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RE: Soviets Activated.... - 9/22/2017 1:05:39 AM   
Lowpe


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Not sure how much starts here...but I don't think it is 5 units and 20,000 men. If I take Alexandrovsk now, then when better fighters come along, it will sure make taking Okha much easier but time consuming.




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RE: Soviets Activated.... - 9/22/2017 1:06:04 AM   
PaxMondo


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prefer them bombing those units as opposed to bombing Mukden or something else ...


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RE: Soviets Activated.... - 9/22/2017 1:15:00 AM   
Lowpe


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Major Allied ship losses...

Japan has lost 4 Heavy Cruisers and 1 CVL.




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RE: Soviets Activated.... - 9/22/2017 1:15:58 AM   
Lowpe


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quote:

ORIGINAL: PaxMondo

prefer them bombing those units as opposed to bombing Mukden or something else ...



That was my thought too., I have never failed to offer up troops for bombing to the Allies. See no reason why to stop here.



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RE: Soviets Activated.... - 9/22/2017 1:40:23 AM   
PaxMondo


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quote:

ORIGINAL: Lowpe


quote:

ORIGINAL: PaxMondo

prefer them bombing those units as opposed to bombing Mukden or something else ...



That was my thought too., I have never failed to offer up troops for bombing to the Allies. See no reason why to stop here.










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Post #: 1595
RE: Soviets Activated.... - 9/22/2017 1:47:51 AM   
Lowpe


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Michael asked about supply... 2.33 million currently.

In the last 30 days I have only lost about 30,000 supply. I have spent 1.1 million from day 1. A huge amount of this is front loading my fighter builds, vehicle and I even greatly expanded my light industry. My fighter builds are insane. Frank, Jack and Sam with a dash of George and a hint of Tojo.

I am struggling with resources. In the first months of the war, I have only managed to ship in surplus resources to Honshu on 3 days. I am still running a resource shortfall globally.



< Message edited by Lowpe -- 9/22/2017 1:49:02 AM >

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RE: Soviets Activated.... - 9/22/2017 2:13:57 AM   
Lowpe


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In three days the Kirishima and Kongo will come out of the repair yards and be ready for bombarding the Soviets.

I am revisiting the idea of finishing off the Yamoto...mainly as a bombardment of the Soviets. 130 days...but it means slower carriers.

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RE: Soviets Activated.... - 9/22/2017 2:38:58 AM   
PaxMondo


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quote:

ORIGINAL: Lowpe

Michael asked about supply... 2.33 million currently.

In the last 30 days I have only lost about 30,000 supply. I have spent 1.1 million from day 1. A huge amount of this is front loading my fighter builds, vehicle and I even greatly expanded my light industry. My fighter builds are insane. Frank, Jack and Sam with a dash of George and a hint of Tojo.

I am struggling with resources. In the first months of the war, I have only managed to ship in surplus resources to Honshu on 3 days. I am still running a resource shortfall globally.



ouch, ouch, and ouch.

You don't have too much longer before you get upside down. Hopefully, you can clear out the SOV airforce from the south and get your convoys going from Hokkaido soon and then from MAN ... 2.3M supply is dangerously low ... I had noted a number of bases in a screen shot above that were low supply. you should be kicking out +6 A6M/day by now, if not more .... I hope a lot more ...

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RE: Soviets Activated.... - 9/22/2017 7:07:05 AM   
Alfred

 

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quote:

ORIGINAL: Lowpe

Not sure how much starts here...but I don't think it is 5 units and 20,000 men. If I take Alexandrovsk now, then when better fighters come along, it will sure make taking Okha much easier but time consuming.





Think again.

It may have been reinforced but Okha starts off with a decent garrison.

Alfred

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RE: Soviets Activated.... - 9/22/2017 7:19:12 AM   
Alfred

 

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quote:

ORIGINAL: Lowpe

Heavy plane losses...Migs sweep Toyohara; huge Allied bomber fleet attacks Singers.





Those MBR-2 losses mean the starting pool has been totally used up and some of the patrol squadrons are already below TOE. As I previously said your opponent is frontloading his forces at the expense of their medium and long term health. Come April and the arrival of the new Japanese models the Allied (in particular the Soviet) air performance is going to rapidly deteriorate. From mid 1942 the Sea of Japan will become largely secure from prying Allied eyes.

Alfred

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RE: Soviets Activated.... - 9/22/2017 7:25:03 AM   
Alfred

 

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quote:

ORIGINAL: PaxMondo


quote:

ORIGINAL: Lowpe

How many tank divisions do the Soviets have?


Not sure about Div's, but they get a lot of tank units ... lot meaning like ~20-30 units ...


Don't just focus on Soviet tank divs. As important is the capability, once activated, to move "small" artillery units to collocate with other sub components to form large parent artillery units.

Alfred

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RE: Soviets Activated.... - 9/22/2017 2:23:50 PM   
Lowpe


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quote:

ORIGINAL: PaxMondo


quote:

ORIGINAL: Lowpe

Michael asked about supply... 2.33 million currently.

In the last 30 days I have only lost about 30,000 supply. I have spent 1.1 million from day 1. A huge amount of this is front loading my fighter builds, vehicle and I even greatly expanded my light industry. My fighter builds are insane. Frank, Jack and Sam with a dash of George and a hint of Tojo.

I am struggling with resources. In the first months of the war, I have only managed to ship in surplus resources to Honshu on 3 days. I am still running a resource shortfall globally.



ouch, ouch, and ouch.

You don't have too much longer before you get upside down. Hopefully, you can clear out the SOV airforce from the south and get your convoys going from Hokkaido soon and then from MAN ... 2.3M supply is dangerously low ... I had noted a number of bases in a screen shot above that were low supply. you should be kicking out +6 A6M/day by now, if not more .... I hope a lot more ...


No worries Pax, I think I have been in worse pickles before.

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RE: Soviets Activated.... - 9/22/2017 2:26:05 PM   
Lowpe


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quote:

ORIGINAL: Alfred

Don't just focus on Soviet tank divs. As important is the capability, once activated, to move "small" artillery units to collocate with other sub components to form large parent artillery units.

Alfred


The artillery is definitely harsh...these 30 unit Soviet spearheads are simply harsh. It is also the AA that is super worrisome, because it really neuters IJAAF bombers.


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Post #: 1603
RE: Soviets Activated.... - 9/22/2017 2:29:24 PM   
Lowpe


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Turn is finished and away...invasion fleet should be two hexes from Alexandvrosk...

I wonder if I can catch more of his bombers on naval strike?

Obvert has emailed me that wear is starting to show on Soviet air force...and he expects it will get much worse once my R&D kicks in.

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Post #: 1604
RE: Soviets Activated.... - 9/22/2017 2:38:16 PM   
Lowpe


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I have to say that it really feels good to have only 1 game going. Less rush, more enjoyment. Fewer shortcuts.

I feel this game is really unique and deserves a lot of attention. I need to keep using Allied aggressiveness against him...and simply keep nibbling.


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Post #: 1605
RE: Soviets Activated.... - 9/23/2017 1:03:39 AM   
Lowpe


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Feb 25, 1942

Iboat strikes! The Allies have a huge mess of shipping here.





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Post #: 1606
RE: Soviets Activated.... - 9/23/2017 1:04:58 AM   
Lowpe


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A hard fought victory! Dutch suffer heavy losses in destroyed units in their retreat.




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Post #: 1607
RE: Soviets Activated.... - 9/23/2017 1:08:15 AM   
Lowpe


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Some other minor skirmishes for the day


Ground combat at 111,43 (near Mutankiang)

Allied Deliberate attack

Attacking force 66906 troops, 1107 guns, 1448 vehicles, Assault Value = 2385

Defending force 22174 troops, 264 guns, 100 vehicles, Assault Value = 619

Allied adjusted assault: 1025

Japanese adjusted defense: 1951

Allied assault odds: 1 to 2

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

Japanese ground losses:
1794 casualties reported
Squads: 8 destroyed, 105 disabled
Non Combat: 1 destroyed, 16 disabled
Engineers: 27 destroyed, 14 disabled
Guns lost 15 (2 destroyed, 13 disabled)
Vehicles lost 8 (1 destroyed, 7 disabled)

Allied ground losses:
1455 casualties reported
Squads: 51 destroyed, 133 disabled
Non Combat: 10 destroyed, 38 disabled
Engineers: 3 destroyed, 16 disabled
Guns lost 31 (9 destroyed, 22 disabled)
Vehicles lost 178 (34 destroyed, 144 disabled)

Assaulting units:
76th Tank Brigade
46th Engr-Sapper Bde
3rd Amurskaya Tank Brigade
40th Rifle Division
34th Rifle Division
72nd Tank Brigade
77th Tank Brigade
13th Naval Infantry Brigade
205th Rifle Division
1st Amurskaya Tank Brigade
209th Rifle Division
1194th BM Howitzer Regiment
215th Howitzer Regiment
386th Howitzer Regiment
199th BM Howitzer Regiment
50th Cannon Regiment
165th Hvy Howitzer Regiment
1192nd BM Howitzer Regiment
221st Corps Art Brigade
1134th Howitzer Regiment
219th Corps Art Brigade
78th/186th PVO AA Battalion
1124th Cannon Regiment
1132nd Howitzer Regiment
1132nd Howitzer Regiment
424th Hvy Howitzer Regiment

Defending units:
57th Division
5th Ind Engineer Regiment
2nd Border Defense Fortress
77th Infantry Regiment
1st Ind Field Artillery Regiment
4th Ind. Mountain Gun Regiment
10th Medium Field Artillery Regiment





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Post #: 1608
RE: Soviets Activated.... - 9/23/2017 1:12:54 AM   
jwolf

 

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Too bad you didn't hit the "other" Enterprise!

Kudos for persisting with this game under challenging and very strange conditions. It feels like a bizarre combination of 1942 and 1944 and it's hard to make sense of it. This game must be a wild ride for both sides, probably a lot of fun but crazy, too.

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Post #: 1609
RE: Soviets Activated.... - 9/23/2017 1:13:17 AM   
Lowpe


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Wenchow will surely fall soon. Disablements have been high on the Japanese, but we shall prevail in hopefully only three attacks...not sure if I should delay and move a fresh division in and the most chewed up division out, or just go for it once supply is flush again.




Ground combat at Wenchow (89,58)

Japanese Deliberate attack

Attacking force 37152 troops, 341 guns, 128 vehicles, Assault Value = 1082

Defending force 23068 troops, 81 guns, 0 vehicles, Assault Value = 632

Japanese adjusted assault: 1387

Allied adjusted defense: 604

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

Japanese Assault reduces fortifications to 1

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

Japanese ground losses:
2536 casualties reported
Squads: 6 destroyed, 215 disabled
Non Combat: 0 destroyed, 21 disabled
Engineers: 0 destroyed, 17 disabled
Guns lost 20 (1 destroyed, 19 disabled)

Allied ground losses:
767 casualties reported
Squads: 2 destroyed, 87 disabled
Non Combat: 0 destroyed, 13 disabled
Engineers: 1 destroyed, 5 disabled

Assaulting units:
17th Division
22nd Division
32nd Division
13th Army
4th Mortar Battalion

Defending units:
88th Chinese Corps
100th Chinese Corps
25th Group Army
3rd War Area
14th Chinese Base Force


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< Message edited by Lowpe -- 9/23/2017 1:32:28 AM >

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Post #: 1610
RE: Soviets Activated.... - 9/23/2017 1:22:32 AM   
Lowpe


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This op just got more complicated.




It sure looks like there are american troops at Okha...which really frosts my cookies.

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< Message edited by Lowpe -- 9/23/2017 1:33:37 AM >

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Post #: 1611
RE: Soviets Activated.... - 9/23/2017 1:27:59 AM   
Lowpe


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This war is such a convoluted all out affair...7 units, 4000 troops, 76 guns, 51 afvs present at Sabang, but only size one runway staffed with 47 fighters.




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RE: Soviets Activated.... - 9/23/2017 1:30:35 AM   
Lowpe


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Magwe...




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Post #: 1613
RE: Soviets Activated.... - 9/23/2017 1:46:05 AM   
Lowpe


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The IJA just got these two Garrison units...they will be dispatched to the SRA to help take bases there.

Egads, I am using them offensively...Japan is desperate for troops. I wish I could mobilize something to face the Bear!

I also get 4 or so Port Units with a dozen AV in 2 weeks...they will go either SRA or Kuriles/Aleutians. I need that AV out there.

In 18 days, I get 7 more Naval Guards units...I surely must send them to the SRA

And in 60 days I get 5 more Naval Guards and some small COY and two artillery units for Manchuko.

I am not exactly swimming in troops here guys.




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RE: Soviets Activated.... - 9/23/2017 2:34:36 AM   
Capt. Harlock


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quote:

ORIGINAL: Lowpe

Feb 25, 1942

Iboat strikes! The Allies have a huge mess of shipping here.






Apparently Enterprise rose from the grave after being sunk January 20!

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Post #: 1615
RE: Soviets Activated.... - 9/23/2017 3:37:59 AM   
jwolf

 

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quote:

It sure looks like there are american troops at Okha...which really frosts my cookies.


Isn't that illegal, or not allowed in game? I thought you couldn't have Western Allied units at Soviet bases, or maybe not in Soviet territory at all.

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Post #: 1616
RE: Soviets Activated.... - 9/23/2017 5:22:57 AM   
Alfred

 

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quote:

ORIGINAL: jwolf

quote:

It sure looks like there are american troops at Okha...which really frosts my cookies.


Isn't that illegal, or not allowed in game? I thought you couldn't have Western Allied units at Soviet bases, or maybe not in Soviet territory at all.


Technically it is allowed, it just isn't very wise and is again a further demonstration of frontloading at the expense of the medium and longer term. Read my posts in this thread:

http://www.matrixgames.com/forums/tm.asp?m=4007198&mpage=1&key=activation�

to see what the rules are re non Soviet assets in Soviet country code bases.

Alfred

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Post #: 1617
RE: Soviets Activated.... - 9/23/2017 1:56:19 PM   
Lowpe


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Very interesting that those troops are stuck there, I bet Obvert doesn't know this.

As always, thanks Alfred.

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Post #: 1618
RE: Soviets Activated.... - 9/23/2017 2:01:55 PM   
Lowpe


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Turn is finished and away for Obvert.

Lots going on this turn...a powerful IJN battleship fleet is moving up past Singers today...so should the Allies move down from Sabang to Singers with a supply fleet it will run into deep trouble. My goal is to get Georgetown to be able to load 20cm shells and below and suppress any Allied forces there.

I forgot to put up some fighters over Taraken...but it does have a very good AA unit there.

The Sakhalin invasion is landing, the troops being covered by the Ise as they land.

I sent a few more fighters to Magwe.

And in the big slugfest battle northeast of Yenki in Manchuko a fresh heavy infantry division will arrive in combat mode, that will definitely inflict a very nasty surprise should the Rooskies attack again.

And no turn is complete without a potential mistake...sweeping Vlad with 70 Oscars.



< Message edited by Lowpe -- 9/23/2017 2:04:43 PM >

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Post #: 1619
RE: Soviets Activated.... - 9/23/2017 3:24:32 PM   
Alfred

 

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quote:

ORIGINAL: Lowpe

Very interesting that those troops are stuck there, I bet Obvert doesn't know this.

As always, thanks Alfred.


I wouldn't bet the house on that. Obvert does tend to inform himself by searching the forum or it could have been raised on his AAR.

What the patch notes do not address is whether a non-Soviet LCU can be sealifted off a Soviet country code base.

Alfred

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Post #: 1620
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