RE: The Gamiest Game in Town. El Lobo (J), vs. Rio Bravo (A) (Full Version)

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el lobo -> RE: The Gamiest Game in Town. El Lobo (J), vs. Rio Bravo (A) (2/16/2017 5:24:40 AM)

Thanks Pax.

It is going to be fun learning how to keep those suckers in the air, or getting them into the air in the first place.




el lobo -> RE: The Gamiest Game in Town. El Lobo (J), vs. Rio Bravo (A) (2/16/2017 5:27:33 AM)

quote:

ORIGINAL: Lowpe

500 A6M5 are a lot depending upon your planned usages.

Most are stock-piled for the great up-coming Carrier battle but they also will remain as one of the big four in Burma. (I get the hint, I will stop here at what I have. [:)] )

As mentioned, I have three George units building-out and another ready to convert. I will stop there until I learn how to use them and see if I can handle them. I have three Jack units built-out and one building. I want to mix these with the George for sweeping and build a couple more for defense.

The Zeros and Tojos will be my main defense. I have some Nicks and even some float planes standing-by if I have room for them.

All this is in Burma so far.




el lobo -> RE: The Gamiest Game in Town. El Lobo (J), vs. Rio Bravo (A) (2/16/2017 5:28:44 AM)

quote:

ORIGINAL: adarbrauner

Keep Paoshan at all costs.

I will do my best sir. I have more units headed that way, arty and an HQ.




PaxMondo -> RE: The Gamiest Game in Town. El Lobo (J), vs. Rio Bravo (A) (2/16/2017 11:58:13 AM)


quote:

ORIGINAL: el lobo

Thanks Pax.

It is going to be fun learning how to keep those suckers in the air, or getting them into the air in the first place.


Practice and patience.

I played the Armageddon scenario a lot working out how to use high SR planes ... like everyone else, I really, really sucked at it initially. [;)]




PaxMondo -> RE: The Gamiest Game in Town. El Lobo (J), vs. Rio Bravo (A) (2/16/2017 12:02:00 PM)


quote:

ORIGINAL: el lobo

quote:

ORIGINAL: Lowpe

500 A6M5 are a lot depending upon your planned usages.

Most are stock-piled for the great up-coming Carrier battle but they also will remain as one of the big four in Burma. (I get the hint, I will stop here at what I have. [:)] )

As mentioned, I have three George units building-out and another ready to convert. I will stop there until I learn how to use them and see if I can handle them. I have three Jack units built-out and one building. I want to mix these with the George for sweeping and build a couple more for defense.

The Zeros and Tojos will be my main defense. I have some Nicks and even some float planes standing-by if I have room for them.

All this is in Burma so far.


Since you have them, on defense you will very quickly want to shift to Jack/Tojo. Both have excellent climb rates. Jack is too short legged, like Tojo, to be effective sweeper/escort and too good of interceptor that you will want to keep it on CAP.




el lobo -> RE: The Gamiest Game in Town. El Lobo (J), vs. Rio Bravo (A) (2/18/2017 2:19:47 AM)

Thanks again Pax.

BURMA Apr 30, 1943 Turn 510

I left an RTA Div and two Arty units in Shwebo. I had another Reg. headed that way but they did not get there in time.

On the same turn I DAed at Mandalay. There were ten Allied units there and the CR and Combat Events says that they all retreated. However there is still a unit there, an Allied unit from Shwebo.

641st Towed Tank Destroyer Battalion IN PURSUIT


--------------------------------------------------------------------------------
Ground combat at Shwebo (59,45)

Allied Deliberate attack

Attacking force 26260 troops, 771 guns, 966 vehicles, Assault Value = 1026

Defending force 4288 troops, 69 guns, 15 vehicles, Assault Value = 140

Allied adjusted assault: 510

Japanese adjusted defense: 51

Allied assault odds: 10 to 1 (fort level 6)

Allied forces CAPTURE Shwebo !!!

--------------------------------------------------------------------------------
Ground combat at Mandalay (59,46)

Japanese Deliberate attack

Attacking force 68706 troops, 690 guns, 255 vehicles, Assault Value = 2115

Defending force 19000 troops, 395 guns, 191 vehicles, Assault Value = 560

Japanese adjusted assault: 1186

Allied adjusted defense: 286

Japanese assault odds: 4 to 1

Combat modifiers
Defender: preparation(-), supply(-)
Attacker:

Japanese ground losses:
1580 casualties reported
Squads: 13 destroyed, 212 disabled
Non Combat: 0 destroyed, 19 disabled
Engineers: 1 destroyed, 36 disabled
Guns lost 18 (1 destroyed, 17 disabled)

Allied ground losses:
4644 casualties reported
Squads: 84 destroyed, 133 disabled
Non Combat: 198 destroyed, 135 disabled
Engineers: 7 destroyed, 15 disabled
Guns lost 109 (27 destroyed, 82 disabled)
Vehicles lost 56 (30 destroyed, 26 disabled)
Units retreated 10

Defeated Allied Units Retreating!





[image]local://upfiles/45493/F33344DBB7FB4DA7A4C1770C00CEE58A.jpg[/image]




el lobo -> RE: The Gamiest Game in Town. El Lobo (J), vs. Rio Bravo (A) (2/20/2017 6:56:35 AM)

PRODUCTION May 1, 1943 Turn 511

Accelerated this month:

J2M3 Jack 12/43
Tony 100-I 3/44
J1N1-S Irving 9/43
N1K2-J George 9/44
D4Y4 Judy 1/45
B6N2a Jill 10/44
Ki-84a Frank 11/43

Ha-43 4/45


[image]local://upfiles/45493/3A3FBD3D13674F0C8E28C0DA6C1B562F.jpg[/image]




el lobo -> RE: The Gamiest Game in Town. El Lobo (J), vs. Rio Bravo (A) (2/20/2017 7:16:23 AM)

CHINA May 1, 1943 Turn 511

By clearing out the stray Allied units south of CK, I have freed-up 700 AV. They are at Kweiyang moving north-west to help clear some more Allied units.


[image]local://upfiles/45493/1630D5EE25124EF7BA1F46FA0F5DE9E6.jpg[/image]




adarbrauner -> RE: The Gamiest Game in Town. El Lobo (J), vs. Rio Bravo (A) (2/20/2017 2:58:15 PM)

At the end you shall take Chunking and Chengtu. and you should be fully able to keep the cork to china well sealed from Western approach.

That shall place new and unthought of before daunting challanges on the Allied player, that shall be very interesting!




el lobo -> RE: The Gamiest Game in Town. El Lobo (J), vs. Rio Bravo (A) (2/21/2017 8:29:57 AM)

Thanks adarbrauner.

CHINA May 2, 1943 Turn 512

These Allied guys should by lotto tickets, or become war-game programmers.


--------------------------------------------------------------------------------
Ground combat at 79,39 (near Kienko)

Japanese Deliberate attack

Attacking force 1024 troops, 4 guns, 0 vehicles, Assault Value = 53

Defending force 2150 troops, 0 guns, 0 vehicles, Assault Value = 2

Japanese adjusted assault: 54

Allied adjusted defense: 52

Japanese assault odds: 1 to 1

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

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




Lowpe -> RE: The Gamiest Game in Town. El Lobo (J), vs. Rio Bravo (A) (2/21/2017 11:58:32 AM)


quote:

ORIGINAL: el lobo

PRODUCTION May 1, 1943 Turn 511

Accelerated this month:

J2M3 Jack 12/43
Tony 100-I 3/44
J1N1-S Irving 9/43
N1K2-J George 9/44
D4Y4 Judy 1/45
B6N2a Jill 10/44
Ki-84a Frank 11/43

Ha-43 4/45


[image]local://upfiles/45493/3A3FBD3D13674F0C8E28C0DA6C1B562F.jpg[/image]


Looks good on fighters make sure you have the engines for them.....check your supply, it is good for this time frame but the slow down in growth is somewhat worrisome.




PaxMondo -> RE: The Gamiest Game in Town. El Lobo (J), vs. Rio Bravo (A) (2/21/2017 12:11:40 PM)


quote:

ORIGINAL: Lowpe


Looks good on fighters make sure you have the engines for them.....

+1

quote:

ORIGINAL: Lowpe check your supply, it is good for this time frame but the slow down in growth is somewhat worrisome.


+1




el lobo -> RE: The Gamiest Game in Town. El Lobo (J), vs. Rio Bravo (A) (2/22/2017 11:18:53 AM)

Thanks guys.

quote:

ORIGINAL: Lowpe

Looks good on fighters make sure you have the engines for them.....

Engines are good. I have a spread-sheet for them and check often.

quote:

check your supply, it is good for this time frame but the slow down in growth is somewhat worrisome.

+2 -- Always a worry.




PaxMondo -> RE: The Gamiest Game in Town. El Lobo (J), vs. Rio Bravo (A) (2/25/2017 2:03:25 PM)

bump to stay on 1st page ... [;)]




el lobo -> RE: The Gamiest Game in Town. El Lobo (J), vs. Rio Bravo (A) (2/27/2017 12:42:21 PM)

Thanks again Pax.

The storms in California knocked Rio's power out a couple of times. That and some incredibly slow turns with not much to report, resulted in the delay.

I did however do some more R&D research. I posted the chart below in GA's Musings in the War Room and as I said there, it is practically useless, but is was fun to do, the research, not the chart.

One things the chart illustrates, again, something you and most experienced players already knew, and I have since learned, that to get the best ROI on your R&D investment is to start R&D on Day 1.


[image]local://upfiles/45493/089A438667904DF6AF5409DEEE595474.jpg[/image]




el lobo -> RE: The Gamiest Game in Town. El Lobo (J), vs. Rio Bravo (A) (2/28/2017 11:57:20 AM)

BURMA - CHINA May 7, 1943 Turn 517

My troops have moved out of the hex east of Ramree and are heading to Prome with Rio in hot pursuit. He kicked the RTA Div out of the hex east of Prome. It looks like Prome may be his next objective.

I moved some units into the hex east of Mandalay to keep my options open.

I have two George units built-out enough. I will sweep next turn or the one after. I have another George in Rangoon unit build-out except for two stubborn a/c stuck in Singapore keeping the unit from rebuilding. I finally put them on a ship.

In China, there are twenty-three units on the road to Tsuyung from Chengtu. south-west of the DA shown. I need to see if I can deal with them with what I have there, 1080 AV of a good mixture of combat-arms.



[image]local://upfiles/45493/10BB1496401F4971AFBDDA88155CF2E6.jpg[/image]




el lobo -> RE: The Gamiest Game in Town. El Lobo (J), vs. Rio Bravo (A) (3/2/2017 1:13:33 PM)

BURMA May 9, 1943 Turn 519

In the hex east of Mandalay, Rio destroyed one unit and sent the other packing. It turns-out that he has 2200 AV there. That along with the about 1200 AV he has in Shwebo probably numbers Mandalay's days.

I think the sweeps went well. Forty-five Georges followed by forty-five zeros. In the past I have swept to find nothing in air but suspecting Allied a/c present. This time I followed with Sallys on airfield attack to keep him honest.

Looking at the CR and comparing to the "Aircraft Lost' shows a great deal of FOW, even with-in the "Aircraft Lost" screen itself. Total number of Allied a/c lost is less than just the P-39D, unless I am reading it wrong. I lost one George.

From the CR.

--------------------------------------------------------------------------------
Morning Air attack on Akyab , at 54,45

Weather in hex: Partial cloud

Japanese aircraft
N1K1-J George x 45

Allied aircraft
P-39D Airacobra x 75

No Japanese losses

Allied aircraft losses
P-39D Airacobra: 14 destroyed
--------------------------------------------------------------------------------
Japanese aircraft
A6M5 Zero x 45

Allied aircraft
P-39D Airacobra x 44

Japanese aircraft losses
A6M5 Zero: 2 destroyed

Allied aircraft losses
P-39D Airacobra: 13 destroyed
--------------------------------------------------------------------------------
Japanese aircraft
J2M2 Jack x 19
Ki-21-IIa Sally x 25
Ki-44-IIc Tojo x 34

Allied aircraft
P-39D Airacobra x 5

Japanese aircraft losses
Ki-21-IIa Sally: 1 destroyed, 2 damaged

Allied aircraft losses
P-39D Airacobra: 1 destroyed, 2 damaged
P-39D Airacobra: 2 destroyed on ground

I was pleased and surprised when the CR showed my George unit at Rangoon combining. I then remembered reading somewhere about non-carrier qualified a/c being able to fly off-of carriers. The Georges on the ship mentioned in my May 7 AAR apparently repaired and flew to Rangoon. I rebuilt the unit and they will sweep next turn (hopefully).

[image]local://upfiles/45493/231DC96BF6B644E0A177CAE15FE5B8C2.jpg[/image]




PaxMondo -> RE: The Gamiest Game in Town. El Lobo (J), vs. Rio Bravo (A) (3/3/2017 2:33:30 AM)

brutal losses for the allies in mid-43. however, those are his older, now second rate, fighters. He's hiding his corsairs/Bolts, and spitfires.

I would keep sweeping and bombing. Rotate your pilots as they hit 80exp with 'younger' ones to keep growing your high exp pool. you're going to need them in '44.




PaxMondo -> RE: The Gamiest Game in Town. El Lobo (J), vs. Rio Bravo (A) (3/3/2017 2:35:05 AM)


quote:

ORIGINAL: el lobo


[image]local://upfiles/45493/231DC96BF6B644E0A177CAE15FE5B8C2.jpg[/image]

PS: don't know if this is typical or a big strike day, but +8000 sorties in a day is a lot of supply for IJ ...




el lobo -> RE: The Gamiest Game in Town. El Lobo (J), vs. Rio Bravo (A) (3/3/2017 11:16:19 AM)

quote:

ORIGINAL: PaxMondo

PS: don't know if this is typical or a big strike day, but +8000 sorties in a day is a lot of supply for IJ ...

I'm not sure, I will have to start keeping track. Here is another day of the same.

I have been thinking for awhile that I need to ground some of my Navy a/c. I have more than enough on training. My Navy Pool and my Senior Class is gone as is half of my Junior Class and some of my Sophomore Class.

BURMA May 10, 1943 Turn 520

My scheduled sweeps turned into defensive a/c as a result of eight Allied bombing raids on Mandalay. My cap held for seven of them but Jacks took a heavy loss.


[image]local://upfiles/45493/0DAE7CB98B344FB78BCE671D4E9DC6D0.jpg[/image]




el lobo -> RE: The Gamiest Game in Town. El Lobo (J), vs. Rio Bravo (A) (3/3/2017 11:20:41 AM)

BURMA May 9, 1943 Turn 519

Future sweep targets.



[image]local://upfiles/45493/2C055B9867674506B7A43DA8894742E3.jpg[/image]




PaxMondo -> RE: The Gamiest Game in Town. El Lobo (J), vs. Rio Bravo (A) (3/4/2017 11:02:26 AM)

you can afford plane losses in CAP (much lower pilot losses) in '43 rather easily, so don't worry so much about that. I'm assuming his bombers were 4E's escorted by P40K's. If so, this is where George's versatility shows up. 4x20mm is much better than 2x20mm. BUT, you have Jack and it will work, just cost you more planes, not necessarily more pilots. Get more groups involved is all I can say. He won't bring his 4E's often, when he does, you need to make him pay ... this last trip, his bill wasn't high enough.

Your mix of aircraft here on defense is probably what hurt you, and cost you a lot of Jacks. Remember, the planes don't arrive together just because you put them on CAP. They each respond as they can, so fast climbers show up first ... all alone ... and are outnumbered 6:1, fight bravely, but take high losses. This is where when you used a mix bag of AC, you need to carefully layer your CAP based upon their respective response rates (combination of luck, climb, exp, %CAP, and leadership). Takes a lot of practice, and losses, to get those 5 variables mixed right. Oh, and morale and fatigue factor heavily as well. There are some REALLY good players who are just brilliant with this. Herb is one, read some of his old AAR's where he sprinkled in some combat results periodically and a few times even laid out his exacting tactics for managing AC.

I might add, this is also a reason why lazy players (like me) prefer very few (or better just one) models. It takes several of the variables off the table and makes setting CAP heights much easier. If, for example, these were all Tojo C (which in mid-43 is likely what I would have on CAP at a forward base unless I was CAP trapping 4E's), then setting CAP heights really just comes down to each groups morale/exp/leadership: low ones would be set low, higher ones higher. I can adjust them every few turns really quick/easy. But add in 5 models at the base, now I have to also factor in climb rate, top speed/man, etc. Takes more effort and frankly about half way through I run out of time and then have to decide whether to pull the trigger on the turn or wait until tomorrow to finish the turn....

anyway, just thoughts for you to use as you see fit ...




el lobo -> RE: The Gamiest Game in Town. El Lobo (J), vs. Rio Bravo (A) (3/4/2017 12:25:22 PM)

Thanks Pax. Good thoughts.

BURMA May 11, 1943 Turn 521

Another brutal day in the air.

The evacuation of Prome has begun. I will dig-in the the jungle hex to the s/e.


[image]local://upfiles/45493/DAB5AAE733764B6CA1728683B8531406.jpg[/image]




PaxMondo -> RE: The Gamiest Game in Town. El Lobo (J), vs. Rio Bravo (A) (3/4/2017 6:25:25 PM)


quote:

ORIGINAL: el lobo

Thanks Pax. Good thoughts.

BURMA May 11, 1943 Turn 521

Another brutal day in the air.

The evacuation of Prome has begun. I will dig-in the the jungle hex to the s/e.



Actually, trading 1:1 IJ fighters to allied bombers is a trade that I will normally accept as just fine. At least 23 allied bombers don't make it home ... that's almost 2weeks supply lost in one day ...




Lowpe -> RE: The Gamiest Game in Town. El Lobo (J), vs. Rio Bravo (A) (3/4/2017 7:34:11 PM)

That is a great day for Japan![:)]




obvert -> RE: The Gamiest Game in Town. El Lobo (J), vs. Rio Bravo (A) (3/4/2017 9:24:21 PM)


quote:

ORIGINAL: PaxMondo

I might add, this is also a reason why lazy players (like me) prefer very few (or better just one) models. It takes several of the variables off the table and makes setting CAP heights much easier. If, for example, these were all Tojo C (which in mid-43 is likely what I would have on CAP at a forward base unless I was CAP trapping 4E's), then setting CAP heights really just comes down to each groups morale/exp/leadership: low ones would be set low, higher ones higher. I can adjust them every few turns really quick/easy. But add in 5 models at the base, now I have to also factor in climb rate, top speed/man, etc. Takes more effort and frankly about half way through I run out of time and then have to decide whether to pull the trigger on the turn or wait until tomorrow to finish the turn....

anyway, just thoughts for you to use as you see fit ...


If you use low CAP you don't have to worry about any of this stuff!

Just set CAP at 5k, 7k, 9k, with your most manoeuvrable airframe low, and your best with the best pilots high.

Easy! [:)]




el lobo -> RE: The Gamiest Game in Town. El Lobo (J), vs. Rio Bravo (A) (3/5/2017 7:17:46 AM)

BURMA May 12, 1943 Turn 522

Thank you guys. I feel better about this now.

Now, if you liked yesterday's, I think you will like today's also.

Sorry obvert but I tried to go with Pax on this one. [:)]

quote:

ORIGINAL: PaxMondo

This is where when you used a mix bag of AC, you need to carefully layer your CAP based upon their respective response rates (combination of luck, climb, exp, %CAP, and leadership). Takes a lot of practice, and losses,

I went with their climb rate this time. I set the George at 20K, the Zero at 15K, and the Tojo at 10K. I forgot to set the Nick but it was at 12K.

The screen shot shows the first afternoon Allied raid and it looked to me during the CRs that all of the a/c were in the battle at the same time.

My cap faded to nothing during the seven morning raids but held strong through the five afternoon raids.

I don't mind the Zeros taking the hit this turn as I have a few.

quote:

ORIGINAL: PaxMondo
Herb is one, read some of his old AAR's where he sprinkled in some combat results periodically and a few times even laid out his exacting tactics for managing AC.

Sorry, I could not find any of his AARs.



[image]local://upfiles/45493/6F729A71E62242CE9DFC803806C3BE6D.jpg[/image]




PaxMondo -> RE: The Gamiest Game in Town. El Lobo (J), vs. Rio Bravo (A) (3/5/2017 11:43:40 AM)


quote:

ORIGINAL: el lobo


Sorry, I could not find any of his AARs.

aka 1275psi

look for about 2 or 3 back ... the last couple of times he hardly ever includes any combat reports, just story line.




PaxMondo -> RE: The Gamiest Game in Town. El Lobo (J), vs. Rio Bravo (A) (3/5/2017 11:53:15 AM)


quote:

ORIGINAL: el lobo

BURMA May 12, 1943 Turn 522

Thank you guys. I feel better about this now.

Now, if you liked yesterday's, I think you will like today's also.




[image]local://upfiles/45493/6F729A71E62242CE9DFC803806C3BE6D.jpg[/image]

This is what you should aim for. A6M will have high losses even with armor as their DUR is so low ... again, your pilot losses should be minimal and that is what counts. PLUS, his pklot losses are high and that counts double. You want to not on ravage his AC pools, but more importantly do not allow him to build up pools of high exp pilots himself.

Remember, to cull your groups frequently. move 80+ (or even 75+ exp) pilots out and move your 'newer' trained pilots in. Fighter pilots, you just will never, ever have enough in your pools. you think you do until you reach '45 where you are losing them so fast. Remember, the allied pool exp is MUCH higher than the IJ pool and it climbs each year.




PaxMondo -> RE: The Gamiest Game in Town. El Lobo (J), vs. Rio Bravo (A) (3/5/2017 11:58:44 AM)

quote:

ORIGINAL: el lobo



My cap faded to nothing during the seven morning raids but held strong through the five afternoon raids.



more groups at a lower CAP setting is what you need for this. common when your opponent is using a large number of bases to attack your one.

you can also LRCAP from another base or CAP from another base and use range to encompass. Both of these two techniques are less efficient than the first though ...

eriks comment is correct, but not quite as precise as I like. meaning, I know what he says will work for most people, i'm just more picky. why? scramble to 10K for Zero = 5mins. for Jack = 3 mins. that's 2 mins they fight all alone ... 120 seconds in a dogfight where 2 sec bursts kill is an eternity in RL and the way Ian has built the A2A model. At least that is my outcome. I also freely admit to more than a modicum of OCD.[8|] [;)]




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