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RE: Unorthodox - 6/21/2015 12:56:29 PM   
ny59giants


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Allied 4e bombers need about a week of rest following two days of action. Especially, if the range starts to get up there.

Add in, he is probably moving BFs and other support units closer to the front to give him max coverage of Honshu.

If he plans to invade Honshu, those four most northern bases will be subject to massive 2e bomber attacks in the days ahead. How many troops are you planning to leave up there??

If I was your opponent, I would be working on capture of a few more bases in Kurile to secure my LOC with USA while troops prep for those two bases in northern Honshu that are in clear terrain.

_____________________________


(in reply to Lowpe)
Post #: 5191
RE: Unorthodox - 6/21/2015 1:11:54 PM   
Lowpe


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I have been experimenting with my air strikes a lot. A lot of my experiments fail, but so what?

Normally I set the escorts to the same altitude of the bombers, but I have been playing with how much can I fly higher, and what does this do to time to engagement time, etc.

In the latest attack, a squadron of Frances flew at 30K, Franks at 33K and two sentai of Georges at 41K. Unfortunately for me, the Franks, which were close to the Frances in altitude didn't fly (weather was poor over target, and their morale wasn't 99).

The local CAP engaged the Georges for mere moments, and then was past them and into the Frances. Even though my poor Frances pilots took it on the chin, I thought this was a great outcome. I found it fascinating that the Georges, flying 10K over the Frances, were able to coordinate for the raid, and also pretty neat that the CAP was able to swoop in and nail the Frances with only minimal interference from the Georges.

So now I am wondering what the effect of a layered escort would be like. Bombers set for 15K, for example, and four Sentai of fighters set for 15, 16, 17, 18? Here the thought is the swooping CAP will have to go thru layers of escorts before reaching the bombers.

In addition, I have tested having the escorts at 2k and 3k over the bombers, and they seem to perform very well with nothing out of the ordinary with flight coordination happening. This might in fact be the optimal strike package setting, but I am looking forward to layering the escorts.

Of course I am not being hideously scientific doing these experiments, but I find them fun and rewarding.

I find the entire plane/combat model to be very fascinating game within a game. There are so many gray areas where you need to think about what happened and watch the combat replay to infer what is happening. Tactics that worked yesterday, might not work tomorrow as there are so many variables.

Simply fascinating.

(in reply to Lowpe)
Post #: 5192
RE: Unorthodox - 6/21/2015 1:25:54 PM   
Lowpe


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quote:

ORIGINAL: ny59giants

Allied 4e bombers need about a week of rest following two days of action. Especially, if the range starts to get up there.

Add in, he is probably moving BFs and other support units closer to the front to give him max coverage of Honshu.

If he plans to invade Honshu, those four most northern bases will be subject to massive 2e bomber attacks in the days ahead. How many troops are you planning to leave up there??

If I was your opponent, I would be working on capture of a few more bases in Kurile to secure my LOC with USA while troops prep for those two bases in northern Honshu that are in clear terrain.


I have got about 600-1000 AV in those 4 bases with more on the way. Heck, to a degree I am still just getting some combat troops in all the ports on Honshu. Personally, I think he will go for the bases closer to Tokyo on the big central plains (Iwaki, Sendai, Ustonomyia, Chiba). That way he could be in Tokyo sooner rather than later and leverage his tanks better.

Command, Army and Corp HQ prepping for Hachinohe. Lots of HQ prepping for the defense of other open terrain.

If after taking Kushiro and Bihoro, the Allies focused on recon, they could have easily been on Honshu as for the most part the only troops there were the freshly formed depot divisions plus a few restricted divisions. There were many empty ports to choose from!

I have no idea how I will stop a 5 division invasion, backed up by relentless bombing and bombardment, but I will try. Radar did it, so maybe I can too. My goal is to have 3 Divisions plus on the most likeliest spots, hefty reserve force to rail in. It will be tough, and I think he is making a mistake not pounding those bases now to prevent fort building.



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Post #: 5193
RE: Unorthodox - 6/21/2015 1:52:54 PM   
vicberg

 

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He might take more of the Kuriles, but based on his play he's not worrying about much. To take his Deathstar around Western Japan without LBA support says everything. The high air losses you inherited in the beginning are now coming to fruition. Radar was able to keep Greyjoy at bay because he had large air reserves, which eventually destroyed Greyjoy's Deathstar (though there was a bug in the engine that allowed it).

Is there a line of death for invading Japan itself, similar to invading US or lower OZ? If there isn't, that's a flaw. I'm seeing more and more attacks now by Allied players on Hokkaido.

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Post #: 5194
RE: Unorthodox - 6/21/2015 2:12:14 PM   
Lowpe


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You get 10 depot divisions. They aren't great, start with 35 morale I believe, and you also get kamikazes which I haven't really been able to master yet.

If you can get here this early in the game, so much of the strength of Japan for the endgame simply isn't present so it is quite hard. I get about 17 AA units in the next 30-60 days, would be nice to have them already, but such is life.

He could have as easily landed on Honshu from the get go.

Radar was scenario two, 2-3 months later, and scenario 2 the plane factories are a lot more, plus more ground troops! Plus he was playing prepatch which coordinated air strikes better, and he had a full KB. And a HR against night bombing.

In Radar's game, I think GreyJoy muffed in not shutting down the resource flow to Honshu and really focusing his bombing campaign. Hopefully this game mirrors that a little...it seems like it might, so maybe I can trap a lot of Allied units on the beaches...


Currently only have 8000 AV on all of Honshu. Radar stopped three invasions, two of 6K each, and one of 2K, plus he had 8K in reserves. Hard to see how I can amass that much by September, and I won't have until September.

In the next 90 days I will get a less than 2000AV of Infantry, not all of it Honshu. I will be able to bring back 3-6 divisions equivalents from China, CentPAC. Maybe I can get more back...especially from China.









< Message edited by Lowpe -- 6/21/2015 3:32:22 PM >

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Post #: 5195
RE: Unorthodox - 6/21/2015 3:20:33 PM   
vicberg

 

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Here's the problem. The Kuriles, if started early, can be a very strong defensive area. Requires completely built up airfields and forts, but it is still vulnerable and very close to Alaska and other bases. Relatively short supply lines. This doesn't include Marcus from being a staging point. Wake and Marcus are both very difficult to stop. Even with level 9 forts on both, they are too far from interlocking air bases. I wonder if Marcus alone can be enough to start a Hokkaido campaign.

Are you playing with stacking limits? That would have made a difference.

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Post #: 5196
RE: Unorthodox - 6/21/2015 3:43:23 PM   
Lowpe


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quote:

ORIGINAL: vicberg

Here's the problem. The Kuriles, if started early, can be a very strong defensive area. Requires completely built up airfields and forts, but it is still vulnerable and very close to Alaska and other bases. Relatively short supply lines. This doesn't include Marcus from being a staging point. Wake and Marcus are both very difficult to stop. Even with level 9 forts on both, they are too far from interlocking air bases. I wonder if Marcus alone can be enough to start a Hokkaido campaign.

Are you playing with stacking limits? That would have made a difference.


Anywhere can be a strong defensive area, but then you sacrificing somewhere else. Allies will use their intel to pick the path of least resistance.

Stock game with SL on islands. But SL and reduced cargo would probably have made the invasion more difficult. Well, maybe not, he did come with over 1000 ships of which I spotted no more than 10 or 20 or 30 a turn. Might make the conquest go a little slower however.

I had a division, a brigade, and two tank regiments on Hokkaido and a Brigade on each of the two islands. I needed five times that, which I wasn't even close to having. To be honest, he could have conquered Honshu.

Once the KB is gone, or out of position, katie bar the door.







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Post #: 5197
RE: Unorthodox - 6/21/2015 7:46:04 PM   
Lowpe


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Feb 27, 1944

A couple of two engine bombers make a run on Maebashi, testing the defenses I guess.

Allied bombers return over eastern Honshu, where they have a field day. 4Es bomb the troops at Sendai, an ominous sign. Recon by bombing or will that be an invasion sight or merely misinformation?

Allies used Jugs to sweep: we do well at Saipan and not so well at Nagaoka, for the day Japan loses 60 total planes while Allies lose 35 including 10 Jugs.




Attachment (1)

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RE: Unorthodox - 6/21/2015 10:32:16 PM   
Alfred

 

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quote:

ORIGINAL: Lowpe

I have been experimenting with my air strikes a lot. A lot of my experiments fail, but so what?

Normally I set the escorts to the same altitude of the bombers, but I have been playing with how much can I fly higher, and what does this do to time to engagement time, etc.

In the latest attack, a squadron of Frances flew at 30K, Franks at 33K and two sentai of Georges at 41K. Unfortunately for me, the Franks, which were close to the Frances in altitude didn't fly (weather was poor over target, and their morale wasn't 99).

The local CAP engaged the Georges for mere moments, and then was past them and into the Frances. Even though my poor Frances pilots took it on the chin, I thought this was a great outcome. I found it fascinating that the Georges, flying 10K over the Frances, were able to coordinate for the raid, and also pretty neat that the CAP was able to swoop in and nail the Frances with only minimal interference from the Georges.

So now I am wondering what the effect of a layered escort would be like. Bombers set for 15K, for example, and four Sentai of fighters set for 15, 16, 17, 18? Here the thought is the swooping CAP will have to go thru layers of escorts before reaching the bombers.

In addition, I have tested having the escorts at 2k and 3k over the bombers, and they seem to perform very well with nothing out of the ordinary with flight coordination happening. This might in fact be the optimal strike package setting, but I am looking forward to layering the escorts.

Of course I am not being hideously scientific doing these experiments, but I find them fun and rewarding.

I find the entire plane/combat model to be very fascinating game within a game. There are so many gray areas where you need to think about what happened and watch the combat replay to infer what is happening. Tactics that worked yesterday, might not work tomorrow as there are so many variables.

Simply fascinating.


Don't know if you have previously seen this thread

http://www.matrixgames.com/forums/tm.asp?m=3308618&mpage=1&key=cooperation�

but I think you might derive value from my post where I differentiate between coordination and cooperation. Definitely read the linked thread I provided. That link has a lengthy discussion from LoBaron (and don't overlook his post #42 in the link) on coordination. When it comes to aircraft issues you can't do better than pay close attention to his posts. Unless of course one of the air team devs themselves chip in.

Technically there is no layering of escorts for coordination. Unless the escort is assigned the exact same altitude as that assigned for the bomber, there is no trigger in the code for the coordination checks and outcome to occur. At best you can then only look forward to cooperation. What is taken into account for the latter is raised in the two threads.

Alfred

(in reply to Lowpe)
Post #: 5199
RE: Unorthodox - 6/21/2015 10:53:02 PM   
Alfred

 

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quote:

ORIGINAL: Lowpe

... It doesn't take many B24Js to be devastating when bombing at 5K in this case I think it was 9 (and I managed to bring one down prior to release)...



If you are getting many of the "beasties" flying in packets of only 9 airframes, that could mean one of the following circumstances exist


  • the unit failed the experience/leadership/morale test
  • insufficient aviation support at the launching airfield
  • an over stacked airfield


Alfred

(in reply to Lowpe)
Post #: 5200
RE: Unorthodox - 6/21/2015 11:23:49 PM   
Alfred

 

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I'm not convinced it is optimal play to continue stalking the DeathStar.  But if you must do so, you need to slow it down on its majestic circumnavigation cruise.  There is only one way of possibly achieving that.  You need a bait to make it react towards the bait.  It is a high risk ploy, but then so is burning through so many kamikazes and their cooperating conventional escorts/conventional units.

The bait must be positioned so that the DeathStar, when it reacts, retraces its steps back towards where it was the previous turn.  Only a carrier can serve as a bait otherwise the reaction code will not come into play.  The bait has to appear to be an easy kill to have any chance of overcoming the zero reaction orders which the Allied carriers are probably under.

Behind the bait must lie the KB (with maximum reaction range) and LBA.

This is the bait plan you need to consider.

1.  Use an expendable carrier as bait.
2.  If you have carrier trained kamikaze air units (especially if you have kamikaze fighters which can operate from the bait), this is the time to use them on the bait.
3.  Sail the bait into the wake of the DeathStar Task Force.
4.  Hope the bait auto identifies itself to the DeathStar.  Best achieved by launching an auto strike at the DeathStar (this is where the kamikazes come into play) from within 2-4 hexes in its wake (see page 129 of the manual).
5.  DeathStar takes the bait and both moves back towards the bait and launches an alpha strike against the bait.
6.  The KB has been trailing the bait by 4-5 hexes and it in turns reacts to the reacting DeathStar (again read page 129 of the manual).  This becomes a bit like the naval version of the land pursuit mechanic employed by LCUs on reserve mode after enemy LCU have been successfully evicted from their hex.
7.  Net result is that either that same day the KB is within range to launch against a depleted sortied DeathStar or is close enough that you can issue orders to close in the next day at flank to launch against the depleted DeathStar.
8.  With luck the DeathStar ends its reaction also within range of Japanese LBA.
9.  If you are really lucky the DeathStar also stops the next day to refuel from its accompanying Oilers and they in turn become targets for the KB/LBA kamikazes.

As I said very high risk.  Almost guaranteed to lose the bait but in 1944, when underway fleet replenishment is not yet available to the Allies, and when the majestic circumnavigation cruise which has terrorised your Chinese ports has already burned through sorties and fuel, it is a gamble worth considering.  See if you can pull it off better than Ozawa did in real life.

Alfred

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Post #: 5201
RE: Unorthodox - 6/22/2015 4:18:37 PM   
Lowpe


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quote:

ORIGINAL: Alfred


quote:

ORIGINAL: Lowpe

I have been experimenting with my air strikes a lot. A lot of my experiments fail, but so what?

Normally I set the escorts to the same altitude of the bombers, but I have been playing with how much can I fly higher, and what does this do to time to engagement time, etc.

In the latest attack, a squadron of Frances flew at 30K, Franks at 33K and two sentai of Georges at 41K. Unfortunately for me, the Franks, which were close to the Frances in altitude didn't fly (weather was poor over target, and their morale wasn't 99).

The local CAP engaged the Georges for mere moments, and then was past them and into the Frances. Even though my poor Frances pilots took it on the chin, I thought this was a great outcome. I found it fascinating that the Georges, flying 10K over the Frances, were able to coordinate for the raid, and also pretty neat that the CAP was able to swoop in and nail the Frances with only minimal interference from the Georges.

So now I am wondering what the effect of a layered escort would be like. Bombers set for 15K, for example, and four Sentai of fighters set for 15, 16, 17, 18? Here the thought is the swooping CAP will have to go thru layers of escorts before reaching the bombers.

In addition, I have tested having the escorts at 2k and 3k over the bombers, and they seem to perform very well with nothing out of the ordinary with flight coordination happening. This might in fact be the optimal strike package setting, but I am looking forward to layering the escorts.

Of course I am not being hideously scientific doing these experiments, but I find them fun and rewarding.

I find the entire plane/combat model to be very fascinating game within a game. There are so many gray areas where you need to think about what happened and watch the combat replay to infer what is happening. Tactics that worked yesterday, might not work tomorrow as there are so many variables.

Simply fascinating.


Don't know if you have previously seen this thread

http://www.matrixgames.com/forums/tm.asp?m=3308618&mpage=1&key=cooperation�

but I think you might derive value from my post where I differentiate between coordination and cooperation. Definitely read the linked thread I provided. That link has a lengthy discussion from LoBaron (and don't overlook his post #42 in the link) on coordination. When it comes to aircraft issues you can't do better than pay close attention to his posts. Unless of course one of the air team devs themselves chip in.

Technically there is no layering of escorts for coordination. Unless the escort is assigned the exact same altitude as that assigned for the bomber, there is no trigger in the code for the coordination checks and outcome to occur. At best you can then only look forward to cooperation. What is taken into account for the latter is raised in the two threads.

Alfred


Thanks, Alfred, I found the links fascinating and did indeed miss them.

So I have been getting cooperative strikes and not coordinated strikes. That explains a lot!

(in reply to Alfred)
Post #: 5202
RE: Unorthodox - 6/22/2015 4:26:38 PM   
Lowpe


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Turn is away...

I am pretty much done chasing the Deathstar. If my surface groups would have been undetected, then perhaps, but they got spotted last turn, so I headed for the hills. I really would have liked to take back Marcus Island during this trip, but I was not in position to do so. Will see what I can get in the future here.

I noticed this turn the Allies recon Harbin (and its juicy Oscar factory), No planes or AA present, so even though it is extended range, I bet he strikes it tomorrow. I put two squadrons there to greet any that come, plus protected the other industrial centers in Manchuko and Korea.

Other than that, looking for the additional D4Y4 production coming online, moving troops and planes, etc.


(in reply to Lowpe)
Post #: 5203
RE: Unorthodox - 6/22/2015 4:27:47 PM   
Lowpe


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quote:

ORIGINAL: Alfred


quote:

ORIGINAL: Lowpe

... It doesn't take many B24Js to be devastating when bombing at 5K in this case I think it was 9 (and I managed to bring one down prior to release)...



If you are getting many of the "beasties" flying in packets of only 9 airframes, that could mean one of the following circumstances exist


  • the unit failed the experience/leadership/morale test
  • insufficient aviation support at the launching airfield
  • an over stacked airfield


Alfred


Not overstacked, so I suspect one of the other two reasons likely.

(in reply to Alfred)
Post #: 5204
RE: Unorthodox - 6/22/2015 4:37:06 PM   
Lowpe


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Joined: 2/25/2013
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quote:

ORIGINAL: Alfred

I'm not convinced it is optimal play to continue stalking the DeathStar.  But if you must do so, you need to slow it down on its majestic circumnavigation cruise.  There is only one way of possibly achieving that.  You need a bait to make it react towards the bait.  It is a high risk ploy, but then so is burning through so many kamikazes and their cooperating conventional escorts/conventional units.

The bait must be positioned so that the DeathStar, when it reacts, retraces its steps back towards where it was the previous turn.  Only a carrier can serve as a bait otherwise the reaction code will not come into play.  The bait has to appear to be an easy kill to have any chance of overcoming the zero reaction orders which the Allied carriers are probably under.

Behind the bait must lie the KB (with maximum reaction range) and LBA.

This is the bait plan you need to consider.

1.  Use an expendable carrier as bait.
2.  If you have carrier trained kamikaze air units (especially if you have kamikaze fighters which can operate from the bait), this is the time to use them on the bait.
3.  Sail the bait into the wake of the DeathStar Task Force.
4.  Hope the bait auto identifies itself to the DeathStar.  Best achieved by launching an auto strike at the DeathStar (this is where the kamikazes come into play) from within 2-4 hexes in its wake (see page 129 of the manual).
5.  DeathStar takes the bait and both moves back towards the bait and launches an alpha strike against the bait.
6.  The KB has been trailing the bait by 4-5 hexes and it in turns reacts to the reacting DeathStar (again read page 129 of the manual).  This becomes a bit like the naval version of the land pursuit mechanic employed by LCUs on reserve mode after enemy LCU have been successfully evicted from their hex.
7.  Net result is that either that same day the KB is within range to launch against a depleted sortied DeathStar or is close enough that you can issue orders to close in the next day at flank to launch against the depleted DeathStar.
8.  With luck the DeathStar ends its reaction also within range of Japanese LBA.
9.  If you are really lucky the DeathStar also stops the next day to refuel from its accompanying Oilers and they in turn become targets for the KB/LBA kamikazes.

As I said very high risk.  Almost guaranteed to lose the bait but in 1944, when underway fleet replenishment is not yet available to the Allies, and when the majestic circumnavigation cruise which has terrorised your Chinese ports has already burned through sorties and fuel, it is a gamble worth considering.  See if you can pull it off better than Ozawa did in real life.

Alfred



Fascinating technique. I think perhaps I might be able to try something like that on the Deathstar's next cruise, if he pursues that strategy again.

Many thanks for the detailed, step by step process! It really illustrates the game mechanics, and how you can use reaction to work to your advantage.



(in reply to Alfred)
Post #: 5205
RE: Unorthodox - 6/23/2015 12:38:03 AM   
Lowpe


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Feb 28, 1944

Allies night bomb Tokyo. Four or Five waves, the largest of 18 B24s scores only 3 manpower hits -- so pretty strong defense.

AA is up to 12 units...plus a base force.




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< Message edited by Lowpe -- 6/23/2015 1:38:39 AM >

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Post #: 5206
RE: Unorthodox - 6/23/2015 12:41:02 AM   
Lowpe


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Holy Smokes, Batman, fasten your seatbelt!




The Kamikaze Oscars were escorted by only 26 or so Georges at 33K; they penetrate the CAP losing one or two Oscars in A2A, and dropping to 1000 feet for their strikes the AA is terrific -- on the Essex they would destroy 3 out of 4 Oscars. We did manage to get this hit on the Langley very early, but it bounces off the belt armor. Still, I got thru a 250 plane CAP, admittedly, probably a tired CAP, but this bodes better for me.

Attachment (1)

< Message edited by Lowpe -- 6/23/2015 1:51:02 AM >

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Post #: 5207
RE: Unorthodox - 6/23/2015 1:08:28 AM   
Lowpe


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Not a bad air day.

Subtract out the Oscar Kamikazes, and I lost 3 Oscars or Zekes for 1 Jugs, which is a trade I will definitely take.

Plus scratch 10 more 4E beasts...unfortunately he didn't fly into Harbin or he would have lost 40 more. Pity.






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Post #: 5208
RE: Unorthodox - 6/23/2015 9:12:54 PM   
Lowpe


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-Kind of a hectic day, so I couldn't spend as much time on the turn as I hoped for.

Hopefully didn't make too many mistakes...

I am up to 9 large Frank squadrons, and I am very happy so far with my very low stacked cap strategy although I suspect this next month will be a difficult month with all the new Thunderbolts showing up.

Allies will get lots of Jugs, Japan will get 250 D4Y4s and I am starting to crank out the level 70 LowNav trained pilots for them...should be exciting!

Can I hold another month in Thailand? Will Honshu be invaded? Can Japan do anything about it? We will find out the answers to these questions and more this month...


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Post #: 5209
RE: Unorthodox - 6/24/2015 1:04:38 PM   
Lowpe


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March 1, 1944

No Allied night bombing.

Instead, the Allies fly everything they have at Tokyo. Thankfully, the 91 plane cooperative sweep by Jugs came last. Allies lose 24 4E, but Tokyo burns. Fires at 60K. Both sides lose 55 planes.

Franks, George, Jacks and Tonies are protecting the band of industry that now falls within Jugs sweep range, so the fighter losses are going to be heavy.

At least I have built up the radar and flak.

I start layering the flak at 6K with a group of Oscars whose job is merely to be fodder.


(in reply to Lowpe)
Post #: 5210
RE: Unorthodox - 6/24/2015 10:26:00 PM   
Lowpe


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Leap Day, 1944

I thought I would be making D4Y4s, but no it is a leap year. Or is every year a leap year, don't think I ever paid attention.

No night bombing.

Thunderbolts sweep only once on Honshu, and a 99 morale sized 42 Tojo IIc sentai, on patrol at 6000 feet rises and does very well.

4Es strike Oita, and the CAP there is light, we drop 6 4Es for the day. My bad, should have had more there.

We finally finish wiping out a 16 unit force in China.

Allies still bombing the jungle west of Bangkok; reinforcements start arriving today. In the normal bombardments on the jungle ridge blocks we manage to destroy four more guns for no losses. A steady drain on Allied pools...




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Post #: 5211
RE: Unorthodox - 6/24/2015 10:55:35 PM   
Alfred

 

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Pleased that you keep on pointing out how well your layered CAP/low level Cap does against his stratospheric Jug sweeps.

For years posters keep on saying one must only sweep at the highest possible altitude level and that the only appropriate response is to follow suit in an ever escalating upward spiral.  Whereas LoBaron and myself have equally but invariably not been listened to, stated that layered CAP is the answer.  Defenders see the sweepers getting the initial dive and want one for themselves too hence why they agitate for getting above the sweepers ab initio, always forgetting that sweepers when they dive are then in turn vulnerable to a dive from the defenders.

Just looking at the latest Jug sweep you are obtaining two very tangible benefits.

1.  You are whittling away the Jugs.  Their total production run is not big enough to sustain an extended attrition campaign of several months.
2.  A 1:2 exchange rate means that the enemy is not really gaining ground for an auto victory level.  When you take into account other air combat results where the beasties with their double VP loss rate, the overall real exchange rate would be less than 1:2.

Alfred

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Post #: 5212
RE: Unorthodox - 6/24/2015 11:03:17 PM   
witpqs


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quote:

ORIGINAL: Alfred

Pleased that you keep on pointing out how well your layered CAP/low level Cap does against his stratospheric Jug sweeps.

For years posters keep on saying one must only sweep at the highest possible altitude level and that the only appropriate response is to follow suit in an ever escalating upward spiral.  Whereas LoBaron and myself have equally but invariably not been listened to, stated that layered CAP is the answer.  Defenders see the sweepers getting the initial dive and want one for themselves too hence why they agitate for getting above the sweepers ab initio, always forgetting that sweepers when they dive are then in turn vulnerable to a dive from the defenders.

...

Alfred

+1 to this. Andav and I have no altitude rules on sweeps/CAP et al (actually no altitude rules at all) and things work in a way that seems to be realistic - sometimes you get the bear, sometimes the bear gets you! Yes, there are plenty of times when one side or the other has all/almost all their way, but that too seems to be borne out by history. Layered CAP with good 'enough' planes and good 'enough' pilots does challenge high altitude sweeps.

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(in reply to Alfred)
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RE: Unorthodox - 6/24/2015 11:51:04 PM   
Lowpe


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Lessons I probably learned from you guys. It works better when two Sentai are very low, but unfortunately he picked a base to sweep that had just one Sentai and no CAP wandered over, probably due to the 2 minute warning. I still need lots more radar on Honshu

WITPQS -- on your 4E raid over Tokyo, Japanese CAP was at 15k, you swept way up high and the fight was probably over very quickly. Try sweeping closer to the altitude your bombers are going in at, I think you will have better results (the lightnings will fight more enemy fighters, making it easier for your bombers). Just a hunch...I would have posted it in your AAR, but I don't want my opponent seeing it. I like it when he sweeps super high before bombers come in...

PS: I have noticed that the Allies pretty much sweep trying to catch bleeders, or weak CAP bases, and avoid anything with more than 100 fighters unless it is a big raid where they throw everything at one base.



< Message edited by Lowpe -- 6/25/2015 12:57:46 AM >

(in reply to witpqs)
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RE: Unorthodox - 6/25/2015 2:17:33 AM   
witpqs


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quote:

ORIGINAL: Lowpe

Lessons I probably learned from you guys. It works better when two Sentai are very low, but unfortunately he picked a base to sweep that had just one Sentai and no CAP wandered over, probably due to the 2 minute warning. I still need lots more radar on Honshu

WITPQS -- on your 4E raid over Tokyo, Japanese CAP was at 15k, you swept way up high and the fight was probably over very quickly. Try sweeping closer to the altitude your bombers are going in at, I think you will have better results (the lightnings will fight more enemy fighters, making it easier for your bombers). Just a hunch...I would have posted it in your AAR, but I don't want my opponent seeing it. I like it when he sweeps super high before bombers come in...

PS: I have noticed that the Allies pretty much sweep trying to catch bleeders, or weak CAP bases, and avoid anything with more than 100 fighters unless it is a big raid where they throw everything at one base.



I didn't sweep over Tokyo, though, because my fighters can't reach there! I've tried some sweeps at lower altitudes and the results have not been encouraging (for the sweepers, not commenting on the bombers). The P-38 is not so good against the best Japanese fighters and - I think - need all the help they can get. The sweep was to try and keep fighters from aiding Tokyo and to draw some from Tokyo.

I have not done any study of sweeper altitudes, so this is fairly much in ignorance.

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RE: Unorthodox - 6/25/2015 12:52:23 PM   
Lowpe


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Turn is done, hopefully we are in March now. I want my D4Y4 production to start.

Fiddled with my CAP over Honshu some more, converted another squadron to Frank A, set some traps here and there.

Tracker reported on 6 Jugs lost yesterday for 13 Tojo, I still think that is a great result. These Navy bombers are showing up over Honshu, need to keep shooting them down. One of these days he will blunder into another heavy CAP area of Ki100s and A6M5cs.

Just a quick note on the A6M5c, which is a great bomber killer. Armor, lots of cannons, SR1. Slow, but puts in a great days work against the B24s. I have really been won over to having George, Jacks, and Zekes in a structured defense.

The George can fly on the front lines; the Jack at Jugs extended ranges; the Zekes beyond Jugs ranges. All three of them can hold their own against Lightning sweeps way down low.

So overall the defense is something like this: Tojo IIc/Frank A/Ki100I and George on the Front lines. At Jugs extended ranges we add Jack and Oscar. Beyond Jugs range we add Nicks/Zekes/older fighters with Cannons.

All flying very low, form 6K to 11K normally.





Attachment (1)

< Message edited by Lowpe -- 6/25/2015 2:01:14 PM >

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RE: Unorthodox - 6/25/2015 1:16:30 PM   
Lowpe


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quote:

ORIGINAL: witpqs

I didn't sweep over Tokyo, though, because my fighters can't reach there! I've tried some sweeps at lower altitudes and the results have not been encouraging (for the sweepers, not commenting on the bombers). The P-38 is not so good against the best Japanese fighters and - I think - need all the help they can get. The sweep was to try and keep fighters from aiding Tokyo and to draw some from Tokyo.

I have not done any study of sweeper altitudes, so this is fairly much in ignorance.


I see...missed that. Your recon will catch up in a day or two.

I am just not a fan of un-escorted daytime 4E raids without some sort of special goal like closing down an airfield. I would be flying 10-12K night raids rotating squadrons so as to bomb every day. I would be bombing every LI, HI, oil within reach along with the manpower at Osaka and Tokyo.

The British have some really long legged bombers too, lighter loads and not heavily protected, but fly them deep behind his lines and you will have good success with them.

I would not be using 4Es to bombing ground troops at all.

The above advice is all from my time experimenting in Downfall with mind-messing. There are tons of strategies for using 4Es and every game is different as is every player.


< Message edited by Lowpe -- 6/25/2015 2:54:43 PM >

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RE: Unorthodox - 6/25/2015 1:55:25 PM   
Andav

 

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Not that anything game changing was discussed (or really anything at all), in the interest of full disclosure, I do read this AAR daily. It is one of my simple joys. While I am pretty sure witpqs knows this and would not go into any details of our game, I just wanted to make sure everyone is aware and did not go into too many details.

I agree layered CAP is the answer to high level sweeps. I also think keeping your planes within their best maneuver bands helps to mitigate the dive. It is one advantage you have in many cases. As the Japanese, I know I will lose planes. I have to plan accordingly.

I am not a fan of any 4E raid. They should all be set to ASW patrol protecting the West Coast and the Panama Canal. Seriously, while I hate to encourage witpqs, I think the 4Es have been very effective against my ground troops. The raids raise fatigue and disruption as well as flip their move mode. 2Es can do this as well but the 4Es add extra punch.

Wa

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RE: Unorthodox - 6/25/2015 1:59:29 PM   
Lowpe


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The Allies are currently running very small 2 ship task forces into Ominato, usually a minesweeper and or some type of escort, however no minesweeping seems to be occurring.

The CD guns aren't firing, and they normally fire when a TF attempts to sweep a minefield.

I guess this is an experimentation of techniques for removing minefields when protected by CD guns.


(in reply to Lowpe)
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RE: Unorthodox - 6/25/2015 2:11:46 PM   
Lowpe


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quote:

ORIGINAL: Andav


Not that anything game changing was discussed (or really anything at all), in the interest of full disclosure, I do read this AAR daily. It is one of my simple joys. While I am pretty sure witpqs knows this and would not go into any details of our game, I just wanted to make sure everyone is aware and did not go into too many details.

I agree layered CAP is the answer to high level sweeps. I also think keeping your planes within their best maneuver bands helps to mitigate the dive. It is one advantage you have in many cases. As the Japanese, I know I will lose planes. I have to plan accordingly.

I am not a fan of any 4E raid. They should all be set to ASW patrol protecting the West Coast and the Panama Canal. Seriously, while I hate to encourage witpqs, I think the 4Es have been very effective against my ground troops. The raids raise fatigue and disruption as well as flip their move mode. 2Es can do this as well but the 4Es add extra punch.

Wa




Well said.

My 4E strategies come from a downfall game with mind-messing, and may not be appropriate strategies for a early or mid 44 game. No doubt that 4Es are effective at ground bombing, but for me the opportunity cost is forgoing attacks on Japan's industry.

+1 on Maneuver bands.

If you fly your CAP at 20K and the Allies sweep at 41K for example the engagement will occur somewhere between those two altitudes. Nobody ever knows where; well I guess somebody does but they ain't telling.

But if you start your CAP at 6K, then I think there is much greater chance the dogfight will occur very low where the Jugs and Lightnings aren't so good. 6K is still high enough to challenge bombers flying 15K and below if you get good radar warning.

In this game, at least for now, I think the Allies will run out of bombers before I run out of supplies/troops/fighters. Now, a 5 division landing on Honshu will be tough, and I seem to have great difficulty penetrating his CAP, but those are different problems.

I am waiting for the 4Es to disappear from the Thailand front, where they are busy bombing my ground troops in jungle terrain. I am glad they are there and not bombing Honshu.

(in reply to Andav)
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