Second AE Tournement

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

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offenseman
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RE: Second AE Tournement

Post by offenseman »

Dave succeeded in sinking all of my transports but they were empty by then.  My shock attack on PM was at 2:1 and knocked forts down to 1 and resulted in minor losses for both sides.  My Netties attacked his main SCTF and got chewed up by flak the likes of which I have not seen in awhile.  Reportedly got only one torp on target and that might be foggy.

I will not look at the score until it is over but it should be real interesting and close if I do not manage to sink any big Allied ships. 

The other game with me as Allies is still fairly quiet. 
Sometimes things said in Nitwit sound very different in English.
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Canoerebel
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RE: Second AE Tournement

Post by Canoerebel »

Going out of town today for a camping trip; earliest return is Sunday and latest is Tuesday. In my absence, I hereby designate Bullwinkle to act as temporariy interim Yankee tournament director.
"Rats set fire to Mr. Cooper’s store in Fort Valley. No damage done." Columbus (Ga) Enquirer-Sun, October 2, 1880.
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Chickenboy
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RE: Second AE Tournement

Post by Chickenboy »

Just a quick FYI on my game(s) with Blind Sniper. We've just finished the 3rd turn. No major action to speak of yet.
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Blind Sniper
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RE: Second AE Tournement

Post by Blind Sniper »

Yes, but this calm will end very soon...I think...[8D]
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Raverdave
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RE: Second AE Tournement

Post by Raverdave »

Game one

Offenseman as IJN 1826 
Dave as Allies        2122

Allies win by          296


Game two is not looking good for me[:(]
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scott64
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RE: Second AE Tournement

Post by scott64 »

My game vs Captain Cruft as Japan: Decisive Japanese Victory 2785 to 1270. [X(][:'(]
Lucky for you, tonight it's just me


Any ship can be a minesweeper..once !! :)

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Captain Cruft
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RE: Second AE Tournement

Post by Captain Cruft »

The other game.

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Captain Cruft
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RE: Second AE Tournement

Post by Captain Cruft »

So scott1964 shades it by 93 points.

Well played and sock it to the next guy on my behalf [8D]
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Captain Cruft
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RE: Second AE Tournement

Post by Captain Cruft »

Very brief AAR.

The two games were very similar. As Japan we both sank the 2 US CVs without losing any of our own, then managed to take PM through opposition from the remaining surface forces and LBA. There was little subtlety involved ...
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RE: Second AE Tournement

Post by scott64 »

ORIGINAL: Captain Cruft

Very brief AAR.

The two games were very similar. As Japan we both sank the 2 US CVs without losing any of our own, then managed to take PM through opposition from the remaining surface forces and LBA. There was little subtlety involved ...
Well played Captain. [:)]
Lucky for you, tonight it's just me


Any ship can be a minesweeper..once !! :)

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Cap Mandrake
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RE: Second AE Tournement

Post by Cap Mandrake »

Bad news for those remaining in the bracket. I suspect Fabertong will be advancing. [:)]
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fabertong
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RE: Second AE Tournement

Post by fabertong »

ORIGINAL: Cap Mandrake

Bad news for those remaining in the bracket. I suspect Fabertong will be advancing. [:)]
After the last few turns...in both our games.......the good doctor from CA...looks odds on to take this match....and I'll return in shame to the South Pole.....which does make me ask.....why can't I have a super-secret lair in the Maldives?
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rtrapasso
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RE: Second AE Tournement

Post by rtrapasso »

ORIGINAL: fabertong

ORIGINAL: Cap Mandrake

Bad news for those remaining in the bracket. I suspect Fabertong will be advancing. [:)]
After the last few turns...in both our games.......the good doctor from CA...looks odds on to take this match....and I'll return in shame to the South Pole.....which does make me ask.....why can't I have a super-secret lair in the Maldives?
We need updates!!
desicat
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RE: Second AE Tournement

Post by desicat »

I agree updates would be great.  I have found Cap's AAR to be very fun reading and hope others would consider posting the same.
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aphrochine
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RE: Second AE Tournement

Post by aphrochine »

Put another down interested in a 3rd tournament slot.  You always seem to post these things when I take a couple days off visits to these forums.  [:(]
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Chickenboy
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RE: Second AE Tournement

Post by Chickenboy »

Blind Sniper has conceded the game(s) to me at this time. We are playing out Port Moresby's capture in the Chickenboy (IJ) v. Blind Sniper (Allied) game yet as a curiosity.

I'd like to finish all turns for both scenarios in order to determine the final points totals and ships sunk lists beyond FOW, etc. If we finish all turns I'll do more of an AAR breakdown with lessons learned, etc. If not, then I won't bother.

In the meantime, I'll leave you all with this little ditty for maximum "pucker factor":



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Chickenboy
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RE: Second AE Tournement

Post by Chickenboy »

I suppose that I can throw a few observations out there for discussion.

For IJ player:

1. You start with some decent air forces at Truk. They're worthless there. Bring the torpedo bombers to Rabaul, where you have a torpedo designation in your AirHQ. Shortlands makes a more effective floatplane search base than Rabaul due to range issues. With some Emilys, et. al. parked at Shortlands, you've an excellent base for long range air recon.

2. A detachment of the 3rd SNLF is sufficient to take Efate Port Villa or Luganville. Without the scenario open in front of me, I'm not sure which of these bases is worth 75 points to the Japanese-but one of 'em is. This is a minor sacrifice for a very noticeable point swing.

3. You start off with a few units of A6M2s in Rabaul that are 27 plane units. Note that Zuikaku and Shokaku are nowhere near capacity in terms of numbers of groups or airframes. Neither is Shoho, for that matter. Break one of these 27 ship units into its component parts and add one detachment (A/B/C) to each of these carriers, respectively. They performed yeoman service in my game on Shoho, especially.

4. In both my games, LBA ("Netties") out of Rabaul ranged out to successfully engage in naval attack. Whilest the Allied carriers are around, a maximum interdiction range of 14 hexes (max. A6M2 range with drop tanks) is probably all I would do, lest they get completely shredded by carrier fighters. Woe unto the Allied player that doesn't respect the exceptional range of IJNAF torpedo bombers and escort.

5. Your CAs are more valuable to you in offensive SCTF actions, particularly night actions, than they are as carrier escorts. Turn them loose in 'high traffic' areas and they'll rock and roll.

Haguro in one of my games was a beast. She came up against CAs Australia and Minneapolis, CL Hobart and 3 DDs all by herself. 2x long lances broke CA Australia in half and sent her straight to the bottom. Another LL TT found CA Minneapolis. Combined with a deluge of 20cm shells, she was wracked in flames and in danger. A sub finished her off the next day. One of the supporting allied DDs was badly damaged and another set afire.

6. Reset your sub patrol zones daily. Send 'em where the action is and have them patrol a tight zone where cripples are likely to emerge. Once there's a stream of cripples heading to a couple obvious ports (e.g., several escort TFs in a line heading towards Townsville or Noumea), reorder their patrol zones to a line outside of these harbors.

I was able to put sub-launched TTs into at least 4 Allied CAs leaving the battle, probably sinking at least two of them.

7. Lae makes a fine float patrol aircraft base. One of the AVs can be based here, allowing fine Jake coverage of the Eastern tip of P/NG to supplement Shortland-based long-range patrol aircraft.
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Blind Sniper
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RE: Second AE Tournement

Post by Blind Sniper »

If we finish all turns I'll do more of an AAR breakdown with lessons learned, etc. If not, then I won't bother.

Of course, thanks.
1. You start with some decent air forces at Truk. They're worthless there. Bring the torpedo bombers to Rabaul, where you have a torpedo designation in your AirHQ. Shortlands makes a more effective floatplane search base than Rabaul due to range issues. With some Emilys, et. al. parked at Shortlands, you've an excellent base for long range air recon.

Done, I used Lae also.

2. A detachment of the 3rd SNLF is sufficient to take Efate Port Villa or Luganville. Without the scenario open in front of me, I'm not sure which of these bases is worth 75 points to the Japanese-but one of 'em is. This is a minor sacrifice for a very noticeable point swing.

Efate 75, Luganville 25. Good point.
3. You start off with a few units of A6M2s in Rabaul that are 27 plane units. Note that Zuikaku and Shokaku are nowhere near capacity in terms of numbers of groups or airframes. Neither is Shoho, for that matter. Break one of these 27 ship units into its component parts and add one detachment (A/B/C) to each of these carriers, respectively. They performed yeoman service in my game on Shoho, especially.

Didn't though about that, maybe a big mistake by me.
4. In both my games, LBA ("Netties") out of Rabaul ranged out to successfully engage in naval attack. Whilest the Allied carriers are around, a maximum interdiction range of 14 hexes (max. A6M2 range with drop tanks) is probably all I would do, lest they get completely shredded by carrier fighters. Woe unto the Allied player that doesn't respect the exceptional range of IJNAF torpedo bombers and escort.

I tried but flown more fighters than bombers, airport size 3 not enough for all aircrafts, better to keep down a fighter squadron.

--------------------------------------------------------------------------------
Morning Air attack on TF, near Milne Bay at 99,136

Weather in hex: Moderate rain

Raid detected at 160 NM, estimated altitude 20,000 feet.
Estimated time to target is 63 minutes

Japanese aircraft
A6M2 Zero x 38
G3M2 Nell x 11



Allied aircraft
F4F-3 Wildcat x 16


Japanese aircraft losses
A6M2 Zero: 2 destroyed
G3M2 Nell: 3 damaged

Allied aircraft losses
F4F-3 Wildcat: 1 destroyed

Allied Ships
CV Yorktown, Torpedo hits 1



Aircraft Attacking:
11 x G3M2 Nell launching torpedoes at 200 feet
Naval Attack: 1 x 18in Type 91 Torpedo
10 x A6M2 Zero sweeping at 15000 feet *
7 x A6M2 Zero sweeping at 15000 feet *

CAP engaged:
VF-2 with F4F-3 Wildcat (2 airborne, 6 on standby, 0 scrambling)
2 plane(s) intercepting now.
Group patrol altitude is 12000 , scrambling fighters between 12000 and 20000.
Time for all group planes to reach interception is 31 minutes
VF-5 with F4F-3 Wildcat (0 airborne, 6 on standby, 0 scrambling)
0 plane(s) not yet engaged, 0 being recalled, 2 out of immediate contact.
Group patrol altitude is 12000 , scrambling fighters between 12000 and 21000.
Time for all group planes to reach interception is 57 minutes
5. Your CAs are more valuable to you in offensive SCTF actions, particularly night actions, than they are as carrier escorts. Turn them loose in 'high traffic' areas and they'll rock and roll.

Lesson learned.
You sent a lonely DD against my amphibious TF with the following outcome:
practically no backfire, my fault don't protect it.

--------------------------------------------------------------------------------
Day Time Surface Combat, near Milne Bay at 100,134, Range 20,000 Yards

Japanese Ships
CM Tsugaru
CL Yubari, Shell hits 3
DMS W.20, Shell hits 1, on fire
AMc Fumi Maru #2
xAKL Hagoromo Maru
xAKL Noshiro Maru #2
xAK Canberra Maru, Shell hits 1
xAK Kansai Maru, Shell hits 3
xAK Kagu Maru
xAK Asakaze Maru
xAK Tatumiya Maru, Shell hits 4, on fire
xAK Kamikaze Maru
xAK Sinsei Maru
xAK Chicago Maru, Shell hits 3, heavy fires, heavy damage
xAK Ikushima Maru
xAK Kasuga Maru #2
xAK Aso Maru

Allied Ships
DD Sims, Shell hits 1

Japanese ground losses:
736 casualties reported
Squads: 10 destroyed, 28 disabled
Non Combat: 11 destroyed, 49 disabled
Engineers: 3 destroyed, 5 disabled
Guns lost 5 (1 destroyed, 4 disabled)



Maximum visibility in Clear Conditions: 30,000 yards
CONTACT: Japanese lookouts spot Allied task force at 20,000 yards
CONTACT: Allied lookouts spot Japanese task force at 20,000 yards
Hyman, W. crosses the 'T'
Range closes to 17,000 yards
CL Yubari engages DD Sims at 17,000 yards
DD Sims engages xAK Tatumiya Maru at 17,000 yards
Range closes to 15,000 yards
CL Yubari engages DD Sims at 15,000 yards
Range closes to 14,000 yards
CL Yubari engages DD Sims at 14,000 yards
Range closes to 10,000 yards
CL Yubari engages DD Sims at 10,000 yards
Range closes to 7,000 yards
DD Sims engages CL Yubari at 7,000 yards
CL Yubari engages DD Sims at 7,000 yards
Range closes to 6,000 yards
CL Yubari engages DD Sims at 6,000 yards
DD Sims engages xAK Kansai Maru at 6,000 yards
Range closes to 5,000 yards
CL Yubari engages DD Sims at 5,000 yards
DD Sims engages DMS W.20 at 5,000 yards
Range closes to 3,000 yards
DD Sims engages xAK Tatumiya Maru at 3,000 yards
Range closes to 2,000 yards
DD Sims engages DMS W.20 at 2,000 yards
DD Sims engages xAK Chicago Maru at 2,000 yards
Range increases to 4,000 yards
DD Sims engages xAK Canberra Maru at 4,000 yards
Range increases to 5,000 yards
CL Yubari engages DD Sims at 5,000 yards
DD Sims engages xAK Kansai Maru at 5,000 yards
Range closes to 3,000 yards
CL Yubari engages DD Sims at 3,000 yards
DD Sims engages xAK Tatumiya Maru at 3,000 yards
Range increases to 4,000 yards
CL Yubari engages DD Sims at 4,000 yards
Range increases to 5,000 yards
DD Sims engages xAK Kansai Maru at 5,000 yards
DD Sims engages xAK Kansai Maru at 5,000 yards
Range increases to 11,000 yards
CL Yubari engages DD Sims at 11,000 yards
DD Sims engages xAK Tatumiya Maru at 11,000 yards
Range increases to 14,000 yards
DD Sims engages xAK Chicago Maru at 14,000 yards
Range increases to 20,000 yards
CL Yubari engages DD Sims at 20,000 yards
Task forces break off...
6. Reset your sub patrol zones daily. Send 'em where the action is and have them patrol a tight zone where cripples are likely to emerge. Once there's a stream of cripples heading to a couple obvious ports (e.g., several escort TFs in a line heading towards Townsville or Noumea), reorder their patrol zones to a line outside of these harbors.

Right, your sunk a lot of ships, I believe my SS never hit something...
About tight zone, how many hexes among boundaries? Do you use the "linger" option?
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Blind Sniper
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RE: Second AE Tournement

Post by Blind Sniper »

The most important day was 08/05 in both games for CVs engagements, me as Japanese:

--------------------------------------------------------------------------------
Morning Air attack on TF, near Milne Bay at 99,136

Weather in hex: Moderate rain

Raid detected at 160 NM, estimated altitude 18,000 feet.
Estimated time to target is 60 minutes

Japanese aircraft
A6M2 Zero x 32
B5N2 Kate x 16 (only 16) [:(]
D3A1 Val x 35



Allied aircraft
F4F-3 Wildcat x 6


Japanese aircraft losses
A6M2 Zero: 1 destroyed
D3A1 Val: 1 destroyed, 5 damaged

Allied aircraft losses
F4F-3 Wildcat: 1 destroyed

Allied Ships
CA Chester
CV Yorktown, Bomb hits 3, Torpedo hits 1, heavy fires
DD Morris
DD Worden, Bomb hits 1, on fire
DD Perkins



Aircraft Attacking:
16 x D3A1 Val releasing from 3000'
Naval Attack: 1 x 250 kg SAP Bomb
16 x B5N2 Kate launching torpedoes at 200 feet
Naval Attack: 1 x 18in Type 91 Torpedo
8 x D3A1 Val releasing from 2000'
Naval Attack: 1 x 250 kg SAP Bomb
1 x D3A1 Val releasing from 1000'
Naval Attack: 1 x 250 kg SAP Bomb
6 x D3A1 Val releasing from 1000'
Naval Attack: 1 x 250 kg SAP Bomb
4 x D3A1 Val releasing from 3000'
Naval Attack: 1 x 250 kg SAP Bomb

CAP engaged:
VF-5 with F4F-3 Wildcat (0 airborne, 0 on standby, 0 scrambling)
2 plane(s) not yet engaged, 1 being recalled, 0 out of immediate contact.
Group patrol altitude is 12000 , scrambling fighters to 20000.
Time for all group planes to reach interception is 45 minutes
VF-2 with F4F-3 Wildcat (0 airborne, 0 on standby, 0 scrambling)
2 plane(s) not yet engaged, 1 being recalled, 0 out of immediate contact.
Group patrol altitude is 12000 , scrambling fighters to 19000.
Time for all group planes to reach interception is 44 minutes

Heavy smoke from fires obscuring CV Yorktown


--------------------------------------------------------------------------------
Morning Air attack on TF, near Deboyne Islands at 102,136

Weather in hex: Partial cloud

Raid spotted at 40 NM, estimated altitude 13,000 feet.
Estimated time to target is 15 minutes

Japanese aircraft
A5M4 Claude x 3
A6M2 Zero x 13



Allied aircraft
F4F-3 Wildcat x 24
SBD-3 Dauntless x 66
TBD-1 Devastator x 24


No Japanese losses

Allied aircraft losses
F4F-3 Wildcat: 1 destroyed
TBD-1 Devastator: 2 damaged

Japanese Ships
CV Shokaku, Bomb hits 5, heavy fires, heavy damage
CVL Shoho, Bomb hits 11, heavy fires, heavy damage
CV Zuikaku, Bomb hits 5, heavy fires
DD Yugure
CA Myoko, Bomb hits 5, heavy fires, heavy damage
DD Shiratsuyu, Bomb hits 4, heavy fires, heavy damage
DD Ariake, Bomb hits 2, heavy fires, heavy damage
DD Shigure
CA Aoba, Bomb hits 3, heavy fires



Aircraft Attacking:
3 x SBD-3 Dauntless releasing from 2000'
Naval Attack: 1 x 1000 lb GP Bomb
7 x SBD-3 Dauntless releasing from 2000'
Naval Attack: 1 x 1000 lb SAP Bomb
12 x TBD-1 Devastator launching torpedoes at 200 feet
Naval Attack: 1 x 22in Mk 13 Torpedo
8 x SBD-3 Dauntless releasing from 4000'
Naval Attack: 1 x 1000 lb SAP Bomb
13 x SBD-3 Dauntless releasing from 4000'
Naval Attack: 1 x 1000 lb SAP Bomb
12 x TBD-1 Devastator launching torpedoes at 200 feet
Naval Attack: 1 x 22in Mk 13 Torpedo
5 x SBD-3 Dauntless releasing from 4000'
Naval Attack: 1 x 1000 lb GP Bomb
8 x SBD-3 Dauntless releasing from 3000'
Naval Attack: 1 x 1000 lb SAP Bomb
9 x SBD-3 Dauntless releasing from 3000'
Naval Attack: 1 x 1000 lb SAP Bomb
1 x SBD-3 Dauntless releasing from 2000'
Naval Attack: 1 x 1000 lb SAP Bomb
8 x SBD-3 Dauntless releasing from 3000'
Naval Attack: 1 x 1000 lb GP Bomb
4 x SBD-3 Dauntless releasing from 3000'
Naval Attack: 1 x 1000 lb SAP Bomb

CAP engaged:
EI-1 Daitai with A6M2 Zero (2 airborne, 4 on standby, 0 scrambling)
2 plane(s) intercepting now.
Group patrol altitude is 15000 , scrambling fighters to 15000.
Time for all group planes to reach interception is 6 minutes
EII-1 Daitai with A6M2 Zero (1 airborne, 4 on standby, 0 scrambling)
1 plane(s) intercepting now.
Group patrol altitude is 15000 , scrambling fighters to 15000.
Time for all group planes to reach interception is 6 minutes
EIII-1 Chutai with A6M2 Zero (2 airborne, 0 on standby, 0 scrambling)
2 plane(s) intercepting now.
Group patrol altitude is 15000
Raid is overhead
EIII-2 Chutai with A5M4 Claude (0 airborne, 2 on standby, 0 scrambling)
0 plane(s) not yet engaged, 0 being recalled, 1 out of immediate contact.
Group patrol altitude is 15000 , scrambling fighters to 15000.
Time for all group planes to reach interception is 24 minutes
1 planes vectored on to bombers

Heavy smoke from fires obscuring CVL Shoho
Heavy smoke from fires obscuring CV Shokaku
Heavy smoke from fires obscuring CA Myoko
Heavy smoke from fires obscuring DD Shiratsuyu
Heavy smoke from fires obscuring CV Zuikaku


--------------------------------------------------------------------------------
Morning Air attack on TF, near Milne Bay at 99,136

Weather in hex: Moderate rain

Raid detected at 35 NM, estimated altitude 19,000 feet.
Estimated time to target is 14 minutes

Japanese aircraft
B5N2 Kate x 19 (the other ones)



Allied aircraft
F4F-3 Wildcat x 4


Japanese aircraft losses
B5N2 Kate: 4 destroyed, 3 damaged


Allied Ships
CV Yorktown, Torpedo hits 1, heavy fires
CA Chester
DD Worden, on fire



Aircraft Attacking:
12 x B5N2 Kate launching torpedoes at 200 feet
Naval Attack: 1 x 18in Type 91 Torpedo

CAP engaged:
VF-5 with F4F-3 Wildcat (1 airborne, 0 on standby, 0 scrambling)
1 plane(s) intercepting now.
1 plane(s) not yet engaged, 0 being recalled, 0 out of immediate contact.
Group patrol altitude is 12000 , scrambling fighters between 18000 and 21000.
Time for all group planes to reach interception is 19 minutes
VF-2 with F4F-3 Wildcat (0 airborne, 0 on standby, 0 scrambling)
2 plane(s) not yet engaged, 0 being recalled, 0 out of immediate contact.
Group patrol altitude is 12000 , scrambling fighters to 23000.
Time for all group planes to reach interception is 15 minutes

--------------------------------------------------------------------------------
Afternoon Air attack on TF, near Deboyne Islands at 102,136

Weather in hex: Clear sky

Raid spotted at 40 NM, estimated altitude 15,000 feet.
Estimated time to target is 15 minutes


Allied aircraft
SBD-3 Dauntless x 17


No Allied losses

Japanese Ships
CV Zuikaku, Bomb hits 4, heavy fires, heavy damage
CA Haguro
DD Yugure
CV Shokaku, Bomb hits 3, heavy fires, heavy damage



Aircraft Attacking:
11 x SBD-3 Dauntless releasing from 4000'
Naval Attack: 1 x 1000 lb SAP Bomb
2 x SBD-3 Dauntless releasing from 2000'
Naval Attack: 1 x 1000 lb SAP Bomb
4 x SBD-3 Dauntless releasing from 2000'
Naval Attack: 1 x 1000 lb SAP Bomb

Heavy smoke from fires obscuring CV Zuikaku
Heavy smoke from fires obscuring CV Shokaku



Aircraft Attacking:
3 x A-20A Havoc bombing from 6000 feet *
Naval Attack: 2 x 500 lb SAP Bomb

--------------------------------------------------------------------------------
Afternoon Air attack on TF, near Deboyne Islands at 102,136

Weather in hex: Clear sky

Raid spotted at 40 NM, estimated altitude 10,000 feet.
Estimated time to target is 15 minutes


Allied aircraft
SBD-3 Dauntless x 32


Allied aircraft losses
SBD-3 Dauntless: 1 damaged

Japanese Ships
CV Zuikaku, Bomb hits 2, heavy fires, heavy damage
DD Yugure, Bomb hits 1, on fire
CV Shokaku, Bomb hits 10, heavy fires, heavy damage
DD Ariake, and is sunk



Aircraft Attacking:
3 x SBD-3 Dauntless releasing from 4000'
Naval Attack: 1 x 1000 lb SAP Bomb
15 x SBD-3 Dauntless releasing from 3000'
Naval Attack: 1 x 1000 lb SAP Bomb
4 x SBD-3 Dauntless releasing from 2000'
Naval Attack: 1 x 1000 lb SAP Bomb
9 x SBD-3 Dauntless releasing from 3000'
Naval Attack: 1 x 1000 lb SAP Bomb
1 x SBD-3 Dauntless releasing from 2000'
Naval Attack: 1 x 1000 lb SAP Bomb

Heavy smoke from fires obscuring CV Zuikaku
Heavy smoke from fires obscuring DD Yugure
Heavy smoke from fires obscuring CV Shokaku

I don't know why but no way to find the Lexington aircarrier.
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Blind Sniper
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RE: Second AE Tournement

Post by Blind Sniper »

and me as Allied:

Weather in hex: Moderate rain

Raid detected at 80 NM, estimated altitude 12,000 feet.
Estimated time to target is 30 minutes

Japanese aircraft
A6M2 Zero x 32
B5N2 Kate x 35
D3A1 Val x 33



Allied aircraft
F4F-3 Wildcat x 6 (in both of games I put my CAP at 30%)


Japanese aircraft losses
B5N2 Kate: 1 destroyed, 8 damaged
D3A1 Val: 1 destroyed, 1 damaged

Allied aircraft losses
F4F-3 Wildcat: 1 destroyed

Allied Ships
CV Lexington, Bomb hits 3, heavy fires, heavy damage
CV Yorktown, Bomb hits 3, Torpedo hits 2, heavy fires, heavy damage
DD Sims, Bomb hits 2, on fire, heavy damage
DD Perkins
CA Portland
CA Chester, Bomb hits 3, Torpedo hits 1, on fire
DD Morris
CA Chicago, Bomb hits 1, on fire



Aircraft Attacking:
3 x D3A1 Val releasing from 2000'
Naval Attack: 1 x 250 kg SAP Bomb
16 x B5N2 Kate launching torpedoes at 200 feet
Naval Attack: 1 x 18in Type 91 Torpedo
1 x A6M2 Zero sweeping at 15000 feet
4 x D3A1 Val releasing from 2000'
Naval Attack: 1 x 250 kg SAP Bomb
3 x A6M2 Zero sweeping at 15000 feet
18 x B5N2 Kate launching torpedoes at 200 feet
Naval Attack: 1 x 18in Type 91 Torpedo
9 x D3A1 Val releasing from 1000'
Naval Attack: 1 x 250 kg SAP Bomb
4 x A6M2 Zero sweeping at 15000 feet
5 x D3A1 Val releasing from 3000'
Naval Attack: 1 x 250 kg SAP Bomb
8 x A6M2 Zero sweeping at 15000 feet
8 x D3A1 Val releasing from 1000'
Naval Attack: 1 x 250 kg SAP Bomb
4 x D3A1 Val releasing from 3000'
Naval Attack: 1 x 250 kg SAP Bomb

CAP engaged:
VF-2 with F4F-3 Wildcat (0 airborne, 0 on standby, 0 scrambling)
2 plane(s) not yet engaged, 2 being recalled, 0 out of immediate contact.
Group patrol altitude is 15000 , scrambling fighters between 9000 and 12000.
Time for all group planes to reach interception is 18 minutes
VF-5 with F4F-3 Wildcat (0 airborne, 0 on standby, 0 scrambling)
2 plane(s) not yet engaged, 0 being recalled, 0 out of immediate contact.
Group patrol altitude is 15000 , scrambling fighters to 9000.
Time for all group planes to reach interception is 44 minutes

Heavy smoke from fires obscuring CV Yorktown
Heavy smoke from fires obscuring CV Lexington
Heavy smoke from fires obscuring DD Sims


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Afternoon Air attack on TF, near Deboyne Islands at 102,137

Weather in hex: Moderate rain

Raid detected at 80 NM, estimated altitude 6,000 feet.
Estimated time to target is 34 minutes

Japanese aircraft
A6M2 Zero x 6
B5N1 Kate x 6



Allied aircraft
F4F-3 Wildcat x 1


Japanese aircraft losses
B5N1 Kate: 1 destroyed, 2 damaged


Allied Ships
CV Lexington, Torpedo hits 2, heavy fires, heavy damage
CA Chicago, heavy fires



Aircraft Attacking:
5 x B5N1 Kate launching torpedoes at 200 feet
Naval Attack: 1 x 18in Type 91 Torpedo

CAP engaged:
VF-2 with F4F-3 Wildcat (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 15000 , scrambling fighters to 14000.
Time for all group planes to reach interception is 8 minutes



--------------------------------------------------------------------------------
Afternoon Air attack on TF, near Deboyne Islands at 102,136

Weather in hex: Heavy rain

Raid spotted at 40 NM, estimated altitude 18,000 feet.
Estimated time to target is 15 minutes

Japanese aircraft
A6M2 Zero x 23



Allied aircraft
F4F-3 Wildcat x 27
SBD-3 Dauntless x 63
TBD-1 Devastator x 24


Japanese aircraft losses
A6M2 Zero: 1 destroyed

Allied aircraft losses
F4F-3 Wildcat: 2 destroyed
SBD-3 Dauntless: 3 destroyed, 12 damaged
TBD-1 Devastator: 1 destroyed, 3 damaged

Japanese Ships
CV Zuikaku, Bomb hits 3, heavy fires, heavy damage
CV Shokaku, Bomb hits 4, heavy fires
DD Yugure, Bomb hits 2, heavy fires, heavy damage
DD Akebono
DD Ariake, Bomb hits 1, heavy fires
CA Haguro
DD Ushio



Aircraft Attacking:
9 x SBD-3 Dauntless releasing from 4000'
Naval Attack: 1 x 1000 lb SAP Bomb
12 x SBD-3 Dauntless releasing from 2000'
Naval Attack: 1 x 1000 lb SAP Bomb
12 x TBD-1 Devastator launching torpedoes at 200 feet
Naval Attack: 1 x 22in Mk 13 Torpedo
9 x SBD-3 Dauntless releasing from 2000'
Naval Attack: 1 x 1000 lb SAP Bomb
14 x SBD-3 Dauntless releasing from 3000'
Naval Attack: 1 x 1000 lb SAP Bomb
10 x TBD-1 Devastator launching torpedoes at 200 feet
Naval Attack: 1 x 22in Mk 13 Torpedo
1 x SBD-3 Dauntless releasing from 3000'
Naval Attack: 1 x 1000 lb SAP Bomb
4 x SBD-3 Dauntless releasing from 4000'
Naval Attack: 1 x 1000 lb SAP Bomb
4 x SBD-3 Dauntless releasing from 4000'
Naval Attack: 1 x 1000 lb SAP Bomb
4 x SBD-3 Dauntless releasing from 3000'
Naval Attack: 1 x 1000 lb SAP Bomb
4 x SBD-3 Dauntless releasing from 4000'
Naval Attack: 1 x 1000 lb SAP Bomb

CAP engaged:
Tainan Ku S-2/B with A6M2 Zero (0 airborne, 3 on standby, 0 scrambling)
0 plane(s) not yet engaged, 0 being recalled, 1 out of immediate contact.
Group patrol altitude is 15000 , scrambling fighters to 15000.
Time for all group planes to reach interception is 18 minutes
2 planes vectored on to bombers
Tainan Ku S-2/C with A6M2 Zero (1 airborne, 3 on standby, 0 scrambling)
1 plane(s) intercepting now.
Group patrol altitude is 15000 , scrambling fighters to 15000.
Time for all group planes to reach interception is 6 minutes
1 planes vectored on to bombers
EI-1 Daitai with A6M2 Zero (2 airborne, 6 on standby, 0 scrambling)
2 plane(s) intercepting now.
Group patrol altitude is 15000 , scrambling fighters to 15000.
Time for all group planes to reach interception is 6 minutes
EII-1 Daitai with A6M2 Zero (2 airborne, 5 on standby, 0 scrambling)
2 plane(s) intercepting now.
Group patrol altitude is 15000 , scrambling fighters to 15000.
Time for all group planes to reach interception is 6 minutes

Heavy smoke from fires obscuring CV Shokaku
Heavy smoke from fires obscuring CV Zuikaku
Heavy smoke from fires obscuring DD Ariake

BTW, nice battles [:D]
WitP-AE - WitE - CWII - BASPM - BaB

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