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AE, the real game (YH v TS mk IX)

 
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AE, the real game (YH v TS mk IX) - 5/14/2009 8:03:46 AM   
Yamato hugger

 

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Tree and I are about to embark on our (hopefully) last test run. This is a game that we plan to play for real, not trying to break things or find/abuse exploits. Some major changes have been made to this version, chiefly the removal of "test code" that allows us to see things like current air densities in ocean hexes for example. This version is likely very very similar to the one that will be released. Will try to give as much information as I can as I go.




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RE: AE, the real game (YH v TS mk IX) - 5/14/2009 8:09:50 AM   
castor troy


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RE: AE, the real game (YH v TS mk IX) - 5/14/2009 8:15:03 AM   
Odin


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Prost!!!

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RE: AE, the real game (YH v TS mk IX) - 5/14/2009 8:24:21 AM   
Flying Tiger

 

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So.... can i start holding my breath now???

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RE: AE, the real game (YH v TS mk IX) - 5/14/2009 8:27:06 AM   
Terminus


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Don't know... How long can you hold it?

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RE: AE, the real game (YH v TS mk IX) - 5/14/2009 8:32:50 AM   
Yamato hugger

 

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The first step in my planning process as the Japanese is always where to draw my lines. In WitP, I always look at Midway as essential, but in AE, you can only support 6,000 troops there. Considering its proximity to Pearl it is very unlikely to be able to defend itself in the long term. I will probably take it, but I wont leave any defenders there.

There are no solid defensive positions between Hawaii and Japan so this area will have to be patrolled by CS's. I will take Wake to use as a patrol base and will defend it as best I can, but the only improvements I will make is to fortify. I will not expand the port or airfield. This in my opinion would just serve to make Wake a more tempting target for him to hit in the future.

The Marshall/Gilbert chain presents some problems as well. In looking at the map of this area, almost all of the islands are the 6,000 troop variety.




But there are some defensible positions. Roi-Namur (the base NW of Kwajalein) is a level 4 airfield, as is Maloelap. Wotje is a level 3. The rest are mostly 0's with a couple of 1's. But if you look at the islands with the red arrows, Kusaie is an unlimited size island while the rest are 30,000 (division plus) sized. And most of the islands south of Tarawa are as well. This makes for an interesting defensible line right down to Samoa/Fiji. Ailinglaplap will become my main defense base in the Marshalls with a supply base built at Kusaie. In AE you can only have 250 engineers (counting engineering vehicles) working at any given time so I will ship troop in based on that. Also, unloading troops at a friendly base with little to no port facilities is painfully slow, so I will fly in the engineers via Mavis transports and patrol planes from Kwaj and begin improving the ports. The enemy bases I will land the engineers with the assault troops (in fact in some cases the engineers will be the assault troops) as unloading on an enemy base is far quicker than at a friendly one.

Tarawa will be my southernmost "planned" defense base. If I do expand southward from here, the bases wont be improved only fortified.

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RE: AE, the real game (YH v TS mk IX) - 5/14/2009 8:40:44 AM   
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South of Tarawa, only Ocean and Nanumea are of the 6,000 variety. The rest are 30,000. Note Takiteuea in the middle. See how the name is in white lettering and the islands around it are gold? This means it isnt an atoll and the attackers wont have to shock attack on landing.




Canton and points east are all of the small size also, so worth taking to deny them to the enemy, but not long term defensible positions.

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< Message edited by Yamato hugger -- 5/14/2009 8:56:44 AM >


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RE: AE, the real game (YH v TS mk IX) - 5/14/2009 8:52:53 AM   
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The Solomon islands are virtually identical to CHS. My main base here is usually Munda. I dig a division in at Lunga on Guadalcanal, but I dont usually improve it. In this case I will expand its port to level 1 or 2 to help with unloading supplies but Munda is a 0(2)/0(3) meaning I can have a size 6 airfield size 5 port there once everything is finished.




Moresby is a target I usually go after mainly to deny its use to the other guy more so than using it as a base. Lae is usually my main base in New Guinea although I improve the bases around it for mutual overlapping air support.


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RE: AE, the real game (YH v TS mk IX) - 5/14/2009 9:05:03 AM   
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Northern Oz is something I take to keep the bombers off the eastern end of the SRA. Daily Waters is as far south as I push (just south of the rail line. Note the addition of dot bases (there is one on the island NE of Darwin as well just off the map).




The addition of Normanton (the yellow arrow) makes going further south risky, but by the same token, it makes taking NE Oz more tempting to the Japanese. Will have to see how things go in other areas.


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RE: AE, the real game (YH v TS mk IX) - 5/14/2009 9:12:36 AM   
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The rest of northern Oz. Note there isnt a long open gap between Broome and Perth any more.




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RE: AE, the real game (YH v TS mk IX) - 5/14/2009 9:17:00 AM   
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In our last game, I did a direct assault of Java (hitting in late Dec 41) I landed at 2 points with 2 divisions each and drove south, splitting the island into 3 pieces which were mopped up. He had moved the 18th Brit division in before my landings, but it didnt help. I rarely do the same thing twice between different games, but this one may be the exception since it worked so well last time.




Semarang is a level 5 port and very nice for unloading followup troops and repairing damaged ships. Kalidjati (the western landing site) is a level 4 airfield and excellent for air support. Land a nav HQ on the east and an air HQ on the west with your assault troops.

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< Message edited by Yamato hugger -- 5/14/2009 9:19:49 AM >


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RE: AE, the real game (YH v TS mk IX) - 5/14/2009 9:36:15 AM   
Yamato hugger

 

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Burma (The red arrow is Rangoon). The AVG starts here but can only transfer to China (unless PPs are paid). You can see that an overland assault into India isnt a desirable option. National borders isnt an option that will be in at launch so we have a house rule to prevent restricted commands from crossing borders (India command is a restricted HQ) This applies to Kwantung as well.




Moving over land to Akyab isnt really a good choice either.

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< Message edited by Yamato hugger -- 5/14/2009 9:38:06 AM >


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RE: AE, the real game (YH v TS mk IX) - 5/14/2009 9:49:19 AM   
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Perth.




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RE: AE, the real game (YH v TS mk IX) - 5/14/2009 9:50:51 AM   
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Ceylon and the Maldives.




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RE: AE, the real game (YH v TS mk IX) - 5/14/2009 9:54:35 AM   
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"The Line". Where I expect to be by April 42. What to do after? I see 5 possibilities:

1) Drive to Samoa. The line of islands makes for a stable defensive line to protect supply ships. Would likely be conducted in concert with option 2.

2) Drive to New Caledonia. All the islands south of the Solomons are unlimited sized meaning they could be made defensible.

3) Drive to Perth. Once the immediate area is under control, its a long march or sail for the allies to come back into the area. Rail movement can only be done between controlled bases, meaning the allies would have to hoof it to get back in the area (unlikely) meaning a sea attack would be the only allied option.

4) Indias outer islands. Ceylon starts with 3 brigades, but the additional bases in Ceylon would make it harder for the allies to interdict the airfields preventing land based air cover protecting inbound supply convoys. Ceylon is a death-trap in WitP for the Japs, but Im not so sure about AE.

5) Drive into the Aleutians. There are several regiments here that could be killed and maybe tie up allied resources. Biggest problem here is the allies know they can give it up with no real effect. Still, might be nice to take to base sub flotillas and maybe a couple of CVLs to raid west coast convoys.




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< Message edited by Yamato hugger -- 5/14/2009 9:57:45 AM >


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RE: AE, the real game (YH v TS mk IX) - 5/14/2009 10:15:32 AM   
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Fiji / Samoa




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RE: AE, the real game (YH v TS mk IX) - 5/14/2009 10:17:22 AM   
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New Hebrides / Santa Cruz




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RE: AE, the real game (YH v TS mk IX) - 5/14/2009 10:19:14 AM   
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New Caledonia




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RE: AE, the real game (YH v TS mk IX) - 5/14/2009 10:20:39 AM   
Yamato hugger

 

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OMG, 176 hits while I was writing that!! You guys really ARE starved, arent you?

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RE: AE, the real game (YH v TS mk IX) - 5/14/2009 10:22:10 AM   
Odin


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What about an attack on Pearl Harbour?



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RE: AE, the real game (YH v TS mk IX) - 5/14/2009 10:22:39 AM   
fabertong


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We NEED IT..........

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RE: AE, the real game (YH v TS mk IX) - 5/14/2009 10:23:11 AM   
Odin


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quote:

ORIGINAL: Yamato hugger

OMG, 176 hits while I was writing that!! You guys really ARE starved, arent you?



Be shure about that! Give us the SPICE!

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RE: AE, the real game (YH v TS mk IX) - 5/14/2009 10:30:04 AM   
Yamato hugger

 

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quote:

ORIGINAL: Odin

What about an attack on Pearl Harbour?




Game hasnt started yet. Waiting on Tree to tell me what options / settings he wants. Also, we may do this as a 2 day turn rather than 1 day (up to him). When I get it, I will post it. (And there is no "U" in Pearl Harbor )

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RE: AE, the real game (YH v TS mk IX) - 5/14/2009 10:39:08 AM   
Flying Tiger

 

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quote:

ORIGINAL: Yamato hugger

OMG, 176 hits while I was writing that!! You guys really ARE starved, arent you?


that was just me hitting 'refresh' constantly to see the next pic as soon as you sent it!!!

looks great. cant wait....

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RE: AE, the real game (YH v TS mk IX) - 5/14/2009 12:13:17 PM   
m10bob


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Looks nice...but......I wanna drive it around the block first.
(BTW, I always loved this car)..




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RE: AE, the real game (YH v TS mk IX) - 5/14/2009 12:50:46 PM   
SuluSea


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Great pics YH! Looking forward to this kicking off.

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Tora, Tora, Tora! - 5/14/2009 1:12:16 PM   
Yamato hugger

 

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Historical first turn (sort of):

AFTER ACTION REPORTS FOR Dec 07, 41
--------------------------------------------------------------------------------
Midget Sub attack inside harbor of Pearl Harbor!!!

Japanese Ships
SSX Ha-22, hits 1

Allied Ships
BB Pennsylvania, Torpedo hits 1
PC Taney

--------------------------------------------------------------------------------
Midget Sub attack inside harbor of Pearl Harbor!!!

Japanese Ships
SSX Ha-14, hits 3, heavy damage

Allied Ships
BB Maryland, Torpedo hits 1
PC Taney

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Morning Air attack on Pearl Harbor , at 180,107

Weather in hex: Clear sky

Japanese aircraft
A6M2 Zero x 68
B5N2 Kate x 144
D3A1 Val x 126


Allied aircraft
no flights

Japanese aircraft losses
A6M2 Zero: 2 destroyed, 1 damaged
B5N2 Kate: 5 destroyed, 21 damaged
D3A1 Val: 1 destroyed, 14 damaged

Allied aircraft losses
PBY-5 Catalina: 35 destroyed on ground
A-20A Havoc: 5 destroyed on ground
P-36A Mohawk: 13 destroyed on ground
B-17E Fortress: 3 destroyed on ground
B-18A Bolo: 13 destroyed on ground
P-40B Warhawk: 32 destroyed on ground
B-17D Fortress: 6 destroyed on ground
R3D-2: 1 destroyed on ground
SBD-1 Dauntless: 8 destroyed on ground
F4F-3 Wildcat: 4 destroyed on ground
C-33: 1 destroyed on ground
O-47A: 3 destroyed on ground
P-26A: 1 destroyed on ground

Allied Ships
BB Pennsylvania, Bomb hits 6, Torpedo hits 6, and is sunk
DMS Trevor, Bomb hits 1, on fire
BB Arizona, Bomb hits 4, Torpedo hits 5, and is sunk
AV Tangier, Torpedo hits 2, and is sunk
BB Oklahoma, Bomb hits 2, Torpedo hits 6, and is sunk
BB Tennessee, Bomb hits 6, Torpedo hits 5, and is sunk
BB West Virginia, Bomb hits 9, Torpedo hits 5, heavy fires, heavy damage
BB Maryland, Bomb hits 6, Torpedo hits 6, and is sunk
BB Nevada, Bomb hits 4, Torpedo hits 7, and is sunk
BB California, Bomb hits 1, Torpedo hits 1, and is sunk
DD Downes, Bomb hits 1, heavy fires, heavy damage
CL Honolulu, Bomb hits 1, Torpedo hits 3, heavy damage
CL Helena, Bomb hits 2, Torpedo hits 2, on fire, heavy damage
DM Pruitt, Bomb hits 1, Torpedo hits 1, and is sunk
DD Conyngham, Torpedo hits 1, and is sunk
DD Farragut, Torpedo hits 1, and is sunk
PG Sacramento, Bomb hits 1, heavy fires
xAP St. Mihel, Torpedo hits 2, and is sunk
SS Tautog, Bomb hits 1
CL Raleigh, Bomb hits 2, Torpedo hits 2, heavy fires, heavy damage
DM Sicard, Torpedo hits 1, and is sunk
CA New Orleans, Bomb hits 5, Torpedo hits 1
DM Tracy, Torpedo hits 1, and is sunk
CM Oglala, Bomb hits 1, on fire
DD Ralph Talbot, Bomb hits 1, Torpedo hits 1, and is sunk
DD Schley, Bomb hits 1, Torpedo hits 1, and is sunk
AR Medusa, Bomb hits 1
CL St. Louis, Bomb hits 1, Torpedo hits 1
AS Pelias, Bomb hits 1, Torpedo hits 1, on fire
AV Wright, Torpedo hits 2, and is sunk
DM Preble, Bomb hits 1, on fire
CL Detroit, Bomb hits 2, Torpedo hits 1, heavy fires, heavy damage
AV Curtiss, Bomb hits 1, on fire
DM Gamble, Torpedo hits 1, heavy damage
PT-28, Torpedo hits 1, and is sunk
DD Reid, Torpedo hits 1, and is sunk
CA San Francisco, Bomb hits 1, Torpedo hits 2, on fire
CL Phoenix, Torpedo hits 1, on fire, heavy damage
DD Jarvis, Torpedo hits 1, and is sunk
DD Dale, Torpedo hits 1, and is sunk
DD Aylwin, Bomb hits 1, heavy fires
AO Ramapo, Bomb hits 1, Torpedo hits 1, heavy fires, heavy damage
DD MacDonough, Bomb hits 1, heavy fires
DD Chew, Bomb hits 1, on fire
DD Shaw, Bomb hits 1, heavy fires
DD Bagley, Bomb hits 1, Torpedo hits 1, and is sunk
DM Ramsay, Bomb hits 1, heavy fires


Allied ground losses:
6 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 0 destroyed, 2 disabled
Engineers: 0 destroyed, 1 disabled
Vehicles lost 2 (0 destroyed, 2 disabled)


Airbase hits 51
Airbase supply hits 1
Runway hits 174

Aircraft Attacking:
13 x A6M2 Zero attacking from 100 feet
Airfield Attack: 2 x 60 kg GP Bomb
17 x D3A1 Val diving from 10000'
Port Attack: 1 x 250 kg GP Bomb
26 x B5N2 Kate launching torpedoes at 200 feet
Port Attack: 1 x 18in Type 91 Torpedo
15 x A6M2 Zero attacking from 100 feet
Airfield Attack: 2 x 60 kg GP Bomb
25 x D3A1 Val diving from 10000'
Port Attack: 1 x 250 kg GP Bomb
25 x B5N2 Kate launching torpedoes at 200 feet
Port Attack: 1 x 18in Type 91 Torpedo
4 x A6M2 Zero sweeping at 15000 feet
17 x D3A1 Val diving from 10000'
Port Attack: 1 x 250 kg GP Bomb
17 x B5N2 Kate launching torpedoes at 200 feet
Port Attack: 1 x 18in Type 91 Torpedo
4 x A6M2 Zero sweeping at 15000 feet
17 x D3A1 Val diving from 10000'
Port Attack: 1 x 250 kg GP Bomb
16 x B5N2 Kate launching torpedoes at 200 feet
Port Attack: 1 x 18in Type 91 Torpedo
25 x D3A1 Val diving from 10000'
Airfield Attack: 1 x 250 kg GP Bomb
27 x B5N2 Kate bombing from 9000 feet
Airfield Attack: 2 x 250 kg GP Bomb
25 x D3A1 Val diving from 10000'
Airfield Attack: 1 x 250 kg GP Bomb
27 x B5N2 Kate bombing from 9000 feet
Airfield Attack: 2 x 250 kg GP Bomb

Raid detected at 40 NM, estimated altitude 7,000 feet.
Estimated time to target is 13 minutes
a Maryland class BB manuvering ...(Ev 63 / Sp 20)
DMS Trevor manuvering ...(Ev 63 / Sp 22)
a Tennessee class BB manuvering ...(Ev 65 / Sp 21)
a Pennsylvania class BB manuvering ...(Ev 59 / Sp 17)
an Allied CM manuvering ...(Ev 68 / Sp 14)
an Allied CV manuvering ...(Ev 55 / Sp 21)
an Allied CV manuvering ...(Ev 68 / Sp 15)
an Allied BB manuvering ...(Ev 67 / Sp 13)
an Allied CV manuvering ...(Ev 68 / Sp 15)
a Royal Sovereign class BB manuvering ...(Ev 68 / Sp 21)
DD Downes manuvering ...(Ev 57 / Sp 20)
an Allied CL manuvering ...(Ev 61 / Sp 21)
an Allied DD manuvering ...(Ev 56 / Sp 22)
DM Pruitt manuvering ...(Ev 68 / Sp 25)
DD Conyngham manuvering ...(Ev 59 / Sp 0)
DD Farragut manuvering ...(Ev 64 / Sp 0)
an Allied CL manuvering ...(Ev 59 / Sp 20)
a Langley class AV manuvering ...(Ev 50 / Sp 9)
PG Sacramento manuvering ...(Ev 68 / Sp 9)
xAP St. Mihel manuvering ...(Ev 61 / Sp 4)
BB Arizona manuvering ...(Ev 66 / Sp 4)
SS Tautog manuvering ...(Ev 54 / Sp 19)
CL Raleigh manuvering ...(Ev 51 / Sp 34)
DM Sicard manuvering ...(Ev 54 / Sp 0)
a Portland class CA manuvering ...(Ev 50 / Sp 32)
a Brooklyn class CL manuvering ...(Ev 65 / Sp 32)
DM Tracy manuvering ...(Ev 68 / Sp 0)
DD Ralph Talbot manuvering ...(Ev 58 / Sp 26)
DD Schley manuvering ...(Ev 69 / Sp 17)
a Prometheus class AR manuvering ...(Ev 55 / Sp 12)
a Leander class CL manuvering ...(Ev 64 / Sp 27)
an Allied AS manuvering ...(Ev 61 / Sp 14)
an Allied AV manuvering ...(Ev 66 / Sp 11)
DM Preble manuvering ...(Ev 62 / Sp 24)
CL Detroit manuvering ...(Ev 51 / Sp 30)
CL Detroit manuvering ...(Ev 53 / Sp 19)
PT-28 manuvering ...(Ev 53 / Sp 0)
DD Reid manuvering ...(Ev 51 / Sp 0)
a Kent class CA manuvering ...(Ev 65 / Sp 26)
DD Dale manuvering ...(Ev 60 / Sp 0)
DD Aylwin manuvering ...(Ev 57 / Sp 26)
AO Ramapo manuvering ...(Ev 51 / Sp 9)
DD MacDonough manuvering ...(Ev 53 / Sp 18)
an Allied DD manuvering ...(Ev 50 / Sp 35)
a Dobbin class AD manuvering ...(Ev 52 / Sp 13)
DD Chew manuvering ...(Ev 66 / Sp 23)
DD Shaw manuvering ...(Ev 59 / Sp 27)
an Allied DD manuvering ...(Ev 50 / Sp 30)
DM Ramsay manuvering ...(Ev 66 / Sp 21)

--------------------------------------------------------------------------------
Morning Air attack on TF, near Mersing at 52,82

Weather in hex: Clear sky

Japanese aircraft
G4M1 Betty x 13


Allied aircraft
Buffalo I x 2


Japanese aircraft losses
G4M1 Betty: 4 destroyed, 9 damaged


Allied Ships
BC Repulse, Torpedo hits 3, on fire, heavy damage



Aircraft Attacking:
9 x G4M1 Betty launching torpedoes at 200 feet
Naval Attack: 1 x 18in Type 91 Torpedo

CAP engaged:
No.243 Sqn RAF with Buffalo I (2 airborne, 0 on standby, 0 scrambling)
(2 plane(s) diverted to support CAP in hex.)
2 plane(s) intercepting now.
Group patrol altitude is 10000
Raid is overhead

Raid spotted at 15 NM, estimated altitude 19,000 feet.
Estimated time to target is 5 minutes
an Allied BC manuvering ...(Ev 56 / Sp 28)
Repulse manuvering changes...(Ev 59 / Sp 34)
Repulse manuvering changes...(Ev 58 / Sp 22)
Repulse manuvering changes...(Ev 52 / Sp 32)
Repulse manuvering changes...(Ev 53 / Sp 30)
Repulse manuvering changes...(Ev 53 / Sp 25)
Repulse manuvering changes...(Ev 60 / Sp 37)
Repulse manuvering changes...(Ev 53 / Sp 23)
Repulse manuvering changes...(Ev 52 / Sp 28)
Repulse manuvering changes...(Ev 54 / Sp 25)


--------------------------------------------------------------------------------
Afternoon Air attack on TF, near Mersing at 52,82

Weather in hex: Clear sky

Japanese aircraft
G4M1 Betty x 19


Allied aircraft
Buffalo I x 10


Japanese aircraft losses
G4M1 Betty: 4 destroyed, 15 damaged


Allied Ships
BB Prince of Wales, Torpedo hits 4, on fire, heavy damage



Aircraft Attacking:
14 x G4M1 Betty launching torpedoes at 200 feet
Naval Attack: 1 x 18in Type 91 Torpedo

CAP engaged:
No.243 Sqn RAF with Buffalo I (2 airborne, 0 on standby, 0 scrambling)
2 plane(s) intercepting now.
Group patrol altitude is 10000
Raid is overhead
No.453 Sqn RAF with Buffalo I (2 airborne, 0 on standby, 0 scrambling)
2 plane(s) intercepting now.
Group patrol altitude is 10000
Raid is overhead
No.488 Sqn RAF with Buffalo I (3 airborne, 0 on standby, 0 scrambling)
3 plane(s) intercepting now.
0 plane(s) not yet engaged, 0 being recalled, 3 out of immediate contact.
Group patrol altitude is 10000
Time for all group planes to reach interception is 22 minutes

Raid detected at 40 NM, estimated altitude 18,000 feet.
Estimated time to target is 14 minutes
BB Prince of Wales manuvering ...(Ev 56 / Sp 28)
Prince of Wales manuvering changes...(Ev 51 / Sp 33)
Prince of Wales manuvering changes...(Ev 57 / Sp 35)
Prince of Wales manuvering changes...(Ev 60 / Sp 33)
Prince of Wales manuvering changes...(Ev 55 / Sp 23)
Prince of Wales manuvering changes...(Ev 55 / Sp 30)
Prince of Wales manuvering changes...(Ev 50 / Sp 30)
Prince of Wales manuvering changes...(Ev 50 / Sp 27)
Prince of Wales manuvering changes...(Ev 65 / Sp 25)
Prince of Wales manuvering changes...(Ev 57 / Sp 30)
Prince of Wales manuvering changes...(Ev 58 / Sp 21)


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RE: Tora, Tora, Tora! - 5/14/2009 1:22:38 PM   
drw61


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7 of the BBs sunk....ouch! 
assuming this is FOW, I would love to see what happened from the allied side

what settings are you using? 

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RE: AE, the real game (YH v TS mk IX) - 5/14/2009 1:23:25 PM   
Mistmatz

 

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quote:

ORIGINAL: Yamato hugger
...
3) Drive to Perth. Once the immediate area is under control, its a long march or sail for the allies to come back into the area. Rail movement can only be done between controlled bases, meaning the allies would have to hoof it to get back in the area (unlikely) meaning a sea attack would be the only allied option.
...


If I understand this correctly you cannot use a railroad unless you own the starting and the destination base. What kind of movement is used instead - road, path, cross country? Does this restriction only apply for movement or also supply transportation?

And what happens to units that started moving on a railroad but then a base is lost during its movement? And is there a difference between a 'fleeing' movement (start base is lost) and an 'advance' movement (destination base is lost)?

In principle I like the idea of loosing RR movement this way as it should slow down the game in contested places like China or Burma. And of course its a good idea as you pointed out for the extremely long RR between the Perth area and Australias SE.

On the other hand I'm not sure if this is not too much off a limitation, especially if supply is also limited and the cross country option was chosen. Looking forward to some clarifications and thanks for starting this AAR.

(in reply to Yamato hugger)
Post #: 29
RE: AE, the real game (YH v TS mk IX) - 5/14/2009 1:32:34 PM   
Yamato hugger

 

Posts: 5475
Joined: 10/5/2004
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quote:

ORIGINAL: Mistmatz


quote:

ORIGINAL: Yamato hugger
...
3) Drive to Perth. Once the immediate area is under control, its a long march or sail for the allies to come back into the area. Rail movement can only be done between controlled bases, meaning the allies would have to hoof it to get back in the area (unlikely) meaning a sea attack would be the only allied option.
...


If I understand this correctly you cannot use a railroad unless you own the starting and the destination base. What kind of movement is used instead - road, path, cross country? Does this restriction only apply for movement or also supply transportation?

And what happens to units that started moving on a railroad but then a base is lost during its movement? And is there a difference between a 'fleeing' movement (start base is lost) and an 'advance' movement (destination base is lost)?

In principle I like the idea of loosing RR movement this way as it should slow down the game in contested places like China or Burma. And of course its a good idea as you pointed out for the extremely long RR between the Perth area and Australias SE.

On the other hand I'm not sure if this is not too much off a limitation, especially if supply is also limited and the cross country option was chosen. Looking forward to some clarifications and thanks for starting this AAR.


If you are between bases, and the rail becomes blocked, the unit will hold in place in strategic mode (which is used for rail or naval transport). So at that point you have a choice, you can send it back to whence it came, or you can change modes and continue to move by whatever means you can. In 1 game I was in northern Thailand and the rails became blocked, so I had to hoof it 3 hexes through jungle with no roads. Took a day or 2

_____________________________


(in reply to Mistmatz)
Post #: 30
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