RE: The Gamiest Game in Town. El Lobo as the Red 1s and 0s (J), vs. Rio Bravo as the Green 1s and 0s (A) (Full Version)

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PaxMondo -> RE: The Gamiest Game in Town. El Lobo as the Red 1s and 0s (J), vs. Rio Bravo as the Green 1s and 0s (A) (3/9/2016 1:31:55 AM)

Taking Adak can be really key to holding your northern border. If you hold it, and establish serious search based there, it makes it very difficult for the allies to try your Northern flank. Cheap insurance and allows you to be a bit thinner up there. Without Adak, you do have to be sure you have most of your defense in place.

Ditto Marcus. Not having both Marcus and Adak allows the Allies to easily get within 4 turns of Hokkaido before you see them. Not a good thing at all. Adak and Marcus give you at least 7 turns, more likely 10 turns notice. This means the allies can't get to Hokkaido without taking Marcus/Adak. As it sits now, the door to Hokkaido is open ... or so it will appear to an allied player.





el lobo -> RE: The Gamiest Game in Town. El Lobo as the Red 1s and 0s (J), vs. Rio Bravo as the Green 1s and 0s (A) (3/9/2016 7:29:25 AM)

quote:

ORIGINAL: PaxMondo
Taking Adak can be really key to holding your northern border. If you hold it, and establish serious search based there, it makes it very difficult for the allies to try your Northern flank. Cheap insurance and allows you to be a bit thinner up there. Without Adak, you do have to be sure you have most of your defense in place.

Ditto Marcus. Not having both Marcus and Adak allows the Allies to easily get within 4 turns of Hokkaido before you see them. Not a good thing at all. Adak and Marcus give you at least 7 turns, more likely 10 turns notice. This means the allies can't get to Hokkaido without taking Marcus/Adak. As it sits now, the door to Hokkaido is open ... or so it will appear to an allied player.


I should be able to do that at the end of the month.

I have a Division at Kushiro that needs ships, some are on the way but not enough yet.

Marcus should be wrapped-up by then so I will have two more Brigades available along with some engineers.

Kaga is at Yokohama five days out from completion of its refit. Hiyo and Shoho are there also. Ryuio, Zuiho, Taiyo and Unyo just arrived at Pagan and can join them latter.

There has been a lot of activity on Adak recently in the form of TFs but my “glen” sub shows nothing at the moment. I have another sub on the way to help search.




PaxMondo -> RE: The Gamiest Game in Town. El Lobo as the Red 1s and 0s (J), vs. Rio Bravo as the Green 1s and 0s (A) (3/9/2016 12:11:07 PM)

I believe he owns Adak now, correct? If so, when you go inm, go big. I would assume he has a full ID plus Armor Bde and support troops at a minimum. If he is already starting to stage a Northern push at Adak, he could have a lot more. Put your Glen on recon and see what you can find out ....

BTW, this is how I use the GLens, recon not NavSearch. Glen pilots are all high recon skill ... I use them for LR base recon. Very effective in that role.




Lowpe -> RE: The Gamiest Game in Town. El Lobo as the Red 1s and 0s (J), vs. Rio Bravo as the Green 1s and 0s (A) (3/9/2016 2:37:51 PM)

I don't think the Allies would attack in force before Hellcats arrive...but as Pax says the road is open. Most likely what will happen is the Allies will push on other fronts, and when your KB is away and known, then he will strike with 3-5 divisions and 1000 ships.

You can move several General Defense restricted troops to Hokkaido by air lift from Honshu.

You can assign your Glen subs to watch over likely assembly points and monitor troop/ship strength. When you get some long legged Judy-C you can do the same with a CV or CVL. Dart in and dart out.







PaxMondo -> RE: The Gamiest Game in Town. El Lobo as the Red 1s and 0s (J), vs. Rio Bravo as the Green 1s and 0s (A) (3/9/2016 8:38:59 PM)


quote:

ORIGINAL: Lowpe

You can assign your Glen subs to watch over likely assembly points and monitor troop/ship strength.


And Adak is the best assembly point to invade Hokkaido ... port can be size 7 and no limit to troops. short trip to Hokkaido so minimal troop morale hit ...




Crackaces -> RE: The Gamiest Game in Town. El Lobo as the Red 1s and 0s (J), vs. Rio Bravo as the Green 1s and 0s (A) (3/9/2016 9:01:10 PM)


quote:

ORIGINAL: PaxMondo


quote:

ORIGINAL: Lowpe

You can assign your Glen subs to watch over likely assembly points and monitor troop/ship strength.


And Adak is the best assembly point to invade Hokkaido ... port can be size 7 and no limit to troops. short trip to Hokkaido so minimal troop morale hit ...


I think the Hokkaido Hurricane has been proven to be a bad move and is quite defensible once the Allies arrive
simply the Allies cannot get into a war of attrition before weakening the Empire considerably elsewhere ...




PaxMondo -> RE: The Gamiest Game in Town. El Lobo as the Red 1s and 0s (J), vs. Rio Bravo as the Green 1s and 0s (A) (3/9/2016 10:37:29 PM)

quote:

ORIGINAL: Crackaces


quote:

ORIGINAL: PaxMondo


quote:

ORIGINAL: Lowpe

You can assign your Glen subs to watch over likely assembly points and monitor troop/ship strength.


And Adak is the best assembly point to invade Hokkaido ... port can be size 7 and no limit to troops. short trip to Hokkaido so minimal troop morale hit ...

I think the Hokkaido Hurricane has been proven to be a bad move and is quite defensible once the Allies arrive
simply the Allies cannot get into a war of attrition before weakening the Empire considerably elsewhere ...

I would disagree (no idea what Hokkaido Hurricane is, but letting the allies land on Hokkaido is what I am referring to) ... several IJ AAR's have shown that allowing the allies onto Hokkaido is doom ... not saying in '42, but anytime after 4/43 unless the IJ player has deliberately laid a trap.

Before then, it can still be a very effective allied move as it will force the IJ player to shift forces allowing the allies to make progress on other fronts. Even baiting a trap in Hokkaido is very risky ... not something I would try without a great deal of thought ...







PaxMondo -> RE: The Gamiest Game in Town. El Lobo as the Red 1s and 0s (J), vs. Rio Bravo as the Green 1s and 0s (A) (3/9/2016 10:49:41 PM)

Can't edit my message above ... [X(]

Anyway, I never let the allies get a whiff of Hokkaido until it doesn't matter and the NorPac route is the shortest path to victory, so I defend it aggressively. YMMV.

If I were to play the allies, I would constantly be feinting a NorPac assault as I know that the IJ player has to react ... burning fuel and supply. Particularly once the allies own Adak .... that is a staging point that puts the entire Northern Theatre into jeopardy for the IJ ...




Crackaces -> RE: The Gamiest Game in Town. El Lobo as the Red 1s and 0s (J), vs. Rio Bravo as the Green 1s and 0s (A) (3/9/2016 10:51:14 PM)


quote:

ORIGINAL: PaxMondo

quote:

ORIGINAL: Crackaces


quote:

ORIGINAL: PaxMondo


quote:

ORIGINAL: Lowpe

You can assign your Glen subs to watch over likely assembly points and monitor troop/ship strength.


And Adak is the best assembly point to invade Hokkaido ... port can be size 7 and no limit to troops. short trip to Hokkaido so minimal troop morale hit ...

I think the Hokkaido Hurricane has been proven to be a bad move and is quite defensible once the Allies arrive
simply the Allies cannot get into a war of attrition before weakening the Empire considerably elsewhere ...

I would disagree (no idea what Hokkaido Hurricane is, but letting the allies land on Hokkaido is what I am referring to) ... several IJ AAR's have shown that allowing the allies onto Hokkaido is doom ... not saying in '42, but anytime after 4/43 unless the IJ player has deliberately laid a trap.

Before then, it can still be a very effective allied move as it will force the IJ player to shift forces allowing the allies to make progress on other fronts. Even baiting a trap in Hokkaido is very risky ... not something I would try without a great deal of thought ...




Well I characterized a sudden ill prepared landing on Hokkaido in response to IJ over expansion
.. a "Hokkaido Hurricane" in that it comes on .. leaves destruction but fades away once the IJ start attacking from multiple bases or supporting sweeps from multiple bases

Lowpe had a great defense but in lessons learned threw away aircraft ... and his opponent got a foot hold on Honshu ..
but Lowpe proved that it is not as simple as attacking Hokkaido and getting bases as the Allies do not have the production support to get into a war of attrition even as late as early 1944.


But securing Adak is a great warning beacon for any such foolishness ...




el lobo -> RE: The Gamiest Game in Town. El Lobo as the Red 1s and 0s (J), vs. Rio Bravo as the Green 1s and 0s (A) (3/11/2016 12:26:39 PM)

OK, we seem to all be in agreement. We will take Adak.

Now we hurry-up and wait.

And thanks all, great discussion.




el lobo -> RE: The Gamiest Game in Town. El Lobo as the Red 1s and 0s (J), vs. Rio Bravo as the Green 1s and 0s (A) (3/17/2016 2:43:00 PM)

CEYLON Aug 14, 1942 Turn 251

Rio has finally removed his sub blockade from Ceylon. Supplies were brought in and I am loading my Division battered on the initial invasion to take back to Rangoon to rebuild. This will leave me with two Divisions and two Regiments on the island.

Moving on Dambula. I will take the rest of the island and then consider what units to remove or replace.

Aug 7. The Tone raiders get lucky.

--------------------------------------------------------------------------------
Night Time Surface Combat, near Diego Garcia at 8,62, Range 2,000 Yards

Japanese Ships
CA Tone
CA Chikuma
DD Tanikaze
DD Michishio
DD Fubuki
DD Satsuki

Allied Ships
xAK Stanmore, Shell hits 6, on fire
xAK Ettrickbank, Shell hits 5, heavy fires
xAK Lavington Court, Torpedo hits 2, and is sunk
xAK Silvermaple, Shell hits 12, heavy fires, heavy damage
xAK Deslock, Shell hits 4, Torpedo hits 4, and is sunk

Allied ground losses:
1123 casualties reported
Squads: 0 destroyed, 4 disabled
Non Combat: 42 destroyed, 36 disabled
Engineers: 82 destroyed, 25 disabled
Guns lost 4 (4 destroyed, 0 disabled)
Vehicles lost 35 (28 destroyed, 7 disabled)

And again on the 10th.
--------------------------------------------------------------------------------

Allied Ships
xAK Vitorlock, Shell hits 5, on fire
xAK Maetsuycker, Shell hits 11, and is sunk

Allied ground losses:
460 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 63 destroyed, 23 disabled
Engineers: 0 destroyed, 0 disabled
Guns lost 93 (78 destroyed, 15 disabled)
Vehicles lost 37 (32 destroyed, 5 disabled)

Later in the day.

xAK Federlock, Shell hits 12, and is sunk
xAK Vitorlock, Shell hits 8, and is sunk


Aug 11th. These guys were supposed to be just looking, but what can you do?
--------------------------------------------------------------------------------
Submarine attack near Bombay at 33,24

Japanese Ships
SS I-11

Allied Ships
xAK Barbara Olson, Torpedo hits 1, heavy damage --- later sinks
--------------------------------------------------------------------------------
Submarine attack near Bombay at 32,24

Japanese Ships
SS I-15

Allied Ships
xAK Katrina Luckenbach, Torpedo hits 1, on fire, heavy damage -- later sinks

[image]local://upfiles/45493/B081B1977D3348DE924A05EFFD407104.jpg[/image]




el lobo -> RE: The Gamiest Game in Town. El Lobo as the Red 1s and 0s (J), vs. Rio Bravo as the Green 1s and 0s (A) (3/17/2016 2:45:51 PM)

BURMA Aug 14, 1942 Turn 251

In the hex N-E of Rumree Island sits four Infantry Divisions and one Tank Division. Elsewhere in Burma, there are four other Divisions. They are defensive for now but once I get a few more Divisions I will reconsider.

The airfield construction is mostly complete for awhile. Rangoon is an eight, Magwe is a six, Port Blair is a five and the rest are threes and fours. Once I get the forts built-up I will go back and top-up Rangoon to a nine.

I have a “Short Stack” at Magwe. Two Zero units at 10K, an Oscar unit at 5K, with mostly rookies, a Tojo unit at 13K and two Nick units at 12K, one flying night. There is also a Val unit there. I want to have similar but smaller units in each surrounding base.

Rangoon is similar and also has a Nell and a Betty unit there.



[image]local://upfiles/45493/32F2E0791B8D4A3885DA5F5CF2A12CC9.jpg[/image]




el lobo -> RE: The Gamiest Game in Town. El Lobo as the Red 1s and 0s (J), vs. Rio Bravo as the Green 1s and 0s (A) (3/17/2016 2:49:57 PM)

CHINA Aug 14, 1942 Turn 251

In China the noose is tightening.

When joined, the units shown below will form the 2nd Tank Division and will move into Burma. There is a three week-old Division in Tuyun moving north to join the fray and another new Division will form at Sinyang in about two weeks and strat/move west to join the fray or go on to Burma depending on the situation at the time.



[image]local://upfiles/45493/A5986E05A12046139F98A329BA3014E1.jpg[/image]




el lobo -> RE: The Gamiest Game in Town. El Lobo as the Red 1s and 0s (J), vs. Rio Bravo as the Green 1s and 0s (A) (3/18/2016 11:03:33 AM)

NORTH PACAFIC Aug 15, 1942 Turn 252

Our most recent recon report from Adak.


[image]local://upfiles/45493/9EC5ACD8F73F45E2993A94C0B1EBED02.jpg[/image]




PaxMondo -> RE: The Gamiest Game in Town. El Lobo as the Red 1s and 0s (J), vs. Rio Bravo as the Green 1s and 0s (A) (3/18/2016 11:21:01 AM)


quote:

ORIGINAL: el lobo

NORTH PACAFIC Aug 15, 1942 Turn 252

Our most recent recon report from Adak.



Recon or NavSearch result?




el lobo -> RE: The Gamiest Game in Town. El Lobo as the Red 1s and 0s (J), vs. Rio Bravo as the Green 1s and 0s (A) (3/18/2016 2:43:23 PM)


quote:

ORIGINAL: PaxMondo
Recon or NavSearch result?

Recon.




el lobo -> RE: The Gamiest Game in Town. El Lobo as the Red 1s and 0s (J), vs. Rio Bravo as the Green 1s and 0s (A) (3/21/2016 3:00:45 PM)

MARCUS ISLAND – INVASION Aug 19, 1942 Turn 256

The invasion of Marcus has started but I have a problem. Can anyone tell me why TF 16 did not bombard this last turn but TF266 did? TF 16 moved four hexes.

I have two Regiments in-bound with a Division on stand-by.


[image]local://upfiles/45493/4EBED05D2B684B13A9109B55C89A9AAD.jpg[/image]




Lowpe -> RE: The Gamiest Game in Town. El Lobo as the Red 1s and 0s (J), vs. Rio Bravo as the Green 1s and 0s (A) (3/21/2016 3:07:24 PM)

You have safer routes ordered, the local Captain saw something that worried him and dithered, perhaps waiting for a float plane to return or simply more information.

Bombardments are very tricky...I typed up a long post on how to do a surface bombardment in either the tech forum where it was thought a bug, or in an AAR (walker vs. apbarog).

Here it is:

Lessons I learned: Don't set the speed to full, it is not required as they will do better with mission speed.

Use direct/absolute. Otherwise the commanders might dilly and dather along the way to the bombardment especially if there is a substantial air force present. Enemy planes can really screw up the TFs routing. Also ships can alter their course around sub infestations.

Makes sure you have enough fuel for the mission (assume you are using flank speed because for part of the mission they will). Then set the TF to Do Not Refuel.

Maximize your recon on the base to improve damage; and naval search to avoid unpleasant surprises.

Don't go thru one enemy base to hit another base unless it is empty.

Always use a low numbered TF with destroyers to sweep ahead the base.

Don't let the destroyers bombard..you need their AA and ops points.

Set intercept range to 0.

Always have LRCAP up if there is any chance of an aerial attack. Something, anything and keep it low.

Check your TF leader and ship leaders.

Don't ever use waypoints.

Triple check to make sure the remain on station is off!

Try to get within 5 hex with plentiful fuel and no ops points spent and undetected. For very fast TF try to get within 6 hexes.

Realize that subs, pt boats, surface engagements, air attacks (day or night) will eat up ops points and slow the get away or potentially divert the TF. Bombardment TFs are very vulnerable to surface engagements...




el lobo -> RE: The Gamiest Game in Town. El Lobo as the Red 1s and 0s (J), vs. Rio Bravo as the Green 1s and 0s (A) (3/21/2016 3:55:59 PM)

Thanks for the fast response. Very useful information.

Must have been this then.

Good shooting by my Zeros huh? [8|]

--------------------------------------------------------------------------------
Afternoon Air attack on TF, near Agrihan at 116,87

Weather in hex: Moderate rain

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

Japanese aircraft
A6M2 Zero x 16

Allied aircraft
PBY-5A Catalina x 5

No Japanese losses

No Allied losses




el lobo -> RE: The Gamiest Game in Town. El Lobo as the Red 1s and 0s (J), vs. Rio Bravo as the Green 1s and 0s (A) (3/30/2016 9:54:16 AM)

MARCUS ISLAND Aug 24, 1942 Turn 261

Marcus Island was re-captured but it was a very expensive process.

One Brigade from 120 AV to twenty-nine AV, 37/94, one Regiment from 130 AV to twenty-four AV, 41/70, and one Division a little beat-up.

After the capture, Rio informed me that he only had one-half of each of his units on Marcus as he knew I would take it back. He says the other halves are partying-it-up at Pearl, rebuilding. Good thing for me he did not bring the full units or he might still be there.

Unfortunately, my units involved were going to be part of my Adak invasion. If Rio has what Pax suggests he has on Adak, I am going to need a lot more troops and I don't have any available right now. It will be two weeks before I can pull a Division out of China but I doubt that will be enough.

I get some garrison units in about a month so maybe I will swap them out for a couple more Divisions.

--------------------------------------------------------------------------------
Ground combat at Marcus Island (123,85)

Japanese Shock attack

Attacking force 7556 troops, 83 guns, 42 vehicles, Assault Value = 249

Defending force 2392 troops, 55 guns, 40 vehicles, Assault Value = 25

Japanese adjusted assault: 40

Allied adjusted defense: 4

Japanese assault odds: 10 to 1 (fort level 2)

Japanese forces CAPTURE Marcus Island !!!

Allied aircraft
no flights

Allied aircraft losses
PBY-5A Catalina: 5 destroyed




el lobo -> RE: The Gamiest Game in Town. El Lobo as the Red 1s and 0s (J), vs. Rio Bravo as the Green 1s and 0s (A) (3/30/2016 9:59:06 AM)

PRODUCTION – SHIPS Aug 27, 1942 Turn 264

Since very early in the game I have had lots of ships pulling resources off of Hokkaido, about ninety-four including some PBs. Resources are now below 200k so I have cut the number down to about thirty-four. I will adjust this to match production.

This frees-up a lot of ships and it will allow me to fine-tune my supply and troop convoys and do some other stuff. They are an eclectic mix of classes as I grabbed what was available at the time.

Most of the ports that move both resources and oil have Yusen Ns and Kyushus but this will give me a couple more to replace cargo ships without liquid capacity in places such a Fusan and Balikpapan.

I really like AKEs and I have converted some Limas but now I will convert some more.

I am going to convert some of the slower, less endurance PBs to AMcs.

I have previously converted six Std-Cs to tankers and now will convert six more. I have a lot of fuel building in Palembang, 1.2M, and I need these smaller tankers to help move it out. I have three large tankers shipping fuel out of Oosthaven but they can not keep up with production. I am also going to put all of the convoys at Pbang on Human Control. I check these ports every day anyway and I think I can schedule the convoys better than the AI.

Hopefully having less ships running will save me a little fuel also.




GetAssista -> RE: The Gamiest Game in Town. El Lobo as the Red 1s and 0s (J), vs. Rio Bravo as the Green 1s and 0s (A) (3/30/2016 7:30:35 PM)

quote:

ORIGINAL: el lobo
I have previously converted six Std-Cs to tankers and now will convert six more. I have a lot of fuel building in Palembang, 1.2M, and I need these smaller tankers to help move it out. I have three large tankers shipping fuel out of Oosthaven but they can not keep up with production. I am also going to put all of the convoys at Pbang on Human Control. I check these ports every day anyway and I think I can schedule the convoys better than the AI.

I have 2 CS convoys to Singers, 8 Std-C each, one for fuel one for oil, meeting all my needs for draining Palembang with port 4. Have 200 refineries damaged and not repaired so it's about 1/2 oil/fuel production counting Djambi. Large tankers to HI go from Singers.
No need for human convoys. Just flood the area with ASW because it's the obvious target for subs




el lobo -> RE: The Gamiest Game in Town. El Lobo as the Red 1s and 0s (J), vs. Rio Bravo as the Green 1s and 0s (A) (3/31/2016 10:37:33 AM)

quote:

ORIGINAL: GetAssista
I have 2 CS convoys to Singers, 8 Std-C each, one for fuel one for oil, meeting all my needs for draining Palembang with port 4. Have 200 refineries damaged and not repaired so it's about 1/2 oil/fuel production counting Djambi. Large tankers to HI go from Singers.

Thanks GA, that is exactly what I want to do. I will convert four more.

quote:


No need for human convoys. Just flood the area with ASW because it's the obvious target for subs

Not for ASW yet, touch wood, but every so often I get four or five TFs in there all at once and I think it might be a little inefficient. I will play Harbor Master for a couple of months until things get sorted.




el lobo -> RE: The Gamiest Game in Town. El Lobo as the Red 1s and 0s (J), vs. Rio Bravo as the Green 1s and 0s (A) (4/2/2016 2:38:58 PM)

CEYLON Aug 31, 1942 Turn 268

I DA Colombo next turn.


[image]local://upfiles/45493/E29392B9E66542EEB0621D3D4C895517.jpg[/image]




el lobo -> RE: The Gamiest Game in Town. El Lobo as the Red 1s and 0s (J), vs. Rio Bravo as the Green 1s and 0s (A) (4/2/2016 2:45:25 PM)

PRODUCTION – AIR, AIR AND ENGINE R&D Aug 31, 1942 Turn 268

When I first started this game I thought I would never use all of those R&D locations. Now I wish I had a couple more.

I wish I knew more about the repair rates of R&D Factories. I know that they start repairing slow and the closer they get to the original build date the faster they repair. It looks like it is some sort of exponential curve, not that it matters. What does matter is that not much happens a year-and-a-half to two years out.

So, I changed the three location that I had for the Ki-115a Tsurugi to the Ki-84a Frank giving me twelve locations R&Ding the Frank. Once the 84a goes into production, I will divide these twelve between 84a production, the 84r R&D, Sam R&D (have three now), and back to the Tsurugi R&D. I really considered changing the three to the Ki-84b Frank but the 84r won out.

There are two a/c models that I wish I had not bothered R&Ding, bombers, but live and learn. They are fairly close in, time-wise, so I will be able to use the locations to R&D some of my later fighters anyway.

I added another location to R&D the Ha-45 (now 7) starting with five Factories

Here is what accelerated this month.

Tojo IIc …....... 9/43
Tony 100-I ..... 2/45
Helen IIb …..... 8/43
Oscar -43IV .... 2/45

Ha-45 …......... 4/43
Ha-44 …......... 3/43




PaxMondo -> RE: The Gamiest Game in Town. El Lobo as the Red 1s and 0s (J), vs. Rio Bravo as the Green 1s and 0s (A) (4/2/2016 4:33:39 PM)


quote:

ORIGINAL: el lobo


When I first started this game I thought I would never use all of those R&D locations. Now I wish I had a couple more.


We all do. ;)


quote:

ORIGINAL: el lobo
There are two a/c models that I wish I had not bothered R&Ding, bombers, but live and learn.

I tend to RnD fighters ... and then maybe a few others models, but not much. First, once you get the Helen with armor which even without Rnd you get fairly early, there isn't much more to get.
Again, on the Val/Kate side same thing. Once you get the Jill/Judy, even the early models, after that it isn't all that big a difference.

Fighters though have a big impact. Sam compared to Zero is just huge, and almost every IJN group can upgrade to the Sam unlike the George. Oscar/Tojo/Frank difference isn't as bad as the IJN side, but still ...
Frank is the best choice if you have it. So, anyway, I tend to really focus my RnD on fighters as they more than the other models have more influence for me.




Lowpe -> RE: The Gamiest Game in Town. El Lobo as the Red 1s and 0s (J), vs. Rio Bravo as the Green 1s and 0s (A) (4/2/2016 5:30:29 PM)

Good job on the Franks. Your decision on splitting the r&d and build 50-50 should await till you are closer having the plane and really depends upon the situation you will find your self in then.




Lowpe -> RE: The Gamiest Game in Town. El Lobo as the Red 1s and 0s (J), vs. Rio Bravo as the Green 1s and 0s (A) (4/3/2016 12:08:12 AM)

quote:

ORIGINAL: PaxMondo

Fighters though have a big impact. Sam compared to Zero is just huge, and almost every IJN group can upgrade to the Sam unlike the George. Oscar/Tojo/Frank difference isn't as bad as the IJN side, but still ...
Frank is the best choice if you have it. So, anyway, I tend to really focus my RnD on fighters as they more than the other models have more influence for me.



Ok, deep breath here and perhaps Pax missed it by omission.[:D] In a pbem you have to r&d Night fighters. Irving S (must); Nick D (must); Dinah (must - but because it allows a lot of squadrons to convert to NF -- the plane really under performs).

Frances is a great NF but slow; Myrt is better than it looks on paper. Denko kind of stinks, and none of the device on Randy activate in time. Zero NF can resize their groups if you are so inclined (I am not). Judy I have no experience with. Peggy is probably the equivalent of Nick but a little faster.




PaxMondo -> RE: The Gamiest Game in Town. El Lobo as the Red 1s and 0s (J), vs. Rio Bravo as the Green 1s and 0s (A) (4/3/2016 5:29:02 AM)


quote:

ORIGINAL: Lowpe

quote:

ORIGINAL: PaxMondo

Fighters though have a big impact. Sam compared to Zero is just huge, and almost every IJN group can upgrade to the Sam unlike the George. Oscar/Tojo/Frank difference isn't as bad as the IJN side, but still ...
Frank is the best choice if you have it. So, anyway, I tend to really focus my RnD on fighters as they more than the other models have more influence for me.



Ok, deep breath here and perhaps Pax missed it by omission.[:D] In a pbem you have to r&d Night fighters. Irving S (must); Nick D (must); Dinah (must - but because it allows a lot of squadrons to convert to NF -- the plane really under performs).

Frances is a great NF but slow; Myrt is better than it looks on paper. Denko kind of stinks, and none of the device on Randy activate in time. Zero NF can resize their groups if you are so inclined (I am not). Judy I have no experience with. Peggy is probably the equivalent of Nick but a little faster.


I do, some, but not that much. I build them as they arrive.

AI loves night bombing. From what I see in AAR's, far more than most players. And there are no HR's on it. So, I will see 4E's at 2000 ft en mass.

I just don't find that much overall difference between fighters and NF's until Randy, and as you say it arrives so late unless you dedicate a lot of resource to it.
What I mean by little difference is that Tojo C's/George on night suffer fewer losses than comparable NF's as they have armor. Sure, they don't damage as many bombers, but they seem to disrupt about the same.
So, I have fewer losses, as do the bombers which is a wash and the bomb runs cause about the same damage. The benefit for me is that I don't have to expend RnD on more models. As I say, I do build the NF models as they arrive.And frankly, given the AI's proclivity for night bombing, I don't have near enough NF air groups ever. I generally have to have ~35% of my fighter groups on night CAP in addition to all of the NF groups. So I see head 2 head comparison of results between fighters and NF's.

Shifting a few RnD to NF or not, won't, at least to me, make all that much difference in the end. Truly I think it is as much a panacea to how you think as much as it impacts the game. (I am as guilty as anyone).

Just me ... and I know contrary to common thought.




el lobo -> RE: The Gamiest Game in Town. El Lobo as the Red 1s and 0s (J), vs. Rio Bravo as the Green 1s and 0s (A) (4/3/2016 8:59:27 AM)

Another great discussion. I am truly grateful to be the beneficiary of all this fine information.

I am R&Ding Ki-45 KAId Nick and the J1N1-S Irving. I am not R&Ding the Myrt but have it on my build list. The Ki-46-III KAI Dinah was not on my build list but I added it with notation to do further research. Maybe I'll do the same with the Frances. I am R&Ding the Ki-102b Randy FB but not the 102c NF. I think I will do as Pax does and put the FB on night cap. I did not realize the the Randy has so many problems getting stuff. Need more research on that.




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