The Power of Inexperience / GreyJoy(A)-Rader(J)
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
- Canoerebel
- Posts: 21099
- Joined: Fri Dec 13, 2002 11:21 pm
- Location: Northwestern Georgia, USA
- Contact:
RE: HAIRY TO THE BONE
Thanks for the clarification on the rules, Hans and Nemo.
Canoerebel <~~~~ No expert on the rules, as he proves time and time again.
As for GreyJoy, the guy is goin' absoltutely nuts!
Canoerebel <~~~~ No expert on the rules, as he proves time and time again.
As for GreyJoy, the guy is goin' absoltutely nuts!
"Rats set fire to Mr. Cooper’s store in Fort Valley. No damage done." Columbus (Ga) Enquirer-Sun, October 2, 1880.
RE: HAIRY TO THE BONE
+ ... now where's that infinity symbol?ORIGINAL: Cribtop
ORIGINAL: Gräfin Zeppelin
GREYJOYGETYOUROLDAVATARBACKASAP
+ 1 X 10^40
[:D]
Now, concerning that new avatar ...

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“Not mastering metaphores is like cooking pasta when the train is delayed"
RE: HAIRY TO THE BONE
GJ, I just noticed your new avatar. I am pretty sure that I dated that girl in the 1980s......[X(]
Besides, it is an tried and true WITP superstition that it is bad luck to change your avatar right before undertaking a major invasion....
Besides, it is an tried and true WITP superstition that it is bad luck to change your avatar right before undertaking a major invasion....
I am the Holy Roman Emperor and am above grammar.
Sigismund of Luxemburg
Sigismund of Luxemburg
- Canoerebel
- Posts: 21099
- Joined: Fri Dec 13, 2002 11:21 pm
- Location: Northwestern Georgia, USA
- Contact:
RE: HAIRY TO THE BONE
GreyJoy previously has made use of this same hairy-underarm lady for an earlier avatar iteration. The guy needs help!
"Rats set fire to Mr. Cooper’s store in Fort Valley. No damage done." Columbus (Ga) Enquirer-Sun, October 2, 1880.
RE: HAIRY TO THE BONE
Btw GreyJoy ...
the numbers from the last two air attacks which you posted where quite nice. I general i just do some comments from my own experience. It is quite hard to master the game as games take years (mine is running 1,5 years) and it is almost impossible to master it. So maybe i can help you a little bit.
1.) 200 Losses (first report combat+support, second report support+guns) gives some information about the situation in the hex. As forts + terrain modifier have quite a good effect on the losses of ground units i would not expect currently more than 4-5 lvls of forts in that hex. As it is an open hex then the losses would be around that height you had. I currently in my game besiege prome (hex next to rangoon) which is an open field hex with lvl 9 forts. Even 600 4E and 300 2E are not able to even remotly cause that number of casualities. (I usually have 20-30 disabled squads). So that is a good sign (but dont kill me if i am wrong, maybe someone else want to comment).
2.) With that ground losses done through air i see good chances that you can create a real deadly grindspot. You almost disable 1/3 of a division a turn which would lead to 6 turns to destroy one. (Always first you have to disable a squad in an attack and if it is disabled it needs another successfull "hit" to kill it. So during your landing/afterwards focus everything you have on ground bombardement of the battle hex. I then would rate that ground support even higher than strategic bombing.
I am still looking forward to see the following turns.
p.s.: I like your avatar ... its so hairy [:D]
the numbers from the last two air attacks which you posted where quite nice. I general i just do some comments from my own experience. It is quite hard to master the game as games take years (mine is running 1,5 years) and it is almost impossible to master it. So maybe i can help you a little bit.
1.) 200 Losses (first report combat+support, second report support+guns) gives some information about the situation in the hex. As forts + terrain modifier have quite a good effect on the losses of ground units i would not expect currently more than 4-5 lvls of forts in that hex. As it is an open hex then the losses would be around that height you had. I currently in my game besiege prome (hex next to rangoon) which is an open field hex with lvl 9 forts. Even 600 4E and 300 2E are not able to even remotly cause that number of casualities. (I usually have 20-30 disabled squads). So that is a good sign (but dont kill me if i am wrong, maybe someone else want to comment).
2.) With that ground losses done through air i see good chances that you can create a real deadly grindspot. You almost disable 1/3 of a division a turn which would lead to 6 turns to destroy one. (Always first you have to disable a squad in an attack and if it is disabled it needs another successfull "hit" to kill it. So during your landing/afterwards focus everything you have on ground bombardement of the battle hex. I then would rate that ground support even higher than strategic bombing.
I am still looking forward to see the following turns.
p.s.: I like your avatar ... its so hairy [:D]
RE: HAIRY TO THE BONE
ORIGINAL: beppi
Btw GreyJoy ...
the numbers from the last two air attacks which you posted where quite nice. I general i just do some comments from my own experience. It is quite hard to master the game as games take years (mine is running 1,5 years) and it is almost impossible to master it. So maybe i can help you a little bit.
1.) 200 Losses (first report combat+support, second report support+guns) gives some information about the situation in the hex. As forts + terrain modifier have quite a good effect on the losses of ground units i would not expect currently more than 4-5 lvls of forts in that hex. As it is an open hex then the losses would be around that height you had. I currently in my game besiege prome (hex next to rangoon) which is an open field hex with lvl 9 forts. Even 600 4E and 300 2E are not able to even remotly cause that number of casualities. (I usually have 20-30 disabled squads). So that is a good sign (but dont kill me if i am wrong, maybe someone else want to comment).
2.) With that ground losses done through air i see good chances that you can create a real deadly grindspot. You almost disable 1/3 of a division a turn which would lead to 6 turns to destroy one. (Always first you have to disable a squad in an attack and if it is disabled it needs another successfull "hit" to kill it. So during your landing/afterwards focus everything you have on ground bombardement of the battle hex. I then would rate that ground support even higher than strategic bombing.
I am still looking forward to see the following turns.
p.s.: I like your avatar ... its so hairy [:D]
I do not know if it applies to infantry units but I suspect so. In my bombing and strafing tests done earlier this year I found that you had to disable a whole tank regiment before you would start to rack up the extra kills. That is, there were a few kills with each attack but only when the entire regiment was disabled did it really start to evaporate.
I am the Holy Roman Emperor and am above grammar.
Sigismund of Luxemburg
Sigismund of Luxemburg
- SqzMyLemon
- Posts: 4239
- Joined: Fri Oct 30, 2009 2:18 pm
- Location: Alberta, Canada
RE: HAIRY TO THE BONE
I find myself strangely drawn to the new avatar. I find myself entranced, as one sometimes does watching flames dancing from a fire, and at any moment expect to feel the tendrils of those dark lush locks of hairyness embrace me. Kind of like a Siren of the armpit.
Luck is the residue of design - John Milton
Don't mistake lack of talent for genius - Peter Steele (Type O Negative)
Don't mistake lack of talent for genius - Peter Steele (Type O Negative)
RE: HAIRY TO THE BONE
The hair just doesn't do it for me...
Clean everywhere...
Clean everywhere...
Life is tough. The sooner you realize that, the easier it will be.
RE: HAIRY TO THE BONE
ORIGINAL: crsutton
ORIGINAL: beppi
Btw GreyJoy ...
the numbers from the last two air attacks which you posted where quite nice. I general i just do some comments from my own experience. It is quite hard to master the game as games take years (mine is running 1,5 years) and it is almost impossible to master it. So maybe i can help you a little bit.
1.) 200 Losses (first report combat+support, second report support+guns) gives some information about the situation in the hex. As forts + terrain modifier have quite a good effect on the losses of ground units i would not expect currently more than 4-5 lvls of forts in that hex. As it is an open hex then the losses would be around that height you had. I currently in my game besiege prome (hex next to rangoon) which is an open field hex with lvl 9 forts. Even 600 4E and 300 2E are not able to even remotly cause that number of casualities. (I usually have 20-30 disabled squads). So that is a good sign (but dont kill me if i am wrong, maybe someone else want to comment).
2.) With that ground losses done through air i see good chances that you can create a real deadly grindspot. You almost disable 1/3 of a division a turn which would lead to 6 turns to destroy one. (Always first you have to disable a squad in an attack and if it is disabled it needs another successfull "hit" to kill it. So during your landing/afterwards focus everything you have on ground bombardement of the battle hex. I then would rate that ground support even higher than strategic bombing.
I am still looking forward to see the following turns.
p.s.: I like your avatar ... its so hairy [:D]
I do not know if it applies to infantry units but I suspect so. In my bombing and strafing tests done earlier this year I found that you had to disable a whole tank regiment before you would start to rack up the extra kills. That is, there were a few kills with each attack but only when the entire regiment was disabled did it really start to evaporate.
I am 99,9 % sure (if one of the last 5 beta changes did not chance anything). First you disable then you kill. A small amount can always be killed if you hit a disabled squad. Cought a fresh divisions a few weeks ago in the open (lvl 0 terrain) in combat movement with around 450 4E @15k feet and 200 2E @6k feet. First day attack 180 disabled 20 killed. Second day attack 150 or so disabled and 50 killed. Third day attack 200 killed. So 1 "hit" to disable a squad and a second "hit" to destroy one. If multiple divisions are in a hex it takes longer to disable "all" of them. And after the disabling the killing starts even if you sometimes hit an already disabled squad. But it is not random.
RE: HAIRY TO THE BONE
1 Division is about 3 regiments which are about 2 batallions a piece, so you're invading with 120 batallions over 100. Seems a bit shy considering Japan has much more left than OTL, very risky but definitely doable.
RE: HAIRY TO THE BONE
As long as GJ can have air parity or even a bit of air superiority in the immediate vicinity of the landing, he'll do just fine.
Never Underestimate the Power of a Small Tactical Nuclear Weapon...
RE: HAIRY TO THE BONE
American Regiments had usual 3 Combat Battalions
RE: HAIRY TO THE BONE
Darn those light wargame casualty exchanges... I should have done my homework. So that's roughly 180 invading batallions then? It looks a lot less risky, but still not a sure thing with the IJN and airforce around.
- CaptBeefheart
- Posts: 2598
- Joined: Fri Jul 04, 2003 2:42 am
- Location: Seoul, Korea
RE: HAIRY TO THE BONE
[Hands starting to turn red and chafe from rubbing in anticipation.] Surely that avatar violates the forum's rules, no? If not, it should: "The GreyJoy Memorial No-Hairy-Armpitted-Avatar Codicil."
Cheers,
CC
Cheers,
CC
Beer, because barley makes lousy bread.
RE: HAIRY TO THE BONE
Americal Division
37th Div
1st Cav Div
40th Div
2nd USMC Div
10th Indian Div
9th AUS Div
81st Div
6th AUS Div
Lushai Bde
1st USMC Amph. Tank Rgt
Prov. Tank Bde
819th TD Bn
706th Tank Bn
1st and 2nd USMC Tank Bns
3rd NZ Armoured Squadron
670th TD Bn
763rd Tank Bn
710th Tank Bn
815 TD Bn
Based on these the first wave would be approx 12 Armour/TD Bns plus any Bns that are part of a Div TOE, approx 95 Inf Bns (I allow 10 per Div to cover Recce/MG etc Bns), 20-27 Arty Bns/Rgts (Are the Aussies at Jungle TOE?)/ I note a lack of Combat engineer units, lost in action or missed from your list?
Second wave, 9 Armd Bns, 100+ Inf Bns and 42 Art Bns
Third wave 6 Armd bns, 80+ Inf Bns and 30ish Art Bns.
Assuming they all arrive[8D] this is about 27 Armd/TD Bns, 280 Inf Bns and close to 100 Art bns.
Leaves a lot of Corps troops to make up an even bigger Arty and Combat Engineer force.
PLUS they should be at 1944 Allied squad firepower which is so much better than the equivalent IJA firepower.
37th Div
1st Cav Div
40th Div
2nd USMC Div
10th Indian Div
9th AUS Div
81st Div
6th AUS Div
Lushai Bde
1st USMC Amph. Tank Rgt
Prov. Tank Bde
819th TD Bn
706th Tank Bn
1st and 2nd USMC Tank Bns
3rd NZ Armoured Squadron
670th TD Bn
763rd Tank Bn
710th Tank Bn
815 TD Bn
Based on these the first wave would be approx 12 Armour/TD Bns plus any Bns that are part of a Div TOE, approx 95 Inf Bns (I allow 10 per Div to cover Recce/MG etc Bns), 20-27 Arty Bns/Rgts (Are the Aussies at Jungle TOE?)/ I note a lack of Combat engineer units, lost in action or missed from your list?
Second wave, 9 Armd Bns, 100+ Inf Bns and 42 Art Bns
Third wave 6 Armd bns, 80+ Inf Bns and 30ish Art Bns.
Assuming they all arrive[8D] this is about 27 Armd/TD Bns, 280 Inf Bns and close to 100 Art bns.
Leaves a lot of Corps troops to make up an even bigger Arty and Combat Engineer force.
PLUS they should be at 1944 Allied squad firepower which is so much better than the equivalent IJA firepower.
Interdum feror cupidine partium magnarum Europae vincendarum
- krupp_88mm
- Posts: 406
- Joined: Mon Oct 13, 2008 10:01 am
RE: HAIRY TO THE BONE
ORIGINAL: cwDeici
1 Division is about 3 regiments which are about 2 batallions a piece, so you're invading with 120 batallions over 100. Seems a bit shy considering Japan has much more left than OTL, very risky but definitely doable.
ohh but i think i forgot that plan was for the southern japan island kyushu? not the main island... honshu?
anyway im sure it will be good, if anything it will tell us more about the late war game model than anything, like for instance i wonder if this game would accurately model teh increased determination Japanese soldiers would surely exhibit when fight for their homeland on their own land defending their own families.. ect ect. although the japs already fought suicidally so im not exactly sure how much more fierce they can fight...

- HansBolter
- Posts: 7457
- Joined: Thu Jul 06, 2006 12:30 pm
- Location: United States
RE: HAIRY TO THE BONE
ORIGINAL: cwDeici
1 Division is about 3 regiments which are about 2 batallions a piece, so you're invading with 120 batallions over 100. Seems a bit shy considering Japan has much more left than OTL, very risky but definitely doable.
The US, like most countries used a triangular formation in WW II meaning that all subunits formed in threes. Three squads to a platoon, three platoons to a company, three companies to a battalion, three battalions to a regiment and three regiments to a division.
In late war Germany reduced infantry divisions to two battalions per regiment and eventually even reduced them to two regiments per division.
Don't know enough about Japanese force structure to be able address that aspect intelligently.
US force structure would reflect a standard of 9 battalions per division so Greyjoys estimate of 100 batallions equaling 12 divisions is accurate.
20 US divisions would equal 180 battalions. That would seem to be an impressive force for an invasion.
Hans
RE: HAIRY TO THE BONE
Japanise used mostly triangular (3 regiment) and some older classical square (2 brigades / 4 regiment) divisions.
Several divisions converted to triangular shortly before the war.
I found a nice document about the japanise divisions but its to large to upload here.
Anyone interested please send me a PM and i will forward it.
Several divisions converted to triangular shortly before the war.
I found a nice document about the japanise divisions but its to large to upload here.
Anyone interested please send me a PM and i will forward it.
-
- Posts: 694
- Joined: Sun May 16, 2010 6:42 pm
- Location: Cape Town, South Africa
RE: HAIRY TO THE BONE
ORIGINAL: HansBolter
20 US divisions would equal 180 battalions. That would seem to be an impressive force for an invasion.
Indeed. On D-Day, the largest amphibious invasion in history, between 150,000 and 160,000 troops were landed (about 9 divisions). It appears that Greyjoy will land the same amount in his first wave. In addition, about 24,000 parachuted in on D-Day.
Speaking of which, GreyJoy, where are your parachute assets at the moment? Any ideas of using them in combination with the invasion?