Against the Wind: Cuttlefish (Japan) vs. Q-Ball (Allies)

Post descriptions of your brilliant victories and unfortunate defeats here.

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Mynok
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RE: Aftermath

Post by Mynok »

ORIGINAL: TheElf

Cuttlefish, this is an outstanding AAR. One of, if not the best I have ever seen. You and Q-ball are masterful strategists, and your exemplary attitudes, and concepts of fair play contribute more to this community than you could possibly imagine. I applaud your resolve to continue as I think this particular experiment in alternative history has a lot of life left in it, particularly given your personal zeal and intimate knowledge of the subject. Congrats and good fortune...

Who's this stranger??! [:D]
"Measure civilization by the ability of citizens to mock government with impunity" -- Unknown
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RE: Aftermath

Post by Cuttlefish »

ORIGINAL: TheElf

Cuttlefish, this is an outstanding AAR. One of, if not the best I have ever seen. You and Q-ball are masterful strategists, and your exemplary attitudes, and concepts of fair play contribute more to this community than you could possibly imagine. I applaud your resolve to continue as I think this particular experiment in alternative history has a lot of life left in it, particularly given your personal zeal and intimate knowledge of the subject. Congrats and good fortune...

Thank you very much for these kind words, Elf.
ORIGINAL: Mynok

Who's this stranger??!

Hush, you. Don't interrupt him when he's saying nice things about me.

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Cuttlefish
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RE: Aftermath

Post by Cuttlefish »

[font="Arial"][The Yamato] is of no use. Like the figurine that is a centerpiece in an alcove, it can perhaps serve to raise morale.[/font]
- Isoroku Yamamoto

---

1/19/1943 – 1/23/1943

In the midst of a dark month for Japan battleship Musashi and her fellow raiders have provided a small bright spot. After sitting about 550 miles southwest of Pearl for over a week a small task force finally sailed into detection range of her seaplanes. A successful interception followed and the small convoy was wrecked. Small, but valuable; sunk were three large, fuel-laden tankers and oilers (TKs Larry Doheny and Aristophanes, AO Guadalupe).

DE Kane, in the finest traditions of the U.S. Navy, charged Musashi with guns blazing until disabled by several shell hits. The plucky little ship actually bounced a 3” shell off Musashi. This is kind of like attacking a T-Rex with a BB rifle but the attempt was gallant. Kane was not observed to sink and I find myself hoping the ship was able to make it back to Hawaii.

Musashi and the other ships have fallen back westward to meet some oilers and refuel. I think after they do I will send them southward in search of fresh prey. Another strong raiding group is moving south between New Caledonia and Australia to do the same thing.

Invasion Kendari: they can do this with little fear because I know where the Allied carriers are: right off Kendari, supporting Q-Ball’s invasion there. Kendari is held fairly strongly (a brigade and a naval guard unit behind good forts) but Q-Ball has brought in two divisions plus armor so I have little hope of holding out for long. With luck aircraft, mines, and submarines will cost him a few ships, though. There is little else I can do right now to oppose the attack, though I do have four battleships lurking nearby in case an opportunity presents itself.

Burma: Oscars staged one of their occasional ambushes, this time against RAF bombers thrashing an IJA regiment southeast of Akyab. At the cost of only one Oscar they downed a couple of Hurricanes and around 15 bombers. Nice. These ambushes do not stop the RAF, of course, but they at least help keep his bomber crews from becoming too elite and contribute to Allied ops losses by forcing Q-Ball to keep a lot of fighters in the air on long-range missions.

Under the Sea: Allied submarines sank an xAKL and hit two tankers during this period. Both tankers will probably survive (they were empty when hit) but the trend is worrisome.

Whither Kido Butai?: my remaining carriers have reached Honshu and are beginning refits and repairs. This will not take long, so I am pondering the future role of my carriers. As I see it, there are two major roles they can fill.

The first is as a fleet in being, forcing Q-Ball to back up major amphibious operations with his own carriers just in case my carriers show up. I have four CVs and four CVLs right now, not enough to challenge Allied carrier power but enough to trash an unprotected invasion.

The second is to use them as raiders, joining Musashi and fellows in hitting Q-Ball’s shipping lanes. Q-Ball’s supply lines are long and all his ops have to be gobbling up tons of fuel. I might slow him down more by causing spot shortages of fuel and supplies and forcing him to protect his flanks. This is a riskier strategy but it has several advantages, not the least of which is that it would just plain be more fun. But I am undecided.

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RE: Aftermath

Post by Capt. Harlock »

The first is as a fleet in being, forcing Q-Ball to back up major amphibious operations with his own carriers just in case my carriers show up. I have four CVs and four CVLs right now, not enough to challenge Allied carrier power but enough to trash an unprotected invasion.
The second is to use them as raiders, joining Musashi and fellows in hitting Q-Ball’s shipping lanes. Q-Ball’s supply lines are long and all his ops have to be gobbling up tons of fuel. I might slow him down more by causing spot shortages of fuel and supplies and forcing him to protect his flanks. This is a riskier strategy but it has several advantages, not the least of which is that it would just plain be more fun.

I have to vote for choice 2. Unprotected invasions can be trashed by LBA and surface forces. (Torpedo-firing IJN destroyers can do damage to transports that Allied DD's can only envy.) And the "more fun" part is no small factor, given the situation and the fact that 1942 is history.
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RE: Aftermath

Post by SqzMyLemon »

I like the idea of using them as raiders as well. My impression of Q-Ball is that he moves after he's massed sufficient force to deal with whatever you may throw at him. I fear that using your Carriers as a deterrent wouldn't really be one at this stage, I think he'd mass enough firepower to destroy your carrier fleet if he catches it. At least you can choose where to hit him by raiding and possibly slow his advance by disrupting his supply/reinforcement schedule.
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RE: Aftermath

Post by Fishbed »

ORIGINAL: Cuttlefish

[font="Arial"][The Yamato] is of no use. Like the figurine that is a centerpiece in an alcove, it can perhaps serve to raise morale.[/font]
- Isoroku Yamamoto

---

1/19/1943 – 1/23/1943

In the midst of a dark month for Japan battleship Musashi and her fellow raiders have provided a small bright spot. After sitting about 550 miles southwest of Pearl for over a week a small task force finally sailed into detection range of her seaplanes. A successful interception followed and the small convoy was wrecked. Small, but valuable; sunk were three large, fuel-laden tankers and oilers (TKs Larry Doheny and Aristophanes, AO Guadalupe).

DE Kane, in the finest traditions of the U.S. Navy, charged Musashi with guns blazing until disabled by several shell hits. The plucky little ship actually bounced a 3” shell off Musashi. This is kind of like attacking a T-Rex with a BB rifle but the attempt was gallant. Kane was not observed to sink and I find myself hoping the ship was able to make it back to Hawaii.

Musashi and the other ships have fallen back westward to meet some oilers and refuel. I think after they do I will send them southward in search of fresh prey. Another strong raiding group is moving south between New Caledonia and Australia to do the same thing.

AAAAAAAAAAAH! Kudos!
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RE: Aftermath

Post by kfmiller41 »

Remind me to watch out for this kind of thing[:D]
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RE: Aftermath

Post by Fishbed »

I don't fear no raiding. The intellectual rights belong to PzB, and the guy is on our side. If they ever raid your butt, they'll go down for copyright infrigement!
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RE: Aftermath

Post by Cuttlefish »

[font="Arial"]New weapons operating in an element hitherto unavailable to mankind will not necessarily change the ultimate character of war. The next war may well start in the air but in all probability it will wind up, as did the last war, in the mud.[/font]
- Report of the President’s Board to Study Development of Aircraft for National Defense, 1925

---

1/24/1943 – 1/31/1943

January ends on a mostly quiet note. Kendari held out through two attacks but fell to the third one on 27 January and there have been no fresh attacks. I have little doubt that I will not have to wait long for the next one, though. Makassar and/or Milne Bay are my guesses, but New Caledonia is also a possibility.

Most of the action the last few turns has been in the air. Minor air scuffles in Burma have claimed a few planes on either side. The regiment he was bombing there has reached Prome, where he continues to attack it but to much less effect. More serious aerial combat is taking place over Luganville, where Q-Ball is trying to close the Japanese airfield. He has the runway there to about 35 damage but the effort is taking a toll, usually about 5 or 6 fighters and a bomber or two every raid. Japanese losses have been minimal. The question is which will come first; whether his bombers will become too shot up to continue the effort or he will succeed in pushing airfield damage to the point where my CAP becomes ineffective.

Defending the DEI: it is time to take a look at my defenses in the DEI. Defending all of the dozens of bases there is impossible, of course. You could wear out a military far larger than Japan’s in trying. So I am concentrating my defenses at certain bases. Of these Manado is currently the most important. Strongly held, level 5 forts, with an air HQ and lots of aviation support. Q-Ball will have to take or neutralize this base to continue on towards the Philippines.

Manado’s biggest weakness as a defensive bastion is the dot hex right next to it, which is connected to Manado by a good road. I have a garrison battalion in this base with a construction unit. Forts are right now at level 3 here and building but it remains a possible vulnerability.

Behind Manado is Davao, held even more strongly (700 AV) and with level 5 forts. It also has an air HQ and lots of aviation support. Defending all of Mindanao is very hard, though. There are just too many places that can be hit. I have garrisons and some forts at most of them (Cagayan, Cotabato, Dadjangas, etc.) but I have to rely on air power from Davao to really defend this southernmost bastion of the Philippines.

Nearby Jolo is a pretty good base with three naval guard units and decent aviation support, but a strong assault could still take it with little trouble.

Moving west both Balikpapan and Palembang are held by at least a regiment and have pretty good forts, but neither can resist a determined attack without help. I am trying to scrape up more troop, engineers, and aviation support for Palembang; a convoy is en route from Tokyo right now which should help shore up the defense there.

Java will require a major effort for Q-Ball to take. There are two divisions and several regiments there, though they are spread out a bit. But the forts there are good and I have been building forts on mountain bases in the interior; even a modest defensive garrison should be able to hold him up there for some time. Along the coast Soerabaja, Batavia, and Tjilitjap have the majority of the AV and forts though I have modest garrison and level 3 forts at the base (whose name I forget at the moment) at the eastern tip of Java.

Digging In: a note about forts. Experience so far has shown me that I need to have at least level 5 forts at a given location to really slow down Q-Ball’s hordes. This level of fortification requires some time and work for Japan and there aren’t many bases like that on my perimeter. Further in Q-Ball will encounter more and more of them. Building beyond level 5 is a major effort in time, effort, and supplies. Right now Babeldoab is the only place in the Empire with level 7 forts. There are a few level 6 bases out there: Truk, Manila, Tabiteuea, a few others. With luck other bases will reach that level by the time Q-Ball reaches them. I don’t see Japan building more than a handful of level 9 forts during the whole game, quite a change from WITP.

Harassment: at the moment I have two powerful surface forces probing Q-Ball’s Pacific sea lanes. One group was detected around Lord Howe Island. I turned them around and broke contact. With luck it will make Q-Ball just a bit nervous, though, since he doesn’t know right now where they went. The Musashi force has refueled and moved south. Right now they are lurking down around wonderfully named Pukapuka after calling at Canton Island to see if there was any shipping to be found. These groups will be joined by carriers after Kaga, Akagi, and Ryujo finish their refits in a week or so.

Here is the Victory Point screen for the end of January 1943:



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Miller
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RE: Aftermath

Post by Miller »

Long may the fight continue against the capatalist yankee dogs[:@]

Just a note on your overall losses (on both sides), much lighter than im my game vs Canoerebel.......you are not making them work hard enough![:-]
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RE: Aftermath

Post by Cuttlefish »

[font="Arial"]Morale is a state of mind. It is steadfastness and courage and hope. It is confidence and zeal and loyalty. It is elan, esprit de corps, and determination. It is staying power, the spirit which endures to the end – the will to win. With it all things are possible, without it everything else, planning preparation, production, count for naught.[/font]
- George C. Marshall: address at Trinity College, 15 June 1941

---

2/1/1943 – 2/4/1943

Morale is drooping right now here in Cuttlefish HQ. Q-Ball is launching a fresh assault every few days and nothing I try hurts him much or slows him down.

The latest target is Luganville. Despite the fact that he continued to lose aircraft there and had failed to completely close my airbase he attacked anyway, and the results showed he was right; my bombers failed to launch and his landings were unopposed.

But all was not lost. I had a powerful SCTF with Yamato, Kongo, Haruna, and three heavy cruisers lurking undetected behind the base. Raizo Tanaka, Japan’s best, was in command. They moved in by night, where they ran into Q-Ball’s covering force, Maryland and three heavy cruisers at the core.

With Tanaka (whose aggression rating makes Halsey look like a whining quitter) and a substantial edge in firepower I expected some good results but the result was a lackluster battle, tactically a draw. My ships milled around a bit and then turned around and left. The invasion proceeded unopposed.

The battle:

[font="Courier New"]Night Time Surface Combat, near Luganville at 120,150, Range 11,000 Yards

Japanese Ships
BB Kongo, Shell hits 3, on fire
BB Haruna
BB Yamato, Shell hits 3
CA Takao, Shell hits 5, on fire
CA Atago, Shell hits 1
CA Maya
CL Kuma, Shell hits 2
DD Yugumo, Shell hits 1, on fire
DD Kazegumo
DD Makigumo
DD Maikaze
DD Asashio, Shell hits 5, on fire, heavy damage
DD Natsugumo

Allied Ships
BB Maryland, Shell hits 5
CA Louisville
CA Pensacola
CA Vincennes, Shell hits 3, on fire
CL Leander
CL Achilles, Shell hits 4, on fire
CL Raleigh, Shell hits 1
DD O'Bannon, Shell hits 2, on fire
DD Aaron Ward, Shell hits 1
DD Laffey
DD Buchanan, Shell hits 1
DD McCalla
DD Farenholt
DD Caldwell, Shell hits 4, on fire, heavy damage
DD Anderson[/font]

The only bright spot came when submarine I-10 torpedoed and sank DD Anderson as the Allied ships also withdrew after the battle.

Meanwhile, in the DEI, Allied forces landed at Mataram, just a few hexes east of Java. Nells at Soerabaja were ready. My fighters manhandled Q-Ball’s LRCAP and 24 Nells swept in unopposed to launch torpedoes at a group of battleships. The result was one hit on West Virginia, and as a subsequent sighting showed the battleship to be undamaged I suspect the hit was fog of war.

Yeah, I know, even if it was a hit that makes the hit rate around 4%, probably generous by historic standards. But by game standards it was bad. Those Nell pilots were highly skilled at torpedo attacks, in the 70 to 80 range, and think I could reasonably hope to send at least one BB to the repair yards with an attack like that.

It is all rather discouraging. If I can’t provide Q-Ball with a reason to slow down then there is no reason he should slow down.

My fighters continue to dominate in the air, by and large. Many of Q-Ball’s fighter squadrons seem poorly skilled and in some the morale is so bad the whole group bolts as soon as they are shot at. This is probably a consequence of pushing them too hard, too fast, and accepting heavy losses. But unless my bombers can inflict heavy losses when they get the chance this really means little. And Japanese bombers caught by even a few fighters are generally massacred.

Well, enough self pity. Time to get back to devising defensive tactics that might actually work. Right now I think I need to concentrate my forces. I’ve been trying to defend everything and in consequence I am defending nothing.

It’s worth a shot, anyway. It’s that or sacrifice a goat to appease the gods of electronic war, and frankly if I had a goat I’d use it to eat the blackberry vines that keep cropping up in back corners of my garden. Tough things, those Himalayan blackberries. Harder to kill than Rasputin.

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RE: Aftermath

Post by Grfin Zeppelin »

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RE: Aftermath

Post by Nemo121 »

You are clearly defending in too many places and thus, effectively, not HOLDING anything.

Defending lots of places does no good unless you HOLD some of them.

Concentrate your forces and pick one or two bases to be "traps" which, when he approaches, will allow you to spring combined surface combat TFS and Netties into action. Also don't forget that you can upset his calculus for invasions by putting a force strong enough to hold in the base, disrupting his landing with Netties and SC TFs and then, immediately, bringing a ship-borne reserve from a deeper base into action.

E.g. You hold a single base with a single division. He lands 2 divisions to take it. This then results in you unleashing your strategic reserve and counter-landing 5 divisions, bombing the crap out of him while butchering his bombers with your CAP and killing a couple of his divisions ( or forcing him to commit shipping into the area to evacuate them).

Your goals now should be:
a) to defeat one of his landings using ground combat.
b) to force him to commit his transport units etc so you can attrit them at a favourable ratio
c) to inculcate into his mind the possibility that wherever he sees a weakly defended base which he could take with 1 or 2 divisions this could be another trap.

You'll slow him down by defeating one landing but the real benefit will be his need to massively over-commit for all future landings in order to prevent another such deadly trap.
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RE: Aftermath

Post by ComradeP »

You are clearly defending in too many places and thus, effectively, not HOLDING anything.

Defending lots of places does no good unless you HOLD some of them.

Concentrate your forces and pick one or two bases to be "traps" which, when he approaches, will allow you to spring combined surface combat TFS and Netties into action. Also don't forget that you can upset his calculus for invasions by putting a force strong enough to hold in the base, disrupting his landing with Netties and SC TFs and then, immediately, bringing a ship-borne reserve from a deeper base into action.

E.g. You hold a single base with a single division. He lands 2 divisions to take it. This then results in you unleashing your strategic reserve and counter-landing 5 divisions, bombing the crap out of him while butchering his bombers with your CAP and killing a couple of his divisions ( or forcing him to commit shipping into the area to evacuate them).

Your goals now should be:
a) to defeat one of his landings using ground combat.
b) to force him to commit his transport units etc so you can attrit them at a favourable ratio
c) to inculcate into his mind the possibility that wherever he sees a weakly defended base which he could take with 1 or 2 divisions this could be another trap.

You'll slow him down by defeating one landing but the real benefit will be his need to massively over-commit for all future landings in order to prevent another such deadly trap.

You're forgetting something: in order for those things to work, Cuttlefish needs luck and he hasn't exactly been lucky, whilst Q-Ball gets fairly amazing results with limited forces.

Cuttlefish has tried to do or is trying to do many of the things you propose.

He tried counter-invading at Ambon. Q-Ball got rather lucky with PT boats, which scared off the transports and contributed to the loss of a large part of KB. Cuttlefish risked a part of KB, and lost the gamble. If you take a look at many of Q-Ball's latest landings as reported both here and in his AAR, he gets pretty lucky every single time.

Cuttlefish' air support doesn't show up or, uses bombs instead of torpedo's or is simply woefully ineffective even though many of his pilots are still quite experienced. The various Allied air forces seem to be doing fine, taken the equipment they're using and their likely experience levels into consideration.

No matter how much he outnumbers the enemy in naval battles or how much punch he's bringing, his SCTF don't seem to do much. The result of the engagement involving Yamato shows rather poor performance by the Japanese TF. They're packing a lot more firepower in terms of the size of the armament compared to their allied counterparts, yet there are less than two hits for every ship involved and the Allied TF is still pretty much OK. You could also look at the Musashi raider TF's battle with the tanker TF: there were only 5 allied ships, and only 3 were sunk. That's entirely disproportionate to what the Japanese were bringing to the fight.

It seems that whenever Cuttlefish does something, he rolls a 1, so to speak, whilst Q-Ball is getting lots of 5's and 6's.

Q-Ball's invasions are so successful, and Cuttlefish' forces so unlucky whenever they try to fight back, that your plan of holding a place with 1 division and then counterlanding isn't realistic. For starters: how would Cuttlefish stage a counterlanding if his transports are either scared off by PT boats, or he can't get local naval superiority no matter what he's bringing to the fight? Let's use the latest battle at Luganville as an example. Do you seriously propose that, after the rather poor showing by the IJN, that he send a fleet of transports there? What do you think will happen?

If this game is to stay interesting, Q-Balls luck needs to run out for a change. His outnumbered SCTF's being completely butchered followed by the landing forces being butchered by a poor landing and the transports being sunk by the victorious Japanese SCTF that sank the Allied naval support would be a good start. Musashi and friends getting lucky and finding a large fairly unprotected TF transporting something crucial to the Allies would also be a good start.

We've all been through situations where, no matter how good your plans are or what you try, you lose because you get a bad dice roll or because all random circumstances favour the enemy. Cuttlefish is now in that situation, so he deserves our continued support. I can understand that his morale is low, so would the morale of all of us be in a situation where hardly anything seems to work. I've read through this entire AAR and Q-Balls and read about all the discussions, and I can't really attribute Q-Ball's recent successes to much else than rather good luck. It's still too early for the Allies to swamp the Japanese with ships, aircraft and men, and Q-Ball's getting very good results with fairly limited forces. If there's anything currently truly ahistorical about the game, it's the Allied success. If all the Allied landings were like Q-Ball's in the real Second World War, the war in the Pacific certainly would have been won a lot earlier, and there would've been no Tarawa's.

Cuttlefish, I can only say: soldier on, Q-Ball's luck should run out at some point in the near future if the game is balanced. Don't blame yourself too much for the current setbacks.
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Nemo121
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RE: Aftermath

Post by Nemo121 »

ComradeP,

Sorry but I view "luck" as being a poor player's excuse for things not going right. You can't let concerns about luck paralyse you. All you can do is put together a good operation and minimise the possibility of chance intervening. Sometimes it will go brilliantly, at other times terribly BUT when there's a run of things going badly or well then that's not due to luck, that's due to something you're doing.


As to what is needed for this to stay interesting. I think your advice is the counsel of despair and ineptitude. Waiting for "luck" to turn is utter BS. Cuttlefish has NOT created a strong, coherent, mutually supporting defensive line and THAT is why his bases are falling.

Blaming it on luck is frankly an extraordinarily external locus of control.



As to your SC TF example... His SC TF wasn't properly constituted within the confines of the game engine to achieve maximal results. If you didn't just put things down to luck but looked into the innards of the engine to figure out how it matched forces up etc you might realise that.


My response is strong although not intended to be personal simply because I find the concept of abandoning personal responsibility and putting it down to luck to be utterly abhorrent and something which leads to a failure to improve.




As to Cuttlefish's situation. He needs to forget about luck - that path leads to mediocrity - and, instead, just put the best strategic plan possible into operation and continue planning his operations well. A combination of good strategy and careful operational employment should yield the results he's looking for. He's a good player, he needs to have faith in that and not rely on some BS "luck" to explain a strong of victories or defeats.

In any single battle luck can certainly play a part but luck is not the reason his opponent is gobbling up bases right now. The reason his opponent is gobbling up bases is because Cuttlefish doesn't have sufficient forces in any of those bases to hold them. Simple. That's fine, we all make mistakes but owning your mistakes helps you to get better. Explaining it away as "luck" and then waiting for that external force to turn in your favour again is just not the way to go. When things go well will you put it down to "good luck" and not skill? Of course not. So when things go badly own it, learn from it and play better in the future so it doesn't happen again.
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RE: Aftermath

Post by crsutton »

ORIGINAL: Cuttlefish

[font="Arial"]Morale is a state of mind. It is steadfastness and courage and hope. It is confidence and zeal and loyalty. It is elan, esprit de corps, and determination. It is staying power, the spirit which endures to the end – the will to win. With it all things are possible, without it everything else, planning preparation, production, count for naught.[/font]
- George C. Marshall: address at Trinity College, 15 June 1941

---

2/1/1943 – 2/4/1943

Morale is drooping right now here in Cuttlefish HQ. Q-Ball is launching a fresh assault every few days and nothing I try hurts him much or slows him down.

The latest target is Luganville. Despite the fact that he continued to lose aircraft there and had failed to completely close my airbase he attacked anyway, and the results showed he was right; my bombers failed to launch and his landings were unopposed.

But all was not lost. I had a powerful SCTF with Yamato, Kongo, Haruna, and three heavy cruisers lurking undetected behind the base. Raizo Tanaka, Japan’s best, was in command. They moved in by night, where they ran into Q-Ball’s covering force, Maryland and three heavy cruisers at the core.

With Tanaka (whose aggression rating makes Halsey look like a whining quitter) and a substantial edge in firepower I expected some good results but the result was a lackluster battle, tactically a draw. My ships milled around a bit and then turned around and left. The invasion proceeded unopposed.

The battle:

[font="Courier New"]Night Time Surface Combat, near Luganville at 120,150, Range 11,000 Yards

Japanese Ships
BB Kongo, Shell hits 3, on fire
BB Haruna
BB Yamato, Shell hits 3
CA Takao, Shell hits 5, on fire
CA Atago, Shell hits 1
CA Maya
CL Kuma, Shell hits 2
DD Yugumo, Shell hits 1, on fire
DD Kazegumo
DD Makigumo
DD Maikaze
DD Asashio, Shell hits 5, on fire, heavy damage
DD Natsugumo

Allied Ships
BB Maryland, Shell hits 5
CA Louisville
CA Pensacola
CA Vincennes, Shell hits 3, on fire
CL Leander
CL Achilles, Shell hits 4, on fire
CL Raleigh, Shell hits 1
DD O'Bannon, Shell hits 2, on fire
DD Aaron Ward, Shell hits 1
DD Laffey
DD Buchanan, Shell hits 1
DD McCalla
DD Farenholt
DD Caldwell, Shell hits 4, on fire, heavy damage
DD Anderson[/font]

The only bright spot came when submarine I-10 torpedoed and sank DD Anderson as the Allied ships also withdrew after the battle.

Meanwhile, in the DEI, Allied forces landed at Mataram, just a few hexes east of Java. Nells at Soerabaja were ready. My fighters manhandled Q-Ball’s LRCAP and 24 Nells swept in unopposed to launch torpedoes at a group of battleships. The result was one hit on West Virginia, and as a subsequent sighting showed the battleship to be undamaged I suspect the hit was fog of war.

Yeah, I know, even if it was a hit that makes the hit rate around 4%, probably generous by historic standards. But by game standards it was bad. Those Nell pilots were highly skilled at torpedo attacks, in the 70 to 80 range, and think I could reasonably hope to send at least one BB to the repair yards with an attack like that.

It is all rather discouraging. If I can’t provide Q-Ball with a reason to slow down then there is no reason he should slow down.

My fighters continue to dominate in the air, by and large. Many of Q-Ball’s fighter squadrons seem poorly skilled and in some the morale is so bad the whole group bolts as soon as they are shot at. This is probably a consequence of pushing them too hard, too fast, and accepting heavy losses. But unless my bombers can inflict heavy losses when they get the chance this really means little. And Japanese bombers caught by even a few fighters are generally massacred.

Well, enough self pity. Time to get back to devising defensive tactics that might actually work. Right now I think I need to concentrate my forces. I’ve been trying to defend everything and in consequence I am defending nothing.

It’s worth a shot, anyway. It’s that or sacrifice a goat to appease the gods of electronic war, and frankly if I had a goat I’d use it to eat the blackberry vines that keep cropping up in back corners of my garden. Tough things, those Himalayan blackberries. Harder to kill than Rasputin.


Well it was a good move but realistically by Feb of 1943 the Allies were getting their act together and a draw is about what I would expect. It is a big difference from August 42. A lot of nimcompoops were weeded out. radar was standard as was training and radar doctrine. Crews were better, gunnery (somewhat) better and Allied doctrine refined to deal with Japanese assets. Tanaka was a pistol but even the best admiral could not overcome a good radar plot......

Stay the course and fight the good fight..
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ComradeP
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RE: Aftermath

Post by ComradeP »

Sorry but I view "luck" as being a poor player's excuse for things not going right. You can't let concerns about luck paralyse you. All you can do is put together a good operation and minimise the possibility of chance intervening. Sometimes it will go brilliantly, at other times terribly BUT when there's a run of things going badly or well then that's not due to luck, that's due to something you're doing.


As to what is needed for this to stay interesting. I think your advice is the counsel of despair and ineptitude. Waiting for "luck" to turn is utter BS. Cuttlefish has NOT created a strong, coherent, mutually supporting defensive line and THAT is why his bases are falling.

Blaming it on luck is frankly an extraordinarily external locus of control.

So if you're rolling 1's and your opponent is rolling 6's on a 6 sided die on every important encounter, what do you call it? If you abandon a plan at that point based on those results because you think those results mean your plan isn't good, you're not a good player. You should evaluate your plan to see if you can include fail saves in the future, sure, but the results don't always have a direct relation to a plan. In fact, many times they don't.

Luck is not a material factor, it's just a combined description of everything that can go wrong/right.

I'd like you to point out what the problem was with the recent SCTF engagements from a planning perspective, with the plan for the Ambon counterlanding (assuming you don't know there are PT boats or the precise position of Allied carriers) and propose an alternative. I can give you a 100% guarantee that said alternative could be ruined by you rolling a series of 1's and the opponent a series of 6's so to speak.

The problem with reducing many variables to dice rolls or circumstance factors is that results can quickly become far more skewed than in real life. Most of the time, due to the statistical odds, a certain balance will be achieved, but when the opponent gets a series of good rolls and you don't, no good strategy can save you. You'll probably say a good strategy can compensate that, but it can't. Try playing a game where you get the worst result possible on every major action and your opponent gets the best result. I can guarantee that you won't win.

I think it's fairly insulting to call my advice the counsel of despair and ineptitude, which also means my suggestion comes from me being inept. I would suggest that if we are to have a discussion, you don't resort to insults in the future.
As to your SC TF example... His SC TF wasn't properly constituted within the confines of the game engine to achieve maximal results. If you didn't just put things down to luck but looked into the innards of the engine to figure out how it matched forces up etc you might realise that.

Considering that we're looking at the same results, how do you know that? Could you point out how you know precisely what happened?

You're also completely missing my point, I'm not putting everything down to luck, I'm putting the lack of success down to Cuttlefish getting bad results and Q-Ball getting good ones, which as this is a game is caused by rolls and less by planning.
My response is strong although not intended to be personal simply because I find the concept of abandoning personal responsibility and putting it down to luck to be utterly abhorrent and something which leads to a failure to improve.

You're misinterpreting my post, try reading it again.
As to Cuttlefish's situation. He needs to forget about luck - that path leads to mediocrity - and, instead, just put the best strategic plan possible into operation and continue planning his operations well. A combination of good strategy and careful operational employment should yield the results he's looking for. He's a good player, he needs to have faith in that and not rely on some BS "luck" to explain a strong of victories or defeats.

Again, feel free to explain how a good player's best strategic plan can succeed without good combat results, which in turn are based on random behind the scenes rolls the player can't always influence in a meaningful way? I'm not saying Cuttlefish should rely on luck, that's what you're claiming I said, not what I said. I said Q-Ball is getting good results and Cuttlefish isn't, which really only comes down to many random variables. I think Q-Ball's invasions are risky and his losses are very light considering the risks he's taken and the less than stellar cover he's providing considering he's facing most of the IJN. The results are not proportionate to the forces involved, they're better for him and worse for Cuttlefish. That has little to do with a plan. Thus far in the DEI campaign, whenever Q-Ball wanted something, he got it no matter how risky the plan was. That doesn't make for a very interesting game. Losing is also a part of gambling.
In any single battle luck can certainly play a part but luck is not the reason his opponent is gobbling up bases right now. The reason his opponent is gobbling up bases is because Cuttlefish doesn't have sufficient forces in any of those bases to hold them. Simple. That's fine, we all make mistakes but owning your mistakes helps you to get better. Explaining it away as "luck" and then waiting for that external force to turn in your favour again is just not the way to go. When things go well will you put it down to "good luck" and not skill? Of course not. So when things go badly own it, learn from it and play better in the future so it doesn't happen again.

Now think about why Cuttlefish doesn't have sufficient forces: whenever he has tried to employ those recently, they had less effect than their numbers would warrant. There are also far too many bases for Cuttlefish to defend and I'm still surprised as to how almost ridiculously easy it is for the Allies to invade the DEI this early in the game. Regardless of all the discussions about how to prevent this, I will again refer to the statistical truth that whenever you keep rolling bad results and your opponent is rolling good ones, you won't be preventing anything.

Again, feel free to explain how Cuttlefish should play better and how bad results won't influence that strategy in such a way that it's impossible. It's not always possible to create a strategy that can take a large number of setbacks.

I'm still convinced that the results of the majority of the last engagements heavily favoured the Allies in a disproportionate way considering the forces involved and the odds for both sides to win a specific battle.
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Cuttlefish
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RE: Aftermath

Post by Cuttlefish »

I think that in a game like this good or bad luck is the cumulative result of hundreds of small choices and decisions. In other words, players lay the groundwork to be able to either take advantage of small opportunities or to maximize the chance that something will go wrong. We may call the end result good luck or bad but many times you can trace the end result back through a decision tree maybe dozens of steps long.

This is not to say that flukes will not occur. But overall good or bad luck, I firmly believe, is not truly random.

What this really says is that I think I deserve the beating I have been getting. Even the thing with my carriers retreating into disaster is an example. Q-Ball put PT boats there. Good move. I did not include a destroyer division or two in my attack. Bad move. This set the stage for what happened. Change either decision and the likely result is Ambon back in Japanese hands.

The thing about making mistakes and getting beat up for them is that it is a chance to learn. There are a lot of things about AE that I have been slow to appreciate. In that regard I have been rather like a typical military, fighting the new war (AE) using the tactics of the previous war (WITP). But I like to think that I can be taught. Some of the lessons I have learned in this game I have already been able to use in my other game, now in June '42, against Erstad. Of course, Erstad has taught me a couple of new lessons as well. So the cycle goes.

Q-Ball has been an outstanding opponent and deserves full credit for his success and for perceiving and taking advantage of my mistakes. He's gotten some good breaks but he's earned them. There is a lot of war still to go and I am sure I'm not done learning sharp lessons. And who knows, I might get to teach one two as well.

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Hoplosternum
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RE: Aftermath

Post by Hoplosternum »

Good Luck Cuttlefish!
 
If what you are doing isn't working then I would try something different if thats not too obvious a comment [:)] Unfortunately leaving Regiments etc. in each likely target isn't even slowing him down. He seems to bring too much to each base. Would it not be better to leave some bases all but empty and defend others with more strength? Hoping that one of his invasions stalls and he has to rush in unprepped reinforcements and straining his carrier and LBA in long term support of the beleagured attack? Do it once and he will be worried it can happen again and again.
 
If he is reconning bases a lot then this is unlikely to work well, but you should be able to fool his recon a little by the use of Fragments. If you make sure each likely target has a couple of fragments of a divisions/regiments then he may be cautious about what he needs to take the base. He may guess that the 16th Division is not at all at say Menado but it takes a lot of recon/bombing before he is sure it's just a few squads instead of half or more of the formation. This can work in Burma and the Pacific islands if you decide to pull some assets out of there (which I would).
 
You say you are having some success in the air as his fighters are often running but that your bombers are not doing the business. However it is still only early '43. The allies still have relatively small replacement numbers. Keep up the sweeps and air field bombings to keep his pools as empty as possible before his numbers become too great later in the year. And try and choose your battles. You still seem to be fighting an air war over Burma(?) That should only deplete his UK pools which are not heavily engaged in the DEI. So why bother? He is not currently pressing there and you can afford to give up a lot of ground there (if forced) before you start losing bases as valuable as the ones you are currently losing in the DEI. Even Rangoon is fairly insignificant compared to what he is taking the DEI. So that is where most of you air should be. Although Corsairs and Hellcats are close at hand they are only Marine/Naval. Maybe you can put pressure on his army planes and the Aussie squadrens and deplete their pools? You could also try bombing any base that has recon planes on. If you can blind him even a little his invasions become either more risky or are slowed down. In AE bomber squadrons and patrols, even good ones, can't necessarily recon well. And allied recon squadrons and planes are limited at this stage.
 
Moving parts of your navy to the Pacific is a great move. He is not strong enough to cover both the DEI landings and the Pacific with his CVs at the same time (yet [X(]). It should also allow you to withdraw most of your LB Naval air from there back to the DEI. While Netties may not be able to stop the invasions when his CVs (and it's probably not wise to try). But they can act as a dangerous reserve that can exploit any weaknesses or mistakes he makes.
 
He is approaching decision time in the DEI. Does he go west for Java or north towards the Phillippinnes? This may open up possibilities for you. Currently he is very concentrated around Timor. So you fight everything he has while he just fights the part of you he is invading. But as he goes one way or the other his supply lines (both to Nettie and Sub attacks) open up a little. His CVs are not 'always there' as there is more than one there. You may even be able to counter invade somewhere - say Ambon if he commits to invading Java. This is why I would pull back most of the naval air from the Pacific. So it can be deployed at short notice to pounce on any opportunities.
 
As he is really going for your jugular in the DEI I think you can afford to lose a lot in the pacific. While I would not actually abandon places (make him actually invade!) there is little point having vital divisions, air HQs and naval strike craft in the Pacific. Just skeletal forces are needed. The Marshalls protects the Marianas, which is where he can start pounding the Home islands with B29s. If you are still there to be pounded at that stage you'll be considered a genius, or a magician. Or both [:)] So I wouldn't worry too much by his gains in the Pacific while you can't stop his advances in the DEI. Your naval move should close down most of his advances there anyway until he can deply a second strong CV force there.
 
Lastly you keep posting that things keep quietening down. You are aware that is very bad aren't you? I can almost sense the relief when you post it but really I doubt it is helping you. You don't want quiet (yet!). You can still out build or at least keep pace with his replacements. But that does not last. So keep pounding his bases with all the LBA you have. The IJA air force should be bombing and sweeping day in day out. Keeping his pools down. Forget your dreams of Franks and how you are to deal with B29s and live in the now [;)]
 
So good luck. I hope you still have a chance to check him and so slow him down. But fight now if you can. Once late '43 is here his plane replacements, squadrons and CVs/Navy just get too large and his strategic position is already very good.
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Skipjack_
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RE: Aftermath

Post by Skipjack_ »

CF, this game interests me greatly - I have been following it closely.
It sounds like you have the southern Phillipines prepared, and you have a plan for Java. IMHO, Borneo is the issue. With Timor in Q-Ball's hands, I would scrape the Solomons / New Guinea for troops like a Dentist scraping plaque. Those areas should be defended, but only by enougth to challenge battle - make him prep troops, commit TFs, squadrons and supplies to take them. Build up Borneo, together with Java and the southern PI you can mount a strong defense. The pressure Q-Ball's current campaign puts on you renders the Solomons and New Guinea peripheral at best.

Just my 2cents worth [;)]
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