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RE: Empire of the Sun

 
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RE: Empire of the Sun - 12/12/2020 10:14:28 AM   
DesertWolf101

 

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Next Steps

While Evoken gets familiar with his forces and position as the Allies in this game, I am taking the time to weigh and consider my next moves. Here are some of the key issues I am pondering:

1) I have a couple of free top tier divisions in the strategic reserve that I am inclined to commit to battle to keep up the pressure, but the question is where? The campaign in China is proceeding relatively smoothly, so it would be a waste to use them there as I doubt they would do much to alter the outcome either way. An attractive option is to send them to Luzon to more rapidly wrap up the siege of the American and Filipino forces there. Another choice is to further reinforce the Imperial advance in India. Alternatively I can just keep them in reserve for now as a counter invasion force in case Evoken tries a counterattack somewhere. Hmmm choices choices.

2) The Imperial General Staff is very busy planning and preparing for Operation Siberian Winter. Evoken and I had a brief debate about whether the Japanese Army in China could enter into Russia without paying political points. I argued that the China Expeditionary Army can do so through Mongolia without having to come under Kwantung Command and he argued against that. We ended up compromising by having forces pay PP at 25% rate (meaning three divisions could go in for every division I buy out with PP). On the one hand this means I can deploy more China Expeditionary Army divisions in the Kwantung area without having to go all the way around Mongolia. On the other hand its going to be very costly for me in PP to keep buying out the still very considerable number of divisions from China I would need, even at quarter price. Thus far I have three brought out, and I will need to save up practically every PP point for this from now till September 1942. It's a pain and a burden but at least its doable.

3) I have a couple amphibious operations underway, one of which is targeting the Aleutians area which I have already given Evoken advanced warning on. Some of the troops in these invasions however are still not prepped to 100%. This leads me to the question - how high does the prep have to be in the non amphib bonus period for Japan? It is catastrophic if they are more at 70 to 80 percent? What is the line that you would advise not to go under in prep?

4) Finally in India, I am still debating whether to go directly for an attempt on Bombay or to strike in different directions. I think there are probably at least 4,000 Allied AV in the subcontinent, with at least three to five good divisions in the mix so it's not going to be a walk in the park. Given my naval superiority and if he defends heavily forward, I wonder if I should consider an amphibious landing behind his lines in the north. I would much rather not give him the emergency reinforcements, but if it looks promising I may consider it. Too early to tell and many things to deal with at the same time.

(in reply to DesertWolf101)
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RE: Empire of the Sun - 12/12/2020 9:05:09 PM   
DesertWolf101

 

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Game Philosophy

We've had our first turn and it wasn't pretty for the Allies in the Aleutians area. To be clear, there was really not much Evoken could have done about it as its consequences were very much related to previous play between myself and my previous opponent. I will get to what happened later, but the events sparked a conversation between us that made me think about a bit about gaming philosophy. Evoken asked me why I continued to hammer at my opponent if I was going for the long game and not an autovictory. His reasoning I believe was that demoralizing an opponent is not conducive for a long game. This was my response:

"Ok I see the points you are now making and they are somewhat valid. There are several things to point to in my defense however.

1) If anyone was a noob in this game it would realistically be me. This is literally my first campaign as the Japanese and my second WITP campaign ever. Before I started this campaign I played a very short one as the Allies that lasted till April 1942, and aside from a few Coral Sea scenarios against the computer I never played the game before. I have only been playing for a year. My opponent in contrast has been playing various iterations of the game for almost three decades. I never considered the need to take it easy against him because I considered him to be the vastly more experienced player.

2) My understanding is that the Allies get vastly more powerful. They get something like 25 more CVs in the rest of the game. If I have any chance to make it to 1946, I think I need to do my very best to score as many points and victories as possible to be able to last until then. Keep in mind that while it is certainly true that the Japanese side is probably more fun to play in the early game when they are dominant, there will come a time when playing as the Japanese will be extremely painful against years of crushing Allied superiority. It's just the nature of the game. If I have to sit through the pain of 1944 onwards and if I can make my life easier at that time by delaying the Allied giant as much as possible don't you think that's a good strategy to pursue?

3) I am also painfully aware that the USSR is a very tough opponent and I am trying to weaken the rest of the Allies as much as possible before I awaken that monster. I agree with a lot of the points you make on the weaknesses of the Soviets in the game. But even with those we are talking about an incredibly powerful force as Afred was explaining in my AAR. I need to do my best if I am going to have any chance at success.

4) I do recognize that you came in late into the game and it was in disarray. That is why I have agreed to an armistice in India and various other things. To be honest I wouldn't have agreed to give those to my previous opponent because I think the Allies still have a very good chance at success and it would be unfair. I only agreed to give them to you because you are coming in the middle of things and you deserve a chance to organize your own forces and set them into play.

I'm not sure if you have played the game into 1944/1945. I certainly haven't. The point I am trying to make though is that the clock is against me as the Japanese player whether I am playing for AV or not. I need to make every point count and every victory count, because that is the only way I am going to make it to 1946. How many AARs do you know of where a Japanese player made it to 1946 against a human opponent? I hope these points explain my reasoning"


I do want to double check my assumptions here so what do you guys think? Am I missing something? Should I be more conscientious of an opponent's enjoyment - am I maybe not taking enough account of the fact that this is a game for two people?

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RE: Empire of the Sun - 12/12/2020 9:31:23 PM   
Lowpe


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The problem you have is that Japan is in a position to continue the destruction of the Allies for a long, long, long time. Kudos to you!

Russia being attacked in this situation will benefit Japan greatly and it won't slow your VP totals...Russia's air force will be destroyed the supply line cut in half, large troop losses and depending upon how aggressive you are forced back to a northern pocket.

Yeah, at some point in 1945 the Allies will be able to make something of a comeback...

I don't think it is in your nature to cede the initiative, establish a perimeter and work on defenses...although many JFBs do go that route. Or another strategic direction is perimeter maintenance with active defense raiding past it.

Plenty of games that were a lot closer VP score wise have had special rules and timeouts put in to allow the Allies to catch their breath so to speak although it is not as common with a scenario 1 game as it is with scenario 2. Not knowing the particulars, but having experience with pickup games from both sides, I bet it would take Allies two months to simply establish a defense and that would be with Japan sitting on the sidelines.

Your conundrum is one of the reasons why I think the autovictory routine is extremely well thought out game mechanic. It takes a truly unique mind to soldier on in these conditions.








(in reply to DesertWolf101)
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RE: Empire of the Sun - 12/13/2020 2:12:12 PM   
mind_messing

 

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I think your assumptions are perfectly fine. To be honest, I don't like crutches via ceasefires or armistice or the like, so that my cloud my views here.

I think there's no doubt that Evoken has an uphill struggle, but he has hardly wandered into it blind, and expecting to immediately reverse the Allied position after a single turn is just naïve.

If it's too challenging a position to be fun for him (worth keeping in mind that those two terms can mean very different things to different players), then no shame in him bailing on the game.

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RE: Empire of the Sun - 12/13/2020 2:24:04 PM   
Lowpe


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quote:

ORIGINAL: mind_messing

I don't like crutches via ceasefires or armistice or the like, so that my cloud my views here.



I agree with that sentiment, just expressing another pov in my previous post.

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RE: Empire of the Sun - 12/13/2020 6:15:45 PM   
Alfred

 

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AE is a wargame.

One does not show leniency in war. Nor allow mulligans. Being ruthless (whilst still adhering to the Laws of War) is always the route to victory, ultimately at the least cost.

Does the Allied player propose to never have more than 2 Essex class carriers in the Death Star come 1944? Or never use more than 1 squadron of 4E beasties in a turn?

A good wargame does a reasonable job in demonstrating the horrors of war. War is very painful and not fun.

Alfred

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RE: Empire of the Sun - 12/13/2020 6:19:27 PM   
DesertWolf101

 

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Thank you for sharing your perspective gents. Lowpe read me well, it is true that I do not like to cede the initiative and prefer to keep the adversary off balance as much as possible. Like mind_messing, I am also not at all a fan of ceasefires or armistices. I find them ahistorical (which annoys me) and furthermore as related to this game I doubt any allied player (including myself) would consider giving breathing room to a Japanese player in 1944/1945 so I question why a Japanese player should do the same in 1942. Basically, my instinct would be to keep going after the Allies until they recover on their own and start pushing me back.

Nevertheless, the truth is this game would likely be all but over if I do not compromise at this time and I would prefer it doesn't end until I impale myself on the Russians. To that end, Evoken and I were discussing some further Japanese concessions and I offered the following:

1) Upon the elimination of the Pago Pago garrison (which hopefully will be this coming turn), all further Japanese amphibious invasions will halt in the South Pacific. Japanese forces are to withdraw from Samoa, Fiji, and Tonga Islands by July 30, 1942. No more Japanese invasions in the South Pacific until 1943. Japan can still conduct Naval and Air operations in the area.
2) Cancellation of ongoing invasion of Midway. No Japanese amphibious assault on Midway until 1943.
3) No Japanese invasion of Kodiak or Canada/Alaska/US until 1943. Japanese invasions against islands from Umnak to Cold Bay are still allowed. (We are currently discussing the possibility of allowing an Allied evacuation of Umnak/Dutch/Cold Bay without Japanese interference).
4) In Australia, no Japanese advance or invasion further south than Tennant Creek until 1943.
5) In India - after our current armistice, Japanese forces are not to advance further north than the Goa, Nagpur, Cawnpore, Lucknow line until 1943. Bombay will be safe.

I am obviously biased but I think these are fairly generous concessions on my part that will allow Evoken more than enough time and space to recover and rebuild. My hope is that we no longer have to consider any curbs on our operations aside from the usual house rules going forward once the Allies start seriously punching back.



< Message edited by DesertWolf101 -- 12/13/2020 6:20:03 PM >

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RE: Empire of the Sun - 12/13/2020 6:30:20 PM   
Alfred

 

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Get yourself a new opponent.

Months ago I told you this game would not go the distance with the original Allied player. I was correct then. It will not not last the distance with this current opponent who is effectively demanding the game be given to him on a platter, for the simple reason that he isn't a good enough player to recover the situation for the Allies.

Get yourself a new opponent.

Alfred

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RE: Empire of the Sun - 12/13/2020 6:32:49 PM   
DesertWolf101

 

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quote:

ORIGINAL: Alfred

AE is a wargame.

One does not show leniency in war. Nor allow mulligans. Being ruthless (whilst still adhering to the Laws of War) is always the route to victory, ultimately at the least cost.

Does the Allied player propose to never have more than 2 Essex class carriers in the Death Star come 1944? Or never use more than 1 squadron of 4E beasties in a turn?

A good wargame does a reasonable job in demonstrating the horrors of war. War is very painful and not fun.

Alfred


I am of the same mind Alfred. I will hold my nose and offer breathing space in this case but one thing I just won't do is mulligans. Unless there was a technical bug of some sort players should live by the consequences of their decisions.

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RE: Empire of the Sun - 12/13/2020 11:16:55 PM   
DesertWolf101

 

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I am happy to announce that Evoken and I have decided to continue the game as is without any further Japanese concessions apart from the previously agreed upon short ceasefire in India. After considering my offer of further concessions Evoken decided that he would rather take on the challenge without the need for them. An admirable decision which I think is for the best.

I have given access to Evoken to come into the AAR to share his views on this.

< Message edited by DesertWolf101 -- 12/13/2020 11:17:51 PM >

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RE: Empire of the Sun - 12/13/2020 11:41:48 PM   
Evoken

 

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quote:

ORIGINAL: Alfred

Get yourself a new opponent.

Months ago I told you this game would not go the distance with the original Allied player. I was correct then. It will not not last the distance with this current opponent who is effectively demanding the game be given to him on a platter, for the simple reason that he isn't a good enough player to recover the situation for the Allies.

Get yourself a new opponent.

Alfred

Alfred the abrasive , always fanning the flames. I started my first PBEM as Allies vs a meta Japan player in IRONMAN scenario , you know i dont run from a challenge. We played that scenario well into 1943 but it was clear allies couldnt do much untill 1945 so we got bored and droppped.

I am surprised Wolf didnt share my points in here so lets go ;

I am in a similiar positon to Wolf in my Japan game , my opponent is new to the game he is prone to making mistakes. As i am not playing for Auto Victory in my game and i want my game to continue into 1945 and beyond so i try to mend my opponents mistakes by giving some concessions so he learns from the mistakes and still enjoys the game and puts up a better fight. In my Japan game , i am pretty deep into India invasion and its clear my opponent wont be able to resist much so i offered a 3 month ceasefire and activation of emergency reinforcements so we both can learn how to fight properly in Indian front , thats more fun for me when my opponent puts up a good fight.

A normal Witp game goes like unless skill gap is really great
1)Massive Japanese advantage for the first 4 months of the war where you as Allies endure , try to keep a good balance of keeping important assets alive and trying to not give too much to Japan
2)Each sides power gets close to another for about 6 months , Japan can still do many operations comfortably but meets resistance and about Fall power meter starts flipping to Allied side
3)Allies start doing small scale operations until they get AKA and APA type ships in about 6/43 and then slow but steady pace of Allied operations and Japanese resistance , if both sides kept their power a CV duel usually takes place
4) About 44 Allied production really starts kicking in , Corsairs , Heavy bombers , fletchers and CV's everywhere and allied domination starts , if Japanese player kept a good R&D program they also get their end game stuff so they can put up good resistance
5) Comes 45 and Allied domination , game usually ends in a few months.

Now in this game Wolf did an amazing job as Japan , specially given that he is playing scenario 1 and completely skipped Phase 2 and 3.

I told Wolf there is 3 possibly ways we can go with the game
1) We play as is , you completely conquer India , most likely Soviet Union , i try to comeback in late 44 or 45 and game probably goes until late 46
2)You give me some time and emergency reinforcements and we see where it brings the game , you wouldnt be needed to activate SU in this one
3)We just drop everything and focus on Soviet Union invasion , after thats concluded we drop the game and start a new one.

Wolf came back to me with 7 month Ceasefire idea , i thought about it for a while and decided thats quite unfair to him and went back to Idea 1.

My only fear is that game will get quite boring while i am waiting for Allies to build strength again , thats why i even suggested 2nd option in the first place , to me game is a lot more fun when there is multiple active frontlines

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RE: Empire of the Sun - 12/13/2020 11:56:52 PM   
mind_messing

 

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quote:

ORIGINAL: Evoken


quote:

ORIGINAL: Alfred

Get yourself a new opponent.

Months ago I told you this game would not go the distance with the original Allied player. I was correct then. It will not not last the distance with this current opponent who is effectively demanding the game be given to him on a platter, for the simple reason that he isn't a good enough player to recover the situation for the Allies.

Get yourself a new opponent.

Alfred

Alfred the abrasive , always fanning the flames. I started my first PBEM as Allies vs a meta Japan player in IRONMAN scenario , you know i dont run from a challenge. We played that scenario well into 1943 but it was clear allies couldnt do much untill 1945 so we got bored and droppped.

..edit for brevity...

My only fear is that game will get quite boring while i am waiting for Allies to build strength again , thats why i even suggested 2nd option in the first place , to me game is a lot more fun when there is multiple active frontlines



Alfred hits the nail on the head.

I find your logic hard to follow. You find it more fun when your opponent puts up a good fight, but yet want to have a crutch in place to largely undercut his position, and in such a way that requires no solid play on the part of either parties. As for multiple frontlines, this game has more active fronts than Japan can ever possibly manage effectively.

I'd also challenge your very static preconceptions around how the game can progress - how boring the game is depends largely on how yourself and Desert operate.

For your part, it's a perfectly viable strategy to turtle up and do nothing until late 1944 and then grind a way to victory. Alternatively, there's scope on an oceanic scale to spend the time actively undermining Deserts position using what the Allies have to hand.

My final say on the matter is that if you feel that Japan's position is so overwhelmingly strong that it requires such crutches, then this is not the right game to be picking up.

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RE: Empire of the Sun - 12/14/2020 12:13:06 AM   
Evoken

 

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quote:

ORIGINAL: mind_messing


quote:

ORIGINAL: Evoken


quote:

ORIGINAL: Alfred

Get yourself a new opponent.

Months ago I told you this game would not go the distance with the original Allied player. I was correct then. It will not not last the distance with this current opponent who is effectively demanding the game be given to him on a platter, for the simple reason that he isn't a good enough player to recover the situation for the Allies.

Get yourself a new opponent.

Alfred

Alfred the abrasive , always fanning the flames. I started my first PBEM as Allies vs a meta Japan player in IRONMAN scenario , you know i dont run from a challenge. We played that scenario well into 1943 but it was clear allies couldnt do much untill 1945 so we got bored and droppped.

..edit for brevity...

My only fear is that game will get quite boring while i am waiting for Allies to build strength again , thats why i even suggested 2nd option in the first place , to me game is a lot more fun when there is multiple active frontlines



Alfred hits the nail on the head.

I find your logic hard to follow. You find it more fun when your opponent puts up a good fight, but yet want to have a crutch in place to largely undercut his position, and in such a way that requires no solid play on the part of either parties. As for multiple frontlines, this game has more active fronts than Japan can ever possibly manage effectively.

I'd also challenge your very static preconceptions around how the game can progress - how boring the game is depends largely on how yourself and Desert operate.

For your part, it's a perfectly viable strategy to turtle up and do nothing until late 1944 and then grind a way to victory. Alternatively, there's scope on an oceanic scale to spend the time actively undermining Deserts position using what the Allies have to hand.

My final say on the matter is that if you feel that Japan's position is so overwhelmingly strong that it requires such crutches, then this is not the right game to be picking up.

You are missing the part where i agreed to option 1 after Wolf's ceasefire proposal. Yes Japanese position is strong , yes i could try some probe Wolf's position at sea try to find weakness but Wolf is a competant player.

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RE: Empire of the Sun - 12/14/2020 12:15:54 AM   
Evoken

 

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Anyways , i dont see much point of arguing. Game will continue as is and we shall see where it takes us

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RE: Empire of the Sun - 12/14/2020 4:17:32 AM   
DesertWolf101

 

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May 10, 1942

North Pacific

I had noticed that the allies were building up the eastern Aleutian islands and bringing in additional reinforcements so I resolved to remove this potential future thorn in my side. Over the last several game weeks, I dispatched the fleet carriers to the area and prepped follow on invasion task forces.

On the 9th of May, the Kido Butai was positioned six hexes away from a concentration of Allied shipping off Cold Bay but thunderstorms prevented any strikes from being launched. On the 10th of May however, search planes from the Kido Butai noticed the departure of several Allied task forces eastwards and the KB prepared to attack. No strike was forthcoming in the morning and I was worried the dismal weather would upend my plans once more. Luckily however an opening in the clouds was found in the afternoon and a series of rolling strikes began. Four separate task forces were heavily hit: A large task force of empty APs, a smaller mixed group of loaded AK and AP ships, an AKE and its escorting destroyer, and a surface task force of two light cruisers, a heavy cruiser, and a destroyer. The strikes were largely successful, sinking the vast majority of the Allied ships in the area. One CL and one CA were heavily damaged, but one CL, the USS Honolulu, escaped unscathed.

Here is the first strike on the task force of APs:







Attachment (1)

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RE: Empire of the Sun - 12/14/2020 4:50:45 AM   
DesertWolf101

 

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May 11, 1942

North Pacific

I figure that Evoken was likely going to lunge at my CVs with his surviving Brooklyn class light cruiser. I therefore detach the heavy cruiser Tone from the KB and assign it two destroyers. Tone is ordered to run interference with the American warships while the KB skirts westwards and picks off survivors during the air phase.

During the night, the Tone group surprise the Honolulu and its destroyer escort at 2,000 yards and quickly land a torpedo hit on the American light cruiser. The Honolulu nevertheless fights back, and scores three 6 inch gun hits on the Tone in rapid succession. A further salvo of torpedoes however seals her fate when two of them slam into her and she quickly sinks thereafter.

During the day the chase after Honolulu’s escorting destroyer (DD Ellet) finally concludes with her sinking. This is quickly followed by the air phase where aircraft from the KB find the heavily damaged CL Phoenix and CA Vincennes and sink them both.

South Pacific

Meanwhile towards the bottom of the world, heavy guns from six Japanese battleships open up to soften the Marine garrison at Pago Pago. This is followed by a successful Japanese attack that compels the garrison to surrender. The 8th Marine Regiment, three Marine Defense Battalions and their dreaded 155mm guns, the Samoan Marine Battalion, and three base forces surrender to the Empire of the Sun.

Northern Australia

The Australian Sparrow and Gull battalions are finally overtaken and destroyed.





Attachment (1)

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RE: Empire of the Sun - 12/15/2020 4:41:10 PM   
RangerJoe


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Well, he will have a learning experience. But if he buys back all of the lost air units, he will be able to train lots of pilots for when he does come back at you. He will have to play a defensive game, building up his logistics and making some quick raids where you are not. If you invade in Siberia, that may give his Naval forces time to strike at you.

_____________________________

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RE: Empire of the Sun - 12/16/2020 1:33:28 AM   
DesertWolf101

 

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quote:

ORIGINAL: RangerJoe

Well, he will have a learning experience. But if he buys back all of the lost air units, he will be able to train lots of pilots for when he does come back at you. He will have to play a defensive game, building up his logistics and making some quick raids where you are not. If you invade in Siberia, that may give his Naval forces time to strike at you.



Yes I agree. I don't think this is in any way decided if we play the long game. Plenty of time for the Allies to bounce back as we are not playing for autovictory. Besides, I wouldn't underestimate my ability to mess things up. I am heavily relying on my strengths in tactics and strategy but there are still far too many things I don't know about this game. I believe that will remain a critical weak point of mine for some time to come.

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RE: Empire of the Sun - 12/16/2020 1:35:01 AM   
DesertWolf101

 

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May 12, 1942

North Pacific

In an attempt to achieve air superiority over the eastern Aleutian islands, 45 land-based Zeros sweep the skies over Umnak Island encountering 52 American fighters on CAP. 5 Zeros are lost on the mission for 10 P-40E Warhawks, 10 F4F-3 Wildcats, and 5 F2A-2 Buffalos confirmed destroyed and another 10 fighters as probable. Normally I would consider this a decisive victory for the Empire but unfortunately two Japanese aces lost their lives so probably more of a draw.

China

The effort to eliminate the Chinese army surrounded in Chengtu has begun in earnest. As a reminder, Chengtu itself is already in Japanese hands.

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RE: Empire of the Sun - 12/17/2020 6:52:44 AM   
DesertWolf101

 

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Noob Question of the Day

I have a valuable but heavily damaged Yusen S class ship that I am struggling to figure out how to repair. It was damaged all the way back during the invasion of Java (hit some rocks I believe) and has very high floatation damage. I have been able to repair its minor damage but not the major damage. Problem is I can't get it to a shipyard without serious risk that it will flounder. Is there a way around this conundrum? As far as I can ascertain, even with repair ships I can't repair major damage above 5 without a shipyard or suitably sized ARD. Is this correct? Thanks in advance!

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RE: Empire of the Sun - 12/17/2020 9:27:01 AM   
BBfanboy


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flounder - to flop around helplessly or ineffectively
founder - to sink on a (relatively) even keel; the person who originates a new settlement or company

Correct - you would need a large enough ARD to accommodate the damaged ship and repair the float damage. In stock, Japan does not have a large enough ARD, only the former French one of 3,000 tons capacity that starts in Truk. I am not sure if mods give the Japanese any ARDs.

You can choose to risk moving the ship, in which case you should repair all the System damage first to give it a chance. Then move in short hops so that you can disband and pump out minor float if some occurs. If it sinks, you lose the VPs and the use of the ship.

You can choose to leave it where it is and it may not get sunk by the enemy so you lose no VPs - but you lose the use of the ship.

You can scuttle it and save 10% of the VPs and the captain, but you lose the use of the ship.


_____________________________

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RE: Empire of the Sun - 12/17/2020 10:54:49 AM   
DesertWolf101

 

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quote:

ORIGINAL: BBfanboy

flounder - to flop around helplessly or ineffectively
founder - to sink on a (relatively) even keel; the person who originates a new settlement or company

Correct - you would need a large enough ARD to accommodate the damaged ship and repair the float damage. In stock, Japan does not have a large enough ARD, only the former French one of 3,000 tons capacity that starts in Truk. I am not sure if mods give the Japanese any ARDs.

You can choose to risk moving the ship, in which case you should repair all the System damage first to give it a chance. Then move in short hops so that you can disband and pump out minor float if some occurs. If it sinks, you lose the VPs and the use of the ship.

You can choose to leave it where it is and it may not get sunk by the enemy so you lose no VPs - but you lose the use of the ship.

You can scuttle it and save 10% of the VPs and the captain, but you lose the use of the ship.



Wait, you mean to tell me that my ship won't flop around helplessly as it sinks??

In all seriousness though, thank you for noting the difference and for confirming my lack of good options. I think I will risk the slow and dangerous voyage to the shipyard. I doubt the ship will make it, but I don't like just giving up on it.

(in reply to BBfanboy)
Post #: 562
RE: Empire of the Sun - 12/17/2020 2:20:06 PM   
Alfred

 

Posts: 6685
Joined: 9/28/2006
Status: offline

quote:

ORIGINAL: DesertWolf101

Noob Question of the Day

I have a valuable but heavily damaged Yusen S class ship that I am struggling to figure out how to repair. It was damaged all the way back during the invasion of Java (hit some rocks I believe) and has very high floatation damage. I have been able to repair its minor damage but not the major damage. Problem is I can't get it to a shipyard without serious risk that it will flounder. Is there a way around this conundrum? As far as I can ascertain, even with repair ships I can't repair major damage above 5 without a shipyard or suitably sized ARD. Is this correct? Thanks in advance!


You need to carefully read s.11 of the Ship Repair Guide.

https://www.matrixgames.com/forums/tm.asp?m=2990845&mpage=1&key=repair�

Subject to the specifics here, there are more options.

Alfred

(in reply to DesertWolf101)
Post #: 563
RE: Empire of the Sun - 12/17/2020 10:36:24 PM   
DesertWolf101

 

Posts: 1445
Joined: 11/26/2016
Status: offline

quote:

ORIGINAL: Alfred


quote:

ORIGINAL: DesertWolf101

Noob Question of the Day

I have a valuable but heavily damaged Yusen S class ship that I am struggling to figure out how to repair. It was damaged all the way back during the invasion of Java (hit some rocks I believe) and has very high floatation damage. I have been able to repair its minor damage but not the major damage. Problem is I can't get it to a shipyard without serious risk that it will flounder. Is there a way around this conundrum? As far as I can ascertain, even with repair ships I can't repair major damage above 5 without a shipyard or suitably sized ARD. Is this correct? Thanks in advance!


You need to carefully read s.11 of the Ship Repair Guide.

https://www.matrixgames.com/forums/tm.asp?m=2990845&mpage=1&key=repair�

Subject to the specifics here, there are more options.

Alfred


Thanks for the link Alfred, this looks like a very useful resource to use.

(in reply to Alfred)
Post #: 564
RE: Empire of the Sun - 12/19/2020 3:22:58 AM   
DesertWolf101

 

Posts: 1445
Joined: 11/26/2016
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May 13, 1942

North Pacific

Another Zero sweep goes in over Umnak Island but this time no CAP is encountered. In any case, the sweep paves the way for a small KB airstrike that targets a surviving AP from the last few days. The AP is sunk but not before it largely unloads its passengers and cargo. I wonder what it delivered? I guess I shall find out when my forces invade the island.

(in reply to DesertWolf101)
Post #: 565
RE: Empire of the Sun - 12/19/2020 3:33:21 AM   
DesertWolf101

 

Posts: 1445
Joined: 11/26/2016
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May 14, 1942

Submarines

One of my Sally bombers on ASW duty is shot down by an Allied submarine. Pretty cool, I have had my aircraft damaged by submarine flak but never outright shot down before.

Northern Australia

The Yokosuka 1st SNLF carries out a successful parachute drop on Derby, capturing the base and wiping out the RAN Base Force there.

India

Evoken is carrying out a massive reorganization of his forces in India. My recon of Bombay now detects 43 ground units there. With such numbers moving to the city during our armistice, I fear my chance of seizing that critical port is now probably out of reach.

(in reply to DesertWolf101)
Post #: 566
RE: Empire of the Sun - 12/19/2020 9:19:10 PM   
DesertWolf101

 

Posts: 1445
Joined: 11/26/2016
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May 15, 1942

India

The number of Allied land units in Bombay has reached 83!

Evoken has evacuated from Hyderabad so we agreed that I could take it even with the Armistice. I order some Japanese units to advance there.

(in reply to DesertWolf101)
Post #: 567
RE: Empire of the Sun - 12/22/2020 2:17:10 AM   
DesertWolf101

 

Posts: 1445
Joined: 11/26/2016
Status: offline
May 16, 1942

China

The latest Japanese attack forces another two Chinese Corps to surrender at Chengtu. The bulk of the Japanese army here is ordered to march out towards other Chinese pockets while some troops will temporarily stay behind to finish off the Chinese remnants before catching up.

Home Front

The Yamato super battleship has finally come online! Looks like a beauty and can't wait to test out in battle. I presume Lima class AKEs are sufficient to rearm it in the absence of a large enough port?

< Message edited by DesertWolf101 -- 12/22/2020 2:18:42 AM >

(in reply to DesertWolf101)
Post #: 568
RE: Empire of the Sun - 12/22/2020 4:18:02 AM   
Q-Ball


Posts: 7336
Joined: 6/25/2002
From: Chicago, Illinois
Status: offline

quote:

ORIGINAL: DesertWolf101

The Yamato super battleship has finally come online! Looks like a beauty and can't wait to test out in battle. I presume Lima class AKEs are sufficient to rearm it in the absence of a large enough port?


Yes, but only the LIMA-class among your AKE options. The rest are too small.

_____________________________


(in reply to DesertWolf101)
Post #: 569
RE: Empire of the Sun - 12/22/2020 6:15:07 AM   
DesertWolf101

 

Posts: 1445
Joined: 11/26/2016
Status: offline

quote:

ORIGINAL: Q-Ball


quote:

ORIGINAL: DesertWolf101

The Yamato super battleship has finally come online! Looks like a beauty and can't wait to test out in battle. I presume Lima class AKEs are sufficient to rearm it in the absence of a large enough port?


Yes, but only the LIMA-class among your AKE options. The rest are too small.



Good news, I have already converted quite a number of LIMAs to AKEs. Thanks.

(in reply to Q-Ball)
Post #: 570
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