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Marianas campaign, HFO v WITP Dude

 
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Marianas campaign, HFO v WITP Dude - 7/6/2004 1:14:31 AM   
HawaiiFive-O

 

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This'll be my first WITP PBEM game. I will be the Allies and WITP Dude the Japanese. We are playing the Marianas campaign, as I wanted to get my feet wet with a smaller scenario.

WITP Dude has agreed not to view this thread while the game is ongoing, so I'll be posting my strategy in depth. I've got another game set to start versus Nomad, where I am the Japanese, so this ought to be fun.

Feel free to post and point out all the boneheaded things I do.
Post #: 1
Getting started - 7/6/2004 2:05:00 AM   
HawaiiFive-O

 

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Alright, so even though this is the shortest scenario, it still took me about 4 hours to finish the first turn. Of course, most of that time was spent examining the OOB and figuring out what tools I had available to wrest the Marianas from Imperial Japan's evil clutches. Future plays of this scenario would probably only take an hour to get the first turn out the door.

GENERAL STRATEGY:
+ I know the main IJN fleet elements are maybe a week away. I want to land on Saipan as soon as possible.
+ The 5th Fleet CVs will sail to the Marianas as soon as possible. Hopefully the LBA will break themselves upon my F6F shield before I have to worry about what's left of KB.
+ Defeat KB decisively, clear the seas for my invasion forces.
+ After Saipan, rest and refit ~4 weeks, then on to Tinian.
+ The divisions that arrive by reinforcement are earmarked for Guam. Roughly the same time as the Tinian landings.
+ 111th RCT + other sundry units to take Satawal at some future date. Have to see how Saipan goes.

BASE STATUS:
+ I ordered all my idle engineer units to get busy increasing the fortifications on Eniwetok. Can't believe I've got about 10,000 engineers on the island and the forts are at 0. Slackers.

GROUND FORCE STATUS:
+ The 2nd Mar Div, 4th Mar Div, and 27th USA Div are all prepped 100% for Saipan, so the decision on what island to hit first is pretty much made for you. Maybe after a few plays I might try something else, but for now I figured I should go with the flow. There's no time in this scenario to get up to 100% against any other target, why waste the preparation?
+ The 1st Armored (USMC) is 100% to Saipan, so off it goes too.
+ The 1st USMC EAB is 100% to Saipan, so it's loaded up too.
+ I've got one Arty unit, so even though it's not prepped, it's going too.
+ I may have hit a bug with the V Amphib Force HQ. It's set 100% to Saipan, but the REMF resolutely refused to board the landing ships. Not sure what I might have been doing wrong, all the other ships filled up immediately. I'm hoping I'll find them loaded when I get the turn back (I left that TF 'loading troops').

So that's the force that'll be hitting the beaches. 3 divisions backed up by armor, engineers, arty, and an HQ unit. I hope this will prove enough, I should attain 3 to 1 odds once everyone is unloaded. I replaced the 4th Mar Div's commander with a fellow with a little better stats. Not much else to spend PPs on this scenario, so I was actually out of PPs by the end of the turn because I'd rearranged a bunch of leaders.

For the rest of the units, I planned some future operations. I won't hit 100% with these troops, but every little bit helps.
+ Tinian: 805th EAB, 2nd Armored (USMC) this unit already 100% at the start of the scenario.
+ Guam: 854th EAB, 640th TD.
+ Satawal: 193rd Tank BN, 111th RCT, 806th EAB.
+ Various engineer units pointed to every Japanese base on the map. If you're going to dream, dream big.

LAND BASED AIR STATUS:
+ Nothing's in range of my bombers, so they are enjoying a bit of time off.
+ Corsairs are flying CAP over Eniwetok.
+ Until I take Saipan, not much for the flyboys to do, nothing's in range.

FLEET STATUS:
+ Almost all of my carriers (CV/CVL/CVE) are a little short on their airgroups. For this reason, the 5th Fleet sails tomorrow. Today we await replacements.
+ A couple of squadrons on the Enterprise, and one on the Lexington, are still flying older models. Upgraded. I hope the flight crews can get the new planes airworthy soon! This might have been a mistake, but hey, that's why I'm playing this scenario.
+ I plan on forming 3 CVBGs, centered around the fleet carriers with a CVL or two mixed in. The Jeep carriers will form 2 different TFs, and sail with the invasion fleet.
+ In addition, I've got 3 CVEs with VR squadrons. It's my understanding these squadrons are replacements for the combat squadrons on the other carriers. I am forming a little TF with these 3 and some DDs to shadow the main TFs. Hopefully they'll do their thing.
+ I expect that with the slow speed of the invasion fleet, one day to completely fill up my airgroups will be no big deal. The carriers will quickly outpace the LSTs anyways.
+ Not that I'm expecting to need them, but I formed a replenishment TF and ordered it to fill up on fuel. Better to have it and not need it then to need it and not have it filled up and ready to go.
+ 2 ASW squadrons formed up and sent out ahead to sweep for subs.
+ 3 Bombardment groups formed as well, each with 3 or 4 BBs. They'll start the run in tomorrow. After reading what a mess CD guns make of DDs, I'll probably have to break the DDs off right before they dive in for the bombardment.
+ 1st Armored (USMC), the Arty, and the EAB unit are all on LSTs, with LCI(G) in escort (plus DEs/DDs).
+ The 2nd, 4th, and 27th are on board APs. The Marines on the smallest APs (2000/4000), and the Army on the 6000. I ran out of the smaller APs. Troops unload off the smaller capacity ships faster. So I guess you can visualize it as the Marines are the first wave, and the Army is acting as a reserve. They'll take the longest to unload. These TFs have LCI(G)s in tow as well, for fire support on the beaches.
+ Couple more supply TFs are coming along for the invasion as well. 5th Fleet better do a good job of scattering KB!
+ All invasion TFs set to follow the slowest TF in. That'll be the LSTs.
+ The subs Tuna, Balao, and Pintaro move to interdict traffic out of Palau.
+ The subs Plunger, Pilotfish, Tambor, and Greenling move to interdict the Palau-Saipan line.

I think that does it. Now to wait impatiently for WITP Dude to return the turn...

(in reply to HawaiiFive-O)
Post #: 2
9 June 1944 - 7/6/2004 3:25:25 AM   
HawaiiFive-O

 

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No contact with the enemy this turn.

5th Fleet shipped out. Not all airgroups maxed out, but I'll roll with what I have. The 3 upgraded squadrons have 8, 6, and 2 planes ready to fly, respectively. Figure 4 to 5 days to be at full strength. That ought to be enough.

Bombardment groups underway.

A Marine SBD squadron showed up, and was immediately upgraded to Helldivers.

Invasion fleet out to sea. The V Amphib Corps did *not* load, so I've given up on it. Weird.

Jeep CVs airgroups still depleted, so I'm giving them one more day to fill out before setting sail.

At the current speed of the invasion fleet, the landings will take place on the 17th.

That's all for now.

(in reply to HawaiiFive-O)
Post #: 3
10 June 1944 - 7/6/2004 4:49:29 AM   
HawaiiFive-O

 

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One of my subs has spotted as small enemy TF heading out of Palau. No shots taken, but other subs vectored in to what I hope is it's travel path.

Invasion fleet about 1/3rd of the way to Saipan. 5th Fleet out ahead. Time to get serious about my CAP.

Jeep CVs put to sea, still short of aircraft. I thought the rule book said that naval air groups check for replacements every day? No matter, we'll work with what we've got. CVEs ordered to steam at top speed to catch up with the rest of the invasion fleet.

Things should get hot in a day or so.

(in reply to HawaiiFive-O)
Post #: 4
RE: 10 June 1944 - 7/6/2004 6:01:24 AM   
Fallschirmjager


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I dont know if you are the type that likes others telling you what to do but...here goes
I have played that scenario. Its a huge mistake to invade right off the bat.
From my playing and hindsite...I would sit off the coast for about 5 days and pound the hell out of Saipan and then invade. Divirt all or most of your CV bombers to pound ground units in Saipan.
This will help supress the CD on the island...and trust me...you want those things supressed. They make for a bad day on the beach .
Another hint. Once your BB's and CA's once their ammo reaches a certain level (for BB's its if there main guns reach 3 ammo...not sure about the CA's) they will refuse to bombard any longer....I think that this is built into the game to ensure that if they run into another surface fleet that they will have something to fight with.
So once ammo reachs 3 break them off and send them back to refuel and rearm and then back up to bombard somemore.

I could give you a few more tips but that would spoil the scenario for you.
Have fun and I hope my tips help you out a little.
I really bungled this scenario the first time I played.

Edit: Maybe I missed it, but I did not see any supply TF's in your plans. Alot of supply is lost during landings, so make sure you take more than you think you will need.

< Message edited by Fallschirmjager -- 7/5/2004 11:05:51 PM >


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Post #: 5
RE: 10 June 1944 - 7/6/2004 6:26:46 AM   
HawaiiFive-O

 

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Not a problem at all, suggest away.

I know those CDs are murder. I plan on bombing/bombarding them for about 3 days before sending the boys ashore. They can't wait in the boats forever. We'll see how it goes.

I brought 3 different supply TFs, didn't mention them because they aren't very exciting. I trust there'll be enough supplies.

Maybe I should have waited, but that's what this game is for. It'll be a learning experience if we are wiped out on the beaches.

Now you've got me nervous as heck for the men of the 2nd/4th/27th.

(in reply to Fallschirmjager)
Post #: 6
11 June 1944 - 7/6/2004 6:29:49 AM   
HawaiiFive-O

 

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Had our first combat action of the campaign. The Balao evaded the IJN's attempt to send her to a watery grave.

Forces are moving into position. We spotted subs in between Saipan and Enitewok. Obviously they know we are on the way and are attempting to interdict the landing force.

A P1Y Frances spotted one of the Bombardment groups, but no strikes were launched. *phew*

Fireworks should start next turn.

+++++++++++++++++++++++++++++++++++++++++++++

AFTER ACTION REPORTS FOR 06/10/44

--------------------------------------------------------------------------------
ASW attack at 55,66

Japanese Ships
PG Ikunta Maru

Allied Ships
SS Balao

(in reply to HawaiiFive-O)
Post #: 7
RE: 11 June 1944 - 7/6/2004 7:40:58 AM   
Fallschirmjager


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One more suggestion.
You have probably done this...but make sure all CV fighter groups are on long range CAP. They are high exp and the Japanese aircraft are fodder but against just flak they can and will get hits.
Even if just a dozen fighters are over a TF they can shoot down up to 2 dozen enemy attackers.

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Post #: 8
12 June 1944 - 7/6/2004 7:41:21 AM   
HawaiiFive-O

 

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Even though 5th fleet pulled within 240 miles of Saipan/Tinian, no strikes were launched by either side due to intense thunderstorm activity.

It's nerve-wracking to be in this close without my planes flying strikes to suppress the airfields.

1st bombardment should go off today. CVEs + transports should be within range to lend some airpower to softening up Saipan as well.

The lack of strikes means I'll put off the invasion for a day, I really want to work over those the CD batteries for a bit.

(in reply to HawaiiFive-O)
Post #: 9
RE: 11 June 1944 - 7/6/2004 7:43:14 AM   
HawaiiFive-O

 

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I've got good CAP over all TFs.

I'm playing a companion game to this versus Nomad. You don't have to tell me twice about the deadly nature of the Allied air crews.

65 to 0, first day of strikes against his fleet. Those Frances' didn't know what hit them.

(in reply to Fallschirmjager)
Post #: 10
13 June 1944 - 7/6/2004 9:35:02 AM   
HawaiiFive-O

 

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Eventful turn!

First of all, if you are thinking of splitting off your DDs to avoid them getting shellacked by CD fire, here's something you shouldn't do. Don't send them in as an ASW TF set to follow your BBs/CAs/CLs in. I did that thinking I'd protect my ships against a sub attack, but the DDs still got within range of the CD batteries. Drat. The Benham's in trouble. If they can't get the fires under control she'll go down for sure.

The Iowa group will bombard again tonight, and then head back to Eniwetok to reload. DDs added back to the TF again. They'll get shot up, but I'm terrified of a Japanese sub putting a fish into my heavies. I've got to coordinate this better next time.

Another BB group heading in to bombard. This time the escorting DDs are staying with the CVs. They'll rejoin the BBs tomorrow for the run back to Eniwetok.

3rd BB group to bombard 2 days from now. That'll be the last bombard before the Marines hit the beaches.

No sign of KB, but I know they're due to arrive any day now. 5th Fleet ordered to loop around Saipan. They'll continue to strike Saipan for the time being, with most squadrons on primary Naval Attack/secondary Port Attack.

I concentrated my airstrikes on Port Attack, intending to disrupt the CD units as much as possible. That sub that was in port distracted my flyboys. You'd think they'd realize there's more important things to bomb (like those 8" gun emplacements), then a silly RO class sub.

The IJN strikes did a pretty good job of targetting my invasion forces. I think that's the AI picking the group with the least CAP in action. Still, 71 Wildcats shot up all comers, for the loss of a single Wildcat. About 50 to 1.

2 more supply TFs forming up at Eniwetok, more bullets for the men once they've hit the beaches.

Invasion fleet one day out. CVEs bombing/strafing the troops on Saipan. Here's hoping...


++++++++++++++++++++++++++++++++++++++++++++
AFTER ACTION REPORTS FOR 06/12/44

--------------------------------------------------------------------------------
Naval Gun Fire at Saipan (63,64) - Coastal Guns Fire Back!

14 Coastal gun shots fired in defense.
Allied Ships
BB Iowa, Shell hits 6 IJN propaganda. Iowa reads 0/0/0 damage.

Japanese ground losses:
61 casualties reported
Guns lost 2

--------------------------------------------------------------------------------
Naval Gun Fire at Saipan (63,64) - Coastal Guns Fire Back!

23 Coastal gun shots fired in defense.
Allied Ships
DD Hunt, Shell hits 6 She'll be fine, superficial damage.
DD Benham, Shell hits 3, on fire, heavy damage Why'd you close the range, Captain?

--------------------------------------------------------------------------------
Naval bombardment of Saipan, at 63,64

Japanese aircraft
no flights

Japanese aircraft losses
A6M5 Zeke: 10 destroyed, 12 damaged
P1Y Frances: 13 destroyed, 26 damaged
E13A1 Jake: 2 destroyed, 3 damaged
F1M2 Pete: 6 destroyed, 1 damaged
H8K Emily: 1 destroyed, 5 damaged
E7K2 Alf: 1 destroyed, 4 damaged

Allied Ships
CL Biloxi
CA Canberra
CA Boston
BB Iowa Came in for another pass, this time they roughed the place up good. (I hope).
BB Alabama
BB Indiana

Japanese ground losses:
1462 casualties reported
Guns lost 27

Airbase hits 18
Airbase supply hits 8
Runway hits 60

--------------------------------------------------------------------------------
Day Air attack on Saipan , at 63,64

Japanese aircraft
A6M5 Zeke x 1

Allied aircraft
FM-2 Wildcat x 38
TBM Avenger x 56

No Japanese losses

Allied aircraft losses
FM-2 Wildcat: 2 damaged
TBM Avenger: 6 damaged

Japanese Ships
SS RO-117, Bomb hits 1, on fire Not sure why she's still in port.

Japanese ground losses:
21 casualties reported

Port hits 2
Port fuel hits 1
Port supply hits 1

Aircraft Attacking:
8 x TBM Avenger bombing at 5000 feet
8 x TBM Avenger bombing at 5000 feet
8 x TBM Avenger bombing at 5000 feet
8 x TBM Avenger bombing at 5000 feet
8 x TBM Avenger bombing at 5000 feet
8 x TBM Avenger bombing at 5000 feet
8 x TBM Avenger bombing at 5000 feet
--------------------------------------------------------------------------------
Day Air attack on TF, near Saipan at 63,64

Quite surprised to find this TF here. Buh-bye.

Allied aircraft
F6F Hellcat x 140
SB2C Helldiver x 68
TBM Avenger x 15


No Allied losses

Japanese Ships
AO Medan Maru, Bomb hits 16, on fire, heavy damage
PG Ikunta Maru, Bomb hits 8, Torpedo hits 1, on fire, heavy damage

Aircraft Attacking:
7 x SB2C Helldiver bombing at 2000 feet
3 x TBM Avenger launching torpedoes at 200 feet
7 x SB2C Helldiver bombing at 2000 feet
9 x SB2C Helldiver bombing at 2000 feet
9 x SB2C Helldiver bombing at 2000 feet
9 x SB2C Helldiver bombing at 2000 feet
4 x TBM Avenger launching torpedoes at 200 feet
4 x TBM Avenger launching torpedoes at 200 feet
4 x TBM Avenger launching torpedoes at 200 feet
9 x SB2C Helldiver bombing at 2000 feet
9 x SB2C Helldiver bombing at 2000 feet
9 x SB2C Helldiver bombing at 2000 feet
--------------------------------------------------------------------------------
Day Air attack on TF at 67,64

Japanese aircraft
P1Y Frances x 3

Allied aircraft
FM-2 Wildcat x 71

Japanese aircraft losses
P1Y Frances: 6 destroyed, 1 damaged Turkey shoot begins.


--------------------------------------------------------------------------------
Day Air attack on TF at 64,64

Japanese aircraft
P1Y Frances x 4

Allied aircraft
F6F Hellcat x 199

Japanese aircraft losses
P1Y Frances: 8 destroyed 4 attack yet 8 destroyed! My pilots like telling tall tales.


--------------------------------------------------------------------------------
Day Air attack on TF at 67,64

Japanese aircraft
P1Y Frances x 6

Allied aircraft
FM-2 Wildcat x 71

Japanese aircraft losses
P1Y Frances: 11 destroyed, 4 damaged

Allied aircraft losses
FM-2 Wildcat: 1 damaged

--------------------------------------------------------------------------------
Day Air attack on TF at 67,64

Japanese aircraft
P1Y Frances x 4

Allied aircraft
FM-2 Wildcat x 71

Japanese aircraft losses
P1Y Frances: 4 destroyed Honesty's the best policy, boys.


--------------------------------------------------------------------------------
Day Air attack on Saipan , at 63,64

Japanese aircraft
A6M5 Zeke x 1

Allied aircraft
F6F Hellcat x 32
SB2C Helldiver x 228
TBM Avenger x 53

Japanese aircraft losses
A6M5 Zeke: 2 destroyed, 4 damaged
P1Y Frances: 1 destroyed, 2 damaged
F1M2 Pete: 1 destroyed
H8K Emily: 1 destroyed, 1 damaged

Allied aircraft losses
SB2C Helldiver: 6 destroyed, 20 damaged Either this is FoW, or the flight crews were busy. 4 lost, about 10 damaged.
TBM Avenger: 4 damaged

Japanese Ships
SS RO-117, Bomb hits 6, on fire, heavy damage He picked a bad day to lounge about in port.

Japanese ground losses:
133 casualties reported
Guns lost 1

Airbase hits 7
Airbase supply hits 1
Runway hits 23
Port hits 10
Port fuel hits 7
Port supply hits 9

Aircraft Attacking:
32 x SB2C Helldiver bombing at 2000 feet
34 x SB2C Helldiver bombing at 2000 feet
27 x SB2C Helldiver bombing at 2000 feet
34 x SB2C Helldiver bombing at 2000 feet
31 x SB2C Helldiver bombing at 2000 feet
34 x SB2C Helldiver bombing at 2000 feet
33 x SB2C Helldiver bombing at 2000 feet
9 x TBM Avenger bombing at 5000 feet
9 x TBM Avenger bombing at 5000 feet
9 x TBM Avenger bombing at 5000 feet
9 x TBM Avenger bombing at 5000 feet
9 x TBM Avenger bombing at 5000 feet
8 x TBM Avenger bombing at 5000 feet
--------------------------------------------------------------------------------
Day Air attack on TF at 67,64

Japanese aircraft
P1Y Frances x 3

Allied aircraft
FM-2 Wildcat x 61

Japanese aircraft losses
P1Y Frances: 2 damaged


--------------------------------------------------------------------------------
Day Air attack on TF at 67,64

Japanese aircraft
P1Y Frances x 3

Allied aircraft
FM-2 Wildcat x 61

Japanese aircraft losses
P1Y Frances: 2 destroyed


--------------------------------------------------------------------------------
Day Air attack on TF at 67,64

Japanese aircraft
A6M5 Zeke x 5
P1Y Frances x 3

Allied aircraft
FM-2 Wildcat x 61

Japanese aircraft losses
A6M5 Zeke: 9 destroyed, 1 damaged
P1Y Frances: 2 destroyed

Allied aircraft losses
FM-2 Wildcat: 2 destroyed Think the boys were getting tired by this point.

(in reply to HawaiiFive-O)
Post #: 11
RE: 13 June 1944 - 7/6/2004 10:34:47 AM   
Raverdave


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This is so cool to see newbies jumping right in

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Never argue with an idiot, he will only drag you down to his level and beat you with experience.

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Post #: 12
RE: Getting started - 7/6/2004 3:37:04 PM   
GBirkn


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quote:

I may have hit a bug with the V Amphib Force HQ. It's set 100% to Saipan, but the REMF resolutely refused to board the landing ships. Not sure what I might have been doing wrong, all the other ships filled up immediately. I'm hoping I'll find them loaded when I get the turn back (I left that TF 'loading troops').

quote:

The V Amphib Corps did *not* load, so I've given up on it. Weird.

I had no problem loading the Amphib HQ. Were you trying to load them on the command ship (AGC)? I don't think they're supposed to go on an AP or an LST.

_____________________________

"War is the remedy our enemies have chosen, and I say let's give them all they want." -- Gen. W. T. Sherman

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Post #: 13
RE: 13 June 1944 - 7/6/2004 4:47:57 PM   
HawaiiFive-O

 

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quote:

ORIGINAL: Raverdave

This is so cool to see newbies jumping right in


Thanks.

This is the easiest scenario to come to grips with, so if we jumped, we jumped into the wading pool.

(in reply to Raverdave)
Post #: 14
RE: Getting started - 7/6/2004 4:49:45 PM   
HawaiiFive-O

 

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quote:

ORIGINAL: GBirkn
I had no problem loading the Amphib HQ. Were you trying to load them on the command ship (AGC)? I don't think they're supposed to go on an AP or an LST.


AH! Put the HQ in the AGC? *slaps head* Of course, that would have worked. Darn it, too late now. I'll know for next time.

(in reply to GBirkn)
Post #: 15
RE: Getting started - 7/6/2004 7:11:25 PM   
Deathifier

 

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quote:

ORIGINAL: HawaiiFive-O

quote:

ORIGINAL: GBirkn
I had no problem loading the Amphib HQ. Were you trying to load them on the command ship (AGC)? I don't think they're supposed to go on an AP or an LST.


AH! Put the HQ in the AGC? *slaps head* Of course, that would have worked. Darn it, too late now. I'll know for next time.


Not only would it have worked it would have also made your landings easier, since the presence of an amphibious command HQ on its special craft during landings helps reduce landing disruption (according to the manual).

You could always go back and get it!

- Deathifier

(in reply to HawaiiFive-O)
Post #: 16
RE: Getting started - 7/6/2004 7:52:36 PM   
Fallschirmjager


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A few more things.
You have me confused.
You are using port attack to use CD guns? Is this something I didnt know?
I thought you used ground attack since they were ground units.
Also, I got the HQ to load up onto a AGC but I could NOT get the damn thing to unload. It was in port for 5 days and would not unload. Again...am I missing something?

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Post #: 17
RE: Getting started - 7/6/2004 9:11:45 PM   
HawaiiFive-O

 

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According to Mr. Frag, that's how it works. Bomb the CD units by Port Attacking.

quote:

ORIGINAL: Mr.Frag

CD batteries are hit by Port attacks.

Regular type guns firing at your invasion fleet are suppressed by ships in YOUR transport TF that can shoot.


If WITP works like UV, Ground Attack will hit the unit with the highest Assault value. You'll never get the CD guns that way.

Regarding the AGC, I'm not sure, nor will I be able to see if it happens to me as well, 'cause the V Amphib Corps is still cooling their heels back at Eniwetok.

(in reply to Fallschirmjager)
Post #: 18
RE: Getting started - 7/6/2004 9:44:08 PM   
Mr.Frag


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quote:

You are using port attack to use CD guns? Is this something I didnt know?


Grumble Grumble ... manuals are for starting fires?

Airfield attacks hit Support units (hq, eng, aa, art)

Port attacks hit support units (hq, eng, aa, cd, art)

This rule goes back to UV 1.0

Pg 128 in the WitP manual after you put out the fire

< Message edited by Mr.Frag -- 7/6/2004 2:44:29 PM >

(in reply to Fallschirmjager)
Post #: 19
RE: Getting started - 7/6/2004 10:18:18 PM   
Fallschirmjager


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quote:

ORIGINAL: Mr.Frag

quote:

You are using port attack to use CD guns? Is this something I didnt know?


Grumble Grumble ... manuals are for starting fires?

Airfield attacks hit Support units (hq, eng, aa, art)

Port attacks hit support units (hq, eng, aa, cd, art)

This rule goes back to UV 1.0

Pg 128 in the WitP manual after you put out the fire



Those manual things are just formalities


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Post #: 20
RE: Getting started - 7/6/2004 10:31:12 PM   
Mr.Frag


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quote:

Those manual things are just formalities


And then people complain when one is not included so they can not read something that they had no plans of reading in the first place ... talk about Irony.

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Post #: 21
RE: Getting started - 7/6/2004 10:55:54 PM   
Fallschirmjager


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quote:

ORIGINAL: Mr.Frag

quote:

Those manual things are just formalities


And then people complain when one is not included so they can not read something that they had no plans of reading in the first place ... talk about Irony.


I have read some of it. I just missed the part about attacking support units.

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(in reply to Mr.Frag)
Post #: 22
RE: Getting started - 7/6/2004 10:57:13 PM   
HawaiiFive-O

 

Posts: 295
Joined: 12/21/2002
From: USA
Status: offline
In fairness, it is a 250+ page manual, with no index. Sure you can search the PDF, but that's not always going to get you what you want.

I've read it once, and after my initial PBEM's, I'll read it again. More will 'stick' the second time through.

The game's been out less than a week, not too many people should be considered 'experts' on the manual at this point. Yourself excluded, Mr. Frag. You have had the manual a lot longer than the rest of us.

(in reply to Mr.Frag)
Post #: 23
RE: Getting started - 7/6/2004 11:02:23 PM   
Grotius


Posts: 5798
Joined: 10/18/2002
From: The Imperial Palace.
Status: offline
I have indexed two books, and I'm half tempted to create an index for the WiTP manual and tutorial. Already I find myself flipping around saying "I know I've seen this, but I can't find the rule." People tend to use an index more than a table of contents because an index can have cross-references and whatnot.

Anyone interested in a user-made index for the WITP manual?

(in reply to HawaiiFive-O)
Post #: 24
RE: Getting started - 7/6/2004 11:05:08 PM   
HawaiiFive-O

 

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From: USA
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Yes!

I find myself muttering "I know I've seen this, but I can't find the rule." constantly right now.

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Post #: 25
RE: Getting started - 7/6/2004 11:27:00 PM   
Mr.Frag


Posts: 13410
Joined: 12/18/2002
From: Purgatory
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quote:

The game's been out less than a week, not too many people should be considered 'experts' on the manual at this point. Yourself excluded, Mr. Frag. You have had the manual a lot longer than the rest of us.


I am being very forgiving but don't expect me to *stop* with the manual digs

The basic problem is this:

If you don't understand what you are doing, you get frustrated. The game is supposed to be fun, not frustrating.

Your Fun level is directly proportional to how well you understand things. You also avoid learning BAD things by doing things incorrectly which is about 70% of all the posts right now. Couple this with the post rate in the forum resulting in most answers being buried before people even get a chance to read them.

You guys need to work together to learn. Ask *clear* questions. Answer *clearly* if you know. Keep posts on topic. Title messages properly. All these things will help others.

(in reply to HawaiiFive-O)
Post #: 26
RE: Getting started - 7/6/2004 11:31:01 PM   
HawaiiFive-O

 

Posts: 295
Joined: 12/21/2002
From: USA
Status: offline
Sure, I see what you are trying to say. Things will settle down in a week or two as things get sorted out.

I appreciate all the time you put in for the community. Thank you.

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Post #: 27
RE: Getting started - 7/7/2004 12:15:16 AM   
dr. smith

 

Posts: 221
Joined: 6/30/2004
From: lost in space
Status: offline
quote:

ORIGINAL: Fallschirmjager

Also, I got the HQ to load up onto a AGC but I could NOT get the damn thing to unload. It was in port for 5 days and would not unload. Again...am I missing something?


In the Marianas, with my Amphib HQ on the AGC, it did not unload UNTIL Saipan was captured, then bingo, the REMFs wade ashore to the click-click of photographers.

(in reply to Fallschirmjager)
Post #: 28
RE: Getting started - 7/7/2004 12:16:56 AM   
Mr.Frag


Posts: 13410
Joined: 12/18/2002
From: Purgatory
Status: offline
quote:

In the Marianas, with my Amphib HQ on the AGC, it did not unload UNTIL Saipan was captured, then bingo, the REMFs wade ashore to the click-click of photographers.


Mac must have been in command ... can't wade ashore until the photo op is set up

(in reply to dr. smith)
Post #: 29
RE: Getting started - 7/7/2004 12:17:11 AM   
kaleun

 

Posts: 5145
Joined: 5/29/2002
From: Colorado
Status: offline
Ahh, the famed Mac Arthur gambit....

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Appear at places to which he must hasten; move swiftly where he does not expect you.
Sun Tzu

(in reply to dr. smith)
Post #: 30
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