Islands of Destiny: RA 5.0 Japanese Side

Post descriptions of your brilliant victories and unfortunate defeats here.

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John 3rd
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RE: Personal Note

Post by John 3rd »

Running turn.
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John 3rd
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Battle off Wake: Day Three

Post by John 3rd »

Well...I was wrong. Sort of describes this whole fight. Dan goes for the throat. I applaud him! Well done.



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John 3rd
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RE: Battle off Wake: Day Three

Post by John 3rd »

That he pays for it is beyond question. His strike is met by 155 Zero that chew him up:


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crsutton
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RE: Battle of Wake: Day ONE

Post by crsutton »

Just said it in Dan's AAR and felt it worth repeating here Two serious bits of bad luck did you in. First your mini KB reacting into his range while your big KB stayed eight hexes away. Since the max range allowed for an Allied strike is only seven hexes, his "full" package has no other target than your one carrier TF-assuring it's total destruction in one strike. Then your carriers, sitting eight hexes away, launched a series of uncoordinated strikes at your eight hex max range. They got chewed to bits and no doubt many cripples were lost on the way home due to range. Had you been seven hexes away the probability is that Dan's strikes would have been split and you would have at least chewed up his attack force as he did to you. Probably ending the fight then and there and allowing you to escape.

And, I just think you went into the fight with a poorer DL than his-for whatever the reasons. I see that as the probably the reason for your scattered strikes more so than the size of your TFs. In the end if your CVEs did not react it would have been a whole different story. This simulation will eat your heart out at times. Probably why I love it so.
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John 3rd
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RE: Battle of Wake: Day ONE

Post by John 3rd »

Damn. Well said and written.

you are greatly appreciated Mr. Sutton!
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John 3rd
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RE: Battle of Wake: Day ONE

Post by John 3rd »

Lose Kaga, Zuikaku, Hiyo, Chiyoda, Chitose, and Mizuho. Next turn determines whether I stay in or not.
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Mike McCreery
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RE: Battle of Wake: Day ONE

Post by Mike McCreery »

I would think that after taking months of abuse and losses on the allied side that Dan might be disappointed if you suddenly decided to throw in the towel.

The Japanese are not finished after the elimination of the KB.
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Anachro
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RE: Battle of Wake: Day ONE

Post by Anachro »

I think the future action without the benefit of the KB can be just as interesting, with success all the more dear and therefore rewarding. Keep at it.

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AcePylut
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RE: Battle of Wake: Day ONE

Post by AcePylut »

ORIGINAL: John 3rd

Lose Kaga, Zuikaku, Hiyo, Chiyoda, Chitose, and Mizuho. Next turn determines whether I stay in or not.

I gotta call foul if you are thinking of quitting the game if the next turn goes "bad".

For years you've been able to crow Banzai everytime you marched all over the map and enjoyed the "Japan Time" and abused the Allied lack of power and ability to stand and fight. For years over multiple AAR's you've enjoyed the man, ship, plane, experience, quantity, advantages on everything, and taunted opponents right and left everytime you got to beatup something or did something that didn't happen irl. You've got to play with all your "big toys" time and time again while the Allies had nothing.

You OWE it to Dan to continue the fight until the bitter end.

The rest of this match will determine a lot. We all know you like to play aggressive and "hulk smash". Well, now you gotta prove that you can do more than beat up a high-school team with a pro team. Now you gotta prove that you can make the Allied march across the sea as painful as can be. That is your challenge.

But if you quit, now because you lost a CV match? That's the weakest of the weak. Your rep will suffer.

Who's going to want to play you if you quit? "John 3rd - yeah he's a great Jap player, loves to play with all the toys, but he'll quit if he loses his CV's". That's what you'd leave behind if you quit after what's happened the last few days.

So buck up. The war isn't over. You have tons of assets. Make the allied march to Japans doorstep as painful as possible. Learn to defend. Learn to husband your assets and strike when favorable, retreat when overwhelmed, sacrifice when need be.


Sorry if this sounds harsh - but the worst thing in the world as an Allied player is to suffer defeat after defeat, and then when the tables are turned, the Jap player up and quits.

Like Dan said, process it, and FIGHT ON! After all - it took Japan 2 nukes before they surrendered irl. You have to outplay what Japan did in real life!
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Lowpe
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RE: Battle of Wake: Day ONE

Post by Lowpe »

ORIGINAL: Wargmr

I would think that after taking months of abuse and losses on the allied side that Dan might be disappointed if you suddenly decided to throw in the towel.

The Japanese are not finished after the elimination of the KB.

Seriously true. +1
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Lowpe
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RE: Battle of Wake: Day TWO

Post by Lowpe »

ORIGINAL: John 3rd

Not much has gone right with this dismal performance. We need some self-examination and specific work on correcting problems.

Identified Issues:
1. There are a lot of questions I have regarding the fight and, particularly, the horrific raid coordination. I wonder if having so many CVs in each TF was the real culprit? I've never worked on this scale before. My creation of the CV TF was predicated on roughly 400 planes as Kido Butai was at the start of the war. Perhaps that is a total error.

Opinions on this? What do JFB's have to say from their experiences?

2. Air Search seems to be taken care of but it certainly wasn't. Someone mentioned having night searching going on as well. I've never done that--excepting bombardments--is this something useful as well?

3. We've already settled the CVE reaction issue. THANKS!

I can do nothing for how Dan likes to throw of TFs to soak up and pulverize strikes at non-important shipping. The key here is the learn from the fight so that myself and others can benefit.

Even though we're still trying to get away let us look to a post-battle briefing and discussion.

I have turns saved for the three previous days so we can look at just about anything.

I love this post, and literally have tons to say and to learn about it. But, man oh man, why bother if your going to drop the game.

You have almost made 44 with an intact KB...delivered huge setbacks to the Allies...stay with the game and you will become a better player. I speak from experience, I think.
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John 3rd
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RE: Battle of Wake: Day TWO

Post by John 3rd »

Fully understand Gents. Am simply moping around.

I cannot extricate my ships due to his STF continuously intercepting my CTF. Ordered FULL SPEED withdrawal and got nowhere.

Now have FOUR days of saved turns.

Let me back in my depression for a moment. NOTHING has gone right in the last four days. Examination needs to occur but crushed hope/expectations rather takes that away presently.

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crsutton
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RE: Battle of Wake: Day TWO

Post by crsutton »

Yep, Viberpol and I are into our second campaign and not too far behind you and Dan. Whenever one of us takes a blow, we just take a few days off from the game and go do something fun. It has worked well for both of us. Bet you owe your wife a dinner. Just don't tell her about the game during dinner...[;)]
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Capt. Harlock
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RE: Battle of Wake: Day ONE

Post by Capt. Harlock »

Lose Kaga, Zuikaku, Hiyo, Chiyoda, Chitose, and Mizuho.

What about non-flight-deck ships?
Civil war? What does that mean? Is there any foreign war? Isn't every war fought between men, between brothers?

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njp72
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RE: Battle of Wake: Day TWO

Post by njp72 »

I often find myself in strong agreement with Lowpe on all of his comments and assessments when it comes to the Empire.

Despite the apparent one sided thrashing, I think you will be amazed at how resilient your forces are and how rapidly they will bounce back. Give it a week or two and you feel much better, besides you do appear to have downed quite a few of his aircraft.

With regards to identified issues and tactical lessons from this clash the critical one (in my humble opinion) I believe is never operate any carrier forces outside LBA search and CAP once you reach 43. The risk is never worth the reward and unfortunately Allied strike packages escorted by Hellcats always get through and Japanese CVs always burn.

Again in my opinion, once you hit 43 your carrier assets become of strategic value and need to be well protected, positioned out of observation and readied for immediate local counter attacks on critical sectors (forget tactical victories or assaulting the odd convoy). Of course even being unsighted will give an Allied player pause before any operation.

You played a very good game and your success in Sumatra was very significant, especially in VPs harvested.

Well played and keep up the good work.






ORIGINAL: Lowpe

ORIGINAL: John 3rd

Not much has gone right with this dismal performance. We need some self-examination and specific work on correcting problems.

Identified Issues:
1. There are a lot of questions I have regarding the fight and, particularly, the horrific raid coordination. I wonder if having so many CVs in each TF was the real culprit? I've never worked on this scale before. My creation of the CV TF was predicated on roughly 400 planes as Kido Butai was at the start of the war. Perhaps that is a total error.

Opinions on this? What do JFB's have to say from their experiences?

2. Air Search seems to be taken care of but it certainly wasn't. Someone mentioned having night searching going on as well. I've never done that--excepting bombardments--is this something useful as well?

3. We've already settled the CVE reaction issue. THANKS!

I can do nothing for how Dan likes to throw of TFs to soak up and pulverize strikes at non-important shipping. The key here is the learn from the fight so that myself and others can benefit.

Even though we're still trying to get away let us look to a post-battle briefing and discussion.

I have turns saved for the three previous days so we can look at just about anything.

I love this post, and literally have tons to say and to learn about it. But, man oh man, why bother if your going to drop the game.

You have almost made 44 with an intact KB...delivered huge setbacks to the Allies...stay with the game and you will become a better player. I speak from experience, I think.
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obvert
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RE: Battle of Wake: Day TWO

Post by obvert »

Keep your head up. As someone who lost half the KB on turn 2 I can say there is still joy in the game after this kind of a defeat. That game is ongoing and the Japanese are still plugging away almost into 44. It would be fun for you to see your mod go to the end, and to be truly objective, you would lose the KB at some point in the game regardless. We all do!
ORIGINAL: John 3rd

Not much has gone right with this dismal performance. We need some self-examination and specific work on correcting problems.

Identified Issues:
1. There are a lot of questions I have regarding the fight and, particularly, the horrific raid coordination. I wonder if having so many CVs in each TF was the real culprit? I've never worked on this scale before. My creation of the CV TF was predicated on roughly 400 planes as Kido Butai was at the start of the war. Perhaps that is a total error.

Opinions on this? What do JFB's have to say from their experiences?
I do try to stay in the 200 planes per CVTF area. I've always had good CV strikes with this kind of a composition. I also try not to mix slower and faster speeds in TFs.
2. Air Search seems to be taken care of but it certainly wasn't. Someone mentioned having night searching going on as well. I've never done that--excepting bombardments--is this something useful as well?

I'm a huge proponent of night search. About half of my Jakes/Norms are on night search in any TF. This helps a bit against subs but also gets that first sighting of the enemy surface ships which carries the MDL over into the day phase. So they "know where to look."

I also sacrifice a portion of every strike group to search if there is no LBA to add in. I usually also don't convert the CS cruisers and keep at least one of those filled with FP for additional search.In standard games I don't like to be without them for almost a year in conversion in 43. It's less strike planes, but better targeting.
3. We've already settled the CVE reaction issue. THANKS!

I can do nothing for how Dan likes to throw of TFs to soak up and pulverize strikes at non-important shipping. The key here is the learn from the fight so that myself and others can benefit.

Even though we're still trying to get away let us look to a post-battle briefing and discussion.

I have turns saved for the three previous days so we can look at just about anything.

It's good to set up a test and see how these things play out in your own sandbox.

You also should think about CAP% and strike altitudes. Players have very different settings here, and it's best to test for yourself and really see what works in an objective situation. Over and over.
"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill
pws1225
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RE: Battle of Wake: Day TWO

Post by pws1225 »

Chin up mate. It's late '43 and you just now got your CVs whacked. Hell, that's better than Yamamoto did! All JFBs know this day would come and I know it hurts like the dickens. But all that has really happened is that you now have shifted from being on the offense to being on the defense. Playing Japan in the late war is both fun and challenging. There is nothing more satisfying than seeing an AFB bash himself against the rocks of a stoutly prepared defense. If you can keep your economy healthy and hold CR away from the Home Islands until Aug '45, I see no reason why you can't claim victory.
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Kitakami
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RE: Battle of Wake: Day TWO

Post by Kitakami »

John,

First, I unsubscribed from your opponent's AAR, so I am a little freer with my comments, especially looking forward.

The one critical decision Japanese players must make in this game is when to go into defensive mode (with timely counterstrikes as opportunities present themselves). In this game, it seems the decision has been made for you. As others have said, it happens to all Japanese players, sooner or later. You have done well so far, and I am certain that you will continue to do well. Your land air assets are there, your surface combat forces are there, your air research has given you a certain edge, so just make the switch. Doggedly fight for each atoll, island, airfield and port. Make the Allies pay dearly for every hex they conquer.

KB may be a nice toy with a lot of bling, but it is only one toy. You have many others to play with.

Tenno heika banzai!
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HansBolter
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RE: Battle of Wake: Day TWO

Post by HansBolter »

Been told I may have breached Opsec with my post so I have deleted the content.

Was never my intention.

My sincere apologies.
Hans

kjnoel
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RE: Battle of Wake: Day TWO

Post by kjnoel »

Now that you don't need to obsess about when and how to best employ KB the game enters a different, but still exciting phase for the Japanese.

Your goal is now to bleed him on each landing, the goal of decisive battle turns into death by a thousand cuts. Crazy to throw in the towel and, in all honestly, a bad rep for Japanese players. Still plenty of fun to be had!

KB always loses to the Allies, the only change in any game is the date. Lost mine in Autumn '43 and changed my focus to trashing my opponents cruisers. Got a few here and a few there and now, in '44 he is still limited to escorting his CVs OR creating SCTFs, not both. Means my island airbases are not so vulnerable as usual because he can't bombard everything. Plus running around with my remaining 4 CVs is fun, never going to change anything just add to those paper cuts!
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