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RE: Soviets Activated.... - 9/23/2017 4:46:57 PM   
Mike McCreery


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Doh! This game never fails to surprise :]





< Message edited by Wargmr -- 9/23/2017 4:49:42 PM >


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RE: Soviets Activated.... - 9/23/2017 5:05:39 PM   
GetAssista

 

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quote:

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

It can, been there done that

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RE: Soviets Activated.... - 9/23/2017 5:34:36 PM   
jwolf

 

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Thanks, Alfred, for the link and explanation of the details of basing Western units at Soviet bases. It's much more complicated -- and interesting -- than I thought.

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RE: Soviets Activated.... - 9/23/2017 6:20:45 PM   
PaxMondo


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quote:

ORIGINAL: Lowpe

I feel this game is really unique and deserves a lot of attention. I

+1



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Pax

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RE: Soviets Activated.... - 9/23/2017 9:15:42 PM   
Lowpe


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quote:

ORIGINAL: GetAssista


quote:

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

It can, been there done that


That is good to know, but I like stranded forever better.

(in reply to GetAssista)
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RE: Soviets Activated.... - 9/23/2017 9:31:57 PM   
Lowpe


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quote:

ORIGINAL: PaxMondo


quote:

ORIGINAL: Lowpe

I feel this game is really unique and deserves a lot of attention. I

+1




I can't tell you how much my play should improve with just one game...you will have to tell me.

I have been dabbling in reading Jocke's AAR., and I have to say I want to focus more on the good play aspects of the Allies. Too often AARs are victims of reporting bias - selective reporting designed to make the poster feel good.

For example, when I laid a trap for Jockes carriers off the coast of Oz (using Jap SigInt to a degree no less), revealing the deathstar far enough away to give those carriers freedom of action, figuring out which hexes to patrol that would be at the extreme edge of daytime search from his carriers, timing the action for very low moonlight, picking captains, glen pilots, and revealing a juicy target for Jocke to send the carriers after...the ambush took hundreds of clicks, thoughts, plans to enable.

All I got in Jocke's AAR was basically "lost a carrier to Japanese SSNs! They are too overpowered." There was a tidbit a day or two earlier where he complains about the senseless need of JFBs to reveal the KB for no good reason (). Not even a picture.

There followed a page or two about how overpowered IJN subs are, a few people (thinking Obvert here but there was a few others too) went beyond showing relative speed & manvr ratings, ship captains, talking about night naval search, etc...but he is the exception that proves the rule. It was ascribed to bad luck and a quirk of the game making Iboats into SSNs.

I think I had something like 7 Iboats working that plan to one degree or another.

It is hard to report when things go badly, and I will strive to be better in that regard. I need to learn from my mistakes (or better yet your mistakes), and complaining about overpowered units isn't satisfying to me or most likely to the reader/peanut gallery.




< Message edited by Lowpe -- 9/23/2017 9:40:10 PM >

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RE: Soviets Activated.... - 9/23/2017 9:46:18 PM   
Lowpe


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So, I have swapped a few emails recently with Obvert asking if he has had anything strange happening in Soviet Union or Manchuko. He hasn't.

I have not revealed the railroad problem I have been having just that I was suffering from a potential bug or display problem, but he was polite enough to ask if he was at anyway doing anything objectionable.

So for now, I am just going to live with the problem, ascribe it to locals acting up, and see if I can't work around or fix it. I don't want to slow the game down...


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RE: Soviets Activated.... - 9/23/2017 11:44:30 PM   
Lowpe


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Feb 26th, 1942

Naval skirmishes off Sakhalin...




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RE: Soviets Activated.... - 9/23/2017 11:45:42 PM   
Lowpe


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A sub skirmish or two...damage one Soviet sub...and then the invasion starts. Ise is hit twice.




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RE: Soviets Activated.... - 9/23/2017 11:50:51 PM   
Lowpe


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Not good.




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RE: Soviets Activated.... - 9/23/2017 11:52:55 PM   
Lowpe


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Nice play here...




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RE: Soviets Activated.... - 9/23/2017 11:55:17 PM   
Lowpe


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Dogfight, Soviet style!




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RE: Soviets Activated.... - 9/24/2017 12:00:15 AM   
Lowpe


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The Invasion




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RE: Soviets Activated.... - 9/24/2017 12:03:54 AM   
Lowpe


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This is what happens when you are forced to use all available tools for the job, and not the best tools...






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< Message edited by Lowpe -- 9/24/2017 12:04:26 AM >

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RE: Soviets Activated.... - 9/24/2017 12:07:06 AM   
Lowpe


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Air War...

Today the Allies swept Magwe, but didn't bomb. Did pretty well against a lot of H81-A3, but not great.

Our Vlad sweep did well I think.

Intercepted a lot of transport planes flying in troops to Alex...

Allies bombed the forces at Singers.




I think this means he is flying Catalina out of Okha...

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< Message edited by Lowpe -- 9/24/2017 12:08:16 AM >

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RE: Soviets Activated.... - 9/24/2017 12:10:20 AM   
Lowpe


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Hmm.




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RE: Soviets Activated.... - 9/24/2017 12:17:48 AM   
Lowpe


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Sabang to Singers -- task force Mutsu arrives

I am hoping to use the battleships to scare off the Allies, and use Chikuma and CL&DD to suppress Sabang. They should be able to rearm at Georgetown.




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< Message edited by Lowpe -- 9/24/2017 12:18:47 AM >

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RE: Soviets Activated.... - 9/24/2017 12:20:06 AM   
Lowpe


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Ship losses for the day...




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RE: Soviets Activated.... - 9/24/2017 12:26:08 AM   
Lowpe


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Sakhalin invasion




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RE: Soviets Activated.... - 9/24/2017 12:27:00 AM   
Lowpe


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Despite absolutely 0 prep & shore guns, the troops are itching for a fight.




Very dangerous position shaping up in the pocket west of Bikin, but I think I can extricate all the troops without too many losses...I think. Soviet air force is pretty much bombing only here right now.

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< Message edited by Lowpe -- 9/24/2017 12:28:45 AM >

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RE: Soviets Activated.... - 9/24/2017 12:32:59 AM   
Lowpe


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No more shore invasions of Rooskie bases without first aerial bombing the base for a month. 130mm shore battery was devastating. Pity that poor Yusen...again, not the tools I would pick for this op in a normal game.




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RE: Soviets Activated.... - 9/24/2017 12:46:58 AM   
Lowpe


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I currently run an 83,100 daily resource deficit on Honshu. Today, I reached 497,000 resources loaded on ships in task forces whose destination is Honshu. There is 1.98 million resources on Hokkaido currently & 1 million in Manchuko and only 180,000 in Korea.

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RE: Soviets Activated.... - 9/24/2017 3:38:14 AM   
Alfred

 

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quote:

ORIGINAL: Lowpe

Air War...

Today the Allies swept Magwe, but didn't bomb. Did pretty well against a lot of H81-A3, but not great.

Our Vlad sweep did well I think.

Intercepted a lot of transport planes flying in troops to Alex...

Allies bombed the forces at Singers.




I think this means he is flying Catalina out of Okha...


I very much doubt Okha is the base as the code is supposed to prevent that.

I think you will find the Catalinas are located at Shikuka and are flying in the 79th Rifle Div. Shikuka is not a Soviet country code hex and the 79th (together with the 2nd Rifle Bde and 433rd Hvy Howitzer Rgt captured Shikuka (see post #1371 on page 46).

Alfred

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Post #: 1643
RE: Soviets Activated.... - 9/24/2017 3:11:10 PM   
Lowpe


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Odd...Soviets are the master infiltrators. Cutting rail lines for no obvious reason.




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RE: Soviets Activated.... - 9/24/2017 3:12:51 PM   
Lowpe


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quote:

ORIGINAL: Alfred

I very much doubt Okha is the base as the code is supposed to prevent that.

I think you will find the Catalinas are located at Shikuka and are flying in the 79th Rifle Div. Shikuka is not a Soviet country code hex and the 79th (together with the 2nd Rifle Bde and 433rd Hvy Howitzer Rgt captured Shikuka (see post #1371 on page 46).

Alfred


50 Aux at Shikuka...so right again. Jumping to conclusions before looking at the map.

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Post #: 1645
RE: Soviets Activated.... - 9/24/2017 3:22:40 PM   
Lowpe


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Soviet Thrust...




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RE: Soviets Activated.... - 9/24/2017 3:33:06 PM   
Lowpe


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The Kotou Pocket...touch and go, for the next 3 days. Then another race begins. Massive Soviet air attacks here.




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RE: Soviets Activated.... - 9/24/2017 3:46:57 PM   
Lowpe


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I grabbed some forward bases in the Aleutians, but really need to fill in here. A quick Allied Invasion of an empty Kurile base would really cause me to lose momentum, to the degree I actually have any that is.

I guess I am prioritizing taking/building/holding these bases now over moves in the SRA for now.




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RE: Soviets Activated.... - 9/24/2017 4:12:15 PM   
Lowpe


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Harbin is usually the safest air production facility in the Empire....and here it is in ruins in Jan of 1942. I have not rebuilt any industry destroyed by the Soviets, but I sense the tide turning from absolute destruction to at least a cat and mouse game in the air.






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RE: Soviets Activated.... - 9/24/2017 4:26:39 PM   
Lowpe


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March -- Topsy II arrives.

April -- Rufe, MavisL, Lilly IIa, Helen Ia, G3M3 Nell

May -- Nick

June A6M3

I doubt I get anything early but production will start in satisfying numbers for Nick and A6M3 from day 1.

Within 48 days I will be able to field 5 Rufe Squadrons, only 8 available for the game. Rufe and Rex always play an important part in my games, from deep port defense, to low CAP with Carriers, to ambushes from dot or destroyed bases. In this game, their first order of business is protecting deep oil facilities.

There are I recall 5 squadrons that can fly Nicks available. One restricted to General Defense. Once I get thru the PP cost of buying out divisions from Honshu, I will be converting many single engine sentai's to fighter bomber service. I anticipate major use of them over China and Soviets. In fact, I am hoping to field a ton of fighter bombers, so many that it might seem gamey. But, of course, it is a game.

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