RE: Pacific War 3.0 (No Encircled please!) (Full Version)

All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> After Action Reports



Message


obvert -> RE: Pacific War 3.0 (No Encircled please!) (4/27/2020 9:29:06 PM)


quote:

ORIGINAL: Lowpe

quote:

ORIGINAL: Alfred

In very general terms the following applies.  Bear in mind, not all the applicable factors are mentioned.


1.  Pilot skill ratings are used exclusively in combat situations.

2.  Non combat situations factor pilot experience level.

3.  Combat situations which are not directly addressed by the aptly named skill, use as one of the relevant factors, the experience level.  Experience feeds into and modifies pilot Morale, Fatigue, Disruption levels in combat.

4.  In a fighter on fighter confrontation, the jockeying for position is influenced by the relevant skill rating; A2A to engage, DEF to evade.

5.  In a fighter on fighter confrontation, after the jockeying for position is determined, an energy state check is made.  This check is partly influenced by the respective pilot experience level.  It determines the actual combat speed at which combat occurs.

6.  The combat speed may result in adjusted MRV ratings of the airframes for that specific combat.


In classical WITP only experience mattered.  This is not the case in AE which has "sub contracted" many of the old classical WITP experience checks to the relevant skill ratings.

Alfred


I always read everything Alfred posts at least twice. [:D]

I always meant, but never got around to it, to train defense first for some Japanese fighter squadrons on anti-sweep duties.

I used low level layered cap, and the lowest layer was always my highest maneuver frames like say an Oscar. Their job is not really to shoot down the Allied sweepers, but to dance with them and avoid being shot down -- an attempt to pull the engagement out of the stratoshpere.

Of course, the war being what the war is for Japan, the worst pilots ended up flying Oscars, with the 70 air 70 def pilots, when I could get them, all going into Franks, Georges, Jacks or CVs.

But the attraction of training pilots in defense would lessen the pilot training a fair bit, not half but a fair bit. Defense is always a tough skill to train.

By the end of the war, Japan usually struggles to get an Ace past 20 kills before going down himself, while the American pilots rack up staggering amount of kills and sorties. I think the game does a really good job here...




I accidentally train defence first a lot on my fighter groups! [:D]

I usually train to about 40exp/70air and then switch to 100% 100ft sweep. That gets them to 70 defense after a while. Once I pull them I often forget to change the training altitude.

It hasn't really mattered much which one come first. If it's 100ft sweep I train to 60 or so defense, and they'll be very low in experience still, so I can then train air.




obvert -> RE: Pacific War 3.0 (No Encircled please!) (4/27/2020 9:33:14 PM)


quote:

ORIGINAL: Lowpe


quote:

ORIGINAL: rader

In terms of Allied tactics, Encircled is a top notch player. One devious tactic he uses is to sweep bases or hexes 2 hexes away from my airfields with P-38s so that he can entice small groups of CAP to their death in a fight at highly uneven odds. I know I can set my cap to maximum 1-hex (or even 0 hexes which I assume means only over the airfield?) but sometimes I need to run LRCAP or need to stay flexible to respond to more than one hex.

Is there any good way to respond to this tactic, other than doing it back to him?


You have to restrict your cap to 0 hexes to prevent this. Sweepers are at a huge advantage against lrcap. Especially set your lrcap to 0 hexes so it doesn't stray from the target hex.

About the only time I set it to greater than 1 hex, is in rear area bomber only defense, and even then pretty rarely as it greatly reduces effectiveness. I will do it over sea areas where naval battles are expected to cover any damaged ships retreating...but you can't sweep sea hexes. Oh, night fighters usually get a 0 or 1 or 2 depending upon the area.





You don't have to set it 0. You can also set to a higher defensive altitude than he's using to sweep. If that isn't possible, then it might be best to set to 0.

All of this is cat and mouse.

If you have radar in the hex from AA or base forces not in a base, your low level layered CAP can still be effective while bleeding.




rader -> RE: Pacific War 3.0 (No Encircled please!) (4/28/2020 2:35:15 AM)

July 17, 1942.

On Jul 15, the Allies landed a Marine regiment on Tulagi, where I've got a major seaplane base. He has about 150 AV ashore to my ~50. He might take it as-is, or he might need to land a bit more. We're both reinforcing halfheartedly and bombing/bombarding but I think neither of us want to get sucked into a major Guadalcanal campaign.

Yesterday, July 16, 18 Bettys from Rabaul bombed the marines on Tulagi and encountered 4 F2A Buffaloes flying LRCAP. Luckily, the Japanese force included 30 Zero escorts who swept aside the CAP for no loss. But, we knew there had to be an Allied carrier in the area, most likely CVE Long Island based on the date. Submarines were sent out to scout the seas south of Tulagi, and today scored the first carrier kill of the war (assuming she goes down of course, but 2 torpedoes on a CVE with a fuel storage explosion is likely very bad).

[image]local://upfiles/14041/F57E8B383B5742AFB800265689862B5D.jpg[/image]




rader -> RE: Pacific War 3.0 (No Encircled please!) (4/28/2020 2:41:10 AM)

Oops, the defenses on Tulagi are crumbling worse than expected. Here's the first deliberate attack. Tulagi should fall very soon.


[image]local://upfiles/14041/F12D194A6D8249FDAB465E54F02CB2EF.jpg[/image]




rader -> RE: Pacific War 3.0 (No Encircled please!) (4/28/2020 7:01:03 AM)

On the China front, we finally opened up a main road supply path to Chungking. Supply draw along the minor road from the North didn't actually seem like much of a problem before, but now supply should flow nicely. Forces are gathering for the first assault on the city.

[image]local://upfiles/14041/63B66C91F671447893267ED8060EAB8F.jpg[/image]




RangerJoe -> RE: Pacific War 3.0 (No Encircled please!) (4/28/2020 12:42:57 PM)

For Tulagi, I would fly in reinforcements just to prolong his agony.

For Chungking, I would bomb and/or bombard (if possible) any units that can draw supplies from Chungking. Whether or not they are in the city, I would bomb them. I believe that any attack raises the supply consumption of the units by 10%. So break down some bombers into small packets and bomb as many target hexes as is possible.

That is great work on the Long Island. Any Allied carrier down, especially now, is a good ship.




rader -> RE: Pacific War 3.0 (No Encircled please!) (4/28/2020 11:43:26 PM)

Another successful raid by DD Tachekaze! That ship has really earned its pay as a commerce hunter. Now if it can only successfully make it home to Japan...

[image]local://upfiles/14041/6EF847DA01CA4034A3733EB5F1052617.jpg[/image]




PaxMondo -> RE: Pacific War 3.0 (No Encircled please!) (4/29/2020 12:00:55 AM)


quote:

ORIGINAL: RangerJoe

For Tulagi, I would fly in reinforcements just to prolong his agony.

For Chungking, I would bomb and/or bombard (if possible) any units that can draw supplies from Chungking. Whether or not they are in the city, I would bomb them. I believe that any attack raises the supply consumption of the units by 10%. So break down some bombers into small packets and bomb as many target hexes as is possible.

That is great work on the Long Island. Any Allied carrier down, especially now, is a good ship.

Or much more. If they react with AA, the supply consumption can be extreme. Just as in RL, ground unit fire everything they can, even if it can't reach the altitude necessary. Preserves their morale in doing so, but expends a lot of supply.




rader -> RE: Pacific War 3.0 (No Encircled please!) (4/29/2020 10:38:08 PM)

What's going on with Waigeo?

I assume it's actually clear as indicated in the code but it sure looks JR on the map!

It would be a great place for a base if JR; if clear, not so much. I wonder which it's supposed to be?



[image]local://upfiles/14041/92905AA640B647D3A187F9FEB2682F25.jpg[/image]




RangerJoe -> RE: Pacific War 3.0 (No Encircled please!) (4/29/2020 11:55:55 PM)

JR is great for a base for defensive purposes.




BBfanboy -> RE: Pacific War 3.0 (No Encircled please!) (4/30/2020 12:02:24 AM)

The JR terrain picture is just artwork to please your eyes. The computer sees the code indicated by the CLR.




rader -> RE: Pacific War 3.0 (No Encircled please!) (4/30/2020 1:53:03 AM)

Apparently the Boss is an inspired choice to command an HQ.

[image]local://upfiles/14041/AF857A3F48B749C0A52657E758BD4542.jpg[/image]




rader -> RE: Pacific War 3.0 (No Encircled please!) (4/30/2020 11:27:38 PM)

July 25, 1942

Well, we thought it was going to be ugly, and oh boy, it was!

I'm not sure I've ever seen 170K casualties before [X(]

At least forts dropped to 5. That will help wear the Chinese down through constant air and artillery bombardment. Troops will need to rest up for the next assault.

Ground combat at Chungking (76,45)

Japanese Deliberate attack

Attacking force 664579 troops, 6619 guns, 4354 vehicles, Assault Value = 24453

Defending force 386381 troops, 1955 guns, 0 vehicles, Assault Value = 13185

Japanese engineers reduce fortifications to 5

Japanese adjusted assault: 7165

Allied adjusted defense: 19763

Japanese assault odds: 1 to 2 (fort level 5)

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

Japanese ground losses:
170206 casualties reported
Squads: 1300 destroyed, 15059 disabled
Non Combat: 53 destroyed, 1920 disabled
Engineers: 120 destroyed, 1417 disabled
Guns lost 1335 (93 destroyed, 1242 disabled)
Vehicles lost 994 (73 destroyed, 921 disabled)

Allied ground losses:
10285 casualties reported
Squads: 58 destroyed, 578 disabled
Non Combat: 16 destroyed, 373 disabled
Engineers: 3 destroyed, 59 disabled
Guns lost 71 (11 destroyed, 60 disabled)
Units destroyed 1




rader -> RE: Pacific War 3.0 (No Encircled please!) (4/30/2020 11:33:07 PM)

In Burma, the Allies are pressing forward along the coast and are now in contact with my forces. It's a JR (x3) hex but he's still outnumbering me significantly with more reinforcements coming up. I'm also going to try to send in some reinforcements, but I'm wondering how much of a concern this is? Is he aiming to dislodge me from here or just blocking me from moving on Akyab?

Ground combat at 55,47 (near Akyab)

Allied Bombardment attack

Attacking force 19885 troops, 276 guns, 497 vehicles, Assault Value = 814

Defending force 17216 troops, 213 guns, 125 vehicles, Assault Value = 492

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

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

Assaulting units:
3rd Carabiniers Regiment
19th Indian Division
7th Armoured Brigade
22nd (East African) Brigade
641st Towed Tank Destroyer Battalion
26th Indian Brigade
97th Field Artillery Battalion
IV Indian Corps
134th Field Artillery Battalion

Defending units:
41st Infantry Regiment
Sasebo 3rd SNLF
5th Amphibious Brigade
17th Indpt Guards Regiment
11th Air Defense AA Battalion
35th Field AA Battalion
15th Army
12th Air Defense AA Battalion
11th RF Gun Battalion

[image]local://upfiles/14041/1BD42C2E42AA4638A6B343FA4D559321.jpg[/image]




PaxMondo -> RE: Pacific War 3.0 (No Encircled please!) (5/1/2020 12:27:45 AM)


quote:

ORIGINAL: rader

July 25, 1942

Well, we thought it was going to be ugly, and oh boy, it was!

I'm not sure I've ever seen 170K casualties before [X(]

At least forts dropped to 5. That will help wear the Chinese down through constant air and artillery bombardment. Troops will need to rest up for the next assault.

Ground combat at Chungking (76,45)

Japanese Deliberate attack

Attacking force 664579 troops, 6619 guns, 4354 vehicles, Assault Value = 24453

Defending force 386381 troops, 1955 guns, 0 vehicles, Assault Value = 13185

Japanese engineers reduce fortifications to 5

Japanese adjusted assault: 7165

Allied adjusted defense: 19763

Japanese assault odds: 1 to 2 (fort level 5)

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

Japanese ground losses:
170206 casualties reported
Squads: 1300 destroyed, 15059 disabled
Non Combat: 53 destroyed, 1920 disabled
Engineers: 120 destroyed, 1417 disabled
Guns lost 1335 (93 destroyed, 1242 disabled)
Vehicles lost 994 (73 destroyed, 921 disabled)

Allied ground losses:
10285 casualties reported
Squads: 58 destroyed, 578 disabled
Non Combat: 16 destroyed, 373 disabled
Engineers: 3 destroyed, 59 disabled
Guns lost 71 (11 destroyed, 60 disabled)
Units destroyed 1

Yeah, I know. Just think if the forts were lvl 9, you'd have 5 or 6 of these kinds of outcomes to face. [:(]

You've only got 1 or 2 more at most. With a good roll next attack, you may get off easy.




rader -> RE: Pacific War 3.0 (No Encircled please!) (5/1/2020 12:52:15 AM)

Well how long do I wait for the next assault? Surely I can't wait until my disablements are fully recovered - that would take forever.

Probably at least a few weeks until my fatigue/disruption drop?




RangerJoe -> RE: Pacific War 3.0 (No Encircled please!) (5/1/2020 12:57:22 AM)

Rotate units in and out as needed. Maybe even sacrifice some combat engineers to try and reduce the forts. I don't know how armour only attacks would work there.




GetAssista -> RE: Pacific War 3.0 (No Encircled please!) (5/1/2020 1:20:55 AM)

quote:

ORIGINAL: rader
Well, we thought it was going to be ugly, and oh boy, it was!

I'm not sure I've ever seen 170K casualties before [X(]

Ouch... This one is certainly on the bloodier end of the spectrum. More bombing and supply destruction before the first assault would have probably make things easier (minus supply in the report is never a full story), but on the other hand live combat is the best means to expend supply when it is already short.

Full rest is ok imo (with all available support units and inside a nearby base). You are not in that much of a hurry, your landlocked divisions are not going anywhere soon, and CK LCUs will fully recover their fatigue/disruption anyway, plus a full revival cycle. Well, full rest to a point because getting those last several dozen squads repaired takes forever.
Also, tanks would recover much quicker, so it would be good practice to divide your infantry army in two later, when CK AV would suffer from supply shortages and forts are low so they not penalize your AV this much.




RangerJoe -> RE: Pacific War 3.0 (No Encircled please!) (5/1/2020 1:39:31 AM)

Now would be a good time to buy out those trashed divisions. They should be cheap.




rader -> RE: Pacific War 3.0 (No Encircled please!) (5/1/2020 2:09:03 AM)

quote:

ORIGINAL: GetAssista

quote:

ORIGINAL: rader
Well, we thought it was going to be ugly, and oh boy, it was!

I'm not sure I've ever seen 170K casualties before [X(]

Ouch... This one is certainly on the bloodier end of the spectrum. More bombing and supply destruction before the first assault would have probably make things easier (minus supply in the report is never a full story), but on the other hand live combat is the best means to expend supply when it is already short.



I've been bombarding and bombing for around 2 months already! My view is get the forts down ASAP and then the bombardment/bombing will be a more effective drain. Bombardment isn't that effective at fort level 6.




rader -> RE: Pacific War 3.0 (No Encircled please!) (5/1/2020 2:10:23 AM)

quote:

ORIGINAL: RangerJoe

Now would be a good time to buy out those trashed divisions. They should be cheap.


Yup! Most of the divisions came through ok, but the regiments and mixed brigades - those were trashed (and will be purchased & rebuilt for Pacific garrisons).




RangerJoe -> RE: Pacific War 3.0 (No Encircled please!) (5/1/2020 2:18:31 AM)

Yes, the smaller units really tend to take a beating. The bombarding and bombing is mostly to burn supplies as well as cause fatigue and disruption. If there are no HRs against it, small night raids will also help. Bomb every day, no matter how few or many bombers that you have to do it with nor the size of their bomb loads. Keep bombing the airfield to keep the fort level down.




rader -> RE: Pacific War 3.0 (No Encircled please!) (5/1/2020 2:54:41 AM)


quote:

ORIGINAL: RangerJoe

The bombarding and bombing is mostly to burn supplies as well as cause fatigue and disruption. If there are no HRs against it, small night raids will also help.


No, I wish we had a HR against night bombing but he does it to me all over the map every day! I barely ever do it but I guess this would be a good use of the tactic - thanks!




jdsrae -> RE: Pacific War 3.0 (No Encircled please!) (5/1/2020 3:05:59 AM)

I’m at the same point in my game with CK just dropped to level 5 forts, but have a lot less troops involved.
I’m not using anything less than full infantry Divs as the smaller infantry units tend to get mauled.
Tank Regts seem to hold up just fine.
I’ve noticed that for the shattered Divs, leaving them in hex but setting them to Reserve and splitting them in thirds they recover quicker than leaving while in combat mode.
My 10th div recovered 36 AV yesterday by doing that vs about 8-10 for some other Divs less damaged.
I’m not sure if moving the units out to Neikiang and back again is worth the time it takes them to move, then rebuild their field forts when they come back.
I’m guessing 3-4 week recovery for the next few attacks, then once forts get to 3 and below maybe only 1-2 weeks between attacks.




jdsrae -> RE: Pacific War 3.0 (No Encircled please!) (5/1/2020 3:09:41 AM)

I’ve been taking screenshots to compare, and Disruption drops up to 25 a day but fatigue only about half that.
Maybe only a week until those numbers are single digits, then a few more weeks to recover as much AV as possible before you get impatient with waiting and attack again!




rader -> RE: Pacific War 3.0 (No Encircled please!) (5/1/2020 3:55:30 AM)

quote:

ORIGINAL: jdsrae

My 10th div recovered 36 AV yesterday by doing that vs about 8-10 for some other Divs less damaged.
I’m not sure if moving the units out to Neikiang and back again is worth the time it takes them to move, then rebuild their field forts when they come back.
I’m guessing 3-4 week recovery for the next few attacks, then once forts get to 3 and below maybe only 1-2 weeks between attacks.


Rebuild their field forts? Are you saying forts do something when you're attacking too? I assumed those field forts only did anything on defense... Are you sure they help?




PaxMondo -> RE: Pacific War 3.0 (No Encircled please!) (5/1/2020 4:20:33 AM)

I don't think so. but moving them to Neikiang with a Cmd HQ in range and an HQ present really speed things up. Particularly replenishment.




jdsrae -> RE: Pacific War 3.0 (No Encircled please!) (5/1/2020 5:32:44 AM)

No I’m not certain. I’d have to check the order of how the combat unfolds, but my hunch is that field forts help in the prep artillery fire phase.
This is based on an observation that I’ve had Hvy Arty Bns destroyed outright if they weren’t dug in before joining in bombardments, but once they are dug in they seem to be protected.
I am going to move a Div back to Neikiang to test and compare how quickly it recovers with more support, supply and no enemy in the hex.
Unlike your result above, I didn’t take many destroyed squads, just lots of disabled.




Alfred -> RE: Pacific War 3.0 (No Encircled please!) (5/1/2020 5:56:51 AM)

Forts provide protection against "incoming".  You still get "incoming" when attacking.

Alfred




rader -> RE: Pacific War 3.0 (No Encircled please!) (5/1/2020 11:44:24 AM)


quote:

ORIGINAL: Alfred

Forts provide protection against "incoming".  You still get "incoming" when attacking.

Alfred


Incoming artillery in the bombardment phase or incoming fire from troops when attacking? If just bombardment, probably won't make much difference. If incoming fire when attacking, that's huge!




Page: <<   < prev  2 3 [4] 5 6   next >   >>

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI
1.078125