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RE: My first go at this game, very enjoyable!

 
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RE: My first go at this game, very enjoyable! - 1/8/2021 1:16:50 PM   
Randy Stead


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quote:

ORIGINAL: rustysi

quote:

And I have still not had any luck getting the Zeros from Lae to do a strafe attack on Port Moresby.


Lae is a level one airfield. In short, no offensive missions may be carried out from a level one airfield.


Bingo!, Thank you, comrade. Comrade as in the pal sense, not the commie sense.

(in reply to rustysi)
Post #: 91
RE: My first go at this game, very enjoyable! - 1/8/2021 1:30:31 PM   
Randy Stead


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quote:

ORIGINAL: RangerJoe

You can also have the bombardment TF set to "Remain On Station" and then change them back to bombardment again for the next turn. I do this sometimes because they do not always use almost all of their ammo when they otherwise would. They will try to keep a couple of loads for enemy ships. The reason for the "No Escorts Bombard" is to save their ammo for anti-aircraft fire. Evven DDs on a bombardment mission with no obvious damage to the enemy units or facilities is useful.

Keep at least one unit on the ground bombarding the enemy, if not all of them. This will keep the enemies fatigue and disruption up so they will not have a chance for a beer.

You can also use Fast Transports for your Japanese cruisers and destroyers and carry units and/or supplies. You could even use these to take bases like Buna if they are relatively undefended. Then they become Surface Combat Task Forces with a full load of ammo.

Try to keep your air strikes going in at the same altitude otherwise they may not coordinate. Think of Torpedo 8 at Midway attacking with such a great fighter escort!

If you set your dive bombers to attack at 15k feet, they will probably level bomb.

The enemy CAP, especially if they have radar, will usually be able to climb above your attacking forces then dive. This is because the escorts are staying with the bombers as well as the warning of the raid with the RADAR seeing the raid coming in. With enough warning, the enemy CAP can also be augmented by additional fighters that take off from the carriers.

Try using the Claudes at 5k or 6k feet, both as anti-torpedo plane CAP as well as anti-search plane CAP. In the grand campaign, I do this in the DEI against the Commonwealth biplane torpedo planes with good results.

I have seen 18 and 25 pounders shooting at the invasion force, the 40mm Bofors is especially good at that!

Try two or three DDs on a surface mission with aggression set to "LOW." Especially on those dark and/or stormy nights, this way they can get close and launch torpedoes, then leave. If the enemy has non-surface combat ships there, those could be hurting. Think if you did this and torpedoed an enemy carrier so it could not launch aircraft the next day when each side launches airstrikes against each other. Lead with DDs like this, then have your heavier ships come in next.

You could also break up your Betty unit into smaller sizes and have one section at night set to bomb PM as well as Naval Search.


That's damned sneaky advice, Joe, but if I'm going to be the Jap devil I could use tricks like that. Which leads me into a whole new area of enquiry. How do you guys time this sort of thing, getting the raid to go in at night time? Are you suggesting this as a tactic to use on the USN CVs in the Coral Sea scenario? Since those CVs have cruisers with them, I can't see how I could get close enough to launch torpedoes with the CAs or the planes getting me.

I am going to give this scenario another shot before I move on to Guadalcanal. I've yet to get attacks with the Bettys on the USN CV group with Bettys. Twice I have had them raid in daylight, escort did not show up and they got mauled. I hear forumites speak of the Bettys with reverent fear, but I'm not seeing it. Which means I am not doing something right. My dream attack is Bettys doing torpedo runs on the carriers with a heavy Zero escort from the land bases. Then after they are mauled using the CVs to finish them off.

Back to the drawing board. And as always, fellows, much appreciation for the advice. I've not yet done any night ops, other than with those short range float planes which don't do much or see much because the USN stays out of their range. I'm going to try my luck with some night raids with the Bettys. What's the best weapon for them to use? I am assuming torpedoes for night raids.

(in reply to RangerJoe)
Post #: 92
RE: My first go at this game, very enjoyable! - 1/8/2021 1:44:50 PM   
BBfanboy


Posts: 18046
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From: Winnipeg, MB
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quote:

ORIGINAL: Randy Stead


quote:

ORIGINAL: RangerJoe

You can also have the bombardment TF set to "Remain On Station" and then change them back to bombardment again for the next turn. I do this sometimes because they do not always use almost all of their ammo when they otherwise would. They will try to keep a couple of loads for enemy ships. The reason for the "No Escorts Bombard" is to save their ammo for anti-aircraft fire. Evven DDs on a bombardment mission with no obvious damage to the enemy units or facilities is useful.

Keep at least one unit on the ground bombarding the enemy, if not all of them. This will keep the enemies fatigue and disruption up so they will not have a chance for a beer.

You can also use Fast Transports for your Japanese cruisers and destroyers and carry units and/or supplies. You could even use these to take bases like Buna if they are relatively undefended. Then they become Surface Combat Task Forces with a full load of ammo.

Try to keep your air strikes going in at the same altitude otherwise they may not coordinate. Think of Torpedo 8 at Midway attacking with such a great fighter escort!

If you set your dive bombers to attack at 15k feet, they will probably level bomb.

The enemy CAP, especially if they have radar, will usually be able to climb above your attacking forces then dive. This is because the escorts are staying with the bombers as well as the warning of the raid with the RADAR seeing the raid coming in. With enough warning, the enemy CAP can also be augmented by additional fighters that take off from the carriers.

Try using the Claudes at 5k or 6k feet, both as anti-torpedo plane CAP as well as anti-search plane CAP. In the grand campaign, I do this in the DEI against the Commonwealth biplane torpedo planes with good results.

I have seen 18 and 25 pounders shooting at the invasion force, the 40mm Bofors is especially good at that!

Try two or three DDs on a surface mission with aggression set to "LOW." Especially on those dark and/or stormy nights, this way they can get close and launch torpedoes, then leave. If the enemy has non-surface combat ships there, those could be hurting. Think if you did this and torpedoed an enemy carrier so it could not launch aircraft the next day when each side launches airstrikes against each other. Lead with DDs like this, then have your heavier ships come in next.

You could also break up your Betty unit into smaller sizes and have one section at night set to bomb PM as well as Naval Search.


That's damned sneaky advice, Joe, but if I'm going to be the Jap devil I could use tricks like that. Which leads me into a whole new area of enquiry. How do you guys time this sort of thing, getting the raid to go in at night time? Are you suggesting this as a tactic to use on the USN CVs in the Coral Sea scenario? Since those CVs have cruisers with them, I can't see how I could get close enough to launch torpedoes with the CAs or the planes getting me.

I am going to give this scenario another shot before I move on to Guadalcanal. I've yet to get attacks with the Bettys on the USN CV group with Bettys. Twice I have had them raid in daylight, escort did not show up and they got mauled. I hear forumites speak of the Bettys with reverent fear, but I'm not seeing it. Which means I am not doing something right. My dream attack is Bettys doing torpedo runs on the carriers with a heavy Zero escort from the land bases. Then after they are mauled using the CVs to finish them off.

Back to the drawing board. And as always, fellows, much appreciation for the advice. I've not yet done any night ops, other than with those short range float planes which don't do much or see much because the USN stays out of their range. I'm going to try my luck with some night raids with the Bettys. What's the best weapon for them to use? I am assuming torpedoes for night raids.

All bombers/patrol aircraft carrying torpedoes take a big risk when attacking large ships with plenty of AA. The easiest target to hit is one flying straight at the ship and at an unchanging altitude (200 feet). Add to that the CAP usually present and maneuvering ships and it is hard to get a hit unless the attacking aircraft have overwhelming numbers and can set up a "hammer and anvil" attack. Highly trained carrier TB squadrons are best at this - Kates often get hits.

Don't judge too much by the Coral Sea scenario - it tries to simulate the RL battle where both sides suffered from confusion, lack of coordination, and lack of battle experience. You did better than historic because you had foreknowledge of enemy movements and what tactics are more effective than the RL ones.

_____________________________

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(in reply to Randy Stead)
Post #: 93
RE: My first go at this game, very enjoyable! - 1/8/2021 2:16:22 PM   
Randy Stead


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Hindsight, 20/20. Speaking of sight, I have an appointment today to get my eyes checked. I know I need new specs as I usually squint or close one eye to read text on the screen. I also suffer from some rare eye thing whereby I need prismatic lenses as with normal lenses I see split images. This means I have to torque my frames to get both images to merge. And this time no damned gradient bifocals. Never use them so why waste money on them.

Unfortunately there isn't much we can do in games to get rid of the historical hindsight that creeps into our games. Or taking modern skills back in time to our gaming world. For example, in many of the multiplayer online games, every pilot is an ace from many hours of simulated flying. In real life pilots were often thrown into combat with insufficient hours of training. How do you replicate the flying rabble that some air forces were historically, other than by getting people who are new to flight sims? Same with the tank games. I've seen people playing tank games where they make a T-34 perform like a dune buggy and pull gamy stunts that were not possible in real life physics. Many of the Red Army tank drivers had never operated a vehicle until they joined the ranks. I've read of tank drivers at Kursk who had only 4 or 5 hours driving experience in a tank.

How do you simulate being a raw recruit in a wargame, barely trained and suffering from low morale, etc? Just about every virtual pilot is the digital equivalent of Chuck Yeager at their computer skills. And of course, in real life you only get killed or badly injured once.


(in reply to BBfanboy)
Post #: 94
RE: My first go at this game, very enjoyable! - 1/8/2021 2:37:49 PM   
BBfanboy


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The game tries to simulate this with specific skill levels for different types of missions and an Overall Experience level for flying hours. IRL the early pilot losses were so heavy that there were few highly skilled pilots. Once the Allies got ahead of the curve and provided better trained pilots from their initial training they got better than the Japanese and had better aircraft. The Japanese were on the wrong side of the curve and things just got worse for them.

Yes, we tend to have better pilots than historic because we know the importance of training and we are willing to give up ground rather than throw poorly trained pilots into the fray - another foresight decision.

_____________________________

No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth

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Post #: 95
RE: My first go at this game, very enjoyable! - 1/8/2021 2:51:50 PM   
Randy Stead


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Same deal for the Luftwaffe. Started the war with some very experienced pilots, some with Spanish Civil War experience; Japan had combat experience from China. Then they got involved in war with several industrial giants. Skill and technology can keep you going for a while, but eventually numbers have a quality of their own. In the case of the U.S. they eventually had the numbers, the skill and the quality, also very vital, the fuel. I'm currently rereading Prange's "At Dawn We Slept" about 250 pages in. The IJN are making their plans for PH if the diplomacy failed. Quite a few of their senior officers, government and diplomats knew the industrial potential of the U.S. and her Allies. They foresaw that they would eventually be fighting US, Commonwealth, Dutch and Soviets; yet still decided on war. In retrospect we shake our heads, but we were not there at the time and we were not Japanese, a culture that had not known defeat for what, 2000 years or so, it was said?

(in reply to BBfanboy)
Post #: 96
RE: My first go at this game, very enjoyable! - 1/8/2021 3:16:10 PM   
BBfanboy


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quote:

ORIGINAL: Randy Stead

Same deal for the Luftwaffe. Started the war with some very experienced pilots, some with Spanish Civil War experience; Japan had combat experience from China. Then they got involved in war with several industrial giants. Skill and technology can keep you going for a while, but eventually numbers have a quality of their own. In the case of the U.S. they eventually had the numbers, the skill and the quality, also very vital, the fuel. I'm currently rereading Prange's "At Dawn We Slept" about 250 pages in. The IJN are making their plans for PH if the diplomacy failed. Quite a few of their senior officers, government and diplomats knew the industrial potential of the U.S. and her Allies. They foresaw that they would eventually be fighting US, Commonwealth, Dutch and Soviets; yet still decided on war. In retrospect we shake our heads, but we were not there at the time and we were not Japanese, a culture that had not known defeat for what, 2000 years or so, it was said?

The Japanese definitely thought of themselves as a superior race (much as white peoples did for their race) and in so doing they underestimated the fighting spirit of their opponents. The whole Banzai charge idea was about causing a frightened enemy to break and run. It didn't work so well when grim Marines stuck to their guns.

_____________________________

No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth

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Post #: 97
RE: My first go at this game, very enjoyable! - 1/8/2021 4:05:39 PM   
RangerJoe


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quote:

ORIGINAL: BBfanboy


quote:

ORIGINAL: Randy Stead

Same deal for the Luftwaffe. Started the war with some very experienced pilots, some with Spanish Civil War experience; Japan had combat experience from China. Then they got involved in war with several industrial giants. Skill and technology can keep you going for a while, but eventually numbers have a quality of their own. In the case of the U.S. they eventually had the numbers, the skill and the quality, also very vital, the fuel. I'm currently rereading Prange's "At Dawn We Slept" about 250 pages in. The IJN are making their plans for PH if the diplomacy failed. Quite a few of their senior officers, government and diplomats knew the industrial potential of the U.S. and her Allies. They foresaw that they would eventually be fighting US, Commonwealth, Dutch and Soviets; yet still decided on war. In retrospect we shake our heads, but we were not there at the time and we were not Japanese, a culture that had not known defeat for what, 2000 years or so, it was said?

The Japanese definitely thought of themselves as a superior race (much as white peoples did for their race) and in so doing they underestimated the fighting spirit of their opponents. The whole Banzai charge idea was about causing a frightened enemy to break and run. It didn't work so well when grim Marines stuck to their guns.


Especially machine guns. In the US Army on Saipan, there was a dentist who used one quite effectively. He as acting as the battalion medical officer. Unfortunately for his family, a Brigadier General thought that he was ineligible for the Medal Of Honor because he was a non-combatant. That was later rectified since he did not use the machine gun offensively!

_____________________________

Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
― Julia Child


(in reply to BBfanboy)
Post #: 98
RE: My first go at this game, very enjoyable! - 1/9/2021 4:01:31 AM   
rustysi


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quote:

I've yet to get attacks with the Bettys on the USN CV group with Bettys. Twice I have had them raid in daylight, escort did not show up and they got mauled. I hear forumites speak of the Bettys with reverent fear, but I'm not seeing it. Which means I am not doing something right. My dream attack is Bettys doing torpedo runs on the carriers with a heavy Zero escort from the land bases.


I hate to be the party pooper, but...

LB's need a minimum level four AF to operate efficiently. Your largest AF is Rabaul, level 3. One restriction for operating from a smaller base than required is an extended range BL. That does not include torps for your Netties.

Read manual s9.4.

Ciao.

_____________________________

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In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche

Cave ab homine unius libri. Ltn Prvb

(in reply to RangerJoe)
Post #: 99
RE: My first go at this game, very enjoyable! - 1/9/2021 2:45:27 PM   
RangerJoe


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Bettys and Nells are torpedo planes and thus are not restricted to carrying to the size 4 airbase.

_____________________________

Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
― Julia Child


(in reply to rustysi)
Post #: 100
RE: My first go at this game, very enjoyable! - 1/9/2021 5:51:23 PM   
RhinoDad


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It is not surprising that many Japanese saw the coming war as national suicide. But death before dishonour.

A problem facing the Japanese was trying to get a population who less than 80 years before were samurai wearing armor and fighting with swords into a modern military with airplanes, artillery, tanks, etc. Thus they employed an aerial strategy of very few well trained over many sort of trained.

With a many somewhat trained the allies only had to implement better training.

The Japanese did not alter their training and pilot selection much during the war so they were stuck trying to fight with too small a group of pilots; a design that was meant for quick victory or a non-aerial opponent. They had been fighting a non-aerial opponent in China but things changed drastically once in a war with the western powers. Though their pilots were some of the best trained in the world war attrition quickly took its toll.

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Post #: 101
RE: My first go at this game, very enjoyable! - 1/9/2021 5:53:24 PM   
RangerJoe


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The Japanese did change it but it was too late.

You are here to make the difference.

_____________________________

Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
― Julia Child


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Post #: 102
RE: My first go at this game, very enjoyable! - 1/9/2021 5:53:55 PM   
streetsahead1985

 

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This has been an incredible thread to follow for a newcomer like myself. I stumbled my way through Coral as the Allies now I'm trying my hand at GCanal and threads like these make me realize how many mechanics I was unaware of/underutilized. This game is so much deeper than any game I've ever played and at times I feel like I'm drowning, but I love learning it.

A resource that has been fun to read through has been the archives at history.naval.mil. Lots of in-depth combat narratives that were made public in 2017. Currently reading the 60+ narrative of the invasion of Tulagi and it's helped me wrap my head around a lot of the techniques of the carriers.

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Post #: 103
RE: My first go at this game, very enjoyable! - 1/9/2021 5:56:16 PM   
RangerJoe


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That is why it is advised that a new player does not go into the Grand Campaign right away.

_____________________________

Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
― Julia Child


(in reply to streetsahead1985)
Post #: 104
RE: My first go at this game, very enjoyable! - 1/9/2021 6:24:37 PM   
Ambassador

 

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quote:

ORIGINAL: RhinoDad

A problem facing the Japanese was trying to get a population who less than 80 years before were samurai wearing armor and fighting with swords into a modern military


A common misconception is that samurai were mainly using their swords for war*. While the daisho was the symbol of nobility, bows and spears were the primary weapons of war for the samurai caste, and one must not underestimate their willingness to adopt modernity.

During the Sengoku period, one could argue that there were as many, if not more, firearms in Japan than in European countries of the same proportion. Those included cannons, and many firearms (I’d say most) were produced by local gunsmiths, after the initial introduction by the Portuguese merchants around 1540-50, and if they weren’t used anymore until the Meiji period, it is only because large scale conflict ceased.



* a bit like many people believe the medieval knights were primarily using their sword, in fact...

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Post #: 105
RE: My first go at this game, very enjoyable! - 1/9/2021 6:37:44 PM   
Randy Stead


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quote:

ORIGINAL: RangerJoe

That is why it is advised that a new player does not go into the Grand Campaign right away.


Best advice about this game, and glad I have followed it.

Yesterday I replayed the Coral Sea one last time [who am I kidding?] as the IJN. I finally figured out how to get LR-CAP working, by giving land based Zeros drop tanks and keeping my two carriers under their umbrella. I got an attack in against the US CVs without a counterstrike, which greatly aided me. When they did manage to hit back, I had enough CAP that only a handful of Dauntlesses got through. My heart dropped when I saw units of 3-4 make their bombing runs, but they seemed disjointed. My flak picked off quite a few of them and the ones that did drop bombs missed. Not one hit on any of my ships from aerial ordnance during the whole scenario. I hit the carriers again at which point they could no longer fly. I found Yorktown limping home and finished her off.

Just a few hexes out of Rabaul Chicago Maru got hit by a sub. In my previous play she was sunk, along with her cargo of troops. In that scenario I ran out of time due to less capable land combat. This time I got her back to port, when an idea struck me: use that TF that was now empty after dropping off at Tulagi. I sailed it to Rabaul and picked up the elements of Regiment 144 that were unloaded by Chicago Maru. I got them to PM just in time to help in the final assault, a 4-1 on May 13th and took the base. I think any troops lost at sea in such a narrow margin scenario are the difference between success and failure.

As well, I made more bombardments, getting everything I could rearmed and expending everything. Bombing raids from Rabaul and I also dedicated one group of bombers to recon. I saw my detection levels increasing, but I am not sure how much that helped land combat. I need to do more reading on the influence of detection levels. The bombardments seem to have helped, at least in terms of ships lost to the shore guns. I only lost three transports to the shore guns compared to 5 or 6 previously. I lost one maru to a sub, so four transports in total, and lost no naval units.

Final score, 2666 - 1025, decisive Japanese victory.

Allied ship losses, 10:

CV - Lexington, Yorktown
CA - Australia, Chicago
CL - Hobart
DD - Aylwin, Whipple, Worden
AO - Tippecanoe, Neosho

< Message edited by Randy Stead -- 1/9/2021 6:40:12 PM >

(in reply to RangerJoe)
Post #: 106
RE: My first go at this game, very enjoyable! - 1/9/2021 6:56:37 PM   
Ambassador

 

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Détection level matters in combat performance, from ground combat to bombardment (both naval and aerial). It matters a lot.

Sinking both CV and taking the base is a very good result. Congrats !

LRCAP is useful, but beware fatigue (both of the pilots and of the planes). This is not something to conduct lightly, be careful on longer scenarios, or you might end up losing many planes to Ops losses.

Performance of bombers is affected by the CAP and flak they face. A single obsolete plane on CAP and a peashooter as sole AA weapon are far better than nothing.

(in reply to Randy Stead)
Post #: 107
RE: My first go at this game, very enjoyable! - 1/9/2021 7:11:47 PM   
RangerJoe


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I am glad that you tried it again and won.

Now, try to LRCAP the enemy airbases even at 10% to increase their OPs losses! These will even fight against the CAP on a bomber raid.

_____________________________

Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
― Julia Child


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Post #: 108
RE: My first go at this game, very enjoyable! - 1/9/2021 7:17:00 PM   
Randy Stead


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quote:

ORIGINAL: Ambassador

Détection level matters in combat performance, from ground combat to bombardment (both naval and aerial). It matters a lot.

Sinking both CV and taking the base is a very good result. Congrats !

LRCAP is useful, but beware fatigue (both of the pilots and of the planes). This is not something to conduct lightly, be careful on longer scenarios, or you might end up losing many planes to Ops losses.

Performance of bombers is affected by the CAP and flak they face. A single obsolete plane on CAP and a peashooter as sole AA weapon are far better than nothing.


Oh, yeah! I had a snoop around and found one Zero unit with a fatigue rating of 84! Then I looked at every air unit and realized this is something to which I must pay attention. I then stood down several units. I even pulled my carriers back one day to give the boys a rest.

I've never played a game where such details mattered. Most of the time you push around cardboard counters or pixelated entities, without considering that those things are made up of "real" people. This is a detail I shall be sure to attend in long games.

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Post #: 109
RE: My first go at this game, very enjoyable! - 1/9/2021 7:40:40 PM   
Ambassador

 

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This is why you need a well-established routine, to check such things regularly enough, some of them every turn.

The difficulty of the grand campaign is that you’re not only in the shoes of Nimitz, but also of Halsey, MacArthur, Mountbatten, Chiang Kai-shek, Spruance, Mitscher, Vandergrift, Boyington, all the way down to Edson and Carlson. Well, you don’t have to take every decision in the field, some of that is determined by the game engine, but based on decisions you made (for example by assigning the leaders, missions, altitudes...).

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Post #: 110
RE: My first go at this game, very enjoyable! - 1/9/2021 8:26:03 PM   
Kull


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One of the biggest mistakes I ever made came at the start of the Solomons campaign. I had everything ready for the Lunga invasion. All combat units prepped to 100% (including the accompanying HQ) and plenty of support units - AA, Eng, BFs, even an Air HQ so I could field plenty of Air units for CAP and local defense. What I didn't bring was plenty of supply - just whatever was loaded on the Amphib TFs along with the troops. Let me tell you, 15K of supply doesn't last long when you have land combat going and relentless air assaults from Munda and Shortlands. And even with land-based CAP, the whole area was so dangerous that the re-supply convoys needed Carrier and SCTF accompaniment in order to make it through and linger long enough to unload. Which gave Ms. Betty an opportunity to slip through and put torps into Enterprise and Lexington, sidelining them for many months.

A VERY expensive lesson.

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Post #: 111
RE: My first go at this game, very enjoyable! - 1/9/2021 8:46:15 PM   
BBfanboy


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quote:

ORIGINAL: Randy Stead


quote:

ORIGINAL: Ambassador

Détection level matters in combat performance, from ground combat to bombardment (both naval and aerial). It matters a lot.

Sinking both CV and taking the base is a very good result. Congrats !

LRCAP is useful, but beware fatigue (both of the pilots and of the planes). This is not something to conduct lightly, be careful on longer scenarios, or you might end up losing many planes to Ops losses.

Performance of bombers is affected by the CAP and flak they face. A single obsolete plane on CAP and a peashooter as sole AA weapon are far better than nothing.


Oh, yeah! I had a snoop around and found one Zero unit with a fatigue rating of 84! Then I looked at every air unit and realized this is something to which I must pay attention. I then stood down several units. I even pulled my carriers back one day to give the boys a rest.

I've never played a game where such details mattered. Most of the time you push around cardboard counters or pixelated entities, without considering that those things are made up of "real" people. This is a detail I shall be sure to attend in long games.

The pilot fatigue is what most players look at, but there is also a PLANE fatigue that plays into ops losses a lot. Look at it by clicking on the PLANES hypertext at the bottom of the Air Unit screen. To manage it I set a maximum fatigue for ops (the setting depends how close to home base they will be fighting) E.G. for my current aerial bombardment of Truk with most HBs at range 13 to 16 from target, I set 15 fatigue as my cut-off and any aircraft at or over that level are set to rest (by working out what % of the squadron they amount to). This has kept by Ops losses very low, but it is a PITA to do it every turn!

EDIT: PS - managing plane fatigue also helps rest pilots and get their fatigue down.

< Message edited by BBfanboy -- 1/9/2021 8:47:22 PM >


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(in reply to Randy Stead)
Post #: 112
RE: My first go at this game, very enjoyable! - 1/9/2021 10:48:15 PM   
RangerJoe


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To manage fatigued pilots, you can also send them to "Group Reserve" where they are still in the unit but not flying. But they can come back immediately when you "recall" them to "Active" status.

A somewhat bad mistake a player made was when he redirected an convoy to a land hex in the USSR but dd not set them to not unload. The convoy must have unloaded some really bad sushi because Stalin was not pleased and the USSR declared war on Japan in 1942! This was between two players in a PBEM game.

< Message edited by RangerJoe -- 1/9/2021 10:49:28 PM >


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(in reply to BBfanboy)
Post #: 113
RE: My first go at this game, very enjoyable! - 1/10/2021 4:58:27 AM   
rustysi


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From: LI, NY
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quote:

ORIGINAL: RangerJoe

Bettys and Nells are torpedo planes and thus are not restricted to carrying to the size 4 airbase.


Absolutely False. Dude, please do your checks before you respond.


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(in reply to RangerJoe)
Post #: 114
RE: My first go at this game, very enjoyable! - 1/10/2021 5:07:31 AM   
rustysi


Posts: 7472
Joined: 2/21/2012
From: LI, NY
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quote:

but there is also a PLANE fatigue that plays into ops losses a lot.


Oh yeah. Layers upon layers in this game.

_____________________________

It is seldom that liberty of any kind is lost all at once. Hume

In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche

Cave ab homine unius libri. Ltn Prvb

(in reply to rustysi)
Post #: 115
RE: My first go at this game, very enjoyable! - 1/10/2021 5:31:37 AM   
RangerJoe


Posts: 13450
Joined: 11/16/2015
From: My Mother, although my Father had some small part.
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quote:

ORIGINAL: rustysi


quote:

ORIGINAL: RangerJoe

Bettys and Nells are torpedo planes and thus are not restricted to carrying to the size 4 airbase.


Absolutely False. Dude, please do your checks before you respond.



I am NOT a Dude.

Joe

_____________________________

Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
― Julia Child


(in reply to rustysi)
Post #: 116
RE: My first go at this game, very enjoyable! - 1/10/2021 10:11:03 AM   
fcooke

 

Posts: 1156
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quote:

ORIGINAL: Randy Stead

I know that; I should've used emoticons to convey that it wasn't a serious post.

I wonder about policies with respect to splitting up close relations in combat units. In WWI the British deployed "pals" battalions, units of men drafted or volunteered from local areas. On one hand it facilitated very close bonds that boosted morale but at the same time made the effects of large casualties more demoralizing both at the front and at home as the casualty lists were published.

The USN did have a policy of splitting up brothers. The 5 Sullivans petitioned, obviously with success, to serve on the same ship. That one of them survived was lucky but probably in ratio with the overall survival rate of the men on the ship. It was estimated that about 100 men made it into the water. Due to some bungling the rescue operations were delayed and I think only 10 men eventually were rescued.

(in reply to Randy Stead)
Post #: 117
RE: My first go at this game, very enjoyable! - 1/10/2021 10:20:22 AM   
fcooke

 

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quote:

ORIGINAL: BBfanboy


quote:

ORIGINAL: Randy Stead

Sorry, I'm still left wondering about those shore guns in the Coral Sea scenario. Has anybody figured out a way to pull their teeth with what is available in the scenario? I lose at least four ships from the landing force to those shore guns every time I play this scenario. In this game I lost a transport, with its cargo of supplies and/or troops, plus the number of men who drown during the unloading process. I guess the Japanese are not as good at swimming when laden with gear as the USMC?

And I have still not had any luck getting the Zeros from Lae to do a strafe attack on Port Moresby. I set the mission to ground attack, target PM and set the altitude to 100' and still nothing happens. I am wondering what I am doing wrong. I've only been attempting this for the purpose of getting to see what it does in a scenario before I try it in a campaign.

With drop tanks, Zeros can sweep or LRCAP up to 14 hexes. Strafing is ineffective against troops with forts and you will lose a lot of aircraft to light AA. Your Zero pilots are probably not well trained in strafing anyway. IRL the Japanese landed their troops down the coast between Milne Bay and PM. Aircraft from PM took out most of their supply ships so they could never make much progress up the coast. You can drop troops at a coastal hex (at least you could when the game came out) but the losses are something like 50%. It seems your only real choice is to put those CAs in the Amphib TF to suppress the CD unit.


BB - I think you are referring the Milne Bay invasion here, not the Coral Sea battle? I don't recall any Japanese troops getting 'feet dry' during the Coral Sea battle. And landing troops anywhere other directly at PM in this scenario would not work.

That said, what those Australian P-40s did to the Milne Bay invasion force was mighty impressive.

(in reply to BBfanboy)
Post #: 118
RE: My first go at this game, very enjoyable! - 1/10/2021 2:15:47 PM   
RangerJoe


Posts: 13450
Joined: 11/16/2015
From: My Mother, although my Father had some small part.
Status: offline

quote:

ORIGINAL: fcooke


quote:

ORIGINAL: Randy Stead

I know that; I should've used emoticons to convey that it wasn't a serious post.

I wonder about policies with respect to splitting up close relations in combat units. In WWI the British deployed "pals" battalions, units of men drafted or volunteered from local areas. On one hand it facilitated very close bonds that boosted morale but at the same time made the effects of large casualties more demoralizing both at the front and at home as the casualty lists were published.

The USN did have a policy of splitting up brothers. The 5 Sullivans petitioned, obviously with success, to serve on the same ship. That one of them survived was lucky but probably in ratio with the overall survival rate of the men on the ship. It was estimated that about 100 men made it into the water. Due to some bungling the rescue operations were delayed and I think only 10 men eventually were rescued.


Even though the Japanese knew where the task force was, the task force did not report the sinking by radio. Three days later when Halsey found out about the sinking, he did everything that he could to rescue the men. The task force commander was chastised . . .

_____________________________

Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
― Julia Child


(in reply to fcooke)
Post #: 119
RE: My first go at this game, very enjoyable! - 7/25/2021 5:58:55 AM   
ggeilman

 

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After spending the bulk of two weeks setting up the campaign game decided to give Coral Sea a try. It started out well enough. I was able to sink his cargo TF, but then his carrier TF found mine, end result four carriers in the drink. With no carriers to stop him the AI brought up the rest of his fleet and invaded PM. I brought all the planes I could to the northern airfields in Australia and cap to PM. He fought hard, but I was able to hold. End result was a slim marginal victory by a couple of 100 points. Will have to keep trying to get better!

(in reply to RangerJoe)
Post #: 120
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