
Ocean of (Allied) Blood.
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
RE: RE:9-16 Umnak
Umnak has fallen...P40s and SBDs did not link up in air phase and about 10 SBDs were butchered by the IJN CV Cap over Umnak. Probably would not have helped as my b24s did not fly...


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RE: RE:9-16 off tavoy
IJN transport fleet skirts around Port Blair, max range for SBDs.


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RE: PB 9-17-42
IJA just landed a division plus at PB.


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RE: PB 9-17-42
PT boat look at fleet the night of invasion.


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RE: PB 9-17-42
Probably had air losses in the 2 to 1 range(70 to 35)w/ alot of shelling of PB airfield. Before this turn I counted 100 allied fighters just at PB.


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RE: PB 9-17-42
Up north I nailed an IJN AO off Umnak.
RE: PB 9-17-42
What do you think about the size of that invasion?
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
RE: PB 9-17-42
Umnak-overwhelming,ORIGINAL: witpqs
What do you think about the size of that invasion?
I have 4x b24 sqns bombing the port each turn.I have been mixing the missions to see which does the most damage. FatR has to pick up those divisions to be able to use them again and I hope to hit some shipping...I remember in my game w/ P.Hauser I hit 6 transports w50% damage in one turn(he sent me the jpeg and wanted house rules). Cant seem to recreate this against FatR.
PB-underwhelming, but seems to have the entire Jap airforce on site.
I was surprised to see the entire 56th IJA division unload in one turn.
I know that I need a 2nd and 3rd front to spread the enemy air instead of allowing him to concentrate. Moving forward on a massive scale is risky w/out the CV fleet. It may be time to sub -commando some forward islands.
At PB I did send in 4xSBD SQNs in the area to Little andaman this turn w/ a 2hex range. All fighters where set to escort w/ no CAP as I am getting mauled anyway.
In addition the British torpedo bomber was placed at little A to see what happens...all at the same altitude.
If the IJN transport fleet hangs around another turn it will be interesting to see what happens.
I have thought about bringing forward the 1st line british battle fleet but a fleet in being currently is more important than a fleet battle at PB(I could be wrong on this issue, but I have the POW and Repulse in reserve).
RE: Problems
ORIGINAL: bigred
South China shock attack w/ alot of jap armor. Units got blown out of hex. All the jap armor in the chinese theatre. Note elements of 1st IJA armored Division in the attack...I use this unit in my other game to help clean up the chinese rear areas.
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After this attack the IJA has split his attacking force, sending the INF north and all the armor to the south to clean out the Canton area. I hope this turns into a major mistake for FatR as the southern chinese corp is in the woods fort1 w700AV.
RE: Problems
I am considering a technique to use against FatR I would call cheap ship scouting. The plan is for all theatre commands to have some forces(brigade/division plus++) on standby to move forward in all areas at the same time.
SWPAC
SOPAC
CEntPac
Eastern
Norpac
AKLs would be about 10 hexes ahead of TFs to draw out any CV activity. If found then abort mission. If not then move forward. Seems simple. But complex. I like consolidated commands for increased firepower results.
Also I would expect to get nailed by FatR once or twice as this is very dangerous.
The other option is to wait in a boring fashion untill 44.
Also note I play another RA70 as the IJ player. The fuel situation for the fleet is very tight!!(In other words, after these missions the fleet will have no fuel in forward areas.)
This is going to be a llllllllllllllllong game
SWPAC
SOPAC
CEntPac
Eastern
Norpac
AKLs would be about 10 hexes ahead of TFs to draw out any CV activity. If found then abort mission. If not then move forward. Seems simple. But complex. I like consolidated commands for increased firepower results.
Also I would expect to get nailed by FatR once or twice as this is very dangerous.
The other option is to wait in a boring fashion untill 44.
Also note I play another RA70 as the IJ player. The fuel situation for the fleet is very tight!!(In other words, after these missions the fleet will have no fuel in forward areas.)
This is going to be a llllllllllllllllong game
RE: Problems
ORIGINAL: bigred
I am considering a technique to use against FatR I would call cheap ship scouting. The plan is for all theatre commands to have some forces(brigade/division plus++) on standby to move forward in all areas at the same time.
SWPAC
SOPAC
CEntPac
Eastern
Norpac
AKLs would be about 10 hexes ahead of TFs to draw out any CV activity. If found then abort mission. If not then move forward. Seems simple. But complex. I like consolidated commands for increased firepower results.
Also I would expect to get nailed by FatR once or twice as this is very dangerous.
The other option is to wait in a boring fashion untill 44.
Also note I play another RA70 as the IJ player. The fuel situation for the fleet is very tight!!(In other words, after these missions the fleet will have no fuel in forward areas.)
This is going to be a llllllllllllllllong game
I've seen this done before in other AARs (using trash ships as pickets or scouts), usually followed by a lively debate as to whether or not its "gamey".
I don't recall a consensus on the board though as to whether or not this was considered cheeze, suspect its up to each pair of players to decide for themselves. Might expect some pushback from your opponent though.
RE: PB 9-17-42
I am not reading FatR's AAR, so I feel I can say anything. [;)]
Perhaps bomb the crap out of the port until ships arrive. That way the ships will have to be there longer when they arrive.
I was wondering if he thought the force was adequate provided he succeeds in stopping all resupply of the Allied forces?
ORIGINAL: bigred
Umnak-overwhelming,ORIGINAL: witpqs
What do you think about the size of that invasion?
I have 4x b24 sqns bombing the port each turn.I have been mixing the missions to see which does the most damage. FatR has to pick up those divisions to be able to use them again and I hope to hit some shipping...I remember in my game w/ P.Hauser I hit 6 transports w50% damage in one turn(he sent me the jpeg and wanted house rules). Cant seem to recreate this against FatR.
Perhaps bomb the crap out of the port until ships arrive. That way the ships will have to be there longer when they arrive.
PB-underwhelming, but seems to have the entire Jap airforce on site.
I was wondering if he thought the force was adequate provided he succeeds in stopping all resupply of the Allied forces?
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
RE: 9-18-42
Allied signet report. This is the second division reported to prep for the Russians.


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RE: Problems
i agreed to play the game w/ no rules. Anything goes.ORIGINAL: pat.casey
ORIGINAL: bigred
I am considering a technique to use against FatR I would call cheap ship scouting. The plan is for all theatre commands to have some forces(brigade/division plus++) on standby to move forward in all areas at the same time.
SWPAC
SOPAC
CEntPac
Eastern
Norpac
AKLs would be about 10 hexes ahead of TFs to draw out any CV activity. If found then abort mission. If not then move forward. Seems simple. But complex. I like consolidated commands for increased firepower results.
Also I would expect to get nailed by FatR once or twice as this is very dangerous.
The other option is to wait in a boring fashion untill 44.
Also note I play another RA70 as the IJ player. The fuel situation for the fleet is very tight!!(In other words, after these missions the fleet will have no fuel in forward areas.)
This is going to be a llllllllllllllllong game
I've seen this done before in other AARs (using trash ships as pickets or scouts), usually followed by a lively debate as to whether or not its "gamey".
I don't recall a consensus on the board though as to whether or not this was considered cheeze, suspect its up to each pair of players to decide for themselves. Might expect some pushback from your opponent though.
RE: Problems
ORIGINAL: pat.casey
I've seen this done before in other AARs (using trash ships as pickets or scouts), usually followed by a lively debate as to whether or not its "gamey".
I don't recall a consensus on the board though as to whether or not this was considered cheeze, suspect its up to each pair of players to decide for themselves. Might expect some pushback from your opponent though.
It just turns me really off to have a game w/ someone who wants alot of house rules..maybe one or two.quote:
From: topeverest
To: bigred
Date: 12/8/2010 9:12:53 PM
Subject: RE: house rule
Sorry for the delay...hectic work schedule.
Keeping in mind I do play with 'No New Allied TF's on dec 7" but I believe that is universal if you are playing surprise on first turn. It wont do for the Americans to move the BB's out of Pearl. The only HR I play with is "No strategic bombing until Jan 1, 1943." I find the game loses balance quickly if the allies can strat bomb in 42. Burma, china, and Malaya can go, and enterprising allied players will find a way to SB the Home islands and DEI before the empire can shore up reasonably. The empire can and will get behind in booty hauling and never recover against a skilled allied opponent that can do this - and significantly shorten the war...but that is a topic for another day.
Every HR I can think of is a player rationalization to take away a combat option of the enemy under the ruse of some proposed 'lack of accuracy' or 'lack of realism' in the game. Example, No HB naval attack under 10K - that has to be the silliest HR yet. Players that agree to this have never even looked and seen that no allied HB starts with any skill in naval bombardment. It would take a minimum of 3 to 4 months of straight training to gain 60+ skill to have any possible chance of hitting an enemy ship. If the owning player spends the time to train some and then deploy them at 6K to bomb, why shouldn't that be possible. Just because the allies rarely committed HB's this way does not mean it was impossible to do or would not have worked. Another example is invading only at base hexes. We all know the opposite occurred on a number of occasions where it was feasible.
The game is already packed with practically impossible and highly improbable capabilities in favor of good gaming, and I think that is a good thing in most cases. Perhaps the quintessential example - restricted HQ's, units, and releases that are meant to slow down the allied war and delay the allied strength from deployment at the same time the Empire has large land unit availability. This creates the quite artificial (but most exciting) ability to smash 14-17 Empire divisions most at any place in the Pacific and force desperate allied defensive gaming with artificially limited ground forces in 42.
Don't get swayed by the 'masses'. The game is well balanced in that it provides actual and potential capabilities (and the chance for other even greater capabilities). Play her as she is, and she will run true.
Let me know if you have questions on specific HR's.
RE: Problems
If the IJN transport fleet hangs around another turn it will be interesting to see what happens.
Looks like a fast speed 19(5/4) amphib TF. It moved half way to Georgetown in one turn(9hexes).
RE: 9-19
North of Kukong is a 43 unit stack. defense consist of 2 large chinese corp at level3 fort in WR. Attack will break thru. I may have overcommitted to the west.


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RE: 9-21
North of Kukong as expected..The IJA main body consist of 14 divisions.


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