy sub one hex away from the base. I selected LRCAP at 50% on a naval attack mission at 1000 feet with a P-40K squadron and I was able to click on the enemy sub and get something like "TF 77(1)" in the target field. Thus, I now see what Mr. Moore is talking about.

On the computer issue, I had a lot of trouble adding an HDD to an XP Dell a few years back. Had to pull someone in who knew a lot more than me about computers to make it work. That experience has caused me to stick to external drives exclusively when I need more HD memory. Besides, you can easily move them between computers.

Cheers,
CC


Thanks Commander - it usually takes a couple days of them doing nothing and then (I was sending 80% on Naval) suddenly they all fly! Union rules?


The update is the motherboard must of cracked a transistor or something when I moved it. I had a couple geekers look at it and they both said my setup and cabling looked good, the only thing is on an older mobo the solder sometimes breaks if struck or twisted where a newer board will still flex...

At this point I ordered a new Asus X87 mobo and an Intel I5 4650(???) processor (4th gen but middle of the road)and a new power supply... two to seven day delivery from this morning. sigh...


Larry can you send me an e-mail to my Yahoo account? moore4807 at yahoo until I get into the old HDD I have no mail contacts.



BTW does anyone know any tricks about loading AE on to Win8.1??? Disk keeps failing citing security concerns... of course no other info listed to tell me!


< Message edited by moore4807 -- 1/24/2014 6:56:00 AM >


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(in reply to CaptBeefheart)
Post #: 523
RE: Command Decisions: Yeomen vs. Samurai RA 6.4 - 1/23/2014 8:54:40 PM   
EHansen


Posts: 360
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The only advice I have on the install is DO NOT INSTALL IT INTO THE PROGRAM FILES FOLDER.

Put is into a folder something like C:\War in the Pacific\admiral's edition

< Message edited by EHansen -- 1/23/2014 9:55:38 PM >

(in reply to moore4807)
Post #: 524
RE: Command Decisions: Yeomen vs. Samurai RA 6.4 - 1/23/2014 8:55:41 PM   
larryfulkerson


Posts: 39932
Joined: 4/17/2005
From: Tucson, AZ
Status: offline
Hey Jim: email sent to your Yahoo account. I'm not sure I would put my plain text email address in a forum post.
There's what are called spiders crawling through the web looking for email addresses. You may want to edit it
so it says moore4807(at)yahoo(dot)com or something like that.

(in reply to moore4807)
Post #: 525
RE: Command Decisions: Yeomen vs. Samurai RA 6.4 - 1/23/2014 9:55:43 PM   
Bullwinkle58


Posts: 11302
Joined: 2/24/2009
Status: offline

quote:

ORIGINAL: Commander Cody

I tested Mr. Moore's LRCAP as ASW and although I haven't gotten any hits yet, I've been able to target an enemy sub one hex away from the base. I selected LRCAP at 50% on a naval attack mission at 1000 feet with a P-40K squadron and I was able to click on the enemy sub and get something like "TF 77(1)" in the target field. Thus, I now see what Mr. Moore is talking about.



Did you happen to look at the ordnance load-out? Any LRCAP should be just bullets. In that case it's not really ASW.

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The Moose

(in reply to CaptBeefheart)
Post #: 526
RE: Command Decisions: Yeomen vs. Samurai RA 6.4 - 1/24/2014 6:06:04 AM   
moore4807


Posts: 1089
Joined: 6/2/2000
From: Punta Gorda FL
Status: offline
quote:

ORIGINAL: EHansen

The only advice I have on the install is DO NOT INSTALL IT INTO THE PROGRAM FILES FOLDER.

Put is into a folder something like C:\War in the Pacific\admiral's edition


Thanks EHansen! I will remember that as soon as I figure out where/how to get the game disk to load...
I put the game disk in the BluRay drive and it SAYS its loading then states a security failure has been encountered and spins down...
I cant get it to do anything after that but eject the disk and have to reboot the laptop...

What a load of CR*P Win8 is!

I've found a workaround the closing tiles issue... A program called Classic Shell V4.04, it
Allows me to choose the version of windows that appears in Win8, I chose Vista for now. works
pretty good for a free program.


< Message edited by moore4807 -- 1/24/2014 8:21:32 AM >


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(in reply to EHansen)
Post #: 527
RE: Command Decisions: Yeomen vs. Samurai RA 6.4 - 1/24/2014 4:45:37 PM   
Lecivius


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Joined: 8/5/2007
From: Denver
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"LRCAP at 50% on a naval attack mission at 1000 feet" I think this is the trick.

As for the laptop, Dell HW has a LOT of proprietary pin outs. I will never use their general products again.

As for the game, everyone has a ‘fun’ period. Early game is Japanese. Later it’s the Allies who get to beat the snot out of an opponent Patience, young padawan learner

(in reply to moore4807)
Post #: 528
RE: Command Decisions: Yeomen vs. Samurai RA 6.4 - 1/25/2014 2:23:12 AM   
EHansen


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Status: offline
I don't know why you made it Vista, but, each to his own. I do remember when Windows 7 first appeared how many people on many message boards found it unusable and were opting to return to XP. In time, most will learn to accept 8 and like it. It might have to have a couple more upgrades before that happens though. For newer many games, 8 is a better choice, the games run faster with less problems. But, we who play old games suffer.

< Message edited by EHansen -- 1/25/2014 3:23:38 AM >

(in reply to Lecivius)
Post #: 529
RE: Command Decisions: Yeomen vs. Samurai RA 6.4 - 1/25/2014 3:26:34 AM   
Mike McCreery


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Joined: 6/29/2013
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quote:

ORIGINAL: EHansen

I don't know why you made it Vista, but, each to his own. I do remember when Windows 7 first appeared how many people on many message boards found it unusable and were opting to return to XP. In time, most will learn to accept 8 and like it. It might have to have a couple more upgrades before that happens though. For newer many games, 8 is a better choice, the games run faster with less problems. But, we who play old games suffer.


That is not what made windows 8 suck. They tried to force a tablet operating system onto a computer. The reason for the tablet operating system is that you dont have a full keyboard/screen and computer functionality. They made it the worst of 2 worlds. I hate it.

I am building a computer now and windows 7 goes on it. They manage to build a good stable platform every once in a while...


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(in reply to EHansen)
Post #: 530
RE: Command Decisions: Yeomen vs. Samurai RA 6.4 - 1/25/2014 5:04:01 AM   
Itdepends

 

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Normanton in northern Oz is a very handy port for supplying Darwin without going around the cape all the time. Gove is also a good jumping off point to recapture Darwin.

Not sure on the RA mod but in my game I turned off a lot of heavy industry in Australia in the early stages to reduce fuel consumption- and still shipped in fuel like crazy- you may wish to investigate the same.

(in reply to Mike McCreery)
Post #: 531
RE: Command Decisions: Yeomen vs. Samurai RA 6.4 - 1/25/2014 6:42:08 AM   
moore4807


Posts: 1089
Joined: 6/2/2000
From: Punta Gorda FL
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quote:

ORIGINAL: Wargmr

quote:

ORIGINAL: EHansen

I don't know why you made it Vista, but, each to his own. I do remember when Windows 7 first appeared how many people on many message boards found it unusable and were opting to return to XP. In time, most will learn to accept 8 and like it. It might have to have a couple more upgrades before that happens though. For newer many games, 8 is a better choice, the games run faster with less problems. But, we who play old games suffer.


That is not what made windows 8 suck. They tried to force a tablet operating system onto a computer. The reason for the tablet operating system is that you dont have a full keyboard/screen and computer functionality. They made it the worst of 2 worlds. I hate it.

I am building a computer now and windows 7 goes on it. They manage to build a good stable platform every once in a while...



EHansen - I made it Vista because that was my last operating system I had on the Desktop and the P.O.S. laptop kept refusing to D/L saying it could NOT "read" files from another OS for recovery...
Well guess what. . . It Worked!!! The gods didn't smile on me just yet but I no longer get the failure to install...
I took your advice and made WitP/AE (as my stock game) a separate file and then made a copy
for R.A. My next grand move is to get all the updates for RA into my Reluctant Admiral...

We're almost to the end of my exile! I can't wait to get back to gaming.

Wargmr - I couldn't have said it any better! Getting Win7 with new desktop and it will hopefully last long and prosper!

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(in reply to Mike McCreery)
Post #: 532
RE: Command Decisions: Yeomen vs. Samurai RA 6.4 - 1/31/2014 11:04:57 PM   
moore4807


Posts: 1089
Joined: 6/2/2000
From: Punta Gorda FL
Status: offline
Finally the last off topic comment on my computer situation. IT's FIXED!!!!! Many thanks to John3rd, Michael Benoit, Larry F, and especially John R (super techie/non-player) who proved you CAN teach an old dog to type in DOS based commands over the phone!!!

We just got a turn done last night - I don't have any reports to give you since the switchover killed my old HDD... But Hopefully Larry can step in and cover those days with his awesome pix... but from memory I got another beating from J3's amassed armada at Johnston Is. He landed troops and IIRC its like 4000 in Japanese troops vs. 2500... Yes we are still heading for a autovic for J3 but I did get Aussieland fixed and troops ships are headed away from the fighting. I gathered up ALL of Larry's TF's at Darwin, created a 50 ship super TF and escorted by 4 DD's its headed for Sydney.

Aden and Cape Town will be the ports of call for the AP's to bring troops into the theatre in 1942. As soon as I get the AK's organized down under - we will start the shuttling operations from Colombo and Cape Town to Perth and Adelaide... Hopefully the US will be able to hold on and start getting supplies through the western pass...

I need to go back and review the suggestions made earlier, so let me settle back in here and get oriented and I'll be ready in a few days to do battle.

_____________________________


(in reply to moore4807)
Post #: 533
RE: Command Decisions: Yeomen vs. Samurai RA 6.4 - 2/4/2014 4:00:51 PM   
Lecivius


Posts: 4845
Joined: 8/5/2007
From: Denver
Status: offline
Whats going on, now that the pieces all work again  Inquiring minds want to know

(in reply to moore4807)
Post #: 534
RE: Command Decisions: Yeomen vs. Samurai RA 6.4 - 2/6/2014 4:37:29 AM   
CaptBeefheart


Posts: 2301
Joined: 7/4/2003
From: Seoul, Korea
Status: offline

quote:

ORIGINAL: Bullwinkle58


quote:

ORIGINAL: Commander Cody

I tested Mr. Moore's LRCAP as ASW and although I haven't gotten any hits yet, I've been able to target an enemy sub one hex away from the base. I selected LRCAP at 50% on a naval attack mission at 1000 feet with a P-40K squadron and I was able to click on the enemy sub and get something like "TF 77(1)" in the target field. Thus, I now see what Mr. Moore is talking about.



Did you happen to look at the ordnance load-out? Any LRCAP should be just bullets. In that case it's not really ASW.

Yes, it was the standard non-drop tank loadout of a P-40K, which I think is one 500 lb. bomb (at work here).

Cheers,
CC

_____________________________

Beer, because barley makes lousy bread.

(in reply to Bullwinkle58)
Post #: 535
RE: Command Decisions: Yeomen vs. Samurai RA 6.4 - 2/8/2014 12:53:06 AM   
moore4807


Posts: 1089
Joined: 6/2/2000
From: Punta Gorda FL
Status: offline

quote:

ORIGINAL: Lecivius

Whats going on, now that the pieces all work again  Inquiring minds want to know


To get us back up to date I'll go for the quick reports and get us back...

AFTER ACTION REPORTS FOR Jan 09, 42

I'm just concentrating on Johnston Is. this turn, the full Combet report is enclosed below.

Night Time Surface Combat, near Johnston Island at 169,112, Range 12,000 Yards

Japanese Ships
BB Hiei
BB Kirishima
CA Furutaka, Shell hits 2, on fire
DD Tanikaze
DD Arare
DD Hatsushima
DD Wakaba

Allied Ships
CA Northampton, Shell hits 2
CA Salt Lake City, Shell hits 2, on fire
DD Craven
DD Gridley, Shell hits 1, on fire
DD McCall
DD Maury
DD Dunlap
DD Benham, Shell hits 1
DD Ellet


Night Time Surface Combat, near Johnston Island at 169,111, Range 12,000 Yards

Japanese aircraft
no flights

Japanese aircraft losses
E7K2 Alf: 1 destroyed

Japanese Ships
BB Hiei, Shell hits 2
BB Kirishima, Shell hits 3
CA Furutaka, Shell hits 36, and is sunk
DD Tanikaze, Shell hits 29, heavy fires, heavy damage
DD Arare, Shell hits 28, heavy fires, heavy damage
DD Hatsushima, Shell hits 3, on fire
DD Wakaba

Allied Ships
CL Concord
CL Helena, Shell hits 3, heavy fires
CL Honolulu, Shell hits 2
DD Litchfield
DD Talbot, Shell hits 1
DD Dent
DD Crosby, Shell hits 2, heavy fires


Day Time Surface Combat, near Johnston Island at 170,112, Range 23,000 Yards

Allied aircraft
no flights

Allied aircraft losses
SOC-1 Seagull: 2 destroyed

Japanese Ships
BB Hiei
BB Kirishima, Shell hits 2
DD Wakaba

Allied Ships
CA Northampton, Shell hits 4, on fire
CA Salt Lake City, Shell hits 6, and is sunk
DD Craven, Shell hits 5, heavy fires, heavy damage
DD Gridley
DD McCall
DD Maury
DD Dunlap
DD Benham
DD Ellet


Day Time Surface Combat, near Johnston Island at 161,116, Range 22,000 Yards

Japanese Ships
CV Akagi
CV Kaga
CVL Ryujo
CVL Zuiho
CVE Hosho, Shell hits 1, on fire
CVE Taiyo
CS Chiyoda
CA Tone
CA Chikuma, Shell hits 1
CL Yura
DD Akizuki
DD Teruzuki, Shell hits 2
DD Akigumo
DD Kagero
DD Yukikaze
DD Isokaze
DD Tokitsukaze

Allied Ships
DD Bagley, Shell hits 3, on fire
DD Case, Shell hits 4, heavy fires, heavy damage
DD Conyngham
DD Porter, Shell hits 2
DD Allen, Shell hits 4, heavy fires
DD Kennison, Shell hits 2
DD Crane
DD Kilty, Shell hits 1


Afternoon Air attack on TF, near Johnston Island at 169,117

Weather in hex: Clear sky

Raid spotted at 16 NM, estimated altitude 6,000 feet.
Estimated time to target is 9 minutes

Allied aircraft
PBY-5 Catalina x 2

No Allied losses

Japanese Ships
BB Kirishima

Aircraft Attacking:
2 x PBY-5 Catalina bombing from 5000 feet
Naval Attack: 2 x 500 lb GP Bomb


Afternoon Air attack on TF, near Johnston Island at 161,116

Weather in hex: Heavy cloud

Raid spotted at 17 NM, estimated altitude 18,000 feet.
Estimated time to target is 6 minutes

Japanese aircraft
A6M2 Zero x 22
D3A1 Val x 11

No Japanese losses

Allied Ships
DD Crane
DD Porter, Bomb hits 1, on fire
DD Kilty, Bomb hits 1, on fire


Combat Report enclosed

Attachment (1)

_____________________________


(in reply to Lecivius)
Post #: 536
RE: Command Decisions: Yeomen vs. Samurai RA 6.4 - 2/8/2014 1:00:51 AM   
moore4807


Posts: 1089
Joined: 6/2/2000
From: Punta Gorda FL
Status: offline
AFTER ACTION REPORTS FOR Jan 10, 42
--------------------------------------------------------------------------------

We certainly loitered too long here...

Day Time Surface Combat, near Lae at 99,126, Range 20,000 Yards

Japanese Ships
CA Atago
CA Ashigara, Shell hits 2
CA Suzuya, Shell hits 2
CA Kumano
CL Ayase
CL Natori
DD Maikaze, Shell hits 2, on fire, heavy damage
DD Nowaki
DD Arashi
DD Arashio
DD Yamagumo
DD Harusame
DD Akatsuki, Shell hits 1
DD Fubuki
DD Hatsuyuki

Allied Ships
CL Leander, Shell hits 5, on fire
CL Adelaide, Shell hits 3
DD Le Hardi, Shell hits 5, heavy fires


Fot those who hate PBY bomb runs, please look away from the screen...

Morning Air attack on TF, near Johnston Island at 158,116

Weather in hex: Light rain

Raid spotted at 3 NM, estimated altitude 8,000 feet.
Estimated time to target is 1 minutes

Allied aircraft
PBY-5 Catalina x 3

No Allied losses

Japanese Ships
xAK Havre Maru, Bomb hits 1, on fire

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

Aircraft Attacking:
3 x PBY-5 Catalina bombing from 5000 feet
Naval Attack: 2 x 500 lb GP Bomb


Morning Air attack on TF, near Johnston Island at 165,114

Weather in hex: Overcast

Raid spotted at 5 NM, estimated altitude 16,000 feet.
Estimated time to target is 1 minutes

Japanese aircraft
A6M2 Zero x 22
D3A1 Val x 13

Allied aircraft
F4F-3A Wildcat x 1

No Japanese losses

No Allied losses

Allied Ships
DD Kilty
DD Crane
DD Porter, Bomb hits 1, on fire, heavy damage


Afternoon Air attack on TF, near Johnston Island at 172,112

Weather in hex: Heavy rain

Raid spotted at 19 NM, estimated altitude 18,000 feet.
Estimated time to target is 6 minutes

Japanese aircraft
A6M2 Zero x 22
D3A1 Val x 11

No Japanese losses

Allied Ships
CA Chester, Bomb hits 2, heavy fires, heavy damage
DD Fanning, Bomb hits 1, on fire


Afternoon Air attack on TF, near Johnston Island at 165,114

Weather in hex: Light rain

Raid spotted at 20 NM, estimated altitude 18,000 feet.
Estimated time to target is 7 minutes

Japanese aircraft
A6M2 Zero x 10
B5N2 Kate x 18
D3A1 Val x 50

Allied aircraft
F4F-3A Wildcat x 1

Japanese aircraft losses
B5N2 Kate: 1 destroyed, 1 damaged
D3A1 Val: 5 damaged

No Allied losses

Allied Ships
DD Crane, Torpedo hits 1, and is sunk
DD Kilty, Bomb hits 1, Torpedo hits 1, and is sunk
DD Bagley, Bomb hits 6, and is sunk
DD Porter, Bomb hits 3, and is sunk


Ouch! It's not supposed to go like this...

ASW attack near Midway Island at 158,91

Japanese Ships
APD Namikaze
xAK Awazisan Maru
PC PB-55
PC PB-54

Allied Ships
SS Cuttlefish, hits 6, heavy damage


Combat Report enclosed

Attachment (1)

_____________________________


(in reply to moore4807)
Post #: 537
RE: Command Decisions: Yeomen vs. Samurai RA 6.4 - 2/8/2014 1:26:37 AM   
moore4807


Posts: 1089
Joined: 6/2/2000
From: Punta Gorda FL
Status: offline
***Apologies, Jan,11,1942 has been lost in the Great Computer Crash***


AFTER ACTION REPORTS FOR Jan 12, 42
--------------------------------------------------------------------------------

Really? I think Balch was damaged already and this was just a scavenger action.

Sub attack near Lihue at 176,109

Japanese Ships
SS I-25

Allied Ships
DD Balch, Torpedo hits 2, heavy fires, heavy damage


Sub attack near Lihue at 178,108

Japanese Ships
SS I-7

Allied Ships
AM Vireo, Torpedo hits 1, heavy damage
AM Grebe



Again scavenger action, this time from the Lae naval battle.

Submarine attack near Pamekasan at 58,106

Japanese Ships
SS I-123

Allied Ships
CL De Ruyter, Torpedo hits 2, heavy damage


Manila's getting a fireworks display courtesy of the IJN!

Night Time Surface Combat, near Manila at 79,77, Range 1,000 Yards

Japanese Ships
BB Fuso
BB Yamashiro
DD Natsushio
DD Amatsukaze
DD Ikazuchi
DMS W-1
DMS W-3
DMS W-14

Allied Ships
PT Q-111, Shell hits 2, and is sunk
PT Q-112
PT Q-113


TF 318 encounters mine field at Manila (79,77) - Coastal Guns Fire Back!

20 Coastal gun shots fired in defense.

Japanese Ships
DMS W-14, Shell hits 2, heavy fires
DMS W-3, Shell hits 1
DMS W-1, Shell hits 1


Night Naval bombardment of Manila at 79,77 - Coastal Guns Fire Back!

1 Coastal gun shots fired in defense.

Japanese Ships
BB Yamashiro
BB Fuso

Allied ground losses:
14 casualties reported
Squads: 1 destroyed, 0 disabled
Non Combat: 0 destroyed, 3 disabled
Engineers: 0 destroyed, 0 disabled


More ships than I thought he had here...and I pay for it!

Night Time Surface Combat, near Dutch Harbor at 171,50, Range 2,000 Yards

Japanese Ships
CL Kinu
CL Kuma
CL Tama
CL Kiso, Shell hits 1
DD Kamikaze
DD Okikaze
DD Akikaze
DD Hokaze

Allied Ships
DD Peary, Shell hits 1
DD Pope, Shell hits 1


Day Time Surface Combat, near Dutch Harbor at 171,50, Range 5,000 Yards

Japanese Ships
CL Kinu
CL Kuma
CL Tama
CL Kiso, Shell hits 1
DD Kamikaze
DD Okikaze, Shell hits 1
DD Akikaze, Shell hits 2
DD Hokaze

Allied Ships
DD Peary, Shell hits 1
DD Pope, Shell hits 13, and is sunk


Day Time Surface Combat, near Dutch Harbor at 170,50, Range 3,000 Yards

Japanese Ships
CL Kinu
CL Kuma
CL Tama
CL Kiso
DD Kamikaze
DD Okikaze
DD Akikaze
DD Hokaze, Shell hits 1

Allied Ships
DD Peary, Shell hits 4, on fire, heavy damage


Did I forget to mention Johnston Is this turn? Run away! NOOO, NOT that way!

Day Time Surface Combat, near Johnston Island at 164,112, Range 19,000 Yards

Japanese Ships
BB Hyuga
DD Hatsuharu
DD Nenohi
DD Yugure
DD Ariake
DD Uzuki
DD Oite
DD Hayate

Allied Ships
AVD Ballard, Shell hits 6, and is sunk
AVP Pelican, Shell hits 12, and is sunk
AVP Teal, Shell hits 16, and is sunk
AG Sirius, Shell hits 15, and is sunk



Here he comes!

Day Time Surface Combat, near Johnston Island at 164,112, Range 19,000 Yards

Japanese Ships
BB Ise, Shell hits 1
CM Tokiwa, Shell hits 1
CL Yubari, Shell hits 1
DD Urakaze
DD Umikaze
DD Suzukaze
DMS Ishigaki
PB Chitose Maru
PB Nagata Maru
AK Sakito Maru
xAK Ikoma Maru
xAK Lyons Maru
xAK Tusima Maru
xAK Teisin Maru
xAK Nanman Maru
xAK Konsan Maru
xAK Nagato Maru
xAK Nichiryo Maru
xAK Tyuwa Maru
xAK Atlantic Maru
xAK Borneo Maru
xAK Brasil Maru
xAK Clyde Maru
xAK Hague Maru
xAK Havana Maru
xAK San Francisco Maru
xAK Singapore Maru
xAK Kinsyu Maru
xAK Izan Maru
xAK Nisso Maru
xAK Kyosei Maru
xAK Ehime Maru
xAK Nissen Maru #3

Allied Ships
DMS Chandler, Shell hits 2, Torpedo hits 1, and is sunk
DMS Wasmuth, Shell hits 11, and is sunk


Naval bombardment of Johnston Island at 164,112

Japanese Ships
BB Hyuga

Port supply hits 1

BB Hyuga firing at Johnston Island



Pre-Invasion action off Johnston Island (164,112) - Coastal Guns Fire Back!
Defensive Guns engage approaching landing force

52 Coastal gun shots fired in defense.

Japanese Ships
BB Ise
CL Yubari
DD Suzukaze
DD Umikaze
PB Nagata Maru
PB Chitose Maru
AK Sakito Maru
DD Urakaze

Japanese ground losses:
15 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 0 destroyed, 2 disabled
Engineers: 0 destroyed, 0 disabled

Allied ground losses:
82 casualties reported
Squads: 0 destroyed, 3 disabled
Non Combat: 0 destroyed, 8 disabled
Engineers: 0 destroyed, 0 disabled
Guns lost 10 (2 destroyed, 8 disabled)



Amphibious Assault at Johnston Island (164,112)

TF 49 troops unloading over beach at Johnston Island, 164,112

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



Ground combat at Johnston Island (164,112)

Japanese Shock attack

Attacking force 4310 troops, 71 guns, 11 vehicles, Assault Value = 153

Defending force 1667 troops, 49 guns, 6 vehicles, Assault Value = 24

Japanese adjusted assault: 12

Allied adjusted defense: 17

Japanese assault odds: 1 to 2 (fort level 1)

Combat modifiers
Defender: leaders(-), disruption(-), experience(-)
Attacker: shock(+), leaders(-), disruption(-)

Japanese ground losses:
499 casualties reported
Squads: 2 destroyed, 21 disabled
Non Combat: 1 destroyed, 2 disabled
Engineers: 0 destroyed, 0 disabled
Guns lost 4 (1 destroyed, 3 disabled)

Allied ground losses:
124 casualties reported
Squads: 0 destroyed, 9 disabled
Non Combat: 0 destroyed, 9 disabled
Engineers: 0 destroyed, 8 disabled
Guns lost 5 (1 destroyed, 4 disabled)




One small bright spot, the ASW escort of a fuel convoy to Pago Pago, deals out some punishment!


Day Time Surface Combat, near Christmas Island at 180,145, Range 19,000 Yards

Japanese Ships
CA Kinugasa, Shell hits 3
CL Oi
DD Mikazuki
DD Hakaze, Shell hits 2

Allied Ships
DD Worden, Shell hits 1, on fire
DD MacDonough
DD Dewey
DD Hull, Shell hits 1


Day Time Surface Combat, near Christmas Island at 181,144, Range 15,000 Yards

Japanese Ships
CA Kinugasa, Shell hits 3
CL Oi, Shell hits 1
DD Mikazuki
DD Hakaze, Shell hits 1

Allied Ships
DD Worden, Shell hits 1, on fire
DD MacDonough
DD Dewey
DD Hull


Also on the black side of the ledger, Freshly Flown in Banshees to Port Moresby to make John pay for his uppityness at Lae!

Morning Air attack on TF, near Oro Bay at 100,131

Weather in hex: Clear sky

Raid spotted at 20 NM, estimated altitude 17,000 feet.
Estimated time to target is 7 minutes

Allied aircraft
A-24 Banshee x 22
P-40E Warhawk x 8

Allied aircraft losses
A-24 Banshee: 5 damaged

Japanese Ships
CA Kumano, Bomb hits 1
CL Natori
CA Suzuya


Morning Air attack on TF, near Oro Bay at 100,131

Weather in hex: Clear sky

Raid spotted at 10 NM, estimated altitude 17,000 feet.
Estimated time to target is 3 minutes

Allied aircraft
A-24 Banshee x 9

Allied aircraft losses
A-24 Banshee: 2 damaged

Japanese Ships
CA Atago, Bomb hits 1
CA Kumano
CA Ashigara


Afternoon Air attack on TF, near Oro Bay at 100,131

Weather in hex: Moderate rain

Raid spotted at 19 NM, estimated altitude 20,000 feet.
Estimated time to target is 7 minutes

Allied aircraft
A-24 Banshee x 9
P-40E Warhawk x 8

Allied aircraft losses
A-24 Banshee: 3 damaged

Japanese Ships
CA Kumano
CA Ashigara, Bomb hits 1, on fire
CL Ayase


Afternoon Air attack on TF, near Oro Bay at 100,131

Weather in hex: Moderate rain

Raid spotted at 16 NM, estimated altitude 20,000 feet.
Estimated time to target is 6 minutes

Allied aircraft
A-24 Banshee x 8

Allied aircraft losses
A-24 Banshee: 1 damaged

Japanese Ships
CL Natori
CA Ashigara, on fire


Afternoon Air attack on TF, near Oro Bay at 100,131

Weather in hex: Moderate rain

Raid spotted at 7 NM, estimated altitude 19,000 feet.
Estimated time to target is 2 minutes

Allied aircraft
A-24 Banshee x 9

Allied aircraft losses
A-24 Banshee: 3 damaged
A-24 Banshee: 1 destroyed by flak

Japanese Ships
CA Atago
CA Kumano
CA Suzuya


Combat Report enclosed

Attachment (1)

_____________________________


(in reply to moore4807)
Post #: 538
RE: Command Decisions: Yeomen vs. Samurai RA 6.4 - 2/8/2014 1:35:32 AM   
moore4807


Posts: 1089
Joined: 6/2/2000
From: Punta Gorda FL
Status: offline
AFTER ACTION REPORTS FOR Jan 13, 42
--------------------------------------------------------------------------------

Cap, are you SURE those contacts are BB's? Could you double check, please?

ASW attack near Johnston Island at 164,112

Japanese Ships
BB Hyuga
BB Ise
CL Yubari
DD Ariake
DD Yugure
DD Nenohi
DD Hatsuharu
DD Hayate
DD Oite
DD Uzuki

Allied Ships
SS Narwhal, hits 5


Never mind, Disregard the previous transmission...

Night Naval bombardment of Johnston Island at 164,112

Allied aircraft
no flights

Allied aircraft losses
F4F-3A Wildcat: 3 damaged
F4F-3 Wildcat: 1 damaged
TBD-1 Devastator: 1 damaged
TBD-1 Devastator: 1 destroyed on ground
PBY-5 Catalina: 1 damaged

Japanese Ships
BB Hyuga
BB Ise
CL Yubari

Allied ground losses:
32 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 0 destroyed, 3 disabled
Engineers: 0 destroyed, 1 disabled
Guns lost 2 (1 destroyed, 1 disabled)

Airbase hits 1
Airbase supply hits 1
Runway hits 8
Port hits 13


Invasion Support action off Johnston Island (164,112)
Defensive Guns engage approaching landing force

4 Coastal gun shots fired in defense.

Japanese Ships
PB Nagata Maru
PB Chitose Maru
AK Sakito Maru

Allied ground losses:
7 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 0 destroyed, 1 disabled
Engineers: 0 destroyed, 0 disabled


Invasion Support action off Johnston Island (164,112)
Defensive Guns engage approaching landing force

6 Coastal gun shots fired in defense.

Japanese Ships
xAK Teisin Maru, Shell hits 1
DD Suzukaze
DD Umikaze
PB Nagata Maru
PB Chitose Maru
AK Sakito Maru


Morning Air attack on 1st Sasebo Assault Division, at 164,112 (Johnston Island)

Weather in hex: Overcast

Raid spotted at 5 NM, estimated altitude 18,000 feet.
Estimated time to target is 1 minutes

Japanese aircraft
A6M2 Zero x 7

Allied aircraft
B-17D Fortress x 8

No Japanese losses

No Allied losses

Japanese ground losses:
7 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 0 destroyed, 1 disabled
Engineers: 0 destroyed, 0 disabled


Afternoon Air attack on Johnston Island , at 164,112

Weather in hex: Heavy cloud

Raid spotted at 36 NM, estimated altitude 17,000 feet.
Estimated time to target is 13 minutes

Japanese aircraft
A6M2 Zero x 37
B5N1 Kate x 6
B5N2 Kate x 28
D3A1 Val x 60

Allied aircraft
no flights

Japanese aircraft losses
B5N2 Kate: 1 damaged
D3A1 Val: 3 damaged

Allied aircraft losses
TBD-1 Devastator: 2 damaged
TBD-1 Devastator: 1 destroyed on ground
PBY-5 Catalina: 3 damaged
PBY-5 Catalina: 2 destroyed on ground
F4F-3 Wildcat: 1 damaged

Allied ground losses:
57 casualties reported
Squads: 0 destroyed, 2 disabled
Non Combat: 0 destroyed, 7 disabled
Engineers: 0 destroyed, 0 disabled

Airbase hits 5
Airbase supply hits 2
Runway hits 17


Invasion Support action off Johnston Island (164,112)
Defensive Guns engage approaching landing force

8 Coastal gun shots fired in defense.

Japanese Ships
xAK Ikoma Maru, Shell hits 2, on fire
DD Suzukaze
DD Urakaze
PB Nagata Maru
PB Chitose Maru
AK Sakito Maru

Allied ground losses:
14 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 0 destroyed, 2 disabled
Engineers: 0 destroyed, 0 disabled


Combat report enclosed

Attachment (1)

_____________________________


(in reply to moore4807)
Post #: 539
RE: Command Decisions: Yeomen vs. Samurai RA 6.4 - 2/8/2014 1:43:22 AM   
moore4807


Posts: 1089
Joined: 6/2/2000
From: Punta Gorda FL
Status: offline
AFTER ACTION REPORTS FOR Jan 14, 42
--------------------------------------------------------------------------------

Johnston Is, is anyone there? Hello? Hello?


Night Naval bombardment of Johnston Island at 164,112 - Coastal Guns Fire Back!

3 Coastal gun shots fired in defense.

Japanese Ships
CA Chikuma
CA Tone
CL Yura

Allied ground losses:
45 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 1 destroyed, 4 disabled
Engineers: 1 destroyed, 2 disabled
Vehicles lost 2 (1 destroyed, 1 disabled)

Airbase supply hits 1
Runway hits 1



Morning Air attack on 1st Sasebo Assault Division, at 164,112 (Johnston Island)

Weather in hex: Partial cloud

Raid spotted at 41 NM, estimated altitude 19,000 feet.
Estimated time to target is 11 minutes

Allied aircraft
B-17D Fortress x 10

No Allied losses

Japanese ground losses:
26 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 1 destroyed, 2 disabled
Engineers: 0 destroyed, 0 disabled


IJN forward observer on Johnston Is.looking thru field glasses reports to his superior..
"I see a hand waving, no it's not waving, it's a fist with one finger pointed skyward"...


Combat Report enclosed



Attachment (1)

_____________________________


(in reply to moore4807)
Post #: 540
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