Out of the 180+ strike planes that make it through CAP a grand total of TWO hits are recorded!! [:-][X(]
Allied FLAK is killer and absolutely decimates the strikes. I'll post numbers later, but this makes a day 2 slightly problematic, since the Allies have a full strike package on their remaining CVs and CVLs while the IJN is left with about 1/3 of the KB strike planes. I'll have to get very creative here!
Attachments
Screenshot..09.09.37.jpg (663.31 KiB) Viewed 231 times
"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill
[font="Times New Roman"]March 24, 1944[/font]
[font="Microsoft Sans Serif"]OZ:[/font] On the whole this is a Japanese win, of course, but it could have been much more devastating. At least this may mean that the game continues. Joseph was not impressed with losing to another 8 hex strike, but he did send the turn back.
On the day the Allies do get two beat up divisions landed at Darwin and loads of support troops and supply into the base. The Japanese lose 380+ airframes and a bunch of very good KB strike pilots, but lose no ships and sink at least 5-7 CVE, put he Essex in serious danger, and get hits that will most likely require yard time on two more CVs, the Lexington (Essex class) and the Emperor Norton (renamed Essex class).
I am concerned about a massive surface threat fro the Iowas and other TFs in the area for the 25th. They have all expended some ammo, but I know the CVs had fast BBs embedded and those could make a dash forward to wreak havoc on the KB and escorts. I've got two BB TFs supporting, one containing Yamato and four other IJN 25 knot BBs, the other the two remaining Kongo class BC. Should be enough to cushion a blow, but the Allies have a LOT more ships in range than we do. A three CA TF is also heading down from Ambon and should be able to hit the Darwin area to possibly intercept anything coming during the night, but intercepts are tricky.
I'll aim to fill CVs with LBA DB units, which should bring the strike package to 3/4 normal. The CAP and escort fighters are in fine shape, only having lost less than 20 total.
LBA will extend it's range to past Darwin and I'll try to get the non-cooperating groups to fly tomorrow LR from Biak, Ambon and other scattered bases. These are mostly 2E IJN torpedo bombers, all operating in normal range of course for TT use.
The KB will move four hexes toward Darwin onto the shallows (hopefully helping with subs) and will aim to contain remnants of he amphib TFs and other forces at Darwin while hedging against a surface move and following air strike by staying in LR CAP distance for the strong LBA nearby.
This is a fun part of the game, but certainly hard for the Allied player right now. It would be worse in my opinion if it had been a two way strike, but you never know. There are 250 of the best Japanese LBA on the map added additional CAP to the KB and I think that would have decimated Allied strikes, but we might have lost a CV or two as well, which certainly would have made Joseph feel better about the day.
Anyway, looking forward to Day 2! [font="Trebuchet MS"]
-------------------------------------------------------------------------------- AFTER ACTION REPORTS FOR March 24, 44
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Morning Air attack on I/19th Naval Guard Unit, at 76,124 (Darwin)
Weather in hex: Light cloud
Raid detected at 37 NM, estimated altitude 14,000 feet.
Estimated time to target is 10 minutes
Japanese aircraft
A6M5 Zero x 7
Ki-43-IIIa Oscar x 12
Ki-45 KAIa Nick x 5
Allied aircraft
P-47D25 Thunderbolt x 18
FM-1 Wildcat x 18
CAP engaged:
341 Ku S-2 with A6M5 Zero (0 airborne, 0 on standby, 0 scrambling)
0 plane(s) not yet engaged, 0 being recalled, 7 out of immediate contact.
Group patrol altitude is 12000 , scrambling fighters between 0 and 12000.
Time for all group planes to reach interception is 41 minutes
21st Sentai with Ki-45 KAIa Nick (0 airborne, 0 on standby, 0 scrambling)
0 plane(s) not yet engaged, 0 being recalled, 5 out of immediate contact.
Group patrol altitude is 15000 , scrambling fighters between 0 and 15000.
Time for all group planes to reach interception is 42 minutes
26th Sentai with Ki-43-IIIa Oscar (0 airborne, 0 on standby, 0 scrambling)
0 plane(s) not yet engaged, 12 being recalled, 0 out of immediate contact.
Group patrol altitude is 18000 , scrambling fighters between 0 and 18000.
Raid is overhead
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Morning Air attack on TF, near Darwin at 76,124
Weather in hex: Light cloud
Raid detected at 72 NM, estimated altitude 7,000 feet.
Estimated time to target is 30 minutes
Allied Ships CVE Fanshaw Bay, Bomb hits 7, heavy fires, heavy damage
CVE Tulagi, Bomb hits 5, heavy fires, heavy damage
CL Trenton, Bomb hits 1
CVE White Plains, Bomb hits 1
APA La Salle, Bomb hits 1, on fire
DD Porter
Aircraft Attacking:
41 x B5N2 Kate bombing from 5000 feet *
Naval Attack: 2 x 250 kg SAP Bomb
CAP engaged:
VC(F)-68 with FM-1 Wildcat (0 airborne, 6 on standby, 8 scrambling)
3 plane(s) not yet engaged, 0 being recalled, 0 out of immediate contact.
Group patrol altitude is 10000 , scrambling fighters between 4000 and 10000.
Time for all group planes to reach interception is 15 minutes
VC(F)-92 with FM-1 Wildcat (0 airborne, 0 on standby, 8 scrambling)
7 plane(s) not yet engaged, 0 being recalled, 0 out of immediate contact.
Group patrol altitude is 10000 , scrambling fighters between 7000 and 18000.
Time for all group planes to reach interception is 33 minutes
VC(F)-4 with FM-1 Wildcat (0 airborne, 3 on standby, 5 scrambling)
6 plane(s) not yet engaged, 0 being recalled, 0 out of immediate contact.
Group patrol altitude is 10000 , scrambling fighters between 2000 and 35500.
Time for all group planes to reach interception is 33 minutes
Heavy smoke from fires obscuring CVE Tulagi
Heavy smoke from fires obscuring CVE Fanshaw Bay
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Morning Air attack on TF, near Darwin at 76,124
Weather in hex: Light cloud
Raid detected at 74 NM, estimated altitude 11,000 feet.
Estimated time to target is 24 minutes
Japanese aircraft
A6M5b Zero x 17
D4Y3 Judy x 25
Allied aircraft
FM-1 Wildcat x 9
Japanese aircraft losses A6M5b Zero: 1 destroyed
D4Y3 Judy: 1 destroyed, 3 damaged
D4Y3 Judy: 1 destroyed by flak
No Allied losses
Allied Ships CVE White Plains, Bomb hits 3, heavy fires, heavy damage
CVE Fanshaw Bay, Bomb hits 3, heavy fires, heavy damage
CVE Tulagi, Bomb hits 2, heavy fires, heavy damage
CL Trenton
Aircraft Attacking:
9 x D4Y3 Judy releasing from 3000'
Naval Attack: 1 x 500 kg SAP Bomb
9 x D4Y3 Judy releasing from 2000'
Naval Attack: 1 x 500 kg SAP Bomb
5 x D4Y3 Judy releasing from 1000'
Naval Attack: 1 x 500 kg SAP Bomb
CAP engaged:
VC(F)-4 with FM-1 Wildcat (0 airborne, 0 on standby, 0 scrambling)
4 plane(s) not yet engaged, 0 being recalled, 0 out of immediate contact.
Group patrol altitude is 10000 , scrambling fighters between 9000 and 10000.
Time for all group planes to reach interception is 77 minutes
2 planes vectored on to bombers
VC(F)-92 with FM-1 Wildcat (0 airborne, 0 on standby, 0 scrambling)
5 plane(s) not yet engaged, 0 being recalled, 0 out of immediate contact.
Group patrol altitude is 10000 , scrambling fighters between 9000 and 13000.
Time for all group planes to reach interception is 66 minutes
2 planes vectored on to bombers
Heavy smoke from fires obscuring CVE Tulagi
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Morning Air attack on TF, near Darwin at 76,124
Weather in hex: Light cloud
Raid detected at 108 NM, estimated altitude 13,000 feet.
Estimated time to target is 35 minutes
Japanese aircraft
A6M5 Zero x 26
B6N2 Jill x 38
Ki-43-IIIa Oscar x 1
Allied aircraft
FM-1 Wildcat x 4
Japanese aircraft losses
B6N2 Jill: 3 damaged
Allied aircraft losses
FM-1 Wildcat: 2 destroyed
Allied Ships CVE Tulagi, Torpedo hits 3, and is sunk
CVE White Plains, Torpedo hits 1, heavy fires, heavy damage
APA Wayne
CL Trenton CVE Fanshaw Bay, Torpedo hits 2, and is sunk
APA La Salle, Torpedo hits 3, and is sunk
Aircraft Attacking:
38 x B6N2 Jill launching torpedoes at 200 feet
Naval Attack: 1 x 18in Type 91 Torpedo
CAP engaged:
VC(F)-92 with FM-1 Wildcat (0 airborne, 0 on standby, 0 scrambling)
3 plane(s) not yet engaged, 0 being recalled, 0 out of immediate contact.
Group patrol altitude is 10000 , scrambling fighters between 10000 and 15000.
Time for all group planes to reach interception is 25 minutes
VC(F)-4 with FM-1 Wildcat (0 airborne, 0 on standby, 0 scrambling)
1 plane(s) not yet engaged, 0 being recalled, 0 out of immediate contact.
Group patrol altitude is 10000
Time for all group planes to reach interception is 24 minutes
Fuel storage explosion on CVE Tulagi
Ammo storage explosion on CVE Fanshaw Bay
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Morning Air attack on TF, near Gove at 82,126
Weather in hex: Light cloud
Raid detected at 120 NM, estimated altitude 11,000 feet.
Estimated time to target is 40 minutes
Japanese aircraft
A6M5b Zero x 100
A6M5c Zero x 28
A6M8 Zero x 14
B6N1 Jill x 26
B6N2 Jill x 49
D4Y3 Judy x 83
N1K1 Rex x 12
Allied aircraft
F4F-4 Wildcat x 73
FM-2 Wildcat x 36
F4U-1A Corsair x 73
F6F-3 Hellcat x 283
Allied Ships CVE Suwannee, Bomb hits 2, heavy fires
CVE Chenango, Torpedo hits 5, and is sunk
CVE Natoma Bay, Bomb hits 3, heavy fires, heavy damage
CVE Sangamon, Bomb hits 6, heavy fires, heavy damage
CVE Wake Island, Bomb hits 4, heavy fires, heavy damage
BB New Jersey
CV Essex, Torpedo hits 1
CLAA Oakland
DD Hughes
CL Leander
AKA Alchiba
CV Emperor Norton I., Bomb hits 1, on fire
CV Lexington DD Swanson, Bomb hits 2, heavy fires
CL Achilles, Bomb hits 2, heavy fires, heavy damage
APA Zeilin
APA Henderson, Bomb hits 1, on fire
Aircraft Attacking:
4 x D4Y3 Judy releasing from 2000'
Naval Attack: 1 x 500 kg SAP Bomb
Ammo storage explosion on CVE Chenango
Heavy smoke from fires obscuring CVE Sangamon
Heavy smoke from fires obscuring CVE Suwannee
Heavy smoke from fires obscuring CVE Chenango
Heavy smoke from fires obscuring CVE Natoma Bay
Fuel storage explosion on CVE Natoma Bay
Ammo storage explosion on CVE Chenango
Heavy smoke from fires obscuring CVE Wake Island
Ammo storage explosion on CVE Wake Island
Massive explosion on DD Swanson Ammo storage explosion on CV Emperor Norton I.
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Morning Air attack on TF, near Gove at 82,126
Weather in hex: Light cloud
Raid detected at 120 NM, estimated altitude 12,000 feet.
Estimated time to target is 40 minutes
Japanese aircraft
A6M5b Zero x 31
A6M5c Zero x 21
B6N2 Jill x 7
B6N2a Jill x 7
D4Y3 Judy x 44
Allied aircraft
F4F-4 Wildcat x 72
FM-2 Wildcat x 35
F4U-1A Corsair x 72
F6F-3 Hellcat x 276
Assaulting units:
1st Australian Division
2nd Australian Division
12th USN Naval Construction Regiment
5th RAAF M/W Sqn
2nd Medium Regiment
16th USN Naval Construction Regiment
17th NZ AA Bde
Defending units:
I/19th Naval Guard Unit
48th JNAF AF Unit
67th Nav Gd /1
The next turn begins with the CAs finding some ships in the night. These unescorted APA are a surprise, and the IJN unfortunately expends a lot of ammo and torps for these three ships. Nice to get to some but this worries me about the next battle(s) of the night and day here ...
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"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill
A sigh of relief does with the first search missions of the morning. No massive rush of Allied surface ships go for the KB and there are still at least some targets in range. Again LBA strikes first hitting a number of small xAP and AK at Darwin.
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"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill
The next strike went for LST at an 8 hex distance and sank a whole TF of them. As you can see here I wanted to limit strike distance to a few hexes short of Merauke and Mornington Island in case massive LR CAP was set there. It turned out not to be a problem as no TFs went that direction (that I was able to find with extensive search).
This is the last useful strike of the day. A few others wiped the rest of the Darwin ships off the board.
Attachments
strike_LST.jpg (370.07 KiB) Viewed 232 times
"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill
The squad change is historical. The IJA changed the structure of their squads - notice how the load cost drops from 19 to 17 as well. They reduced the number of men in the squads. Looked it up, or it came up on these forums, some time ago.
The flak updates aren't so much on the device stats IIRC, but the layout and so forth.
Yes, it is probably historical. I was confused someone mentions IJA gets more AT in 43 squads, but that was probably a mod. So scen 1 should have the same downgrade of 43 squads then, right? I believe in the "babes" IJ motor squads are already better from the start and 43 they get 20 or so +AT. They should get a bit better, also in soft imho, IIRC they get a better LMG also in service. +10 AT and + 2 AS would be fair. This is not much compared to the Allied upgraded. I also doubt every British or Indian squad in this theater had a PIAT. Maybe not even in Europe. Apart from the fact PIAT was not really good (yes it got lucky hits on Tigers)
I guess in the "normal" last patch version game I play AA is pretty effective already, at least Allied one (as it should be). If Allied planes fly low even IJ gets the one or other lucky hit [;)] Gotta check out the beta you guys talk about...
The flak updates we're talking about are actually in the scenario updates from Andy. They are in the modding subforum somewhere... Unofficial Scenario Updates I think is the thread title. It basically makes a lot of updates to ships especially, similar to DBB. Changing device numbers and whatnot - no more 8-rack E-class vessels for Japan, for one thing.
The LMG is not in the IJA infantry squad to my knowledge, but what do I know?
In my Scen 1 game, with the database updates, the IJA Infantry '43 has an anti-armor of 25. That is +20 from the previous squad.
I've just had a note from my opponent. Joseph has now laid down an ultimatum following this turn. In his own words:
"Sleeping on things, I've come to the conclusion that if you get another eight hex strike against me at any point during the game from here on out, I will concede immediately. This feature has wrecked this game."
He goes on to say he'll sit of the next 9 months of game and wait until 45 to continue forward.
I wrote back to say I understand, and these kinds of turns are difficult, but that we both knew of this game feature when we began. It's not completely under my control whether it happens again. It's also a design decision based on historical conditions.
I hope the game continues, but it looks like Joseph may not be willing to go forward within the framework we began with, the basic HRs and gameplay we agreed to when he picked it up. I've asked that if he decides to stop that I can yet again try to find someone to take over the Allies and play into the late game. Not sure if anyone would be interested now, but I'd hate to let it go while it's in the most interesting phase of the conflict.
"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill
The carrier losses ought to slow him down. Makes up for your early war losses, perhaps.
Well, exactly. Not quite even though still. I've lost four CVs in game and a few CVL. The Allies have now lost 2-3 CVs and about 8-12 CVEs. I've sunk 1-2 fast BBs and a good amount of CA/CL, but now just lost three more CA, as you point out. I'd have to check but I think that means I have only about 8-10 left.
Very confused at why we're talking about quitting right now.
"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill
The carrier losses ought to slow him down. Makes up for your early war losses, perhaps.
Well, exactly. Not quite even though still. I've lost four CVs in game and a few CVL. The Allies have now lost 2-3 CVs and about 8-12 CVEs. I've sunk 1-2 fast BBs and a good amount of CA/CL, but now just lost three more CA, as you point out. I'd have to check but I think that means I have only about 8-10 left.
Very confused at why we're talking about quitting right now.
To be blunt, it seems that he wasn't entirely prepared for your possible response and got burned by it. I would guess that to be the source of most of his frustration.
He wouldn't need to wait 9 months to do other things. There are plenty of other targets. It's a bit late to have been invading towards Darwin, IMO - and not even 100% prepped, as his artillery landing shows. Beyond that, it doesn't look like he lost that many amphibs (although I'm unsure of any previous losses), which would be his true limiting factor - not the loss of carriers. He gets so many that unless we're talking about the Allies losing 10-12 carriers, he'll be able to conduct operations that move the peanut towards Allied victory.
Digging deeper - it looks like his CAP did awful. Over 400 planes up in the combat report, but a strike package of only 100 planes got through to cripple/sink Essex in that second strike? I'd be willing to bet he ran "leaky CAP", which I've long posited is much, much weaker than range 0 CAP. So, CAP settings. The first strike had 450+ Allied CAP, but a package of 300+ planes for you. Of course some of those are going to get through.
It's also worth noting that those CVEs don't have even decent AA until 9/44, when they go from 400-rating to 1000-rating.
I think Sqz is being completely silly about all of this. I do not know why he would think the game is over at this point and he can't do anything for 9 months. Figuring out the puzzle is what makes the game fun. I do hope you get to continue. I have told witpqs he needs to pick up the Allies.
ORIGINAL: obvert
I hope the game continues, but it looks like Joseph may not be willing to go forward within the framework we began with, the basic HRs and gameplay we agreed to when he picked it up. I've asked that if he decides to stop that I can yet again try to find someone to take over the Allies and play into the late game. Not sure if anyone would be interested now, but I'd hate to let it go while it's in the most interesting phase of the conflict.
ORIGINAL: obvert
Very confused at why we're talking about quitting right now.
I have been following both AARs, and so I have posted very little on this thread. I will pitch in my 2 cents. He obviously took very bad this turn of events, the 8 hex strikes. However, I want to say you obviously have nothing to apologize for. He is being unreasonable here.
Sure, the 8 hex strikes may feel "unjust" because the allies cannot do them. But then again, the entire Allies OOB can feel just as much "unjust" to the japanese player. After all, japan will never have 30 or so CVs. Not to mention everything else.
Even a particularly bad land battle roll can feel "unjust", when a strongly defended position falls due to bad luck. It's part of the game. All this game is filled with dice rolls, and some of them will go bad. It's life, and it does not change the fact that he could still do a lot of things and progress in different directions. Besides, a game such a Witp is about the journey, not about the destination.
I really hope you can continue this game though, either against him or against someone else. I have been liking it, it's interesting.
ORIGINAL: obvert
I hope the game continues, but it looks like Joseph may not be willing to go forward within the framework we began with, the basic HRs and gameplay we agreed to when he picked it up. I've asked that if he decides to stop that I can yet again try to find someone to take over the Allies and play into the late game. Not sure if anyone would be interested now, but I'd hate to let it go while it's in the most interesting phase of the conflict.
ORIGINAL: obvert
Very confused at why we're talking about quitting right now.
I have been following both AARs, and so I have posted very little on this thread. I will pitch in my 2 cents. He obviously took very bad this turn of events, the 8 hex strikes. However, I want to say you obviously have nothing to apologize for. He is being unreasonable here.
Sure, the 8 hex strikes may feel "unjust" because the allies cannot do them. But then again, the entire Allies OOB can feel just as much "unjust" to the japanese player. After all, japan will never have 30 or so CVs. Not to mention everything else.
Even a particularly bad land battle roll can feel "unjust", when a strongly defended position falls due to bad luck. It's part of the game. All this game is filled with dice rolls, and some of them will go bad. It's life, and it does not change the fact that he could still do a lot of things and progress in different directions. Besides, a game such a Witp is about the journey, not about the destination.
I really hope you can continue this game though, either against him or against someone else. I have been liking it, it's interesting.
Well said Drakanel. I too hope that obvert gets to continue playing either with Sqz or some one that wants to take up the Allied cause.
We've been going back and forth for a while. I wrote a fairly direct note saying that I would not play with the no 8 hex strike condition. I also wrote to say I've really enjoyed the game since Sqz took over. He has played well and gotten the Allies poised for a comeback. We have no schedule because of the change of leadership, so I would be happy to be in 46 with the Russians mopping up Asia and jets over Tokyo.
He's written back to say he would continue without the condition, and would try to get things moving in a reasonable timeframe, but that certain areas to need a rework, like Burma. His note was funny and strait-up, the Joseph I've gotten to know when he's not bemoaning game mechanics. [:)]
Thanks for all of the notes here. Very much appreciated. I'll get to work on the turn now.
"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill
The carrier losses ought to slow him down. Makes up for your early war losses, perhaps.
Well, exactly. Not quite even though still. I've lost four CVs in game and a few CVL. The Allies have now lost 2-3 CVs and about 8-12 CVEs. I've sunk 1-2 fast BBs and a good amount of CA/CL, but now just lost three more CA, as you point out. I'd have to check but I think that means I have only about 8-10 left.
Very confused at why we're talking about quitting right now.
To be blunt, it seems that he wasn't entirely prepared for your possible response and got burned by it. I would guess that to be the source of most of his frustration.
He wouldn't need to wait 9 months to do other things. There are plenty of other targets. It's a bit late to have been invading towards Darwin, IMO - and not even 100% prepped, as his artillery landing shows. Beyond that, it doesn't look like he lost that many amphibs (although I'm unsure of any previous losses), which would be his true limiting factor - not the loss of carriers. He gets so many that unless we're talking about the Allies losing 10-12 carriers, he'll be able to conduct operations that move the peanut towards Allied victory.
Digging deeper - it looks like his CAP did awful. Over 400 planes up in the combat report, but a strike package of only 100 planes got through to cripple/sink Essex in that second strike? I'd be willing to bet he ran "leaky CAP", which I've long posited is much, much weaker than range 0 CAP. So, CAP settings. The first strike had 450+ Allied CAP, but a package of 300+ planes for you. Of course some of those are going to get through.
It's also worth noting that those CVEs don't have even decent AA until 9/44, when they go from 400-rating to 1000-rating.
I agree. The Darwin op was a rush, and not entirely needed. It would have made me very uncomfortable if it had been more successful, but I can still hit that single base pretty hard here.
There are many options and lots of tools for the Allies. Jocke essentially moved up the New Guinea coastline with LBA and surface forces after a bad CV loss in our game.
Intersted in your CAP settings. I have always used a combined CAP but always leave some units on 0 hex patrols. Not many though. I have done a few (very casual( tests that to me indicated that number and cohesion were most important to a CV strike being successful. Late war IJN planes are quick, and they do scoot through faster than Vals and Kates.
With that in mind, the Grace will arrive next month! [8D][&o]
"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill
I think Sqz is being completely silly about all of this. I do not know why he would think the game is over at this point and he can't do anything for 9 months. Figuring out the puzzle is what makes the game fun. I do hope you get to continue. I have told witpqs he needs to pick up the Allies.
Wa
Thanks for that! It seems to have worked. [:)]
"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill
ORIGINAL: obvert
I hope the game continues, but it looks like Joseph may not be willing to go forward within the framework we began with, the basic HRs and gameplay we agreed to when he picked it up. I've asked that if he decides to stop that I can yet again try to find someone to take over the Allies and play into the late game. Not sure if anyone would be interested now, but I'd hate to let it go while it's in the most interesting phase of the conflict.
ORIGINAL: obvert
Very confused at why we're talking about quitting right now.
I have been following both AARs, and so I have posted very little on this thread. I will pitch in my 2 cents. He obviously took very bad this turn of events, the 8 hex strikes. However, I want to say you obviously have nothing to apologize for. He is being unreasonable here.
Sure, the 8 hex strikes may feel "unjust" because the allies cannot do them. But then again, the entire Allies OOB can feel just as much "unjust" to the japanese player. After all, japan will never have 30 or so CVs. Not to mention everything else.
Even a particularly bad land battle roll can feel "unjust", when a strongly defended position falls due to bad luck. It's part of the game. All this game is filled with dice rolls, and some of them will go bad. It's life, and it does not change the fact that he could still do a lot of things and progress in different directions. Besides, a game such a Witp is about the journey, not about the destination.
I really hope you can continue this game though, either against him or against someone else. I have been liking it, it's interesting.
Thanks. Glad you're finding the AAR interesting. If you do want to post and you're reading both sides, you can always question the Japanese econ/RnD and other Empire specific stuff. No worries there. Or general questions work too. [:)]
"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill
99% of the time, I do range 0 CAP. Because I control my TFs down to the last hex. With direct/absolute orders, only cripples that are split off get left behind. If there are any cripples, I either directly order their protection or slow down to maintain protection, depending. But realistically speaking, the only cripples that could occur would be from SCTFs or subs. If I'm doing my job with searches, SCTFs are extremely unlikely - leaving subs. And aside from setting up what ASW I can, there's no point in worrying about whether they will or won't strike because it's out of my control.
Range 0 CAP maximizes your CAP over your forces and prevents silly things like sweeps of the dot base next door bleeding off 40% of your CAP only to have a large strike package literally within sight (you can see 40-80 miles in the air at various altitudes...) sink a bunch of ships.
There have been times when I've known that my forces would be 1 hex apart and I've set a few groups to range 1 CAP, but that's it. Otherwise, I generally prefer to LRCAP with a range setting of 0 for forces that aren't going to be in the CV/CVE hex.