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RE: Fun and Games in the Solomons

 
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RE: Fun and Games in the Solomons - 2/28/2017 11:23:31 PM   
Lowpe


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Economy note:

I am a scant 500,000 supply from the mystical, magical 6,000,0000 mark. Tempted to turn off fort building everywhere to achieve it. Is it possible to hit 7 million?

I broke down several days ago and assigned a Sally squadron to ASW work out of Saigon. Had to do it, but boy those pilots are ready rebel. They wanted to bomb the US Marines...hopefully only a short term assignment.

Created a J2M2 factory today. I will make a half dozen, idle it until the J2M3 starts, and make some of them, and then assess how long I have to wait for the J2M5.


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RE: Fun and Games in the Solomons - 3/1/2017 2:47:15 AM   
Lokasenna


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quote:

ORIGINAL: Lowpe

Economy note:

I am a scant 500,000 supply from the mystical, magical 6,000,0000 mark. Tempted to turn off fort building everywhere to achieve it. Is it possible to hit 7 million?

I broke down several days ago and assigned a Sally squadron to ASW work out of Saigon. Had to do it, but boy those pilots are ready rebel. They wanted to bomb the US Marines...hopefully only a short term assignment.

Created a J2M2 factory today. I will make a half dozen, idle it until the J2M3 starts, and make some of them, and then assess how long I have to wait for the J2M5.




Do you mean in general, or in your game?

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Post #: 2552
RE: Fun and Games in the Solomons - 3/1/2017 7:27:22 AM   
Encircled


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I'm almost at 7 million in real life as well. I don't like to brag, but I'm only about 6999500 off.

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Post #: 2553
RE: Fun and Games in the Solomons - 3/1/2017 9:02:36 AM   
witpqs


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quote:

ORIGINAL: Encircled

I'm almost at 7 million in real life as well. I don't like to brag, but I'm only about 6999500 off.

That's a rounding error, mate. You're so close you should just claim victory now. Have a drink!

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Post #: 2554
RE: Fun and Games in the Solomons - 3/1/2017 9:51:00 AM   
Encircled


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Then I'd be even further off!



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Post #: 2555
RE: Fun and Games in the Solomons - 3/1/2017 12:21:27 PM   
Alpha77

 

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quote:

ORIGINAL: Lowpe

Went back and re-read some of Spidery vs Mr.Kane. It is grim reading. July the CV clash occurs just prior to the invasion. Plenty of warning for Spidery, but he never spots troop transports. The fight was a meeting engagement, were the Japanese had tactical surprise pretty much. Spidery knew there was enemy carriers there...and Mr. Kane did not.

Weather plays a part in the battle (severe storms for the Allies and clear sky over the Japanese), and as I remembered Spidery used A6M5 as escorts and A6M5c as CAP.

One of the final strikes...we don't see warning time; we don't see patrol height; and we don't see scrambling, but it sure seems that the CAP should have performed better.


Japanese aircraft
A6M5 Zero x 18
A6M5c Zero x 116

Allied aircraft
F6F-3 Hellcat x 54
SB2C-1C Helldiver x 31
SBD-3 Dauntless x 62
TBF-1 Avenger x 54

Japanese aircraft losses
A6M5 Zero: 1 destroyed
A6M5c Zero: 3 destroyed

Allied aircraft losses
F6F-3 Hellcat: 2 destroyed
SB2C-1C Helldiver: 1 destroyed, 2 damaged
SBD-3 Dauntless: 9 destroyed
TBF-1 Avenger: 9 destroyed, 3 damaged

Japanese Ships
CV Hiyo, Bomb hits 8, heavy fires, heavy damage
CV Kaga, Bomb hits 1
CV Junyo, Bomb hits 7, Torpedo hits 2, heavy fires, heavy damage
CVL Ryujo, Bomb hits 4, heavy fires, heavy damage
BB Kongo, Bomb hits 5, on fire
CVL Shoho, Bomb hits 5, heavy fires, heavy damage
CLAA Tenryu



In this batte I assume he has to many M5c as CAP, I dont know abouzt the mod you play, but in stock they are lame ducks. Hellcat is MUCH faster as well some of the newer US naval bombers are fast (for bomber standards) and tough (eg. the Helldiver), M5c is only 338 speed or so iirc from my game version, so a portion of this slow cap will not even catch a portion of US strike. Guess if he had more M5 (which are at 350 speed) it is possible better results achived. This opinion comes from a PBM newbie tho so might be wrong, but I noted Allied strikes mostly get some through and hit even if they have only F4 as escort and a small number

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Post #: 2556
And now for something completely different - 3/1/2017 2:32:40 PM   
Lowpe


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This is a screenshot of my other current MP game, EU4. I am playing Very Hard, against my eldest son (the Army Officer). He is a much better player than me, but I started as the Ottomans who are the strongest nation in the game.

Currently I am in first place in most categories and my troops are starship troopers. My War Galleys reign supreme in the Med; and my War Galleons aren't too shabby in the Spice Islands either.

Russia and Ottomans were involved in a huge war, with Spain and France as leaders of the coalitions (I was allied to France at the time). It saw huge battles between Russia and Ottomans, Ottomans and Austria, Great Britain and Spain. After about 10 years of extremely costly fighting France and Spain settled for 7 ducats and a minor province somewhere plus annulling France and the Ottomans from any alliance.

So I picked up Denmark/Norway/Sweeden and am simply waiting for an opportunity to war with Russia when Spain won't join the cause.

A fun game, we have played it since EU2.




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< Message edited by Lowpe -- 3/1/2017 2:33:46 PM >

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RE: Fun and Games in the Solomons - 3/1/2017 5:14:29 PM   
witpqs


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quote:

ORIGINAL: Encircled

Then I'd be even further off!



I meant rounding in the other direction!

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Post #: 2558
RE: Fun and Games in the Solomons - 3/1/2017 5:48:38 PM   
Lowpe


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June 24, 1943

Quiet day, an Iboat hits a mine, we knock forts down to 0 at Paoshan, and miss the 2-1 by inches, the APDs make a great run, the SNLF COY takes a dot base, and the Allied subs all miss with only shots at SC and E.

Our big plane ambush would have worked, but bad weather at the runways preclude us from attacking. Clear skies over Milne Bay...would have been fun.






I wonder if he is flying in supply to Lae from PM. He has planes there to do it.

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< Message edited by Lowpe -- 3/1/2017 5:50:01 PM >

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RE: Fun and Games in the Solomons - 3/1/2017 5:55:15 PM   
Lowpe


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I had heavy sweeps and attacks planned for Ramree...and even a squadron of Lillys for naval attack. Nothing flies.

Probably for the best.






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RE: Fun and Games in the Solomons - 3/1/2017 7:55:11 PM   
Lowpe


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I was playing around with GetAssista's plane r&d forecaster.

Can't figure out how to adjust the 10 factories...more or less and starting date.

But, it looks like I will probably live long enough to field the Ki94-II, especially if I add a few more factories to it. If I make it that far, the Sam-J might also surface.

All depends how long I can keep the HI protected.

All the dedicated kamikaze planes are ruled out, either for no squadrons, training squadrons, etc.

For a 1/1946 arriving plane it would take ten size 30 factories starting July 1, 1943 with the engine bonus to accelerate a plane to April 4, 1945.

Do you think any are worth it?

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Post #: 2561
RE: Fun and Games in the Solomons - 3/1/2017 10:29:43 PM   
Lowpe


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Finished my turn, and really pretty much was quiet.

I don't like it. I am the kind of Japanese player that likes to do at least one offensive trap, etc, against the Allies every day.

However, I am setting up a few things...

Well, I am attacking Paoshan again. The Chinese had a supply malus, and now forts are 0, and with perhaps a little heavier and lower bombing I will get a good roll and finally take that base.

I need to look up the TOE of the New China Divisions.

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Post #: 2562
RE: Fun and Games in the Solomons - 3/2/2017 8:59:41 AM   
Rafid

 

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quote:

ORIGINAL: witpqs


quote:

ORIGINAL: Encircled

Then I'd be even further off!



I meant rounding in the other direction!


He was refering to the supply cost of the you suggested.

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Post #: 2563
RE: Fun and Games in the Solomons - 3/2/2017 10:35:02 AM   
Lowpe


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June 25, 1943

Sweet Christmas comes early. 7-1.






Feel bit cheesy using so many tanks...but the job had to get done.

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< Message edited by Lowpe -- 3/2/2017 10:58:08 AM >

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RE: Fun and Games in the Solomons - 3/2/2017 10:36:07 AM   
Lowpe


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And Dessert too! Over Umboi.




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RE: Fun and Games in the Solomons - 3/2/2017 10:37:31 AM   
Lowpe


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The only damaged ship at Umboi.




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RE: Fun and Games in the Solomons - 3/2/2017 10:39:55 AM   
Lowpe


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Minor success for a minor operation. No AA. Supply constrained.




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< Message edited by Lowpe -- 3/2/2017 10:40:37 AM >

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RE: Fun and Games in the Solomons - 3/2/2017 12:34:59 PM   
Andav

 

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Nice to get Paoshan. I think this link between China and Burma is one of the most underrated objectives in the game. It allows a defense of Northern Burma to fall back into China over very nice defensive terrain.

Wa

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Post #: 2568
RE: Fun and Games in the Solomons - 3/2/2017 12:39:11 PM   
witpqs


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quote:

ORIGINAL: Andav


Nice to get Paoshan. I think this link between China and Burma is one of the most underrated objectives in the game. It allows a defense of Northern Burma to fall back into China over very nice defensive terrain.

Wa


+1

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Post #: 2569
RE: Fun and Games in the Solomons - 3/2/2017 2:45:02 PM   
obvert


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quote:

ORIGINAL: witpqs


quote:

ORIGINAL: Andav


Nice to get Paoshan. I think this link between China and Burma is one of the most underrated objectives in the game. It allows a defense of Northern Burma to fall back into China over very nice defensive terrain.

Wa


+1


+1

And...

... build forts there and it's almost impregnable in a SL game. The supply movement can't support large offensives anyway, so even without SL it's a tough grind, and those river crossings can be catastrophic.

_____________________________

"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill

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Post #: 2570
RE: Fun and Games in the Solomons - 3/2/2017 7:00:11 PM   
obvert


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quote:

ORIGINAL: Lowpe

I was playing around with GetAssista's plane r&d forecaster.

Can't figure out how to adjust the 10 factories...more or less and starting date.

But, it looks like I will probably live long enough to field the Ki94-II, especially if I add a few more factories to it. If I make it that far, the Sam-J might also surface.

All depends how long I can keep the HI protected.

All the dedicated kamikaze planes are ruled out, either for no squadrons, training squadrons, etc.

For a 1/1946 arriving plane it would take ten size 30 factories starting July 1, 1943 with the engine bonus to accelerate a plane to April 4, 1945.

Do you think any are worth it?


I'd say no. Not worth it.

I'd say the Ki-83 and the J7W1 Shinden should be as good without the extra supply waste. Those are viable with PDU-off, right, since they're at the end of the lines?

So, why are the kami planes ruled out? Not that I think they're great anyway.

My theory on kamis is that the best kami planes have good manoeuvre, higher durability, good speed and armor. Range is also nice. I worry less about payloads.

So for me the best kami planes would be in this order:

Level 1:
Grace, Judy, Peggy, Frances, Nick, Randy

Level 2:
Jill, Helen, Oscar IIb, III and IV, Frank, Ki-100, Betty, Nell

Level 3:

Sally, Lily, Kate, Toka, Myojo

Level 4:

Ann, Val, etc

_____________________________

"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill

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Post #: 2571
RE: Fun and Games in the Solomons - 3/2/2017 7:59:50 PM   
Lowpe


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quote:

ORIGINAL: obvert


quote:

ORIGINAL: Lowpe

I was playing around with GetAssista's plane r&d forecaster.

Can't figure out how to adjust the 10 factories...more or less and starting date.

But, it looks like I will probably live long enough to field the Ki94-II, especially if I add a few more factories to it. If I make it that far, the Sam-J might also surface.

All depends how long I can keep the HI protected.

All the dedicated kamikaze planes are ruled out, either for no squadrons, training squadrons, etc.

For a 1/1946 arriving plane it would take ten size 30 factories starting July 1, 1943 with the engine bonus to accelerate a plane to April 4, 1945.

Do you think any are worth it?


I'd say no. Not worth it.

I'd say the Ki-83 and the J7W1 Shinden should be as good without the extra supply waste. Those are viable with PDU-off, right, since they're at the end of the lines?

So, why are the kami planes ruled out? Not that I think they're great anyway.

My theory on kamis is that the best kami planes have good manoeuvre, higher durability, good speed and armor. Range is also nice. I worry less about payloads.

So for me the best kami planes would be in this order:

Level 1:
Grace, Judy, Peggy, Frances, Nick, Randy

Level 2:
Jill, Helen, Oscar IIb, III and IV, Frank, Ki-100, Betty, Nell

Level 3:

Sally, Lily, Kate, Toka, Myojo

Level 4:

Ann, Val, etc



If memory serves only three squadrons fly the Shinden, and they are all George...and the George is good in this mod. So scratch Shinden.

Ki83 has 3 oscar IV squadrons. Too few squadrons to allocate the need r&d.

The Ki94II will most likely make an appearance before autovictory. Knock on wood!

So, Obvert, I agree with your thinking about a 1946 plane not being worth it.

Most all dedicated Kami planes can only be flown by size 10 training squadrons (Toka) or by Willow converted squadrons that arrive in May of 1945. The Toka squadrons arrive in May of 1945 too.

The Kikka has three squadrons. The Myojo two. Did I miss any Kami plane?

< Message edited by Lowpe -- 3/2/2017 8:01:54 PM >

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RE: Fun and Games in the Solomons - 3/2/2017 8:06:10 PM   
Lowpe


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quote:

ORIGINAL: obvert


So for me the best kami planes would be in this order:

Level 1:
Grace, Judy, Peggy, Frances, Nick, Randy

Level 2:
Jill, Helen, Oscar IIb, III and IV, Frank, Ki-100, Betty, Nell

Level 3:

Sally, Lily, Kate, Toka, Myojo

Level 4:

Ann, Val, etc


Where is Ida and Willow?

Some JFB's really like the Nick. Not me, I couldn't get anything other than Myojo's thru to hit. I tried Helens, Oscars, Nick, Zeros, Judy, Vals, Jill and Myojo. The Myojo is the only one I remember hitting anything...I believe they took down several CVE which is the best target for kami. Course I was really struggling with fighter coverage, but I can remember some great ambushes with Helens that failed to hit cargo ships.

I was using skill trained 70 lownav pilots too!



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Post #: 2573
RE: Fun and Games in the Solomons - 3/2/2017 8:49:26 PM   
obvert


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The best are 330-355mph. Plus high manoeuvre or high durability and armor.

The Grace is my hero in the late game. I like the Judy payload, but the Grace gets through more. The Peggy and Frances are more expensive, but they're fast and durable with armor, so they get through too.

I had a few successes with the Nick and Randy, but not many FB groups so didn't try it much. Also, they're still useful on CAP with the Randy, so probably will focus on the 2E groups for IJAAF kamis.

_____________________________

"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill

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Post #: 2574
RE: Fun and Games in the Solomons - 3/2/2017 8:50:17 PM   
Lowpe


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Roughly speaking, a repair ship will provide 83 points of repair per day for minor damage. IF no ships are using the repair ship, these points go the shipyard manager to be allocated to ships in pierside mode. No daily repair point distinction is made for the type of repair ship...but the type of repair ship dictates where those repair points get spent. An AD won't help fix a CV for example.

A size 10 port generates 125 points in a day. OH, it takes 100 point to repair a point of system damage per day.

So having 2 AD & 2 AG you can generate a lot of repair points per day at any port for most of your smaller vessels.

2 AR will generate 166 points a day, far exceeding the repair ability of a level 10 port and their repair points go to any ship.

AS will go to subs, midgets, ssts.

By having 2 AD, 2 AG, and 2 AR in a port you can really create forward shipyards that can repair ships quickly (except for major damage greater than 5).

In addition, the AD can rearm destroyer torpedoes (quite handy) and the AG a host of lesser ships and depth charges, AS subs as long as the ships have supply loaded to meet the rearming levels.

So, say you are expecting lots of action in the New Britain area. Having a nest of repair ships close, but safe from bombing, really will save a ton of fuel and keep your ships in fighting trim. When the action gets too close...relocate back. Until you are in China and Korea. An observant Allied player will hit your ship repair facilities, but will have a devil of time hitting these mobile shipyards.

Naval squads, crew experience, and other factors come into play in repairing ships...but the value of these mobile repair yards cannot be over estimated.

PS: The ARD for Japan is quite small (at least the ones I have in this mod) but are still valuable. They remove all flood damage, 1 point a day, for ships that can fit in them. For me that is subs and small ships.

Questions: Read Alfred's Ship Repair 101.






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Post #: 2575
RE: Fun and Games in the Solomons - 3/2/2017 9:02:42 PM   
Lowpe


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Here is what I have at Truk, right now.

The three AV just arrived from Pearl Harbor Area. They are transits, and will be leaving shortly.

I would like to have more repair ships here, and they are on their way. Some from the frontlines, relocating back.

Also, notice their low fuel. I like to use them as oilers basically too. So they have refueled warships, so I don't have to load and unload fuel at port (well minimize it). When a cargo ship arrives, and has enough fuel for the return trip to the HI, it will refuel the repair ships, which in turn will refuel warships. Ship to ship refueling is some damn efficient.

Fun and Games, right?

PS: the damage on the AKE doesn't prevent rearming. Damage on a repair ship does prevent the ship from repairing other ships.




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Post #: 2576
RE: Fun and Games in the Solomons - 3/2/2017 9:18:55 PM   
Lokasenna


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quote:

ORIGINAL: Lowpe

Roughly speaking, a repair ship will provide 83 points of repair per day for minor damage. IF no ships are using the repair ship, these points go the shipyard manager to be allocated to ships in pierside mode. No daily repair point distinction is made for the type of repair ship...but the type of repair ship dictates where those repair points get spent. An AD won't help fix a CV for example.

A size 10 port generates 125 points in a day. OH, it takes 100 point to repair a point of system damage per day.

So having 2 AD & 2 AG you can generate a lot of repair points per day at any port for most of your smaller vessels.

2 AR will generate 166 points a day, far exceeding the repair ability of a level 10 port and their repair points go to any ship.

AS will go to subs, midgets, ssts.

By having 2 AD, 2 AG, and 2 AR in a port you can really create forward shipyards that can repair ships quickly (except for major damage greater than 5).

In addition, the AD can rearm destroyer torpedoes (quite handy) and the AG a host of lesser ships and depth charges, AS subs as long as the ships have supply loaded to meet the rearming levels.

So, say you are expecting lots of action in the New Britain area. Having a nest of repair ships close, but safe from bombing, really will save a ton of fuel and keep your ships in fighting trim. When the action gets too close...relocate back. Until you are in China and Korea. An observant Allied player will hit your ship repair facilities, but will have a devil of time hitting these mobile shipyards.

Naval squads, crew experience, and other factors come into play in repairing ships...but the value of these mobile repair yards cannot be over estimated.

PS: The ARD for Japan is quite small (at least the ones I have in this mod) but are still valuable. They remove all flood damage, 1 point a day, for ships that can fit in them. For me that is subs and small ships.

Questions: Read Alfred's Ship Repair 101.



Wrong. It takes 100% of points to repair 1 point of damage (does not matter whether it is major, minor, system, floatation, etc. - 1 point of damage is 1 point of damage for the repair manager). That can be 100% of 35, or 100% of 330. It depends on the ship.

(in reply to Lowpe)
Post #: 2577
RE: Fun and Games in the Solomons - 3/2/2017 9:27:34 PM   
Lowpe


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Ok, Mr. Technical I am not talking about repairing weapons damage...but from Alfred's:

All IR have a fixed cost of 100 IRP to remove 1 POD. Thus if a ship has 12 flotation, 6 engine and 9 system damage, it has a total of 27 POD and therefore the total number of IRP needed to fully repair the ship will be 2700.



In terms of IRP costs, repairing “major” damage is not more expensive than repairing “normal” damage. You still need 100 IRP to remove 1 major POD. However the conditions to be met for the repair of “major” POD is much more restrictive than those for repairing “normal” POD. Section 11 deals with the expertise needed to remove “major” damage.


IR: Integrity Repair, IRP: Integrity Repair Point, POD: Point of Damage.

(in reply to Lokasenna)
Post #: 2578
RE: Fun and Games in the Solomons - 3/2/2017 9:47:54 PM   
Lowpe


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Sorry Lok, misread you

Here is a picture illustrating the point you bring up, and of course you are quite correct.






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< Message edited by Lowpe -- 3/2/2017 9:49:43 PM >

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Post #: 2579
RE: Fun and Games in the Solomons - 3/2/2017 10:19:39 PM   
Lowpe


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Now then, by using several AD, and two AR, I have been able to save these two heavily damaged ships.

The Akizuki was hit by a mine, the Mogami by subs. All damage is major except for the 1 point of system damage on the destroyer.

The AD adds nothing to prevent damage while at sea, it is there in case the damage increases and the destroyer needs to drop out for emergency repairs.

This damage happened off Alaska...and originally I didn't think I could shepherd them back, but now they are in the Kuriles, nearing Etorofu and should make it.

By repairing the system damage, I believe I really increased the ability of the local damage control parties to keep the flooding from escalating and sinking the ship.

I also made sure all movement was relatively short, with lots of disbanding to port, and I included many ships in the TF, and they both have good Captains. Cruise speed only, too.






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< Message edited by Lowpe -- 3/2/2017 10:21:24 PM >

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Post #: 2580
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