Wake up call (Full Version)

All Forums >> [Current Games From Matrix.] >> [World War II] >> War In The Pacific - Struggle Against Japan 1941 - 1945



Message


Redan -> Wake up call (3/13/2007 5:02:58 PM)

I've never played an historical scenario against the AI in either Witp or PACWAR where the Japanese seized Wake on the first try. Does it ever happen?




marky -> RE: Wake up call (3/13/2007 5:07:11 PM)

yes ive seen it happen, other times ive seen Wake hold




String -> RE: Wake up call (3/13/2007 5:07:40 PM)

quote:

ORIGINAL: Redan

I've never played an historical scenario against the AI in either Witp or PACWAR where the Japanese seized Wake on the first try. Does it ever happen?


Sometimes.




Redan -> RE: Wake up call (3/13/2007 5:18:05 PM)

Thanks. I figured it had to happen sometimes.




patrickl -> RE: Wake up call (3/13/2007 6:09:50 PM)

If you try to load the scenario 10 times - the AI would take Wake Island 10% to 20% of the time - just need 3 to 1 AV to win the base.

Pat




Wolfie1 -> RE: Wake up call (3/13/2007 6:37:23 PM)

In PBEM, I have lost wake to the Japs in 3 out of 4 first turns.




Mike Solli -> RE: Wake up call (3/13/2007 8:01:27 PM)

Add a Naval Guard to the original invasion force and it'll happen most of the time.




DaveB -> RE: Wake up call (3/13/2007 8:20:33 PM)

...and in reality it took the Japanese 2 attempts anyway. If the resident Pac Thetare PhD's will excuse me here .... 11 Dec 42 500 troops plus CA/DD support were beaten back by 1st USMC Def Bn (388 men) + 12 F4F-3 of VMF-211. Daily (approx) bombardment whittled the defences down, and a heavier attack two weeks later took the place, more than a little due to a degree of tardiness on the part of the relief forces. (Lex to raid Marshalls as diversion, Sara to land Marines and VMF on Wake.... CV v Surface force opportunity missed). Unfortunately Sara moved at the 12 kts of the attached oiler....

I only play v AI - my life is such that at some point my turnround would be too slow for opponents and a chore to me - I've yet to lose Wake (or Rabaul) to the Japanese. To make up for it I lose lots of other stuff, although running BigB mod I seem to be a complete God of killing Jap transports at least <g>




wdolson -> RE: Wake up call (3/14/2007 12:34:00 AM)

One day I tried running the first turn several times and Wake fell every single time. I've probably run the first turn 20 or more times and Wake has only survived the first turn twice.

A few days ago I started a new game against the AI and I did a non-historical 1st turn. I set the Wildcats at Wake to naval attack with 50% on CAP. They damaged two transports and completely screwed up the Japanese's plans. The troops Japan was able to land had no supplies and died of attrition within a few days. That's been an aberration in my history with the game.

Bill




histgamer -> RE: Wake up call (3/14/2007 1:12:37 AM)

First two games i started it fell last 4 it hasn’t.

That said I have played the first turn many times but i am still working on my first grand campaign. Currently January 19th 1942 I am Japan. Advancing faster than historical in the PI and Malay and Burma however not as fast in DEI haven’t even taken a base there yet focusing all my energies on forcing the brits in Malay to surrender a month ahead of scandal.




JeffroK -> RE: Wake up call (3/14/2007 7:40:06 AM)

Playing the AI.

As Japan it has always fallen to my 1st day attacks.

As the Allies, it survives 90% of the time, and becaomes a pain in the side for the Japs on Eniwetok & Kwajalien.




bradfordkay -> RE: Wake up call (3/14/2007 8:25:44 AM)

Against the AI an allied player can rush the Lexington and Enterprise to Wake to nail the invasion fleet. Even with them at high speed, if you are playing the Dec 7 scenario, the Japanese will land before your carriers can arrive. Playing the Dec 8 scenario, you can be there in time.

Once I saw the AI react with the KB to move on my carriers off Wake, cutting down between French Frigate Shoals and Midway - cutting my carriers off from Pearl. I then sent them on a long run to Davao... boy did that confuse the AI (like that is difficult!).




Dutch_slith -> RE: Wake up call (3/14/2007 2:40:34 PM)

Playing the AI, Historical First Turn on. AI seizes Wake 30% of the time.




patrickl -> RE: Wake up call (3/14/2007 4:11:23 PM)

Hi,

If you want a good game from the AI, let the AI takes Wake Island on the first turn. [:D] If it fails to take it on the first turn, it will persist till Dec 42 to try to conquer Wake Island and even sending KB swimming round it for months and you will be bored to death. If it takes Wake, it would then try to play an aggressive game in South Pacific.

Pat




Charles2222 -> RE: Wake up call (3/15/2007 1:04:36 PM)


quote:

ORIGINAL: wdolson

One day I tried running the first turn several times and Wake fell every single time. I've probably run the first turn 20 or more times and Wake has only survived the first turn twice.

A few days ago I started a new game against the AI and I did a non-historical 1st turn. I set the Wildcats at Wake to naval attack with 50% on CAP. They damaged two transports and completely screwed up the Japanese's plans. The troops Japan was able to land had no supplies and died of attrition within a few days. That's been an aberration in my history with the game.

Bill


This is about as frustrating as getting more than 1 Kate group to use torps on PH against the AI. At least 50% of the attacks end up with NO torps being used. And if you wanted the sort of damage the historic attack got, you might as well forget that.




AW1Steve -> RE: Wake up call (3/15/2007 8:55:21 PM)


quote:

ORIGINAL: Redan

I've never played an historical scenario against the AI in either Witp or PACWAR where the Japanese seized Wake on the first try. Does it ever happen?

If you set your F4F's to naval attack , I found that the Japanese landing usually does not succeed. When I left the wildcats on LRCAP Japan always took Wake away from me. That would seem to follow what happen historically. So far I've tried it each way about five times. Any one else tried this?




Admiral DadMan -> RE: Wake up call (3/15/2007 10:08:28 PM)


quote:

ORIGINAL: DaveB

...and in reality it took the Japanese 2 attempts anyway. If the resident Pac Thetare PhD's will excuse me here .... 11 Dec 42 500 troops plus CA/DD support were beaten back by 1st USMC Def Bn (388 men) + 12 F4F-3 of VMF-211. Daily (approx) bombardment whittled the defences down, and a heavier attack two weeks later took the place, more than a little due to a degree of tardiness on the part of the relief forces. (Lex to raid Marshalls as diversion, Sara to land Marines and VMF on Wake.... CV v Surface force opportunity missed). Unfortunately Sara moved at the 12 kts of the attached oiler....

I only play v AI - my life is such that at some point my turnround would be too slow for opponents and a chore to me - I've yet to lose Wake (or Rabaul) to the Japanese. To make up for it I lose lots of other stuff, although running BigB mod I seem to be a complete God of killing Jap transports at least <g>

Acutally, the fault could be laid with Interim CinCUS VAdm Pye. He staggered his carrier strength instead of learning the lesson drilled home 3 weeks earlier that he should have MASSED his carrier strength as Adm Kimmel planned to do.

He had Lexington, Saratoga, and Enterprise stretched out between Wake and Midway. Had Pye tied them together even loosely under one commander, they could have helped hold wake and bag Soryu and Hiryu when they came to help. But Pye was all brains and no balls.

Washington gave him an out to bail on Wake, so he did.




TAIL GUNNER -> RE: Wake up call (3/15/2007 11:39:03 PM)

If you play as Japan and want a guaranteed way to capture Wake every time on the first turn, just switch the Guam bombardment TF to Wake......
works every time....[sm=sign0066.gif]




histgamer -> RE: Wake up call (3/16/2007 12:24:16 AM)

I just took wake by making the transport group carrying troops there altered a bit. After the first turn the allies were still holding but my troops had reduced fortifications i then took 4 DDs and the CL out of the transport group and made them a bombardment group and blasted wake and it fell on the second day.




herwin -> RE: Wake up call (3/16/2007 12:47:56 PM)


quote:

ORIGINAL: Juggalo

If you play as Japan and want a guaranteed way to capture Wake every time on the first turn, just switch the Guam bombardment TF to Wake......
works every time....[sm=sign0066.gif]


In reality, the Japanese were too thinly spread to hit everywhere hard at the beginning of December.




Page: [1]

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI
1.671875