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RE: A pick up game and it's not Lowpe! Sqz (A) vs. obvert (J)

 
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RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 6/15/2016 3:23:48 PM   
SqzMyLemon


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Dec. 22/43:

A quick check showed I'd redeployed all support units with naval support squads to Luganville. That explains the slower unloading at Suva. I'm redirecting one of the big amphibious engineering brigades, which will provide 200 naval support squads, back to the base.

In Burma, the natives are getting restless. Two Sentai's of Helen bombers made an appearance, targeting a unit I've sent to flank the Japanese position at Taung Gyi and draw enemy units into the interior. Ki-84a sweeps were also on order, but they arrived after the bombers. I won't be contesting these types of enemy bomber raids.

The Allies continue to pause and allow the AA units to catch up in Burma. When I'm ready, the forces designated to hold the flank at Taung Gyi will invest the base. Once Taung Gyi is blocked the main force will begin the march to Prome and Toungoo. The trick will be how much force to use to hold the Japanese in place, yet still provide enough AV to take the primary objective.

In the Solomons, the Rekata Bay amphibious force is loading up at Lunga and will conduct the landing the day after. Recon indicates two enemy LCU's totaling just over 2000 troops. I suspect a small aviation support unit and naval guard unit are the garrison. The New Zealand 1st Bde. should be enough and it's 100% prepped for the base. Air and naval support will be committed to support the initial landing.

< Message edited by SqzMyLemon -- 6/15/2016 3:26:41 PM >


_____________________________

Luck is the residue of design - John Milton

Don't mistake lack of talent for genius - Peter Steele (Type O Negative)

(in reply to SqzMyLemon)
Post #: 241
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 6/17/2016 3:42:28 PM   
SqzMyLemon


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Dec. 24/43:


The Solomons:

Landings at Rekata Bay go as planned. The bulk of NZ 1st Bde. is ashore with only eight casualties. The Japanese defenders consist of elements of III/84th Naval Guard and 42nd Construction units. The Kiwi's will assault tomorrow. There has yet to be any enemy air or naval reaction to my latest moves in the theatre.


Burma:

A big development in this theatre. The Japanese have withdrawn a portion of their forces blocking east of Ramree Island. Only four remain, down from 11, and I'm going to hazard a guess it's the Thai divisions that have been left as a rear guard. Allied strength in the hex is over 4k AV and I've ordered a deliberate attack for tomorrow. Granted, a large portion of my AV consists of Chinese troops, but the attack goes ahead. I don't expect victory immediately, but clearing this weakened enemy position is now a priority. The possibility of opening a supply path into the Burmese interior within a matter of weeks is too good to pass up.

Recon indicates a shifting of Japanese forces with movement ticks out of Prome and Toungoo. My bet is that enemy forces are being deployed to plug the wooded hex between Prome and Toungoo. In light of this development, I've ordered the American ground forces and most of the armour at Meiktila to begin their advance. Magwe will be liberated followed by an advance south along the main road towards the wooded gap. Commonwealth forces will remain at Meiktila on the 25th, but will move to invest Taung Gyi by the 27th. Australian forces will move towards Toungoo and threaten to flank Taung Gyi from the southwest.

It looks like the Burma front just became fluid, or as fluid as Burma can be. If I can achieve the opening of a supply route for my forces in the Irrawaddy Valley simply by changing the vector of the Allied advance, I'll consider that a tactical win in and of itself. Now if supply flows out from Ramree Island as some have suggested, well, the Allies might be in business.


Thoughts:

Preparations continue for the Rabaul invasion. The next step is the invasion of Munda to secure another forward airbase. With both Rekata Bay and Munda secured, the focus will shift to base expansion and providing enough aviation support forward to sustain air operations against Rabaul. Meanwhile, the invasion forces will be organized and deployed as soon as possible. It's a massive undertaking and D-Day remains impossible to lock down until all the pieces are in place and ready to go. I get a little closer every day though.


_____________________________

Luck is the residue of design - John Milton

Don't mistake lack of talent for genius - Peter Steele (Type O Negative)

(in reply to SqzMyLemon)
Post #: 242
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 6/17/2016 4:20:03 PM   
tiemanjw

 

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quote:

Recon indicates a shifting of Japanese forces with movement ticks out of Prome and Toungoo. My bet is that enemy forces are being deployed to plug the wooded hex between Prome and Toungoo. In light of this development, I've ordered the American ground forces and most of the armour at Meiktila to begin their advance. Magwe will be liberated followed by an advance south along the main road towards the wooded gap. Commonwealth forces will remain at Meiktila on the 25th, but will move to invest Taung Gyi by the 27th. Australian forces will move towards Toungoo and threaten to flank Taung Gyi from the southwest.


Does this mean it appears he is leaving Prome? If so, that is great news. Prome is the key to supply in Burma - it has an unlimited "pull" amount, so you can start just shipping supplies to Akyab, Cox, Ramree, (and even Chittagong), and they will move forward to Prome. Once you get it, turn the spinner all the way up. Get a HQ there too, if you can.

(in reply to SqzMyLemon)
Post #: 243
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 6/17/2016 6:05:46 PM   
SqzMyLemon


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quote:

ORIGINAL: tiemanj

Does this mean it appears he is leaving Prome? If so, that is great news. Prome is the key to supply in Burma - it has an unlimited "pull" amount, so you can start just shipping supplies to Akyab, Cox, Ramree, (and even Chittagong), and they will move forward to Prome. Once you get it, turn the spinner all the way up. Get a HQ there too, if you can.


It's too early to tell whether Prome will be evacuated, but I don't think he'll give it up without a fight. If my forces can break the Japanese position in front of Ramree Island, that will free up 4k AV to join the 5k AV I'll have moving south from Magwe. I think it will be hard for the Japanese to stop me taking Prome, if I'm allowed to combine these forces.


< Message edited by SqzMyLemon -- 6/17/2016 6:09:12 PM >


_____________________________

Luck is the residue of design - John Milton

Don't mistake lack of talent for genius - Peter Steele (Type O Negative)

(in reply to tiemanjw)
Post #: 244
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 6/21/2016 9:41:34 PM   
SqzMyLemon


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It's been a while since I last updated. The last turn I sent to Erik was the Dec. 30th turn, so 1943 is almost in the books.

A brief synopsis.


Burma:

The Allies have liberated Magwe, Mandalay, Meiktila and Shwebo. Taung Gyi has been invested and Allied forces are marching on Prome.

The Japanese air force has not tried bombing my forces in open terrain, so the angst over getting AA into Burma was unwarranted. However, the FLAK will ensure the Japanese bombers pay a heavy price if they eventually come calling.

The biggest development was a partial withdrawal of Japanese forces from the blocking position outside Ramree Island, previously mentioned in the Dec. 24th update. Since last updating, the Allies have tried two deliberate assaults against the Japanese position. The Japanese defenders consist of Thai divisions, as previously suspected. I count myself lucky that they were. The Allied AV may be an impressive 4k AV, but the Chinese forces lack punch and against first rate Japanese forces, I don't think they'd stand a chance. However, I do face Thai divisions and the first two assaults have achieved 1:1 and 2:1 odds. The losses have been moderate, with a number of squads destroyed and lots of disablements. The defense is on the brink of collapsing though, and I believe the third deliberate will rout the defenders. I've been impressed with the supply flow and it takes only one day in between attacks to replenish. Losses could be somewhat less if I'd take longer between assaults, but clearing the hex and moving on Prome is the priority. The Allied forces in the Irrawaddy Valley are suffering supply shortages and the recently liberated bases are hardly drawing any either. I'm pressing hard for Prome to open the supply floodgates into Burma.

It appears the Japanese are concerned with blocking the wooded hex between Prome and Toungoo. Japanese forces are redeploying to new defensive positions. From recon, it looks like I'll be facing all three Japanese tank divisions in the Prome and Toungoo area.


The Solomons:

Japanese forces are still being held back and I'm being allowed to consolidate my position. I did fall victim to a few Japanese fighter sweeps that were intended to draw out bleeding CAP, and they did. Concerned with providing some measure of protection to unloading transports, a number of American fighters groups were set to CAP with a range of three hexes. I lose 20 fighters, of which nine were Corsairs, against only five Japanese fighters downed. I've since changed my settings and the transports are on their own. I retaliated with heavy sweeps in Burma, which were largely successful, but so far I'm not impressed with the P-47. It's not the wonder weapon I've been led to believe it is. I don't know if it's a result of Erik's tinkering with low CAP settings, or something else. However, I am committing sweeps in such high numbers, that I just wear down the enemy CAP eventually. Back to the Solomons though.

I'm about to amphibious land on Munda, but I'm not sure is that will draw out a Japanese response either since it's just west of Rekata Bay. I believe Erik is waiting for me to make a move on Shortlands before he throws the kitchen sink at me. I'm not sure he's anticipating me throwing my kitchen sink at him when I do.


Thoughts:

The Rabaul invasion forces are almost ready. I'll be looking at organizing the assault forces and assigning them to shipping over the next few days. If I can get moving before the Betty's/Nell's, currently bombing Perth into dust, can re-deploy to the Solomons I'll be happy.

Just a few more turns to get moving, then the fireworks will start in earnest in a week or so.

_____________________________

Luck is the residue of design - John Milton

Don't mistake lack of talent for genius - Peter Steele (Type O Negative)

(in reply to SqzMyLemon)
Post #: 245
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 6/22/2016 3:11:45 PM   
SqzMyLemon


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Dec. 30/43:

A disappointing turn. The third deliberate attack against the three Thai divisions outside Ramree Island fails. They are dug in and won't be budged. Despite 4:1 odds a retreat still isn't forthcoming. Allied squad disablements are increasingly becoming destroyed ones, and 122 squads were lost on the day. Another day of rest and then I'll assault again with hopefully better results. Pretty sad that the Chinese and Indian units can't budge Thai units.

Allied 2E's bomb Paoshan luckily against no opposition, because all the bombing missions were sent in ahead of the sweeps. This is just stupid and it's old already, years old to have this occur 90% of the time. No wonder Allied players are so concerned about bomber losses and pools when this happens regularly.

< Message edited by SqzMyLemon -- 6/22/2016 3:15:34 PM >


_____________________________

Luck is the residue of design - John Milton

Don't mistake lack of talent for genius - Peter Steele (Type O Negative)

(in reply to SqzMyLemon)
Post #: 246
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 6/22/2016 7:03:43 PM   
SqzMyLemon


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I've begun the tedious logistic activities associated with preparing an amphibious invasion. Follow up supply transport TF's are loading supply and fuel before being disbanded awaiting deployment. Amphibious and combat ships are refueled then disbanded prior to loading and being assigned to TF's. I've begun preliminary planning for shipping load outs. I'll do my best to assign 1st wave combat troops in the TF's with lower ID's to have them unload first. I estimate it will take a few evenings to get everything figured out and then how ever many turns it takes to get loaded up. This will be the largest operation I've ever tried to implement in the game and if past experience has any bearing...it will probably turn out to be a **** show.

< Message edited by SqzMyLemon -- 6/22/2016 7:08:20 PM >


_____________________________

Luck is the residue of design - John Milton

Don't mistake lack of talent for genius - Peter Steele (Type O Negative)

(in reply to SqzMyLemon)
Post #: 247
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 6/24/2016 7:43:47 PM   
SqzMyLemon


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Jan. 1/44:

A new year!

Australia:

Perth is captured. Only Albany remains in Allied hands. Almost 1000 strategic VP's has been gained by Erik on his little Australian adventure.


Burma:

The fourth deliberate attack against the Thai divisions outside Ramree Island yields 6:1 odds and finally causes a retreat. Only 2 of 3 Thai divisions retreat though, so I'll need a fifth attack to finally clear the hex.


The Solomons:

Munda is liberated and the last of the Japanese garrison vanishes. Erik's air transports are working overtime these days. Now the rush is on to consolidate and build up the newly gained positions.


SigInt:

I receive a report that IJA 32nd Division is prepping for Port Moresby. Maybe Erik is coming after all.

_____________________________

Luck is the residue of design - John Milton

Don't mistake lack of talent for genius - Peter Steele (Type O Negative)

(in reply to SqzMyLemon)
Post #: 248
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 7/4/2016 7:48:04 PM   
SqzMyLemon


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I haven't been updating much these days, but I have a question.

How effective can I expect my forces to be fighting with 1941 and 1942 TOE's in 1944? A nasty side effect of my predecessors Burma campaign has left almost all of my armour and infantry units fighting with 41 and 42 squads and devices, in 1944! Sherman tanks...I wish. I can't upgrade anything in Burma, because I can't meet the supply requirements. Do I have enough firepower to compete against Japanese 43 and 44 TOE's? I wish I'd noticed this earlier, I would have pulled completely out of Burma in December 43 and sent all the U.S. forces back to the Pacific. I should have anyway, the house rule of no strategic bombing in China for the entire war is beyond comprehension and rules out a campaign in Burma at all. Why Historiker wanted such a rule I have no idea. It ends up being a free milk cow for Japan in terms of HI and supply generation and I can't touch it.

Oh well, this is going to be one of the rare games where the Allies lose badly. I'm going to run out of time before I get anywhere close to Japan.



< Message edited by SqzMyLemon -- 7/4/2016 9:40:52 PM >


_____________________________

Luck is the residue of design - John Milton

Don't mistake lack of talent for genius - Peter Steele (Type O Negative)

(in reply to SqzMyLemon)
Post #: 249
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 7/4/2016 8:04:29 PM   
Lowpe


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No clue....but it can't help!

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RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 7/4/2016 8:16:22 PM   
SqzMyLemon


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We've reached Jan. 12/44 and the Allied position is still bad.

I'm pooched in Burma and have decided I need an all out push to capture Prome. If I can't get supply into Burma and upgrade the TOE's of my units it's going to be a disaster. I may not like PDU off, but I do like stacking limits which compensates for the non-existent command control limitations in a stock game. I miss stacking limits in this game and I'm not happy about having to form a 10k AV force just to be able to make way in Burma. It is what it is and I'm just going to have to make a big hammer and hope for the best.

I'm also running out of time. It's taken 3 months to get organized and I'm still not in a better position. I've lost all of Western Australia because it was left undefended. I can't strategic bomb in China which means the only way I can reduce Japanese HI and supply generation is to attack anywhere else. Sounds great, but considering half my forces where committed to a Burma campaign that had no chance of success, that option will take too long to implement. I should have pulled out immediately, but now I'm stuck fighting in a theatre that is meaningless. Live and learn.

I'm having to rush in the Solomons now as well, leaving my forces open and vulnerable. I can't compete against the Japanese 3rd generation aircraft without radar and base infrastructure to sustain an air campaign. I'm not ready to move against Rabaul, but I have no choice. I'm running out of time. The Rabaul invasion force sails from Luganville in two days. If Erik commits his carriers along with his LBA, I'll probably get slaughtered. I don't have the time to mount a sophisticated operation proceeded by an appropriate amount of softening up of the Japanese defences. I'm having to mass everything command and conquer style and bludgeon a way forward. I expect my shipping and aircraft to get slaughtered taking Rabaul, but I don't see an alternative. The longer I take to move, the more Erik is allowed time to strengthen his overall position.

Fun times.


< Message edited by SqzMyLemon -- 7/4/2016 9:47:37 PM >


_____________________________

Luck is the residue of design - John Milton

Don't mistake lack of talent for genius - Peter Steele (Type O Negative)

(in reply to SqzMyLemon)
Post #: 251
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 7/4/2016 8:37:51 PM   
Yaab


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quote:

ORIGINAL: SqzMyLemon

I haven't been updating much these days, but I have a question.

How effective can I expect my forces to be fighting with 1941 and 1942 TOE's in 1944? A nasty side effect of my predecessors Burma campaign has left almost all of my armour and infantry units fighting with 41 and 42 squads and devices, in 1944! Sherman tanks...I wish. I can't upgrade anything in Burma, because I can't meet the supply requirements. Do I have enough firepower to complete against Japanese 43 and 44 TOE's? I wish I'd noticed this earlier, I would have pulled completely out of Burma in December 43 and sent all the U.S. forces back to the Pacific. I should have anyway, the house rule of no strategic bombing in China for the entire war is beyond comprehension and rules out a campaign in Burma at all. Why Historiker wanted such a rule I have no idea. It ends up being a free milk cow for Japan in terms of HI and supply generation and I can't touch it.

Oh well, this is going to be one of the rare games where the Allies lose badly. I'm going to run out of time before I get anywhere close to Japan.



Why don't you renegotiate the China bombing houserule? In my opinion HI (historical Chinese arsenals, mainly located in Chungking) and manpower should be targeted. Only LI and resources should be spared to generate food/ammo for China. Even if all HI in China is wiped out, the Chinese will still get 2/3 of their total supply volume from LI alone. They will not die from starvation, but will have barely enough to sustain themseleves in a weak state.

< Message edited by Yaab -- 7/4/2016 8:41:11 PM >

(in reply to SqzMyLemon)
Post #: 252
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 7/4/2016 9:44:04 PM   
SqzMyLemon


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From: Alberta, Canada
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quote:

ORIGINAL: Yaab

Why don't you renegotiate the China bombing houserule? In my opinion HI (historical Chinese arsenals, mainly located in Chungking) and manpower should be targeted. Only LI and resources should be spared to generate food/ammo for China. Even if all HI in China is wiped out, the Chinese will still get 2/3 of their total supply volume from LI alone. They will not die from starvation, but will have barely enough to sustain themseleves in a weak state.


Because I'm stubborn.

No, this was agreed upon by obvert and Historiker. It's not fair to Erik, because he's positioned his forces accordingly based on the HR. It's a brutal HR in my opinion and just another WTF moment for me taking over this PBEM. It's another handicap to add to the list I've been saddled with.


< Message edited by SqzMyLemon -- 7/4/2016 9:57:06 PM >


_____________________________

Luck is the residue of design - John Milton

Don't mistake lack of talent for genius - Peter Steele (Type O Negative)

(in reply to Yaab)
Post #: 253
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 7/4/2016 10:07:41 PM   
SqzMyLemon


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I take inspiration for sending the Rabaul invasion force out before it's ready, from something Canoerebel said in his AAR. There's no OpSec concern so I feel I can paraphrase here.

Essentially, I could wait until all the i's are dotted and the t's crossed, but that takes time. Sometimes you just have to whack the hornet's nest and deal with the consequences. I'm going to whack Rabaul and deal with it. It will be costly in terms of aircraft and ships, but it's a long way to Japan and I don't feel I have any other alternative. If my Rabaul operation fails and the fleet takes a beating, it may directly result in a Japanese win. However, if it succeeds, it may just open the door to the inner perimeter and generate the momentum I need to hit Erik in the vitals before he completely fortifies his position.



< Message edited by SqzMyLemon -- 7/4/2016 10:10:44 PM >


_____________________________

Luck is the residue of design - John Milton

Don't mistake lack of talent for genius - Peter Steele (Type O Negative)

(in reply to SqzMyLemon)
Post #: 254
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 7/5/2016 4:17:02 PM   
tiemanjw

 

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quote:

ORIGINAL: SqzMyLemon

I haven't been updating much these days, but I have a question.

How effective can I expect my forces to be fighting with 1941 and 1942 TOE's in 1944? A nasty side effect of my predecessors Burma campaign has left almost all of my armour and infantry units fighting with 41 and 42 squads and devices, in 1944! Sherman tanks...I wish. I can't upgrade anything in Burma, because I can't meet the supply requirements. Do I have enough firepower to compete against Japanese 43 and 44 TOE's? I wish I'd noticed this earlier, I would have pulled completely out of Burma in December 43 and sent all the U.S. forces back to the Pacific. I should have anyway, the house rule of no strategic bombing in China for the entire war is beyond comprehension and rules out a campaign in Burma at all. Why Historiker wanted such a rule I have no idea. It ends up being a free milk cow for Japan in terms of HI and supply generation and I can't touch it.

Oh well, this is going to be one of the rare games where the Allies lose badly. I'm going to run out of time before I get anywhere close to Japan.




Does he have tanks their? The later squads mostly plus up the anti armor side of things. The anti personal gains are modest.
You should be able to get enough supply in to upgrade... I think you have Ramree, so you can drop supply their. Get some naval support squads their if you can. That supply will flow to Prome once you take it, or up to the central basin if not (a tad slower, but still a healthy rate).
Also, can you get a command HQ (such as 14th Army) into the area? You may be able to even fly it in... most of them are made up of just support squads.

(in reply to SqzMyLemon)
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RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 7/5/2016 5:49:42 PM   
SqzMyLemon


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Erik has three Japanese tank divisions deployed around Prome, so I'm facing the cream of the crop here. I can't establish air superiority over Ramree Island yet, so getting large amounts of supply in without sustaining high ship losses isn't possible. Getting Prome should allow me to push inland to threaten Rangoon and Toungoo, taking the heat of Ramree Island so I can get supply in.

Most of my units only have the 2lb antitank gun and I have an awful lot of Stuart tanks. I'm really lacking the heavy hitters with the early TOE's to provide the offensive push.

_____________________________

Luck is the residue of design - John Milton

Don't mistake lack of talent for genius - Peter Steele (Type O Negative)

(in reply to tiemanjw)
Post #: 256
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 7/5/2016 7:37:40 PM   
SqzMyLemon


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It's been a tough go sorting out the various invasion taskforces and tweaking the escorts and support ships. I have committed a large number of ships.

The targets remain Shortlands, Feni Islands, Kavieng and Rabaul. I think I've overcommitted to Kavieng, while being a little weak on both Feni and Shortlands. I may risk landing un-prepped troops on these targets if necessary.

Providing air support for Kavieng and Rabaul is going to be tough. I can't decide whether to split my forces to cover both, or land at Rabaul first then follow up with Kavieng. A lot will depend on whether Japanese LBA cause heavy damage and losses on the approach to Rabaul.

I've tried some initial sweeps against Rabaul. They haven't gone well, but perhaps operating at long range and not providing enough force is the problem. I'll try to keep up round the clock sweeps and bombings starting in a few days as the invasion fleets advance up the Solomons. I doubt I'll be able to close Rabaul's airbase as it's heavily defended, but if I can at least degrade it enough to impact flight operations a little, I'll be happy. I may choose to hammer Kavieng as it's a size 7 airbase and I don't want Erik to use it a secondary base if Rabaul is weakened. I may not be able to get flight operations up and running there right after invasion either, so perhaps I should focus on limiting the Japanese air response first.

As the invasion forces approach and land at their targets, I hope to flood the area with resupply and reinforcements for Munda, Rekata Bay, Tulagi and the other bases I'm currently consolidating.

I'd like to delay another month at least, but SIGINT is indicating reinforcements bound for Rabaul and area. If I don't move now it's not going to get any less difficult a task then it is already.

I hope to have the next turn finished soon, which means I am roughly 7-8 days away from landing at all four targets almost simultaneously, Kavieng excepting depending on events.

< Message edited by SqzMyLemon -- 7/5/2016 7:53:00 PM >


_____________________________

Luck is the residue of design - John Milton

Don't mistake lack of talent for genius - Peter Steele (Type O Negative)

(in reply to SqzMyLemon)
Post #: 257
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 7/6/2016 8:23:13 PM   
SqzMyLemon


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A question regarding sweeps with the best Allied fighters.

So far I'm really struggling with the Corsair's and P-47's.

I don't know if it's the targets I'm choosing and if it's not a mistake to go against the tough nuts. I've tried high and low sweeps, but it seems in either case radar is putting the defence higher than my sweeps. If I get coordinated sweeps the warning time is substantial, regardless of altitude. I thought perhaps if I flew lower, I'd provide less warning time, but again radar is getting the CAP higher in time to eliminate any chance of getting the bounce. I'm also having to fly at drop tank range so that doesn't help either.

All I know is I've read so many AAR's where the P-47's and Corsair's were unbeatable. I'm achieving no better than 2:1 at best and more often than not barely reaching 1:1. I'm obviously not employing these fighters properly.

Erik is flying low CAP, I get it. It seems to be the flavor of the month right now, but why is it effective? I think radar is the key regardless of the altitude of the CAP. If radar gets the CAP up above the sweepers in time, it doesn't matter what altitude the sweep comes in at. I'm getting neither boom, nor zoom, with the Allied fighters. Not sure what else to do.

Any insights would be appreciated.



< Message edited by SqzMyLemon -- 7/6/2016 8:32:01 PM >


_____________________________

Luck is the residue of design - John Milton

Don't mistake lack of talent for genius - Peter Steele (Type O Negative)

(in reply to SqzMyLemon)
Post #: 258
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 7/6/2016 8:28:39 PM   
HansBolter


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I'm no expert and hopefully some who are will chime in, but I have to guess that drop tank range is depressing your performance.

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Hans


(in reply to SqzMyLemon)
Post #: 259
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 7/6/2016 8:33:28 PM   
SqzMyLemon


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From: Alberta, Canada
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quote:

ORIGINAL: HansBolter

I'm no expert and hopefully some who are will chime in, but I have to guess that drop tank range is depressing your performance.


Thanks Hans. I mentioned earlier if it's having to fly at range that is reducing their performance, so I don't doubt you are right in saying it's not helping. I'm at max range with the P-47's, so perhaps I need to dial it back a bit and get some closer bases set up. The short 6-7 range of the P-47 doesn't make it easy, and being so close to Japanese bases doesn't bode well to prevent naval bombardments. I'm still experimenting with settings, but nothing is working so far.




< Message edited by SqzMyLemon -- 7/6/2016 8:37:52 PM >


_____________________________

Luck is the residue of design - John Milton

Don't mistake lack of talent for genius - Peter Steele (Type O Negative)

(in reply to HansBolter)
Post #: 260
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 7/7/2016 2:04:43 AM   
tiemanjw

 

Posts: 580
Joined: 12/6/2008
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quote:

ORIGINAL: SqzMyLemon

A question regarding sweeps with the best Allied fighters.

So far I'm really struggling with the Corsair's and P-47's.

I don't know if it's the targets I'm choosing and if it's not a mistake to go against the tough nuts. I've tried high and low sweeps, but it seems in either case radar is putting the defence higher than my sweeps. If I get coordinated sweeps the warning time is substantial, regardless of altitude. I thought perhaps if I flew lower, I'd provide less warning time, but again radar is getting the CAP higher in time to eliminate any chance of getting the bounce. I'm also having to fly at drop tank range so that doesn't help either.

All I know is I've read so many AAR's where the P-47's and Corsair's were unbeatable. I'm achieving no better than 2:1 at best and more often than not barely reaching 1:1. I'm obviously not employing these fighters properly.

Erik is flying low CAP, I get it. It seems to be the flavor of the month right now, but why is it effective? I think radar is the key regardless of the altitude of the CAP. If radar gets the CAP up above the sweepers in time, it doesn't matter what altitude the sweep comes in at. I'm getting neither boom, nor zoom, with the Allied fighters. Not sure what else to do.

Any insights would be appreciated.




Droptanks have nothing to do with it. Drop tanks simply extend your normal and max ranges at the cost of increased supply.

No, your results are very similar to what I've seen. I'm not really sure how some allied players get those invincible fighters, but I haven't seen it. Once the Japanese player uses his tools correctly (radar, layered CAP, advanced airframes, solid pilots and leaders), you are going to have to accept that you can't dictate terms.

You need to think in terms of an air campaign, and not a battle (or even series of battles). The advanced Japanese airframes have speed nearly the same as you and much better maneuver. They also have a high service rating and can't stay up for many turns in a row.
So in order to beat them, first you need to set an objective and use that to define your targets. For example, you want to get supplies into Ramree. So your targets will be airbases that can launch large naval strikes. Then you need to get your pieces into place, and go every day. Fatigue in the 20s? Go - his is worse. 13 airframes ready in a group? go - he only has 12.

A few tactical pointers.
Make sure you start with enough. He may reinforce, so make sure you have at least equal numbers to start. More is always better. Make sure your infrastructure can support it (airfield size, AV support, supply lines).
Maneuver is king. That means spit VIIIs - especially first (the first group in takes the most punishment - later groups mop up kills)
I think I have observed lower sweeps arrive first more often than not.
Keep to middle altitudes, at least to start.
Bombers destroying airfields are the best way to kill his fighters. Airbase hits lower moral of the units stationed there and slow / prevent repairs. He can't stay when air base damage if high. Runway damage turns good airframes into down airframes and damaged airframes into dead airframes. Even if his fighters are in the air, those runway hits turn into op kills and damaged airframes (that are slow to repair).

My typical alpha strike on an enemy position would have
1 to 3 spit XIII squadrons around 15k'-16k'
2-5 Jug squadrons around 18k'-20k'
Any corsair squadrons I can spare between the above 2.
LRCAP over the target (with range set to 0) of P38s (or F6s in a pinch) around 30k'. Early spitfires work if the range is real short. Jugs are good if you have extra to spare. These guys you will need 2x the groups, as they will get to fatigue in the 30s after a day. These are the only guys I rest.
LRCAP over target at lower altitude of P40s or some other trash you have laying around (this is the least critical - I often don't even do this)
Bombers, bombers, more bombers, and a few more bombers at 7k or lower (I want to hit the target, not bomb the jungle)
escorts for the bombers.

next turn, anything that can still fly. If he likes to move around, it will be a different target. If he doesn't, it will be a short war.
Turn after that, anything that can still fly. and so on and so on.

I also like to start with undefended targets if possible. So if he has 3 airbases you want to hit, but has all his A/C at 2 of them... hit the undefended one first. After that, I want to hit the most defended one (to engage as many of his A/C as possible - that whole service rating thing). And stay on it until it is dead.

Remember, the enemy bleeds too.


(in reply to SqzMyLemon)
Post #: 261
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 7/8/2016 3:37:11 PM   
SqzMyLemon


Posts: 4239
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From: Alberta, Canada
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Thanks for the post tiemanj. You're right, I have to look at air combat in terms of a marathon, not a sprint. Erik's too good of a player not to set everything up to his advantage, and he knows the mechanics of air combat far better than I do.

I tried to implement your tactics in Burma, but the AI sent the bombers in first and it's taken a month to recover. I'm still trying to find the sweet spot, but I will approach the next air offensive differently and much more in line with your philosophy.

_____________________________

Luck is the residue of design - John Milton

Don't mistake lack of talent for genius - Peter Steele (Type O Negative)

(in reply to tiemanjw)
Post #: 262
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 7/8/2016 3:46:28 PM   
Mike McCreery


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Joined: 6/29/2013
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quote:

ORIGINAL: SqzMyLemon

quote:

ORIGINAL: HansBolter

I'm no expert and hopefully some who are will chime in, but I have to guess that drop tank range is depressing your performance.


Thanks Hans. I mentioned earlier if it's having to fly at range that is reducing their performance, so I don't doubt you are right in saying it's not helping. I'm at max range with the P-47's, so perhaps I need to dial it back a bit and get some closer bases set up. The short 6-7 range of the P-47 doesn't make it easy, and being so close to Japanese bases doesn't bode well to prevent naval bombardments. I'm still experimenting with settings, but nothing is working so far.






I love fighting at close range. And by close I mean 5 or less hexes. P47s do great defending at range 0 and sweeping at short ranges.

You may be seeing the other side of the coin as I almost never use drop tanks.

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Post #: 263
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 7/8/2016 4:17:51 PM   
SqzMyLemon


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From: Alberta, Canada
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Jan. 14/44:

The Allied amphibious armada bound for Rabaul will reach the hex east of Kirakira tomorrow. I'm concerned about the 11kt speed of many of my amphibious taskforces which has a 3(2) movement rate. There is going to be early warning of my approach. I was going to attempt an air ambush with my CV forces, by sacrificing an empty transport taskforce sailing ahead of the main invasion force to draw out a Japanese response, but felt it would be too hard to coordinate. I also didn't want to risk my main amphibious taskforces to air attack without the carriers providing CAP. I have to remember that Japanese LB naval strikes have almost double the range of their ship borne counterparts.

There are a number of Japanese submarines in the area and naval liberator's based at Russell Island have been tasked with spotting and suppressing them.

When my naval forces rendezvous near Kirakira tomorrow, it will take three days to sail to Shortlands for the first landing of this operation. Two days after that I'll land at Rabaul and Feni Island, then another day to reach Kavieng. So, if all goes well and I don't misjudge my movements, I'll land at four targets within the next seven days.

The main air offensive against Japanese positions will commence tomorrow. I hope to be able to sustain seven days of constant LBA air attacks in the region to take the heat off the navy.

To say the next few days are going to be interesting for me would be an understatement.

_____________________________

Luck is the residue of design - John Milton

Don't mistake lack of talent for genius - Peter Steele (Type O Negative)

(in reply to SqzMyLemon)
Post #: 264
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 7/8/2016 10:43:21 PM   
Sangeli


Posts: 1132
Joined: 3/29/2012
From: San Francisco
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I'm surprised you are having issues with P-47s in sweeps. I've definitely had issues with P-38s and Corsairs but there's no Japanese plane until very late that is close to as fast as the P-47. What do your pilots look like? When I crew my Thubderbolts with 80+ exp pilots I usually get over 5-1 ratios. Sometimes over 10-1.

(in reply to SqzMyLemon)
Post #: 265
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 7/9/2016 6:27:27 AM   
Yaab


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Joined: 11/8/2011
From: Poland
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SqzMyLemon, I can't believe you still have problems with sweeping. Just put your best fighter pilots in best airframes in one group, break down the group into A/B/C to get low IDs for the subunits, sweep and watch the Japs die. It is a computer game and in each turn, units (TFs, air groups, LCUs) enter combat according to their number in unit hierarchy.

(in reply to Sangeli)
Post #: 266
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 7/11/2016 3:36:55 PM   
SqzMyLemon


Posts: 4239
Joined: 10/30/2009
From: Alberta, Canada
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I was going to do a proper update last night, but didn't get a chance to.

I'm falling behind events in the AAR and there is so much going on in the game right now. It's a question of play the turn or update the AAR, and I'd rather keep the mojo flowing. I'll try to find some time to do a proper update on the Solomons and New Britain campaigns soon. Without screenshots, the updates are lacking the visual flow of how events are unfolding.

A quick synopsis.

Allied forces have landed at Feni Islands, Kavieng, Rabaul and Shortlands.

There have been intense air battles over Rabaul. Allied LB fighter and bomber units have been decimated trying to suppress Rabaul, but large numbers of Japanese fighters have been destroyed. Unfortunately, consistently poor weather over Rabaul has limited the damage to the airbase.

Japanese LB naval air strikes have not penetrated the Allied CAP resulting in heavy enemy bomber losses.

Allied mistakes in issuing orders has resulted in a number of task forces being out of position, including the crucial carriers. A Japanese SCTF consisting of two battleships successfully penetrated into the midst of the amphibious taskforces and sank two CVE's (56 Hellcats and pilots lost) and heavily damaging a light cruiser and destroyer.

Day two of unloading amphibious taskforces lies ahead. The Japanese Wake CD unit is at Rabaul and wreaking havoc against Allied shipping.

Allied ground assaults will occur at Kavieng and Shortlands next turn.

Assaults against Feni Islands and Rabaul will be delayed until more troops and supply are ashore.

How will the Japanese react tomorrow? Are there more SCTF's inbound? Are the Japanese carriers close? Will there be further heavy LB naval air strikes?

To say I'm nervous about the next turn would be an understatement.

< Message edited by SqzMyLemon -- 7/12/2016 3:53:53 PM >


_____________________________

Luck is the residue of design - John Milton

Don't mistake lack of talent for genius - Peter Steele (Type O Negative)

(in reply to SqzMyLemon)
Post #: 267
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 7/12/2016 7:39:03 PM   
SqzMyLemon


Posts: 4239
Joined: 10/30/2009
From: Alberta, Canada
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Just received the next turn from Erik so I only have six hours to wait until I can run the replay and see how things went.

I did get a "nice job" from Erik, so I can only hope that bodes well. Results are so subjective though, so a good job from your opponent may not mean what you think it does.

I'll try to update in detail next time. I have to switch gears somewhat though and concentrate on my other game. This operation has taken up a fair amount of my AE time, but my priority is my PBEM with fcharton. I need to get back on track with that one.

< Message edited by SqzMyLemon -- 7/12/2016 7:42:16 PM >


_____________________________

Luck is the residue of design - John Milton

Don't mistake lack of talent for genius - Peter Steele (Type O Negative)

(in reply to SqzMyLemon)
Post #: 268
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 7/13/2016 1:02:29 AM   
SqzMyLemon


Posts: 4239
Joined: 10/30/2009
From: Alberta, Canada
Status: offline
Correction!

Really game designers? I lose 57 SBD's flying ASW search at a range of 0 with my carriers one hex away from Rabaul. They're drawn to Rabaul's CAP like a moth to flame to get slaughterd.

That is just stupid.

Ridiculous

Laughable

I could go on and on.

Why does this game have to arbitrarily punish a player through no fault of their own. Can't one side just have a good day rather then even things up with BS mechanics?

< Message edited by SqzMyLemon -- 7/13/2016 1:16:18 AM >


_____________________________

Luck is the residue of design - John Milton

Don't mistake lack of talent for genius - Peter Steele (Type O Negative)

(in reply to SqzMyLemon)
Post #: 269
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 7/13/2016 1:13:54 AM   
Lowpe


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Perchance a synch bug?

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Post #: 270
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