Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Oct 24/25

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> After Action Reports >> Oct 24/25 Page: <<   < prev  6 7 [8] 9 10   next >   >>
Login
Message << Older Topic   Newer Topic >>
Oct 24/25 - 10/8/2011 2:49:06 PM   
herwin

 

Posts: 6059
Joined: 5/28/2004
From: Sunderland, UK
Status: offline
October 24/25 1942

Let's see what happened...

That's really strange. The cargo of that amphibious TF, including two CB battalions has disappeared. OK, found them. They were dropped off at a waypoint on the TF's path from Noumea to Auki. I guess I need to go back and pick them up. Is that supposed to happen?




_____________________________

Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com

(in reply to herwin)
Post #: 211
Oct 25/26 - 10/9/2011 12:33:14 PM   
herwin

 

Posts: 6059
Joined: 5/28/2004
From: Sunderland, UK
Status: offline
October 25/26 1942

KB appears off Munda and hits Rennell Island. Ryujo avoids being torpedoed. Air strikes on Rennell are hit by F4Fs from Kirakira.

Japan opens up a road from Buna to PM.

Japan captures Hengyang.




_____________________________

Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com

(in reply to herwin)
Post #: 212
RE: Oct 24/25 - 10/9/2011 4:55:16 PM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline

quote:

ORIGINAL: herwin

October 24/25 1942

Let's see what happened...

That's really strange. The cargo of that amphibious TF, including two CB battalions has disappeared. OK, found them. They were dropped off at a waypoint on the TF's path from Noumea to Auki. I guess I need to go back and pick them up. Is that supposed to happen?



Hell no! Be best if you could find the save just pre-drop off for Michael.

(in reply to herwin)
Post #: 213
RE: Oct 24/25 - 10/9/2011 7:24:48 PM   
herwin

 

Posts: 6059
Joined: 5/28/2004
From: Sunderland, UK
Status: offline

quote:

ORIGINAL: witpqs


quote:

ORIGINAL: herwin

October 24/25 1942

Let's see what happened...

That's really strange. The cargo of that amphibious TF, including two CB battalions has disappeared. OK, found them. They were dropped off at a waypoint on the TF's path from Noumea to Auki. I guess I need to go back and pick them up. Is that supposed to happen?



Hell no! Be best if you could find the save just pre-drop off for Michael.


It's probably something I did. The KB has come on the scene, so I'll just be thankful the ships weren't busy unloading and instead had headed back.

I have an empty level 1 dirt strip at Rennell Island with 150 engineer points and plenty of supplies. The KB is bombing that bean field to smithereens. Seems like one of the better things it can do with its time, especially as I have sixty F4Fs making daily sweeps from Kirakira. I'm loading a MAG, some AA , and about 10,000 supply at Noumea to make a visit once the KB has gone home.

_____________________________

Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com

(in reply to witpqs)
Post #: 214
RE: Oct 24/25 - 10/9/2011 7:38:57 PM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
If it was a destination hex, then they should have unloaded unless you set 'do not unload'. But if it was a way point hex, then they should only have unloaded there if you actually clicked on the 'unload' button when they were actually at that hex.

(in reply to herwin)
Post #: 215
Oct 26/27 - 10/10/2011 11:20:06 AM   
herwin

 

Posts: 6059
Joined: 5/28/2004
From: Sunderland, UK
Status: offline
October 26/27 1942

He noticed I was unloading supplies at Terapo. Time to pull out.

KB continues to bombard Rennell Island.

Air casualties for the turn: 31 Allied, 23 Japanese.


_____________________________

Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com

(in reply to witpqs)
Post #: 216
Oct 27/28 - 10/10/2011 7:47:04 PM   
herwin

 

Posts: 6059
Joined: 5/28/2004
From: Sunderland, UK
Status: offline
October 27/28 1942

54th Division travelling up the trails from Buna attempts an unprepared shock attack on Allied forces retreating to Terapo.

Ground combat at 98,129 (near Port Moresby)

Japanese Shock attack

Attacking force 12943 troops, 104 guns, 34 vehicles, Assault Value = 381

Defending force 8331 troops, 153 guns, 66 vehicles, Assault Value = 222

Japanese adjusted assault: 114

Allied adjusted defense: 364

Japanese assault odds: 1 to 3




_____________________________

Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com

(in reply to herwin)
Post #: 217
RE: Oct 27/28 - 10/10/2011 7:59:47 PM   
ADB123

 

Posts: 1559
Joined: 8/18/2009
Status: offline
quote:

54th Division travelling up the trails from Buna attempts an unprepared shock attack on Allied forces retreating to Terapo.


(rant on)

Just what is "unprepared" supposed to mean in this situation?

I think that this whole business of units having to "prepare" for 100 days in order to not be penalized during attacks is totally inappropriate for 99% of the ground combat in the WitP/AE games.

Sure, I tolerated the original Gary G insistence that units had to "prepare" for 3 months to make amphibious invasions, but to apply the same model to combat between units meeting in battle in non-city terrain is totally nuts.

Just where in WW II did armies wait around for 100 days in order to "prepare" to attack an enemy 45 miles away? Forget WW II - what about any time in history?

Once again, Gary's insistence on making his Pacific War games "capture the atoll" games causes more grief than it is worth.

There is probably only one element of WitP/AE that makes me more angry than the "100 day BS" and that is the weather.

(rant off)

(in reply to herwin)
Post #: 218
RE: Oct 27/28 - 10/10/2011 8:16:38 PM   
Crackaces


Posts: 3858
Joined: 7/9/2011
Status: offline

quote:

ORIGINAL: ADB123

quote:

54th Division travelling up the trails from Buna attempts an unprepared shock attack on Allied forces retreating to Terapo.


(rant on)

Just what is "unprepared" supposed to mean in this situation?

I think that this whole business of units having to "prepare" for 100 days in order to not be penalized during attacks is totally inappropriate for 99% of the ground combat in the WitP/AE games.

Sure, I tolerated the original Gary G insistence that units had to "prepare" for 3 months to make amphibious invasions, but to apply the same model to combat between units meeting in battle in non-city terrain is totally nuts.

Just where in WW II did armies wait around for 100 days in order to "prepare" to attack an enemy 45 miles away? Forget WW II - what about any time in history?

Once again, Gary's insistence on making his Pacific War games "capture the atoll" games causes more grief than it is worth.

There is probably only one element of WitP/AE that makes me more angry than the "100 day BS" and that is the weather.

(rant off)


I'm not sure it has to be a full 100 days to not get a (-) for the combat. I do not know, but I have executed "unprepared" shocks using Chinese troops agaisnt ill-prepared IJA with little problems ... always against reasonable targets. Here we have terrain as a big plus for the defender. So yes .. it might be that a month or so preperation would be required to take a fortified postion in unfavorable terrain ...a lot of 'preperation' in base forces and airpower at the very least [while the troops are preparing] to reduce the target. Here we have the IJA marching up and clearly expecting to take command ...having handed their rear-ends to them ..

(in reply to ADB123)
Post #: 219
Oct 28/29 - 10/11/2011 6:24:21 PM   
herwin

 

Posts: 6059
Joined: 5/28/2004
From: Sunderland, UK
Status: offline
October 28/29 1942

In Burma my southern force needs to hold, while my northern force needs to save supplies for a deliberate attack at Shwebo.

The KB splits and the heavy half approaches Kirakira.

Afternoon Air attack on Rennell Island , at 113,140

Weather in hex: Thunderstorms

Raid spotted at 19 NM, estimated altitude 13,000 feet.
Estimated time to target is 6 minutes

Japanese aircraft
     A6M2 Zero x 63
     B5N2 Kate x 75
     D3A1 Val x 48



Allied aircraft
     F4F-4 Wildcat x 11


Japanese aircraft losses
     B5N2 Kate: 1 damaged
     D3A1 Val: 1 damaged

Allied aircraft losses
     F4F-4 Wildcat: 1 destroyed



Airbase hits 3
Airbase supply hits 2
Runway hits 27

Morning Air attack on Kirakira , at 116,140

Weather in hex: Light cloud

Raid detected at 14 NM, estimated altitude 24,000 feet.
Estimated time to target is 4 minutes

Japanese aircraft
     A6M2 Zero x 38
     A6M3 Zero x 26



Allied aircraft
     F4F-3A Wildcat x 8
     F4F-4 Wildcat x 26


Japanese aircraft losses
     A6M3 Zero: 1 destroyed

Allied aircraft losses
     F4F-4 Wildcat: 5 destroyed



Aircraft Attacking:
     23 x A6M3 Zero sweeping at 19000 feet




_____________________________

Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com

(in reply to Crackaces)
Post #: 220
Oct 29/30 - 10/12/2011 12:21:24 PM   
herwin

 

Posts: 6059
Joined: 5/28/2004
From: Sunderland, UK
Status: offline
October 29/30 1942

I need to learn how to be more efficient in generating a good exchange ratio. Currently, I'm taking on 90 pilots with 70 pilots and losing.

The KB first hit Rennell Island (an empty field set up to attract airstrikes) and then moved on to Kirakira (6 squadrons). He's landing supplies and reinforcements at Tulagi and Tassafaronga. I'll wait for him to leave, and then send in reinforcements to Auki and Rennell Island.

Shwebo is a bit overfortified to take. I need to bypass it.

Rangoon, I'll hold at.

Three divisions are approaching the battlefield, two headed to Prome and one moving to cut off Shwebo.




_____________________________

Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com

(in reply to herwin)
Post #: 221
Oct 30/31 - 10/13/2011 1:29:08 PM   
herwin

 

Posts: 6059
Joined: 5/28/2004
From: Sunderland, UK
Status: offline
October 30/31 1942

KB moves south of Stewart Island. It's likely it's trying to suppress Ndeni using the WitP tactic. No, it's hitting Kirakira again using that tactic. There was a morning sweep to disable CAP and then the afternoon airbase strike. Lots of planes destroyed on the ground. Although Ndeni is in range and has been ordered to attack, it stays quiet. Perhaps the base commander is hoping the KB will go away.

Japanese shock attack on troops retreating to Terapo is 1-2.

Ground combat at 97,129 (near Port Moresby)

Japanese Shock attack

Attacking force 13835 troops, 121 guns, 4 vehicles, Assault Value = 399

Defending force 13879 troops, 258 guns, 85 vehicles, Assault Value = 213

Japanese adjusted assault: 221

Allied adjusted defense: 262

Japanese assault odds: 1 to 2

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

Japanese ground losses:
     285 casualties reported
        Squads: 0 destroyed, 60 disabled
        Non Combat: 0 destroyed, 0 disabled
        Engineers: 1 destroyed, 0 disabled


Allied ground losses:
     543 casualties reported
        Squads: 6 destroyed, 34 disabled
        Non Combat: 13 destroyed, 6 disabled
        Engineers: 0 destroyed, 2 disabled
     Guns lost 20 (1 destroyed, 19 disabled)
     Units destroyed 1

Shouldn't this bombardment attack be less unbalanced?

Ground combat at 55,52 (near Rangoon)

Japanese Bombardment attack

Attacking force 15955 troops, 264 guns, 151 vehicles, Assault Value = 871

Defending force 44353 troops, 633 guns, 635 vehicles, Assault Value = 1262

Japanese ground losses:
     20 casualties reported
        Squads: 0 destroyed, 2 disabled
        Non Combat: 0 destroyed, 1 disabled
        Engineers: 0 destroyed, 0 disabled


Allied ground losses:
     141 casualties reported
        Squads: 4 destroyed, 3 disabled
        Non Combat: 1 destroyed, 2 disabled
        Engineers: 1 destroyed, 2 disabled


_____________________________

Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com

(in reply to herwin)
Post #: 222
RE: Oct 30/31 - 10/13/2011 7:51:36 PM   
herwin

 

Posts: 6059
Joined: 5/28/2004
From: Sunderland, UK
Status: offline
Since CAP doesn't do anything useful, I'll bring my carrier fighter squadrons up to Luganville, put them on 0% CAP, run about two thirds as sweeps and the other third as escort, and fill the base out with attack squadrons--it has capacity and support for seven squadrons. I'll set up Ndeni (10 squadrons) the same way and see if I can luck into an effective attack. This is getting extremely frustrating.

In Burma, I'll bypass the current Japanese defences.


_____________________________

Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com

(in reply to herwin)
Post #: 223
RE: Oct 30/31 - 10/14/2011 1:00:48 AM   
ADB123

 

Posts: 1559
Joined: 8/18/2009
Status: offline
quote:

Since CAP doesn't do anything useful, I'll bring my carrier fighter squadrons up to Luganville, put them on 0% CAP, run about two thirds as sweeps and the other third as escort, and fill the base out with attack squadrons--it has capacity and support for seven squadrons.


CAP doesn't do anything useful?... That depends upon what you have on CAP.

On the other hand, the only use for escorts is to give you opponent points and his fighter pilots experience...

Good luck...

(in reply to herwin)
Post #: 224
RE: Oct 30/31 - 10/14/2011 7:34:28 AM   
herwin

 

Posts: 6059
Joined: 5/28/2004
From: Sunderland, UK
Status: offline

quote:

ORIGINAL: ADB123

quote:

Since CAP doesn't do anything useful, I'll bring my carrier fighter squadrons up to Luganville, put them on 0% CAP, run about two thirds as sweeps and the other third as escort, and fill the base out with attack squadrons--it has capacity and support for seven squadrons.


CAP doesn't do anything useful?... That depends upon what you have on CAP.

On the other hand, the only use for escorts is to give you opponent points and his fighter pilots experience...

Good luck...


CAP is useless when you're dealing with a stack of twelve CVs in two CVTFs and most of the rest of the Combined Fleet as surface screen. My large bases will usually have one to three PBY squadrons for search, four fighter squadrons, and a couple of attack squadrons. I can put everything in the fighter squadrons on CAP at multiple altitudes, but the first or second of my opponent's 27-plane fighter sweeps will send everyone home, and then a couple of 250-plane airbase strikes will wipe everything out and shoot up all the planes on the ground. Quantity has a quality all of its own.

_____________________________

Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com

(in reply to ADB123)
Post #: 225
RE: Oct 30/31 - 10/14/2011 4:25:11 PM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
Don't despair, Josef.

(in reply to herwin)
Post #: 226
Oct 31/Nov 1 - 10/14/2011 7:00:05 PM   
herwin

 

Posts: 6059
Joined: 5/28/2004
From: Sunderland, UK
Status: offline
October 31/November 1 1942

The KB's headed west towards Townsville. I guess it's time for Queensland to brace itself and for the forces to the East to return to the activities that were so rudely interrupted.

The Japanese finish capturing mainland Mindanao.




_____________________________

Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com

(in reply to witpqs)
Post #: 227
Nov 1/2 - 10/15/2011 7:48:36 AM   
herwin

 

Posts: 6059
Joined: 5/28/2004
From: Sunderland, UK
Status: offline
November 1/2 1942

The KB retires to Munda (a level 1 port) and is bombed by heavy bombers. No damage.

Heavy Japanese airstrikes on Kirakira and Terapo.


_____________________________

Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com

(in reply to herwin)
Post #: 228
Nov 2/3 - 10/15/2011 5:42:02 PM   
herwin

 

Posts: 6059
Joined: 5/28/2004
From: Sunderland, UK
Status: offline
November 2/3 1942

It's backkkk!

This turn gave me a headache. The pounding, pounding, pounding continued.

Afternoon Air attack on Kirakira , at 116,140

Weather in hex: Partial cloud

Raid detected at 112 NM, estimated altitude 13,000 feet.
Estimated time to target is 41 minutes

Japanese aircraft
     A6M2 Zero x 116
     B5N2 Kate x 189
     D3A1 Val x 146



Allied aircraft
     no flights

Japanese aircraft losses
     B5N2 Kate: 5 damaged
     D3A1 Val: 2 damaged

Allied aircraft losses
     F4F-4 Wildcat: 10 damaged
     F4F-4 Wildcat: 1 destroyed on ground
     TBF-1 Avenger: 21 damaged
     TBF-1 Avenger: 1 destroyed on ground
     F4F-3A Wildcat: 8 damaged
     F4F-3A Wildcat: 2 destroyed on ground

Allied Ships
     YMS-117, Bomb hits 1, and is sunk
     PT-28, Bomb hits 1, and is sunk
     PT-23, Bomb hits 1, and is sunk
     PT-22, Bomb hits 1, and is sunk
     PT-20, Bomb hits 1, and is sunk
     ACM Holly, Bomb hits 2, and is sunk
     PT-24, Bomb hits 1, and is sunk


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


Airbase hits 5
Airbase supply hits 8
Runway hits 37
Port hits 12
Port supply hits 3




_____________________________

Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com

(in reply to herwin)
Post #: 229
Question - 10/16/2011 1:43:23 PM   
herwin

 

Posts: 6059
Joined: 5/28/2004
From: Sunderland, UK
Status: offline
Question for the few remaining lurkers. My opponent stacks all his carriers and most of the rest of the Combined Fleet in one hex, organised into two CVTFs, two SAGs, and an ASW TF. Nothing seems to be able to touch it. He moves around a fleet train with plenty of stevedores that he lands at a local base and uses to reload. The constant pounding gives me a headache. Know any exploitable vulnerabilities for that sort of organisation for combat.

_____________________________

Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com

(in reply to herwin)
Post #: 230
Nov 3/4 - 10/16/2011 2:35:58 PM   
herwin

 

Posts: 6059
Joined: 5/28/2004
From: Sunderland, UK
Status: offline
November 3/4 1942

Not a great deal happened other than the KB pounding on Kirakira. I'm sending every sub within a day's sailing to invest Munda.


_____________________________

Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com

(in reply to herwin)
Post #: 231
RE: Nov 3/4 - 10/16/2011 3:52:55 PM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
The KB is tough for sure, protected like that. Subs will take casualties, but sometimes fire a golden arrow.

For the fleet train, where possible, port attack with 4EB to slow progress. "Patrol" a couple of subs into (and out of) that port hex. Mine that port too, but then no more sub patrols afterward. Just trust me on the "own goal" thing!

If a SAG can get close enough you can sally it into the port at high speed. Using a Patrol with geometry like I suggested in some other posts (AARs and threads on surface intercepts) can be very helpful to get them away if they don't engage. Set the first patrol hex where you expect to engage, and the second pretty far (definitely more than one day's movement in total) in the intended direction of retreat. Make certain that "home" is also in the direction of intended retreat. Be very judicious about Max React range, as a SAG will sometimes React several times. I've seen where several reactions of only 1 hex each put the boys deep in the badlands.

KB is strength. Attack weakness. If he's not exposing any, perhaps that can be incited somehow?

(in reply to herwin)
Post #: 232
Nov 4/5 - 10/16/2011 8:10:44 PM   
herwin

 

Posts: 6059
Joined: 5/28/2004
From: Sunderland, UK
Status: offline
November 4/5 1942

It looks like the KB is headed back to Rabaul.

No sub attacks.

The Burma Air Army is going after a tank brigade of mine that's closing on Magwe.

Japanese amphibious landing attempting to cut off my retreat at a non-base-hex in New Guinea. Since I have troops in the hex and a nearby SAG available, I haven't a clue how he intends to pull it off.




_____________________________

Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com

(in reply to witpqs)
Post #: 233
Followup - 10/17/2011 12:26:51 PM   
herwin

 

Posts: 6059
Joined: 5/28/2004
From: Sunderland, UK
Status: offline
The KB is near Gasmata. I'm planning to have most of my subs in the area lurk off the channel leading to Rabaul. I'll also poke into Munda.


_____________________________

Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com

(in reply to herwin)
Post #: 234
Nov 5/6 - 10/17/2011 5:14:14 PM   
herwin

 

Posts: 6059
Joined: 5/28/2004
From: Sunderland, UK
Status: offline
November 5/6 1942

The KB stonks a coastal convoy, consisting of an AM and an xAKL. Nice to know where it is, especially as it's near Lae.

Shock attack at Hankow.

Ground combat at Hankow (85,50)

Japanese Shock attack

Attacking force 106219 troops, 673 guns, 98 vehicles, Assault Value = 3257

Defending force 56732 troops, 261 guns, 0 vehicles, Assault Value = 1343

Japanese adjusted assault: 3321

Allied adjusted defense: 2589

Japanese assault odds: 1 to 1

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

Japanese ground losses:
     10575 casualties reported
        Squads: 87 destroyed, 698 disabled
        Non Combat: 5 destroyed, 87 disabled
        Engineers: 3 destroyed, 70 disabled


Allied ground losses:
     2906 casualties reported
        Squads: 14 destroyed, 199 disabled
        Non Combat: 2 destroyed, 29 disabled
        Engineers: 2 destroyed, 13 disabled


_____________________________

Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com

(in reply to herwin)
Post #: 235
Nov 6/7 - 10/17/2011 8:04:07 PM   
herwin

 

Posts: 6059
Joined: 5/28/2004
From: Sunderland, UK
Status: offline
November 6/7 1942

I decided to create a carpet of submarines on the approaches to Rabaul.

Sub attack near Rabaul  at 106,127

Japanese Ships
     CV Zuikaku, Torpedo hits 2,  on fire,  heavy damage
     BB Kirishima
     CA Chokai
     CL Oyodo
     CLAA Tatsuta
     DD Ushio
     DD Sazanami
     DD Kiyonami

Allied Ships
     SS Thresher



Fuel storage explosion on CV Zuikaku

I guess he was a bit angry...

SS Thresher is reported HIT

SS Thresher is reported HIT

SS Grenadier is reported HIT

SS Grenadier is reported HIT

SS Trout followed by Japanese Float Plane at 109,63 near Nagoya

SS Thresher is reported HIT

SS Grenadier is reported HIT

SS Grenadier is reported HIT

SS Thresher is reported HIT

SS Grenadier is reported HIT

SS Thresher is reported HIT

SS Thresher is reported HIT

SS Peto is reported HIT

SS Thresher sinks at sea (the Grenadier also sinks, but two subs for a heavy carrier is a good tradeoff).


_____________________________

Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com

(in reply to herwin)
Post #: 236
Nov 7/8 - 10/18/2011 4:49:53 PM   
herwin

 

Posts: 6059
Joined: 5/28/2004
From: Sunderland, UK
Status: offline
November 7/8 1942

I occupy Pegu with the 26th Indian Division, cutting off the Japanese Army in Burma from Rangoon.

SS I-30 is off Karachi. I need to send an ASW TF out to put it out of its misery.

Japanese deliberate attack against the Allied rearguard in New Guinea is repulsed.

Ground combat at 97,129 (near Port Moresby)

Japanese Deliberate attack

Attacking force 12515 troops, 121 guns, 4 vehicles, Assault Value = 269

Defending force 9435 troops, 151 guns, 66 vehicles, Assault Value = 179

Japanese adjusted assault: 159

Allied adjusted defense: 442

Japanese assault odds: 1 to 2

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

Japanese ground losses:
     673 casualties reported
        Squads: 2 destroyed, 50 disabled
        Non Combat: 0 destroyed, 2 disabled
        Engineers: 0 destroyed, 5 disabled


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


Assaulting units:
   9th Division

Defending units:
   145th Infantry Regiment
   148th Infantry Regiment
   24th (Sep) Infantry Regiment
   I US Corps

Amph TF approaching Auki is hit by aircraft probably from the Zuikaku.

Morning Air attack on TF, near Auki at 116,136

Weather in hex: Overcast

Raid detected at 40 NM, estimated altitude 9,000 feet.
Estimated time to target is 17 minutes

Japanese aircraft
     A6M2 Zero x 24
     B5N2 Kate x 10



Japanese aircraft losses
     B5N2 Kate: 1 damaged

Allied Ships
     AK Algorab, Torpedo hits 1,  on fire,  heavy damage
     DD Wilson
     DD Sterett
     DD Lang


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


Aircraft Attacking:
     10 x B5N2 Kate launching torpedoes at 200 feet
              Naval Attack:  1 x 45cm Type 91 Torp


_____________________________

Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com

(in reply to herwin)
Post #: 237
Nov 8/9 - 10/19/2011 5:04:27 PM   
herwin

 

Posts: 6059
Joined: 5/28/2004
From: Sunderland, UK
Status: offline
November 8/9 1942

My opponent made a comment suggesting a landing somewhere was about a week away. It could be at Rangoon, or it could be in the Solomons. Anywhere else is not really of concern. Luganville has a full MAF. Terapo has a SAG lurking nearby.

I'm taking some risks in the Tulagi area to reinforce my bases there. Let's see what happens.

He put a sub into Terapo. Convenient that my convoys have escorts...

I'm saturating the area around Kirakira with ASW TFs. His subs are taking lots of hits.

His subs tend to waste torpedoes on SCs. I love those mousetraps.

Here's the KB, right in the middle of a nest of my subs...

Lost a couple of transports and a couple of DMSs unloading at Rennell Island. Shot down quite a few Japanese aircraft, somewhere around 20 Vals and Kates.





_____________________________

Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com

(in reply to herwin)
Post #: 238
RE: Nov 8/9 - 10/20/2011 7:43:59 AM   
cantona2


Posts: 3749
Joined: 5/21/2007
From: Gibraltar
Status: offline
Ive been reading this AAR for a while now harry and id like to say im enjoying it very much

however as an AFB...

_____________________________

1966 was a great year for English Football...Eric was born


(in reply to herwin)
Post #: 239
RE: Nov 8/9 - 10/20/2011 10:57:29 AM   
herwin

 

Posts: 6059
Joined: 5/28/2004
From: Sunderland, UK
Status: offline

quote:

ORIGINAL: cantona2

Ive been reading this AAR for a while now harry and id like to say im enjoying it very much

however as an AFB...


I'm interested in the history and the reasons why.

_____________________________

Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com

(in reply to cantona2)
Post #: 240
Page:   <<   < prev  6 7 [8] 9 10   next >   >>
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> After Action Reports >> Oct 24/25 Page: <<   < prev  6 7 [8] 9 10   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

5.734