RE: Southern China Feb. 4/43 (Full Version)

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SqzMyLemon -> RE: Southern China Feb. 4/43 (3/18/2012 6:21:06 PM)

Next turn is away.

I can't be bothered to ask for a redo. I mentioned to Bart that I may post on the tech forum about the units being reset to zero movement, but I don't think anything can be done about it. It clearly is the fact that the Chinese unit entered the hex prior to me leaving it. There are movement issues galore in this game and it's simply wrong that a unit so small is allowed to impede the movement of a force this large. I mentioned I thought it was a little gamey, but am leaving it at that.




obvert -> RE: Southern China Feb. 4/43 (3/18/2012 6:30:40 PM)


quote:

ORIGINAL: SqzMyLemon

Next turn is away.

I can't be bothered to ask for a redo. I mentioned to Bart that I may post on the tech forum about the units being reset to zero movement, but I don't think anything can be done about it. It clearly is the fact that the Chinese unit entered the hex prior to me leaving it. There are movement issues galore in this game and it's simply wrong that a unit so small is allowed to impede the movement of a force this large. I mentioned I thought it was a little gamey, but am leaving it at that.


Between opponents there has to be some clear understanding of restrictions, unless a previous agreement is in place to use no HRs. So if you think this kind of movement is gamey there are in my view two options:

1. Go on and add it to your arsenal of tactics.

2. Refuse to use the tactic and negotiate with your opponent to stop using it as well because it goes against what you think is valid in this game.

If you choose to do neither of these then I think the door opens for lots of misunderstandings and bitterness which is just no fun. And this is supposed to be fun for both parties, right?




PaxMondo -> RE: Southern China Feb. 4/43 (3/18/2012 10:24:57 PM)


quote:

ORIGINAL: obvert

Between opponents there has to be some clear understanding of restrictions, unless a previous agreement is in place to use no HRs. So if you think this kind of movement is gamey there are in my view two options:

1. Go on and add it to your arsenal of tactics.

2. Refuse to use the tactic and negotiate with your opponent to stop using it as well because it goes against what you think is valid in this game.

If you choose to do neither of these then I think the door opens for lots of misunderstandings and bitterness which is just no fun. And this is supposed to be fun for both parties, right?

100% agree with obvert and his suggestions. I would generally choose #2.




SqzMyLemon -> RE: Southern China Feb. 4/43 (3/18/2012 10:33:03 PM)

quote:

ORIGINAL: obvert

quote:

ORIGINAL: SqzMyLemon

Next turn is away.

I can't be bothered to ask for a redo. I mentioned to Bart that I may post on the tech forum about the units being reset to zero movement, but I don't think anything can be done about it. It clearly is the fact that the Chinese unit entered the hex prior to me leaving it. There are movement issues galore in this game and it's simply wrong that a unit so small is allowed to impede the movement of a force this large. I mentioned I thought it was a little gamey, but am leaving it at that.


Between opponents there has to be some clear understanding of restrictions, unless a previous agreement is in place to use no HRs. So if you think this kind of movement is gamey there are in my view two options:

1. Go on and add it to your arsenal of tactics.

2. Refuse to use the tactic and negotiate with your opponent to stop using it as well because it goes against what you think is valid in this game.

If you choose to do neither of these then I think the door opens for lots of misunderstandings and bitterness which is just no fun. And this is supposed to be fun for both parties, right?


Completely agree obvert. I think the fact I mentioned to Bart it was gamey in my opinion will be enough. I haven't heard back from him yet, but he mentioned in response to my first e-mail that posting to the tech forum because of the lost movement would be fine. He thought I shouldn't lose my movement either, but I think it's moot. The Chinese unit entering the hex prior to me being able to leave it is the problem, that reset my movement to zero. The same thing would have happened had he sent a full sized Corps. I guess the issue remains the fact it's an expendable unit and if used in this way it creates an incredibly favourable situation out of all proportion to the size or combat capability of the unit.

I'm moving on with the game. I don't want to worry about posting saves or redoing the turn and causing a delay. I won't risk a possible change in results from the last turn either, I got a favourable bombardment against Lunga and I won't chance that being wiped out by a redo.

If Bart agrees it was gamey and will either risk a larger unit next time, or simply refrain from doing it again, that will satisfy me.




obvert -> RE: Southern China Feb. 4/43 (3/18/2012 10:38:41 PM)


quote:

ORIGINAL: SqzMyLemon

quote:

ORIGINAL: obvert

quote:

ORIGINAL: SqzMyLemon

Next turn is away.

I can't be bothered to ask for a redo. I mentioned to Bart that I may post on the tech forum about the units being reset to zero movement, but I don't think anything can be done about it. It clearly is the fact that the Chinese unit entered the hex prior to me leaving it. There are movement issues galore in this game and it's simply wrong that a unit so small is allowed to impede the movement of a force this large. I mentioned I thought it was a little gamey, but am leaving it at that.


Between opponents there has to be some clear understanding of restrictions, unless a previous agreement is in place to use no HRs. So if you think this kind of movement is gamey there are in my view two options:

1. Go on and add it to your arsenal of tactics.

2. Refuse to use the tactic and negotiate with your opponent to stop using it as well because it goes against what you think is valid in this game.

If you choose to do neither of these then I think the door opens for lots of misunderstandings and bitterness which is just no fun. And this is supposed to be fun for both parties, right?


Completely agree obvert. I think the fact I mentioned to Bart it was gamey in my opinion will be enough. I haven't heard back from him yet, but he mentioned in response to my first e-mail that posting to the tech forum because of the lost movement would be fine. He thought I shouldn't lose my movement either, but I think it's moot. The Chinese unit entering the hex prior to me being able to leave it is the problem, that reset my movement to zero. The same thing would have happened had he sent a full sized Corps. I guess the issue remains the fact it's an expendable unit and if used in this way it creates an incredibly favourable situation out of all proportion to the size or combat capability of the unit.

I'm moving on with the game. I don't want to worry about posting saves or redoing the turn and causing a delay. I won't risk a possible change in results from the last turn either, I got a favourable bombardment against Lunga and I won't chance that being wiped out by a redo.

If Bart agrees it was gamey and will either risk a larger unit next time, or simply refrain from doing it again, that will satisfy me.


Exactly. Clarification is really all you need.




SqzMyLemon -> RE: Southern China Feb. 4/43 (3/19/2012 1:09:57 AM)

Just got an e-mail from Bart and he explained what happened at Tuyun. I'm good with the explanation. A little worrying is the fact Bart is extremely frustrated with how China has gone and feels the theatre is unplayable. So much so that he won't rule out other questionable tactics to try and allow his forces to get to Kunming and roadblock any attempt at my linking my forces in China up with those in Burma.

I understand his frustration and just urged him to reconsider using anything gamey, as I don't think his position in China is untenable. I think using a viable blocking force is an acceptable tactic, it should just be more than a few guns.

So, no need for a redo in my opinion, we've discussed things and I think we'll work it out and move forward. We've had our issues this match and considering communicating by e-mail is not always ideal, we've done pretty good. Just waiting on more from Bart regarding this issue, or just the next turn.

Note: I'm not one to normally discuss communications between myself and Bart, a few times yes, but with the problems lately I think it is good to be sharing with others the pitfalls that we've been encountering. The important thing is communication and most issues can be resolved in a few e-mails. It's not easy carrying on a PBEM for this length of time with all the things that can go wrong, or each others expectations of gameplay. Sometimes you just have to work at it a little more. It's still one of the more rewarding gameplay options available, next to setting up a boardgame or playing hotseat.




crsutton -> RE: Southern China Feb. 4/43 (3/19/2012 3:29:03 AM)

quote:

ORIGINAL: SqzMyLemon

quote:

ORIGINAL: obvert

quote:

ORIGINAL: SqzMyLemon

Next turn is away.

I can't be bothered to ask for a redo. I mentioned to Bart that I may post on the tech forum about the units being reset to zero movement, but I don't think anything can be done about it. It clearly is the fact that the Chinese unit entered the hex prior to me leaving it. There are movement issues galore in this game and it's simply wrong that a unit so small is allowed to impede the movement of a force this large. I mentioned I thought it was a little gamey, but am leaving it at that.


Between opponents there has to be some clear understanding of restrictions, unless a previous agreement is in place to use no HRs. So if you think this kind of movement is gamey there are in my view two options:

1. Go on and add it to your arsenal of tactics.

2. Refuse to use the tactic and negotiate with your opponent to stop using it as well because it goes against what you think is valid in this game.

If you choose to do neither of these then I think the door opens for lots of misunderstandings and bitterness which is just no fun. And this is supposed to be fun for both parties, right?


Completely agree obvert. I think the fact I mentioned to Bart it was gamey in my opinion will be enough. I haven't heard back from him yet, but he mentioned in response to my first e-mail that posting to the tech forum because of the lost movement would be fine. He thought I shouldn't lose my movement either, but I think it's moot. The Chinese unit entering the hex prior to me being able to leave it is the problem, that reset my movement to zero. The same thing would have happened had he sent a full sized Corps. I guess the issue remains the fact it's an expendable unit and if used in this way it creates an incredibly favourable situation out of all proportion to the size or combat capability of the unit.

I'm moving on with the game. I don't want to worry about posting saves or redoing the turn and causing a delay. I won't risk a possible change in results from the last turn either, I got a favourable bombardment against Lunga and I won't chance that being wiped out by a redo.

If Bart agrees it was gamey and will either risk a larger unit next time, or simply refrain from doing it again, that will satisfy me.



This is not new and has been discussed before in the forum. My opponent and I had the same experience as have many others. It is a slick trick but not a cheat because either side can do it. The move is not out of line if the unit used is a reasonable one-such as an armor car unit or small infantry unit. However any sort of support unit or non-combat unit is questionable. Come up with a reasonable solution with your opponent and then move on. If he does not want to change the rules then live with it and do the same to him when the opportunity arises.

There are just too many ways to end a long campaign in a huff...so a reasonable proposal is worth it. You are right it that all sorts of conflicts can arise in a long game. It is sort of like a marriage. Keep the lines of communication open and things will sort out.




SqzMyLemon -> RE: Southern China Feb. 4/43 (3/19/2012 4:23:53 PM)

No word from Bart yet, but I'm sure everything will be fine. I appreciate everyone's views and comments and am looking forward to getting back to the game.

As to the game, it's nice to know Bart is worried about me swamping Burma. That may explain the lack of movement to date. If the Chinese do effectively block me from reaching Paoshan, I can still set up a sustantial MLR and begin withdrawing units to the Pacific. My priority remains blocking any attempt to open a direct supply route to Chinese forces from Burma as long as possible, but my position can easily go bad once the Allies start moving again.

SigInt last turn finally indicated "heavy volume of radio traffic" at both Noumea and Pago Pago. Submarines in the area haven't picked anything up. I still think Tarawa will be the next target, but most likely will not commit KB. I don't have much LBA support in the Marshall's and won't risk giving the Allies any tactical advantages, especially after KB's poor showing at Lunga. Defending against further lodgements in the Solomons or New Guinea is a more important mission for KB. Of course, with the CV Taiho arriving soon and the addition of 20 DD's to Combined Fleet I may feel differently. [8D]

I'm slowly building up Milne Bay. Level two forts and I'm debating whether to commit an infantry regiment or a division to it's defence. The intent is to force a greater Allied commitment in taking the base if it is a target.

Allied submarines are heavily patrolling around Buna. I think it is an effort to interdict my reinforcing of Milne Bay. I've moved a crack ASW skilled Sentai of Sally's to Buna to counter the submarines. I've also increased the number of ASW TF's in the area.

I'm quite happy with my efforts to shore up defences in the Solomons and New Guinea. The lack of enemy 4E bombing is making my life easier than it should be. Base expansions are going ahead and PP's are accumulating. Already a few units now under Southern Army command are moving towards Hong Kong for deployment to the DEI and Pacific.

Obvert, you mentioned about Air HQ's. I'll post a screenshot of the DEI in a few weeks once I get things sorted out there showing my thoughts on how I'm going to defend the region. I'm pretty short of LBA in the area with the majority currently deployed to the Solomons. I'll begin addressing this issue too.




SqzMyLemon -> RE: Southern China Feb. 4/43 (3/19/2012 9:25:40 PM)

Next turn is in the inbox. Not much from Bart about whether he'll apply a similiar tactic in the future, so I'll just see how things go. I don't think it will be an issue, so I'm moving forward.

It will be good to start posting game updates again and less drama then of late.

I'm going to try and push back the seven gun unit rather than wipe it out. If I can get it to retreat I have 99% of my troops set to pursuit. Here's hoping it works and I make up some lost time.




obvert -> RE: Southern China Feb. 4/43 (3/19/2012 9:37:47 PM)


quote:

ORIGINAL: SqzMyLemon

Obvert, you mentioned about Air HQ's. I'll post a screenshot of the DEI in a few weeks once I get things sorted out there showing my thoughts on how I'm going to defend the region. I'm pretty short of LBA in the area with the majority currently deployed to the Solomons. I'll begin addressing this issue too.


Great. Looking forward to seeing it.




SqzMyLemon -> Off Topic - Models once again (3/19/2012 11:20:01 PM)

Well, it's not like I have enough on my plate as it is, but I'm adding a new challenge for myself. People following along know of my bet to finish five model kits by July 11th of this year. I was surfing the local IPMS website and see that the Western Regional Finals Model Contest is set for June 2, in my home city of Edmonton.

I have never entered a model contest, so this is a new and exciting challenge. I of course build for my own pleasure, but it will be interesting to see what others think of my work. I'm going to be in big time model mode for the 2 1/2 months. I'd like to enter as many kits as I can finish in time. The contest is open to all subject areas and skill levels. I'll post some pictures of progress or completed kits periodically for those interested. Wish me luck!




Itdepends -> RE: Southern China Feb. 4/43 (3/19/2012 11:33:19 PM)


quote:

ORIGINAL: SqzMyLemon
I'm going to try and push back the seven gun unit rather than wipe it out. If I can get it to retreat I have 99% of my troops set to pursuit. Here's hoping it works and I make up some lost time.

Sounds like a good counter- 1 exploit for another. (Because being able to move 1 hex through heavy jungle terrain (for example) in 1 turn by having units set to pursue is about as silly as dropping a unit into an enemy advancing to set their movement to zero).

In this case if it works it's justified based on your opponents actions- but it's use is continued is it not the opposite side of the tactic you were lamenting?




obvert -> RE: Southern China Feb. 4/43 (3/19/2012 11:45:16 PM)


quote:

ORIGINAL: Itdepends


quote:

ORIGINAL: SqzMyLemon
I'm going to try and push back the seven gun unit rather than wipe it out. If I can get it to retreat I have 99% of my troops set to pursuit. Here's hoping it works and I make up some lost time.

Sounds like a good counter- 1 exploit for another. (Because being able to move 1 hex through heavy jungle terrain (for example) in 1 turn by having units set to pursue is about as silly as dropping a unit into an enemy advancing to set their movement to zero).

In this case if it works it's justified based on your opponents actions- but it's use is continued is it not the opposite side of the tactic you were lamenting?



Well, not exactly. This is it seems a compromise feature of the game to simulate continued pursuit from a rout of defending troops. If they move to the next hex immediately (also fairly improbable) then to make this more fair we are given the possibility to hold some units in reserve to pursue that teleporting unit with an extra movement allowance. Makes sense to me and is not the same as using a 7 gun artillery unit as a holding force against a massive army.




SqzMyLemon -> RE: Southern China Feb. 4/43 (3/19/2012 11:54:35 PM)

quote:

ORIGINAL: Itdepends

quote:

ORIGINAL: SqzMyLemon
I'm going to try and push back the seven gun unit rather than wipe it out. If I can get it to retreat I have 99% of my troops set to pursuit. Here's hoping it works and I make up some lost time.

Sounds like a good counter- 1 exploit for another. (Because being able to move 1 hex through heavy jungle terrain (for example) in 1 turn by having units set to pursue is about as silly as dropping a unit into an enemy advancing to set their movement to zero).

In this case if it works it's justified based on your opponents actions- but it's use is continued is it not the opposite side of the tactic you were lamenting?


That's actually a good point you raise. I don't see it as gamey though. I don't know how familiar you are with most board wargames, but they often had what was called an 'overun' rule. That if the force you were attacking with was so overwhelming and the combat odds so favourable that a combat almost didn't happen at all. The defending unit was wiped out and your forces moved as if that unit was never there, or you were given a bonus move. I see the pursuit setting in this game as the same thing, and I think this is what it was meant to represent. I may be wrong, but that is my interpretation.

Another thing is only armour units will travel the entire hex, which makes sense given their movement rates. Infantry and artillery units will still take at least another day to make the move, so I don't think that is really an exploit. It does take advantage of a far superior force blowing through a weak unit with minimum delay, which is totally realistic. This also isn't a jungle hex, it has both a major road and railway so it should facilitate fast movement.

That's why I took exception to a 7 gun unit wiping out 30 miles of completed movement and essentially halting a force of 150k worth of troops. No way that should be allowed to happen in this situation.

Glad you posted, but in my opinion I think it's a valid move and well within the realm of reality.




Itdepends -> RE: Southern China Feb. 4/43 (3/20/2012 10:42:40 AM)

I've had infantry units set to pursue move into the next hex to follow a retreating unit through rough desert (which would normally have taken a week or two to march through). The pursue function goes beyond overrun because whatever is set to pursue ends up in the same hex as the defender which was retreated. Of course the defender couldn't have retreated that fast either. Under the right circumstances you could use pursue to continually leapfrog up a jungle path. If the unit you were pursuing was sufficiently weak- by attacking with one unit and leaving the rest to pursue. The downside is you leave a breadcrumb trail of units behind you as you go (the ones that did the attacking).

Anyway- as you say- this is a road hex so it's a non issue - and at the end of the day it's only your and your opponents opinion that matter.




Crackaces -> RE: Southern China Feb. 4/43 (3/20/2012 3:13:07 PM)


quote:

ORIGINAL: SqzMyLemon

quote:

ORIGINAL: Itdepends

quote:

ORIGINAL: SqzMyLemon
I'm going to try and push back the seven gun unit rather than wipe it out. If I can get it to retreat I have 99% of my troops set to pursuit. Here's hoping it works and I make up some lost time.

Sounds like a good counter- 1 exploit for another. (Because being able to move 1 hex through heavy jungle terrain (for example) in 1 turn by having units set to pursue is about as silly as dropping a unit into an enemy advancing to set their movement to zero).

In this case if it works it's justified based on your opponents actions- but it's use is continued is it not the opposite side of the tactic you were lamenting?


That's actually a good point you raise. I don't see it as gamey though. I don't know how familiar you are with most board wargames, but they often had what was called an 'overun' rule. That if the force you were attacking with was so overwhelming and the combat odds so favourable that a combat almost didn't happen at all. The defending unit was wiped out and your forces moved as if that unit was never there, or you were given a bonus move. I see the pursuit setting in this game as the same thing, and I think this is what it was meant to represent. I may be wrong, but that is my interpretation.

Another thing is only armour units will travel the entire hex, which makes sense given their movement rates. Infantry and artillery units will still take at least another day to make the move, so I don't think that is really an exploit. It does take advantage of a far superior force blowing through a weak unit with minimum delay, which is totally realistic. This also isn't a jungle hex, it has both a major road and railway so it should facilitate fast movement.

That's why I took exception to a 7 gun unit wiping out 30 miles of completed movement and essentially halting a force of 150k worth of troops. No way that should be allowed to happen in this situation.

Glad you posted, but in my opinion I think it's a valid move and well within the realm of reality.


Certainly I think you have a point. At least War in the East had the concept of only Armor having ZOC's. Infantry lacking a ZOC simply caused an overrun if odds were 8-1 or better. Thus in the case you cite, 7 guns would be simply pushed away. Computers provide additional seemless bookeeping for game desgners not really feasible or not really fun for a boardgamer. For example, in a boardgame an overrun is usually some simple bookkepping rule, like 1 or 2 movement points no matter the opposition or odds. A computer game enables rules like the higher the odds the less movement points used.

The most lame thing you point out is the thought of resetting the position within / or back hex. This is a paradigm for a boardgame, [I am just 1mp short from crossing a river ..so I stop] but a computer game allows the center of the unit(s) to track distance from the center of a hex. Such bookkeeping would be impossible in a boadgame, but easliy accomplished in a computer game. Yet when a move is cancelled everything is teleported to the center of the hex ..[8|]

Oh well ...I have to remember .. its only a game ..[;)]




SqzMyLemon -> RE: Southern China Feb. 4/43 (3/20/2012 3:47:47 PM)

quote:

ORIGINAL: Itdepends

I've had infantry units set to pursue move into the next hex to follow a retreating unit through rough desert (which would normally have taken a week or two to march through). The pursue function goes beyond overrun because whatever is set to pursue ends up in the same hex as the defender which was retreated. Of course the defender couldn't have retreated that fast either. Under the right circumstances you could use pursue to continually leapfrog up a jungle path. If the unit you were pursuing was sufficiently weak- by attacking with one unit and leaving the rest to pursue. The downside is you leave a breadcrumb trail of units behind you as you go (the ones that did the attacking).

Anyway- as you say- this is a road hex so it's a non issue - and at the end of the day it's only your and your opponents opinion that matter.


Just thought I'd provide this information after running the turn. The attack was successful, I used a small unit to force the Chinese LCU to retreat and the rest of my units pursued. The armour units all reached Tuyun as expected, and it makes sense considering it was a major road. The infantry units all advanced 23 miles in combat mode and the artillery moved 17 miles in combat mode. In my opinion, this seems totally realistic and is definitely not exploiting the game engine. It will still take an additional day for the bulk of my forces to arrive at Tuyun and only if I set them to move mode. I can sleep easy knowing I'm not exploiting anything. [8D]

I can't comment on the effects of pursue in a non-road hex, as I've never tried a pursue attack under those conditions. That I remember at least. I appreciate the information and if I run into the issues you point out, then I'll look at using pursuit differently if I'm in rough terrain.




SqzMyLemon -> RE: Southern China Feb. 4/43 (3/20/2012 3:57:15 PM)

quote:

ORIGINAL: Crackaces

The most lame thing you point out is the thought of resetting the position within / or back hex. This is a paradigm for a boardgame, [I am just 1mp short from crossing a river ..so I stop] but a computer game allows the center of the unit(s) to track distance from the center of a hex. Such bookkeeping would be impossible in a boadgame, but easliy accomplished in a computer game. Yet when a move is cancelled everything is teleported to the center of the hex ..[8|]

Oh well ...I have to remember .. its only a game ..[;)]


There's a few issues I have with movement and they seem to rear their ugly heads at the worst times. I'm not going to go into bashing the movement routines here, but there are definitely problems. One that is turning out to be a big deal for me is the reliance on the AI on overiding a players orders to move a unit along the best supply path. This often turns a one hex movement into a two hex movement and usually in a direction a player does not want to take, and other times the unit will simply not enter a hex from the direction a player wants at times. This drives me crazy, and is one of the things I least like about the game. As you say, I too have to remember it's a game and it works how it works.




SqzMyLemon -> Brief update (3/20/2012 5:21:18 PM)

Brief Feb. 4/43 update.

As mentioned above the operation against the small blocking force was a success. My armour units have reached Tuyun and the bulk of the infantry and artillery will arrive next turn if all goes according to plan. I have the 3rd Tank Division and three armoured regiments now at Tuyun opposed by 2 Chinese LCU's. I'm not sure if I should risk an attack prior to infantry arriving. I have no idea on the fort levels, or the AV of the defenders, and I don't want to trash my armour units needlessly. I will probably wait for my follow up troops to arrive. I essentially got a day back from this maneuver, so nothing earth shattering.

Other than bombing in China not much else happened. I tried to interdict an enemy Subchaser TF near Ndeni, but no luck getting an interdiction. I ended up two hexes away from Ndeni with a few DD's and expected to get pummeled from Allied LBA. There were only fighters based there.

Lunga's airbase damage is down to 34%, so I'll have to decide on another bombardment here soon or devote more bombers to shutting the airbase down. I'm trying to not leave much shipping within range of Lunga in case my timing is off and the Allies hit me with a LBA naval strike. A surprise basing of bombers at the airbase while still damaged is definitely a possibility.

I spotted an Allied troop transport TF heading towards Pago Pago by submarine. The SS I-30 launched torpedoes at the escort (of course) and true to form they all missed. My subs just suck and miss enemy surface ships 99% of the time.

Nothing much else to report other than continual Allied bombardments at Bhamo. Only the Allies are taking losses so not sure what the purpose is other than bombardment recon perhaps.

Pace of the game has slowed after the flurry of turns during the Lunga invasion. I need to get my timing down better as Bart is unable to do turn Wednesday's and Friday's. I worked on a model last night and that means we won't run a turn until Thursday. We currently seem to only be getting about 3-4 turns done a week.




SqzMyLemon -> RE: Brief update (3/21/2012 4:22:20 PM)

Next turn is away.

I'm withdrawing the two DD's near Ndeni back to Munda. I'm moving another naval bombardment TF to Munda and will hit Lunga the next day. I'm withdrawing the CV's from Rabaul to Manus and then...elsewhere. It's time to go dark with KB once again.

I'm starting to build up the area around Ternate for the defence of Ambon. Timor will see a large influx of troops, including the 48th Division currently posted at Makassar. An Allied lodgement in Timor threatens the loss of Balikpapan as a source of fuel/oil and that just can't happen at this stage of the war. I'm going to try and layer my defence in the DEI as much as possible.

The defensive priority remains getting more LCU combat power into the Pacific and complete key base expansions as quickly as possible. There will be a need to sort out air dispositions in the DEI soon.

One thing I've wondered about. With the CV Taiho four days away from completion, what happens with her airgroups that are listed as containing Jill's and Judy's? These planes are not in production yet, so I wonder if I will be able to equip them with A6M3a's, Kate's and Val's under PDU off. Does anyone know offhand how that works? If not, I'll find out in four more days.

Economically, the priority remains oil and the lack of it in the Home Islands. With the need to get fuel to Truk and the Solomons, my tanker transport operations have been somewhat disrupted, so I need to reorganize. I'm getting close to a number of airframes advancing their research soon, and should start seeing more airframes moving forward on a regular basis with R&D repairs almost 100% complete.




SqzMyLemon -> Feb. 5/43 (3/23/2012 1:47:28 AM)

Feb. 5/43 Update:

China:

Japanese bombers target Chinese units N.E. of Tuyun to slow any movement incase of a change of heart to defend Tuyun. The bulk of the infantry and artillery arrive today after being switched to move mode. I'll assault the base tomorrow and it should fall easily. Japanese troops are advancing on all fronts in China. With the will of the Chinese broken, I'll begin to withdraw LCU's tasked for duty in the Pacific from the frontline.

Another Chinese unit is suicided in a river assault against my blocking forces north of Kweilin. The 3rd New Chinese Corps is wiped out. Even if I didn't want to wipe out Chinese LCU's to prevent them respawning, my opponent has no qualms doing it himself. This is not the first time, nor to be the last I'm sure.

The Solomons:

A6M3 fighters sweep Lunga, but no one is home. Allied submarines are operating in the deep Ocean hexes south of Munda in an effort to interdict my bombardment TF's and avoid my ASW in shallow waters.

Burma:

The daily bombardment of my forces at Bhamo continue. The Japanese 5th and 19th Divisions square off against the 6th Australian and 2nd British Divisions. AV comparison is 962 vs. 914 in the Allies' favour. Forts are level three and climbing.

Miscellaneous:

Japan:

Chichi-jima expands fortifications to size 4
Makassar expands port to size 5

Aircraft Ki-61-Ib Tony advances R&D

E W-25 arrives at Tokyo
E W-26 arrives at Tokyo

Allied:

Port Hedland expands airfield to size 5

Here's another screenshot of China:

[image]local://upfiles/33192/A22EBE30895D47B497011249F435FB5F.jpg[/image]




obvert -> RE: Feb. 5/43 (3/23/2012 9:24:44 AM)


quote:

ORIGINAL: SqzMyLemon

Feb. 5/43 Update:

China:

Another Chinese unit is suicided in a river assault against my blocking forces north of Kweilin. The 3rd New Chinese Corps is wiped out. Even if I didn't want to wipe out Chinese LCU's to prevent them respawning, my opponent has no qualms doing it himself. This is not the first time, nor to be the last I'm sure.


I've been wondering when my opponent would do this, but again it seems like an exploit. There is no way weak Chinese units would banzai against an army on the other side of the river in any real scenario simply to kill themselves off and make their Corps structure available to the next trainees coming up the pipeline.

Granted, there is probably no way the IJA could have the success in a real scenario that it does in China in AE, but things like this just make me cringe a bit.
quote:


Burma:

The daily bombardment of my forces at Bhamo continue. The Japanese 5th and 19th Divisions square off against the 6th Australian and 2nd British Divisions. AV comparison is 962 vs. 914 in the Allies' favour. Forts are level three and climbing.


I'm sure those twenty-something Chinese units are making for the hills and a possible retreat into a zone with some supply, which these Allied troops are trying to create for them. Do you have any rules on Chinese units outside of China if it collapses altogether?




SqzMyLemon -> RE: Feb. 5/43 (3/23/2012 4:39:28 PM)

quote:

ORIGINAL: obvert

I'm sure those twenty-something Chinese units are making for the hills and a possible retreat into a zone with some supply, which these Allied troops are trying to create for them. Do you have any rules on Chinese units outside of China if it collapses altogether?


I'm hoping our HR of all units paying PP's to cross national boundaries covers that issue. We agreed early in the game to allow Thai units to garrison in Burma at no cost, because of the ridiculously low AV required. That would have entailed the breaking up of much larger Japanese units to meet those garrison needs.

There's already been a Chinese Corps operating in Burma. It was trashed along with the British 18th Division in the river assault against Mandalay. I have no idea on whether PP's were spent by Bart to accomodate this. I would think with our HR they would have had to.




SqzMyLemon -> RE: Feb. 5/43 (3/26/2012 9:03:04 PM)

Life is good today, two turns in the inbox. The pace of the game remains slow, Bart is extremely busy and turns will be sporadic once again over the next few weeks. This actually suits me fine as I need to get more model time in.

I'll probably have a small update later. The only things happening this turn on my end was another bombardment against Lunga and the assault to capture Tuyun.

I'm also tracking daily resource and fuel flow into Fusan to help obvert figure out how things are working with overland movement of fuel/oil/resources. I guess I should be tracking all the major bases along the route from Singapore to Fusan. I'm no statistics expert, so not sure how best to go about tracking this information in a meaningful way. Is it sufficient to record daily totals at the bases? Any suggestions?




obvert -> RE: Feb. 5/43 (3/26/2012 11:16:01 PM)

quote:

ORIGINAL: SqzMyLemon

Life is good today, two turns in the inbox. The pace of the game remains slow, Bart is extremely busy and turns will be sporadic once again over the next few weeks. This actually suits me fine as I need to get more model time in.

I'll probably have a small update later. The only things happening this turn on my end was another bombardment against Lunga and the assault to capture Tuyun.

I'm also tracking daily resource and fuel flow into Fusan to help obvert figure out how things are working with overland movement of fuel/oil/resources. I guess I should be tracking all the major bases along the route from Singapore to Fusan. I'm no statistics expert, so not sure how best to go about tracking this information in a meaningful way. Is it sufficient to record daily totals at the bases? Any suggestions?

And thank you ... [:)]

I'm still trying to pull fuel up and instead keep dragging it out of Port Arthur, even though it's set to hold onto it. But at least some is going to Fusan and I can easily bring it across. Maybe I should let open the floodgates and empty Port Arthur to see if it will then drag fro beyond and down from the south.

The hold fuel buttons seem to be working well on inland HI bases, as opposed to previous patches where these bases routinely ran out of fuel.




SqzMyLemon -> Feb. 6/43 (3/27/2012 6:43:06 AM)

Feb. 6/43 Update:

China:

Chinese troops at Kweiyang were absolutely pounded from the air in numerous raids. The first raid was the best, as 151 bombers coordinated for a single strike under clear sky conditions. Chinese troops suffered 13(31) infantry, 4(61) non-combat squad and 1(10) guns lost totalling 728 casualties.

Allied B-24D Liberator's (12) attempted to disrupt Japanese troops at Tuyun prior to the expected ground assault. Ki-44-IIa Tojo's (3) on LRCAP based at Nanning intercepted and damaged two bombers for no loss. The bombers caused no casualties.

The capture of Tuyun by deliberate assault was a foregone conclusion with only a Chinese BF left to defend the base. The 7th Chinese Base Force suffered 34(0) infantry, 135(0) non-combat and 4(0) engineer squad losses totalling 871 casualties. Japanese forces suffered 15 squad disablements totalling 142 casualties.

The Solomons:

Poor communications led to the cancellation of the bombardment of Lunga today. It appears the TF was not given the appropriate orders. Oops. [8|]

Miscellaneous:

Japan:

Keijo expands fortifications to size 2
Lahat expands fortifications to size 3
Merak expands fortifications to size 4

Allied:

Adak Island expands port to size 3




SqzMyLemon -> Strategic Questions (3/27/2012 7:19:12 AM)

I've been thinking how best to defend Japan. I wonder on the effectiveness of an Allied bombing offensive against the Home Islands if Japan's economy is not cut off from the supply of fuel/oil from the DEI first, and the Combined Fleet and JAAF and JNAF are still intact and healthy.

Are capturing the Bonins, Marianas and Okinawa enough to ensure victory against Japan, if she's still left with an intact airforce capable of strong resistance? Is the historical approach enough in game terms to win, or must the DEI be invaded or the oil centres rendered useless first by strategic bombing?

It seems to me that the priority should be to prevent the Allies a lodgement in the DEI at all costs and keep the 4E's out of range of the oil centres. Is there something I'm missing about the importance of the Central Pacific? Can the B-29's flying from the Mariannas, or the Allied carrier fleet operating against the Home Islands, be enough to win?

If the historical prerequisites like the destruction of the Combined Fleet, sinking of the merchant navy and destruction of Japanese airpower are not met prior to a Central Pacific air campaign against the Home Islands, how can the Allies best achieve victory? Do they first need to take out the DEI, or can they still go straight for Japan and rely on bombing alone?




SqzMyLemon -> RE: Strategic Questions (3/27/2012 6:24:23 PM)

I easily spent 2 1/2 hours sorting out TF's and Empire housework last night, while completing the next turn. I found numerous bases in Indochina and Manchuria that were drawing supply that was no longer required for expansions, so they've been reset to zero stockpiling.

I began distributing JAAF and JNAF support units to various bases in the DEI. The Marianas will begin to receive JNAF support units to complement the engineer construction units that have been expanding the facilities so far. The majority of the Air HQ's are going to the DEI, while individual Air Flotilla HQ's will be Central Pacific bound.

I need to designate a small number of tankers for island hopping missions providing fuel to allow ACM's to tender planned minefields at numerous bases in the Solomons and DEI. The majority of the bases receiving mines are those with narrow straits that allow passage for enemy submarines into the vitals of the Empire. Perhaps I can sink or heavily damage a few en route to their patrol zones. So far I'm extremely fortunate there are few enemy submarines operating in the DEI. Crack air ASW and aggressive patrols by naval ASW earlier in the war has deterred most enemy submarine activity in this theatre.

I've freed up two regiments from China with PP expenditure and they are railing to Hong Kong. They are DEI bound. Amphibious shipping is being routed to various ports of embarkation to facilitate movement of these forces. It's taken longer to get the Ki-61-Ia Tony into the field than anticipated. I'm producing 40 aircraft a month, but only 24 have been built so far. Not enough to convert either Sentai from Nate's yet. I can only field 78 Tony's, so I don't want to risk overproduction at this stage.

I'm having a blast moving things around and optimizing my shipping the last few days. If I get a turn from Bart tonight, I can spend the next two evenings doing even more reorganizing since he can't get turns out on Wednesday's. I really do enjoy the "Railroad Tycoon" aspect of playing Japan. Much to do though, as I continue to redeploy troops and get more resources flowing to the Home Islands.

In order to try and understand resource flow on mainland Asia I'm experimenting with a few things right now. I have been transporting resources from Singapore to Takao with dual purpose transports that carry both resources and fuel/oil. Then Aden class transports and a few tankers haul it to Japan proper. I'm going to still use Takao as a hub, but will start sending resources directly from there to Amoy to see if that increases the amount flowing overland to Fusan. I'd save alot of fuel if it works. I'll be monitoring all the major bases along the coast to see where this additional influx of resources goes, I'm hoping east to Fusan.

I'm also diverting a large number of Aden class transports for a trial resource extraction blitz from Shikuka. I want to see if I can suck it dry and then get more smaller convoys to move the resources faster to prevent large stockpiles developing on a regular basis. It currently has a stockpile of 800k.

Any base producing oil will be subjected to immediate exportation of available stockpiles. Oil levels are dropping rapidly in the Home Islands and there is a lot of oil in the DEI just sitting around. I need to rectify this immediately. All oil goes to Singapore for transportation back to Japan by large tanker TF's.

Just some info on things behind the scenes. Any input on this subject is most welcome. There are a lot of different ways of doing things, and half the fun is developing a system that meets your specific needs at any given time.




SqzMyLemon -> Off Topic (3/29/2012 8:37:13 PM)

No turn since Monday, so I've been working on the model kits for the bet and model show. I kind of bounce around from kit to kit as various sections are completed. I need to make a paint run after work and look for some small 1mm tubing for this kit I've decided to build for the model show.

[image]local://upfiles/33192/0B375D76868747168FE7B954CD07A33A.jpg[/image]

It's not military, but decided on something with a little colour just to change it up. I also really have no interest in motorcycles, but can appreciate the cool factor and colourful racing schemes.

Game related there's not much going on. Bored at work and just felt like posting something, unfortunately off-topic once again. [:D]




SqzMyLemon -> Feb. 7/43 (3/30/2012 4:59:03 AM)

Feb. 7/43 Update:

A good day for Japanese forces throughout the Empire.

Sub Ops:

SS Gudgeon duds on DD Minazuki near Russell Islands. DD Yuzuki attacks with DC's, but after exhausting her supply she accounts for only one near miss hit causing damage.

SS S-47 is spotted by SC CH 36 near Buna. An ASW attack is launched, but no hits are recorded.

SS I-21 spots an Allied amphibious TF off the coast of Carnarvon. She sinks the DE Paul Jones with one torpedo hit!

SS Grayback duds on E Sagi near Russell Islands.

Burma:

Allied B-24D Liberator's (36) bomb the 53rd Const. Co. as it approaches Bhamo. Losses are light at 0(2) non-combat and 0(3) engineer squads disabled totalling 39 casualties.

China:

I switch the bombers to hit Chinese troops across the river north of Kweilin. Results are disappointing in the rough terrain with the Chinese suffering 0(5) infantry and 0(15) non-combat squads lost totalling 124 casualties.

Troops at Kweiyang are hit by Ki-21-IIb Sally's (19), but losses are light at 0(1) infantry, 0(1) non-combat squads and 1(1) guns lost totalling 7 casualties. Weather was severe storms.

The Solomons:

The main action occurred at Lunga today as the Allies interdicted my bombardment TF with a SCTF of their own. A sharp naval action ensued, but despite Allied radar the Japanese force dominated the engagement. The AAR follows:

Night Time Surface Combat, near Lunga at 114,138, Range 7,000 Yards

Japanese Ships
BB Hiei, Shell hits 1 (5" hit on Tower armour)
BB Kirishima (Kirishima was the killer scoring multiple 36" hits)
DD Shimakaze (Torpedo attack was deadly)
DD Umikaze
DD Nenohi
DD Ariake

Allied Ships
DD O'Bannon, Shell hits 25, and is sunk
DD Henley, Shell hits 5, Torpedo hits 4, and is sunk
DD Lang, Shell hits 1
DD Wilson, Shell hits 2, on fire

Reduced sighting due to 7% moonlight
Maximum visibility in Partly Cloudy Conditions and 7% moonlight: 9,000 yards
Range closes to 23,000 yards...
CONTACT: Allies radar detects Japanese task force at 23,000 yards (A sign of things to come unfortunately)
Range closes to 17,000 yards...
Range closes to 11,000 yards...
Range closes to 7,000 yards...
CONTACT: Japanese lookouts spot Allied task force at 7,000 yards
CONTACT: Allied lookouts spot Japanese task force at 7,000 yards
Yamaguchi, Jihei crosses the 'T'

Allied DD's got within 2000 yards, but missed BB Hiei with torpedoes at 4000 yards. My bombardment orders did not go through again, and I thought I had corrected them from the turn before. I'm going to disband the TF and try again, it could be a bug repeating the pooched orders which has happened on occasion before with other units. There is cause for concern though. Damage to Lunga's airbase is down to 23%, so there is a real possibility of Allied LBA appearing any day now if I don't shut the airfield down again. I'll take today's action with no complaints. A great result with no loss even if the mission was actually a failure. This may force the Allies to commit bigger fish if they want to stop the bombardment runs. My submarines, surface forces and mines are ready. [8D]

Miscellaneous:

Japan:

Repairs completed on CL Nagara at Osaka/Kyoto, ship returned to service
Repairs completed on DD Akatsuki at Osaka/Kyoto, ship returned to service
Repairs completed on DD Inazuma at Osaka/Kyoto, ship returned to service
Repairs completed on DD Isonami at Osaka/Kyoto, ship returned to service
Repairs completed on DD Hatsuyuki at Osaka/Kyoto, ship returned to service
Repairs completed on DD Amagiri at Osaka/Kyoto, ship returned to service
Repairs completed on DD Oboro at Osaka/Kyoto, ship returned to service
Repairs completed on DD Akebono at Osaka/Kyoto, ship returned to service
Repairs completed on DD Sazanami at Osaka/Kyoto, ship returned to service

These ships have also completed their refits and will sail to join another 10 DD's at Kobe. The CV Taiho arrives next turn at Kobe!

Nago expands fortifications to size 4
Namatanai expands airfield to size 1
Chumphon expands fortifications to size 1
Umboi Island expands airfield to size 2

Allied:

Ndeni expands airfield to size 4 (I'll be seeing Allied bombers in force over Munda soon)

DD O'Bannon is reported to have been sunk near Lunga on Feb 07, 1943
DD Henley is reported to have been sunk near Lunga on Feb 07, 1943
DE Paul Jones is reported to have been sunk near Carnarvon on Feb 07, 1943 (Sinking sound was heard after the torpedo hit)

Thoughts:

More on today's action tomorrow since there won't be a turn. The Allied TF near Carnarvon is worrisome, but I may have something I can do about that.

I'm going to have to switch things up now that the Allies are contesting things at Lunga. I want to keep them guessing. It was great to have some naval action and come out on top today. [8D]




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