General Patton vs. larryfulkerson Focus Pacific #75

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RE: General Patton vs. larryfulkerson Focus Pacific #75

Post by larryfulkerson »

At the top is a list of the active subs sorted on SYS to get the damaged ones at the top and I was wrong about the condition of the
subs. I thought about half of them were torn up but I see that the greatest majority of them are still combat worthy. Those not in a TF
are being repaired at some port somewhere. At the bottom is a list of the sunk subs total. It's not as bad as I thought it was. I'm
actually doing about as I had hoped. Not too bad but enough damage to show I'm trying.

EDIT: A lot of those subs are showing 0 for the number of aircraft aboard and I'm not sure if that's because they just don't carry one
or if it's because that sub has had it's spotter shot down. I'm not sure how to find out easily either.

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RE: General Patton vs. larryfulkerson Focus Pacific #75

Post by larryfulkerson »

The TF that cleaned up all those mines at Bataan and Manila are all collected at Iba and I'm going to move them to CRB and thence
to Mersing for the ability to run them into Singapore when the time comes. Get 'er done soonest I always say.

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RE: General Patton vs. larryfulkerson Focus Pacific #75

Post by larryfulkerson »

Those short-range high ASW-rated SC's that I have a bunch of are being used mostly for ASW missions right now. I've gotten into the
habit of giving them a V-shaped pattern with the axis of the search radially away from the port to cover those ships that are arriving or
departing because that's where I would put a sub. I've found that those little SC's can also be used as escorts but I've turned off the
production of a lot of them because I'd a whole lot rather put out some DD's and DE's and E's and AK's and TK's and AO's. Mostly.

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RE: General Patton vs. larryfulkerson Focus Pacific #75

Post by larryfulkerson »

Manila is so hungry for troop-carrying ships that I find myself looking as far away as Truk. And sending it. There's a boat-load of
transports carrying goodies headed south from the home islands, those that survive the submarine gauntlet, and I can
commandere those bad boys to move troops temporarily. It'll take about 2 weeks out of their regular supply runs. I'm wondering if
the hubs can go without for those two weeks. I'll have to take a look and report back.

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RE: General Patton vs. larryfulkerson Focus Pacific #75

Post by larryfulkerson »

I've taken a look at the hubs and I've decided that those transports bringing goodies away from the home island need to be
discriminated by range and cargo cap. so that some Manila troops can be carried but the goodies will still flow, slower tho.
I'm thinking the short-range transports can carry on carrying the goodies and the bigger ships will carry troops. More you can
move the sooner the operation will be completed. Besides the use of larger ships justifies the use of escorts, those most rare
of ships.

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RE: General Patton vs. larryfulkerson Focus Pacific #75

Post by larryfulkerson »

As it happens there is coincidentally a CS TF leaving Tokyo at this moment headed for Truk. So if it arrives intact, and it might, then
Truk will be okay for about a week longer than it would have. More goodies are going to be needed for the Guadacanal operation.
I'm using Bubble Drop to feed the operations in the Celebes area plus the Rabaul area and both of the areas are hungry for goodies
at the moment. If this operational tempo keeps up the hubs are going to be run dry and everything will slow down then. I predict about
a week's worth of groceries on the shelves and then it's curtains. So those convoys are important to the war effort. Really.

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RE: General Patton vs. larryfulkerson Focus Pacific #75

Post by larryfulkerson »

I couldn't figure out a way for Tracker to give me the colored arrows on the per turn levels so I got out the calculator and figured what it
was for Tokyo. I realize the game engine moves supply into Tokyo etc. and that the per day number is just statistical in meaning only
it's a good number for me to know about. I'll compare these numbers to those I obtain in some future turn to see if there's a change.
For some reason. What would I want to know that for? I'm expecting to hit the wall pretty durn soon because of the ferosity of the
operational tempo. Everything has been in motion since the beginning and there's less of it than there used to be and I'm going to have
to set a moritoriem on fuel and supplies leaving the home islands sooner or later. I'm predicting about three weeks. Based on nothing
at all. Just my opinion. My belief. Like faith.

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RE: General Patton vs. larryfulkerson Focus Pacific #75

Post by larryfulkerson »

I found a squadron of Oscars at Manila that weren't doing anything THAT important and they immediately volunteered to straffe the
Allied troops at Cebu. I had a group of 16 Sally's that bombed it in daylight yesterday and there was no observable CAP so I'm fairly
sure the Oscars will only run the flak guantlet. I'm still not assured about their survival however. I've not done one of these kinds of
raids but I've read somewhere that to defeat the AA guns you have to straffe them at 100' and cross your fingers. It helps that these
are some of the more experienced pilots and that've had some Ground Bombing training recently, although to be honest I don't
remember off the top of my head what the experience level is for their ground bombing skill. Whatever it is, they are going to go.

EDIT: Their average skill level for straffing is 68, for what it's worth.

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RE: General Patton vs. larryfulkerson Focus Pacific #75

Post by BillBrown »

Cpt Agawa is not really a very good front line commander. He is excellent for training, but not for operations. His Air skill is too low.
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RE: General Patton vs. larryfulkerson Focus Pacific #75

Post by larryfulkerson »

ORIGINAL: BillBrown
Cpt Agawa is not really a very good front line commander. He is excellent for training, but not for operations. His Air skill is too low.
I hadn't noticed that before. I've got PP's coming out of my ears so I'll be sure to change him out for a better dude. Thanks for the
good eyes. Good catch.

EDIT: I found a LTC who had nothing better to do and he volunteered to take over this wreck of a squadron and after a hurricane of
activity he might really transform this squadron. We'll see.

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RE: General Patton vs. larryfulkerson Focus Pacific #75

Post by larryfulkerson »

I found another Oscar squadron on Formosa that wasn't doing anything important and moved him to Tarakan so he could LRCAP over
Balikpapan. I thought about maybe having them sweep the carrier hex but they aren't so terribly experienced so I decided to forgo
that option for now. I haven't monkeyed with this unit, it's leader, or anything yet, I just moved it.

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RE: General Patton vs. larryfulkerson Focus Pacific #75

Post by larryfulkerson »

There's a Hellen group at Balikpapan and I have them set for naval missions at 5K' and it has yet to launch. I checked out the values
of the commander and found his agressiveness in the 20's. So I changed him out for this dude. Maybe we'll see some attacks now.

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RE: General Patton vs. larryfulkerson Focus Pacific #75

Post by ny59giants »

Leaders -

Since you have so many PP take your time next turn and go through ALL your fighter groups, everywhere!! Sort by Inspiration. Then, look for high Air rating with Aggression over 60. You will have plenty of these for the IJN, but not as much for IJA. In my brief game vs Gen Patton playing RHS I spend a lot of time doing this on turn 2. You will want to do the same for your bomber groups, but I like to find a sweet spot in Aggression (between 50 and 60). If over 60, then they may fly to their death (we don't need no stinking fighters - motto [:D]).

PRINT OUT this post and follow it!!

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 detail the function of each leader attribute.

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. 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.

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
· 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 skedaddle 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 re-spawn, but better not to lose 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
· 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
· 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 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
· Air Skill - The TF Commander functions as an Air HQ for the airgroups. This will influence how many strike 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 engagement.
· No other skills or qualities have any influence.

Surface Combat TF
· Surface Skill - To gain surprise and cross the T in an engagement
· Aggression - High Aggression will increase the likelihood that the Surface Combat TF will react and seek a fight (be careful... A TF for two DD's with an Admiral of 100 aggression 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
· Surface Skill - Influences probability of finding submarines.
· No other skills or qualities have any influence.

Bombardment TF
· 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
· 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
· 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 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 Cruisers.
· No other skills or qualities have any influence.

Escort TF
· 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 competent 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.
· 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. 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.

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]Image[/center]
Andav
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RE: General Patton vs. larryfulkerson Focus Pacific #75

Post by Andav »


Also, it looks like you have your air groups set to Auto Upgrade. You might want to turn this off for everything. There is nothing worse then a air group sitting on the front lines that decides to upgrade aircraft instead of fly CAP. Or worse, some squadron sitting way in the back field which decides to upgrade and uses all your newest planes.

You can make this change globally by going to the lists of air groups (there is one for Land based and one for carrier) and pressing one of the buttons on the bottom of the screen to turn off upgrades.

You might want to do this for LCU units as well especially once you get the Heavy Infantry upgrade. You will defiantly want to manage when these guys are used and by which units.

Wa
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RE: General Patton vs. larryfulkerson Focus Pacific #75

Post by larryfulkerson »

PRINT OUT this post and follow it!!
I don't know what to say. You've gone way past being helpful and are actually heroic IMO. This post is the most helpful one yet. I'll
of course save the verbage and refer to it often. It's posts like this one that makes better players out of guys like me. Thanks very
much.
The horrifying realities of Eternity
https://www.youtube.com/watch?v=jT40e4mYIcs

https://www.youtube.com/watch?v=NyMJDtycB9U&t=254s
5 Cracks in Reality (You've Never Noticed One)
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RE: General Patton vs. larryfulkerson Focus Pacific #75

Post by larryfulkerson »

ORIGINAL: Andav
Also, it looks like you have your air groups set to Auto Upgrade. You might want to turn this off for everything. There is nothing worse then a air group sitting on the front lines that decides to upgrade aircraft instead of fly CAP. Or worse, some squadron sitting
way in the back field which decides to upgrade and uses all your newest planes.

You can make this change globally by going to the lists of air groups (there is one for Land based and one for carrier) and pressing one of the buttons on the bottom of the screen to turn off upgrades.

You might want to do this for LCU units as well especially once you get the Heavy Infantry upgrade. You will defiantly want to manage when these guys are used and by which units.

Wa
Oh, so that's how you guys do it. That makes sense. Great post Wa dude. Thanks. I'll do it.

EDIT: Oh, and I've bolded part of your verbage because that exact thing has happened to me already.
The horrifying realities of Eternity
https://www.youtube.com/watch?v=jT40e4mYIcs

https://www.youtube.com/watch?v=NyMJDtycB9U&t=254s
5 Cracks in Reality (You've Never Noticed One)
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RE: General Patton vs. larryfulkerson Focus Pacific #75

Post by larryfulkerson »

So I'm going through all my units, one at a time, looking at the commanders and so on. And I've turned off the upgrading of my air-
craft units and I was going to turn ON the upgrading of my training aircraft but I couldn't find a way to turn on the upgrading of just
one unit in the list. It's by group or nothing I guess. Still, it would be really cool if you COULD toggle the upgrading of a single
aircraft unit.

EDIT: Nevermind. I found it.

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RE: General Patton vs. larryfulkerson Focus Pacific #75

Post by larryfulkerson »

So umm...........Hey you guys I just had a thought and I want to bounce if off you guys to see if it's applicable at all.

In those rear areas that are away from all the fighting, if I find a fairly good leader, someone who should really be
on the front lines, how about I replace him with the least best officer available, as long as I somehow remember to
make sure he never leaves the home islands instead of shipping with the unit. Micromanagement galore.

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RE: General Patton vs. larryfulkerson Focus Pacific #75

Post by larryfulkerson »

So um......here's another thought I just had: [ actually it's because I only just now discovered the disband button ] If I disband a unit
then I'm thinking all that stuff that made up that unit goes back to the pools and the people go to their pool etc. Yes? AND if it does
then how much time passes between the disbanding of the unit and the appearance of some of that equipment in the front line units?
Yeah, I can learn.

EDIT: Does the disbanded unit show up in the destroyed units list so that it can be reconstituted again?

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5 Cracks in Reality (You've Never Noticed One)
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RE: General Patton vs. larryfulkerson Focus Pacific #75

Post by larryfulkerson »

I just got some new moves from Brian. Lemme watch the combat replay and I'll give you the highlights. Editing the
post to add whatever event just happened in the combat replay. If you refresh your webpage you should see my
new entries within about a minute and a half for those of you on the other side of the hemisphere from Tucson.
And All the excitement will end with two minutes after the combat replay. This is only a good offer for those of you
already online. Sorry lurkers.

EDIT:.....08:18:00 I've entered the password and it's loading the combat replay.
EDIT2:...08:20:00 Just off the coast of Balikpapan, almost in the harbor, DD Miikaze got a hit on the Dutch sub KIX
............................and the sub shot two torpedoes that miss the DD. It was exciting for about a second.
EDIT3:...08:24:00 Near Chichi-Jima the American sub Sailfish shot two TT's at AK Tok Maru but they didn't
............................explode or missed one of the two. No harm no fawl.
EDIT4:...08:28:10 Eight of my Lilly's do a night mission at Changsha and there's 11 of those Morane MS-410's on CAP
............................( at night no less ), and one Ki-48-1b is destroyed and two are damaged. There were 7 Morane's on
............................ standby and one scrambled. I need to look in the aircraft database and see if the Morane is a
.............................night fighter or what. I mean, what kind of performance should Brian expect from a night time CAP?
............................They were on an intercept altitude of 10K and I bombed from 9K. I need to fly a lot higher to avoid
............................his fighters even at night. I wonder what the performance is like for a Morane410 anyway. Maybe
............................I can fly just above his highest altitude.
EDIT5:...08:41:40 Eleven of my Lilly's do the same night mission at Changsha and there's that same 11 of those
............................Morane MS-410's on CAP and one Ki-48-1b is destroyed. All 11 made the interception because I
...........................bombed from 10K and they were already at 10K and the time to target was 7 minutes which evidently
...........................is plenty of time for the Moranes to skillfully place their aircraft, their unit, at the appropriate place in
...........................the light rain, at night. It takes a good pilot to do that. Maybe the Lilly had left it's lights on.
EDIT6:...08:46:00 Hi BillBrown dude. I see you inspecting the page. Good for you. Thanks for your advice BTW.
EDIT7:...08:48:00 Some of my Betty's hit Port Moresby I think. Lemme check again.......no it was 4 G4M1 Betty's from
............................either Rabaul or Manus that hit Horn island, that island by itself in the gap between New Guinea and
...........................Australia. One of the Betty's is damaged. This is another night mission. All night missions so far. I
...........................bombed from 9K and carried 2 X 250Kg and 4 X 60Kg GP bombs and that's why there was no damage
...........................listed at the target. Those kind of bombs are too light from that height. I need to come in lower.
EDIT8:...08:54:00 Eight more of my Betty's hit Horn island agan but this time there were no Jap losses. No hits either
...........................because it was the same bomb load and the same altitude as the last attack and failed for the same
.......................... reason I suspect.
EDIT9:...08:56:00 It looks like it's just you and me BillBrown dude. I hope this is fun for you.
EDIT10..08:57:00 Four of my Betty's from somewhere or other, hit Horn island for a third time tonight and there were no
..........................hits but 2 of the Betty's were damaged. Same bomb load and same bombing altitude and that's why
.........................there were no hits, probably.
EDIT11..09:01:00 Okay now the night missions are ended, the aircraft are landing. The next combat to take place is
..........................one of my subs shooting at something. Lemme check again. Yeah, it was SS RO-33 shootig at Allied
..........................DD Gridley and there were no hits. The DD found the sub first and the chase ensued and the sub
........................."bottomed out" and the chase ended. No harm no foul fawl.
EDIT12..09:05:25 ..Sorry, I took a minute or two to light my cigarette and take a sip of my coffee. Back to the show.
EDIT13..09:06:00 ..My xAKL Saiho Maru was just shot at by SS Plunger with 2t TT's and missed with both. The sub
...........................sighted the ship first and no doubt maneuvored into position at night, maybe on the surface.
...........................This happened near Kagoshima ( off the west coast of the home islands) .
EDIT14..09:11:00 ..Another sub attack in a different place. PB Fukui Maru sighted SS Sturgeon and the chase is on,
............................about 4 hexes SE of Tokyo. Near those little islands south of Tokyo on the east side.
EDIT15..09:15:20..BillBrown is gone, now it's just me........I can slow down. In fact I'm finding it a major hassle and
...........................my phone is ringing so it's ending here. BTW, I let my answering machine do all my phone tasks.

The horrifying realities of Eternity
https://www.youtube.com/watch?v=jT40e4mYIcs

https://www.youtube.com/watch?v=NyMJDtycB9U&t=254s
5 Cracks in Reality (You've Never Noticed One)
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