RE: Where the eastern wind is blowing... AAR against Canoerebel (Full Version)

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pws1225 -> RE: Where the eastern wind is blowing... AAR against Canoerebel (6/20/2012 10:32:09 PM)

I'm curious about one aspect of your China plan. Is it possible to supply 2,000 AV for The Big Push using the trails from Paotow to Lanchow? That seems like an awfully long way to go with a thin supply trail. Truly, my experience with the land game in China is limited, so you may be on to aspect of the game that will broaden my horizons.

Regards, Paul




fcharton -> RE: Where the eastern wind is blowing... AAR against Canoerebel (6/21/2012 1:42:50 AM)

Hi,

In China, you need to attend to Yenan if you want your north western expedition to succeed. While the Chinese hold Yenan and can keep it supplied, they can easily cut your life line north of the Yellow River, complicating your offensive (esp. before you hold and build Ningsia).

Also, once you hold Yenan (or isolate it) you can also threaten on Sian from the north, with an attrition battle in Nanyang and another column threatening Lanchow, this puts CR between an rock and a hard place.

The difficulty would then be to isolate Yenan without raising too many suspicions...

Francois




erstad -> RE: Where the eastern wind is blowing... AAR against Canoerebel (6/21/2012 4:03:58 AM)

quote:

Right now Im using bombers to attack airfields in order to cause damage that prevents fort buildup and cost supplies to repair.


Repairs don't cost supplies. Although the bombing itself can cause supply hits.




Hortlund -> RE: Where the eastern wind is blowing... AAR against Canoerebel (6/21/2012 12:01:21 PM)

Yeah, you are right




Hortlund -> RE: Where the eastern wind is blowing... AAR against Canoerebel (6/21/2012 12:03:00 PM)


quote:

ORIGINAL: fcharton

Hi,

In China, you need to attend to Yenan if you want your north western expedition to succeed. While the Chinese hold Yenan and can keep it supplied, they can easily cut your life line north of the Yellow River, complicating your offensive (esp. before you hold and build Ningsia).

Also, once you hold Yenan (or isolate it) you can also threaten on Sian from the north, with an attrition battle in Nanyang and another column threatening Lanchow, this puts CR between an rock and a hard place.

The difficulty would then be to isolate Yenan without raising too many suspicions...

Francois



Yenan does not seem to be defended. He has two units there and only 5k troops. Probably a baseforce and a corps. I'll move in a brigade or something to keep them pinned down there. The trick, as you put it, is to do that without tipping him off about the offensive. Soon I will be having 30-40 units marching down that road in northern China.




Hortlund -> RE: Where the eastern wind is blowing... AAR against Canoerebel (6/21/2012 12:04:28 PM)


quote:

ORIGINAL: pws1225

I'm curious about one aspect of your China plan. Is it possible to supply 2,000 AV for The Big Push using the trails from Paotow to Lanchow? That seems like an awfully long way to go with a thin supply trail. Truly, my experience with the land game in China is limited, so you may be on to aspect of the game that will broaden my horizons.

Regards, Paul


Yeah, the dirt road should be enough. Also Im not looking for a quick battle here. I will want to cut off the road south, after that I dont mind if it takes a year until the base falls. Whats important is to cut off the flow of supplies south.




ny59giants -> RE: Where the eastern wind is blowing... AAR against Canoerebel (6/21/2012 12:59:34 PM)

Where is Southern Command HQ and what base is it prepping for?? If you are going for Luzon before Singapore, then she should be on Luzon and prepping for Clark. "IF" a Command HQ passes the dice rolls, then a 90% increase in Assault Value is added. See section 8.1.1 Headquarters of manual on page 178. You have four Command HQs - Southern, SE Fleet, 4th Fleet, and 5th Fleet that are non-restrictive.

In my game as Japan in 9/43, the SE Fleet is going around the map to allow BFs to upgrade. I have 5th Fleet at Rangoon be used here. Another benefit of a Command HQ is they will allow replacements to flow into an LCU daily vs every three days for an Army/Corp HQ if the supply situation is 2x required. Yes, a division broken down and assigned good leaders will rebuild faster than a whole division.

LEADERS

For what it's worth, here is a transcript of an early AE post. Unfortunately I cannot properly credit it because I did not record the poster's name. IIRC, it is based upon an early post in the WitP forum by a dev who listed in great detail the function of each leader attribute.

Command Headquarters

Combat Commands - Those in which significant and important battles occur within their command radius. Select leaders on the basis of these priorities:
• High Administration Skill - This influences the HQ units use of support to reduce fatigue and disruption
• High Land Skill - Influences the Assault Value of LCU's within their radius
• High Inspiration - Influences the Assault Value of LCU's within their radius
• All other skills have no influence or bearing on the HQ function.

Rear Area Commands - Those in which significant and important battles will not occur within their command radius. Select leaders on the basis of these priorities:
• High Administration Skill - This influences the HQ units use of support to reduce fatigue and disruption
• All other skills have no influence or bearing on the HQ function.

Corps/Army Headquarters

Front Line Corps - Those in which significant and important battles occur within their command radius. Select leaders on the basis of these priorities:
• High Administration Skill - This influences the HQ units use of support to reduce fatigue and disruption
• High Land Skill - Influences the Assault Value of LCU's within their radius
• High Inspiration - Influences the Assault Value of LCU's within their radius
• All other skills have no influence or bearing on the HQ function.

Rear Area Corps - Those in which significant and important battles will not occur within their command radius. Select leaders on the basis of these priorities:
• High Administration Skill - This influences the HQ units use of support to reduce fatigue and disruption
• All other skills have no influence or bearing on the HQ function.

Notes on Corps HQ Employment:
• Seek to put a corps HQ into or one hex from key battles
• Seek to put a Corps HQ in the hex with defensive bastions, invasions, and major assaults
• Corps HQ should only be used for rear area duties if you have more than you need for front line duties, then use them at designated R&R and Training bases.
• The Amphibious Corps HQ function as Corps HQ and not Amphibious HQ. This applies to the I, III, & V Amphibious Corps and not the III, V, & VII Amphibious Force.

Amphibious Force Headquarters
• High Land Skill - This influences the Amphibious Landings in that units will land faster, with less disruption and fewer losses
• All other skills have no influence or bearing on the HQ function.

Notes on Amphibious Force HQ Employment:
• Load these HQ's onto AGC's in their own TF set to Do Not Unload.
• Have the AGC TF arrive in the invasion landing hex in the same phase as the first wave landing TF's
• Keep them in the landing hex until the base is captured or the enemy is defeated, whichever comes first, then skedaddle away to safety where the AGC will not get sunk. You only get three of these HQ's (if you are the allies...the Japanese get none). They will re-spawn, but better not to lose them too many times.
• Amphibious Force HQ do not function as Corps HQ. A good invasion should have a Corps HQ land with the invading forces.


Naval Headquarters
• The qualities and skills of the HQ leader has no influence or bearing on the HQ function.
• A Naval HQ is a good place for your stupidest, most incompetent admirals to become heroes

Notes on Naval HQ Employment:
• Place a Naval HQ in a forward repair depot. This will facilitate rapid repair and return to battle. A forward repair depot is a reasonably large port near the area of action. Reasonably large means size 5 or better so that damaged devices can be repaired.
• Place a Naval HQ far forward so that crippled ships in danger of sinking can slip into a nearby port within the HQ's range and enhance their chances of being saved.
• Place a Naval HQ in a Major repair shipyard to speed repairs (not sure if the HQ will exert an influence on a port that is already size 10).
• Most Naval HQ have naval support squads, so can assist in loading/unloading cargo and rearming ships.


Air Headquarters
• High Air Skill - This influences the number of strike and patrol aircraft that will fly.
• All other skills have no influence or bearing on the HQ function.

Notes on Air HQ Employment:
• Air HQ have a dramatic influence on level bombers. It is important to have an air HQ within range of your level bomber bases.
• Air HQ exert significant influence over other strike aircraft. It is good to have an air HQ in range of your bases from which strikes other than level bombers fly.
• Air HQ exert an influence over patrol aircraft. It is beneficial to have an air HQ in range of your bases with patrol aircraft.
• In Naval TF’s with Carriers (CV, CVL, CVE), the TF commander serves as the Air HQ for the carrier aircraft.

Note that the leadership Value of Headquarters Commanders is completely irrelevant other than its influence on the Headquarters unit itself. That is it will influence how rapidly the HQ unit gains experience. The only value of the HQ Unit's experience is for its own defense. Therefore, do not bother installing your "strong leaders" in HQ Units. Look for the qualities that are specific to their function.

TF Leaders
Task Force Commanders are selected in one of three ways:

• If Auto-select Commander is set to Off when the TF is formed, then the TF Commander is the captain of the Flagship.
• If Auto-select Commander is set to On, then the TF Commander is selected randomly from the pool of available RADM and VADM TF Commanders.
• After formation of the TF, the player may select the TF, if the TF is docked in a port, by clicking on the name of the TF Commander and selecting from the list of available RADM's and VADM's. This incurs a Political Point Cost.

Note: Rank has no bearing on the designation of the TF Commander. It is possible to create situations in which an Ensign is the TF Commander with ships/craft commanded by LTJG's and LT's and similar cases.

Flagship Selection
The Flagship of the Task Force is determined automatically using the following guidelines:

• Flagships are designated in order of Ship Class: AGC-CV-BB-BC-CVL-CA-CL-CLAA-CVE-DD (the list continues through all classes)
• Between ships of the same class, the largest ship in the task force (highest durability) is selected as the Flagship.
• For ships of the same class and equal durability, the last ship selected or added to the TF is the Flagship.
• The nationality of the Flagship determines the nationality of the TF and therefore the available pool of RADM and VADM to command the TF.

Air Combat TF
• Air Skill - The TF Commander functions as an Air HQ for the airgroups. This will influence how many strike aircraft will fly.
• Aggression - Influences how likely the TF is to react and move toward an enemy. High aggression can result in your carrier group running into a fight. Be careful in this selection.
• Surface Skill - To save your hind quarters (and I am not talking Russian Helicopters), if you are unfortunate enough to get in a surface engagement.
• No other skills or qualities have any influence.

Surface Combat TF
• Surface Skill - To gain surprise and cross the T in an engagement
• Aggression - High Aggression will increase the likelihood that the Surface Combat TF will react and seek a fight (be careful... A TF for two DD's with an Admiral of 100 aggression will probably pick a fight with some BB's... This rarely ends well for the DD's)
• Air Skill - Of small import, but it influences the float plane operations from the Capital Ships.
• No other skills or qualities have any influence.

ASW Combat TF
• Surface Skill - Influences probability of finding submarines.
• No other skills or qualities have any influence.

Bombardment TF
• Aggression - Influences the probability that the TF will convert to a Surface Combat TF.
• Surface Skill - Influences TF in a fight the same as Surface Combat.
• Air Skill - Of small import, but it influences the float plane operations from the Capital Ships.
• No other skills or qualities have any influence.

Fast Transport TF
• Surface Skill - Influences TF in a fight the same as Surface Combat.
• Air Skill - Of small import, but it influences the float plane operations from the Capital Ships.
• No other skills or qualities have any influence.

Transport, Replenishment TF
• Surface Skill - Influences TF in a fight the same as Surface Combat. Also, it Influences probability of the escort combatants finding submarines
• Air Skill - Influences the operations of strike aircraft and float planes from the Escort Carriers and Cruisers.
• No other skills or qualities have any influence.

Mine Warfare TF
• Surface Skill - Influences TF in a fight the same as Surface Combat.
• Air Skill - Of small import, but it influences the float plane operations from the Cruisers.
• No other skills or qualities have any influence.

Escort TF
• Surface Skill - If operating with the intent to engage surface combatants coming after the escorted TF, it Influences TF in a fight the same as Surface Combat. Also, it Influences probability of finding submarines
• Air Skill - Influences the operations of strike aircraft and float planes from the Carriers, Escort Carriers and Capital Ship.
• No other skills or qualities have any influence.

Notes on Selecting TF Leaders without assigning a leader:
• Using the Flagship Selection Criteria above, select the ship with the Captain that best fits type of TF being formed as Flagship so that he is the TF Commander.
• Any TF that is formed to perform any fighting function should have a competent Admiral assigned


Air Group Leaders
Selecting leaders for air groups is a fairly complex task. Most aircraft can perform multiple roles, so leader selection criteria must include consideration of how the air group will be employed.
• Pilot experience affects operational losses.
• Air groups with morale < 50 must pass a morale test before flying an offensive mission. If the test is failed, no aircraft will fly.
• Air groups flying Naval Search, ASW Patrol, or CAP must pass two morale tests before flying. Each morale test failed reduces the number of aircraft flying by 25%.
• Level Bombers must pass three tests before flying an offensive mission. Each test failed reduces the number of aircraft flying by 25%:

o Experience test.
o Test against the leader’s Air Skill.
o Morale test.

• Pilot experience affects the chances to find the target in a strike mission.
• Pilot experience affects air-to-air combat results.
• Leader’s air skill affects results in air-to-air combat.


CAP as Principle Role
This includes Fighters, Fighter-Bombers, Night-Fighters, and Float-Fighters. Assign leader using these priorities:
• Inspiration – Influences the number of CAP aircraft that will fly. Influences air group morale recovery.
• Air Skill – Influences the air-to-air combat results.
• Leadership – Influences the air group’s experience gain.
• No other skills or qualities have any influence.

Offensive Missions as Principle Role (except Level Bombers)
Missions include Airfield Attack, Port Attack, Naval Attack, Ground Attack, Sweep, and Recon. Air Groups include includes Fighters, Fighter-Bombers, Night-Fighters, Float-Fighters, Dive Bombers, Torpedo Bombers, Float Planes, Patrol, and Recon. Assign leader using these priorities:
• Inspiration – Influences the number of strike and patrol aircraft that will fly. Influences air group morale recovery.
• Leadership – Influences the air group’s experience gain.
• Air Skill – Influences results in air-to-air combat.
• No other skills or qualities have any influence.

Level Bombers with Offensive Missions as Principle Role
Missions include Airfield Attack, Port Attack, Naval Attack, Ground Attack, and Recon. Assign leader using these priorities:
• Inspiration – Influences the number of strike aircraft that will fly. Influences air group morale recovery.
• Air Skill – Influences the number of strike aircraft that will fly.
• Leadership – Influences the air group’s experience gain.
• No other skills or qualities have any influence.

Patrol Missions as Principle Role
Missions include Naval Search and ASW Patrol. Air Groups include Dive Bombers, Torpedo Bombers, Float Planes, level bombers, Patrol, and Recon. Assign leader using these priorities:
• Inspiration – Influences the number of patrol aircraft that will fly. Influences air group morale recovery.
• Leadership – Influences the air group’s experience gain.
• Of small import, Air Skill influences results in air-to-air combat (aircraft can be intercepted by CAP, but this is unlikely).
• No other skills or qualities have any influence.

Transport Missions as Principle Role
Missions include Supply Transport and Troop Transport. Air Groups include Transports, Patrol, and Level Bombers. Assign leader using these priorities:
• Inspiration –Influences air group morale recovery.
• Leadership – Influences the air group’s experience gain.
• Of small import, Air Skill influences results in air-to-air combat.
• No other skills or qualities have any influence.

Training Mission as Principle Role
This includes all air groups. Assign leader using these priorities:
• Inspiration –Influences air group morale recovery.
• Leadership – Influences the air group’s experience gain.
• Of small import, Air Skill influences results in air-to-air combat.
• No other skills or qualities have any influence.


Ship Leaders Ship Captains
Carriers
This includes CV, CVL, and CVE. Assign leader using these priorities:
• Leadership – Influences the ship’s experience gain
• Air Skill – If the carrier captain will serve as the TF Commander, then he functions as the Air HQ for the TF aircraft. Air skill then influences the number of strike and patrol aircraft that will fly.
• Surface – Influences ship's chance of locating a target during surface combat
• No other skills or qualities have any influence.

ASW Vessels
This includes DD, DE, AVD, APD, DMS, MSW, PC, SC, & PG with ASW armament. Assign leader using these priorities:
• Leadership – Influences the ship’s experience gain
• Surface – Influences ship's chance of locating a target during surface combat
• No other skills or qualities have any influence.

Combat Vessels
All combat vessels with a high probability of surface combat that will be used in other than an ASW role. Assign leader using these priorities:
• Surface – Influences ship's chance of locating a target during surface combat
• Leadership – Influences the ship’s experience gain
• Air Skill – Of very small import. If the ship captain will serve as the TF Commander in a combat task force, then he functions as the Air HQ for the TF float planes. Air skill then influences the number of strike and patrol aircraft that will fly.
• No other skills or qualities have any influence.

Non-Combat Vessels
Assign leader using these priorities:
• Leadership – Influences the ship’s experience gain
• Surface – Influences ship's chance of locating a target during surface combat
• Air Skill – Of very small import. If the ship captain will serve as the TF Commander in a non-combat task force containing and operating float planes (i.e. Japanese AV with float planes loaded), then he functions as the Air HQ for the TF float planes. Air skill then influences the number of strike and patrol aircraft that will fly.
• No other skills or qualities have any influence.

Submarines
Assign leader using these priorities:
• Aggression – Influences sub’s chance of contacting enemy TF’s
• Surface – Influences sub’s chance of contact and survivability in an ASW attack
• Leadership – Influences the ship’s experience gain
• Air Skill – A curious consideration only. The captain of a Japanese submarine that will serve as the TF Commander in a sub patrol task force containing and operating float planes (i.e. E14Y1 Glen's on Types J3, A1, B1, A2, B2, B3/4, AM, or STo), then he functions as the Air HQ for the TF float planes. Air skill then influences the number of strike and patrol aircraft that will fly.
• No other skills or qualities have any influence.


Land Unit Leaders
LCU leaders should be selected based on how the LCU is being employed.

HQ Units
Assign HQ Unit Leaders using the criteria for HQ units. As considerations beyond the HQ unit’s function, use the following in order of priorities:
• Inspiration – Influences fatigue reduction, morale reduction due to fatigue, disabled elements destroyed due to fatigue, and assault value for attack and defense.
• Leadership – Influences experience gain.
• Administration – Influences ability to use Supply to reduce Disruption and Fatigue.
• Land Skill – Influences attacking & defending LCU assault value, firing accuracy and experience gain.
• No other skills or qualities have any influence.

Front Line Units (high probability of combat)
Assign unit leaders using the following order of priorities:
• Land Skill – Influences attacking & defending LCU assault value, firing accuracy and experience gain.
• Inspiration – Influences fatigue reduction, morale reduction due to fatigue, disabled elements destroyed due to fatigue, and assault value for attack and defense.
• Leadership – Influences experience gain.
• Administration – Influences ability to use Supply to reduce Disruption and Fatigue.
• No other skills or qualities have any influence.

Rear Area Units Training or Rear Area Functional Units
Units can use training to gain experience up to an allowable maximum based on the unit nationality. If unit is in the rear area in order to train, assign unit leaders using the following order of priorities:
• Leadership – Influences experience gain.
• Administration – Influences ability to use Supply to reduce Disruption and Fatigue.
• Inspiration – Influences fatigue reduction, morale reduction due to fatigue, disabled elements destroyed due to fatigue, and assault value for attack and defense.
• Land Skill – Influences attacking & defending LCU assault value, firing accuracy and experience gain.
• No other skills or qualities have any influence.

Rear Area Units Refitting
Units can be moved to a rear area to reconstitute (ideally out of a malaria or cold zone or in a base large enough to negate the effects). If the units are in the rear area to restore disabled elements, reduce fatigue, and replace lost elements, assign unit leaders using the following order of priorities:
• Administration – Influences ability to use Supply to reduce Disruption and Fatigue.
• Inspiration – Influences fatigue reduction, morale reduction due to fatigue, disabled elements destroyed due to fatigue, and assault value for attack and defense.
• Leadership – Influences experience gain (this is unimportant if the unit has already reached the maximum training experience).
• Of small import, Land Skill – Influences attacking & defending LCU assault value, firing accuracy and experience gain.
• No other skills or qualities have any influence







khyberbill -> RE: Where the eastern wind is blowing... AAR against Canoerebel (6/21/2012 1:26:12 PM)

Good stuff. Thanks for posting. There will be a test at 10 please review.




fcharton -> RE: Where the eastern wind is blowing... AAR against Canoerebel (6/21/2012 2:08:24 PM)


quote:

ORIGINAL: Panzerjaeger Hortlund
Yenan does not seem to be defended. He has two units there and only 5k troops. Probably a baseforce and a corps. I'll move in a brigade or something to keep them pinned down there. The trick, as you put it, is to do that without tipping him off about the offensive. Soon I will be having 30-40 units marching down that road in northern China.


Actually, you don't need to take Yenan until you're over the loop of the Yellow River. If recon shows he's evacuated the place, a para landing, perhaps with airbone reinforcements, would do, and you can delay the invasion until your main column is detected, which can be pretty late...

Francois




Hortlund -> RE: Where the eastern wind is blowing... AAR against Canoerebel (6/21/2012 2:35:11 PM)


quote:

ORIGINAL: ny59giants
Where is Southern Command HQ and what base is it prepping for??


Johore Bharu prepping for Singapore.


Yea, that list is a must-read. I had it printed out a while ago.




witpqs -> RE: Where the eastern wind is blowing... AAR against Canoerebel (6/21/2012 2:51:20 PM)

IIRC that was Alfred's post on HQ stuff.

BTW Yenan is notoriously difficult to supply. I wouldn't give it a second thought.




Hortlund -> RE: Where the eastern wind is blowing... AAR against Canoerebel (6/21/2012 3:51:54 PM)

The end of January is rapidly approaching. Lots of action in the north this time. BB New Mexico jumped Oi but got a bloody nose. Oi has now put 4 long lances in two different BBs. Both New Mexico and Warspite got two each. Amazing performance. Unfortunately she would not survive this time, so we scuttled her at sea. Magnificant ship, magnificant performance.

New Mexico should be in sinking condition, she took two more torpedo hits from Kates later in the turn. As you can see, I have transformed that base into a hornets nest, while the KB is heading back to Japan for replenishment of airgroups and some yard time to fix sys damage.

[image]local://upfiles/1562/55E2156E3D9F4D168C653861FA502F9F.jpg[/image]




Hortlund -> RE: Where the eastern wind is blowing... AAR against Canoerebel (6/23/2012 11:51:53 AM)

Somewhat reluctantly Im ordering attacks at Clark and Anchorage tomorrow. I need to grind down the defenders at Clark, and Im not sure whats going on at Anchorage where a single US regiment of 100 AV is holding back two of my regiments and a brigade. I had 500 AVs going in there, now we are down to 350. Im ordering the 2nd Division to recombine at Anchorage after today. The units are at Steward and Anchorage so it should not take more than a week.




Hortlund -> RE: Where the eastern wind is blowing... AAR against Canoerebel (6/24/2012 5:15:31 PM)

The attacks failed, Anchorage is a puzzle really. A single US Rgt of 100 AV should not be able to hold against 450 AV like this, not without forts. Really weird. We will focus on Seward now, and after that base falls, I will move the regiment from there to Anchorage and recombine the 2nd Division. This unit should be able to take Anchorage and then Kodiak.




Hortlund -> RE: Where the eastern wind is blowing... AAR against Canoerebel (6/24/2012 5:34:46 PM)

On a more general note.

One of the hardest things on the grand strategy level is that making plans is easy, but carrying them out is harder. It is easy to become distracted when various opportunities present themselves, and it is even easier to second-guess oneself and scratch everything to start on a new plan that seems better at the time. The problem is that sometimes you have to be flexible enough to change your plans if a really good opportunity presents itself, and sometimes, even most of the time, you have to be stubborn enough not to change the plans. The difficulty is of cource, knowing the difference between when the plans should be changed and when they shouldnt.

Case in question: India or Australia.

Australia
I had decided not to do any offensive operations in Australia because there really is no winning that one for the Japs. Australia is huge and by the time a serious offensive can be mounted, the opposition is well dug-in in good defensive terrain. What remains is a rather pointless war of attrition far away from supply sources and with a good chance of being cut-off and isolated.

It turns out however that Canoe isnt defending Darwin at all. When recon indicated a meager defence, I landed two tank units to proble northern Australia. They landed at Wyndham and now they have taken Katherine. Meanwhile the Darwin defenders are fleeing south. In this case, I would be a fool not to take it.

So, Im mounting a shoestring-type offensive operation consisting of five tank units, all in all some250 AVs. Protecting and transporting them are 2 CAs, 2 CVEs a handful of destroyers and some transport ships. They are supported by two Zero wings and two Betty wings. This is a very small force, but I think this force will be able to take most of northern Australia.

India
I have alot of submarines out in the Indian sealanes. Very little merchant traffic in the area to report of. Burma seems to be not reinforced at all, so the Indian brigades and the 18th UK must be somewhere else. I think I could do some real damage here if I committed my 8 divisions at Clark after that base has fallen. It would not be hard to get ashore and the KB could be in place in three weeks.

This is an opportunity presenting itself. Canoe is probably feeling safe since Singapore is still in Allied hands. He is also building a defensive position at Port Blair, a tripwire, if you will. The problem is that both Singapore and Port Blair are easy to bypass.

I havent decided yet. I think I will stay on focus with China, but the lure of India is nice and shiny...




witpqs -> RE: Where the eastern wind is blowing... AAR against Canoerebel (6/24/2012 5:54:23 PM)

Darwin is impossible to supply by land at this stage, although maybe later after all the interior bases are built up. If you control the sea, he can not defend Darwin once then-existing supplies are expended, hence the withdrawal.

Regarding Anchorage: I would look at two things most of all. First, the heavy weapons that the USA regiment has on hand. They must be making a difference. Second, have a look at the squad stats in Tracker for the infantry squad type that the unit likely has and you will see that they are fairly strong. Certainly much tougher customers than most of the Allied troops this early. I don't recall the starting experience of those troops.




crsutton -> RE: Where the eastern wind is blowing... AAR against Canoerebel (6/25/2012 6:09:08 AM)


quote:

ORIGINAL: witpqs

Darwin is impossible to supply by land at this stage, although maybe later after all the interior bases are built up. If you control the sea, he can not defend Darwin once then-existing supplies are expended, hence the withdrawal.

Regarding Anchorage: I would look at two things most of all. First, the heavy weapons that the USA regiment has on hand. They must be making a difference. Second, have a look at the squad stats in Tracker for the infantry squad type that the unit likely has and you will see that they are fairly strong. Certainly much tougher customers than most of the Allied troops this early. I don't recall the starting experience of those troops.


A division or so worth of combat troops with some support will be fine in Darwin. Enough supply should flow. However, a large army such as a full corps just cannot maintain supply past Tennant Creek. A strong Japanese garrison in Darwin can hold out until it can be flanked or taken from the sea by the Allies. For this reason, Japan should always take Darwin. It is easy to take and for a while easy to hold.




ny59giants -> RE: Where the eastern wind is blowing... AAR against Canoerebel (6/25/2012 12:32:04 PM)

Darwin is one of those bases that is more important to deny its use to your opponent than it is important to you. Same for Port Morseby. Either one or both will cause the Japanese player problems if allowed to stay in Allied hands.




Crackaces -> RE: Where the eastern wind is blowing... AAR against Canoerebel (6/25/2012 6:28:03 PM)

quote:

A division or so worth of combat troops with some support will be fine in Darwin. Enough supply should flow. However, a large army such as a full corps just cannot maintain supply past Tennant Creek


A Corps can be supplied, albite just barely. I has the I AUS Corps past Tennent Creek and they were able to clean house on the 19th IJA Division ..I beleive It does require building up Alice Springs and every base in between to maximum levels and moving supply before the Corps advances beyond Tennent Creek.




erstad -> RE: Where the eastern wind is blowing... AAR against Canoerebel (6/27/2012 2:13:16 AM)


quote:

ORIGINAL: Panzerjaeger Hortlund

The attacks failed, Anchorage is a puzzle really. A single US Rgt of 100 AV should not be able to hold against 450 AV like this, not without forts. Really weird.


Well, 3X for Forest+Rough terrain. And if the at-start troops are all there there's several HQs and BFs, maybe 500 support squads which, IIRC contributes a nominal 50 AV to the defending AV for odds computation. A couple of artillery units. And he's ahead of you in prep (most of them start at 50) and there's a corps HQ there that will help a little. So it's not a cakewalk. Your guys did have good fatigue/disruption?





PaxMondo -> RE: Where the eastern wind is blowing... AAR against Canoerebel (6/28/2012 10:14:54 AM)


quote:

ORIGINAL: erstad


quote:

ORIGINAL: Panzerjaeger Hortlund

The attacks failed, Anchorage is a puzzle really. A single US Rgt of 100 AV should not be able to hold against 450 AV like this, not without forts. Really weird.


Well, 3X for Forest+Rough terrain. And if the at-start troops are all there there's several HQs and BFs, maybe 500 support squads which, IIRC contributes a nominal 50 AV to the defending AV for odds computation. A couple of artillery units. And he's ahead of you in prep (most of them start at 50) and there's a corps HQ there that will help a little. So it's not a cakewalk. Your guys did have good fatigue/disruption?



+1

you've got to do a fair amount of bombing to drive up their disruption prior to attack.




castor troy -> RE: Where the eastern wind is blowing... AAR against Canoerebel (6/28/2012 11:24:46 AM)


quote:

ORIGINAL: crsutton


quote:

ORIGINAL: witpqs

Darwin is impossible to supply by land at this stage, although maybe later after all the interior bases are built up. If you control the sea, he can not defend Darwin once then-existing supplies are expended, hence the withdrawal.

Regarding Anchorage: I would look at two things most of all. First, the heavy weapons that the USA regiment has on hand. They must be making a difference. Second, have a look at the squad stats in Tracker for the infantry squad type that the unit likely has and you will see that they are fairly strong. Certainly much tougher customers than most of the Allied troops this early. I don't recall the starting experience of those troops.


A division or so worth of combat troops with some support will be fine in Darwin. Enough supply should flow. However, a large army such as a full corps just cannot maintain supply past Tennant Creek. A strong Japanese garrison in Darwin can hold out until it can be flanked or taken from the sea by the Allies. For this reason, Japan should always take Darwin. It is easy to take and for a while easy to hold.




every halve skilled Allied player should be able to have a supply stock of at least 100.000 tons in Darwin by mid/end January. Of course only if he wants to have that supply there.




crsutton -> RE: Where the eastern wind is blowing... AAR against Canoerebel (6/28/2012 2:26:02 PM)

It is not the supply as Darwin is easily flanked in 42 and it is tough to get scarce Allied troops there in the early months. Also very tough on the Allies if those troops are wiped out. What I was referring to is the eventual Allied attempt to retake Darwin in 43-44. If Japan has three or four good divisons with support in Darwin then it is almost impossible for the Allied to supply the needed forces to eject them by a strictly overland advance. It almost has to be by sea. Yet if Japan only commits a division or two then the Allies can take the overland route and recapture Darwin. So in this case, I really think it is worth holding and even sacrificing a very substantial Japanese force around Darwin to hold it as long as possible. Two little and the Allies have it too easy, but a strong force might hold it well into 1944 depending on the state of the Japanese navy.




Q-Ball -> RE: Where the eastern wind is blowing... AAR against Canoerebel (6/28/2012 2:34:10 PM)


quote:

ORIGINAL: crsutton

It is not the supply as Darwin is easily flanked in 42 and it is tough to get scarce Allied troops there in the early months. Also very tough on the Allies if those troops are wiped out. What I was referring to is the eventual Allied attempt to retake Darwin in 43-44. If Japan has three or four good divisons with support in Darwin then it is almost impossible for the Allied to supply the needed forces to eject them by a strictly overland advance. It almost has to be by sea. Yet if Japan only commits a division or two then the Allies can take the overland route and recapture Darwin. So in this case, I really think it is worth holding and even sacrificing a very substantial Japanese force around Darwin to hold it as long as possible. Two little and the Allies have it too easy, but a strong force might hold it well into 1944 depending on the state of the Japanese navy.


Why do the Allies need to drive the Japanese out of there in 1944? By the time '44 rolls around, it's probably just as easy, if not easier, to land on Timor or some of those islands in the Banda Sea, and just isolate the Japanese in Darwin.

IMO, Japanese can hold it for awhile, but at a certain point you need to get out of there; it's a trap, long-term




Hortlund -> RE: Where the eastern wind is blowing... AAR against Canoerebel (6/28/2012 7:35:17 PM)


quote:

ORIGINAL: erstad

Well, 3X for Forest+Rough terrain. And if the at-start troops are all there there's several HQs and BFs, maybe 500 support squads which, IIRC contributes a nominal 50 AV to the defending AV for odds computation. A couple of artillery units. And he's ahead of you in prep (most of them start at 50) and there's a corps HQ there that will help a little. So it's not a cakewalk. Your guys did have good fatigue/disruption?


Yeah, my troops were below 5 in both fatigue and disruption. No more attacks there now until the 2nd Div forms up in two days, then we will see how they fare against a division. In case everything fails despite that I have a fresh brigade coming in from Korea.




Hortlund -> RE: Where the eastern wind is blowing... AAR against Canoerebel (6/28/2012 7:36:21 PM)

In other news, Im leaning more and more towards an Indian invasion. Not to capture all of it, but to force his airforce into a fight before he gets huge numbers of hurricanes.

More on that later.




Hortlund -> RE: Where the eastern wind is blowing... AAR against Canoerebel (6/28/2012 7:43:23 PM)

We are now at February 4th 1942. Since it is a new month, we need to kill 350 Chinese squads. And as luck would have it, Canoe is careless with his troops. A small stack of Chinese corps is caught in that lone dot-base outside Changsa.


--------------------------------------------------------------------------------

Ground combat at Pingsiang (82,54)

Japanese Deliberate attack

Attacking force 49759 troops, 420 guns, 153 vehicles, Assault Value = 1836

Defending force 22402 troops, 130 guns, 0 vehicles, Assault Value = 869

Japanese engineers reduce fortifications to 0

Japanese adjusted assault: 1002

Allied adjusted defense: 405

Japanese assault odds: 2 to 1 (fort level 0)

Japanese forces CAPTURE Pingsiang !!!

Combat modifiers
Defender: terrain(+), preparation(-), experience(-), supply(-)
Attacker:

Japanese ground losses:
1491 casualties reported
Squads: 7 destroyed, 138 disabled
Non Combat: 0 destroyed, 7 disabled
Engineers: 0 destroyed, 10 disabled


Allied ground losses:
7946 casualties reported
Squads: 341 destroyed, 67 disabled
Non Combat: 305 destroyed, 14 disabled
Engineers: 67 destroyed, 2 disabled
Guns lost 24 (21 destroyed, 3 disabled)
Units retreated 3


Defeated Allied Units Retreating!

Assaulting units:
39th Division
15th Division
6th Division
22nd Division

Defending units:
70th Chinese Corps
86th Chinese Corps
3rd New Chinese Corps


I think he is manuvering to try and catch some unsuspecting division of mine in this area. The Chinese retreat into a hex already containing several Chinese corps. So we'll have to be careful around here. Hankow is also being reinforced and fortifications are approaching lvl 4.


Clark continues to be a quagmire. Our latest attack failed at 1-2 odds. Lots of US casualties though, roughly 5000 Japs against 3000 US. Hopefully they will break soon. Not that I really need those divisions elsewhere right now, but I cannot move against any other strategic target while they are bogged down there.




Hortlund -> RE: Where the eastern wind is blowing... AAR against Canoerebel (6/29/2012 6:54:48 AM)

AFTER ACTION REPORTS FOR Feb 07, 42
--------------------------------------------------------------------------------

Ground combat at Clark Field (79,76)

Japanese Deliberate attack

Attacking force 95181 troops, 1123 guns, 675 vehicles, Assault Value = 2431

Defending force 36029 troops, 576 guns, 482 vehicles, Assault Value = 702

Japanese adjusted assault: 2485

Allied adjusted defense: 1048

Japanese assault odds: 2 to 1 (fort level 0)

Japanese forces CAPTURE Clark Field !!!

Allied aircraft
no flights

Allied aircraft losses
PBY-4 Catalina: 4 destroyed
O-47A: 3 destroyed

Combat modifiers
Defender: terrain(+), leaders(+), experience(-)
Attacker:

Japanese ground losses:
3006 casualties reported
Squads: 14 destroyed, 234 disabled
Non Combat: 1 destroyed, 53 disabled
Engineers: 0 destroyed, 48 disabled
Guns lost 28 (5 destroyed, 23 disabled)
Vehicles lost 48 (31 destroyed, 17 disabled)


Allied ground losses:
14533 casualties reported
Squads: 645 destroyed, 5 disabled
Non Combat: 914 destroyed, 42 disabled
Engineers: 111 destroyed, 0 disabled
Guns lost 207 (200 destroyed, 7 disabled)
Vehicles lost 375 (373 destroyed, 2 disabled)
Units retreated 21
Units destroyed 3


Assaulting units:
16th Division
4th Tank Regiment
33rd Division
18th Division
7th Tank Regiment
Imperial Guards Division
38th Division
48th Division
4th Division
20th Ind. Engineer Regiment
21st Division
Yokosuka 1st SNLF /2
1st Medium Field Artillery Regiment
1st Hvy.Artillery Regiment
2nd Ind.Hvy.Art. Battalion
3rd Ind.Hvy.Art. Battalion
15th Ind.Art.Mortar Battalion
2nd Mortar Battalion
8th Medium Field Artillery Regiment
2nd Ind.Art.Mortar Battalion
14th Army
9th Ind.Hvy.Art. Battalion
19th Ind. Engineer Regiment
3rd Ind. Engineer Regiment

Defending units:
31st Infantry Regiment
4th PA Constabulary Regiment
57th PS Infantry Regimental Combat Team
31st PA Infantry Division
21st PA Infantry Division
1st PA Infantry Division
51st PA Infantry Division
71st PA Infantry Division
192nd Tank Battalion
11th PA Infantry Division
194th Tank Battalion
41st PA Infantry Division
4th Marine Regiment
2nd PA Constblry HW Regiment
200th & 515th Coast AA Regiment
Clark Field USAAF Base Force
Cavite USN Base Force
Far East USAAF
1st PI Base Force
USAFFE
26th PS Cavalry Regiment
86th PS Coastal Artillery Battalion
I Philippine Corps
Subic Bay Defenses





Hortlund -> RE: Where the eastern wind is blowing... AAR against Canoerebel (6/29/2012 7:01:41 AM)

I have three alternatives now.



1) Send an invasion force to India.
Objective would be to sieze the industrial heartland around Calcutta, draw the RAF into a fight. This would be an operation with limited objectives and during a limited period of time. Roughly a year.


2) Use these forces to capture Singapore.
Would tie the units down for another 3-4 weeks.


3) Use these forces in China.
Would probably open up a new front in southern China.



I am leaning towards 1). I think I could catch him completely by surprise. The initial landing would be with roughly 1500 AV and the follow up would consist of another 1500. This operation would take place under the cover of a Maskirovka of epic proportions. I am fairly certain I would be able to convince Canoe that I was actually moving towards Vancouver.





Historiker -> RE: Where the eastern wind is blowing... AAR against Canoerebel (6/29/2012 9:38:21 AM)

Readomg both AARs, I can hardly comment on that. But 8 divisions and 2 tank regiments down to 2.500 AV? ouch!




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