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RE: Australia Invaded! - 7/2/2014 12:10:38 PM   
Lowpe


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quote:

ORIGINAL: ny59giants

Akyab - Either you follow up with additional bombardment attacks or you send in bombers to destroy those damaged planes. The only way he gets those planes useful again is you give him time to repair the bases and thus the planes OR he evacs them by sea to Chittagong.

B-24s - I disagree with Jocke on their coordination. I can get the first major strike to be over 50% of the total number available. The rest will come in as 12 or 9 plane groups repeatedly, but the first is usually strong enough to get through with acceptable losses. To counter this you have to strike the AF which they come from either in daytime with Oscars as escort for your Helens/Sallys or at night.


Thanks!

I am gathering my fighter and bomber strength in Burma, well back. The moon is waxing, and I would like to hit his airfields at night. That has never really worked for me, but you never know. Also another bombardment force on the way!

Unless I catch his airfield by surprise, I can't force a daytime bombing raid in. Heck, I have only had one or two half decent offensive sweeps.

I am hard pressed to understand the Allied offensive in Burma, he continues to move aggressively forward especially flying in support squads to Tuang Gyi and moving to the east. No thrust at Ramree, which has lvl 3 forts, 96 AV, AA/ART/ENG.

2nd Division is ready for trains at Moulmein, 14th Division is almost at Pegu, 33rd Div is almost at Moulmein, with lots of heavy ART and AA a few days from Moulmein.




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RE: Australia Invaded! - 7/2/2014 12:17:33 PM   
Lowpe


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quote:

ORIGINAL: obvert

Yes. For this reason and that night bombing airfield and ports is WAY too strong in game. If you don't have an HR on this it could be trouble if your opponent decides to go all out on it.


No HR on it, and I have suffered. However, I also have unrealistic R&D, to offset it a little. Unfortunately, for Japan, my predecessor had a horrendous, absolutely horrendous, r&d program. Don't know what that guy was thinking!

My only recourse has been retreat, fast base switching, and taking it on the chin.




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RE: Australia Invaded! - 7/2/2014 1:26:51 PM   
Lowpe


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What are the tricks to intercept transport planes? Altitude? Drop tanks to maximize loiter? Numbers. Should I sweep?

I should be shooting them down left and right I think as the Allies aren't protecting the base.


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RE: Australia Invaded! - 7/2/2014 3:03:54 PM   
MrBlizzard


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quote:

ORIGINAL: Lowpe

What are the tricks to intercept transport planes? Altitude? Drop tanks to maximize loiter? Numbers. Should I sweep?

I should be shooting them down left and right I think as the Allies aren't protecting the base.

You have to put in LRCAP your planes with long range, There's an algorithm for interception in the tech support forum.
You can read useful informations there:
http://www.matrixgames.com/forums/tm.asp?m=3385105&mpage=2&key=

< Message edited by MrBlizzard -- 7/2/2014 4:04:57 PM >


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RE: Australia Invaded! - 7/2/2014 3:43:30 PM   
Lowpe


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Many thanks MrBlizzard! Oscars IIa and Oscar Ic from two hex range should do it. Probably no transports at Broome, but in Burma the range can be one. I wlll give it a big try!


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RE: Australia Invaded! - 7/2/2014 5:22:51 PM   
JocMeister

 

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quote:

ORIGINAL: Lowpe


quote:

ORIGINAL: JocMeister

Don't worry so much about the 4Es.


Easy for you to say! It is all I worry about. Well, a little about Lightning sweeps, too.



I say don´t worry too much. Just remember that your opponent will need local air superiority to effectively use them. That is very hard for the allies to achieve even in late game. And even then (in a PDU ON game) it will only be for a short amount of time before losses will force him to withdraw. And the way your opponent plays I think he will run into big problems with his air force.

You will do fine.






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RE: Australia Invaded! - 7/2/2014 10:41:11 PM   
Lowpe


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quote:

ORIGINAL: JocMeister

Just remember that your opponent will need local air superiority to effectively use them.



Allies have had air superiority the whole game...but mayhap things are changing!

One squadron of A6M5cs gets thoroughly trashed by Lightnings, but can still intercept the unescorted bombers. Thank goodness for the A6M5c...

I have noticed that using only one squadron to CAP is about the worst thing you can do for Lightning sweeps as it bears the full brunt of the attack and dive bonus. More than one squadron, and there is a good chance for some good dog fighting.




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< Message edited by Lowpe -- 7/3/2014 12:24:21 AM >

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RE: Australia Invaded! - 7/2/2014 11:01:29 PM   
Lowpe


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I am taking Mr.Blizzard's advice and flying LRCAP from one hex away to catch his transports in Burma, and Oscar IIa's in Derby flying over Broome (2 hex range -- that was ny59giants advice). Wish me luck!

In Burma, I have moved fighters back forward into Magwe and environs, and am flying CAP over several airbases with 3 hex ranges hoping to get some bleed over. All CAP is low hoping to avoid big engagements with his sweeping planes and a shot at unescorted bombers flying low over IJA forces in the jungle.

Akyab will get hit with Betties at night; while Tuang Gyi with Nells. Over 50 bombers, I have absolutely no expectation of any success.

A bombardment force will hit Akyab again tonight LRCAP provided for by some OscarIc.

I would like to attack the chindits in Toungoo, but supply is short and will bombard with the heavy artillery instead and hope enough supply flows forward to enable an attack on the morrow. Nicks will strafe the airfield hoping to prevent forts...surely he can't have enough supply there to build them.

Bombardments and bombers should go in at Broome (which has 7 units and 12,000 dispirited men), while Darwin should be hit with battleships. Paratroops are prepping for Darwin, now too.

The destroyer squadrons are set to go in at Tarawa, I think. At least they jockeyed for position yesterday...funny how the subs aren't spotted there, but the mini-subs are at Mili.






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RE: Australia Invaded! - 7/3/2014 10:20:37 AM   
Lowpe


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Jan 14t, 1942

In the middle of the night IJN bombers take off for some night bombing...and stray. A few hits are scored by two groups at Tuang Gyi...maybe they will cause some op losses to Allied transports.

The bombardment ships head in at Akyab again...with decent results. Now, to get away!




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RE: Australia Invaded! - 7/3/2014 10:24:06 AM   
Lowpe


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The skies over Tuoungoo are busy...dogfights galore, but where is the enemy fighter sweeps? Perhaps they are damaged on the runway at Akyab, perchance?




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RE: Australia Invaded! - 7/3/2014 10:30:48 AM   
Lowpe


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Tojo IIa and A6M5c work well together!

Still no Lightnings....but the pilots and planes are becoming fatigued.




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RE: Australia Invaded! - 7/3/2014 10:44:34 AM   
Lowpe


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Oh, here are the Lightnings! A day late and a dollar short!

I knew, several days ago, that the Allies would let loose all their bombers in an attempt to save their Chindits at Toungoo, and that it would take the combined forces of the IJA and IJN to beat them off.

Cruisers were dispatched to bombard Akyab. Night bombers were gathered and rested for a strike (failed) and fighters were moved forward to fly CAP with generous engagement ranges. A6M5c's high, Tojo IIa lower, but really all of them low between 6000 and 11000 feet.








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RE: Australia Invaded! - 7/3/2014 11:02:16 AM   
Lowpe


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The final air engagement of the day is a P40K sweep of Pegu? Those planes would have been far better used at Toungoo.

This marks the first combat appearance of the Tony...and outnumbered and giving up the dive bonus they die, albeit a little less easily, as any other Japanese fighter in such circumstances.

The Marshalls are quiet, no big Destroyer raid. My Captains are telling me something, they don't want to go in and so I will honor their request and scrub the raid on Tarawa. An Iboat is caught by 3 American destroyers and is sunk...






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RE: Australia Invaded! - 7/3/2014 11:12:11 AM   
Lowpe


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I still end up losing more planes than the Allies, and fail to engage any transports, again! But pleased with the day's struggle in the air over Burma.




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RE: Australia Invaded! - 7/3/2014 11:30:35 AM   
ny59giants


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By this time in the war the difference in pilot skill shouldn't be that big. Thus, it comes down to numbers. Who can get the most fighters at a particular hex?? P-38s should be used ONLY for sweeps, IMO. Oscars as escort for bombers.

Your Zeros and Tony were outnumbered almost 3:1.

Akyab - keep pounding away here. It looks like most of his planes came from that base.

< Message edited by ny59giants -- 7/3/2014 12:31:49 PM >


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RE: Australia Invaded! - 7/3/2014 11:35:42 AM   
Lowpe


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Burma

Why in the world is he marching some troops to the east out of Tuang Gyi? Simply to cut the road supply to Lashio?






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RE: Australia Invaded! - 7/3/2014 11:39:36 AM   
Lowpe


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Pity the Australian 4th ID.




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RE: Australia Invaded! - 7/3/2014 12:43:22 PM   
ny59giants


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quote:

Why in the world is he marching some troops to the east out of Taung Gyi? Simply to cut the road supply to Lashio?


Look at those bases he now has and tell me how supplies are flowing up to Mandalay area?? Once he has that hex, he cuts off easy supplies flowing up from rail line near Chaing Mai, the road, and finally the trail. With Allied possession of Prome and Toungoo, then supplies are not moving daily when they have to go across a jungle hexside.

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RE: Australia Invaded! - 7/3/2014 12:44:25 PM   
ny59giants


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quote:

Gentlemen,

Recently I was contacted by a four year forumite veteran seeking clarification on how to determine how long a supply stockpile at a particular base might last. Apparently his requests from other players for similar information had not been as helpful as he had hoped.

It seems to me that other long term players, and of course in particular new players, might benefit from having all the relevant issues presented in a consolidated location. Before continuing two points need to be immediately identified. Firstly, what follows applies only to the official game scenarios. Some of the mods have altered important details. Secondly, readers who wish to see the impact of logistics on operations are well advised to read Andy Mac’s AAR. Probably more than any other AAR writer, Andy Mac regularly explains how his operations are shaped by logistical considerations. As he is a dev, his observations should not be overlooked by anyone who wishes to master this topic.

(A) Overview

The determination of how large a supply stockpile should be, or how long it might last, is not an exact science. There are too many variables outside of a player’s control for 100% predictive accuracy. What can be identified are the factors which impact upon supply stockpiles at a particular base. These factors can be broadly classified as falling within the following areas:

• Supply creation
• Supply movement
• Supply destruction
• Supply consumption

These areas are looked at in detail in the following sections. When the discussion touches on naval matters, fuel is included in the discussion. By necessity, this discussion is essentially a summary, for complete details of all the game scenario data and relationships, readers are directed back to the manual.

One very important point for players to be aware of is that the aggregated supply of all your supply stockpiles from all your bases is of no real value. To accomplish anything you need to have supply (and fuel) locally where it will be consumed. Ten million supply points located in San Francisco, Los Angeles and San Diego will not feed your forces fighting on Guadalcanal. Those forces will be fed solely out of what is stored locally on Guadalcanal.

(B) Mummy, where does supply come from?

There are three basic supply sources:

• National Automatic
• Imports
• Industrial Enterprises

The Burma Road is a unique supply source. Each turn that the Allied player can trace an uninterrupted supply path along the transportation network linking Rangoon and Tsuyung, 500 supply points are delivered to Tsuyung.

(B.1) National Automatic

Scenario designers can assign a daily amount of supply (and or fuel) which will automatically arrive each day at a base. This automatic delivery will cease immediately upon the capture of the base by the enemy. The deliveries will immediately resume when the base is liberated from the enemy.

The amount delivered daily is the figure to the right of the slash in the supplies on hand data found on the base screen (see manual page 205). There is nothing the player can do to increase or reduce this amount in game, other than of course to lose/capture the base.

(B.2) Imports

Some importation of supply to a base occurs automatically without any player action required. Players can manually attempt to import supply (and fuel). The opposing player can block the automatic importation, or attempt to interdict the imported supply.
Most automatic importation of supply (and fuel) occurs overland but under certain restricted circumstances, it can also occur over water (see s.9.3.3.3 of the manual). There is no aerial automatic importation of supply. Players can manually import, by ships both supply and fuel, but airplanes cannot transport fuel they can only transport supply. Players cannot manually directly import supply (and fuel) overland, however by manipulation of the supply required spinner or stockpile option, a player can manually exert some influence on the direction and amount of supply moved overland by the program automatically.

Supply will not move automatically overland through a hexside owned by the enemy nor through a contested hex.
How often supply will automatically move overland depends on the quality of the overland transportation links. The table in s.8.3.1 of the manual details the cost of moving supply through the different terrain types and transportation infrastructure.

Each overland transportation route has a value which is determined by subtracting from 100 the cost of movement associated with each hex along which the supply must travel. The value of the overland route then determines how often a delivery is made:

• Four times per week if the overland transportation route amounts to 89 - 100
• Two times per week if the route amounts to 49 – 88
• Once per week if the route amounts to 10 – 48

Bases will only export supply which is viewed as surplus. Supply in excess of 3x the amount required by the base is considered surplus. This surplus supply may go to another base or be consumed by LCUs in the field.

The amount of supply which can be delivered by a Transport plane or Level Bomber is (Maximum Load)/2000. Fractions are rounded down but each plane can always deliver a minimum of 1 supply point.

(B.3) Industrial Enterprises

Most supply is generated by industrial enterprises. For the official scenarios supply is generated by:

• Heavy Industry, inputs needed are resources and fuel
• Light Industry, input needed is only resources
• Refinery, input needed is only oil

Players must distinguish between raw material production facilities and manufacturing facilities.

Raw material production facilities are resource and oil centres. These facilities immediately cease to produce raw materials as soon as any enemy LCU enters the hex.

Provided they retain access to the necessary raw materials, either by importation or accessing a local stockpile, manufacturing facilities will continue to produce supply even if an enemy LCU is present in the hex.

Production at all industrial enterprises can be damaged by several means:

• City attack air mission (see pages 151-152 of the manual)
• Naval bombardment task force
• Upon base capture by the enemy, the amount of damage suffered by these facilities is influenced by the quantity of defending surviving engineers present at the changeover

(C) Honey, I seem to have shrunk the supply stockpile!

Sometimes players will look at the supply stockpiled at a base and see it is inexplicably disappearing. Excluding the detailed factors which are looked at in section (D) below, the usual reasons for an unexplained shrinking supply stockpile are:

• Supply (and fuel) spoilage
• Repair of industrial enterprises
• Airfield/port supply hits

(C.1) Spoilage

Bases whose combined airfield and port levels amount to less than 9 can suffer spoilage of their supply (and fuel) stockpile.

Spoilage will occur if the following base thresholds are exceeded:

• Size 8 – above 197k supply (129k fuel)
• Size 7 – above 152k supply (99k fuel)
• Size 6 – above 113k supply (73k fuel)
• Size 5 – above 80k supply (51k fuel)
• Size 4 – above 53k supply (33k fuel)
• Size 3 – above 32k supply (19k fuel)
• Size 2 – above 17k supply (9k fuel)
• Size 1 – above 8k supply (3k fuel)

Note that the check for spoilage is made for each stockpile. A Size 8 base with 154k supply plus 83k fuel will not suffer spoilage. It will suffer supply spoilage if it has 204k supply plus 22k fuel.

Dot bases can store up to 5k supplies and 1k fuel before suffering spoilage.

(C.2) Industrial Repairs

It costs supply to repair damaged industrial facilities. This is a particularly important point for Japanese players to remember for they have many more industrial facilities which might need to be repaired than the list of those dealt with in section (B.3) above.

The cost to repair a single damaged industrial centre is 1k supply. The repair will only commence if the player has also “lodged“ a 10k supply “bond” with the “tradesmen”. The supply must be present onsite.

(C.3) Airfield/Port Supply Hits

Attacks against airfields and ports can result in supply hits which destroy some supply. The actual amount so destroyed is very difficult to quantify for several reasons.

• The combat report is subject to FOW so there is always some uncertainty as to how many hits actually ensued
• Fort levels and terrain affect the supply hits
• The amount of supply destroyed is a random amount based on the device’s effect and anti-soft rating – essentially the bigger the bomb the more damage inflicted

(D) Professor, they’ll never find a use for supply, there just isn’t any demand for it!

Congratulations, if you have read this far, now comes the pay off. Supply present locally is the game currency needed to undertake the following activities not mentioned previously.

• Feed LCUs – starving LCUs have reduced firepower, reduced capacity to reduce fatigue, a lower adjusted Assault Value
• Air missions
• Rearm ships after combat
• Pay for receiving replacements for both land and air units
• Construction of base facilities

(D.1) LCU supply cost

Most players emphasise the Assault Value (AV) of a LCU instead of the combat firepower of the unit which is a much more useful measure. The merits of the two measures is however a discussion best left to another day. What players do generally tend to pay little attention is the cost of maintaining a unit out in the field.

The average size of a fully built up Allied division is about 450 AV. A fully equipped Chinese LCU could be double this but they tend to lack access to the necessary supply. A division of about 450 AV, which is not engaged in combat will consume approximately 1500 supply points monthly, or 50 daily. A brigade of approximately 150 AV not engaged in combat will consume approximately 500 supply points monthly.

(D.2) Cost of air missions

Each sortie flown consumes supply. Lack the requisite supply, the air mission is not flown. The actual supply cost depends on the type of mission flown and the type of plane as follows:

• Offensive Mission flown by a Level Bomber, the cost is (Maximum Load/1000) per plane
• Offensive Mission flown by a Dive Bomb or Torpedo, the cost is 1 supply point per plane
• Other missions such as Search and CAP expend only 1/3 of a supply point per plane

Hence a 12 plane Liberator squadron sent to bomb an airfield will consume 96 supply points. A USMC torpedo squadron of 18 Avengers will consume 18 supply points.

(D.3) Ship Rearming

The rearming of a ship after combat consumes supply. The supply cost is:

• [(Weapon Effect Rating * 2) * (Number of Guns) * (Ammo per gun)] / 2000

(D.4) Cost of replacements

The basic supply cost for a LCU replacement device is the load cost.

For air units, the supply cost for each replacement airframe depends on the type of airframe:

• 12 supply points for fighter, fighter bomber
• 15 supply points for dive bomber, torpedo bomber, float plane, float fighter
• 18 supply points for night fighter, recon
• 30 supply points for heavy bomber, medium bomber, light bomber, attack bomber, transport, patrol

Thus the previously mentioned 12 plane Liberator squadron (see D.2 above) consumed 96 supply points to fly the mission. If the squadron had 4 planes shot down, it would need an additional 120 supply points to replace it’s losses.

(D.5) Base facilities

The repair of base facilities (airfield and port) does not cost supply. However the construction of base facilities (airfield, port and forts) does consume supply. The supply is not actually consumed by the facility but by the engineers engaged in the construction work.

Engineers must be in combat mode to build base facilities. Whilst working, each engineer (an engineer vehicle = 5 engineers) consumes 1 supply point each 12 hours. Hence if a player has 100 engineers building, they will consume 200 supply points daily, an amount which is equivalent to approximately 4 infantry divisions.

Alfred


Hope this helps you in Burma and beyond.....

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RE: Australia Invaded! - 7/3/2014 12:58:33 PM   
Lowpe


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The last of the reinforcements for Burma from Java are a day out of Singers...there are two large troop convoys of AA and ENG headed from Fusan to Bankgkok...they are past Hong Kong and have dodged all the submarine that infest the waters so far.

I assigned a squadron, at 10% CAP, to night duty at my larger air force bases in Burma. Allies might revert to night bombing, but I think he will go back to sweeps.

Deliberate Attack on the Chindits at Toungoo, an ID will move from Pegu to Toungoo too. Another ID is ready to load onto railroad cars for a move down the rails, once Toungoo falls, to move adjacent to Taung Gyi. A second division will arrive in Moulmein tomorrow and will do the same...

So maybe a week to 10 days to clean up the Chindits, then:

Once those bases are clear, then they will move to Magwe and start a march west to cut the road I think while pressure is put on his forward forces. By then the heavy artillery will be arriving in Rangoon for daily bombardments -- eating his supply.

Three ID are gathering for the Port Moresby attack...not all will go and prep is now at 67%.

Fusan is re-stocking oil! A good sign. I have added a dedicated 2000 unit tanker to pulling oil today from Fusan -- so I am pulling roughly 5000 units of oil out of Fusan now plus now close to 10,000 fuel. Feels like cheating.

Urumchi crossed below 25,000 oil for the first time in the game! Now, if I could figure how to get the 67,000 fuel to start shipping out...





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RE: Australia Invaded! - 7/3/2014 1:10:50 PM   
Lowpe


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Thanks ny59giants!

I see the importance of the road, but there is no followup. No reinforcing Toungoo, which is hideously at risk. No forward rush on Northern Burma. His troops are far, far away or heading to Rangoon whose supply line is not at risk.




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RE: Australia Invaded! - 7/3/2014 2:28:30 PM   
Lowpe


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A new Allied bomber shows up today...the Liberator II.

At least there are some rifle caliber machine guns on this beast instead of all 50 calibers.



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RE: Australia Invaded! - 7/4/2014 11:08:39 AM   
Lowpe


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Jan 16th, 1942

Yesterday's air battles over Toungoo really stirred up Allied bomber command and they throw almost every plane that can fly at Magwe...which is fine really, since it has the biggest concentration of flak in the Empire.

The A6M5c and Tojo IIa fight heroically, first against sweeps, then against escorted bombers, but the airfield is destroyed (99%). Oh well. Oil is still flowing.

The deliberate attack on the Chindits at Toungoo gets a 2-1 but fails to eject them from the base. No forts.

A night bombing raid on Prome scores some hits and damages a few fighters.

2-3 British units reinforce Rangoon. I have 800 AV there behind level 4 forts in great terrain, a fair amount of artillery, with a 100% prepped corp HQ, the 5th Fleet is at 50%, and an HQ army group is on the way...I wonder if he will attack? I could reinforce Rangoon, but at best he has a 2-1 in raw AV, with no HQs that I remember.

The last of the troops made it safely from Java to either Singers or Bangkok...they will head over the rails and then march across to Moulmein.






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RE: Australia Invaded! - 7/4/2014 11:16:36 AM   
Lowpe


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Allies lose more planes the Japan! Doesn't happen very often.

I am quite surprised Allies didn't revert to night bombing attacks.

Allies are using Lightnings in escort role, and I am very happy that the Lightnings are showing up in small numbers which means Tiemanj must be struggling in the air.

Still can't catch his transports.

I have about 200 fresh fighters in Singers/Bangkok/Java area slated for the Burma struggle.






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RE: Australia Invaded! - 7/4/2014 11:25:12 AM   
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After jockeying for position for three days, the battleships head in and bombard Darwin, which to no one's surprise is home to some big coastal guns -- the ships were bombarding from quite a distance!

The 1st Raiding Regiment is prepping for Darwin, and I will move 3 AKE forward to resupply the bombardment group and start hitting them hard. A bomber run also seemed to be effective as there is not much, if any flak there. Or maybe short supplies. Hard to believe the coastal defense unit there doesn't have any inherent AA.








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RE: Australia Invaded! - 7/4/2014 11:31:29 AM   
Lowpe


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Broome

Bad weather gives the Australian 4th Infantry Division a day's respite, but they are bombarded by cruisers.

Two tank regiments enter Broome, and they are going to attack. I believe supply is extremely short for the Australians...Banzai!




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RE: Australia Invaded! - 7/4/2014 1:24:47 PM   
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China

After almost of three months of maneuvering and planning, the Changsha pocket's last supply road is about to be closed. The 36th Infantry Division is a scant 2 miles from the important road junction.

In the pocket are over 20 Chinese units of uncertain makeup.




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RE: Australia Invaded! - 7/4/2014 2:59:50 PM   
mind_messing

 

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quote:

The 1st Raiding Regiment is prepping for Darwin, and I will move 3 AKE forward to resupply the bombardment group and start hitting them hard. A bomber run also seemed to be effective as there is not much, if any flak there. Or maybe short supplies. Hard to believe the coastal defense unit there doesn't have any inherent AA.


As Japan we are spoiled to quite an extent. Those 8cm and 12.7cm CD guns are dual purpose, and make some pretty effective AA weapons as well as making nice holes in amphibious ships.

(in reply to Lowpe)
Post #: 1198
RE: Australia Invaded! - 7/4/2014 4:09:40 PM   
Lowpe


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One day of all out bombing on Magwe and the resident AA is quite disrupted.






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(in reply to mind_messing)
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RE: Australia Invaded! - 7/4/2014 6:30:48 PM   
Lowpe


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Allies are nearing 700 ships lost and are hard pressed for escorts I think.

Look what two subs working in tandem have spotted off the west coast. Heading to Pearl? Further down is 4 xaks heading to Pearl, about 20 hexes out.

I might try and sneak some long legged heavy cruisers from Ponape into the back field again....




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(in reply to Lowpe)
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