
Guadalcanal AAR – A Beginner's Foray into MWiF
Moderator: Shannon V. OKeets
RE: Guadalcanal AAR – A Beginners Foray into MWiF
34.jpg


- Attachments
-
- 34.jpg (360.91 KiB) Viewed 921 times
Ronnie
RE: Guadalcanal AAR – A Beginners Foray into MWiF
May/June 1942. End of Turn
Both the CW and USA passed during their impulse 8 and the Japanese passed during impulse 9. There just wasn’t much left that either side could do this turn. Disposition of the IJN forces:

Both the CW and USA passed during their impulse 8 and the Japanese passed during impulse 9. There just wasn’t much left that either side could do this turn. Disposition of the IJN forces:

- Attachments
-
- 35.jpg (786.91 KiB) Viewed 921 times
Ronnie
RE: Guadalcanal AAR – A Beginners Foray into MWiF
Disposition of the CW forces:


- Attachments
-
- 36.jpg (661.02 KiB) Viewed 921 times
Ronnie
RE: Guadalcanal AAR – A Beginners Foray into MWiF
Disposition of USA forces:


- Attachments
-
- 37.jpg (603.26 KiB) Viewed 921 times
Ronnie
RE: Guadalcanal AAR – A Beginners Foray into MWiF
Thus ends turn 1 of this 5 turn scenario. The calendar advances to Jul/August, 4 turns remain and the allied player leads by 5 victory points; but the game is still scored as a draw.


- Attachments
-
- 38.jpg (230.21 KiB) Viewed 921 times
Ronnie
RE: Guadalcanal AAR – A Beginners Foray into MWiF
Wargaming a Turn
Or How I’m Playing this AAR and Learning MWiF at the Same Time
For playing this AAR I’ve adopted two modes that I’m calling AAR and wargaming. In AAR mode, any move I make or action I take stands, no matter how stupid. Wargaming mode is just the opposite. No move or action stands. I’m using the wargaming mode to learn the rules and discover what moves and actions are legal, what odds I can get and brainstorm through potential tactics and short-turn strategies.
The frustrating part comes when I have developed a sequence of moves or actions in wargaming that I want to carry out but I forget one (or more) in AAR mode. The way I’m playing I chalk this up to operational snafus. (39.jpg).

Or How I’m Playing this AAR and Learning MWiF at the Same Time
For playing this AAR I’ve adopted two modes that I’m calling AAR and wargaming. In AAR mode, any move I make or action I take stands, no matter how stupid. Wargaming mode is just the opposite. No move or action stands. I’m using the wargaming mode to learn the rules and discover what moves and actions are legal, what odds I can get and brainstorm through potential tactics and short-turn strategies.
The frustrating part comes when I have developed a sequence of moves or actions in wargaming that I want to carry out but I forget one (or more) in AAR mode. The way I’m playing I chalk this up to operational snafus. (39.jpg).

- Attachments
-
- 39.jpg (285.08 KiB) Viewed 921 times
Ronnie
RE: Guadalcanal AAR – A Beginners Foray into MWiF
July/August 1942. Start of Turn
The Japanese lose the first roll and promptly request a reroll. They wish to keep the initiative for reasons that will soon become obvious. They lose the second roll and the Allies wrestle the initiative away from the Japanese and choose to move first (40.jpg).
Being a novice I pretty sure that I made a series of serious errors for all three combatants in that I returned all warships back to port at the end of last turn. To see what I mean check out posts 42-44. In effect I left all sea lanes open to all sides and warships limited only by their range. This meant whoever moved first this impulse could potentially carry out uncontested actions to turn the game irrevocably in their favor. I say, “could potentially” because it’s me, the novice playing and I have no doubt that I could flubbed this opportunity up royally. I learn strategies and tactics for games like this through mistakes I make being exploited by better and more experienced players. But since I’m playing solitaire learning that way isn’t possible. So, now I hope you understand more of my motivation for this AAR and please don’t go easy on me. Let me have it where I mess up. Really, I can take it and will learn for it.
Like most, I suppose I tend to get the majority of my playing time for games like this during the weekend, though I do get an hour or so here and there in the evenings during the week. And like most I tend to be tired from work and home duties and really not in the best of shape to make sound strategic, much less tactical decisions. So this past week I’ve been in “wargaming mode” and exploring various legal moves and possible strategies. One strategy I ruled out as too risky was an invasion of Truk and / or Henderson Field (Guadalcanal). Truk is an objective and counts as 5 VPs and the Japanese army corps on Guadalcanal is adjacent to Henderson Field, leaving that hex vulnerable to invasion and only defended by the notional unit. However; in wargaming both invasions I could at best muster 50/50 odds so I decided against invading either hex this turn.
What I did decided to do will be revealed next post.
As a teaser I will say it involves naval options for both the CW and USA. All moves have been made in the game (AAR) file. So there’s no going back. The allied moves and subsequent combat to follow could decide the war in the Pacific (or the outcome of this scenario). But; being the novice it could decide nothing. Regardless, I will have fun playing it out and hope you enjoy seeing it unfold.

The Japanese lose the first roll and promptly request a reroll. They wish to keep the initiative for reasons that will soon become obvious. They lose the second roll and the Allies wrestle the initiative away from the Japanese and choose to move first (40.jpg).
Being a novice I pretty sure that I made a series of serious errors for all three combatants in that I returned all warships back to port at the end of last turn. To see what I mean check out posts 42-44. In effect I left all sea lanes open to all sides and warships limited only by their range. This meant whoever moved first this impulse could potentially carry out uncontested actions to turn the game irrevocably in their favor. I say, “could potentially” because it’s me, the novice playing and I have no doubt that I could flubbed this opportunity up royally. I learn strategies and tactics for games like this through mistakes I make being exploited by better and more experienced players. But since I’m playing solitaire learning that way isn’t possible. So, now I hope you understand more of my motivation for this AAR and please don’t go easy on me. Let me have it where I mess up. Really, I can take it and will learn for it.
Like most, I suppose I tend to get the majority of my playing time for games like this during the weekend, though I do get an hour or so here and there in the evenings during the week. And like most I tend to be tired from work and home duties and really not in the best of shape to make sound strategic, much less tactical decisions. So this past week I’ve been in “wargaming mode” and exploring various legal moves and possible strategies. One strategy I ruled out as too risky was an invasion of Truk and / or Henderson Field (Guadalcanal). Truk is an objective and counts as 5 VPs and the Japanese army corps on Guadalcanal is adjacent to Henderson Field, leaving that hex vulnerable to invasion and only defended by the notional unit. However; in wargaming both invasions I could at best muster 50/50 odds so I decided against invading either hex this turn.
What I did decided to do will be revealed next post.

- Attachments
-
- 40.jpg (133.36 KiB) Viewed 921 times
Ronnie
RE: Guadalcanal AAR – A Beginners Foray into MWiF
Also, I'm doing an CEaW GS AAR over on the Slithernine forums that you may enjoy. If you have time pleasecheck it out and feel free to comment on it too.
http://www.slitherine.com/forum/viewtop ... 78&t=49647
http://www.slitherine.com/forum/viewtop ... 78&t=49647
Ronnie
RE: Guadalcanal AAR – A Beginners Foray into MWiF
July/August Allied Impulse 1
The allies decided to go after Japanese convoys in the China Sea and Bay of Bengal (41.jpg). It was decided that the USN would raid the China Sea and the RN would raid the Bay of Bengal. Also, the USN and RN would send smaller patrols throughout the Pacific to interfere with Japanese naval movement. All allied warships and submarines were sent out from port and across the Pacific (42.jpg).
Two USN task forces were sent to the China Sea (43.jpg). The first was composed of two battleships, the Idaho and New Mexico (sea box 1). The second, and most potent, was composed of the 5 large USN carriers, 7 cruisers and 2 submarines (sea box 3). The only defense the Japanese could bring in were two air units based in Japan. As the fortunate of war goes, the USN failed to find the Japanese; but the Japanese found and surprised the USN. In the ensuing naval air attack the Idaho was forced to abort back to Pearl Harbor (44.jpg). The USN stayed for another round but the Japanese withdrew in the hopes of saving their convoys for next turn. I’m not sure that was the best move as this gives the allies 5 victory points for no convoys in the China Sea.
The RN faired much better than the USN in the Bay of Bengal. They found, surprised and destroyed the 1 convoy point on patrol there (45.jpg).
41.jpg

The allies decided to go after Japanese convoys in the China Sea and Bay of Bengal (41.jpg). It was decided that the USN would raid the China Sea and the RN would raid the Bay of Bengal. Also, the USN and RN would send smaller patrols throughout the Pacific to interfere with Japanese naval movement. All allied warships and submarines were sent out from port and across the Pacific (42.jpg).
Two USN task forces were sent to the China Sea (43.jpg). The first was composed of two battleships, the Idaho and New Mexico (sea box 1). The second, and most potent, was composed of the 5 large USN carriers, 7 cruisers and 2 submarines (sea box 3). The only defense the Japanese could bring in were two air units based in Japan. As the fortunate of war goes, the USN failed to find the Japanese; but the Japanese found and surprised the USN. In the ensuing naval air attack the Idaho was forced to abort back to Pearl Harbor (44.jpg). The USN stayed for another round but the Japanese withdrew in the hopes of saving their convoys for next turn. I’m not sure that was the best move as this gives the allies 5 victory points for no convoys in the China Sea.
The RN faired much better than the USN in the Bay of Bengal. They found, surprised and destroyed the 1 convoy point on patrol there (45.jpg).
41.jpg

- Attachments
-
- 41.jpg (288.84 KiB) Viewed 921 times
Ronnie
RE: Guadalcanal AAR – A Beginners Foray into MWiF
42.jpg


- Attachments
-
- 42.jpg (166.43 KiB) Viewed 921 times
Ronnie
RE: Guadalcanal AAR – A Beginners Foray into MWiF
43.jpg


- Attachments
-
- 43.jpg (267.88 KiB) Viewed 921 times
Ronnie
RE: Guadalcanal AAR – A Beginners Foray into MWiF
44.jpg


- Attachments
-
- 44.jpg (264.97 KiB) Viewed 921 times
Ronnie
RE: Guadalcanal AAR – A Beginners Foray into MWiF
45.jpg


- Attachments
-
- 45.jpg (221.93 KiB) Viewed 921 times
Ronnie
RE: Guadalcanal AAR – A Beginners Foray into MWiF
July/August Japanese Impulse 2.
What an incredibly fun and tense turn (or impulse) I had for so little to have happened in the end. I must admit that prior to MWiF my Pacific wargaming experience has come from playing, many-many years ago, Avalon Hill titles such as, “Midway” and “Victory in the Pacific”. Both are fun; but aren’t exactly the highest fidelity representations of the War in the Pacific. Now, I have to say after playing this impulse that I’ve experienced a wargame, which to my historical knowledge, gives both a realistic strategic and tactical feel to that battle. This alone warrants the pricetag for the game. But couple in that I also get the land war in Europe, China and North Africa; and the Battle of the Atlantic and the naval conflict in the Med; and at this level of realism too – HOLY COW! Personally, if you enjoy WW2 wargaming and studying the history of that period, then MWiF is a must. I don’t care about the bugs and so forth. I believe that all will get fixed and work as intended in the end. O.K – now back to my AAR.
The Japanese take a naval option and decide to take back control of the China, South China, the Central Pacific and the Solomons sea areas. The wargamaing of such a move resulted in the sinking of 1 USN large carrier and the damage of 4 others to the loss of 0 and damage of 4 IJN carriers. The damage to the IJN carriers resulted from loss of their air wings and not actual damage to the ships themselves. However; the actual result of a military operation can differ significantly from the simulated (or wargamed) result. This was such a case.
The Japanese sent two large task forces originating from Truk to the China Sea (46.jpg). Task Force 1 made it to sea box 4 and consisted of 4 large carriers (Hiryu, Soryu, Zuikaka and Shokaku) escorted by 6 heavy cruisers. Task Force 2 made it to sea box 3 and consisted of 3 large and 1 small carrier (Kaga, Akagi, Ryujo and Zhiho) escorted by 4 battleships. The carrier Hiryo and the battleship Musashi from Japan joined up with task force 2 in sea box 3.
The search rolls from both the IJN and USN came up empty. That is, no contact and no naval battle. I consider this a victory for the USN, who will get the heck out of dodge on their next impulse.

What an incredibly fun and tense turn (or impulse) I had for so little to have happened in the end. I must admit that prior to MWiF my Pacific wargaming experience has come from playing, many-many years ago, Avalon Hill titles such as, “Midway” and “Victory in the Pacific”. Both are fun; but aren’t exactly the highest fidelity representations of the War in the Pacific. Now, I have to say after playing this impulse that I’ve experienced a wargame, which to my historical knowledge, gives both a realistic strategic and tactical feel to that battle. This alone warrants the pricetag for the game. But couple in that I also get the land war in Europe, China and North Africa; and the Battle of the Atlantic and the naval conflict in the Med; and at this level of realism too – HOLY COW! Personally, if you enjoy WW2 wargaming and studying the history of that period, then MWiF is a must. I don’t care about the bugs and so forth. I believe that all will get fixed and work as intended in the end. O.K – now back to my AAR.
The Japanese take a naval option and decide to take back control of the China, South China, the Central Pacific and the Solomons sea areas. The wargamaing of such a move resulted in the sinking of 1 USN large carrier and the damage of 4 others to the loss of 0 and damage of 4 IJN carriers. The damage to the IJN carriers resulted from loss of their air wings and not actual damage to the ships themselves. However; the actual result of a military operation can differ significantly from the simulated (or wargamed) result. This was such a case.
The Japanese sent two large task forces originating from Truk to the China Sea (46.jpg). Task Force 1 made it to sea box 4 and consisted of 4 large carriers (Hiryu, Soryu, Zuikaka and Shokaku) escorted by 6 heavy cruisers. Task Force 2 made it to sea box 3 and consisted of 3 large and 1 small carrier (Kaga, Akagi, Ryujo and Zhiho) escorted by 4 battleships. The carrier Hiryo and the battleship Musashi from Japan joined up with task force 2 in sea box 3.
The search rolls from both the IJN and USN came up empty. That is, no contact and no naval battle. I consider this a victory for the USN, who will get the heck out of dodge on their next impulse.

- Attachments
-
- 46.jpg (328.65 KiB) Viewed 921 times
Ronnie
RE: Guadalcanal AAR – A Beginners Foray into MWiF
So after the disappointment of no contact in the China Sea, the IJN was hoping for better in the South China Sea. The IJN sent two task forces (sea boxes 2 and 3) consisting of 4 light carriers, 4 heavy cruises, the battleship Yamato and 2 air units (47.jpg). Both the IJN and RN searches failed resulting in no contact. Again, I count this as a victory for the allies, who plan to retreat from the area while they can.


- Attachments
-
- 47.jpg (310.89 KiB) Viewed 921 times
Ronnie
RE: Guadalcanal AAR – A Beginners Foray into MWiF
The 3rd area of potential naval conflict was in the Central Pacific. The IJN sent a small, but formable, task force composed of a heavy carrier and 3 battleships looking to take on two USN battleships (48.jpg). But fate once again resulted in both searches failing.


- Attachments
-
- 48.jpg (224.4 KiB) Viewed 921 times
Ronnie
RE: Guadalcanal AAR – A Beginners Foray into MWiF
The last area, which did see a battle, was the Solomons (49.jpg). 3 Japanese battleships were sent against two heavy allied cruisers. One allied cruiser was sunk and the second aborted. What surprised me a bit was that these two cruisers were able to force 2 of the 3 Japanese battleships to abort. Though, Japan still has the 3rd on patrol and in control of the Solomons. Thus ends a fun and tense impulse that didn’t resolve a thing!


- Attachments
-
- 49.jpg (229.64 KiB) Viewed 921 times
Ronnie
RE: Guadalcanal AAR – A Beginners Foray into MWiF
Hi, thanks for this, very good read, especially for one like me, still thinking if it's worth buying this game ... not so much for the price, but for the steep learning curve.
I have a question, if you don't mind ... how does naval movement work? I understand that you assign ships to missions in the single sea-zones, but how is movement within the boxes controlled?
AC
BTW, I'm following also your AAR over at Slitherine. Very good read too. Must cost you a huge amount of time.
I have a question, if you don't mind ... how does naval movement work? I understand that you assign ships to missions in the single sea-zones, but how is movement within the boxes controlled?
AC
BTW, I'm following also your AAR over at Slitherine. Very good read too. Must cost you a huge amount of time.
RE: Guadalcanal AAR – A Beginners Foray into MWiF
I'm still learning and not sure how weather affects what I about to say. So lets assume good weather. For a naval unit the bottom, middle and circle number is the range and the top, middle and circle number is the number of movement points. The range is the number of sea areas a ship can enter during a move subjected to the presence of enemy combat ships and planes. Each sea area costs 1 move points to move into, or through. If enemy combat ships are present in a sea area you're moving through then they can opt to intercept and try to stop you. You can opt to try to fight through the area. After you move the number of movement points (top, middle number) - the number of sea areas you entered defines the highest sea box you go to. The higher the better for search, invasion, etc. However, you can always choose to go to a lower one to link up with other naval surface or air units at sea in that area.ORIGINAL: A_C
I have a question, if you don't mind ... how does naval movement work? I understand that you assign ships to missions in the single sea-zones, but how is movement within the boxes controlled?
Thanks! It is a steep leaning curve but well worth it if ww2 wargaming and history, like me, is your hobby. Also, there is a wonderful, experienced and patience community here on these forums to answer questions and guide a beginner like me through the learning process.ORIGINAL: A_C
Hi, thanks for this, very good read, especially for one like me, still thinking if it's worth buying this game ... not so much for the price, but for the steep learning curve.
Thanks again! That's what weekends are for.ORIGINAL: A_C
BTW, I'm following also your AAR over at Slitherine. Very good read too. Must cost you a huge amount of time.
Ronnie
-
WIF_Killzone
- Posts: 277
- Joined: Thu Apr 30, 2009 8:51 pm
RE: Guadalcanal AAR – A Beginners Foray into MWiF
Student is quickly becoming the teacher. Too bad youre JPN naval moves didn't bear more fruit, but they were nice moves, big fist!
I saw someone quote before that in head to head play, when the search rolls commence, even the player with theoretical overwhelming strength is still on the edge of their seat, very intense, the stakes are so high, and things can go great or very bad.
I love the way the naval is modelled, sea boxes, unit range and movement, searching, battles, more battle, do I risk another battle to keep my land units in supply, or abort to save my fleet. So much at stake.
I saw someone quote before that in head to head play, when the search rolls commence, even the player with theoretical overwhelming strength is still on the edge of their seat, very intense, the stakes are so high, and things can go great or very bad.
I love the way the naval is modelled, sea boxes, unit range and movement, searching, battles, more battle, do I risk another battle to keep my land units in supply, or abort to save my fleet. So much at stake.
