RE: Nothing Up My Sleeve: Magical Moose Tricks--Bullwinkle58 vs.1EyedJacks (Full Version)

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jeffk3510 -> RE: Nothing Up My Sleeve: Magical Moose Tricks--Bullwinkle58 vs.1EyedJacks (7/22/2013 2:59:41 PM)

Fixed for historical accuracy.

BTW I didn't buy the Complete Total War series when it was 75% off...I bought it at 50% off and that I was doing great. Woke up this morning, and for the last day it is offered at 75% off...[8|]




Bullwinkle58 -> RE: Nothing Up My Sleeve: Magical Moose Tricks--Bullwinkle58 vs.1EyedJacks (7/22/2013 4:05:48 PM)

quote:

ORIGINAL: jeffk3510

Fixed for historical accuracy.

BTW I didn't buy the Complete Total War series when it was 75% off...I bought it at 50% off and that I was doing great. Woke up this morning, and for the last day it is offered at 75% off...[8|]


I know. I've been watching the Fallout: New Vegas prices the whole sale. I already have it, but I paid $34. The base game got down to $2.49. Today I think the whole thing, with all DLC, is under $12. ANYONE READING THIS--BUY THIS GAME!!! Three hours to go I think.




Lomri -> RE: Nothing Up My Sleeve: Magical Moose Tricks--Bullwinkle58 vs.1EyedJacks (7/22/2013 5:17:46 PM)


Pretty sure Kanga Force isn't para capable but I don't have the game open to double check. The way to tell is if you click the display LCU button you'll see para capable units listed as INFp (instead of just INF) much like HQ's have a for air and n for naval. The LCU symbol also indicates para capabilities with the dashes under the infantry X. ToE doesn't actually play a role in whether a unit can be para dropped.





Bullwinkle58 -> RE: Nothing Up My Sleeve: Magical Moose Tricks--Bullwinkle58 vs.1EyedJacks (7/22/2013 6:28:00 PM)


quote:

ORIGINAL: Lomri


Pretty sure Kanga Force isn't para capable but I don't have the game open to double check. The way to tell is if you click the display LCU button you'll see para capable units listed as INFp (instead of just INF) much like HQ's have a for air and n for naval. The LCU symbol also indicates para capabilities with the dashes under the infantry X. ToE doesn't actually play a role in whether a unit can be para dropped.




I somewhat remember the INFp being added in a patch. Also, Tracker lists parachute capable units, and Kanga isn't. The TOE wording is confusing (CDO/para) but it's old. Maybe pre-dates AE and sub-transport at least was different in WITP.

I'm also learning what can move by SST. I know Marine Raiders can. I haven't tried any CDO/para.

And I'm trying to figure out what planes can drop and/or move what LCUs. I know patrol planes can move troops to friendly bases, but it seems they can also drop parachutists (true parachutists.)




Bullwinkle58 -> RE: Nothing Up My Sleeve: Magical Moose Tricks--Bullwinkle58 vs.1EyedJacks (7/22/2013 6:33:53 PM)

June 26, 1942

Who Was That xAP I saw You With Last Night?

1) Ah, AE's search routines. So much fun. So much lying. [:)]

Yesterday I saw a TF moving up the west coast of Sumatra. It had a pretty nice escort of CLs to TBs, and an xAP. I figured it was either coming to collect the base force sitting at Benkoelen, bring it supplies, or bring a Naval Guard or SNLF to stiffen it up. The TF with BBs and at least Kaga was sitting offshore about two hexes interdicting the approaches to Benkoelen. Fine.

I had a small DD TF up north on the coast dodging Vals. I decided to send it in to harass, and to take its chances dodging the air wing. This is what it found at Benkoelen. Later it escapes scot-free. Not even a bunch of Magic Mavis can hit it.



[image]local://upfiles/31387/E0A7BBF1E4EF4C37A140236D451E477A.jpg[/image]

The battle was one-sided, but not decisive. About 50-60% of a division got ashore and took Benkoelen.

Night Time Surface Combat, near Benkoelen at 45,91, Range 11,000 Yards

Japanese Ships
CL Isuzu, Shell hits 4
CL Yura
DD Harukaze, Shell hits 2, on fire
DD Matsukaze
xAP Tatsuta Maru, Shell hits 6, on fire, heavy damage
xAP Katori Maru
xAP Kokuryu Maru, Shell hits 3, on fire
xAP Kamo Maru
xAP Kobe Maru, Shell hits 1, on fire
xAP Teikyo Maru

Allied Ships
DD Hammann
DD Russell
DD O'Brien

Japanese ground losses:
34 casualties reported
Squads: 0 destroyed, 1 disabled
Non Combat: 0 destroyed, 8 disabled
Engineers: 0 destroyed, 0 disabled

Ground combat at Benkoelen (45,91)

Japanese Deliberate attack

Attacking force 5972 troops, 124 guns, 0 vehicles, Assault Value = 284

Defending force 3561 troops, 87 guns, 48 vehicles, Assault Value = 80

Japanese adjusted assault: 267

Allied adjusted defense: 19

Japanese assault odds: 14 to 1

Combat modifiers
Defender: terrain(+), leaders(+), disruption(-), preparation(-)
fatigue(-)
Attacker:

Japanese ground losses:
151 casualties reported
Squads: 0 destroyed, 14 disabled
Non Combat: 0 destroyed, 0 disabled
Engineers: 0 destroyed, 0 disabled
Guns lost 1 (1 destroyed, 0 disabled)

Allied ground losses:
914 casualties reported
Squads: 42 destroyed, 5 disabled
Non Combat: 74 destroyed, 0 disabled
Engineers: 6 destroyed, 0 disabled
Guns lost 15 (8 destroyed, 7 disabled)
Vehicles lost 9 (8 destroyed, 1 disabled)
Units retreated 1

Defeated Allied Units Retreating!

Assaulting units:
53rd Division
47th Naval Guard Unit

Defending units:
22nd (East African) Brigade
-----------------------

The 22nd is gutted. It will move back to PBang, getting bombed the whole way no doubt.

So. Now I have a different set of options for the 32nd. Remember that what's on the water is just the infantry squads, about 215 of them. Everything else is already at PBang.

1) Go to DG, unload, combat load.

2) Swing south, then NE and run at Oosthaven, taking massive damage and possibly losing the force plus escorts. Or, try this after hiding out the west hoping the BB/Kaga TF leaves. Problem is the LBA enviro on Sumatra is terrible already and will get worse.

3) Land them on Java. They could get ashore on the west coast most likely and train to Soerbaja for a couple more days. Maybe.

4) Take them to Colombo, wait for the heavy gear to be destroyed at PBang (maybe months, maybe weeks) then re-build as a theater reserve.

5) Move them to CT, to the Canal, and into the Pacific, without their gear.

6) Try to thread several needles and take them to Rabaul

7) ??

2) Japanese LBA all over the place is massive. Lose over 400 men in the Chengtu stack, another 400-600 in the Pegu-bound stack. The 22nd at Benkoelen is also hard hit. I do not have fighters to use. It's a matter of just take it. Getting really old. He does take AA losses sometimes, and the loss ratio is 3327 his to 2698 mine.

3) Three B-17 do a night AF raid on Balikpapan. Take out one Betty.

4) Light Resource bombing in China.

5) He sends a TF up to Pt. Blair. It sinks the lone ASW asset in the harbor, but doe snot bombard. Not sure if this is a test for TBs, a bombardment waiting for me to move into Pegu's hex, or what.

Day Time Surface Combat, near Port Blair at 46,58, Range 20,000 Yards

Japanese Ships
BB Haruna
CL Naka
CL Natori
CL Kuma
CL Tama
DMS W-3
DMS W-5
DMS W-11
DD Tatsuyuke

Allied Ships
PG Hindustan, Shell hits 9, and is sunk

6) Continued moves into Eniwetok. Makin gets more troops and a bit of transported supply. There could be a fight at Eniwetok if his Kwajalein reaction force keeps coming.

7) SST lands troops at Tarawa where a construction unit labors alone. This one and the next should alert him that something new is up.

Ground combat at Tarawa (136,128)

Allied Shock attack

Attacking force 125 troops, 0 guns, 0 vehicles, Assault Value = 17

Defending force 888 troops, 6 guns, 3 vehicles, Assault Value = 1

Allied adjusted assault: 3

Japanese adjusted defense: 9

Allied assault odds: 1 to 3 (fort level 0)

Combat modifiers
Defender: leaders(-), preparation(-), fatigue(-), experience(-)
Attacker: op mode(-), shock(+), leaders(-), fatigue(-)

Japanese ground losses:
43 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 0 destroyed, 0 disabled
Engineers: 3 destroyed, 3 disabled

Assaulting units:
3rd Marine Raider Bn /2

Defending units:
17th Naval Construction Battalion

8) SST work again.

Amphibious Assault at Hollandia (93,116)

TF 437 troops unloading over beach at Hollandia, 93,116




Justus2 -> RE: Nothing Up My Sleeve: Magical Moose Tricks--Bullwinkle58 vs.1EyedJacks (7/22/2013 6:33:56 PM)


quote:

ORIGINAL: Bullwinkle58


quote:

ORIGINAL: Lomri


Pretty sure Kanga Force isn't para capable but I don't have the game open to double check. The way to tell is if you click the display LCU button you'll see para capable units listed as INFp (instead of just INF) much like HQ's have a for air and n for naval. The LCU symbol also indicates para capabilities with the dashes under the infantry X. ToE doesn't actually play a role in whether a unit can be para dropped.




I somewhat remember the INFp being added in a patch. Also, Tracker lists parachute capable units, and Kanga isn't. The TOE wording is confusing (CDO/para) but it's old. Maybe pre-dates AE and sub-transport at least was different in WITP.

I'm also learning what can move by SST. I know Marine Raiders can. I haven't tried any CDO/para.

And I'm trying to figure out what planes can drop and/or move what LCUs. I know patrol planes can move troops to friendly bases, but it seems they can also drop parachutists (true parachutists.)


IIRC patrol planes can carry/drop para units, but only to their 'normal' mission range (ie. 16 hexes for PBY), not half of the transfer range (28 hexes) as they can when conducting troop transfers to friendly bases.




Bullwinkle58 -> RE: Nothing Up My Sleeve: Magical Moose Tricks--Bullwinkle58 vs.1EyedJacks (7/22/2013 6:53:16 PM)


quote:

ORIGINAL: Justus2


quote:

ORIGINAL: Bullwinkle58


quote:

ORIGINAL: Lomri


Pretty sure Kanga Force isn't para capable but I don't have the game open to double check. The way to tell is if you click the display LCU button you'll see para capable units listed as INFp (instead of just INF) much like HQ's have a for air and n for naval. The LCU symbol also indicates para capabilities with the dashes under the infantry X. ToE doesn't actually play a role in whether a unit can be para dropped.




I somewhat remember the INFp being added in a patch. Also, Tracker lists parachute capable units, and Kanga isn't. The TOE wording is confusing (CDO/para) but it's old. Maybe pre-dates AE and sub-transport at least was different in WITP.

I'm also learning what can move by SST. I know Marine Raiders can. I haven't tried any CDO/para.

And I'm trying to figure out what planes can drop and/or move what LCUs. I know patrol planes can move troops to friendly bases, but it seems they can also drop parachutists (true parachutists.)


IIRC patrol planes can carry/drop para units, but only to their 'normal' mission range (ie. 16 hexes for PBY), not half of the transfer range (28 hexes) as they can when conducting troop transfers to friendly bases.


Yeah, I've seen that. Well inside the patrol unit's range ring and you get the text message that the target is too far.




witpqs -> RE: Nothing Up My Sleeve: Magical Moose Tricks--Bullwinkle58 vs.1EyedJacks (7/22/2013 7:10:22 PM)

quote:

The TOE wording is confusing (CDO/para) but it's old.

That's just the name of the 'device', in this case a squad type of device.

Para capable is applied to a unit. Then, when actually parachute dropping, the (I think it is) load factor of the device is consulted to see if it is below the threshold to allow it to drop.




Bullwinkle58 -> RE: Nothing Up My Sleeve: Magical Moose Tricks--Bullwinkle58 vs.1EyedJacks (7/22/2013 7:17:43 PM)


quote:

ORIGINAL: witpqs

quote:

The TOE wording is confusing (CDO/para) but it's old.

That's just the name of the 'device', in this case a squad type of device.



Right, but wouldn't you agree it would be a LOT less confusing to just drop the "para" portion? I know sorta what a commando-type unit is for. But when I see "para" I think "parachutes."




witpqs -> RE: Nothing Up My Sleeve: Magical Moose Tricks--Bullwinkle58 vs.1EyedJacks (7/22/2013 7:25:25 PM)


quote:

ORIGINAL: Bullwinkle58


quote:

ORIGINAL: witpqs

quote:

The TOE wording is confusing (CDO/para) but it's old.

That's just the name of the 'device', in this case a squad type of device.



Right, but wouldn't you agree it would be a LOT less confusing to just drop the "para" portion? I know sorta what a commando-type unit is for. But when I see "para" I think "parachutes."

There should be a few differences in how a para capable device is handled, too (like having a flag=Y/N for parachute capable instead of a size check, although a size check might apply to the size carrying ability of the aircraft asked to carry the device). The developers know that, but they inherited the issue.

As far as the name goes, they are trying to be somewhat accurate and helpful about naming the squads. That squad type can para drop, but it has to be in a unit that allows it. If you notice in the later Betas (not sure when added) there is a 'parachute' indicator somewhere in (I think) the upper left of the LCU display. That's in addition to the 'p' in INFp on the LCU listing.




Bullwinkle58 -> RE: Nothing Up My Sleeve: Magical Moose Tricks--Bullwinkle58 vs.1EyedJacks (7/22/2013 7:44:35 PM)


quote:

ORIGINAL: witpqs


quote:

ORIGINAL: Bullwinkle58


quote:

ORIGINAL: witpqs

quote:

The TOE wording is confusing (CDO/para) but it's old.

That's just the name of the 'device', in this case a squad type of device.



Right, but wouldn't you agree it would be a LOT less confusing to just drop the "para" portion? I know sorta what a commando-type unit is for. But when I see "para" I think "parachutes."

There should be a few differences in how a para capable device is handled, too (like having a flag=Y/N for parachute capable instead of a size check, although a size check might apply to the size carrying ability of the aircraft asked to carry the device). The developers know that, but they inherited the issue.

As far as the name goes, they are trying to be somewhat accurate and helpful about naming the squads. That squad type can para drop, but it has to be in a unit that allows it. If you notice in the later Betas (not sure when added) there is a 'parachute' indicator somewhere in (I think) the upper left of the LCU display. That's in addition to the 'p' in INFp on the LCU listing.


I never noticed that. I'll look at Kanga.

Is that device used in the later war for para-capable (true) Aussie units? It's been so long since I was out of 1942 I don't recall any.




witpqs -> RE: Nothing Up My Sleeve: Magical Moose Tricks--Bullwinkle58 vs.1EyedJacks (7/22/2013 8:08:16 PM)

quote:

Is that device used in the later war for para-capable (true) Aussie units? It's been so long since I was out of 1942 I don't recall any.

What mod are you playing again? In Babes the answer is yes. I just don't remember about stock.




Bullwinkle58 -> RE: Nothing Up My Sleeve: Magical Moose Tricks--Bullwinkle58 vs.1EyedJacks (7/22/2013 8:22:48 PM)


quote:

ORIGINAL: witpqs

quote:

Is that device used in the later war for para-capable (true) Aussie units? It's been so long since I was out of 1942 I don't recall any.

What mod are you playing again? In Babes the answer is yes. I just don't remember about stock.


Stock #2.

Makes a lot more sense if there are later war chute-capable Aussies.




BBfanboy -> RE: Nothing Up My Sleeve: Magical Moose Tricks--Bullwinkle58 vs.1EyedJacks (7/22/2013 8:25:53 PM)

Option 7 for 32nd ID - a high speed run to Singapore and take it back! Destroy many planes on the field. Build forts! Drive your opponent nuts! [sm=Christo_pull_hair.gif]

Also, could you explain about this line:

quote:

Bullwinkle58

It sinks the lone ASW asset in the harbor, but doe snot bombard.



Is doe snot some kind of Japanese secret weapon? And what's wrong with stag snot? [&:]




witpqs -> RE: Nothing Up My Sleeve: Magical Moose Tricks--Bullwinkle58 vs.1EyedJacks (7/22/2013 9:19:16 PM)

The scent on doe snot drives the bucks crazy.




Bullwinkle58 -> RE: Nothing Up My Sleeve: Magical Moose Tricks--Bullwinkle58 vs.1EyedJacks (7/22/2013 9:42:54 PM)


quote:

ORIGINAL: BBfanboy

Option 7 for 32nd ID - a high speed run to Singapore and take it back! Destroy many planes on the field. Build forts! Drive your opponent nuts! [sm=Christo_pull_hair.gif]

Also, could you explain about this line:

quote:

Bullwinkle58

It sinks the lone ASW asset in the harbor, but doe snot bombard.



Is doe snot some kind of Japanese secret weapon? And what's wrong with stag snot? [&:]


I've had a long afternoon with looking at trust documents and talking to lawyers. So this made me laugh pretty hard. I'm of an age wherein boys did not learn to type. I took NJROTC instead. [:)]

Singers is a great idea, except for the 9000 planes there and probably 8-10 IDs.




Lomri -> RE: Nothing Up My Sleeve: Magical Moose Tricks--Bullwinkle58 vs.1EyedJacks (7/23/2013 8:10:17 PM)

I use a lot more para-drops than SSTs mostly because I forgot to convert all but Argonaut! That being said I've used an SST to transport bits of even BFs. I think it is just a matter of device size. My guess (and sounds like from your experience this is accurate) is that the sub transport mission doesn't care if it is an amph landing on an enemy base or if there is a friendly pier.





Bullwinkle58 -> RE: Nothing Up My Sleeve: Magical Moose Tricks--Bullwinkle58 vs.1EyedJacks (7/24/2013 6:11:58 PM)


quote:

ORIGINAL: Lomri

I use a lot more para-drops than SSTs mostly because I forgot to convert all but Argonaut! That being said I've used an SST to transport bits of even BFs. I think it is just a matter of device size. My guess (and sounds like from your experience this is accurate) is that the sub transport mission doesn't care if it is an amph landing on an enemy base or if there is a friendly pier.




I haven't used SSTs to land at a non-base hex yet, but it's on the menu. I did one regular Amphib landing on an open hex as part of FUDD (near Bassein.) Those work like they always did. They have uses, but also big unload speed and supply negatives.

If you are past where you can change to SSTs I believe the other two SST-eligible subs can carry the Big Mines starting in 1943. The Mk 13 maybe? Real ship killers. I wasn't going to do the SST conversions for this reason, but RockyRoo argued that the SSTs are real force multipliers and now I agree with him wholeheartedly. They can harass and poke and jab quite well behind the lines. The Marine Raiders have withdraw dates, but until then they are perfect fragment harassers.




Bullwinkle58 -> RE: Nothing Up My Sleeve: Magical Moose Tricks--Bullwinkle58 vs.1EyedJacks (7/24/2013 7:15:20 PM)

June 27, 1942

SNAGLEPUSS Rolls On

Busy, busy.

1) The Japanese TF that dumped an ID at Benkoelen withdraws north up the coast. The small DD TF that worked it over while unloading goes back in with partial magazines and finds this.

Night Time Surface Combat, near Pagai-eilanden at 44,88, Range 26,000 Yards

Japanese Ships
CL Isuzu
CL Yura
DD Harukaze
DD Matsukaze
xAP Tatsuta Maru, heavy fires, heavy damage
xAP Katori Maru
xAP Kamo Maru
xAP Kobe Maru
xAP Teikyo Maru

Allied Ships
DD Hammann
DD Russell
DD O'Brien

The TFs disengage. Three more times this happens all during the night and day and the Japanese run hard, not good I'm sure for xAP Tatsuta Maru. This ship is absent in engagements 3 and 4. FWIW, on the first attack at night the Allies got radar lock at 20,000 yds, but the Japanese did not sight them until 8000. The Allies crossed the T.

2) Off of Benkoelen another heart-stopper that does not pay off, but which gives priceless intel.

Sub attack near Benkoelen at 43,91

Japanese Ships
CV Akagi
CS Nisshin
DD Oshio
DD Inazuma

Allied Ships
SS Grunion

SS Grunion launches 6 torpedoes at CV Akagi
Grunion diving deep ....

At the start of the next turn the seas off Benkoelen are empty of red icons. Float planes were seen at Oosthaven overnight, which might have been a Sunda transit. I orbited the 32nd ID TF , edging south, but fuel is a concern. Cocos I. has plenty, but is a little too exposed if Akagi is around. OTOH, Cocos has some teeth. I'm about 80% decided on forcing the issue at Oosthaven before Java becomes untenable and LBA infested. With the full 32nd at PBang it's a very tough nut. Elements at least of two IJA IDs are now at Benkoelen and will march to cut the railway south of Pbang within days. I don't have a lot of time if Oosthaven is the landing.

3) Near Eniwetok the USN takes a bite.

Night Time Surface Combat, near Eniwetok at 127,109, Range 8,000 Yards

Japanese Ships
BB Hyuga, Shell hits 4
DD Kuroshio
DD Oyashio
DD Yukikaze
DD Yamagumo
DD Shigure
DD Umikaze, Shell hits 1
DD Suzukaze
DD Nenohi
DD Okikaze
DD Shiokaze
DD Hokaze
TB Kiji
TB Kamo
DD Tawakaze, Shell hits 1

Allied Ships
DD Phelps
DD Worden, Shell hits 2

This TF "seems" to have no air cover; pretty bold. A "CVE" was seen yesterday heading into Kwaj. Possibly delivering Zeros. The BB/DDs I think came from Truk. Radio intercepts there three days ago, and recon says there are over 60 ships at Truk. But more and more I thinik the KB ex-Akagi and Kaga is in upgrade.

4) The TF above proceeds to bombard Eniwetok, but not one Marine is killed. And the supply pile is tiny, only what the Cats have brought in.

Night Naval bombardment of Eniwetok at 127,108

Japanese Ships
BB Hyuga
DD Tawakaze
DD Hokaze
DD Shiokaze
DD Okikaze
DD Nenohi
DD Suzukaze
DD Umikaze
DD Shigure
DD Yamagumo
DD Yukikaze
DD Oyashio
DD Kuroshio
TB Kamo
TB Kiji

Airbase hits 7
Airbase supply hits 4
Runway hits 36
Port hits 12
Port supply hits 8


This is the region set-up at the start of tomorrow's turn.


[image]local://upfiles/31387/DC216A719E524B049A3E4E2F42632841.jpg[/image]

5) SNAGGLEPUSS ground developments:

--Hollandia is occupied by the Allies (SST-borne Kangas)

--Ground combat at Bikini (131,110)

Allied Shock attack

Attacking force 50 troops, 0 guns, 0 vehicles, Assault Value = 1

Defending force 0 troops, 0 guns, 0 vehicles, Assault Value = 0

Allied adjusted assault: 2

Japanese adjusted defense: 1

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

Allied forces CAPTURE Bikini !!!

Combat modifiers
Attacker: shock(+), leaders(-)

Assaulting units:
1st USMC Parachute Bn /1

--Ground combat at Tarawa (136,128)

Allied Deliberate attack

Attacking force 125 troops, 0 guns, 0 vehicles, Assault Value = 17

Defending force 1151 troops, 15 guns, 3 vehicles, Assault Value = 19

Allied adjusted assault: 0

Japanese adjusted defense: 14

Allied assault odds: 1 to 99 (fort level 0)

Combat modifiers
Defender: preparation(-), experience(-)
Attacker: leaders(-), disruption(-), supply(-)

Allied ground losses:
121 casualties reported
Squads: 8 destroyed, 12 disabled
Non Combat: 0 destroyed, 0 disabled
Engineers: 0 destroyed, 0 disabled

Assaulting units:
3rd Marine Raider Bn /2

Defending units:
44th Nav Gd /1
17th Naval Construction Battalion

--Ground combat at Abemama (136,130)

Allied Shock attack

Attacking force 75 troops, 0 guns, 0 vehicles, Assault Value = 7

Defending force 888 troops, 6 guns, 3 vehicles, Assault Value = 1

Allied adjusted assault: 0

Japanese adjusted defense: 11

Allied assault odds: 1 to 99 (fort level 0)

Combat modifiers
Defender: leaders(+), experience(-)
Attacker: op mode(-), shock(+), leaders(-), supply(-)

Allied ground losses:
12 casualties reported
Squads: 0 destroyed, 4 disabled
Non Combat: 0 destroyed, 1 disabled
Engineers: 0 destroyed, 0 disabled

Assaulting units:
3rd Marine Raider Bn /3

Defending units:
12th Naval Construction Battalion

6) At a mined Pt. Blair (about 100 mines) the BB/CL/DMS TF hangs around. 36 mines are cleared before the CL gets careless. If this is a pre-landing move it's OK. It will take more than a single ID to take Pt. Blair from the 6th Aussie Div. and Forts 4.5.

TF 276 encounters mine field at Port Blair (46,58)

Japanese Ships
DMS W-11
DMS W-5
DMS W-3
CL Naka, Mine hits 1

7) The insane level of IJA air attacks on troops and AFs continues. Results are far lower than yesterday, again possibly due to fatigue. In summary, all over the map, 2 Bombers are destroyed and 57 damaged, 3 Japanese fighters destroyed. 587 Allied troops are casualties. Almost all aircraft damage is from AA. CAP is virtually non-existent now.

8) In the single Allied strat bombing mission a message is sent by a night attack on Port Arthur. Only three Liberators, and no damage. This time.

9) Following some good advice here, the Allies hand-picked some Naval Bombing pilots for selected DEI air units. Most had 5-7 day delays in reporting, but some have now arrived. And they do make a difference.

Morning Air attack on TF, near Loemadjang at 56,106

Weather in hex: Light cloud

Raid spotted at 11 NM, estimated altitude 10,000 feet.
Estimated time to target is 3 minutes

Japanese aircraft
Ki-43-Ic Oscar x 8

Allied aircraft
Beaufort V x 7

No Japanese losses

Allied aircraft losses
Beaufort V: 3 damaged

Japanese Ships
xAK Uga Maru, Bomb hits 1
DD Mochizuki, Bomb hits 1, heavy fires

Aircraft Attacking:
7 x Beaufort V bombing from 100 feet
Naval Attack: 1 x 500 lb SAP Bomb

Afternoon Air attack on TF, near Loemadjang at 56,106

Weather in hex: Light rain

Raid spotted at 11 NM, estimated altitude 9,000 feet.
Estimated time to target is 3 minutes

Japanese aircraft
Ki-43-Ic Oscar x 7

Allied aircraft
Beaufort V x 4

No Japanese losses

Allied aircraft losses
Beaufort V: 2 damaged

Japanese Ships
xAK Unyo Maru, Bomb hits 2, heavy fires







Alfred -> RE: Nothing Up My Sleeve: Magical Moose Tricks--Bullwinkle58 vs.1EyedJacks (7/25/2013 2:09:31 PM)


quote:

ORIGINAL: Justus2


quote:

ORIGINAL: Bullwinkle58


quote:

ORIGINAL: Lomri


Pretty sure Kanga Force isn't para capable but I don't have the game open to double check. The way to tell is if you click the display LCU button you'll see para capable units listed as INFp (instead of just INF) much like HQ's have a for air and n for naval. The LCU symbol also indicates para capabilities with the dashes under the infantry X. ToE doesn't actually play a role in whether a unit can be para dropped.




I somewhat remember the INFp being added in a patch. Also, Tracker lists parachute capable units, and Kanga isn't. The TOE wording is confusing (CDO/para) but it's old. Maybe pre-dates AE and sub-transport at least was different in WITP.

I'm also learning what can move by SST. I know Marine Raiders can. I haven't tried any CDO/para.

And I'm trying to figure out what planes can drop and/or move what LCUs. I know patrol planes can move troops to friendly bases, but it seems they can also drop parachutists (true parachutists.)


IIRC patrol planes can carry/drop para units, but only to their 'normal' mission range (ie. 16 hexes for PBY), not half of the transfer range (28 hexes) as they can when conducting troop transfers to friendly bases.


1. SSTs can move anything that fits provided it is in "move" mode. The exception is a paradrop capable unit which can be carried in "combat" mode and thus completely ready to go into action upon landing.

2. Patrol planes are just like dedicated transport planes when it comes to airlifting troops and supplies. Section 7.2.4 of the manual gives the exact details of available ranges for the different type of activity.

Alfred




Lomri -> RE: Nothing Up My Sleeve: Magical Moose Tricks--Bullwinkle58 vs.1EyedJacks (7/25/2013 2:49:14 PM)

Oh, that's great to know about paradrop capable units and SST. Too bad the marine raiders don't also count, but whatcha gonna do. You get enough para units to do all sorts of naughty things. I do really wish I had more than one, because grouping them would allow for a bigger punch. With one I'm not even sure I could replicate the Makin raid (real life one that is).

The marine raiders do have withdraw dates but as you said they stick around for a long time - I don't think they actually withdraw until 1944.

I have to say I'm very entertained at the use of these small specialized units. Too often in AE it feels like anything smaller than a DIV is a waste of time. (slight exaggeration ;). And it is clear that you don't need to do a lot to block these kinds of small raids - even an eng unit can stop you.

Anyhow, not surprisingly this is turning into a really interesting AAR. (Marching out of China was the first hint that this was a must follow)





Bullwinkle58 -> RE: Nothing Up My Sleeve: Magical Moose Tricks--Bullwinkle58 vs.1EyedJacks (7/25/2013 4:23:42 PM)

The Move mode rule is very odd to me. In the few cases sub landings were done (Makin I.) the Marines were very much in combat mode when they got into the rafts. OTOH, I'm not aware of any cases where parachute troops were landed by SST. Strange coding choices.




Bullwinkle58 -> RE: Nothing Up My Sleeve: Magical Moose Tricks--Bullwinkle58 vs.1EyedJacks (7/25/2013 4:26:56 PM)


quote:

ORIGINAL: Lomri

Oh, that's great to know about paradrop capable units and SST. Too bad the marine raiders don't also count, but whatcha gonna do. You get enough para units to do all sorts of naughty things. I do really wish I had more than one, because grouping them would allow for a bigger punch. With one I'm not even sure I could replicate the Makin raid (real life one that is).

The marine raiders do have withdraw dates but as you said they stick around for a long time - I don't think they actually withdraw until 1944.

I have to say I'm very entertained at the use of these small specialized units. Too often in AE it feels like anything smaller than a DIV is a waste of time. (slight exaggeration ;). And it is clear that you don't need to do a lot to block these kinds of small raids - even an eng unit can stop you.

Anyhow, not surprisingly this is turning into a really interesting AAR. (Marching out of China was the first hint that this was a must follow)


Raiders capable of SST/combat would be a big help, but we work around it.

In cases like Tarawa I had no recon. Landing a handful of very capable troops gives perfect intel, and they do some damage before being wiped out. Islands like Bikini can help blind the Japanese from using float planes on a vector of approach. I don't think I'll ever build Bikini up, but he doesn't know that. It multiplies his problem set, which is mostly what SNAGGLEPUSS is for.

These landings are a nice rest from the moving of 100,000+ stacks in China and Burma.




Alfred -> RE: Nothing Up My Sleeve: Magical Moose Tricks--Bullwinkle58 vs.1EyedJacks (7/25/2013 5:02:08 PM)


quote:

ORIGINAL: Bullwinkle58

The Move mode rule is very odd to me. In the few cases sub landings were done (Makin I.) the Marines were very much in combat mode when they got into the rafts. OTOH, I'm not aware of any cases where parachute troops were landed by SST. Strange coding choices.


Not really a strange choice.

There is no true commando type recognised within the code. The Raiders is just a nomenclature term, eye candy if you wish. As far as the code is concerned, the Raiders are just a small infantry unit, really no different than the Indian 9th Infantry Division and that is far from being an elite unit as of 7 December 1941.

Paradrop capable units on the other hand were already recognised within the code as a sui generis type of infantry. Being already differentiated from normal infantry for the purposes of airlifting and airdropping, the code could be made to recognize them as a different type of unit for the purposes SST raiding. In short they were the closest thing to a commando generis. Which is why the devs utilised them to give the SSTs some teeth and an ersatz IRL Makin Island raid capability.

Alfred




witpqs -> RE: Nothing Up My Sleeve: Magical Moose Tricks--Bullwinkle58 vs.1EyedJacks (7/25/2013 5:03:19 PM)


quote:

ORIGINAL: Bullwinkle58

The Move mode rule is very odd to me. In the few cases sub landings were done (Makin I.) the Marines were very much in combat mode when they got into the rafts. OTOH, I'm not aware of any cases where parachute troops were landed by SST. Strange coding choices.

It was done specifically to limit what was thought to be an abuse of the game system, which was complained about by many players. Basically (IIRC) hordes of subs conducting major amphibious ops, and massive evacuations via subs. Basically they limited (or mostly limited??) the troop moving function to SST type. They do not have a land unit type for 'commando' or 'raider' (only INF, ARM, etc.), so they used the para-capable flag to decide which units can be combat loaded on SST. It was an available programming time compromise.

Not saying it should have or should not have been done that way or any other particular way...




Bullwinkle58 -> RE: Nothing Up My Sleeve: Magical Moose Tricks--Bullwinkle58 vs.1EyedJacks (7/26/2013 1:54:12 AM)

quote:

ORIGINAL: Alfred


quote:

ORIGINAL: Bullwinkle58

The Move mode rule is very odd to me. In the few cases sub landings were done (Makin I.) the Marines were very much in combat mode when they got into the rafts. OTOH, I'm not aware of any cases where parachute troops were landed by SST. Strange coding choices.


Not really a strange choice.

There is no true commando type recognised within the code. The Raiders is just a nomenclature term, eye candy if you wish. As far as the code is concerned, the Raiders are just a small infantry unit, really no different than the Indian 9th Infantry Division and that is far from being an elite unit as of 7 December 1941.

Paradrop capable units on the other hand were already recognised within the code as a sui generis type of infantry. Being already differentiated from normal infantry for the purposes of airlifting and airdropping, the code could be made to recognize them as a different type of unit for the purposes SST raiding. In short they were the closest thing to a commando generis. Which is why the devs utilised them to give the SSTs some teeth and an ersatz IRL Makin Island raid capability.

Alfred


I think one needs to get deeper in the weeds on this. Staying at unit type (infantry, para, etc.) I agree it's difficult. But each unit is composed of devices which could be coded to. And the code already sees a Sub Transport mission type and the SST ship type in special terms. All that's needed is a bit more if-then statement structure to examine device numbers against mode.

Take the Marine Raiders. Three pretty big battalions, for 1942. Each is composed of only three devices: Device 1111, US MMG Section; Device 252, Support, and Device 1116, US Raider Squad. It would be possible to code to tell SSTs to allow Device 1116 to load in Combat mode, but not the other two. Given we're talking rubber rafts that's OK. If the player wants all of it he can use a Fast Transport and chance it. But for a raid on an unoccupied island, or one with only construction enemy forces, Device 1116 works for 1-2 turns. But forcing raiders to land on occupied islands in Move mode, yet still Shock attack, makes them much less useful than they should be. I'd settle for removing the Shock attack code as an alternative, but that's probably harder than letting them land in Combat.

It's counter-intuitive to have raiders, which did travel by sub and did combat-capable landings, not allowed to do so, and to have parachutists, which did not travel by sub, able to.

And on parachutists, I looked at my Bikini landing. There is 0 AV present. Only 5 squads of Support, Device 252. Yet it was allowed to jump in Combat, and captured the island.

I know this won't be changed in AE. But the key is to look at the issue from the POV of the SST ship type, not what it troop category it carries. Given the USN gets only four SSTs, and one of those late in the war, the problem from WITP of widespread sub invasions is solved. But other problems were created, which are compounded by the UI's quirks. Carrying parachutists by sub? What newbie would know that? Or some vets, like me? [:)]




Bullwinkle58 -> RE: Nothing Up My Sleeve: Magical Moose Tricks--Bullwinkle58 vs.1EyedJacks (7/27/2013 10:12:34 PM)

June 28, 1942

"Elvis Has Left The Mountains!!!

1) OK, not Elvis, but the Big Stack has. They have emerged onto the yellow road leading to Paoshan. Most LCUs at about 50% supply and not too bad off morale or otherwise. There are still about 30 LCUs sitting in Tsuyung watching. Don't know if they will follow or move east. But this has been the longest 45 days of my AE career getting these Chinese out of the rocks. It's up to Japan what happens now in the short term. Longer term the Chinese horde is going someplace warmer.

2) Two whole Dutch PTs out of Soerbaja run around the tip of Java and put a fish into xAK Matsue Maru at Banjo. An S-boat sticking her nose in later sees one of the bombed xAKs from yesterday in a very bad way. The ship sunk sound effect tis heard later in the turn. Matsue is in a lightly escorted pure xAK TF. Probably just supply.

3) At Bikini SNAGGLEPUSS continues to pull Japan's nose. Five squads of Support troops get this:

Night Naval bombardment of Bikini at 131,110

Japanese Ships
BB Hyuga
DD Tawakaze
DD Hokaze
DD Shiokaze
DD Okikaze
DD Nenohi
DD Suzukaze
DD Umikaze
DD Shigure
DD Yamagumo
DD Yukikaze
DD Oyashio
DD Kuroshio
TB Kamo
TB Kiji

Allied ground losses:
28 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 0 destroyed, 4 disabled
Engineers: 0 destroyed, 0 disabled

Still no carriers. Interesting.

3) The sub-landed guys at Tarawa are wiped out by attrition. But they did some good and got some intel.

4) Strat bombing at Port Arthur gets through tonight and the city burns. Fires 435. This is a critical loading port for the region; I expect it to be CAPped after today. Which is good.

5) RO-65 pokes around Rabaul. Japan has to be wondering where the Hollandia landing came from. A 2-ship ASW TF works the boat over a bit. To the south fairly heavy Kiwi forces are moving toward Shortlands. To sit, build, and watch. I do not want to fight in the Solomons if I can help it.

6) Two very large unescorted Betty attacks hit Soerbaja, but there is a small CAP there and the Bettys are savaged. Two sweeps come in during the afternoon and down one fighter for 60ish sorties. The Bettys looked like they came from northern Borneo, at least two AFs. 6 are destroyed, 8 damaged in the first raid, 4 are destroyed in the second. The animation and daily losses would suggest these numbers are light. On the day Japan loses 34 aircraft to the Allies' 8.

7) PBang is also hit hard, but the AA there is fierce. 12 Bettys damaged in the first raid, 1 lost 2 damaged in the second. Two Sally strikes cost Japan 14 damaged, 1 destroyed. Light AF damage. Offshore the 32ng ID is moving SW for its last waypoint and a charge into Oosthaven. RN carriers at 90% CAP. Swordfish on ASW alert on a sub today. He may turn Kaga/Akagi around and go for it. All I can do is what I'm doing, move Soerbaja's pitiful CAP north at the last minute, and hope.

8) Troop bombing in China nets Japan another 500 casualties.

9) Burma bombing of the three corps moving on Moulmein is lighter. North, three spearheads are moving on Bassein (armored plus Aussie 7th), Rangoon (mixed nation infantry), and Pegu (mostly Chinese.) The stacks are bombed, but what's left of the AVG (withdraws in a week) does very well.

Afternoon Air attack on 1st Burma Division, at 56,52 , near Pegu

Weather in hex: Thunderstorms

Raid spotted at 20 NM, estimated altitude 14,000 feet.
Estimated time to target is 5 minutes

Japanese aircraft
A6M2 Zero x 17
Ki-21-IIa Sally x 18
Ki-43-Ic Oscar x 34
Ki-49-Ia Helen x 24

Allied aircraft
Hurricane IIb Trop x 4
P-40E Warhawk x 3

Japanese aircraft losses
Ki-21-IIa Sally: 1 destroyed, 5 damaged
Ki-43-Ic Oscar: 1 destroyed
Ki-49-Ia Helen: 2 destroyed, 6 damaged

No Allied losses

Allied ground losses:
23 casualties reported
Squads: 0 destroyed, 1 disabled
Non Combat: 0 destroyed, 2 disabled
Engineers: 0 destroyed, 0 disabled

Afternoon Air attack on 21st Chinese Corps, at 56,52 , near Pegu

Weather in hex: Thunderstorms

Raid spotted at 16 NM, estimated altitude 11,000 feet.
Estimated time to target is 4 minutes

Japanese aircraft
A6M2 Zero x 18
Ki-43-Ic Oscar x 23
Ki-48-Ib Lily x 6

Allied aircraft
Hurricane IIb Trop x 1
P-40E Warhawk x 2

Japanese aircraft losses
Ki-48-Ib Lily: 1 destroyed, 2 damaged

No Allied losses

========================
Admin Note

I have a turn in hand I will do tonight, and that will be our last for about ten days. We should be back on the air about 8/8. I will be reading the forum in a Guest status. I won't get PMs, but I will have my email for those of you who know it.

All hail late summer! [:'(]




Bullwinkle58 -> RE: Nothing Up My Sleeve: Magical Moose Tricks--Bullwinkle58 vs.1EyedJacks (7/28/2013 8:20:00 PM)

June 29, 1942

The Suspense . . .

Just before this, our last movie before a 10-day hiatus, a short series of emails. The first from Mike was titled "The Suspense". The body was empty. Figuring he had seen the movie and that bad things had happened to the Allies I was non-committal in my response. He followed with one that said "You know I saw you with my subs, right?" Ouch. I had gotten sub hits in the IO, but I didn't know if that was what he was referring to. Figuring I could at least save some leverage with bluster I replied "I know you saw SOMETHING, but I don't know you saw EVERYTHING."

I pictured the 32nd ID jumped on by the full KB, in flames, then at the bottom. But he might not know what was coming near the Marshalls. As the movie concluded I still don't know if:

1) He was pulling my leg
2) He had ordered a slaughter which didn't come off
3) He really was talking about the Marshalls
4) A slaughter is likely next turn

But on balance the day was a good one for the Allies and a good way to go off the grid for awhile.

1) SNAGGLEPUSS bags another target. Kangas again, reloaded from Hollandia and moved. It's possible Rowboat Corps will re-take Hollandia. I hope not, but it's possible. I skipped the base in the middle so as not to be predictable.

"Aitape is occupied by the Allies"

2) Night strat bombing at Chengtu starts 1310 Fires at the cost of a Wellington. I will someday want the supplies generated here and burning the factories is permanent, but for now this is a major local supply source for a siege of Chungking and the trade-off is toward fire. Elsewhere I have moved back to more daytime HI/LI strikes, but many do not fly due to low numbers and CAP.

3) PBang is utterly swarmed by heavy bombers today--about 165 in two large waves. 17 are damaged, 1 destroyed. There are still unloading TFs at Benkoelen (more in a minute), so I understand wanting to close this bigger AF, but there are other bases in range, and I don't have a lot of planes at PBang. Three Cats to be exact. If this is to stop fort building it's too late. And all of the supply destroyed is replaced the next day. Totals hover just over 200,000 no matter the degree of bombing.

4) The other major Japanese air effort is to bleed the spearheads marching south in Burma. These may not be big enough to take all three targets, but maybe two and isolate the third, Rangoon. One the Big Stack gets south (can rail much of the way once Lashio is reached) times will get hot even at the main base. As part of SNAGGLEPUSS Burma is a sideline, but important. I want to focus worry and air assets in this theater and, at best but not likely, draw the KB up to supervise either a relief operation or an evacuation, giving me free reign in mid-PAC.

There is a bit of LRCAP working from Prome in the theater. Again just a few fighters, with the scraps of the AVG, do good work.

Morning Air attack on 17th Indian Division, at 56,52 , near Pegu

Weather in hex: Heavy rain

Raid spotted at 19 NM, estimated altitude 10,000 feet.
Estimated time to target is 6 minutes

Japanese aircraft
A6M2 Zero x 20
G3M3 Nell x 40
G4M1 Betty x 12
Ki-43-Ic Oscar x 23

Allied aircraft
Hurricane IIb Trop x 2
Hurricane IIc Trop x 8
P-40E Warhawk x 3

Japanese aircraft losses
A6M2 Zero: 1 destroyed
G3M3 Nell: 5 damaged
G4M1 Betty: 1 damaged

Allied aircraft losses
Hurricane IIc Trop: 3 destroyed

Allied ground losses:
83 casualties reported
Squads: 0 destroyed, 7 disabled
Non Combat: 0 destroyed, 8 disabled
Engineers: 0 destroyed, 0 disabled

Morning Air attack on 17th Indian Division, at 56,52 , near Pegu

Weather in hex: Heavy rain

Raid spotted at 3 NM, estimated altitude 14,000 feet.
Estimated time to target is 0 minutes

Japanese aircraft
G4M1 Betty x 20

Allied aircraft
Hurricane IIc Trop x 1
P-40E Warhawk x 1

Japanese aircraft losses
G4M1 Betty: 1 destroyed, 2 damaged

No Allied losses

Allied ground losses:
19 casualties reported
Squads: 0 destroyed, 1 disabled
Non Combat: 0 destroyed, 2 disabled
Engineers: 0 destroyed, 0 disabled

FLAK only:

Morning Air attack on 5th Chinese Cavalry Corps, at 56,52 , near Pegu
Weather in hex: Heavy rain

Raid spotted at 20 NM, estimated altitude 12,000 feet.
Estimated time to target is 5 minutes

Japanese aircraft
A6M2 Zero x 28
Ki-21-IIa Sally x 30
Ki-43-Ic Oscar x 23
Ki-48-Ib Lily x 8
Ki-49-Ia Helen x 24

Japanese aircraft losses
Ki-21-IIa Sally: 10 damaged
Ki-48-Ib Lily: 4 damaged
Ki-49-Ia Helen: 3 damaged
Ki-49-Ia Helen: 1 destroyed by flak

Allied ground losses:
55 casualties reported
Squads: 1 destroyed, 4 disabled
Non Combat: 0 destroyed, 3 disabled
Engineers: 0 destroyed, 0 disabled

5) Back to Benkoelen. As I said, other AFs and other options besides PBang. Many thanks again to the AAR reader who suggested I get into individual pilot selection and find some Naval B. experts for my LBA. Lesson learned for next time. I was picking from the Reserve pool, but not going in for specific skills. (I have also done this for multiple ASW air units by now too; Bolos have been on ASW training since 12/8/41 dumping 60+ ASW guys into the pools.) At Benkoelen and at Soerbaja this hand-holding pays dividends. I also moved about half of Timor's offense up to Soerbaja to help. That's where the war is.

Without further ado, a bad day for the Japanese merchant marine. Note love applied by 1000-pound bombs:

Morning Air attack on TF, near Loemadjang at 56,106

Weather in hex: Overcast

Raid spotted at 10 NM, estimated altitude 17,000 feet.
Estimated time to target is 3 minutes

Japanese aircraft
Ki-43-Ic Oscar x 8

Allied aircraft
Beaufort V x 3
SBD-3 Dauntless x 11

No Japanese losses

Allied aircraft losses
Beaufort V: 1 damaged
SBD-3 Dauntless: 3 destroyed, 6 damaged

Japanese Ships
xAK Uga Maru
xAK Muroran Maru, Bomb hits 1, on fire
xAK Koyu Maru, Bomb hits 3, heavy fires, heavy damage

Massive explosion on xAK Koyu Maru

Morning Air attack on TF, near Benkoelen at 45,91

Weather in hex: Light rain

Raid spotted at 11 NM, estimated altitude 19,000 feet.
Estimated time to target is 4 minutes

Allied aircraft
A-24 Banshee x 9

Allied aircraft losses
A-24 Banshee: 1 damaged

Japanese Ships
xAP Kobe Maru, Bomb hits 2, heavy fires
xAP Kamo Maru
xAP Katori Maru, Bomb hits 1, heavy fires

Japanese ground losses:
153 casualties reported
Squads: 2 destroyed, 1 disabled
Non Combat: 1 destroyed, 8 disabled
Engineers: 1 destroyed, 1 disabled

Afternoon Air attack on TF, near Benkoelen at 45,91

Interesting report; ground casualties, but the bomb did not record in the report

Weather in hex: Severe storms

Raid spotted at 19 NM, estimated altitude 5,000 feet.
Estimated time to target is 6 minutes

Allied aircraft
Hudson I x 5

No Allied losses

Japanese Ships
xAP Kamo Maru
CL Yura

Japanese ground losses:
118 casualties reported
Squads: 0 destroyed, 1 disabled
Non Combat: 3 destroyed, 11 disabled
Engineers: 0 destroyed, 1 disabled

Aircraft Attacking:
5 x Hudson I bombing from 3000 feet
Naval Attack: 4 x 250 lb SAP Bomb

Afternoon Air attack on TF, near Benkoelen at 45,91

Weather in hex: Severe storms

Raid spotted at 16 NM, estimated altitude 19,000 feet.
Estimated time to target is 6 minutes

Allied aircraft
A-24 Banshee x 9

Allied aircraft losses
A-24 Banshee: 1 damaged

Japanese Ships
CL Isuzu
xAP Kobe Maru, heavy fires, heavy damage
xAP Teikyo Maru, Bomb hits 2, on fire

Japanese ground losses:
168 casualties reported
Squads: 1 destroyed, 7 disabled
Non Combat: 3 destroyed, 5 disabled
Engineers: 0 destroyed, 0 disabled

Five other attacks which did not strike anything, but were fun to watch. [:)]

6) As an experiment I left the B-17s at Soerbaja, which don't have super-Naval pilots yet, on Commander's Choice AF. They chose Kendari (I wouldn't have) and destroyed one on the ground by report, but 5-6 by animation. A 2E strike there bombed a huge AO, but missed.

7) On to the Marshalls and the heart of SNAGGLEPUSS.

My non-upgrading carriers began the week down south guarding Canton from bombardment, but have moved due north and then west for days. Multiple TFs are inbound Eniwetok. Today a Fast Tans with an EAB got there and began unloading. I don't think it was seen until today when a float plane overflew. Much heavier garrison TFs are to the east, as well as supply and air transport TFs which need to get through. They are waypointing up to near Wake, then down on a shortest-exposure trajectory in and out.

Yesterday Japan exposed a bombardment TF with one BB and many DDs. Today I stopped the Cats at Eniwetok (one AVD supporting) from running supplies to the Raiders and put them on eastern search. They see red TFs at Roi-Namur, Kwaj, and Wotje. Which one is the BB? Don't know. But probably Kwaj. Are there carriers around? Don't know. One CVE was seen a week ago approaching Kwaj. Since? Nothing. What has he done to the AFs in the island group? Again, very limited recon. My best info is Roi-Namur is more built than Kwaj, but I do not have a plane count. Marc Mitscher is in command of the TF; he says "Go!" So, we go. Again, gotta love those 1000lbers.


[image]local://upfiles/31387/DEDD7F4B3868460DB99C043EA2029203.jpg[/image]


Morning Air attack on TF, near Kwajalein Island at 132,115

Weather in hex: Heavy rain

Raid spotted at 19 NM, estimated altitude 16,000 feet.
Estimated time to target is 7 minutes

Japanese aircraft
A6M2 Zero x 2

Allied aircraft
F4F-3A Wildcat x 10
F4F-3 Wildcat x 9
SBD-3 Dauntless x 12

No Japanese losses

Allied aircraft losses
F4F-3 Wildcat: 1 destroyed
SBD-3 Dauntless: 5 damaged
SBD-3 Dauntless: 1 destroyed by flak

Japanese Ships
DD Shiokaze
BB Hyuga, Bomb hits 2

Besides this two small raids of Jakes and Zeros come at the birdfarms and are swatted down. Also, half-a-dozen text reports of DBs on Search attacking xAKs, minesweepers, etc. With FOW I believe almost none of these. No TBs flew either, a disappointment. I had coordinated all air wing assets to like hex maxes. The question for tomorrow is whether to burrow in or hide and wait for the incoming TFs. I have two BB-led surface action groups by Wake or coming to Wake, as well as a couple of 3-4 DD picket/raider/straggler crews deep in the chain, south of the carriers. Is it possible the Marshalls are this naked? Stay tuned. But the lack of air cover may influence the next phases of SNAGGLEPUSS. I just need more ships at Pearl. The other carriers are five days from finishing upgrade, and I'm pulling every AK and AP I can in there as well. The Marines are wanting a kick at the Empire.

8) Lots of small-change action elsewhere but that's enough for one day. The 32nd ID is at Full, has passed waypoint 3 and is churning toward Oosthaven with all crews at battlestations. A small TF with some tanks is coming too, as well as some merchants to take fuel and act as screen. Everything will reach Oosthaven bone dry, but there is a flood of fuel there and it's no time to spare the gear. As soon as we resume this piece of the war will be resolved one way or the other. PBang without the 32nd is a very tough slide. With them and their arty Japan will need Singers-levels of LCUs to siege, and in a place far more exposed to counterattack from the IO than Singers is from its water.

Anyway, folks. That's the summer campaign season. Play here all you like while I'm away. The empties go in the recycle, 'K? [:'(]





catwhoorg -> RE: Nothing Up My Sleeve: Magical Moose Tricks--Bullwinkle58 vs.1EyedJacks (7/29/2013 1:23:26 PM)

When you say SST, I assume these are regular fleet boats using the transport mission, not a conversion ?




Lokasenna -> RE: Nothing Up My Sleeve: Magical Moose Tricks--Bullwinkle58 vs.1EyedJacks (7/29/2013 3:31:07 PM)


quote:

ORIGINAL: catwhoorg

When you say SST, I assume these are regular fleet boats using the transport mission, not a conversion ?



There are a couple (Argonaut, plus I believe Nautilus and maybe Narwhal) that are eligible for conversion/upgrade to SST type instead of SS. This gives them a small amount of Troop Capacity. I wasn't convinced of their usefulness, and maybe I'm still not, but Moose's AAR here is making me reconsider.




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