Allied Logistics for Dummies...NY59Giants (A) vs DivePac (J)
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
RE: Allied Logistics for Dummies...NY59Giants (A) vs DivePac (J)
YUM!

Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
- ny59giants
- Posts: 9902
- Joined: Mon Jan 10, 2005 12:02 pm
Air Raid Pearl Harbor...This is no drill!!
Details to follow, but here are the air losses for Dec 7th. Nice to see so many Zero and Kates destroyed. [:D]


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[/center]RE: Air Raid Pearl Harbor...This is no drill!!
Is flak a LOT better in the mod?
"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill
RE: Air Raid Pearl Harbor...This is no drill!!
ORIGINAL: ny59giants
Details to follow, but here are the air losses for Dec 7th. Nice to see so many Zero and Kates destroyed. [:D]
It is NEVER good to see Kates and Zeros destroyed !! [8|]
How can this be good ?
- ny59giants
- Posts: 9902
- Joined: Mon Jan 10, 2005 12:02 pm
RE: Air Raid Pearl Harbor...This is no drill!!
I have never seen such an even distribution of torpedoes among the BBs at Pearl, 3 or 4 hits for each one. I have added the actual damage and then how many days to fully repair. It wasn't as bad as I thought, but I expect Des to stay around for another day or two.
Morning Air attack on Pearl Harbor , at 180,107
Weather in hex: Clear sky
Raid detected at 79 NM, estimated altitude 11,000 feet.
Estimated time to target is 29 minutes
Japanese aircraft
A6M2 Zero x 84
B5N2 Kate x 139
D3A1 Val x 138
Allied aircraft
P-40B Warhawk x 4
F4F-3 Wildcat x 2
Japanese aircraft losses
A6M2 Zero: 9 damaged
A6M2 Zero: 8 destroyed by flak
B5N2 Kate: 22 damaged
B5N2 Kate: 4 destroyed by flak
D3A1 Val: 18 damaged
Allied aircraft losses
P-40B Warhawk: 2 destroyed, 1 damaged
P-40B Warhawk: 7 destroyed on ground
F4F-3 Wildcat: 1 destroyed, 1 damaged
F4F-3 Wildcat: 1 destroyed on ground
PBY-5 Catalina: 3 destroyed on ground
B-17D Fortress: 1 destroyed on ground
SBD-1 Dauntless: 3 destroyed on ground
P-36A Mohawk: 8 destroyed on ground
O-47A: 2 destroyed on ground
B-18A Bolo: 3 destroyed on ground
A-20A Havoc: 1 destroyed on ground
SNJ-3 Texan: 1 destroyed on ground
Allied Ships
BB Nevada, Bomb hits 4, Torpedo hits 3, on fire, heavy damage 20-62(42)-50-(40) 260 days
CL Helena, Torpedo hits 1 9-11(11)-0 9 days
CL St. Louis, Bomb hits 1 1-0-0
BB Maryland, Bomb hits 3, Torpedo hits 4, heavy damage 18-52(34)-24(19)-0 167 days
AV Tangier, Bomb hits 1
BB Arizona, Bomb hits 3, Torpedo hits 3, on fire 10-30(15)-0 50 days
BB California, Bomb hits 2, Torpedo hits 3, on fire, heavy damage 41-81(67)-1 389 days
CM Oglala
xAP St. Mihel
AV Curtiss
BB West Virginia, Bomb hits 1, Torpedo hits 4, on fire, heavy damage 38-69(37)-17(8)-0 172 days
BB Oklahoma, Bomb hits 1, Torpedo hits 3, on fire 25-38(23)-0 81 days
BB Tennessee, Bomb hits 2, Torpedo hits 3, on fire, heavy damage 38-95(76)-43(38)-24 still on fire!!
BB Pennsylvania, Bomb hits 1, Torpedo hits 3, on fire, heavy damage 39-53(31)-30(21) 182 days
DD Henley, Torpedo hits 1, and is sunk
DD Conyngham, Torpedo hits 1, on fire
CL Detroit, Torpedo hits 1, on fire 20-34(34)-3 20 days
AK Castor, Torpedo hits 1, on fire, heavy damage
Allied ground losses:
15 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 0 destroyed, 3 disabled
Engineers: 0 destroyed, 1 disabled
Airbase hits 48
Runway hits 99
Port hits 8
Port fuel hits 4
Port supply hits 3
Base damage: 24-45-70 and no hits of Repair Shipyard
Aircraft Attacking:
6 x D3A1 Val releasing from 3000'
Port Attack: 1 x 250 kg GP Bomb
10 x A6M2 Zero sweeping at 14000 feet
23 x B5N2 Kate launching torpedoes at 200 feet
Port Attack: 1 x 18in Type 91 Torpedo
14 x A6M2 Zero sweeping at 15000 feet
5 x D3A1 Val releasing from 3000'
Port Attack: 1 x 250 kg GP Bomb
24 x B5N2 Kate launching torpedoes at 200 feet
Port Attack: 1 x 18in Type 91 Torpedo
16 x D3A1 Val releasing from 3000'
Airfield Attack: 1 x 250 kg GP Bomb
21 x B5N2 Kate bombing from 6000 feet
Airfield Attack: 2 x 250 kg GP Bomb
14 x A6M2 Zero bombing from 100 feet
Airfield Attack: 2 x 60 kg GP Bomb
7 x D3A1 Val releasing from 3000'
Airfield Attack: 1 x 250 kg GP Bomb
20 x B5N2 Kate bombing from 6000 feet
Airfield Attack: 2 x 250 kg GP Bomb
12 x D3A1 Val releasing from 3000'
Airfield Attack: 1 x 250 kg GP Bomb
8 x A6M2 Zero sweeping at 12000 feet
20 x B5N2 Kate launching torpedoes at 200 feet
Port Attack: 1 x 18in Type 91 Torpedo
9 x D3A1 Val releasing from 1000'
Airfield Attack: 1 x 250 kg GP Bomb
24 x B5N2 Kate launching torpedoes at 200 feet
Port Attack: 1 x 18in Type 91 Torpedo
13 x D3A1 Val releasing from 1000'
Port Attack: 1 x 250 kg GP Bomb
14 x D3A1 Val releasing from 2000'
Port Attack: 1 x 250 kg GP Bomb
15 x A6M2 Zero bombing from 100 feet
Airfield Attack: 2 x 60 kg GP Bomb
10 x D3A1 Val releasing from 1000'
Airfield Attack: 1 x 250 kg GP Bomb
7 x D3A1 Val releasing from 2000'
Airfield Attack: 1 x 250 kg GP Bomb
8 x D3A1 Val releasing from 2000'
Port Attack: 1 x 250 kg GP Bomb
8 x D3A1 Val releasing from 1000'
Port Attack: 1 x 250 kg GP Bomb
1 x D3A1 Val releasing from 1000'
Airfield Attack: 1 x 250 kg GP Bomb
7 x D3A1 Val releasing from 2000'
Airfield Attack: 1 x 250 kg GP Bomb
7 x D3A1 Val releasing from 2000'
Airfield Attack: 1 x 250 kg GP Bomb
8 x D3A1 Val releasing from 3000'
Airfield Attack: 1 x 250 kg GP Bomb
CAP engaged:
VMF-211 with F4F-3 Wildcat (0 airborne, 0 on standby, 0 scrambling)
0 plane(s) not yet engaged, 2 being recalled, 0 out of immediate contact.
Group patrol altitude is 15000
Raid is overhead
18th PG/19th PS with P-40B Warhawk (0 airborne, 0 on standby, 0 scrambling)
0 plane(s) not yet engaged, 1 being recalled, 0 out of immediate contact.
Group patrol altitude is 15000
Time for all group planes to reach interception is 1 minutes
18th PG/44th PS with P-40B Warhawk (0 airborne, 0 on standby, 0 scrambling)
0 plane(s) not yet engaged, 1 being recalled, 0 out of immediate contact.
Group patrol altitude is 15000
Time for all group planes to reach interception is 3 minutes
18th PG/73rd PS with P-40B Warhawk (0 airborne, 0 on standby, 0 scrambling)
0 plane(s) not yet engaged, 2 being recalled, 0 out of immediate contact.
Group patrol altitude is 15000
Time for all group planes to reach interception is 10 minutes
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[/center]- ny59giants
- Posts: 9902
- Joined: Mon Jan 10, 2005 12:02 pm
RE: Air Raid Pearl Harbor...This is no drill!!
Is flak a LOT better in the mod?
If I remember right, they have incorporated a lot of the changes made in DaBabes into this mod. AA is one of them.
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[/center]- ny59giants
- Posts: 9902
- Joined: Mon Jan 10, 2005 12:02 pm
RE: Air Raid Pearl Harbor...This is no drill!!
My method of fighter pilot training is as follows. Some may assume that I am employing a "Sir Robin" approach when you see I don't fight as much with my limited air force, but I would rather not just throw them out there to be target practice. Most fighter groups will not see much combat until this method is completed. The problem for the Allies in 42 is NOT pilots, but not enough airframes.
Rest until Morale is 99
Double check your fighters leader to ensure Leadership, Air Skill, and Aggression is over 60 in that order (or very close to those values)
Set Altitude to about 15k
Set Range to 0 or 1
Set Training to 100% Escort
Once the Airgroups average Air skill is above 65, switch to Sweep and lower altitude to 100' This will train up your Straffing skill, but more importantly your Defend skill. When Defend skill has an average above 60, then the unit is ready for actual combat.
You can go higher with the Air and Defend skill, but this is done by those air units that will never see combat back in USA
Rinse and Repeat...
Rest until Morale is 99
Double check your fighters leader to ensure Leadership, Air Skill, and Aggression is over 60 in that order (or very close to those values)
Set Altitude to about 15k
Set Range to 0 or 1
Set Training to 100% Escort
Once the Airgroups average Air skill is above 65, switch to Sweep and lower altitude to 100' This will train up your Straffing skill, but more importantly your Defend skill. When Defend skill has an average above 60, then the unit is ready for actual combat.
You can go higher with the Air and Defend skill, but this is done by those air units that will never see combat back in USA
Rinse and Repeat...
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[/center]- Mike Solli
- Posts: 16594
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- Location: the flight deck of the Zuikaku
RE: Air Raid Pearl Harbor...This is no drill!!
I asked this in obvert's AAR but I'll ask here too. What is inspiration good for? Thanks.
Created by the amazing Dixie
- ny59giants
- Posts: 9902
- Joined: Mon Jan 10, 2005 12:02 pm
RE: Air Raid Pearl Harbor...This is no drill!!
Mike S - Copy & Paste this from a thread a while back via Alfred.
LEADERS
For what it's worth, here is a transcript of an early AE post. Unfortunately I cannot properly credit it because I did not record the poster's name. IIRC, it is based upon an early post in the WitP forum by a dev who listed in great detain the function of each leader attribute.
"
HQ Leaders
Command Headquarters
Combat Commands - Those in which significant and important battles occur within their command radius. Select leaders on the basis of these priorities:
• High Administration Skill - This influences the HQ units use of support to reduce fatigue and disruption
• High Land Skill - Influences the Assault Value of LCU's within their radius
• High Inspiration - Influences the Assault Value of LCU's within their radius
• All other skills have no influence or bearing on the HQ function.
Rear Area Commands - Those in which significant and important battles will not occur within their command radius. Selectleaders on the basis of these priorities:
• High Administration Skill - This influences the HQ units use of support to reduce fatigue and disruption
• All other skills have no influence or bearing on the HQ function.
Corps/Army Headquarters
Front Line Corps' - Those in which significant and important battles occur within their command radius. Select leaders on the basis of these priorities:
• High Administration Skill - This influences the HQ units use of support to reduce fatigue and disruption
• High Land Skill - Influences the Assault Value of LCU's within their radius
• High Inspiration - Influences the Assault Value of LCU's within their radius
• All other skills have no influence or bearing on the HQ function.
Rear Area Corps' - Those in which significant and important battles will not occur within their command radius. Select leaders on the basis of these priorities:
• High Administration Skill - This influences the HQ units use of support to reduce fatigue and disruption
• All other skills have no influence or bearing on the HQ function.
Notes on Corps HQ Employment:
• Seek to put a corps HQ into or one hex from key battles
• Seek to put a Corps HQ in the hex with defensive bastions, invasions, and major assaults
• Corps HQ should only be used for rear area duties if you have more than you need for front line duties, then use them at designated R&R and Training bases.
• The Amphibious Corps HQ function as Corps HQ and not Amphibious HQ. This applies to the I, III, & V Amphibious Corps and not the III, V, & VII Amphibious Force.
Amphibious Force Headquarters
Select leaders on the basis of these priorities:
• High Land Skill - This influences the Amphibious Landings in that units will land faster, with less disruption and fewer losses
• All other skills have no influence or bearing on the HQ function.
Notes on Amphibious Force HQ Employment:
• Load these HQ's onto AGC's in their own TF set to Do Not Unload.
• Have the AGC TF arrive in the invasion landing hex in the same phase as the first wave landing TF's
• Keep them in the landing hex until the base is captured or the enemy is defeated, whichever comes first, then skeedaddle away to safety where the AGC will not get sunk. You only get three of these HQ's (if you are the allies...the Japanese get none). They will respawn, but better not tolose them too many times.
• Amphibious Force HQ do not function as Corps HQ. A good invasion should have a Corps HQ land with the invading forces.
Naval Headquarters
Select leaders on the basis of these priorities:
• The qualities and skills of the HQ leader has no influence or bearing on the HQ function.
• A Naval HQ is a good place for your stupidest, most incompetent admirals to become heroes
Notes on Naval HQ Employment:
• Place a Naval HQ in a forward repair depot. This will facilitate rapid repair and return to battle. A forward repair depot is a reasonably large port near the area of action. Reasonably large means size 5 or better so that damaged devices can be repaired.
• Place a Naval HQ far forward so that crippled ships in danger of sinking can slip into a nearby port within the HQ's range and enhance their chances of being saved.
• Place a Naval HQ in a Major repair shipyard to speed repairs (not sure if the HQ will exert an influence on a port that is already size 10).
• Most Naval HQ have naval support squads, so can assist in loading/unloading cargo and rearming ships.
Air Headquarters
Select leaders on the basis of these priorities:
• High Air Skill - This influences the number of strike and patrol aircraft that will fly.
• All other skills have no influence or bearing on the HQ function.
Notes on Air HQ Employment:
• Air HQ have a dramatic influence on level bombers. It is important to have an air HQ within range of your level bomber bases.
• Air HQ exert significant influence over other strike aircraft. It is good to have an air HQ in range of your bases from which strikes other than level bombers fly.
• Air HQ exert an influence over patrol aircraft. It is beneficial to have an air HQ in range of your bases with patrol aircraft.
• In Naval TF’s with Carriers (CV, CVL, CVE), the TF commander serves as the Air HQ for the carrier aircraft.
Note that the Leadership Value of Headquarters Commanders is completely irrelevant other than its influence on the Headquarters unit itself. That is it will influence how rapidly the HQ unit gains experience. The only value of the HQ Unit's experience is for its own defense. Therefore, do not bother installing your "strong leaders" in HQ Units. Look for the qualities that are specific to their function.
TF Leaders
Task Force Commander Selection
Task Force Commanders are selected in one of three ways:
• If Auto-select Commander is set to Off when the TF is formed, then the TF Commander is the captain of the Flagship.
• If Auto-select Commander is set to On, then the TF Commander is selected randomly from the pool of available RADM and VADM TF Commanders.
• After formation of the TF, the player may select the TF, if the TF is docked in a port, by clicking on the name of the TF Commander and selecting from the list of available RADM's and VADM's. This incurs a Political Point Cost.
Note: Rank has no bearing on the designation of the TF Commander. It is possible to create situations in which an Ensign is the TF Commander with ships/craft commanded by LTJG's and LT's and similar cases.
Flagship Selection
The Flagship of the Task Force is determined automatically using the following guidelines:
• Flagships are designated in order of Ship Class: AGC-CV-BB-BC-CVL-CA-CL-CLAA-CVE-DD (the list continues through all classes)
• Between ships of the same class, the largest ship in the task force (highest durability) is selected as the Flagship.
• For ships of the same class and equal durability, the last ship selected or added to the TF is the Flagship.
• The nationality of the Flagship determines the nationality of the TF and therefore the available pool of RADM and VADM to command the TF.
Air Combat TF
Select the TF Commander based on these qualities:
• Air Skill - The TF Commander functions as an Air HQ for the airgroups. This will influence how many atrike aircraft will fly.
• Aggression - Influences how likely the TF is to react and move toward an enemy. High aggression can result in your carrier group running into a fight. Be careful in this selection.
• Surface Skill - To save your hind quarters (and I am not talking Russian Helicopters), if you are unfortunate enough to get in a surface engagment.
• No other skills or qualities have any influence.
Surface Combat TF
Select the TF Commander based on these qualities:
• Surface Skill - To gain suprise and cross the T in an engagement
• Aggression - High Aggression will increase the likelyhood that the Surface Combat TF will react and seek a fight (be careful... A TF for two DD's with an Admiral of 100 agression will probably pick a fight with some BB's... This rarely ends well for the DD's)
• Air Skill - Of small import, but it influences the float plane operations from the Capital Ships.
• No other skills or qualities have any influence.
ASW Combat TF
Select the TF Commander based on these qualities:
• Surface Skill - Influences probability of finding submarines.
• No other skills or qualities have any influence.
Bombardment TF
Select the TF Commander based on these qualities:
• Aggression - Influences the probability that the TF will convert to a Surface Combat TF.
• Surface Skill - Influences TF in a fight the same as Surface Combat.
• Air Skill - Of small import, but it influences the float plane operations from the Capital Ships.
• No other skills or qualities have any influence.
Fast Transport TF
Select the TF Commander based on these qualities:
• Surface Skill - Influences TF in a fight the same as Surface Combat.
• Air Skill - Of small import, but it influences the float plane operations from the Capital Ships.
• No other skills or qualities have any influence.
Transport, Replenishment TF
Select the TF Commander based on these qualities:
• Surface Skill - Influences TF in a fight the same as Surface Combat. Also, it Influences probability of the escort combatants finding submarines
• Air Skill - Influences the operations of strike aircraft and float planes from the Escort Carriers and Cruisers.
• No other skills or qualities have any influence.
Mine Warfare YF
Select the TF Commander based on these qualities:
• Surface Skill - Influences TF in a fight the same as Surface Combat.
• Air Skill - Of small import, but it influences the float plane operations from the Cruisers.
• No other skills or qualities have any influence.
Escort TF
Select the TF Commander based on these qualities:
• Surface Skill - If operating with the intent to engage surface combatants coming after the escorted TF, it Influences TF in a fight the same as Surface Combat. Also, it Influences probability of finding submarines
• Air Skill - Influences the operations of strike aircraft and float planes from the Carriers, Escort Carriers and Capital Ship.
• No other skills or qualities have any influence.
Notes on Selecting TF Leaders without assigning a leader:
• Using the Flagship Selection Criteria above, select the ship with the Captain that best fits type of TF being formed as Flagship so that he is the TF Commander.
• Any TF that is formed to perform any fighting function should have a competant Admiral assigned
Air Group Leaders
Selecting leaders for air groups is a fairly complex task. Most aircraft can perform multiple roles, so leader selection criteria must include consideration of how the air group will be employed.
Notes on Air Group Operations Influenced by Leader Qualities
• Pilot experience affects operational losses.
• Air groups with morale < 50 must pass a morale test before flying an offensive mission. If the test is failed, no aircraft will fly.
• Air groups flying Naval Search, ASW Patrol, or CAP must pass two morale tests before flying. Each morale test failed reduces the number of aircraft flying by 25%.
• Level Bombers must pass three tests before flying an offensive mission. Each test failed reduces the number of aircraft flying by 25%:
o Experience test.
o Test against the leader’s Air Skill.
o Morale test.
• Pilot experience affects the chances to find the target in a strike mission.
• Pilot experience affects air-to-air combat results.
• Leader’s air skill affects results in air-to-air combat.
CAP as Principle Role
This includes Fighters, Fighter-Bombers, Night-Fighters, and Float-Fighters. Assign leader using these priorities:
• Inspiration – Influences the number of CAP aircraft that will fly. Influences air group morale recovery.
• Air Skill – Influences the air-to-air combat results.
• Leadership – Influences the air group’s experience gain.
• No other skills or qualities have any influence.
Offensive Missions as Principle Role (except Level Bombers)
Missions include Airfield Attack, Port Attack, Naval Attack, Ground Attack, Sweep, and Recon. Air Groups include includes Fighters, Fighter-Bombers, Night-Fighters, Float-Fighters, Dive Bombers, Torpedo Bombers, Float Planes, Patrol, and Recon. Assign leader using these priorities:
• Inspiration – Influences the number of strike and patrol aircraft that will fly. Influences air group morale recovery.
• Leadership – Influences the air group’s experience gain.
• Air Skill – Influences results in air-to-air combat.
• No other skills or qualities have any influence.
Level Bombers with Offensive Missions as Principle Role
Missions include Airfield Attack, Port Attack, Naval Attack, Ground Attack, and Recon. Assign leader using these priorities:
• Inspiration – Influences the number of strike aircraft that will fly. Influences air group morale recovery.
• Air Skill – Influences the number of strike aircraft that will fly.
• Leadership – Influences the air group’s experience gain.
• No other skills or qualities have any influence.
Patrol Missions as Principle Role
Missions include Naval Search and ASW Patrol. Air Groups include Dive Bombers, Torpedo Bombers, Float Planes, level bombers, Patrol, and Recon. Assign leader using these priorities:
• Inspiration – Influences the number of patrol aircraft that will fly. Influences air group morale recovery.
• Leadership – Influences the air group’s experience gain.
• Of small import, Air Skill influences results in air-to-air combat (aircraft can be intercepted by CAP, but this is unlikely).
• No other skills or qualities have any influence.
Transport Missions as Principle Role
Missions include Supply Transport and Troop Transport. Air Groups include Transports, Patrol, and Level Bombers. Assignleader using these priorities:
• Inspiration –Influences air group morale recovery.
• Leadership – Influences the air group’s experience gain.
• Of small import, Air Skill influences results in air-to-air combat.
• No other skills or qualities have any influence.
Training Mission as Principle Role
This includes all air groups. Assign leader using these priorities:
• Inspiration –Influences air group morale recovery.
• Leadership – Influences the air group’s experience gain.
• Of small import, Air Skill influences results in air-to-air combat.
• No other skills or qualities have any influence.
Ship Leaders
Ship Captains
Carriers
This includes CV, CVL, and CVE. Assign leader using these priorities:
• Leadership – Influences the ship’s experience gain
• Air Skill – If the carrier captain will serve as the TF Commander, then he functions as the Air HQ for the TF aircraft. Air skill then influences the number of strike and patrol aircraft that will fly.
• Surface – Influences ship's chance of locating a target during surface combat
• No other skills or qualities have any influence.
ASW Vessels
This includes DD, DE, AVD, APD, DMS, MSW, PC, SC, & PG with ASW armament. Assign leader using these priorities:
• Leadership – Influences the ship’s experience gain
• Surface – Influences ship's chance of locating a target during surface combat
• No other skills or qualities have any influence.
Combat Vessels
All combat vessels with a high probability of surface combat that will be used in other than an ASW role. Assign leader using these priorities:
• Surface – Influences ship's chance of locating a target during surface combat
• Leadership – Influences the ship’s experience gain
• Air Skill – Of very small import. If the ship captain will serve as the TF Commander in a combat task force, then he functions as the Air HQ for the TF float planes. Air skill then influences the number of strike and patrol aircraft that will fly.
• No other skills or qualities have any influence.
Non-Combat Vessels
Assign leader using these priorities:
• Leadership – Influences the ship’s experience gain
• Surface – Influences ship's chance of locating a target during surface combat
• Air Skill – Of very small import. If the ship captain will serve as the TF Commander in a non-combat task force containing and operating float planes (i.e. Japanese AV with float planes loaded), then he functions as the Air HQ for the TF float planes. Air skill then influences the number of strike and patrol aircraft that will fly.
• No other skills or qualities have any influence.
Submarines
Assign leader using these priorities:
• Aggression – Influences sub’s chance of contacting enemy TF’s
• Surface – Influences sub’s chance of contact and survivability in an ASW attack
• Leadership – Influences the ship’s experience gain
• Air Skill – A curious consideration only. The captain of a Japanese submarine that will serve as the TF Commander in a sub patrol task force containing and operating float planes (i.e. E14Y1 Glen's on Types J3, A1, B1, A2, B2, B3/4, AM, or STo), then he functions as the Air HQ for the TF float planes. Air skill then influences the number of strike and patrol aircraft that will fly.
• No other skills or qualities have any influence.
Land Unit Leaders
LCU leaders should be selected based on how the LCU is being employed.
HQ Units
Assign HQ Unit Leaders using the criteria for HQ units. As considerations beyond the HQ unit’s function, use the following in order of priorities:
• Inspiration – Influences fatigue reduction, morale reduction due to fatigue, disabled elements destroyed due to fatigue, and assault value for attack and defense.
• Leadership – Influences experience gain.
• Administration – Influences ability to use Supply to reduce Disruption and Fatigue.
• Land Skill – Influences attacking & defending LCU assault value, firing accuracy and experience gain.
• No other skills or qualities have any influence.
Front Line Units (high probability of combat)
Assign unit leaders using the following order of priorities:
• Land Skill – Influences attacking & defending LCU assault value, firing accuracy and experience gain.
• Inspiration – Influences fatigue reduction, morale reduction due to fatigue, disabled elements destroyed due to fatigue, and assault value for attack and defense.
• Leadership – Influences experience gain.
• Administration – Influences ability to use Supply to reduce Disruption and Fatigue.
• No other skills or qualities have any influence.
Rear Area Units Training or Rear Area Functional Units
Units can use training to gain experience up to an allowable maximum based on the unit nationality. If unit is in the rear area in order to train, assign unit leaders using the following order of priorities:
• Leadership – Influences experience gain.
• Administration – Influences ability to use Supply to reduce Disruption and Fatigue.
• Inspiration – Influences fatigue reduction, morale reduction due to fatigue, disabled elements destroyed due to fatigue, and assault value for attack and defense.
• Land Skill – Influences attacking & defending LCU assault value, firing accuracy and experience gain.
• No other skills or qualities have any influence.
Rear Area Units Refitting
Units can be moved to a rear area to reconstitute (ideally out of a malaria or cold zone or in a base large enough to negate the effects). If the units are in the rear area to restore disabled elements, reduce fatigue, and replace lost elements, assign unit leaders using the following order of priorities:
• Administration – Influences ability to use Supply to reduce Disruption and Fatigue.
• Inspiration – Influences fatigue reduction, morale reduction due to fatigue, disabled elements destroyed due to fatigue, and assault value for attack and defense.
• Leadership – Influences experience gain (this is unimportant if the unit has already reached the maximum training experience).
• Of small import, Land Skill – Influences attacking & defending LCU assault value, firing accuracy and experience gain.
• No other skills or qualities have any influence
LEADERS
For what it's worth, here is a transcript of an early AE post. Unfortunately I cannot properly credit it because I did not record the poster's name. IIRC, it is based upon an early post in the WitP forum by a dev who listed in great detain the function of each leader attribute.
"
HQ Leaders
Command Headquarters
Combat Commands - Those in which significant and important battles occur within their command radius. Select leaders on the basis of these priorities:
• High Administration Skill - This influences the HQ units use of support to reduce fatigue and disruption
• High Land Skill - Influences the Assault Value of LCU's within their radius
• High Inspiration - Influences the Assault Value of LCU's within their radius
• All other skills have no influence or bearing on the HQ function.
Rear Area Commands - Those in which significant and important battles will not occur within their command radius. Selectleaders on the basis of these priorities:
• High Administration Skill - This influences the HQ units use of support to reduce fatigue and disruption
• All other skills have no influence or bearing on the HQ function.
Corps/Army Headquarters
Front Line Corps' - Those in which significant and important battles occur within their command radius. Select leaders on the basis of these priorities:
• High Administration Skill - This influences the HQ units use of support to reduce fatigue and disruption
• High Land Skill - Influences the Assault Value of LCU's within their radius
• High Inspiration - Influences the Assault Value of LCU's within their radius
• All other skills have no influence or bearing on the HQ function.
Rear Area Corps' - Those in which significant and important battles will not occur within their command radius. Select leaders on the basis of these priorities:
• High Administration Skill - This influences the HQ units use of support to reduce fatigue and disruption
• All other skills have no influence or bearing on the HQ function.
Notes on Corps HQ Employment:
• Seek to put a corps HQ into or one hex from key battles
• Seek to put a Corps HQ in the hex with defensive bastions, invasions, and major assaults
• Corps HQ should only be used for rear area duties if you have more than you need for front line duties, then use them at designated R&R and Training bases.
• The Amphibious Corps HQ function as Corps HQ and not Amphibious HQ. This applies to the I, III, & V Amphibious Corps and not the III, V, & VII Amphibious Force.
Amphibious Force Headquarters
Select leaders on the basis of these priorities:
• High Land Skill - This influences the Amphibious Landings in that units will land faster, with less disruption and fewer losses
• All other skills have no influence or bearing on the HQ function.
Notes on Amphibious Force HQ Employment:
• Load these HQ's onto AGC's in their own TF set to Do Not Unload.
• Have the AGC TF arrive in the invasion landing hex in the same phase as the first wave landing TF's
• Keep them in the landing hex until the base is captured or the enemy is defeated, whichever comes first, then skeedaddle away to safety where the AGC will not get sunk. You only get three of these HQ's (if you are the allies...the Japanese get none). They will respawn, but better not tolose them too many times.
• Amphibious Force HQ do not function as Corps HQ. A good invasion should have a Corps HQ land with the invading forces.
Naval Headquarters
Select leaders on the basis of these priorities:
• The qualities and skills of the HQ leader has no influence or bearing on the HQ function.
• A Naval HQ is a good place for your stupidest, most incompetent admirals to become heroes
Notes on Naval HQ Employment:
• Place a Naval HQ in a forward repair depot. This will facilitate rapid repair and return to battle. A forward repair depot is a reasonably large port near the area of action. Reasonably large means size 5 or better so that damaged devices can be repaired.
• Place a Naval HQ far forward so that crippled ships in danger of sinking can slip into a nearby port within the HQ's range and enhance their chances of being saved.
• Place a Naval HQ in a Major repair shipyard to speed repairs (not sure if the HQ will exert an influence on a port that is already size 10).
• Most Naval HQ have naval support squads, so can assist in loading/unloading cargo and rearming ships.
Air Headquarters
Select leaders on the basis of these priorities:
• High Air Skill - This influences the number of strike and patrol aircraft that will fly.
• All other skills have no influence or bearing on the HQ function.
Notes on Air HQ Employment:
• Air HQ have a dramatic influence on level bombers. It is important to have an air HQ within range of your level bomber bases.
• Air HQ exert significant influence over other strike aircraft. It is good to have an air HQ in range of your bases from which strikes other than level bombers fly.
• Air HQ exert an influence over patrol aircraft. It is beneficial to have an air HQ in range of your bases with patrol aircraft.
• In Naval TF’s with Carriers (CV, CVL, CVE), the TF commander serves as the Air HQ for the carrier aircraft.
Note that the Leadership Value of Headquarters Commanders is completely irrelevant other than its influence on the Headquarters unit itself. That is it will influence how rapidly the HQ unit gains experience. The only value of the HQ Unit's experience is for its own defense. Therefore, do not bother installing your "strong leaders" in HQ Units. Look for the qualities that are specific to their function.
TF Leaders
Task Force Commander Selection
Task Force Commanders are selected in one of three ways:
• If Auto-select Commander is set to Off when the TF is formed, then the TF Commander is the captain of the Flagship.
• If Auto-select Commander is set to On, then the TF Commander is selected randomly from the pool of available RADM and VADM TF Commanders.
• After formation of the TF, the player may select the TF, if the TF is docked in a port, by clicking on the name of the TF Commander and selecting from the list of available RADM's and VADM's. This incurs a Political Point Cost.
Note: Rank has no bearing on the designation of the TF Commander. It is possible to create situations in which an Ensign is the TF Commander with ships/craft commanded by LTJG's and LT's and similar cases.
Flagship Selection
The Flagship of the Task Force is determined automatically using the following guidelines:
• Flagships are designated in order of Ship Class: AGC-CV-BB-BC-CVL-CA-CL-CLAA-CVE-DD (the list continues through all classes)
• Between ships of the same class, the largest ship in the task force (highest durability) is selected as the Flagship.
• For ships of the same class and equal durability, the last ship selected or added to the TF is the Flagship.
• The nationality of the Flagship determines the nationality of the TF and therefore the available pool of RADM and VADM to command the TF.
Air Combat TF
Select the TF Commander based on these qualities:
• Air Skill - The TF Commander functions as an Air HQ for the airgroups. This will influence how many atrike aircraft will fly.
• Aggression - Influences how likely the TF is to react and move toward an enemy. High aggression can result in your carrier group running into a fight. Be careful in this selection.
• Surface Skill - To save your hind quarters (and I am not talking Russian Helicopters), if you are unfortunate enough to get in a surface engagment.
• No other skills or qualities have any influence.
Surface Combat TF
Select the TF Commander based on these qualities:
• Surface Skill - To gain suprise and cross the T in an engagement
• Aggression - High Aggression will increase the likelyhood that the Surface Combat TF will react and seek a fight (be careful... A TF for two DD's with an Admiral of 100 agression will probably pick a fight with some BB's... This rarely ends well for the DD's)
• Air Skill - Of small import, but it influences the float plane operations from the Capital Ships.
• No other skills or qualities have any influence.
ASW Combat TF
Select the TF Commander based on these qualities:
• Surface Skill - Influences probability of finding submarines.
• No other skills or qualities have any influence.
Bombardment TF
Select the TF Commander based on these qualities:
• Aggression - Influences the probability that the TF will convert to a Surface Combat TF.
• Surface Skill - Influences TF in a fight the same as Surface Combat.
• Air Skill - Of small import, but it influences the float plane operations from the Capital Ships.
• No other skills or qualities have any influence.
Fast Transport TF
Select the TF Commander based on these qualities:
• Surface Skill - Influences TF in a fight the same as Surface Combat.
• Air Skill - Of small import, but it influences the float plane operations from the Capital Ships.
• No other skills or qualities have any influence.
Transport, Replenishment TF
Select the TF Commander based on these qualities:
• Surface Skill - Influences TF in a fight the same as Surface Combat. Also, it Influences probability of the escort combatants finding submarines
• Air Skill - Influences the operations of strike aircraft and float planes from the Escort Carriers and Cruisers.
• No other skills or qualities have any influence.
Mine Warfare YF
Select the TF Commander based on these qualities:
• Surface Skill - Influences TF in a fight the same as Surface Combat.
• Air Skill - Of small import, but it influences the float plane operations from the Cruisers.
• No other skills or qualities have any influence.
Escort TF
Select the TF Commander based on these qualities:
• Surface Skill - If operating with the intent to engage surface combatants coming after the escorted TF, it Influences TF in a fight the same as Surface Combat. Also, it Influences probability of finding submarines
• Air Skill - Influences the operations of strike aircraft and float planes from the Carriers, Escort Carriers and Capital Ship.
• No other skills or qualities have any influence.
Notes on Selecting TF Leaders without assigning a leader:
• Using the Flagship Selection Criteria above, select the ship with the Captain that best fits type of TF being formed as Flagship so that he is the TF Commander.
• Any TF that is formed to perform any fighting function should have a competant Admiral assigned
Air Group Leaders
Selecting leaders for air groups is a fairly complex task. Most aircraft can perform multiple roles, so leader selection criteria must include consideration of how the air group will be employed.
Notes on Air Group Operations Influenced by Leader Qualities
• Pilot experience affects operational losses.
• Air groups with morale < 50 must pass a morale test before flying an offensive mission. If the test is failed, no aircraft will fly.
• Air groups flying Naval Search, ASW Patrol, or CAP must pass two morale tests before flying. Each morale test failed reduces the number of aircraft flying by 25%.
• Level Bombers must pass three tests before flying an offensive mission. Each test failed reduces the number of aircraft flying by 25%:
o Experience test.
o Test against the leader’s Air Skill.
o Morale test.
• Pilot experience affects the chances to find the target in a strike mission.
• Pilot experience affects air-to-air combat results.
• Leader’s air skill affects results in air-to-air combat.
CAP as Principle Role
This includes Fighters, Fighter-Bombers, Night-Fighters, and Float-Fighters. Assign leader using these priorities:
• Inspiration – Influences the number of CAP aircraft that will fly. Influences air group morale recovery.
• Air Skill – Influences the air-to-air combat results.
• Leadership – Influences the air group’s experience gain.
• No other skills or qualities have any influence.
Offensive Missions as Principle Role (except Level Bombers)
Missions include Airfield Attack, Port Attack, Naval Attack, Ground Attack, Sweep, and Recon. Air Groups include includes Fighters, Fighter-Bombers, Night-Fighters, Float-Fighters, Dive Bombers, Torpedo Bombers, Float Planes, Patrol, and Recon. Assign leader using these priorities:
• Inspiration – Influences the number of strike and patrol aircraft that will fly. Influences air group morale recovery.
• Leadership – Influences the air group’s experience gain.
• Air Skill – Influences results in air-to-air combat.
• No other skills or qualities have any influence.
Level Bombers with Offensive Missions as Principle Role
Missions include Airfield Attack, Port Attack, Naval Attack, Ground Attack, and Recon. Assign leader using these priorities:
• Inspiration – Influences the number of strike aircraft that will fly. Influences air group morale recovery.
• Air Skill – Influences the number of strike aircraft that will fly.
• Leadership – Influences the air group’s experience gain.
• No other skills or qualities have any influence.
Patrol Missions as Principle Role
Missions include Naval Search and ASW Patrol. Air Groups include Dive Bombers, Torpedo Bombers, Float Planes, level bombers, Patrol, and Recon. Assign leader using these priorities:
• Inspiration – Influences the number of patrol aircraft that will fly. Influences air group morale recovery.
• Leadership – Influences the air group’s experience gain.
• Of small import, Air Skill influences results in air-to-air combat (aircraft can be intercepted by CAP, but this is unlikely).
• No other skills or qualities have any influence.
Transport Missions as Principle Role
Missions include Supply Transport and Troop Transport. Air Groups include Transports, Patrol, and Level Bombers. Assignleader using these priorities:
• Inspiration –Influences air group morale recovery.
• Leadership – Influences the air group’s experience gain.
• Of small import, Air Skill influences results in air-to-air combat.
• No other skills or qualities have any influence.
Training Mission as Principle Role
This includes all air groups. Assign leader using these priorities:
• Inspiration –Influences air group morale recovery.
• Leadership – Influences the air group’s experience gain.
• Of small import, Air Skill influences results in air-to-air combat.
• No other skills or qualities have any influence.
Ship Leaders
Ship Captains
Carriers
This includes CV, CVL, and CVE. Assign leader using these priorities:
• Leadership – Influences the ship’s experience gain
• Air Skill – If the carrier captain will serve as the TF Commander, then he functions as the Air HQ for the TF aircraft. Air skill then influences the number of strike and patrol aircraft that will fly.
• Surface – Influences ship's chance of locating a target during surface combat
• No other skills or qualities have any influence.
ASW Vessels
This includes DD, DE, AVD, APD, DMS, MSW, PC, SC, & PG with ASW armament. Assign leader using these priorities:
• Leadership – Influences the ship’s experience gain
• Surface – Influences ship's chance of locating a target during surface combat
• No other skills or qualities have any influence.
Combat Vessels
All combat vessels with a high probability of surface combat that will be used in other than an ASW role. Assign leader using these priorities:
• Surface – Influences ship's chance of locating a target during surface combat
• Leadership – Influences the ship’s experience gain
• Air Skill – Of very small import. If the ship captain will serve as the TF Commander in a combat task force, then he functions as the Air HQ for the TF float planes. Air skill then influences the number of strike and patrol aircraft that will fly.
• No other skills or qualities have any influence.
Non-Combat Vessels
Assign leader using these priorities:
• Leadership – Influences the ship’s experience gain
• Surface – Influences ship's chance of locating a target during surface combat
• Air Skill – Of very small import. If the ship captain will serve as the TF Commander in a non-combat task force containing and operating float planes (i.e. Japanese AV with float planes loaded), then he functions as the Air HQ for the TF float planes. Air skill then influences the number of strike and patrol aircraft that will fly.
• No other skills or qualities have any influence.
Submarines
Assign leader using these priorities:
• Aggression – Influences sub’s chance of contacting enemy TF’s
• Surface – Influences sub’s chance of contact and survivability in an ASW attack
• Leadership – Influences the ship’s experience gain
• Air Skill – A curious consideration only. The captain of a Japanese submarine that will serve as the TF Commander in a sub patrol task force containing and operating float planes (i.e. E14Y1 Glen's on Types J3, A1, B1, A2, B2, B3/4, AM, or STo), then he functions as the Air HQ for the TF float planes. Air skill then influences the number of strike and patrol aircraft that will fly.
• No other skills or qualities have any influence.
Land Unit Leaders
LCU leaders should be selected based on how the LCU is being employed.
HQ Units
Assign HQ Unit Leaders using the criteria for HQ units. As considerations beyond the HQ unit’s function, use the following in order of priorities:
• Inspiration – Influences fatigue reduction, morale reduction due to fatigue, disabled elements destroyed due to fatigue, and assault value for attack and defense.
• Leadership – Influences experience gain.
• Administration – Influences ability to use Supply to reduce Disruption and Fatigue.
• Land Skill – Influences attacking & defending LCU assault value, firing accuracy and experience gain.
• No other skills or qualities have any influence.
Front Line Units (high probability of combat)
Assign unit leaders using the following order of priorities:
• Land Skill – Influences attacking & defending LCU assault value, firing accuracy and experience gain.
• Inspiration – Influences fatigue reduction, morale reduction due to fatigue, disabled elements destroyed due to fatigue, and assault value for attack and defense.
• Leadership – Influences experience gain.
• Administration – Influences ability to use Supply to reduce Disruption and Fatigue.
• No other skills or qualities have any influence.
Rear Area Units Training or Rear Area Functional Units
Units can use training to gain experience up to an allowable maximum based on the unit nationality. If unit is in the rear area in order to train, assign unit leaders using the following order of priorities:
• Leadership – Influences experience gain.
• Administration – Influences ability to use Supply to reduce Disruption and Fatigue.
• Inspiration – Influences fatigue reduction, morale reduction due to fatigue, disabled elements destroyed due to fatigue, and assault value for attack and defense.
• Land Skill – Influences attacking & defending LCU assault value, firing accuracy and experience gain.
• No other skills or qualities have any influence.
Rear Area Units Refitting
Units can be moved to a rear area to reconstitute (ideally out of a malaria or cold zone or in a base large enough to negate the effects). If the units are in the rear area to restore disabled elements, reduce fatigue, and replace lost elements, assign unit leaders using the following order of priorities:
• Administration – Influences ability to use Supply to reduce Disruption and Fatigue.
• Inspiration – Influences fatigue reduction, morale reduction due to fatigue, disabled elements destroyed due to fatigue, and assault value for attack and defense.
• Leadership – Influences experience gain (this is unimportant if the unit has already reached the maximum training experience).
• Of small import, Land Skill – Influences attacking & defending LCU assault value, firing accuracy and experience gain.
• No other skills or qualities have any influence
[center]
[/center]
[/center]RE: Air Raid Pearl Harbor...This is no drill!!
That's the one I was just looking for! I have it somewhere, but now I'm going to put it in a safer place! Thanks. [:)]
I knew I remembered a bit more to inspiration:
• Inspiration – Influences the number of CAP aircraft that will fly. Influences air group morale recovery.
And for training the only ones that count are Leadership and Inspiration.
Training Mission as Principle Role
This includes all air groups. Assign leader using these priorities:
• Inspiration –Influences air group morale recovery.
• Leadership – Influences the air group’s experience gain.
• Of small import, Air Skill influences results in air-to-air combat.
• No other skills or qualities have any influence.
I knew I remembered a bit more to inspiration:
• Inspiration – Influences the number of CAP aircraft that will fly. Influences air group morale recovery.
And for training the only ones that count are Leadership and Inspiration.
Training Mission as Principle Role
This includes all air groups. Assign leader using these priorities:
• Inspiration –Influences air group morale recovery.
• Leadership – Influences the air group’s experience gain.
• Of small import, Air Skill influences results in air-to-air combat.
• No other skills or qualities have any influence.
"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill
RE: Air Raid Pearl Harbor...This is no drill!!
One thing I wonder about in this document is if Aggressiveness plays a part in ASW ops. This states that it does not affect an ASW captain's likelihood of getting an attack on a sub more often. I think it does seem to affect these ships.
Any thoughts?
Any thoughts?
"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill
RE: Air Raid Pearl Harbor...This is no drill!!
ORIGINAL: obvert
One thing I wonder about in this document is if Aggressiveness plays a part in ASW ops. This states that it does not affect an ASW captain's likelihood of getting an attack on a sub more often. I think it does seem to affect these ships.
Any thoughts?
I would not argue with Alfred [8D] However, I do see my ASW react better with high agressveness .. that is move into a hex withdetected submarines .. but the average naval skill meant not actual dropping of depth charges. This experince with my boys at Pearl Harbor around April 42 ..
"What gets us into trouble is not what we don't know. It's what we know for sure that just ain't so"
RE: Air Raid Pearl Harbor...This is no drill!!
ORIGINAL: Crackaces
ORIGINAL: obvert
One thing I wonder about in this document is if Aggressiveness plays a part in ASW ops. This states that it does not affect an ASW captain's likelihood of getting an attack on a sub more often. I think it does seem to affect these ships.
Any thoughts?
I would not argue with Alfred [8D] However, I do see my ASW react better with high agressveness .. that is move into a hex withdetected submarines .. but the average naval skill meant not actual dropping of depth charges. This experince with my boys at Pearl Harbor around April 42 ..
I'm not sure that this is actually Alfred's list. I think someone else made it and he passed it on, but it is an authority of old. So it should be trusted for the most part. I just wonder if there might be ommissions when it says 'no other skill is relevant.'
"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill
- ny59giants
- Posts: 9902
- Joined: Mon Jan 10, 2005 12:02 pm
RE: Air Raid Pearl Harbor...This is no drill!!
Dec 7th - Everything else, except Pearl which was already posted.
At Sea:
ASW attack near Kota Bharu at 51,75
Japanese Ships
DD Asashio
CA Takao
DD Michishio
DD Hibiki
DD Akatsuki
DD Arashio
Allied Ships
SS KXII, hits 4 36-42(12)-1-0 Off to Java for repairs
Day Time Surface Combat, near Hong Kong at 74,67, Range 19,000 Yards
Japanese Ships
DD Fubuki, Shell hits 1, on fire
DD Shinonome
DD Murakumo
APD Fuji
APD Hagi
xAK Syoka Maru
xAK Rokko Maru, Torpedo hits 1, and is sunk
xAK Atago Maru
xAK Meiyo Maru
xAK Santos Maru
xAK Igasa Maru, Shell hits 1
xAKL Ryoyu Maru #21, Shell hits 1
xAKL Sasago Maru, Shell hits 2, on fire
xAK Zyuyo Maru
xAKL Hidaka Maru, Shell hits 1, heavy fires, heavy damage
xAKL Raizan Maru, Shell hits 3, heavy fires, heavy damage
Allied Ships
DD Scout, Torpedo hits 1, and is sunk
DD Thanet, Shell hits 13, heavy fires, heavy damage Sinks later in the turn
DM Thracian
Japanese ground losses:
633 casualties reported
Squads: 5 destroyed, 16 disabled
Non Combat: 25 destroyed, 24 disabled
Engineers: 1 destroyed, 3 disabled
Guns lost 10 (1 destroyed, 9 disabled)
Vehicles lost 2 (1 destroyed, 1 disabled)
Day Time Surface Combat, near Hong Kong at 77,65, Range 5,000 Yards
Japanese Ships
CA Chokai
DD Shikinami
DD Ayanami
DD Sagiri
Allied Ships
MTB 7, Shell hits 1, and is sunk
MTB 8, Shell hits 1, and is sunk
MTB 9
MTB 10
MTB 11, Shell hits 1, and is sunk
MTB 12, Shell hits 1, and is sunk
MTB 26
MTB 27, Shell hits 1, and is sunk
The fleeing ships from Hong Kong are not doing well [:(]
Day Time Surface Combat, near Hong Kong at 77,66, Range 3,000 Yards
Japanese Ships
DD Usugumo
DD Shirayuki
DD Hatsuyuki
Allied Ships
MTB 9, Shell hits 1, and is sunk
MTB 10
MTB 26, Shell hits 1, and is sunk
And then there was one
Malaya:
Morning Air attack on Kuantan , at 51,79
Weather in hex: Clear sky
Raid spotted at 26 NM, estimated altitude 8,000 feet.
Estimated time to target is 8 minutes
Japanese aircraft
G3M2 Nell x 19
G4M1 Betty x 27
Allied aircraft
no flights
Japanese aircraft losses
G4M1 Betty: 1 destroyed by flak
Allied aircraft losses
Blenheim I: 19 damaged
Blenheim I: 1 destroyed on ground
Hudson I: 11 damaged
Hudson I: 1 destroyed on ground
Beaufort V (PR): 1 damaged
Airbase hits 22
Airbase supply hits 10
Runway hits 60
He did really well in getting supply hits everywhere!!
Morning Air attack on Kota Bharu , at 51,75
Weather in hex: Clear sky
Raid spotted at 19 NM, estimated altitude 11,000 feet.
Estimated time to target is 5 minutes
Japanese aircraft
Ki-27b Nate x 53
Ki-43-Ib Oscar x 46
Ki-48-Ib Lily x 55
Allied aircraft
no flights
Japanese aircraft losses
Ki-27b Nate: 1 damaged
Allied aircraft losses
Hudson I: 20 damaged
Vildebeest III: 4 damaged
Vildebeest III: 1 destroyed on ground
Allied ground losses:
67 casualties reported
Squads: 0 destroyed, 5 disabled
Non Combat: 0 destroyed, 2 disabled
Engineers: 0 destroyed, 2 disabled
Airbase hits 17
Airbase supply hits 8
Runway hits 54
Morning Air attack on Kuantan , at 51,79
Weather in hex: Clear sky
Raid spotted at 15 NM, estimated altitude 8,000 feet.
Estimated time to target is 4 minutes
Japanese aircraft
A6M2 Zero x 27
Allied aircraft
no flights
Japanese aircraft losses
A6M2 Zero: 7 damaged
A6M2 Zero: 1 destroyed by flak
Allied aircraft losses
Blenheim I: 1 damaged
Beaufort V (PR): 1 damaged
Airbase hits 1
Airbase supply hits 1
Runway hits 6
Morning Air attack on Georgetown , at 49,74
Weather in hex: Clear sky
Raid spotted at 15 NM, estimated altitude 12,000 feet.
Estimated time to target is 4 minutes
Japanese aircraft
Ki-21-IIa Sally x 48
Allied aircraft
no flights
No Japanese losses
Allied aircraft losses
Buffalo I: 31 damaged
Buffalo I: 1 destroyed on ground
Blenheim IF: 3 damaged
Blenheim IF: 1 destroyed on ground
Airbase hits 15
Airbase supply hits 8
Runway hits 40
Morning Air attack on Alor Star , at 49,73
Weather in hex: Clear sky
Raid spotted at 24 NM, estimated altitude 13,000 feet.
Estimated time to target is 6 minutes
Japanese aircraft
Ki-21-IIa Sally x 22
Allied aircraft
no flights
No Japanese losses
Allied aircraft losses
Blenheim I: 11 damaged
Airbase hits 5
Airbase supply hits 4
Runway hits 14
Morning Air attack on Kota Bharu , at 51,75
Weather in hex: Clear sky
Raid spotted at 16 NM, estimated altitude 12,000 feet.
Estimated time to target is 4 minutes
Japanese aircraft
Ki-21-IIa Sally x 31
Allied aircraft
no flights
No Japanese losses
Allied aircraft losses
Hudson I: 2 damaged
Vildebeest III: 1 damaged
Vildebeest III: 1 destroyed on ground
Airbase hits 4
Airbase supply hits 1
Runway hits 5
Philippines:
Morning Air attack on Bataan at 78,77
Weather in hex: Clear sky
Raid detected at 53 NM, estimated altitude 10,000 feet.
Estimated time to target is 18 minutes
Japanese aircraft
G4M1 Betty x 27
Allied aircraft
no flights
No Japanese losses
Allied aircraft losses
PBY-4 Catalina: 14 damaged
PBY-4 Catalina: 1 destroyed on ground
Airbase hits 12
Airbase supply hits 8
Runway hits 51
I was thinking when watching that this attack usually goes to Iba and destroys enough of the fighters and damages the base to keep those P40s out of the fight for some time. I sent the 18 planes from Iba to Manila afterwards.
Morning Air attack on Bataan , at 78,77
Weather in hex: Clear sky
Raid detected at 53 NM, estimated altitude 6,000 feet.
Estimated time to target is 17 minutes
Japanese aircraft
A6M2 Zero x 9
Japanese aircraft losses
A6M2 Zero: 1 damaged
Zeros straffing after bombers. [:D]
Morning Air attack on Manila , at 79,77
Weather in hex: Clear sky
Raid detected at 113 NM, estimated altitude 13,000 feet.
Estimated time to target is 39 minutes
Japanese aircraft
A6M2 Zero x 27
G4M1 Betty x 27
Allied aircraft
P-40E Warhawk x 5
Japanese aircraft losses
G4M1 Betty: 1 damaged
Allied aircraft losses
P-40E Warhawk: 5 damaged
P-40E Warhawk: 1 destroyed on ground
PBY-4 Catalina: 4 destroyed on ground
Allied ground losses:
26 casualties reported
Squads: 0 destroyed, 2 disabled
Non Combat: 0 destroyed, 1 disabled
Engineers: 0 destroyed, 0 disabled
Airbase hits 18
Airbase supply hits 6
Runway hits 59
No stray hits into then port like our other game. I needed some luck.
Morning Air attack on Clark Field , at 79,76
Weather in hex: Clear sky
Raid detected at 34 NM, estimated altitude 14,000 feet.
Estimated time to target is 11 minutes
Japanese aircraft
A6M2 Zero x 27
G4M1 Betty x 27
Allied aircraft
P-40B Warhawk x 9
Japanese aircraft losses
G4M1 Betty: 1 damaged
Allied aircraft losses
P-40B Warhawk: 9 damaged
B-17D Fortress: 1 destroyed on ground
Airbase hits 15
Airbase supply hits 6
Runway hits 55
Morning Air attack on Cagayan , at 79,89
Weather in hex: Clear sky
Raid detected at 42 NM, estimated altitude 26,000 feet.
Estimated time to target is 16 minutes
Japanese aircraft
G3M2 Nell x 9
Allied aircraft
no flights
No Japanese losses
Allied aircraft losses
B-17D Fortress: 1 damaged
Runway hits 2
I hope to keep this base open and allow my B-17s time to rest and await PP to but them out. Plans are to move them to Java and if opportunity presents itself, run up to Singapore and hit the port of Saigon.
China:
Morning Air attack on 40th Chinese Corps, at 88,44 (Chengchow)
Weather in hex: Clear sky
Raid spotted at 7 NM, estimated altitude 18,000 feet.
Estimated time to target is 2 minutes
Japanese aircraft
Ki-30 Ann x 12
Morning Air attack on Hong Kong , at 77,61
Weather in hex: Clear sky
Raid spotted at 28 NM, estimated altitude 9,000 feet.
Estimated time to target is 9 minutes
Japanese aircraft
Ki-27b Nate x 6
Ki-51 Sonia x 24
Allied aircraft
no flights
Japanese aircraft losses
Ki-51 Sonia: 1 destroyed by flak
Allied aircraft losses
Walrus II: 7 damaged
Airbase hits 16
Airbase supply hits 5
Runway hits 57
Morning Air attack on Hong Kong , at 77,61
Weather in hex: Clear sky
Raid spotted at 6 NM, estimated altitude 12,000 feet.
Estimated time to target is 1 minutes
Japanese aircraft
Ki-48-Ib Lily x 12
Japanese aircraft losses
Ki-48-Ib Lily: 1 destroyed by flak
Airbase hits 7
Runway hits 4
Morning Air attack on 16th Construction Regiment, at 88,56 (Chuhsien)
Weather in hex: Clear sky
Raid spotted at 4 NM, estimated altitude 18,000 feet.
Estimated time to target is 1 minutes
Japanese aircraft
Ki-27b Nate x 8
Ki-51 Sonia x 12
Wake:
Afternoon Air attack on Wake Island , at 136,98
Weather in hex: Clear sky
Raid spotted at 5 NM, estimated altitude 7,000 feet.
Estimated time to target is 1 minutes
Japanese aircraft
G4M1 Betty x 27
Allied aircraft
no flights
No Japanese losses
Allied aircraft losses
F4F-3 Wildcat: 17 damaged
F4F-3 Wildcat: 1 destroyed on ground
Airbase hits 9
Airbase supply hits 15 [X(][X(]
Runway hits 46
The supply hits hurt as the base is now under minimal amount required!
Landings: Kota Bharu, Batan Island
CVs:
Enterprise - heading NW to pick up fighters from Wake and then circle around Midway to come back to Pearl
Lexington - starts this game slightly NE of Pago Pago. She is headed east to look for those 2 AMCs so they don't kill my unescorted transports coming from NZ and OZ. CA Chicago and 2 DDs are separated and will lead the TF just in case so those 2 AMCs have to fight to get Lex.
Saratoga - left San Diego with three old DDs to head for Pearl. Plans are to team her up with Lex while Big "E" will be teamed with Yorktown at end of month
Transports:
Massed migration from NZ and OZ with some getting out of SRA. They are headed for USA or Albany before Cape Town. Those leaving Manila get one turn of Full Speed to try to get away before going back to Mission speed. Most will head for Balikpapan to refuel. I often slow down the small xAKLs to offer up as bait.
USA based TK/AOs are loading up with fuel and then going to San Fran along with other transports and escorts. I use this base almost exclusively as I have both PBY and Kingfisher there for ASW and use "Waypoints" almost religiously coming and going.
Notes:
Every Japanese player hates to run into "Big Bad Boise" early in the game. My plans are to move her easterly until she gets between Truk and Tokyo. Then she will run a north-south Patrol Zone of about 8 hexes looking for a transport TF headed south from Japan. She has the Endurance to be there for some time. Happy hunting!![:D]
With Mini-KB coming out of Babeldoab, I will have to be careful with my SC TFs. No firm plans as nothing was sighted last turn.
At Sea:
ASW attack near Kota Bharu at 51,75
Japanese Ships
DD Asashio
CA Takao
DD Michishio
DD Hibiki
DD Akatsuki
DD Arashio
Allied Ships
SS KXII, hits 4 36-42(12)-1-0 Off to Java for repairs
Day Time Surface Combat, near Hong Kong at 74,67, Range 19,000 Yards
Japanese Ships
DD Fubuki, Shell hits 1, on fire
DD Shinonome
DD Murakumo
APD Fuji
APD Hagi
xAK Syoka Maru
xAK Rokko Maru, Torpedo hits 1, and is sunk
xAK Atago Maru
xAK Meiyo Maru
xAK Santos Maru
xAK Igasa Maru, Shell hits 1
xAKL Ryoyu Maru #21, Shell hits 1
xAKL Sasago Maru, Shell hits 2, on fire
xAK Zyuyo Maru
xAKL Hidaka Maru, Shell hits 1, heavy fires, heavy damage
xAKL Raizan Maru, Shell hits 3, heavy fires, heavy damage
Allied Ships
DD Scout, Torpedo hits 1, and is sunk
DD Thanet, Shell hits 13, heavy fires, heavy damage Sinks later in the turn
DM Thracian
Japanese ground losses:
633 casualties reported
Squads: 5 destroyed, 16 disabled
Non Combat: 25 destroyed, 24 disabled
Engineers: 1 destroyed, 3 disabled
Guns lost 10 (1 destroyed, 9 disabled)
Vehicles lost 2 (1 destroyed, 1 disabled)
Day Time Surface Combat, near Hong Kong at 77,65, Range 5,000 Yards
Japanese Ships
CA Chokai
DD Shikinami
DD Ayanami
DD Sagiri
Allied Ships
MTB 7, Shell hits 1, and is sunk
MTB 8, Shell hits 1, and is sunk
MTB 9
MTB 10
MTB 11, Shell hits 1, and is sunk
MTB 12, Shell hits 1, and is sunk
MTB 26
MTB 27, Shell hits 1, and is sunk
The fleeing ships from Hong Kong are not doing well [:(]
Day Time Surface Combat, near Hong Kong at 77,66, Range 3,000 Yards
Japanese Ships
DD Usugumo
DD Shirayuki
DD Hatsuyuki
Allied Ships
MTB 9, Shell hits 1, and is sunk
MTB 10
MTB 26, Shell hits 1, and is sunk
And then there was one
Malaya:
Morning Air attack on Kuantan , at 51,79
Weather in hex: Clear sky
Raid spotted at 26 NM, estimated altitude 8,000 feet.
Estimated time to target is 8 minutes
Japanese aircraft
G3M2 Nell x 19
G4M1 Betty x 27
Allied aircraft
no flights
Japanese aircraft losses
G4M1 Betty: 1 destroyed by flak
Allied aircraft losses
Blenheim I: 19 damaged
Blenheim I: 1 destroyed on ground
Hudson I: 11 damaged
Hudson I: 1 destroyed on ground
Beaufort V (PR): 1 damaged
Airbase hits 22
Airbase supply hits 10
Runway hits 60
He did really well in getting supply hits everywhere!!
Morning Air attack on Kota Bharu , at 51,75
Weather in hex: Clear sky
Raid spotted at 19 NM, estimated altitude 11,000 feet.
Estimated time to target is 5 minutes
Japanese aircraft
Ki-27b Nate x 53
Ki-43-Ib Oscar x 46
Ki-48-Ib Lily x 55
Allied aircraft
no flights
Japanese aircraft losses
Ki-27b Nate: 1 damaged
Allied aircraft losses
Hudson I: 20 damaged
Vildebeest III: 4 damaged
Vildebeest III: 1 destroyed on ground
Allied ground losses:
67 casualties reported
Squads: 0 destroyed, 5 disabled
Non Combat: 0 destroyed, 2 disabled
Engineers: 0 destroyed, 2 disabled
Airbase hits 17
Airbase supply hits 8
Runway hits 54
Morning Air attack on Kuantan , at 51,79
Weather in hex: Clear sky
Raid spotted at 15 NM, estimated altitude 8,000 feet.
Estimated time to target is 4 minutes
Japanese aircraft
A6M2 Zero x 27
Allied aircraft
no flights
Japanese aircraft losses
A6M2 Zero: 7 damaged
A6M2 Zero: 1 destroyed by flak
Allied aircraft losses
Blenheim I: 1 damaged
Beaufort V (PR): 1 damaged
Airbase hits 1
Airbase supply hits 1
Runway hits 6
Morning Air attack on Georgetown , at 49,74
Weather in hex: Clear sky
Raid spotted at 15 NM, estimated altitude 12,000 feet.
Estimated time to target is 4 minutes
Japanese aircraft
Ki-21-IIa Sally x 48
Allied aircraft
no flights
No Japanese losses
Allied aircraft losses
Buffalo I: 31 damaged
Buffalo I: 1 destroyed on ground
Blenheim IF: 3 damaged
Blenheim IF: 1 destroyed on ground
Airbase hits 15
Airbase supply hits 8
Runway hits 40
Morning Air attack on Alor Star , at 49,73
Weather in hex: Clear sky
Raid spotted at 24 NM, estimated altitude 13,000 feet.
Estimated time to target is 6 minutes
Japanese aircraft
Ki-21-IIa Sally x 22
Allied aircraft
no flights
No Japanese losses
Allied aircraft losses
Blenheim I: 11 damaged
Airbase hits 5
Airbase supply hits 4
Runway hits 14
Morning Air attack on Kota Bharu , at 51,75
Weather in hex: Clear sky
Raid spotted at 16 NM, estimated altitude 12,000 feet.
Estimated time to target is 4 minutes
Japanese aircraft
Ki-21-IIa Sally x 31
Allied aircraft
no flights
No Japanese losses
Allied aircraft losses
Hudson I: 2 damaged
Vildebeest III: 1 damaged
Vildebeest III: 1 destroyed on ground
Airbase hits 4
Airbase supply hits 1
Runway hits 5
Philippines:
Morning Air attack on Bataan at 78,77
Weather in hex: Clear sky
Raid detected at 53 NM, estimated altitude 10,000 feet.
Estimated time to target is 18 minutes
Japanese aircraft
G4M1 Betty x 27
Allied aircraft
no flights
No Japanese losses
Allied aircraft losses
PBY-4 Catalina: 14 damaged
PBY-4 Catalina: 1 destroyed on ground
Airbase hits 12
Airbase supply hits 8
Runway hits 51
I was thinking when watching that this attack usually goes to Iba and destroys enough of the fighters and damages the base to keep those P40s out of the fight for some time. I sent the 18 planes from Iba to Manila afterwards.
Morning Air attack on Bataan , at 78,77
Weather in hex: Clear sky
Raid detected at 53 NM, estimated altitude 6,000 feet.
Estimated time to target is 17 minutes
Japanese aircraft
A6M2 Zero x 9
Japanese aircraft losses
A6M2 Zero: 1 damaged
Zeros straffing after bombers. [:D]
Morning Air attack on Manila , at 79,77
Weather in hex: Clear sky
Raid detected at 113 NM, estimated altitude 13,000 feet.
Estimated time to target is 39 minutes
Japanese aircraft
A6M2 Zero x 27
G4M1 Betty x 27
Allied aircraft
P-40E Warhawk x 5
Japanese aircraft losses
G4M1 Betty: 1 damaged
Allied aircraft losses
P-40E Warhawk: 5 damaged
P-40E Warhawk: 1 destroyed on ground
PBY-4 Catalina: 4 destroyed on ground
Allied ground losses:
26 casualties reported
Squads: 0 destroyed, 2 disabled
Non Combat: 0 destroyed, 1 disabled
Engineers: 0 destroyed, 0 disabled
Airbase hits 18
Airbase supply hits 6
Runway hits 59
No stray hits into then port like our other game. I needed some luck.
Morning Air attack on Clark Field , at 79,76
Weather in hex: Clear sky
Raid detected at 34 NM, estimated altitude 14,000 feet.
Estimated time to target is 11 minutes
Japanese aircraft
A6M2 Zero x 27
G4M1 Betty x 27
Allied aircraft
P-40B Warhawk x 9
Japanese aircraft losses
G4M1 Betty: 1 damaged
Allied aircraft losses
P-40B Warhawk: 9 damaged
B-17D Fortress: 1 destroyed on ground
Airbase hits 15
Airbase supply hits 6
Runway hits 55
Morning Air attack on Cagayan , at 79,89
Weather in hex: Clear sky
Raid detected at 42 NM, estimated altitude 26,000 feet.
Estimated time to target is 16 minutes
Japanese aircraft
G3M2 Nell x 9
Allied aircraft
no flights
No Japanese losses
Allied aircraft losses
B-17D Fortress: 1 damaged
Runway hits 2
I hope to keep this base open and allow my B-17s time to rest and await PP to but them out. Plans are to move them to Java and if opportunity presents itself, run up to Singapore and hit the port of Saigon.
China:
Morning Air attack on 40th Chinese Corps, at 88,44 (Chengchow)
Weather in hex: Clear sky
Raid spotted at 7 NM, estimated altitude 18,000 feet.
Estimated time to target is 2 minutes
Japanese aircraft
Ki-30 Ann x 12
Morning Air attack on Hong Kong , at 77,61
Weather in hex: Clear sky
Raid spotted at 28 NM, estimated altitude 9,000 feet.
Estimated time to target is 9 minutes
Japanese aircraft
Ki-27b Nate x 6
Ki-51 Sonia x 24
Allied aircraft
no flights
Japanese aircraft losses
Ki-51 Sonia: 1 destroyed by flak
Allied aircraft losses
Walrus II: 7 damaged
Airbase hits 16
Airbase supply hits 5
Runway hits 57
Morning Air attack on Hong Kong , at 77,61
Weather in hex: Clear sky
Raid spotted at 6 NM, estimated altitude 12,000 feet.
Estimated time to target is 1 minutes
Japanese aircraft
Ki-48-Ib Lily x 12
Japanese aircraft losses
Ki-48-Ib Lily: 1 destroyed by flak
Airbase hits 7
Runway hits 4
Morning Air attack on 16th Construction Regiment, at 88,56 (Chuhsien)
Weather in hex: Clear sky
Raid spotted at 4 NM, estimated altitude 18,000 feet.
Estimated time to target is 1 minutes
Japanese aircraft
Ki-27b Nate x 8
Ki-51 Sonia x 12
Wake:
Afternoon Air attack on Wake Island , at 136,98
Weather in hex: Clear sky
Raid spotted at 5 NM, estimated altitude 7,000 feet.
Estimated time to target is 1 minutes
Japanese aircraft
G4M1 Betty x 27
Allied aircraft
no flights
No Japanese losses
Allied aircraft losses
F4F-3 Wildcat: 17 damaged
F4F-3 Wildcat: 1 destroyed on ground
Airbase hits 9
Airbase supply hits 15 [X(][X(]
Runway hits 46
The supply hits hurt as the base is now under minimal amount required!
Landings: Kota Bharu, Batan Island
CVs:
Enterprise - heading NW to pick up fighters from Wake and then circle around Midway to come back to Pearl
Lexington - starts this game slightly NE of Pago Pago. She is headed east to look for those 2 AMCs so they don't kill my unescorted transports coming from NZ and OZ. CA Chicago and 2 DDs are separated and will lead the TF just in case so those 2 AMCs have to fight to get Lex.
Saratoga - left San Diego with three old DDs to head for Pearl. Plans are to team her up with Lex while Big "E" will be teamed with Yorktown at end of month
Transports:
Massed migration from NZ and OZ with some getting out of SRA. They are headed for USA or Albany before Cape Town. Those leaving Manila get one turn of Full Speed to try to get away before going back to Mission speed. Most will head for Balikpapan to refuel. I often slow down the small xAKLs to offer up as bait.
USA based TK/AOs are loading up with fuel and then going to San Fran along with other transports and escorts. I use this base almost exclusively as I have both PBY and Kingfisher there for ASW and use "Waypoints" almost religiously coming and going.
Notes:
Every Japanese player hates to run into "Big Bad Boise" early in the game. My plans are to move her easterly until she gets between Truk and Tokyo. Then she will run a north-south Patrol Zone of about 8 hexes looking for a transport TF headed south from Japan. She has the Endurance to be there for some time. Happy hunting!![:D]
With Mini-KB coming out of Babeldoab, I will have to be careful with my SC TFs. No firm plans as nothing was sighted last turn.
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[/center]- Dan Nichols
- Posts: 863
- Joined: Mon Aug 29, 2011 11:32 pm
RE: Air Raid Pearl Harbor...This is no drill!!
It is not Alfreds list, here is a link to the original posting, with some cometary from JWE and others. tm.asp?m=2350193&mpage=1&key=Leaders?
I think that the two obligations you have are to be good at what you do and then to pass on your knowledge to a younger person
RE: Air Raid Pearl Harbor...This is no drill!!
Watch out for Sara going to PH.

Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
- ny59giants
- Posts: 9902
- Joined: Mon Jan 10, 2005 12:02 pm
RE: Air Raid Pearl Harbor...This is no drill!!
My turn was delayed today.....due to Des' new kitten using his notes for our game as a scratching pole yesterday. I will not get a turn until Tuesday morning my time. I may get it later tonight, but I doubt it.
I have been playing WITP/AE for 7 years. I have done multiple games as the Allies with a few as Japan. While reading Arnhem's AAR a few days ago, JWE posted about placing some units in Rest or Reseve Mode when a stack is on defense. I sent a PM to JWE for clarification. What dawned on me is I haven't placed many units in Rest Mode for the first few turns or longer as the Allies when the war starts. Rest Mode speeds up recovery of Morale and disabled squads. Duh!!!
Next turn will have me going to bases like Manila, Clark Field, Singapore, most of Java, some bases in China, USA, and most in India to have those LCUs that are not at risk of being attacked by ground units placed in Rest Mode. If you have ever played as the Allies, you known that the Morale on Luzon and in Singapore is really low for your infantry units along with having significant disablement of infantry squads. I know about using Rest Mode to rebuild shattered troops during the war. I even have multiple divisions rebuilding in my other game (as Japan in mid July 43). Why I didn't connect the dots to doing this at start as the Allies I will chalk up to a "senior moment." I will leave BF, engineers, and AA units still in Combat Mode.
You can always learn something playing this addictive game. [:D]
I have been playing WITP/AE for 7 years. I have done multiple games as the Allies with a few as Japan. While reading Arnhem's AAR a few days ago, JWE posted about placing some units in Rest or Reseve Mode when a stack is on defense. I sent a PM to JWE for clarification. What dawned on me is I haven't placed many units in Rest Mode for the first few turns or longer as the Allies when the war starts. Rest Mode speeds up recovery of Morale and disabled squads. Duh!!!

Next turn will have me going to bases like Manila, Clark Field, Singapore, most of Java, some bases in China, USA, and most in India to have those LCUs that are not at risk of being attacked by ground units placed in Rest Mode. If you have ever played as the Allies, you known that the Morale on Luzon and in Singapore is really low for your infantry units along with having significant disablement of infantry squads. I know about using Rest Mode to rebuild shattered troops during the war. I even have multiple divisions rebuilding in my other game (as Japan in mid July 43). Why I didn't connect the dots to doing this at start as the Allies I will chalk up to a "senior moment." I will leave BF, engineers, and AA units still in Combat Mode.
You can always learn something playing this addictive game. [:D]
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[/center]
[/center]- ny59giants
- Posts: 9902
- Joined: Mon Jan 10, 2005 12:02 pm
RE: Air Raid Pearl Harbor...This is no drill!!
8 Dec '41 - Round two at Pearl, standard invasion of Malaya, and no invasion of Luzon yet.
Losses are in (*)
Subs:
Off Singkawang, I-159 sinks AVP Poolster and later in the day sinks xAKL Shinai
At Sea:
South of Hong Kong - DD Shinonome v. xAK Hinsang and xAK Munlock, Shell hits 5, on fire; APD Kaki v. xAK Hinsang, Shell hits 2, on fire
Malaya:
Singapore - ONLY gets visited at night by 5(1), 2, 1, and 3 Betty (No damage);
Kota Bharu - 3 DDs v. KXI (slight damage, but able to remain on station); KXVII is able to avoid a direct hit by escorts; 22 Oscar and 55 Lily = 38 casualties, Airbase hits 3, Airbase supply hits 4,
Runway hits 21;
Alor Star - 20 Sally @ 9k = Airbase hits 5, Airbase supply hits 1, Runway hits 8; 23 Sally = Airbase hits 1, Airbase supply hits 1, Runway hits 13
Kuantan - 9 Nell find the AF, but cause no damage
Georgetown - 37 Ki-21-IIa Sally = Airbase hits 5, Airbase supply hits 2, Runway hits 12
China:
Chengchow - 40th Chinese Corps attacked by 9 Ann (light damage at 15k altitude [;)])
Hong Kong - 6 Nate escort in 3 Lily and 18 Sonia; 6 Lily;
Chuhsien - 16th Construction Regiment attacked by 8 Nate and 9 Sonia @ 15k
Philippines:
Bataan - 18 mines cleared (when you do your orders for your ships leaving port in mass on the 8th. the first TF is ALWAYS your minesweepers to go to Bataan. Why?!? The AI will move the TF with the lowest number first. I also set them to Full Speed). 28 more are cleared in the afternoon and all fleeing ships make it through the field.
San Fernando - Off coast CM Shirataka goes solo v. PT Q-111, PT Q-112, Shell hits 1, and is sunk PT Q-113
Manila - 27 A6M2 @ 20k v 9(3) P-40B and 7(2) P-40E (my P-40s will die slowly here, I hope)
Iba - 18 A6M2 Zero, 18 Ki-21-IIa Sally, 20 Ki-48-Ib Lily = Airbase hits 4, Airbase supply hits 6,
Runway hits 29 (no P-40s were hit and only a few remain - he is a day late here)
Wake: 20 Betty v. 2 F4F-3 Wildcat = Airbase hits 8, Airbase supply hits 4, Runway hits 24 (his eventual invasion will go easily...I'm almost out of supply)
Pearl:
Des wrote back that this was his first time that no Kates dropped a torpedo at Pearl. Looks like I will lose Tennessee and California will be out till '44. The rest will be back for '43. [:)]
Landings:
Guam (1st Sasebo Assault Div);
CVs:
KB is at 178,111 (4 SW of Pearl) she is attacked by Dolphin and Gudgeon without success. [:(]
Mini-KB is not sighted yet
Big "E" will be close enough to Wake next turn for the fighters to transfer here
Lex is changing course and mission. Stay tuned!
Saratoga continues to head west from San Diego
Notes:
Plans are firming up on were to make a serious stand. It will involve Port Moresby, Horn Island, and Portland Road. Ships are headed for all three with troops.

Losses are in (*)
Subs:
Off Singkawang, I-159 sinks AVP Poolster and later in the day sinks xAKL Shinai
At Sea:
South of Hong Kong - DD Shinonome v. xAK Hinsang and xAK Munlock, Shell hits 5, on fire; APD Kaki v. xAK Hinsang, Shell hits 2, on fire
Malaya:
Singapore - ONLY gets visited at night by 5(1), 2, 1, and 3 Betty (No damage);
Kota Bharu - 3 DDs v. KXI (slight damage, but able to remain on station); KXVII is able to avoid a direct hit by escorts; 22 Oscar and 55 Lily = 38 casualties, Airbase hits 3, Airbase supply hits 4,
Runway hits 21;
Japanese Deliberate attack
Attacking force 12321 troops, 93 guns, 0 vehicles, Assault Value = 433
Defending force 4409 troops, 44 guns, 1 vehicles, Assault Value = 129
Japanese engineers reduce fortifications to 1
Japanese adjusted assault: 381
Allied adjusted defense: 13
Japanese assault odds: 29 to 1 (fort level 1)
Japanese forces CAPTURE Kota Bharu !!!
Alor Star - 20 Sally @ 9k = Airbase hits 5, Airbase supply hits 1, Runway hits 8; 23 Sally = Airbase hits 1, Airbase supply hits 1, Runway hits 13
Kuantan - 9 Nell find the AF, but cause no damage
Georgetown - 37 Ki-21-IIa Sally = Airbase hits 5, Airbase supply hits 2, Runway hits 12
China:
Chengchow - 40th Chinese Corps attacked by 9 Ann (light damage at 15k altitude [;)])
Hong Kong - 6 Nate escort in 3 Lily and 18 Sonia; 6 Lily;
Chuhsien - 16th Construction Regiment attacked by 8 Nate and 9 Sonia @ 15k
Philippines:
Bataan - 18 mines cleared (when you do your orders for your ships leaving port in mass on the 8th. the first TF is ALWAYS your minesweepers to go to Bataan. Why?!? The AI will move the TF with the lowest number first. I also set them to Full Speed). 28 more are cleared in the afternoon and all fleeing ships make it through the field.
San Fernando - Off coast CM Shirataka goes solo v. PT Q-111, PT Q-112, Shell hits 1, and is sunk PT Q-113
Manila - 27 A6M2 @ 20k v 9(3) P-40B and 7(2) P-40E (my P-40s will die slowly here, I hope)
Iba - 18 A6M2 Zero, 18 Ki-21-IIa Sally, 20 Ki-48-Ib Lily = Airbase hits 4, Airbase supply hits 6,
Runway hits 29 (no P-40s were hit and only a few remain - he is a day late here)
Wake: 20 Betty v. 2 F4F-3 Wildcat = Airbase hits 8, Airbase supply hits 4, Runway hits 24 (his eventual invasion will go easily...I'm almost out of supply)
Pearl:
Afternoon Air attack on Pearl Harbor , at 180,107
Weather in hex: Heavy cloud
Raid detected at 118 NM, estimated altitude 15,000 feet.
Estimated time to target is 44 minutes
Japanese aircraft
A6M2 Zero x 62
B5N2 Kate x 96
D3A1 Val x 107
Allied aircraft
P-40B Warhawk x 48
Japanese aircraft losses
A6M2 Zero: 3 destroyed
B5N2 Kate: 4 destroyed, 5 damaged
D3A1 Val: 3 destroyed, 27 damaged
D3A1 Val: 3 destroyed by flak
Allied aircraft losses
P-40B Warhawk: 5 destroyed, 11 damaged
PBY-5 Catalina: 2 destroyed on ground
P-36A Mohawk: 4 destroyed on ground
SBD-1 Dauntless: 1 destroyed on ground
A-20A Havoc: 1 destroyed on ground
B-17E Fortress: 1 destroyed on ground
O-47A: 1 destroyed on ground
F4F-3 Wildcat: 1 destroyed on ground
Allied Ships
DM Gamble, Bomb hits 1, heavy fires, heavy damage
DD Worden, Bomb hits 1, on fire
BB Arizona, Bomb hits 7, heavy fires, heavy damage 54-36(16)-5-0...180 days
BB Oklahoma, Bomb hits 8, heavy fires 46-39(23)-2-0...172 days
BB Pennsylvania, Bomb hits 3, on fire, heavy damage 44-56(38)-37(23)-0...373 days
BB California, Bomb hits 4, heavy damage 47-81(70)-4-0...773 days
CL Honolulu, Bomb hits 1, on fire 12-0-3-0...4 days
DD Ralph Talbot, Bomb hits 1, on fire
BB West Virginia, Bomb hits 5, heavy damage 39-74(37)-21(8)-0...274 days
BB Maryland, Bomb hits 3, on fire, heavy damage 21-59(38)-27(19)-0...285 days
CL Helena, Bomb hits 1 29-10(10)-2-0...16 days
AV Curtiss, Bomb hits 1
BB Tennessee, Bomb hits 1, heavy fires, heavy damage 49-98(77)-49(38)-58...may sink
CL Raleigh, Bomb hits 1, on fire 10-19(16)-5(4)-0...15 days
AG Argonne, Bomb hits 1, on fire
DD Downes, Bomb hits 1, heavy fires, heavy damage
Allied ground losses:
7 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 0 destroyed, 1 disabled
Engineers: 0 destroyed, 0 disabled
Airbase hits 4
Airbase supply hits 1
Runway hits 10
Port hits 6
Port fuel hits 1
Des wrote back that this was his first time that no Kates dropped a torpedo at Pearl. Looks like I will lose Tennessee and California will be out till '44. The rest will be back for '43. [:)]
Landings:
Guam (1st Sasebo Assault Div);
CVs:
KB is at 178,111 (4 SW of Pearl) she is attacked by Dolphin and Gudgeon without success. [:(]
Mini-KB is not sighted yet
Big "E" will be close enough to Wake next turn for the fighters to transfer here
Lex is changing course and mission. Stay tuned!
Saratoga continues to head west from San Diego
Notes:
Plans are firming up on were to make a serious stand. It will involve Port Moresby, Horn Island, and Portland Road. Ships are headed for all three with troops.

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[/center]- ny59giants
- Posts: 9902
- Joined: Mon Jan 10, 2005 12:02 pm
RE: Air Raid Pearl Harbor...This is no drill!!
Dec 9th: relatively quiet turn, KB fails to launch [:)]
Subs:
S-41 at Laoag misses on a DMS
S-37 at Aparri is able to penetrate the screen and put 2 torpedoes in an AK and get a single DC hit in return (she will limp back to Manila for fuel and then head south for full repairs)
S-36 comes up empty at Laoag
At Sea:
Laoag - CM Shirataka is a one ship PT Boat killer. 2 out of 3 PT Boats sunk. [:(]; Invasion TF is able to sink another PT Boat (1/3)
near Sidate at 75,101 - A6M2 Zero x 6 and B5N2 Kate x 6 go after 2 xAKL fleeing Mindanao sinking one with 3 torpedo hits (nice to see part of Mini-KB using torpedoes on small xAKLs [:D])
near Gorontalo at 73,101 - A6M2 Zero x 7 and B5N2 Kate x 6 go after another 2 xAKL fleeing Mindanao, sinking one (again from Mini-KB)
Malaya:
Singapore - At night, a total of 20 Betty
Alor Star - 11 Nates strafe the AF
Kuantan - 18 Zeros strafe the AF; 27 Nell come in at 4k to hit AF
8th Indian Brigade, outside of Kota Bharu is bombed by 55 Lily (she is trying the escape SW to become an important part of a recombined 9th Indian Division. her high disruption of 84 makes this difficult)
China:
Chengchow - 40th Chinese Corps is bombed by 9 Ann from 15k (why he still has his bombers in China at default altitude is a nice bonus [:D])
Hong Kong - 3 Lily and 17 Sonia bomb AF; 6 more Lily bomb the AF
Philippines:
Cagayan - 23 Zeros escort and then strafe the AF while while 18 Kates from CVL Ryujo bomb the AF; Another 10 Zeros from Mini-KB come in to strafe AF; 16 Nell from Babeldaob hit the AF (someone doesn't want my B-17s operating from this AF [;)]).
Landings:
Guam; Aparri; Laoag
Captured:
Guam (1st Sasebo Assault Division)
CVs:
KB - ends up one hex west of Kona!! She fails to launch any attacks at Pearl [:D]
Mini-KB - see screenshot as she is near the bottom
Big "E" - get close enough to Wake to take off fighters. She will continue to move west.
Lady Lex - still heading west
Saratoga - heading for Pearl to pick up escort screen
Notes:
I expect KB to try again to hit Pearl as she heads west. I have BB Tennessee heavily damaged. Subs are to patrol in parallel lines west to east above Johnson Island hoping to get lucky.
USA sees transports slowly heading to San Fran to pick up troops and supplies.
Sceenshot - shows the 'thundering herd' out of Luzon and Mini-KB on the bottom.

Subs:
S-41 at Laoag misses on a DMS
S-37 at Aparri is able to penetrate the screen and put 2 torpedoes in an AK and get a single DC hit in return (she will limp back to Manila for fuel and then head south for full repairs)
S-36 comes up empty at Laoag
At Sea:
Laoag - CM Shirataka is a one ship PT Boat killer. 2 out of 3 PT Boats sunk. [:(]; Invasion TF is able to sink another PT Boat (1/3)
near Sidate at 75,101 - A6M2 Zero x 6 and B5N2 Kate x 6 go after 2 xAKL fleeing Mindanao sinking one with 3 torpedo hits (nice to see part of Mini-KB using torpedoes on small xAKLs [:D])
near Gorontalo at 73,101 - A6M2 Zero x 7 and B5N2 Kate x 6 go after another 2 xAKL fleeing Mindanao, sinking one (again from Mini-KB)
Malaya:
Singapore - At night, a total of 20 Betty
Alor Star - 11 Nates strafe the AF
Kuantan - 18 Zeros strafe the AF; 27 Nell come in at 4k to hit AF
8th Indian Brigade, outside of Kota Bharu is bombed by 55 Lily (she is trying the escape SW to become an important part of a recombined 9th Indian Division. her high disruption of 84 makes this difficult)
China:
Chengchow - 40th Chinese Corps is bombed by 9 Ann from 15k (why he still has his bombers in China at default altitude is a nice bonus [:D])
Hong Kong - 3 Lily and 17 Sonia bomb AF; 6 more Lily bomb the AF
Philippines:
Cagayan - 23 Zeros escort and then strafe the AF while while 18 Kates from CVL Ryujo bomb the AF; Another 10 Zeros from Mini-KB come in to strafe AF; 16 Nell from Babeldaob hit the AF (someone doesn't want my B-17s operating from this AF [;)]).
Landings:
Guam; Aparri; Laoag
Captured:
Guam (1st Sasebo Assault Division)
CVs:
KB - ends up one hex west of Kona!! She fails to launch any attacks at Pearl [:D]
Mini-KB - see screenshot as she is near the bottom
Big "E" - get close enough to Wake to take off fighters. She will continue to move west.
Lady Lex - still heading west
Saratoga - heading for Pearl to pick up escort screen
Notes:
I expect KB to try again to hit Pearl as she heads west. I have BB Tennessee heavily damaged. Subs are to patrol in parallel lines west to east above Johnson Island hoping to get lucky.
USA sees transports slowly heading to San Fran to pick up troops and supplies.
Sceenshot - shows the 'thundering herd' out of Luzon and Mini-KB on the bottom.

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KB under attack by PT Boats
Dec 10th: KB runs into a 'few small problems' on the way to a position due west of Pearl [:D], the 'thundering herd' is attacked, his subs are better than mine [8|]
Subs:
S-36 at Laoag is hit once trying to get into a firing position
KXVII at Kota Bharu is unable to get a shot off
I-155 is off Batavia and get two TKs in her sights. Both TK Strix and TK Manvantara are sunk when 5 of 10 torpedoes hit. Ouch!!
KXIV at Manado is hit twice, but sinks a PB with a single torpedo. She will head back to port.
I-157 near Sabang (44,70) sinks xAKL Nam Yong with nine shell hits and two torpedoes
I-154 near Balikpapan (66,98) gets a torpedo hit on AS Otus, but no explosion!![:)]. I-154 launches another 2 torpedoes at AS Otus in the PM phase and again hits, but no explosions. A very charmed ship. [8D]
S-38 at Aparri is hit. Off to Soerabaja or beyond
I-8 is at 72,110 (SW of Ambon) and find CL Marblehead, Torpedo hits 1 23-41(20)-1-0. Off to Perth and beyond with 2 DD escort. The other 3 DDs head for Townsville to help with the escort short Aussie CA/CL TFs.
At Sea:
Not something you see very often....[X(]
Another 4 PT Boats are run over by KB as she moves NW, but everybody avoids combat (yes, I need more aggressive leaders, but there are only so many PPs to go around).
Daito Shoto at 97,81 (night) - finds the lead elements of the easterly 'thundering herd' under attack by BB Ise, BB Hyuga, DD Kagero, DD Shiranui - xAK Governor Wright, Shell hits 10, and is sunk
Babeldaob at 97,83 - finds the same 4 warships in daytime attack on xAP Rochambeau, Shell hits 15, and is sunk
Off Ternate - 4 x 139WH-3 miss the invasion transports
Off Sorang - 4 x Hudson I miss transport
Malaya:
Singapore - 20 Betty in four small waves at night do very little damage to AF
Near Kota Bharu, FMSV Brigade is attacked by 45 Lily. 8th Indian Brigade is then hit by 6 Lily.
Taiping - 2/215th Bty 80th AT Gun Regiment attacked by 37 Sally (2 guns destroyed) while in Strat Mode. Later, 18 Sally destroy 6 guns. The 11th Indian Division is later recombined and continues on to Singapore.
China:
Chuhsien -16th Construction Regiment attacked by 9 Sonia
Philippines:
Clark Field - Multiple sweeps of Zeros.
The first is 13(2) Zero vs 42(3) P-40.
The second is 2(1) Zeros vs 27(1) P-40.
The third is 28(3) Zeros vs 24(5) P-40 and then strafe the AF.
The fourth wave includes bombers. 15(1) Zero escort in 18(1) Sally vs 7(2) P-26A, 27 P-40.
Cagayan - 16 Nell hit AF
Landings:
Sorong; Manado
Captured:
Aparri
Rabaul: 22 Nell hit AF (seems he moved them from attacking Wake to here).
Pearl: round THREE!!
CVs:
KB - two hexes due west of Pearl
Mini-KB - two hexes due south of Dadjangas. She launched no attacks today!
Big "E" - 7 NE of Wake and picks up more fighters. There is only one F4F left on island.
Lady Lex - 3 north of Vava'u. She will head NW towards Solomons
Saratoga - still to NE of Pearl and days away.
Notes:
A Dutch SC TF with CL, 4 DDs is one hex away for Sorang.
CA Houston TF will move to 2 hexes south of Ambon.
Force Z is headed for Perth. Then over to Port Moresby area.

Subs:
S-36 at Laoag is hit once trying to get into a firing position
KXVII at Kota Bharu is unable to get a shot off
I-155 is off Batavia and get two TKs in her sights. Both TK Strix and TK Manvantara are sunk when 5 of 10 torpedoes hit. Ouch!!
KXIV at Manado is hit twice, but sinks a PB with a single torpedo. She will head back to port.
I-157 near Sabang (44,70) sinks xAKL Nam Yong with nine shell hits and two torpedoes
I-154 near Balikpapan (66,98) gets a torpedo hit on AS Otus, but no explosion!![:)]. I-154 launches another 2 torpedoes at AS Otus in the PM phase and again hits, but no explosions. A very charmed ship. [8D]
S-38 at Aparri is hit. Off to Soerabaja or beyond
I-8 is at 72,110 (SW of Ambon) and find CL Marblehead, Torpedo hits 1 23-41(20)-1-0. Off to Perth and beyond with 2 DD escort. The other 3 DDs head for Townsville to help with the escort short Aussie CA/CL TFs.
At Sea:
Not something you see very often....[X(]
Night Time Surface Combat, near Pearl Harbor at 179,110, Range 10,000 Yards
Japanese Ships
CV Akagi
CV Kaga
CV Hiryu
CV Soryu
CV Shokaku
CV Zuikaku
CS Chiyoda
BB Hiei
BB Kirishima
CA Tone
CA Chikuma
CL Agano
DD Akizuki
DD Teruzuki
DD Susuzuki
DD Hatsuzuki
DD Yugumo
DD Akigumo
DD Yukikaze
DD Tokitsukaze
DD Urakaze
DD Arare
Allied Ships
PT-24
PT-25
PT-26
PT-27, Shell hits 1, and is sunk
Maximum visibility in Partly Cloudy Conditions and 57% moonlight: 11,000 yards
Range closes to 11,000 yards...
Range closes to 10,000 yards...
CONTACT: Japanese lookouts spot Allied task force at 10,000 yards
CONTACT: Allied lookouts spot Japanese task force at 10,000 yards
CV Zuikaku , CV Shokaku , CV Soryu ,
CV Hiryu , CV Kaga , CV Akagi ,
CS Chiyoda screened from combat
- escorted by CL Agano , DD Yukikaze , DD Hatsuzuki ,
DD Susuzuki
DD Arare engages PT-27 at 10,000 yards
DD Urakaze engages PT-27 at 10,000 yards
DD Akigumo engages PT-27 at 10,000 yards
DD Yugumo engages PT-27 at 10,000 yards
DD Teruzuki engages PT-27 at 10,000 yards
DD Akizuki engages PT-27 at 10,000 yards
CV Zuikaku , CV Shokaku , CV Soryu screened from combat
- escorted by DD Arare , DD Tokitsukaze
DD Teruzuki engages PT-27 at 10,000 yards
Range closes to 8,000 yards
DD Yukikaze collides with CL Agano at 179 , 110
CV Zuikaku , CV Shokaku , CV Soryu ,
CV Hiryu , CV Kaga , CV Akagi ,
CS Chiyoda screened from combat
- escorted by DD Urakaze , DD Tokitsukaze , DD Yugumo ,
DD Hatsuzuki
BB Kirishima engages PT-27 at 8,000 yards
Range closes to 6,000 yards
CV Zuikaku , CV Shokaku , CV Soryu ,
CV Hiryu , CV Kaga , CV Akagi screened from combat
- escorted by DD Tokitsukaze , DD Hatsuzuki , DD Susuzuki
DD Teruzuki engages PT-27 at 6,000 yards
Range closes to 5,000 yards
BB Kirishima engages PT-26 at 5,000 yards
DD Urakaze engages PT-27 at 5,000 yards
PT-27 sunk by DD Yukikaze at 5,000 yards
Range increases to 6,000 yards
CV Zuikaku , CV Shokaku screened from combat
- escorted by DD Susuzuki
DD Yugumo engages PT-26 at 6,000 yards
Range increases to 8,000 yards
PT-26 engages CV Soryu at 8,000 yards
PT-26 engages CS Chiyoda at 8,000 yards
Range closes to 7,000 yards
CV Zuikaku , CV Shokaku , CV Soryu ,
CV Hiryu , CV Kaga , CV Akagi ,
CS Chiyoda screened from combat
- escorted by DD Arare , DD Urakaze , DD Akigumo ,
DD Susuzuki , DD Teruzuki
DD Hatsuzuki engages PT-26 at 7,000 yards
DD Akizuki engages PT-26 at 7,000 yards
Range increases to 9,000 yards
CV Zuikaku , CV Shokaku screened from combat
- escorted by DD Tokitsukaze
PT-26 engages CS Chiyoda at 9,000 yards
PT-26 engages CV Kaga at 9,000 yards
DD Akigumo engages PT-25 at 9,000 yards
DD Susuzuki engages PT-26 at 9,000 yards
CV Zuikaku , CV Shokaku , CV Soryu ,
CV Hiryu , CV Kaga , CV Akagi screened from combat
- escorted by DD Yukikaze , DD Susuzuki , DD Teruzuki
PT-26 engages CS Chiyoda at 9,000 yards
DD Akigumo engages PT-25 at 9,000 yards
DD Yugumo engages PT-26 at 9,000 yards
Range increases to 10,000 yards
DD Urakaze engages PT-25 at 10,000 yards
DD Akizuki engages PT-26 at 10,000 yards
Task forces break off...
Another 4 PT Boats are run over by KB as she moves NW, but everybody avoids combat (yes, I need more aggressive leaders, but there are only so many PPs to go around).
Daito Shoto at 97,81 (night) - finds the lead elements of the easterly 'thundering herd' under attack by BB Ise, BB Hyuga, DD Kagero, DD Shiranui - xAK Governor Wright, Shell hits 10, and is sunk
Babeldaob at 97,83 - finds the same 4 warships in daytime attack on xAP Rochambeau, Shell hits 15, and is sunk
Off Ternate - 4 x 139WH-3 miss the invasion transports
Off Sorang - 4 x Hudson I miss transport
Malaya:
Singapore - 20 Betty in four small waves at night do very little damage to AF
Near Kota Bharu, FMSV Brigade is attacked by 45 Lily. 8th Indian Brigade is then hit by 6 Lily.
Taiping - 2/215th Bty 80th AT Gun Regiment attacked by 37 Sally (2 guns destroyed) while in Strat Mode. Later, 18 Sally destroy 6 guns. The 11th Indian Division is later recombined and continues on to Singapore.
China:
Chuhsien -16th Construction Regiment attacked by 9 Sonia
Philippines:
Clark Field - Multiple sweeps of Zeros.
The first is 13(2) Zero vs 42(3) P-40.
The second is 2(1) Zeros vs 27(1) P-40.
The third is 28(3) Zeros vs 24(5) P-40 and then strafe the AF.
The fourth wave includes bombers. 15(1) Zero escort in 18(1) Sally vs 7(2) P-26A, 27 P-40.
Cagayan - 16 Nell hit AF
Landings:
Sorong; Manado
Captured:
Aparri
Rabaul: 22 Nell hit AF (seems he moved them from attacking Wake to here).
Pearl: round THREE!!
The battle line is out of action for a very long time. However, he has lost many veteran pilots in the process.Afternoon Air attack on Pearl Harbor , at 180,107
Weather in hex: Heavy rain
Raid detected at 120 NM, estimated altitude 9,000 feet.
Estimated time to target is 51 minutes
Japanese aircraft
A6M2 Zero x 57
B5N2 Kate x 81
D3A1 Val x 79
Allied aircraft
P-40B Warhawk x 42
F4F-3 Wildcat x 11
Japanese aircraft losses
A6M2 Zero: 8 destroyed
B5N2 Kate: 2 destroyed, 12 damaged
B5N2 Kate: 4 destroyed by flak
D3A1 Val: 1 destroyed, 21 damaged
D3A1 Val: 4 destroyed by flak
Allied aircraft losses
P-40B Warhawk: 3 destroyed
PBY-5 Catalina: 2 destroyed on ground
Allied Ships
BB West Virginia, Bomb hits 3, heavy damage 49-76(37)-26(8)-0...299 days
BB Oklahoma, Bomb hits 9, Torpedo hits 1, heavy fires, heavy damage 59-69(49)-7(1)-0...389 days
BB California, Torpedo hits 1, and is sunk
CL Phoenix, Bomb hits 2, Torpedo hits 1, on fire 43-40(30)-3-0...52 days
BB Nevada, Bomb hits 1, heavy damage 20-56(42)-50(40)-0...405 days
BB Arizona, Bomb hits 4, Torpedo hits 2, on fire, heavy damage 65-79(52)-6-0...504 days
BB Pennsylvania, Torpedo hits 1, heavy damage 45-68(58)-38(23)-0...625 days
BB Maryland, Torpedo hits 1, heavy damage 25-89(71)-28(19)-0...822 days
DD Chew, Bomb hits 1, on fire
CA San Francisco, Torpedo hits 1 5-17(12)-0-0...18 days
DD Selfridge, Bomb hits 1
DD Dale, Torpedo hits 1, and is sunk
BB Tennessee, Torpedo hits 1, and is sunk
AV Wright, Bomb hits 2, on fire
CL Helena, Bomb hits 1 30-8(8)-2-0...32 days
CL Honolulu, Bomb hits 1 6-0-0-0...5 days
DD Schley, Bomb hits 1
DD Monaghan, Torpedo hits 1, on fire, heavy damage
AVP Swan, Torpedo hits 1, and is sunk
CA New Orleans, Bomb hits 1, Torpedo hits 1, on fire, heavy damage 37-50(40)-1-0...92 days
CM Oglala, Bomb hits 1, on fire
Allied ground losses:
6 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 0 destroyed, 1 disabled
Engineers: 0 destroyed, 0 disabled
Runway hits 2
Port hits 3
Aircraft Attacking:
7 x B5N2 Kate bombing from 6000 feet
City Attack: 1 x 800 kg AP Bomb
10 x D3A1 Val releasing from 1000'
Port Attack: 1 x 250 kg GP Bomb
13 x B5N2 Kate bombing from 6000 feet
Port Attack: 1 x 800 kg AP Bomb
9 x D3A1 Val releasing from 1000'
Port Attack: 1 x 250 kg GP Bomb
16 x B5N2 Kate launching torpedoes at 200 feet
Port Attack: 1 x 18in Type 91 Torpedo
14 x D3A1 Val releasing from 3000'
Port Attack: 1 x 250 kg GP Bomb
10 x B5N2 Kate launching torpedoes at 200 feet
Port Attack: 1 x 18in Type 91 Torpedo
9 x D3A1 Val releasing from 3000'
Airfield Attack: 1 x 250 kg GP Bomb
20 x B5N2 Kate bombing from 6000 feet
Port Attack: 2 x 250 kg SAP Bomb
9 x B5N2 Kate bombing from 6000 feet
Port Attack: 1 x 800 kg AP Bomb
1 x D3A1 Val releasing from 10000'
Port Attack: 1 x 250 kg GP Bomb
3 x D3A1 Val releasing from 3000'
Port Attack: 1 x 250 kg GP Bomb
3 x D3A1 Val releasing from 2000'
Airfield Attack: 1 x 250 kg GP Bomb
7 x D3A1 Val releasing from 2000'
Port Attack: 1 x 250 kg GP Bomb
3 x D3A1 Val releasing from 2000'
Port Attack: 1 x 250 kg GP Bomb
4 x D3A1 Val releasing from 2000'
Port Attack: 1 x 250 kg GP Bomb
8 x D3A1 Val releasing from 1000'
Airfield Attack: 1 x 250 kg GP Bomb
4 x D3A1 Val releasing from 3000'
Port Attack: 1 x 250 kg GP Bomb
CAP engaged:
VRF-17F with F4F-3 Wildcat (0 airborne, 5 on standby, 4 scrambling)
0 plane(s) not yet engaged, 2 being recalled, 0 out of immediate contact.
Group patrol altitude is 15000 , scrambling fighters between 2000 and 15000.
Time for all group planes to reach interception is 27 minutes
18th PG/6th PS with P-40B Warhawk (0 airborne, 5 on standby, 4 scrambling)
0 plane(s) not yet engaged, 0 being recalled, 2 out of immediate contact.
Group patrol altitude is 15000 , scrambling fighters between 6000 and 15000.
Time for all group planes to reach interception is 41 minutes
18th PG/19th PS with P-40B Warhawk (0 airborne, 4 on standby, 4 scrambling)
0 plane(s) not yet engaged, 0 being recalled, 2 out of immediate contact.
Group patrol altitude is 15000 , scrambling fighters between 3000 and 15000.
Time for all group planes to reach interception is 52 minutes
15th PG/47th PS with P-40B Warhawk (0 airborne, 4 on standby, 4 scrambling)
0 plane(s) not yet engaged, 1 being recalled, 0 out of immediate contact.
Group patrol altitude is 15000 , scrambling fighters between 4000 and 13000.
Time for all group planes to reach interception is 24 minutes
18th PG/78th PS with P-40B Warhawk (0 airborne, 5 on standby, 5 scrambling)
0 plane(s) not yet engaged, 2 being recalled, 0 out of immediate contact.
Group patrol altitude is 15000 , scrambling fighters between 6000 and 15000.
Time for all group planes to reach interception is 25 minutes
CVs:
KB - two hexes due west of Pearl
Mini-KB - two hexes due south of Dadjangas. She launched no attacks today!
Big "E" - 7 NE of Wake and picks up more fighters. There is only one F4F left on island.
Lady Lex - 3 north of Vava'u. She will head NW towards Solomons
Saratoga - still to NE of Pearl and days away.
Notes:
A Dutch SC TF with CL, 4 DDs is one hex away for Sorang.
CA Houston TF will move to 2 hexes south of Ambon.
Force Z is headed for Perth. Then over to Port Moresby area.

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