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RE: Soviets Activated.... - 12/2/2017 4:46:15 PM   
T Rav

 

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I love that you guys are playing with Soviets active so early. Great and unique narrative.

Thank you and going back to lurking,
T Rav

(in reply to adarbrauner)
Post #: 2311
RE: Soviets Activated.... - 12/3/2017 4:18:15 PM   
Lowpe


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April 13, 1942

A funny odd day, KB launches three flights two of which get mauled, but quite a few Allied merchants get sunk. But ships don't seem to go where ordered, which is good, and some reports don't jive with the combat replay.

All our surface raiders miss, there are a ton of Allied sub attacks, Rooskies bomb Heiho in force, a minor cap trap works out for Japan in the SRA...






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Post #: 2312
RE: Soviets Activated.... - 12/3/2017 4:21:48 PM   
Lowpe


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Ships sunk for the day...




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RE: Soviets Activated.... - 12/3/2017 4:25:42 PM   
Lowpe


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Air losses for the day. The Vals and a half dozen Kates flew in two lightly escorted raids against the convoy, the Vals after everything was sunk and the Allied LRCAP shot them down.

Still, the Allies lose quite a few fighters for the day. Thought I might have a chance of bagging something bigger at Muntok, but instead the Allies just bombed heavily there and bombarded with ML doing amphibious landings...I guess landing supply.




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Post #: 2314
RE: Soviets Activated.... - 12/3/2017 4:28:54 PM   
Lowpe


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Some nice reinforcements today, one even at Mudken. Sapporo is also under threat of bombing, but this is a scenario 1 style game and there isn't a ton of engine factories there like in a scenario 2 game.






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Post #: 2315
RE: Soviets Activated.... - 12/4/2017 1:58:55 PM   
Lowpe


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My Tracker failed on me, last turn it was a bad turn load, and now it simply crashes.

I will run for a month or two without tracker, re-visit some screen views I don't normally go to with tracker running. It will be fun, and informative, but I might have to take some records.


(in reply to Lowpe)
Post #: 2316
RE: Soviets Activated.... - 12/4/2017 11:15:29 PM   
PaxMondo


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Start up a new db in tracker from the turn it crashed. it will only handle so many turns, and then the db is too big. I generally can get ~100 turns. So, I create multiple instances, the 1st 100 days, the 2nd 100 days. Start is always 12/7/41 for the baseline, but then I will do 1/1/42, 2/1/42 and start by day on 3/1/42 for another 100 days or so. rinse and repeat.

I know I can crank up the memory for java in the bat file, but then that is competing with AE and seems to exacerbate those issues.

YMMV. Just my thoughts ...



_____________________________

Pax

(in reply to Lowpe)
Post #: 2317
RE: Soviets Activated.... - 12/5/2017 2:17:01 AM   
Alfred

 

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quote:

ORIGINAL: Lowpe

My Tracker failed on me, last turn it was a bad turn load, and now it simply crashes.

I will run for a month or two without tracker, re-visit some screen views I don't normally go to with tracker running. It will be fun, and informative, but I might have to take some records.




You will be fine. I don't even have Tracker installed, let alone use it, and I don't believe I lack a grasp of the game's logistics, production and equipment details. In fact I am convinced most players would become better players if they did not rely upon Tracker. It is a bit like the situation confronting someone who doesn't know how to do long division because they have always relied upon their calculator and then fails to recognise that due to an incorrect keystroke entry the result returned by the calculator cannot be correct.

Alfred

(in reply to Lowpe)
Post #: 2318
RE: Soviets Activated.... - 12/5/2017 2:52:40 AM   
Lokasenna


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From: Iowan in MD/DC
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quote:

ORIGINAL: Alfred


quote:

ORIGINAL: Lowpe

My Tracker failed on me, last turn it was a bad turn load, and now it simply crashes.

I will run for a month or two without tracker, re-visit some screen views I don't normally go to with tracker running. It will be fun, and informative, but I might have to take some records.




You will be fine. I don't even have Tracker installed, let alone use it, and I don't believe I lack a grasp of the game's logistics, production and equipment details. In fact I am convinced most players would become better players if they did not rely upon Tracker. It is a bit like the situation confronting someone who doesn't know how to do long division because they have always relied upon their calculator and then fails to recognise that due to an incorrect keystroke entry the result returned by the calculator cannot be correct.

Alfred


I think it's a lot more like the person doing their checkbook and arithmetic line by line, hand by hand vs. using an Excel sheet that already has the correct math and formulas in it in locked cells so you can't screw anything up.

Tracker is simply a better tool for looking at logistics than the in-game screens, with the exception of map things.

(in reply to Alfred)
Post #: 2319
RE: Soviets Activated.... - 12/5/2017 2:54:02 AM   
Lokasenna


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quote:

ORIGINAL: PaxMondo

Start up a new db in tracker from the turn it crashed. it will only handle so many turns, and then the db is too big. I generally can get ~100 turns. So, I create multiple instances, the 1st 100 days, the 2nd 100 days. Start is always 12/7/41 for the baseline, but then I will do 1/1/42, 2/1/42 and start by day on 3/1/42 for another 100 days or so. rinse and repeat.

I know I can crank up the memory for java in the bat file, but then that is competing with AE and seems to exacerbate those issues.

YMMV. Just my thoughts ...




The Allied side takes up more space - the Allied OOB is larger and it's keeping track of more data points.

You could run a whole game in Tracker, turn by turn, if you never screwed it up. I have >600 turns in my Japan game's Tracker right now. I usually clear/reset the Allied Tracker DBs after about 350-400 turns.

(in reply to PaxMondo)
Post #: 2320
RE: Soviets Activated.... - 12/5/2017 4:41:00 AM   
CaptBeefheart


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Regarding the American-flagged bases in Manchuria, I have a game going where I have U.S. aircraft flying missions from Soviet-flagged bases in Korea and Manchuria. Interestingly, I cannot transfer U.S. aircraft to original Soviet bases.

So, I guess I'm wondering what the benefit of flipping the flag of those bases is. Apologies if I missed a discussion on this.

Cheers,
CC

_____________________________

Beer, because barley makes lousy bread.

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Post #: 2321
RE: Soviets Activated.... - 12/5/2017 2:49:02 PM   
Lowpe


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April 14, 1942

Allies rest their bombers, only one small strike at Kuantan. Nothing in Manchuko.




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RE: Soviets Activated.... - 12/5/2017 2:50:44 PM   
Lowpe


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Some much needed reinforcements




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Post #: 2323
RE: Soviets Activated.... - 12/5/2017 2:51:59 PM   
Lowpe


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quote:

ORIGINAL: Commander Cody

Regarding the American-flagged bases in Manchuria, I have a game going where I have U.S. aircraft flying missions from Soviet-flagged bases in Korea and Manchuria. Interestingly, I cannot transfer U.S. aircraft to original Soviet bases.

So, I guess I'm wondering what the benefit of flipping the flag of those bases is. Apologies if I missed a discussion on this.

Cheers,
CC


Those bases are in Manchuko, not original Soviet territory, so they can support American and British Beasts.

(in reply to CaptBeefheart)
Post #: 2324
RE: Soviets Activated.... - 12/5/2017 2:56:13 PM   
witpqs


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Joined: 10/4/2004
From: Argleton
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quote:

ORIGINAL: Lowpe


quote:

ORIGINAL: Commander Cody

Regarding the American-flagged bases in Manchuria, I have a game going where I have U.S. aircraft flying missions from Soviet-flagged bases in Korea and Manchuria. Interestingly, I cannot transfer U.S. aircraft to original Soviet bases.

So, I guess I'm wondering what the benefit of flipping the flag of those bases is. Apologies if I missed a discussion on this.

Cheers,
CC


Those bases are in Manchuko, not original Soviet territory, so they can support American and British Beasts.


Yeah - not sure if it was mentioned earlier - I remember there was a code change on basing non-Soviet air units (and ships??) in original Soviet bases. Basically forbidden (& ships interned??). Is that right?

_____________________________


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Post #: 2325
RE: Soviets Activated.... - 12/5/2017 3:09:13 PM   
Lowpe


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quote:

ORIGINAL: witpqs


quote:

ORIGINAL: Lowpe


quote:

ORIGINAL: Commander Cody

Regarding the American-flagged bases in Manchuria, I have a game going where I have U.S. aircraft flying missions from Soviet-flagged bases in Korea and Manchuria. Interestingly, I cannot transfer U.S. aircraft to original Soviet bases.

So, I guess I'm wondering what the benefit of flipping the flag of those bases is. Apologies if I missed a discussion on this.

Cheers,
CC


Those bases are in Manchuko, not original Soviet territory, so they can support American and British Beasts.


Yeah - not sure if it was mentioned earlier - I remember there was a code change on basing non-Soviet air units (and ships??) in original Soviet bases. Basically forbidden (& ships interned??). Is that right?


No...that is not totally correct. I don't think the code was ever fully fleshed out and way back when Soviets first got activated Alfred put up lots of links and commentary on it as well as a few others. There are very noticeable holes/workarounds/exploits. Chose the word that works for you.



(in reply to witpqs)
Post #: 2326
RE: Soviets Activated.... - 12/5/2017 3:20:26 PM   
witpqs


Posts: 26087
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From: Argleton
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quote:

ORIGINAL: Lowpe


quote:

ORIGINAL: witpqs


quote:

ORIGINAL: Lowpe


quote:

ORIGINAL: Commander Cody

Regarding the American-flagged bases in Manchuria, I have a game going where I have U.S. aircraft flying missions from Soviet-flagged bases in Korea and Manchuria. Interestingly, I cannot transfer U.S. aircraft to original Soviet bases.

So, I guess I'm wondering what the benefit of flipping the flag of those bases is. Apologies if I missed a discussion on this.

Cheers,
CC


Those bases are in Manchuko, not original Soviet territory, so they can support American and British Beasts.


Yeah - not sure if it was mentioned earlier - I remember there was a code change on basing non-Soviet air units (and ships??) in original Soviet bases. Basically forbidden (& ships interned??). Is that right?


No...that is not totally correct. I don't think the code was ever fully fleshed out and way back when Soviets first got activated Alfred put up lots of links and commentary on it as well as a few others. There are very noticeable holes/workarounds/exploits. Chose the word that works for you.


Ah - OK. Intent (/attempt) is clear so I can behave as "I can't do that" and all is well.

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Post #: 2327
RE: Soviets Activated.... - 12/8/2017 2:06:53 PM   
Lowpe


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April 15, 1942

Sweeping the Rooskies to good effect.







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Post #: 2328
RE: Soviets Activated.... - 12/8/2017 2:07:49 PM   
Lowpe


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Two small, under-escorted strikes against some tankers. Sink one and an escort, but lose too many planes.






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Post #: 2329
RE: Soviets Activated.... - 12/8/2017 2:08:40 PM   
Lowpe


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Fortress Heiho holds for now.




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RE: Soviets Activated.... - 12/10/2017 5:44:37 PM   
Lowpe


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April 16, 1942

Expensive day in the air as the sweeps didn't fly, and some Nells went in first. Sank an AM.




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Post #: 2331
RE: Soviets Activated.... - 12/10/2017 5:46:49 PM   
Lowpe


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Bad day for Nells, they had to fly so far, what are the odds of them arriving first?




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Post #: 2332
RE: Soviets Activated.... - 12/12/2017 12:54:00 PM   
Lowpe


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April 17, 1942

80 Oscars fly into Heiho, the besieged city, and they know they will be fighting against the dreaded Mig-3, in large numbers, perhaps as many as 80. The Mig-3 outclasses them so much, it isn't funny, but Japan needs to get to the bombers, needs to slow the Soviet juggernaut down.

They are willing to meet this order.

The first sweep arrives, and a Mig is actually shot down...perhaps the first air to air loss this entire war.




The Migs came in high, ungodly high, while the Oscars were layered between 9k to 14K to better hit the bombers, and where they could juke, dodge and dance.

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< Message edited by Lowpe -- 12/12/2017 1:02:17 PM >

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Post #: 2333
RE: Soviets Activated.... - 12/12/2017 12:57:13 PM   
Lowpe


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The Migs come in another fragmented wave, and then the Oscars are still in the air when the bombers arrive.

A lot of waves have the Mig flying with other planes, other fighters (perhaps LRCAP), and sometimes they are the only escorts.

I think because the Migs were paired up with such slowpokes, their performance was a disgrace. They should have eaten Oscar alive and asked for more.

Instead, Instead...






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Post #: 2334
RE: Soviets Activated.... - 12/12/2017 12:58:07 PM   
Lowpe


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A very nice day in the air with very inferior planes. The Soviets threw 56 Migs at the Oscars today...and because of their orders (I am guessing here) they significantly under-performed but still accounted for the lion share of Oscar losses on the day. If the Soviets would have started off with three sweeps of 18 Migs each....it would have been ugly.




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< Message edited by Lowpe -- 12/12/2017 1:07:58 PM >

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Post #: 2335
RE: Soviets Activated.... - 12/12/2017 1:47:32 PM   
Lowpe


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Rufe...on my way to having 90 flying. I think I should have bumped the production level a little higher from 30 as I do plan on using them pretty aggressively. Especially in this game.






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Post #: 2336
RE: Soviets Activated.... - 12/13/2017 1:00:42 PM   
Lowpe


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April 18, 1942

Manchuko




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RE: Soviets Activated.... - 12/13/2017 3:24:55 PM   
Lowpe


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The cold north

Several days ago, a freshly repaired battleship bombarded the American's at Attu, and did decent squad damage but didn't damage the runways at all.




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RE: Soviets Activated.... - 12/13/2017 9:01:40 PM   
Drakanel

 

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Base envy. Hrmm, maybe you're playing for the wrong team then

Play the allies and ALL those worries will go away

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Post #: 2339
RE: Soviets Activated.... - 12/14/2017 10:38:03 PM   
Lowpe


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April 19, 1942

Wenchow falls, freeing up 4 divisions and 2 hq. Whew.




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Post #: 2340
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