Fatigue is too high for good results, but 222 down to 3 is like a few guys just walked into the enemy.
Presume the commander during the battle was less able than the permanent commander.
A whole division is more than I tested on a 6,000 limit island. At 222% of base load IIRC supply usage was = 91 times normal, just sitting there. Look in Tracker to see the base load of the unit (LCU page, scroll all way to the right), you can not see the base load of units in-game.
What shape is the unit in (disablements)? Maybe you can deliberate attack this turn? With supplies good, but after the penalty eats them all they will fight at 25%.
If needed, split the division leave the best 1 (or possibly) 2 part(s) in place, withdraw the rest to reduce the supply penalty. Rest what is there. Bad if KB has time to show up.
Does enemy have any forts? Are division's engineers still combat ready?
Likely they will fight much better this turn and of course after rest. Shock attack very risky as it might wreck the division leaving no alternative to retreat.
From another thread: for bombardment put one float plane group on daytime recon (doesn't matter if they fly) and another on nighttime recon. One group on recon either time is supposed to suffice to improve bombardment but speculation is that code might care if day or night, so have both since you can't always predict when bombardment goes in. Do bombard if possible on same turn as attack.
Interesting and disturbing. The attacking force is correct (actually a bit light--I didn't bring an amph brigade, tank battalion, or combat engineer regiment) to take a 6000-limit island. The supply usage definitely sounds excessive. It should be about 400 tons per day to sustain heavy offensive operations by a full-scale assault, and that's what I packed on about a dozen xAKs. The garrison is following separately on transports. This is the first time I've ever run a major assault in WitP-AE, so I used my professional experience with the USMC to task organise it.
The division currently has 150 AV. There shouldn't be any supply penalty--if there is, it's ahistorical.
The KB is off Sarawak, so I have some time.
The bombardment group stood off.
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
You misunderstand about the supply penalty. It's an abstraction to keep unrealistically huge forces from camping on small islands/atolls. We have not seen developer confirmation on this point yet, but it seems very likely that the supply penalty is applied after combat. That means supply unloaded during the turn are there to be used, but accumulating supplies on land is the problem. Of course, unloading supplies every turn means being exposed to CD guns if they are operating.
I think it's a pretty good abstraction, assuming that supply unloaded during the turn is still there for combat.
In your situation, if you haven't any more supply to unload then your only options are to attack without supplies or withdraw.
You misunderstand about the supply penalty. It's an abstraction to keep unrealistically huge forces from camping on small islands/atolls. We have not seen developer confirmation on this point yet, but it seems very likely that the supply penalty is applied after combat. That means supply unloaded during the turn are there to be used, but accumulating supplies on land is the problem. Of course, unloading supplies every turn means being exposed to CD guns if they are operating.
I think it's a pretty good abstraction, assuming that supply unloaded during the turn is still there for combat.
In your situation, if you haven't any more supply to unload then your only options are to attack without supplies or withdraw.
I have about 25000 supply left on ships.
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
I can comment on game mechanics but I can't give advice because I'm reading both sides!
Then you know I invaded because it was in the pre-war plan timetable.
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
The Chief of Staff of the Navy is extremely concerned about the problems encountered at Kwajalein and is monitoring the situation closely. Admiral Welch (commander of the Battle Fleet) will have some explaining to do when he returns to Pearl Harbor. The possibility that the forces deployed against Kwajalein may have to be withdrawn is being considered.
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
The KB is reported seven hexes west of Palau, so next turn it can be expected at Ulithi. Time to start preparing to pull out the ships.
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
Nothing significant happens. The Americal Division rests. The KB is observed at Truk.
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
The slower Japanese carriers show up at Singapore.
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
My opponent comments: "An interesting spin of the situation in nearly all fronts."
A convoy delivering troops to Rabaul encounters an invasion convoy, supported by Betties from Truk
Morning Air attack on TF, near Rabaul at 106,125
Weather in hex: Overcast
Raid detected at 120 NM, estimated altitude 12,000 feet.
Estimated time to target is 42 minutes
Japanese aircraft
G4M1 Betty x 60
Japanese aircraft losses
G4M1 Betty: 1 destroyed, 14 damaged
Allied Ships
DD Morris
CA Australia
AP President Hayes, Torpedo hits 1, on fire, heavy damage
CL Perth
CL Leander
AP William Ward Burrows
CL Phoenix
CA Canberra, Torpedo hits 1
DD La Triomphant, Torpedo hits 1, on fire
CL St. Louis
Allied ground losses:
5 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 0 destroyed, 1 disabled
Engineers: 0 destroyed, 0 disabled
Aircraft Attacking:
36 x G4M1 Betty launching torpedoes at 200 feet
Naval Attack: 1 x 18in Type 91 Torpedo
1 x G4M1 Betty launching torpedoes at 200 feet
Naval Attack: 1 x 18in Type 91 Torpedo
22 x G4M1 Betty launching torpedoes at 200 feet
Naval Attack: 1 x 18in Type 91 Torpedo
---------------------------------------------
Afternoon Air attack on TF, near Rabaul at 106,125
Weather in hex: Moderate rain
Raid detected at 120 NM, estimated altitude 11,000 feet.
Estimated time to target is 42 minutes
Japanese aircraft
G4M1 Betty x 52
Japanese aircraft losses
G4M1 Betty: 1 destroyed, 22 damaged
Allied Ships
CL St. Louis
DD La Triomphant, on fire
CL Achilles
AP William Ward Burrows, Torpedo hits 1
CA Canberra
AK Procyon
AK Arcturus, Torpedo hits 2, heavy damage
CL Leander
CL Phoenix
Allied ground losses:
40 casualties reported
Squads: 1 destroyed, 2 disabled
Non Combat: 1 destroyed, 1 disabled
Engineers: 0 destroyed, 0 disabled
Aircraft Attacking:
29 x G4M1 Betty launching torpedoes at 200 feet
Naval Attack: 1 x 18in Type 91 Torpedo
22 x G4M1 Betty launching torpedoes at 200 feet
Naval Attack: 1 x 18in Type 91 Torpedo
Morning Air attack on TF, near Kavieng at 105,123
Weather in hex: Moderate rain
Raid spotted at 25 NM, estimated altitude 19,000 feet.
Estimated time to target is 6 minutes
Japanese aircraft
F1M2 Pete x 2
Allied aircraft
B-26 Marauder x 13
No Japanese losses
Allied aircraft losses
B-26 Marauder: 1 damaged
Japanese Ships
BB Mutsu
xAK Eiko Maru #2
CL Katori
PB Ikunta Maru
Aircraft Attacking:
3 x B-26 Marauder bombing from 15000 feet *
Naval Attack: 3 x 500 lb SAP Bomb
3 x B-26 Marauder bombing from 15000 feet *
Naval Attack: 3 x 500 lb SAP Bomb
4 x B-26 Marauder bombing from 15000 feet *
Naval Attack: 3 x 500 lb SAP Bomb
3 x B-26 Marauder bombing from 15000 feet *
Naval Attack: 3 x 500 lb SAP Bomb
CAP engaged:
Mutsu-1 with F1M2 Pete (2 airborne, 0 on standby, 0 scrambling)
2 plane(s) intercepting now.
Group patrol altitude is 11000
Raid is overhead
---------------------------------------------
Morning Air attack on TF, near Kavieng at 105,123
Weather in hex: Moderate rain
Raid spotted at 17 NM, estimated altitude 18,000 feet.
Estimated time to target is 4 minutes
Japanese aircraft
F1M2 Pete x 1
Allied aircraft
B-26 Marauder x 3
No Japanese losses
No Allied losses
Japanese Ships
CL Katori
Aircraft Attacking:
3 x B-26 Marauder bombing from 15000 feet *
Naval Attack: 3 x 500 lb SAP Bomb
CAP engaged:
Mutsu-1 with F1M2 Pete (0 airborne, 0 on standby, 0 scrambling)
1 plane(s) not yet engaged, 0 being recalled, 0 out of immediate contact.
Group patrol altitude is 11000 , scrambling fighters to 15000.
Time for all group planes to reach interception is 7 minutes
Invasion of Java supported by the slower Japanese carriers
Amphibious Assault at Kalidjati
TF 145 troops unloading over beach at Kalidjati, 50,99
Japanese ground losses:
197 casualties reported
Squads: 31 destroyed, 0 disabled
Non Combat: 5 destroyed, 0 disabled
Engineers: 0 destroyed, 0 disabled
Guns lost 1 (1 destroyed, 0 disabled)
19 troops of a IJA Infantry Squad accidentally lost during unload of 124th Infantry Rgt
20 troops of a IJA HMG Squad lost in surf during unload of 56th Div
17 troops of a IJA Infantry Squad lost overboard during unload of 56th Div /3
17 troops of a IJA Infantry Squad accidentally lost during unload of 56th Div /4
17 troops of a IJA Infantry Squad lost overboard during unload of 56th Div /5
19 troops of a IJA Infantry Squad lost in surf during unload of 4th Div
20 troops of a IJA HMG Squad lost in surf during unload of 4th Div /2
17 troops of a IJA Infantry Squad lost in surf during unload of 56th Div /6
19 troops of a IJA Infantry Squad lost from landing craft during unload of 4th Div /4
17 troops of a SNLF Squad accidentally lost during unload of 32nd Nav Gsn Unit
17 troops of a SNLF Squad lost in surf during unload of 83rd Nav Gd
8 Aviation Support troops accidentally lost during unload of 22nd Air Flotilla /2
10 Support troops lost overboard during unload of 32nd Nav Gsn Unit /2
19 troops of a IJA Infantry Squad lost in surf during unload of 4th Div /5
13.2mm T93 AAMG lost from landing craft during unload of 9th Base Force /3
17 troops of a IJA Infantry Squad accidentally lost during unload of Imperial Guards Div /1
19 troops of a IJA Infantry Squad lost in surf during unload of 4th Div /6
8 Aviation Support troops lost overboard during unload of 9th Base Force /4
17 troops of a IJA Infantry Squad lost in surf during unload of 56th Div /7
17 troops of a IJA Infantry Squad lost overboard during unload of Imperial Guards Div /2
8 Engineers accidentally lost during unload of 1st Naval Const Bn /6
8 Aviation Support troops lost in surf during unload of 9th Base Force /6
20 troops of a IJA HMG Squad lost overboard during unload of Imperial Guards Div
18 troops of a IJA Engineer Squad lost in surf during unload of Imperial Guards Div /4
17 troops of a IJA Infantry Squad lost from landing craft during unload of Imperial Guards Div /5
17 troops of a IJA Infantry Squad lost in surf during unload of Imperial Guards Div /7
17 troops of a IJA Infantry Squad lost overboard during unload of Imperial Guards Div /7
Meanwhile at Kwaj
Ground combat at Kwajalein Island (132,115)
Allied Shock attack
Attacking force 4556 troops, 211 guns, 114 vehicles, Assault Value = 83
Defending force 1838 troops, 51 guns, 0 vehicles, Assault Value = 12
Allied adjusted assault: 2
Japanese adjusted defense: 7
Allied assault odds: 1 to 3 (fort level 2)
Combat modifiers
Defender: experience(-)
Attacker: shock(+), leaders(+), leaders(-), disruption(-), supply(-)
Japanese ground losses:
152 casualties reported
Squads: 3 destroyed, 2 disabled
Non Combat: 6 destroyed, 4 disabled
Engineers: 0 destroyed, 0 disabled
Units destroyed 1
Allied ground losses:
416 casualties reported
Squads: 4 destroyed, 33 disabled
Non Combat: 5 destroyed, 33 disabled
Engineers: 0 destroyed, 1 disabled
Vehicles lost 13 (2 destroyed, 11 disabled)
Assaulting units:
Americal Infantry Division
Defending units:
65th Nav Gd /1
Nimur Naval Fortress
Maizuru 2nd SNLF
64th Nav Gd /1
6th Fleet
Kwajalein Base Force
The 33rd Japanese Division roughly handles a brigade trying to sneak in behind the Japanese forces in Burma
Ground combat at 56,51
Japanese Deliberate attack
Attacking force 12815 troops, 120 guns, 32 vehicles, Assault Value = 444
Defending force 2044 troops, 10 guns, 0 vehicles, Assault Value = 95
Japanese adjusted assault: 196
Allied adjusted defense: 11
Japanese assault odds: 17 to 1
Combat modifiers
Defender: terrain(+), fatigue(-), experience(-)
Attacker: leaders(-)
Japanese ground losses:
176 casualties reported
Squads: 1 destroyed, 6 disabled
Non Combat: 0 destroyed, 13 disabled
Engineers: 0 destroyed, 2 disabled
Allied ground losses:
778 casualties reported
Squads: 54 destroyed, 33 disabled
Non Combat: 20 destroyed, 4 disabled
Engineers: 0 destroyed, 0 disabled
Units retreated 1
Defeated Allied Units Retreating!
Assaulting units:
33rd Division
Defending units:
BFF Brigade
Action at Davao
Ground combat at Davao (79,91)
Japanese Deliberate attack
Attacking force 8940 troops, 56 guns, 0 vehicles, Assault Value = 277
Defending force 3857 troops, 26 guns, 0 vehicles, Assault Value = 129
Japanese adjusted assault: 124
Allied adjusted defense: 7
Japanese assault odds: 17 to 1
Combat modifiers
Defender: terrain(+), leaders(+), disruption(-), preparation(-)
experience(-), supply(-)
Attacker:
Japanese ground losses:
39 casualties reported
Squads: 0 destroyed, 1 disabled
Non Combat: 0 destroyed, 4 disabled
Engineers: 0 destroyed, 1 disabled
Allied ground losses:
173 casualties reported
Squads: 2 destroyed, 9 disabled
Non Combat: 0 destroyed, 14 disabled
Engineers: 0 destroyed, 0 disabled
Assaulting units:
65th Brigade
III/66th Naval Guard Unit
3rd JNAF AF Unit
24th JAAF AF Bn
Defending units:
102nd PA Infantry Division
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
Not a great day for the Allies in Burma. I'm still trying to figure out how the 5th Division beat me to Prome. The Chinese are coming.
The KB bumped into a damaged AP south of the Shortlands. I suppose high speed steaming works wonders. Time to make tracks.
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
Japanese forces hold off attacks at Prome and capture Kalidjati. Invasions at Semarang and Rabaul. US Fleet finishes refueling and rearming and heads back to Kwaj. KB encounters a disabled AP in the night and retreats.
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
Four Japanese divisions land at Semarang and capture it on the bounce. I'm just curious--did either side in the Pacific ever land four divisions in a single assault landing?
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
Another curiosity: a full-strength, supplied, relatively-elite Chinese division defends with a combat strength of 0 at Toungoo. The KB fails to fly again. Has my opponent forgotten to reammo?
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
Heavy combat but nothing decisive. KB invisible, which probably means near Kavieng. SS Trusty and AK Procyon lost.
Relief convoy for the Americal Division in transit.
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com