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AAR info - 9/11/2020 10:37:26 PM   
RADM.Yamaguchi


Posts: 765
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just 2 side notes for anybody reading.

First. I don't consider this MY AAR so i would encourage anybody reading to feel free to post anything even remotely related. I don't watch TV and i haven't watched a movie for a long time so family friends books and WITP are about all my entertainment.

2nd. For any of you younger folks or people here that didn't grow up with american TV in the 60s - the picture i chose is that of Jethro Bodine from the Beverly Hillbillies who's rich uncle could buy him anything he wanted including a tank and a general's uniform. Jethro was a genius (in his own mind) and wanted to be a brain surgeon (or a double knot spy (like 007)) but usually just messed everything up. I chose it because i will very likely end up messing everything up in this game. Oh, and i certainly don't have a rich uncle to buy me a tank or even an aircraft carrier.

(in reply to RADM.Yamaguchi)
Post #: 871
RE: AAR info - 9/12/2020 1:56:03 AM   
RangerJoe


Posts: 13450
Joined: 11/16/2015
From: My Mother, although my Father had some small part.
Status: offline
Just marry rich without a prenuptial contract.

_____________________________

Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
― Julia Child


(in reply to RADM.Yamaguchi)
Post #: 872
10-23-42 - 9/13/2020 2:17:29 PM   
RADM.Yamaguchi


Posts: 765
Joined: 6/30/2019
Status: offline
AFTER ACTION REPORTS FOR Oct 23, 42
--------------------------------------------------------------------------------
Night Naval bombardment of Adak Island at 162,52

Japanese Ships
CA Kako
CA Kinugasa
CA Aoba
CL Kitakami
DD Shirayuki
DD Shinonome
DD Fubuki
DD Inazuma

Allied ground losses:
10 casualties reported
Squads: 0 destroyed, 1 disabled
Non Combat: 0 destroyed, 1 disabled
Engineers: 0 destroyed, 0 disabled
Night Exp still gaining for these ships even w/o any damage to enemy
--------------------------------------------------------------------------------
Morning Air attack on Port Hedland , at 57,129

Weather in hex: Clear sky

Raid detected at 45 NM, estimated altitude 23,000 feet.
Estimated time to target is 14 minutes

Japanese aircraft
A6M2 Zero x 23

Allied aircraft
Martlet II x 2
F4F-3 Wildcat x 26

Japanese aircraft losses
A6M2 Zero: 2 destroyed

Allied aircraft losses
F4F-3 Wildcat: 4 destroyed

Aircraft Attacking:
10 x A6M2 Zero sweeping at 20000 feet
seems to be quite a difference between an F4F-3 and F4F-4
Not much else going on

(in reply to RangerJoe)
Post #: 873
10-24-42 - 9/13/2020 2:31:28 PM   
RADM.Yamaguchi


Posts: 765
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AFTER ACTION REPORTS FOR Oct 24, 42
--------------------------------------------------------------------------------
Submarine attack near Port Hedland at 55,128

Japanese Ships
SS I-155

Allied Ships
AVP Pollux
--------------------------------------------------------------------------------
Submarine attack near Port Hedland at 55,128

Japanese Ships
SS I-159

Allied Ships
AVP Pollux
AVP coming in to Port Hedland for PBYs?
--------------------------------------------------------------------------------
Submarine attack near Port Hedland at 57,128

Japanese Ships
SS I-155

Allied Ships
xAP Santhia, Torpedo hits 1, on fire, heavy damage

Allied ground losses:
5 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 0 destroyed, 1 disabled
Engineers: 0 destroyed, 0 disabled
I-155 was persistent
--------------------------------------------------------------------------------
Night Time Surface Combat, near Port Hedland at 57,128, Range 11,000 Yards

Japanese Ships
CL Nagara
DD Kisaragi
DD Yayoi, Shell hits 1
DD Uzuki
DD Minazuki
DD Fumizuki
DD Yuzuki, Shell hits 3, heavy fires

Allied Ships
DD Inconstant, Shell hits 1
xAKL De Haan, Shell hits 4, heavy fires, heavy damage
xAKL Lematang
xAKL Meroendoeng, Shell hits 1, Torpedo hits 1, and is sunk
xAKL Bordvik, Shell hits 4, on fire
xAKL Proteus, Shell hits 5, on fire
Japanese launch Long Lance torpedoes at 11,000 yards before allies detect Japanese presence
Ok, so that was how may Torps launced before they knew we were here and how many hits??????
--------------------------------------------------------------------------------
Night Time Surface Combat, near Port Hedland at 57,129, Range 11,000 Yards

Japanese Ships
CL Nagara
DD Kisaragi
DD Yayoi, on fire
DD Uzuki
DD Minazuki

Allied Ships
DD Craven, Shell hits 1
xAP Khedive Ismail, Shell hits 1
xAK Catrine, Shell hits 2, heavy fires
xAP Van Overstraten, Shell hits 3
AVP Pollux, Shell hits 4, on fire

Allied ground losses:
12 casualties reported
Squads: 0 destroyed, 1 disabled
Non Combat: 2 destroyed, 10 disabled
Engineers: 0 destroyed, 0 disabled
Vehicles lost 11 (2 destroyed, 9 disabled)

Japanese Ships Reported to be Approaching!
Allied TF begins to get underway
Improved night sighting under 100% moonlight
Allied Task Force Manages to Escape
Task forces break off...
Managed to get two destroyer squadrons to interupt things but results were not that great.
--------------------------------------------------------------------------------
Night Air attack on Shwebo , at 59,45

Weather in hex: Light rain

Raid spotted at 20 NM, estimated altitude 7,000 feet.
Estimated time to target is 6 minutes

Japanese aircraft
Ki-45 KAIa Nick x 12

Allied aircraft
B-17E Fortress x 8
B-17F Fortress x 6

Japanese aircraft losses
Ki-45 KAIa Nick: 1 destroyed

Allied aircraft losses
B-17E Fortress: 4 damaged
B-17F Fortress: 2 damaged

Aircraft Attacking:
8 x B-17E Fortress bombing from 5000 feet
Airfield Attack: 8 x 500 lb GP Bomb
6 x B-17F Fortress bombing from 5000 feet
Airfield Attack: 8 x 500 lb GP Bomb
more night bombing
--------------------------------------------------------------------------------
Night Air attack on Shwebo , at 59,45

Weather in hex: Light rain

Raid spotted at 12 NM, estimated altitude 6,000 feet.
Estimated time to target is 3 minutes

Japanese aircraft
Ki-45 KAIa Nick x 5

Allied aircraft
B-24D Liberator x 5

Japanese aircraft losses
Ki-45 KAIa Nick: 1 destroyed
Ki-44-IIc Tojo: 1 destroyed on ground

Allied aircraft losses
B-24D Liberator: 2 damaged

Airbase hits 2
Runway hits 5

Aircraft Attacking:
5 x B-24D Liberator bombing from 5000 feet
Airfield Attack: 10 x 500 lb GP Bomb
dang
--------------------------------------------------------------------------------
Night Air attack on Shwebo , at 59,45

Weather in hex: Light rain

Raid spotted at 21 NM, estimated altitude 7,000 feet.
Estimated time to target is 6 minutes

Japanese aircraft
Ki-45 KAIa Nick x 2

Allied aircraft
B-25C Mitchell x 6

No Japanese losses

No Allied losses

Aircraft Attacking:
6 x B-25C Mitchell bombing from 5000 feet
Airfield Attack: 6 x 500 lb GP Bomb
--------------------------------------------------------------------------------
Night Air attack on Shwebo , at 59,45

Weather in hex: Light rain

Raid spotted at 48 NM, estimated altitude 9,000 feet.
Estimated time to target is 14 minutes

Japanese aircraft
Ki-45 KAIa Nick x 2

Allied aircraft
B-25C Mitchell x 4

No Japanese losses

No Allied losses

Aircraft Attacking:
4 x B-25C Mitchell bombing from 5000 feet
Airfield Attack: 6 x 500 lb GP Bomb
--------------------------------------------------------------------------------
Night Air attack on Shwebo , at 59,45

Weather in hex: Light rain

Raid spotted at 43 NM, estimated altitude 7,000 feet.
Estimated time to target is 14 minutes

Japanese aircraft
Ki-45 KAIa Nick x 2

Allied aircraft
B-24D Liberator x 6

Japanese aircraft losses
Ki-45 KAIa Nick: 1 destroyed
Ki-45 KAIa Nick: 1 destroyed on ground

No Allied losses

Airbase hits 1
Runway hits 6

Aircraft Attacking:
6 x B-24D Liberator bombing from 5000 feet
Airfield Attack: 10 x 500 lb GP Bomb
I don't think the medium bombers have ever achieved anything at night but the heavies do
--------------------------------------------------------------------------------
Night Air attack on Shwebo , at 59,45

Weather in hex: Light rain

Raid spotted at 14 NM, estimated altitude 8,000 feet.
Estimated time to target is 4 minutes

Japanese aircraft
Ki-45 KAIa Nick x 1

Allied aircraft
B-25C Mitchell x 5

No Japanese losses

No Allied losses

Aircraft Attacking:
5 x B-25C Mitchell bombing from 5000 feet
Airfield Attack: 6 x 500 lb GP Bomb
--------------------------------------------------------------------------------
Sub attack near Port Hedland at 57,128

Japanese Ships
SS I-155

Allied Ships
xAK Catrine, Torpedo hits 1, heavy fires, heavy damage

Allied ground losses:
5 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 0 destroyed, 1 disabled
Engineers: 0 destroyed, 0 disabled
buy that sub crew a saki!
--------------------------------------------------------------------------------
Morning Air attack on Port Hedland , at 57,129

Weather in hex: Severe storms

Raid detected at 114 NM, estimated altitude 21,000 feet.
Estimated time to target is 34 minutes

Japanese aircraft
A6M5c Zero x 42

No Japanese losses
thought my newer zeros would clean up on those F4Fs but they wouldn't come out to play
--------------------------------------------------------------------------------
Morning Air attack on Ledo , at 65,38

Weather in hex: Heavy rain

Raid spotted at 39 NM, estimated altitude 11,000 feet.
Estimated time to target is 11 minutes

Japanese aircraft
Ki-21-IIa Sally x 74

Japanese aircraft losses
Ki-21-IIa Sally: 18 damaged

Refinery hits 7
switched from airbase bombing to destroying the refinery - reduce supplies to china? more permanent? harder to repair than airfield?
--------------------------------------------------------------------------------
Morning Air attack on Port Hedland , at 57,129

Weather in hex: Severe storms

Raid detected at 60 NM, estimated altitude 8,000 feet.
Estimated time to target is 17 minutes

Japanese aircraft
Ki-21-IIa Sally x 35

Allied aircraft
no flights

Japanese aircraft losses
Ki-21-IIa Sally: 13 damaged
Ki-21-IIa Sally: 1 destroyed by flak

Allied aircraft losses
F4F-3 Wildcat: 1 damaged
Martlet II: 2 damaged

Airbase hits 6
Airbase supply hits 1
Runway hits 14
maybe i can close that airbase for a while
--------------------------------------------------------------------------------

Ground combat at Adak Island (162,52)

Japanese Deliberate attack

Attacking force 50145 troops, 504 guns, 28 vehicles, Assault Value = 1252

Defending force 16438 troops, 469 guns, 557 vehicles, Assault Value = 276

Japanese adjusted assault: 895

Allied adjusted defense: 45

Japanese assault odds: 19 to 1

Combat modifiers
Defender: terrain(+), disruption(-), preparation(-), supply(-)
Attacker:

Japanese ground losses:
1575 casualties reported
Squads: 9 destroyed, 106 disabled
Non Combat: 4 destroyed, 26 disabled
Engineers: 1 destroyed, 12 disabled
Guns lost 12 (2 destroyed, 10 disabled)

Allied ground losses:
692 casualties reported
Squads: 6 destroyed, 17 disabled
Non Combat: 17 destroyed, 97 disabled
Engineers: 5 destroyed, 12 disabled
Guns lost 31 (6 destroyed, 25 disabled)
Vehicles lost 41 (12 destroyed, 29 disabled)
may be getting close here
--------------------------------------------------------------------------------

Ground combat at Kweilin (76,54)

Japanese Deliberate attack

Attacking force 67068 troops, 863 guns, 954 vehicles, Assault Value = 4120

Defending force 46885 troops, 248 guns, 0 vehicles, Assault Value = 1630

Japanese engineers reduce fortifications to 1

Japanese adjusted assault: 1032

Allied adjusted defense: 1767

Japanese assault odds: 1 to 2 (fort level 1)

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

Japanese ground losses:
4816 casualties reported
Squads: 17 destroyed, 401 disabled
Non Combat: 1 destroyed, 71 disabled
Engineers: 0 destroyed, 58 disabled
Guns lost 49 (2 destroyed, 47 disabled)
Vehicles lost 43 (1 destroyed, 42 disabled)

Allied ground losses:
2823 casualties reported
Squads: 39 destroyed, 150 disabled
Non Combat: 23 destroyed, 90 disabled
Engineers: 0 destroyed, 3 disabled
Units destroyed 1

Assaulting units:
7th Ind.Tank Brigade
17th Division
104th Division
5th Guards Division
6th Guards Division
116th Division
3rd Ind. Engineer Regiment
17th Indpt Guards Regiment
15th Division
Guards Tank Division
4th Guards Division
22nd/B Division
22nd/A Division
70th Division
4th Ind. Engineer Regiment
15th Ind. Engineer Regiment
5th Amphibious Brigade
22nd/C Division
21st Mortar Battalion
13th Army
23rd Army
4th Mortar Battalion
1st Art.Mortar Regiment
9th Ind.Hvy.Art. Battalion
21st Army

Defending units:
89th Chinese Corps
74th Chinese Corps
79th Chinese Corps
31st Chinese Corps
48th Chinese Corps
46th Chinese Corps
62nd Chinese Corps
2nd Prov Chinese Corps
2nd Chinese Base Force
51st Chinese Corps
7th Chinese Base Force
8th New Chinese Corps
9th Group Army
4th War Area
15th Chinese Corps
Lusu War Area
16th Group Army
35th Group Army
9th Chinese Base Force
Not great but rail line should be clear soon

(in reply to RADM.Yamaguchi)
Post #: 874
oil at singapore - 9/13/2020 2:33:51 PM   
RADM.Yamaguchi


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oil is pooling up at singapore - i'm worried it's going to overflow or something - is that all coming from Magwe? Is there any chance to draw it back to Shanghai or Port Arthur or Fusan when the rail line in china is free?

(in reply to RADM.Yamaguchi)
Post #: 875
RE: oil at singapore - 9/13/2020 3:27:09 PM   
RangerJoe


Posts: 13450
Joined: 11/16/2015
From: My Mother, although my Father had some small part.
Status: offline
The oil will move on its own if you have rail and grey road IF the refinery needs it.

The F4F-3 and the F4F4 have different weapons layout. The F-3 has 4 M2s while the F4 has 6 M2s but less ammo. It was also heavier with all that entails, and some pilots did not like it as much. They figured that if 4 machine guns did not work then 6 were not needed. At least against unarmoured Japanese aircraft.

_____________________________

Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
― Julia Child


(in reply to RADM.Yamaguchi)
Post #: 876
RE: oil at singapore - 9/13/2020 3:36:16 PM   
RADM.Yamaguchi


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Joined: 6/30/2019
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quote:

ORIGINAL: RangerJoe

The oil will move on its own if you have rail and grey road IF the refinery needs it.


thanks joe. The only refinery i see along the way is at port arthur. should i take a chance on draining the oil from there via a cargo TF in order for it to run low and draw oil from singapore. It seems like an awful long way.????

(in reply to RangerJoe)
Post #: 877
RE: oil at singapore - 9/13/2020 3:49:26 PM   
RangerJoe


Posts: 13450
Joined: 11/16/2015
From: My Mother, although my Father had some small part.
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Well, you do need to ship oil to Japan. I think that there are also other refineries in Manchuria. If nothing else, send some tankers to Port Arthur and load oil, possible fuel as well, then see what happens. If you have a utility that can track the movement of the oil, fuel, resources, and supplies, then make sure that you check that to see the results as well. Just make sure that there is enough oil (even just barely) to run the refinery for one turn.

If that does not work, then you know that you have to ship the oil out. Depending upon how you set up your stockpiles of the oil for your bases, you may just have to ship it to Indochina. Then, if the oil can't get back to Singapore, then it will move elsewhere.

_____________________________

Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
― Julia Child


(in reply to RADM.Yamaguchi)
Post #: 878
10-25-42 - 9/14/2020 1:42:54 AM   
RADM.Yamaguchi


Posts: 765
Joined: 6/30/2019
Status: offline
AFTER ACTION REPORTS FOR Oct 26, 42
--------------------------------------------------------------------------------
Sub attack near Reef Islands at 120,140

Japanese Ships
xAKL Nigitsu Maru

Allied Ships
SS Albacore

SS Albacore attacking on the surface
Lake, R.C. decides to submerge SS Albacore due to damage
--------------------------------------------------------------------------------
Sub attack near Reef Islands at 120,139

Japanese Ships
xAKL Nigitsu Maru, Shell hits 10, heavy fires, heavy damage

Allied Ships
SS Albacore, hits 2

SS Albacore attacking on the surface
SS Albacore low on gun ammo, Lake, R.C. breaks off surface engagement and submerges
i'm thinking the crew threatened R.C. Lake with mutiny for ducking a damaged xAKL in the middle of nowhere
--------------------------------------------------------------------------------
Morning Air attack on Pago Pago , at 148,161

Weather in hex: Moderate rain

Raid detected at 22 NM, estimated altitude 23,000 feet.
Estimated time to target is 6 minutes

Japanese aircraft
A6M3 Zero x 10

Allied aircraft
F4F-3 Wildcat x 7
F4F-4 Wildcat x 14

Japanese aircraft losses
A6M3 Zero: 1 destroyed

Allied aircraft losses
F4F-3 Wildcat: 1 destroyed
F4F-4 Wildcat: 1 destroyed
A6M3 seems to hold it's own against both F4Fs
--------------------------------------------------------------------------------
Morning Air attack on Pago Pago , at 148,161

Weather in hex: Moderate rain

Raid detected at 77 NM, estimated altitude 20,000 feet.
Estimated time to target is 22 minutes

Japanese aircraft
A6M3 Zero x 4

Allied aircraft
F4F-3 Wildcat x 3
F4F-4 Wildcat x 7

No Japanese losses

Allied aircraft losses
F4F-3 Wildcat: 1 destroyed
F4F-4 Wildcat: 2 destroyed

Aircraft Attacking:
1 x A6M3 Zero sweeping at 20000 feet
--------------------------------------------------------------------------------
Morning Air attack on Ledo , at 65,38

Weather in hex: Overcast

Raid spotted at 26 NM, estimated altitude 8,000 feet.
Estimated time to target is 7 minutes

Japanese aircraft
Ki-21-IIa Sally x 19

Japanese aircraft losses
Ki-21-IIa Sally: 12 damaged
Ki-21-IIa Sally: 1 destroyed by flak

Oil hits 3
Refinery hits 7
working over Ledo still. Meant for 10,000 ft not 6,000. dang.
--------------------------------------------------------------------------------
Morning Air attack on Port Hedland , at 57,129

Weather in hex: Thunderstorms

Raid detected at 79 NM, estimated altitude 12,000 feet.
Estimated time to target is 22 minutes

Japanese aircraft
Ki-21-IIa Sally x 22

Japanese aircraft losses
Ki-21-IIa Sally: 15 damaged
Ki-21-IIa Sally: 1 destroyed by flak

Airbase hits 2
Airbase supply hits 1
Runway hits 14
looks like all the aircraft are gone except the PBYs.
--------------------------------------------------------------------------------
Morning Air attack on Chungking , at 76,45

Weather in hex: Thunderstorms

Raid spotted at 30 NM, estimated altitude 10,000 feet.
Estimated time to target is 8 minutes

Japanese aircraft
Ki-21-IIa Sally x 45

Japanese aircraft losses
Ki-21-IIa Sally: 6 damaged

Heavy Industry hits 23
Working on HI at Chunking. Should only take a few days i think. Sweeping with 100 zeros and oscars
--------------------------------------------------------------------------------
Morning Air attack on Chungking , at 76,45

Weather in hex: Thunderstorms

Raid spotted at 40 NM, estimated altitude 7,000 feet.
Estimated time to target is 11 minutes

Japanese aircraft
Ki-21-IIa Sally x 24

Japanese aircraft losses
Ki-21-IIa Sally: 2 damaged

Heavy Industry hits 10
--------------------------------------------------------------------------------
Afternoon Air attack on Port Hedland , at 57,129

Weather in hex: Clear sky

Raid detected at 23 NM, estimated altitude 6,000 feet.
Estimated time to target is 7 minutes

Japanese aircraft
G4M1 Betty x 12

Japanese aircraft losses
G4M1 Betty: 7 damaged
G4M1 Betty: 1 destroyed by flak

Runway hits 9
forgot to cancel my betty attacks now that planes are gone i can take my time and just use army bombers
--------------------------------------------------------------------------------
Afternoon Air attack on Port Hedland , at 57,129

Weather in hex: Clear sky

Raid detected at 37 NM, estimated altitude 4,000 feet.
Estimated time to target is 14 minutes

Japanese aircraft
G3M2 Nell x 11

Japanese aircraft losses
G3M2 Nell: 7 damaged
G3M2 Nell: 1 destroyed by flak

Airbase hits 2
Airbase supply hits 1
Runway hits 2
--------------------------------------------------------------------------------

Ground combat at Adak Island (162,52)

Japanese Deliberate attack

Attacking force 48907 troops, 502 guns, 28 vehicles, Assault Value = 1152

Defending force 14449 troops, 446 guns, 523 vehicles, Assault Value = 194

Japanese adjusted assault: 818

Allied adjusted defense: 19

Japanese assault odds: 43 to 1

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

Japanese ground losses:
730 casualties reported
Squads: 3 destroyed, 34 disabled
Non Combat: 0 destroyed, 16 disabled
Engineers: 0 destroyed, 11 disabled

Allied ground losses:
876 casualties reported
Squads: 5 destroyed, 62 disabled
Non Combat: 66 destroyed, 22 disabled
Engineers: 26 destroyed, 26 disabled
Guns lost 66 (21 destroyed, 45 disabled)
Vehicles lost 59 (55 destroyed, 4 disabled)
Units destroyed 2
still looking good.

(in reply to RangerJoe)
Post #: 879
Ship Repair - Nav HQ vs AR - 9/14/2020 6:34:14 PM   
RADM.Yamaguchi


Posts: 765
Joined: 6/30/2019
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quick question if anybody can help

I will have 21 new ARs in a little while. I'm thinking about the best use for them. I have been keeping a number of Nav HQs at my larger forward ports to help with repairs. They also help with loading and unloading but that hasn't been as important lately and i don't know how important they will be in the future. I was considering sending 2 or more to these forward bases and moving the Nav HQs to my fuel/oil centers to add to the ones already there. It just keeps piling up. As i understand it a Nav HQ of 240 Nav support = about 110 repair points while each AR is worth 83.

(in reply to RADM.Yamaguchi)
Post #: 880
RE: Ship Repair - Nav HQ vs AR - 9/14/2020 6:40:41 PM   
Jorge_Stanbury


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From: Toronto and Lima
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why nav HQs on oil centers?
they only help load/ unload troops and supply... not oil or fuel
EDIT: It is better to have naval HQs on important ports, that includes important fuel ports

ARs: I would put one on each forward base you have... but with 21 you can pretty much set one on each port you frequently use and still have a lot to spare

< Message edited by Jorge_Stanbury -- 9/14/2020 6:44:17 PM >


_____________________________


(in reply to RADM.Yamaguchi)
Post #: 881
RE: Ship Repair - Nav HQ vs AR - 9/14/2020 6:48:23 PM   
RADM.Yamaguchi


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quote:

ORIGINAL: Jorge_Stanbury

why nav HQs on oil centers?
they only help load/ unload troops and supply... not oil or fuel


CRAP - i guess i never read that. i must have just assumed they would help with loading fuel/oil.

is there any way to load it faster? i expanded the ports to max already. it just seems slow.

(in reply to Jorge_Stanbury)
Post #: 882
RE: oil at singapore - 9/14/2020 6:50:26 PM   
Alamander

 

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quote:

ORIGINAL: RADM.Yamaguchi

oil is pooling up at singapore - i'm worried it's going to overflow or something - is that all coming from Magwe? Is there any chance to draw it back to Shanghai or Port Arthur or Fusan when the rail line in china is free?



Singapore is large enough (I believe combined airfield and port size 10) that it has no limit to the amount of fuel it holds and the limit for oil is very high. It is a logical depot to transport the fuel and oil from Palembang using TK TFs small enough to fit in the port at Palembang.

Once at Singapore, if you control all of Southern China, which you seem to do, you can move fuel up what has been called the "magic highway." You do so by assigning nonessential xAKs to homeports along the route from Singapore to wherever you intend to pick it up to move to the home islands. The game engine will automatically move fuel to these ports based upon how many ships are set to these as "home ports." Note that you do not have to physically move these ships to the ports. Merely create TFs of them, leave them to remain on station at the home islands but change their home port to Bangkok, then Saigon, then Camh Ran Bay, then Haiphong, then Hong Kong, then Port Arthur, and finally Fusan to get it 2 hexes from Japan. As you change their home ports, fuel will move up the "magic highway" by osmosis.

Many people think this is very gamey, and I never do this. Since it is your first time playing Japan, you don't have much experience against the AI, and have a major backlog, I think your opponents would be understanding if you used it, however, if nothing else to clear the backlog. You should probably ask your opponents if this is OK, if nothing else to clear the backlog, and explain that this is a common first-time mistake as Japan. If they want to have good game going into the late war, they should be understanding. Playing Japan is more complicated than playing the allies.

Supply will move along this same "magic highway." However be warned that moving supply like this will cause loss of supply as passes over numerous road hexes. It is better to move it by ship when possible.

Oil and resources do not move well, if at all, along the magic highway and tend to pool at Singapore, sometimes even when dropped off at places like Camh Ran Bay, especially if you have not been moving oil from western ports since early in the game. For oil, you will probably need to transport it to Hong Kong, at least, using your large tankers. The 15-Knot "super tankers" that carry both oil and resources are perfect for this, but you only have 6 of them, so you will need another large TF of large 18 or 19-knot TKs to move the oil as well. Once at Hong Kong, the oil will move to Port Arthur and then, possibly south, to Fusan.

The game engine tends to establish a pattern of oil movement to demand in the early turns, so if you did not set bases to "stockpile" or start moving oil out of places like Fusan in the beginning, everything from Hong Kong will pool at Port Arthur where there are refineries. You may have to pick it up at Port Arthur to move it to the Home Islands which have excess refining capacity.

Also, keep in mind that your Heavy Industry uses fuel, and you must supply the Home Islands with extra fuel every day to keep the Heavy Industry going.

< Message edited by Alamander -- 9/14/2020 7:00:02 PM >

(in reply to RADM.Yamaguchi)
Post #: 883
RE: oil at singapore - 9/14/2020 7:19:35 PM   
RADM.Yamaguchi


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quote:

ORIGINAL: Alamander

Singapore is large enough (I believe combined airfield and port size 10) that it has no limit to the amount of fuel it holds and the limit for oil is very high. It is a logical depot to transport the fuel and oil from Palembang using TK TFs small enough to fit in the port at Palembang.


i don't know if it was a good idea but i built up palembang and balikpapan so they don't have limits either.

(in reply to Alamander)
Post #: 884
RE: Ship Repair - Nav HQ vs AR - 9/14/2020 7:26:10 PM   
Alamander

 

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quote:

ORIGINAL: RADM.Yamaguchi

quick question if anybody can help

I will have 21 new ARs in a little while. I'm thinking about the best use for them. I have been keeping a number of Nav HQs at my larger forward ports to help with repairs. They also help with loading and unloading but that hasn't been as important lately and i don't know how important they will be in the future. I was considering sending 2 or more to these forward bases and moving the Nav HQs to my fuel/oil centers to add to the ones already there. It just keeps piling up. As i understand it a Nav HQ of 240 Nav support = about 110 repair points while each AR is worth 83.


Bases without repair shipyards will not repair major damage, no matter how much naval support is present. Place at least one AR at any base that does not have a repair shipyard where you frequently need to repair major damage (often engine damage) to subs or DDs or expect to receive badly damaged capital ships. For capital shipsq and large AKs, ARs work best as a stopgap to get badly damaged ships sea-worthy enough to return to a repair shipyard.

Put the rest of your ARs at your most used repair yards to add their capacity to that of the yard. You can put one ship in repair by AR per AR present. This is good to fix up DDs reserving your repair yard capacity for capital ships only. ARs also combine well with ARDs to make a mini repair yard where none otherwise exists, such as at Truk. Use the AR to bring down the damage to smaller ships and fix up flotation damage with the ARD.

< Message edited by Alamander -- 9/14/2020 7:29:00 PM >

(in reply to RADM.Yamaguchi)
Post #: 885
RE: oil at singapore - 9/14/2020 7:27:12 PM   
RADM.Yamaguchi


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quote:

ORIGINAL: Alamander

Once at Singapore, if you control all of Southern China, which you seem to do, you can move fuel up what has been called the "magic highway." You do so by assigning nonessential xAKs to homeports along the route from Singapore to wherever you intend to pick it up to move to the home islands. The game engine will automatically move fuel to these ports based upon how many ships are set to these as "home ports." Note that you do not have to physically move these ships to the ports. Merely create TFs of them, leave them to remain on station at the home islands but change their home port to Bangkok, then Saigon, then Camh Ran Bay, then Haiphong, then Hong Kong, then Port Arthur, and finally Fusan to get it 2 hexes from Japan. As you change their home ports, fuel will move up the "magic highway" by osmosis.

Many people think this is very gamey, and I never do this. Since it is your first time playing Japan, you don't have much experience against the AI, and have a major backlog, I think your opponents would be understanding if you used it, however, if nothing else to clear the backlog. You should probably ask your opponents if this is OK, if nothing else to clear the backlog, and explain that this is a common first-time mistake as Japan. If they want to have good game going into the late war, they should be understanding. Playing Japan is more complicated than playing the allies.



This is what southern china currently looks like. I think this qualifies. I really didn't understand the magic hiway concept until your post. thank you. you obviously pay attention to details. for you to repeat back that i don't have much experience against the AI. i did have a couple of previous PBEM games in WITP AE against Dmitry but we only made it up to april '42 before he stopped playing. He was extremely helpful even as an opponent. He would clean my clock and then tell me what i did wrong. A very good old school teacher.

thanks for your help alamander




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(in reply to Alamander)
Post #: 886
RE: Ship Repair - Nav HQ vs AR - 9/14/2020 7:32:03 PM   
RADM.Yamaguchi


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quote:

ORIGINAL: Alamander

quote:

ORIGINAL: RADM.Yamaguchi

quick question if anybody can help

I will have 21 new ARs in a little while. I'm thinking about the best use for them. I have been keeping a number of Nav HQs at my larger forward ports to help with repairs. They also help with loading and unloading but that hasn't been as important lately and i don't know how important they will be in the future. I was considering sending 2 or more to these forward bases and moving the Nav HQs to my fuel/oil centers to add to the ones already there. It just keeps piling up. As i understand it a Nav HQ of 240 Nav support = about 110 repair points while each AR is worth 83.


Bases without repair shipyards will not repair major damage, no matter how much naval support is present. Place at least one AR at any base that does not have a repair shipyard where you frequently need to repair major damage (often engine damage) to subs or DDs or expect to receive badly damaged capital ships. For capital shipsq and large AKs, ARs work best as a stopgap to get badly damaged ships sea-worthy enough to return to a repair shipyard.

Put the rest of your ARs at your most used repair yards to add their capacity to that of the yard. You can put one ship in repair by AR per AR present. This is good to fix up DDs reserving your repair yard capacity for capital ships only. ARs also combine well with ARDs to make a mini repair yard where none otherwise exists, such as at Truk. Use the AR to bring down the damage to smaller ships and fix up flotation damage with the ARD.

I like that idea about combining the ARD with ARs. Has anybody moved that ARD more forward. Truk seems like it would be vulnerable in the future sitting all by itself while Rabaul is a 7/7/9 and has a number of supporting 2 AF bases around it.

(in reply to Alamander)
Post #: 887
RE: oil at singapore - 9/14/2020 7:39:19 PM   
Alamander

 

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Yes. The "magic highway" is open. Be sure you are transporting enough resources to the home islands as well. Many players use tracker to check on such things, but I have never been able to get it to work: always some issue with Java and some obscure error message. I just monitor the number of resources on Hokkaido and try to keep it at about 150K, being sure that all excess is moved to Honshu.

I also monitor Port Arthur and have been trying to keep it at about 150K this game too, since that is where most of the resources from Manchuria and China pool. If you have not been moving resources from Fusan or Moppo from the beginning of the game, you may need to move them from Port Arthur or Keiji as they will automatically pool there because of the industry. Extra resources on the Home Islands will pool in Tokyo. I monitor Tokyo too and try to bring in more every time resources there fall below 500K.

Don't forget that there are resources on Okinawa and one of the Jimas that are easily accessible and Formosa produces extra.

Every time you send supplies west or south, be sure to pick up resources on the way back. I tend to use the big Limas for supply runs and return with resources. The resources from Manchuria/China, Formosa, Hokkaido, and points north are enough to run the home island industry, but it never hurts to have a stockpile of extra. Your supply runs to Singapore or the DEI or even SoPAC (where you can pick up resources at Nauru) should give you this little extra.

(in reply to RADM.Yamaguchi)
Post #: 888
RE: oil at singapore - 9/14/2020 7:55:41 PM   
RADM.Yamaguchi


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quote:

ORIGINAL: Alamander

Yes. The "magic highway" is open. Be sure you are transporting enough resources to the home islands as well. Many players use tracker to check on such things, but I have never been able to get it to work: always some issue with Java and some obscure error message. I just monitor the number of resources on Hokkaido and try to keep it at about 150K, being sure that all excess is moved to Honshu.

I also monitor Port Arthur and have been trying to keep it at about 150K this game too, since that is where most of the resources from Manchuria and China pool. If you have not been moving resources from Fusan or Moppo from the beginning of the game, you may need to move them from Port Arthur or Keiji as they will automatically pool there because of the industry. Extra resources on the Home Islands will pool in Tokyo. I monitor Tokyo too and try to bring in more every time resources there fall below 500K.

Don't forget that there are resources on Okinawa and one of the Jimas that are easily accessible and Formosa produces extra.

Every time you send supplies west or south, be sure to pick up resources on the way back. I tend to use the big Limas for supply runs and return with resources. The resources from Manchuria/China, Formosa, Hokkaido, and points north are enough to run the home island industry, but it never hurts to have a stockpile of extra. Your supply runs to Singapore or the DEI or even SoPAC (where you can pick up resources at Nauru) should give you this little extra.

That is all good info. I'm just trying my hardest to get Hokkaido under a million resources. i didn't think of getting resources from Nauru. i'll try to remember. wait. i did try it and it seemed to take forever to load. i'll try again. Here's a picture of most of the oil/fuel/resources




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Post #: 889
RE: oil at singapore - 9/14/2020 8:09:51 PM   
Alamander

 

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You need to make a full-court press to get that fuel out of Palembang. The problem with Palembang is that it will only load a little more per day than it produces. You need to be sure that port is at capacity every day, loading fuel especially and oil. It will take 6 months probably to clear that backlog. Get that fuel out of Balikpapan as well. That is easier to do.

To give you an illustration, at the same point in my game, Palembang is basically at the minimum of oil much of the time (about 20K as more will not load) and at about 35K fuel. Balikpapan will build to about 80k fuel between TK TFs, but is typically at about 30K. Oil at Balikpapan is at 8K and has been at exactly this level since February, since this is the minimum that the game leaves there and won't allow you to load to ensure the refineries have oil. The largest stockpile of fuel that I have are at Nagasaki and Fukuoka: both around 1.5M barrels. I have about 3.7 million barrels on the home islands, about 350K in SoPac, another 550K scattered around various forward bases, about 200K in Singapore, for a total of about 5 million: 3.7 of which is in the home islands.

(in reply to RADM.Yamaguchi)
Post #: 890
RE: oil at singapore - 9/14/2020 8:16:49 PM   
Q-Ball


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Wow, you have a massive backlog at Balikpapan and Palembang, but most noticeably at Palembang. That's not going to be easy to clear!

At Palembang, you really need to have tankers loading at the docks 100% of the time....every day, all day. You should have a Naval HQ, Shipping Engineers, Port Unit for starters...lots of Nav Support

I use all the 1250-capacity and 2850-capacity small tankers on CS from Palembang to Singapore. Just have them running back and forth to Singapore. I would probably mix in some larger 8000-cap tankers, make sure all your TFs can dock. But you really, really need to be running alot of TFs. Also from Medan to Singapore. Get it all to pool in Singapore.

Once in Singapore, it will be easy to move, either magic Highway, or via large capacity tankers.

Balikpapan, you need to form TFs that are the max size that can dock there, using the 12000 capacity tankers, and start running convoys to the Home Islands

You are in great shape vs. the US Navy, but you need to start planning for end times....that means getting all the fuel you can to Japan

In my current game which is in 3/43, I have basically all excess fuel and oil moved from the SRA; there is only a few days production on-hand. I have tankers waiting for fuel to load up, not fuel waiting for tankers. You are a long way from that state!

< Message edited by Q-Ball -- 9/14/2020 8:19:03 PM >


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Post #: 891
RE: oil at singapore - 9/14/2020 8:28:29 PM   
Q-Ball


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On Resources, I also think you need more CS Convoys running from Hokkaido and Fusan. You should be pulling resources from China. I would like to see what you have in Home Islands, but first glance it looks like you have little stockpile in the Home islands.

The burn rate on Resources is almost 80,000 a day! That means if you have 1 mil resources in Japan, and the Allies start sinking all your ships, you have about 12 days of Resource stockpile before it starts to inhibit production. You produce in Japan, but going hand to mouth will mean supply shortages.

The reality is imports won't sink to zero, but you really need a big stockpile for end times. Think 5 million +.

I use tons of AKLs to ship from Fusan to Home Islands

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Post #: 892
RE: oil at singapore - 9/14/2020 8:34:08 PM   
Alamander

 

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quote:

ORIGINAL: Q-Ball

Also from Medan to Singapore. Get it all to pool in Singapore.




Yes to this. I discovered in this game that fuel and oil will flow, somehow, between Medan and Palembang. Keeping Medan at capacity with TKs every day will also help reduce that buildup at Palembang. You can move a lot of fuel very quickly from Medan to Georgetown with only a couple TFs.

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Post #: 893
RE: oil at singapore - 9/14/2020 8:35:40 PM   
GetAssista

 

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An obligatory "Du-ude, what are you doing with your tankers???" as a response to Palembang fuel screenshot.

quote:


To give you an illustration, at the same point in my game, Palembang is basically at the minimum of oil much of the time (about 20K as more will not load) and at about 35K fuel.

I do this with 2 tanker TFs of 4x7900k each from a max size port (4 in stock) CS shipping to Singers. PB has a naval baseforce and nothing else. Seems enough.


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Post #: 894
RE: oil at singapore - 9/14/2020 8:39:06 PM   
Alamander

 

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quote:

ORIGINAL: Q-Ball

On Resources, I also think you need more CS Convoys running from Hokkaido and Fusan. You should be pulling resources from China. I would like to see what you have in Home Islands, but first glance it looks like you have little stockpile in the Home islands.

The burn rate on Resources is almost 80,000 a day! That means if you have 1 mil resources in Japan, and the Allies start sinking all your ships, you have about 12 days of Resource stockpile before it starts to inhibit production. You produce in Japan, but going hand to mouth will mean supply shortages.

The reality is imports won't sink to zero, but you really need a big stockpile for end times. Think 5 million +.

I use tons of AKLs to ship from Fusan to Home Islands



Yes to this as well. You should not have 1 million resources pooling in Port Arthur. Get those to Honshu via Fusan, Moppo, Keiji, or even directly from Port Arthur.

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Post #: 895
RE: oil at singapore - 9/14/2020 8:47:34 PM   
RangerJoe


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You can also base ships at Osthaven to get some fuel moved there, then to Java then onto larger tankers.

Save the whales, kill those large tankers with resource capability. Those are not super tankers, those are whaling ships.

Those ARs can repair major damage if it is at or less than 5 points. That is good for a forward sub base.

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Post #: 896
RE: Ship Repair - Nav HQ vs AR - 9/14/2020 8:48:30 PM   
Jorge_Stanbury


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quote:

ORIGINAL: RADM.Yamaguchi


quote:

ORIGINAL: Jorge_Stanbury

why nav HQs on oil centers?
they only help load/ unload troops and supply... not oil or fuel


CRAP - i guess i never read that. i must have just assumed they would help with loading fuel/oil.

is there any way to load it faster? i expanded the ports to max already. it just seems slow.


oil centers and refineries contribute to loading/ unloading speed, but those are either at maximum (oil), or are not worth increasing (refinery)

what you need is convoy optimization; Japan has basically 3 tanker/ oiler sizes:
small 1K to 3K capacity
medium ~8K
large more ~10K and bigger

only medium tankers should go to Palembang, the smaller are good for smaller bases with smaller ports, the bigger ones to send oil/ fuel from Singapore to HI

the tracker can help with right sizing the number of tankers per convoy, but you need a daily fully loaded convoy of fuel to Singapore, this until you reduce that glut, then back to sending oil


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Post #: 897
RE: oil at singapore - 9/14/2020 8:51:39 PM   
RangerJoe


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Oilers can also take on fuel when in port. But they will only load half of what they could otherwise. So load them up in port, then form a convoy and have them load by lighters but make sure that you set the "Do Not Unload" tag.

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Seek peace but keep your gun handy.

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“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
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Post #: 898
RE: oil at singapore - 9/14/2020 9:03:48 PM   
RADM.Yamaguchi


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so having cargo TF from palembang to nagasaki was a little stupid eh? Sounds like a lot of work. Many thanks to each of you for the help. God knows i need it.

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Post #: 899
RE: oil at singapore - 9/14/2020 9:07:51 PM   
Jorge_Stanbury


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you should ignore the resources at Palembang, unless all tankers left port

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