Sqz stands down. The AAR is now concluded. Sqz (A) vs. obvert (J)
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- SqzMyLemon
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RE: A pick up game and it's not Lowpe! Sqz (A) vs. obvert (J)
June 15/44:
Finally! The armour has reached its staging area in Burma and the long awaited offensive can begin.
Allied troops take a near empty Gove. The expansion and strengthening of the base will begin immediately.
One bomber group each targets the airbases on Taberfane and Aru. I'm starting to really like sending one bomber group to smaller targets rather than hitting it with multiple bomber groups. I get one large raid and one fragmented follow up force in most cases. It may take a few more strikes to knock the target out, but suffering fewer bomber losses is what matters to me.
Troops are now fully prepped for Aitape and Dagua. The airbases on New Guinea have almost maxed out. Troops will begin loading on transports and the next offensive in New Guinea will be underway tomorrow.
Naval upgrades are ongoing, but the fleet will be ready to move against Truk in three weeks. I'm going to land two divisions. Not enough to take the base outright, but the intention here is to start mounting pressure on Japanese held positions and create opportunities to engage KB.
All the U.S. divisions re-deployed from Burma have reached the East Coast and railing to San Francisco. These forces are ear-marked for the Marianas. All other forces already in theatre are prepped for the next major moves to occur after the invasion of Truk.
Finally! The armour has reached its staging area in Burma and the long awaited offensive can begin.
Allied troops take a near empty Gove. The expansion and strengthening of the base will begin immediately.
One bomber group each targets the airbases on Taberfane and Aru. I'm starting to really like sending one bomber group to smaller targets rather than hitting it with multiple bomber groups. I get one large raid and one fragmented follow up force in most cases. It may take a few more strikes to knock the target out, but suffering fewer bomber losses is what matters to me.
Troops are now fully prepped for Aitape and Dagua. The airbases on New Guinea have almost maxed out. Troops will begin loading on transports and the next offensive in New Guinea will be underway tomorrow.
Naval upgrades are ongoing, but the fleet will be ready to move against Truk in three weeks. I'm going to land two divisions. Not enough to take the base outright, but the intention here is to start mounting pressure on Japanese held positions and create opportunities to engage KB.
All the U.S. divisions re-deployed from Burma have reached the East Coast and railing to San Francisco. These forces are ear-marked for the Marianas. All other forces already in theatre are prepped for the next major moves to occur after the invasion of Truk.
Luck is the residue of design - John Milton
Don't mistake lack of talent for genius - Peter Steele (Type O Negative)
Don't mistake lack of talent for genius - Peter Steele (Type O Negative)
- SqzMyLemon
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RE: A pick up game and it's not Lowpe! Sqz (A) vs. obvert (J)
Does anyone have experience against the Truk CD guns? How nasty are they?
While I'm at it, what about the CD guns at Babeldoab?
While I'm at it, what about the CD guns at Babeldoab?
Luck is the residue of design - John Milton
Don't mistake lack of talent for genius - Peter Steele (Type O Negative)
Don't mistake lack of talent for genius - Peter Steele (Type O Negative)
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obvert (J)
Bomb as much as you can first, and bring battleships to soak the guns. Make sure you are able to unload in a single day, as a second day of unloading without full BB ammo to do the counter battery can be very costly to your ships (and men).
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obvert (J)
In my first game I sent a TF of four BBs to bombard Truk, with 0 standoff distance. Truk CD ate them up - all retired with over 50 systems damage and fires.ORIGINAL: SqzMyLemon
Does anyone have experience against the Truk CD guns? How nasty are they?
While I'm at it, what about the CD guns at Babeldoab?
In subsequent games I used a standoff distance of 18 and after a half dozen or so BB bombardments was able to shorten the stand off distance by 2 for each of about five subsequent bombardments. Escorts set to "do not bombard". My BBs took the odd hit but nothing serious. Now Truk is out of supply and I can do all out bombardments, but there are still lots of troops there so it is bypassed for now.
Lokasenna is right - bomb to reduce supply and disrupt the fortress and fighting troops. When you get to where your bombardments and bombing only target support units, the fighting units are down in AV (by disruption) and invasion is much easier.
My big beef with the game (playing against the AI) is the weather. I developed Mussau Island and Ponape Island specifically to bomb Truk. In four months of game time I think weather has only been good enough for bombing three days at Mussau Island and six or seven days at Ponape. I have a sub TF at Truk to give me the weather read there, and I have good D/L from FPs of bombardment TFs waiting one hex from Truk before the run-in.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
- SqzMyLemon
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RE: A pick up game and it's not Lowpe! Sqz (A) vs. obvert (J)
Thank you both for some insight. I may have to rethink my plan for Truk. It's going to be a tough nut to crack with 40k+ Japanese at the base.
Luck is the residue of design - John Milton
Don't mistake lack of talent for genius - Peter Steele (Type O Negative)
Don't mistake lack of talent for genius - Peter Steele (Type O Negative)
- Canoerebel
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RE: A pick up game and it's not Lowpe! Sqz (A) vs. obvert (J)
Bullwinkle did a long, involved, successful invasion of Truk. pM him for details, if you're still exploring the idea.
But there's no need to invade an island with 40k defenders. If they're behind six forts or more, that's asking for trouble. That should be Exhibit A to the Island-Hopping Campaign presentation.
But there's no need to invade an island with 40k defenders. If they're behind six forts or more, that's asking for trouble. That should be Exhibit A to the Island-Hopping Campaign presentation.
"Rats set fire to Mr. Cooper’s store in Fort Valley. No damage done." Columbus (Ga) Enquirer-Sun, October 2, 1880.
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obvert (J)
Yeah, I wouldn't bother. Once you've taken the islands in the surrounding area, Truk is unnecessary for you and far less useful to him. If he insists on trying to use it for SLOC harassment, just bomb/bombard it until he stops. He'll run out of supply as well if it becomes dangerous for him to ship in more, at which point you might notice him begin to use aerial transport to lift troops out - but I still wouldn't let that sway you into invading.
- SqzMyLemon
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RE: A pick up game and it's not Lowpe! Sqz (A) vs. obvert (J)
Truk was an easier target 2-3 months ago. Most of what Erik withdrew from the Gilbert and Marshall Islands ended up in Truk, which increased the numbers substantially. It may be best to avoid it as suggested. My initial thought was to invade and try to draw KB out. There's no guarantee Erik wouldn't just let the Truk CD guns tear me a new one and not commit his CV's at all, although I don't think he can resist the urge to strike whenever the opportunity presents itself.
I may just continue to low ball in the DEI and along the New Guinea coast for another month and then make a lunge for Babeldoab and Mindanao. I can use the month to suppress Truk, feint an invasion and then strike deep. I'm fully prepped for Babeldoab and the Marianas, roughly 50% for targets in the Philippines. Erik is a master of withdrawing forces by air transport, I'd like to get into his rear to mess up his ability to simply withdraw as I advance. I expect mass carnage on my side if I attempt such a move, but there isn't much of a chance otherwise to seize the initiative and stop Erik from dictating my pace of advance.
Erik continues to reinforce forward areas in the DEI and Burma continues to draw in more Japanese forces, so that is good for me. The Marianas are being reinforced too, but what I plan on invading with won't make Erik happy. I don't like having no stacking limits either, but in a stock game mass means everything and I intend on using mass liberally to capture key objectives. I can't afford to get cute. Erik defends with everything he has, it would be stupid of me to attack with anything less.
I may just continue to low ball in the DEI and along the New Guinea coast for another month and then make a lunge for Babeldoab and Mindanao. I can use the month to suppress Truk, feint an invasion and then strike deep. I'm fully prepped for Babeldoab and the Marianas, roughly 50% for targets in the Philippines. Erik is a master of withdrawing forces by air transport, I'd like to get into his rear to mess up his ability to simply withdraw as I advance. I expect mass carnage on my side if I attempt such a move, but there isn't much of a chance otherwise to seize the initiative and stop Erik from dictating my pace of advance.
Erik continues to reinforce forward areas in the DEI and Burma continues to draw in more Japanese forces, so that is good for me. The Marianas are being reinforced too, but what I plan on invading with won't make Erik happy. I don't like having no stacking limits either, but in a stock game mass means everything and I intend on using mass liberally to capture key objectives. I can't afford to get cute. Erik defends with everything he has, it would be stupid of me to attack with anything less.
Luck is the residue of design - John Milton
Don't mistake lack of talent for genius - Peter Steele (Type O Negative)
Don't mistake lack of talent for genius - Peter Steele (Type O Negative)
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obvert (J)
I think it would be a mistake to attempt Babel and Mindanao simultaneously. Each presents challenges that require a more concentrated force, for different reasons. Mindanao requires the suppression of more enemy airfields while Babel requires more heavy surface ships (which in turn need air cover).
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obvert (J)
I took Yap before Babeldaob so I could bomb a bit from there. Ulithi AF tends to be undeveloped so Yap is fairly isolated and often not well garrisoned.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
- SqzMyLemon
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RE: A pick up game and it's not Lowpe! Sqz (A) vs. obvert (J)
ORIGINAL: Lokasenna
I think it would be a mistake to attempt Babel and Mindanao simultaneously. Each presents challenges that require a more concentrated force, for different reasons. Mindanao requires the suppression of more enemy airfields while Babel requires more heavy surface ships (which in turn need air cover).
I wasn't clear in my post. By lunge for Babeldoab and Mindanao I didn't mean simultaneously. If I land at Mindanao, but Babeldoab doesn't go well I'd be hooped. [:D]
I meant Babeldoab, secure it, then move immediately on Mindanao. I can't risk trying to do too much at once. The Japanese Fleet is huge and hasn't really been degraded. Whatever I try, Erik will bring everything to stop me, and it's a lot he can bring. This will be a titanic battle. My goal is to secure an important base and take out as much of his navy as I can, without getting crushed in return.
Luck is the residue of design - John Milton
Don't mistake lack of talent for genius - Peter Steele (Type O Negative)
Don't mistake lack of talent for genius - Peter Steele (Type O Negative)
- SqzMyLemon
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RE: A pick up game and it's not Lowpe! Sqz (A) vs. obvert (J)
Time isn't on my side. I can't do the normal thing of taking surrounding bases, soften up my target then invade in a month or two. Erik will simply melt away, reinforce ahead of me and I'm in the same situation all over again, but another 3-4 months of game time has advanced. I need to hit him where it will hurt so I can get in behind him and have him scrambling for a change, rather than allow him to simply keep on doing what he has been doing for seven months.
My Rabaul operation caught him off guard, but it's only because of the subsequent naval losses I suffered that allowed him four months to recover and get his defences in place ahead of me. If those battles weren't completely one sided, I'd already be knocking on the door to Babeldoab and the Marianas.
No, I can't continue to let him dictate my pace. I need to punch his forces in the face, send them reeling and never let them recover. I must be in the Philippines before the end of 44, anything later and I gain nothing but a long term slog as Erik simply melts away before me and each successive position becomes harder to take.
My Rabaul operation caught him off guard, but it's only because of the subsequent naval losses I suffered that allowed him four months to recover and get his defences in place ahead of me. If those battles weren't completely one sided, I'd already be knocking on the door to Babeldoab and the Marianas.
No, I can't continue to let him dictate my pace. I need to punch his forces in the face, send them reeling and never let them recover. I must be in the Philippines before the end of 44, anything later and I gain nothing but a long term slog as Erik simply melts away before me and each successive position becomes harder to take.
Luck is the residue of design - John Milton
Don't mistake lack of talent for genius - Peter Steele (Type O Negative)
Don't mistake lack of talent for genius - Peter Steele (Type O Negative)
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obvert (J)
ORIGINAL: SqzMyLemon
Time isn't on my side. I can't do the normal thing of taking surrounding bases, soften up my target then invade in a month or two. Erik will simply melt away, reinforce ahead of me and I'm in the same situation all over again, but another 3-4 months of game time has advanced. I need to hit him where it will hurt so I can get in behind him and have him scrambling for a change, rather than allow him to simply keep on doing what he has been doing for seven months.
My Rabaul operation caught him off guard, but it's only because of the subsequent naval losses I suffered that allowed him four months to recover and get his defences in place ahead of me. If those battles weren't completely one sided, I'd already be knocking on the door to Babeldoab and the Marianas.
No, I can't continue to let him dictate my pace. I need to punch his forces in the face, send them reeling and never let them recover. I must be in the Philippines before the end of 44, anything later and I gain nothing but a long term slog as Erik simply melts away before me and each successive position becomes harder to take.
I dunno, I disagree. Obviously every opponent is different, but my 2 experiences thus far are that once the wall is breached in a big way, the flood comes in on Japan in a big ol' torrent and dominoes really start to fall. Plus, your OOB expands massively in 1944 - so massively that it should allow you to conduct 2 major operations in different theaters at one time by early 1945.
I think that, for the right locations, you definitely have time to bomb for a month before you go in.
Of course, it also helps to just constantly be bombing whenever you have a chance all over the map.
- SqzMyLemon
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RE: A pick up game and it's not Lowpe! Sqz (A) vs. obvert (J)
ORIGINAL: Lokasenna
I dunno, I disagree. Obviously every opponent is different, but my 2 experiences thus far are that once the wall is breached in a big way, the flood comes in on Japan in a big ol' torrent and dominoes really start to fall.
I have to bow to those with more experience than myself. Valid points. I'm just tired of having to dance to Erik's tune and being tied to routes of advance not of my own choosing. I have to take on his tough positions because that's all I have access to, or try to crush his CV's and finally get freedom of action. I don't know, that's how I see it at least.
Luck is the residue of design - John Milton
Don't mistake lack of talent for genius - Peter Steele (Type O Negative)
Don't mistake lack of talent for genius - Peter Steele (Type O Negative)
- SqzMyLemon
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RE: A pick up game and it's not Lowpe! Sqz (A) vs. obvert (J)
Before I can think of what my next step should be, there is the matter of Dagua and Wewak to deal with first. [:D]
Invasion forces started loading up for both bases last turn, which was a few days later than originally planned. An Australian brigade is assigned to each target. LRCAP will cover the amphibious forces based from Hollandia, Madang and Manus. I'll provide a SCTF as escort in case any Japanese surface forces are committed.
CV Hancock finishes upgrades at Suva tomorrow and will sail to Brisbane, to await other carriers completing upgrades.
In Burma, ground forces continue to move southwest towards the gap between Prome and Toungoo. There are 15 Japanese LCU's in the hex, although I think a number of them are split divisions. Since Erik has found a trick to increase the fort levels of larger units in non-base hexes by splitting them, I'm seeing reports of split divisions all over the map via SigInt. I may enter the hex and see what the enemy AV is. I can attack with 7500 AV including 1000 tanks, if I choose to.
I've been saving my air force for months, I have large reserves of aircraft now and the number of squadrons I can commit is staggering.
It's almost time...
Invasion forces started loading up for both bases last turn, which was a few days later than originally planned. An Australian brigade is assigned to each target. LRCAP will cover the amphibious forces based from Hollandia, Madang and Manus. I'll provide a SCTF as escort in case any Japanese surface forces are committed.
CV Hancock finishes upgrades at Suva tomorrow and will sail to Brisbane, to await other carriers completing upgrades.
In Burma, ground forces continue to move southwest towards the gap between Prome and Toungoo. There are 15 Japanese LCU's in the hex, although I think a number of them are split divisions. Since Erik has found a trick to increase the fort levels of larger units in non-base hexes by splitting them, I'm seeing reports of split divisions all over the map via SigInt. I may enter the hex and see what the enemy AV is. I can attack with 7500 AV including 1000 tanks, if I choose to.
I've been saving my air force for months, I have large reserves of aircraft now and the number of squadrons I can commit is staggering.
It's almost time...
Luck is the residue of design - John Milton
Don't mistake lack of talent for genius - Peter Steele (Type O Negative)
Don't mistake lack of talent for genius - Peter Steele (Type O Negative)
- SqzMyLemon
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RE: A pick up game and it's not Lowpe! Sqz (A) vs. obvert (J)
June 17/44:
The troops for Dagua and Wewak are loaded aboard the transports at Milne Bay. The task forces will begin the trip to their targets tomorrow via Lae and Madang. Additional fighter units have been moved into New Guinea to provide LRCAP during the amphibious assaults. There are no Japanese bombers based at Hollandia or Sarmi, so Allied submarines will deploy along the New Guinea coast to interdict any enemy SCTF's. There are a large number of enemy xAKL's in port at Hollandia. I suspect these are to be used in withdrawing cargo from Hollandia while ground troops are airlifted out. There are now over 225 Japanese fighters based at Hollandia, and another 200 at Sarmi. It could get interesting during the next few days.
Some supply delivered by LCT's has reached Gove safely. I'll slowly build up the stockpile while base expansion is underway. Once I can provide more CAP, I will start sending in larger amounts of troops and supply. The purpose of these little operations is to build up the bases close to Darwin to provide support for the re-capture of the base. I won't lose the base a second time.
In Burma the ground forces have occupied the first woods hex to the northeast of the Japanese blocking position between Prome and Toungoo. I've set movement ticks in three directions to try to mask my true intentions. I hope to draw Japanese reinforcements towards Prome. Meiktila now has a stockpile of 10k. If only I can reach the magic number to allow upgrades to occur directly in the Irrawaddy Valley. I've begun switching some aircraft models around for a number of squadrons in theatre. I was a little heavy on P-47D2's and I want to employ all the aircraft I have on hand, while keeping replacement pools healthy.
Thoughts:
I'll be concentrating on smaller tactical operations to begin bleeding the Japanese forces, while the larger strategic plan begins to formulate. In the short term, it's time to start implementing my plan of finding red units on the map and destroying them. Erik has conveniently provided me with lots to choose from [:D].
The troops for Dagua and Wewak are loaded aboard the transports at Milne Bay. The task forces will begin the trip to their targets tomorrow via Lae and Madang. Additional fighter units have been moved into New Guinea to provide LRCAP during the amphibious assaults. There are no Japanese bombers based at Hollandia or Sarmi, so Allied submarines will deploy along the New Guinea coast to interdict any enemy SCTF's. There are a large number of enemy xAKL's in port at Hollandia. I suspect these are to be used in withdrawing cargo from Hollandia while ground troops are airlifted out. There are now over 225 Japanese fighters based at Hollandia, and another 200 at Sarmi. It could get interesting during the next few days.
Some supply delivered by LCT's has reached Gove safely. I'll slowly build up the stockpile while base expansion is underway. Once I can provide more CAP, I will start sending in larger amounts of troops and supply. The purpose of these little operations is to build up the bases close to Darwin to provide support for the re-capture of the base. I won't lose the base a second time.
In Burma the ground forces have occupied the first woods hex to the northeast of the Japanese blocking position between Prome and Toungoo. I've set movement ticks in three directions to try to mask my true intentions. I hope to draw Japanese reinforcements towards Prome. Meiktila now has a stockpile of 10k. If only I can reach the magic number to allow upgrades to occur directly in the Irrawaddy Valley. I've begun switching some aircraft models around for a number of squadrons in theatre. I was a little heavy on P-47D2's and I want to employ all the aircraft I have on hand, while keeping replacement pools healthy.
Thoughts:
I'll be concentrating on smaller tactical operations to begin bleeding the Japanese forces, while the larger strategic plan begins to formulate. In the short term, it's time to start implementing my plan of finding red units on the map and destroying them. Erik has conveniently provided me with lots to choose from [:D].
Luck is the residue of design - John Milton
Don't mistake lack of talent for genius - Peter Steele (Type O Negative)
Don't mistake lack of talent for genius - Peter Steele (Type O Negative)
- SqzMyLemon
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RE: A pick up game and it's not Lowpe! Sqz (A) vs. obvert (J)
June 18/44:
A good day in the air over Ponape, a bad day for the transports trying to supply the base. I'm starting to anticipate Erik's moves, but so far I still can't pull off a turn where I don't exchange losses. A small five ship taskforce I had moving to Ponape was spotted on the 17th. I thought of moving an additional fighter squadron to the base, but I didn't. I already had two squadrons of Corsairs present and thought an additional squadron might encourage heavy sweeps. Anyway, I anticipated a Japanese naval air strike against my transports, but decided they'd have to make do with my existing CAP. AAR's follow:
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Morning Air attack on Ponape , at 119,113
Weather in hex: Moderate rain
Raid detected at 177 NM, estimated altitude 35,000 feet.
Estimated time to target is 52 minutes
Japanese aircraft
N1K2-J George x 27
Allied aircraft
F4U-1A Corsair x 32
Japanese aircraft losses
N1K2-J George: 3 destroyed
Allied aircraft losses
F4U-1A Corsair: 1 destroyed
Aircraft Attacking:
15 x N1K2-J George sweeping at 31000 feet *
CAP engaged:
VMF-322 with F4U-1A Corsair (4 airborne, 11 on standby, 0 scrambling)
4 plane(s) intercepting now.
1 plane(s) not yet engaged, 0 being recalled, 0 out of immediate contact.
Group patrol altitude is 31000 , scrambling fighters between 24000 and 32000.
Time for all group planes to reach interception is 16 minutes
VMF-441 with F4U-1A Corsair (4 airborne, 11 on standby, 0 scrambling)
4 plane(s) intercepting now.
1 plane(s) not yet engaged, 0 being recalled, 0 out of immediate contact.
Group patrol altitude is 31000 , scrambling fighters between 25000 and 36900.
Time for all group planes to reach interception is 26 minutes
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Morning Air attack on TF, near Ponape at 119,113
Weather in hex: Moderate rain
Raid detected at 91 NM, estimated altitude 12,000 feet.
Estimated time to target is 23 minutes
Japanese aircraft
D4Y1 Judy x 21
Ki-43-IIIa Oscar x 19
Allied aircraft
F4U-1A Corsair x 27
Japanese aircraft losses
Ki-43-IIIa Oscar: 8 destroyed
No Allied losses
Allied Ships
AM Triumph, Bomb hits 2, and is sunk
xAKL Argus, Bomb hits 3, heavy fires, heavy damage
xAKL Karuah, Bomb hits 2, and is sunk
xAKL Mortlake Bank, Bomb hits 2, and is sunk
xAKL Kindur, Bomb hits 3, and is sunk
Aircraft Attacking:
4 x D4Y1 Judy releasing from 2000'
Naval Attack: 1 x 500 kg SAP Bomb
5 x D4Y1 Judy releasing from 3000'
Naval Attack: 1 x 500 kg SAP Bomb
12 x D4Y1 Judy releasing from 1000'
Naval Attack: 1 x 500 kg SAP Bomb
CAP engaged:
VMF-441 with F4U-1A Corsair (3 airborne, 0 on standby, 0 scrambling)
(12 plane(s) diverted to support CAP in hex.)
3 plane(s) intercepting now.
9 plane(s) not yet engaged, 0 being recalled, 0 out of immediate contact.
Group patrol altitude is 31000 , scrambling fighters between 35000 and 36900.
Time for all group planes to reach interception is 22 minutes
VMF-322 with F4U-1A Corsair (0 airborne, 0 on standby, 0 scrambling)
(15 plane(s) diverted to support CAP in hex.)
11 plane(s) not yet engaged, 4 being recalled, 0 out of immediate contact.
Group patrol altitude is 31000 , scrambling fighters between 34000 and 37000.
Time for all group planes to reach interception is 17 minutes
Heavy smoke from fires obscuring AM Triumph
Heavy smoke from fires obscuring xAKL Argus
Heavy smoke from fires obscuring xAKL Mortlake Bank
Heavy smoke from fires obscuring xAKL Kindur
So, I lose my entire taskforce, but I do shoot down 10 George and 19 Oscar fighters for the loss of 2 Corsairs, one of which was an Ops loss. I lose four transports worth 1 VP each and the escort (can't recall the VP's). I had a lot of retirements that prevented my Corsairs from getting to the bombers in the second attack. It always kind of bugs me when you outnumber an escort that more of your fighters aren't vectored immediately to the bombers. Rather, it seems like the CAP has to dispatch every single escort before they move on to the bombers. I probably would have still lost all my ships, but it would have been nice to get to the bombers even for a few passes. Regardless, I'm happy with the results.
The Allied fighters perform great when on CAP with radar, and I continue to try and create situations where Erik will attack and lose pilots and planes over my own bases. It's unfortunate that I can't seem to be able to cause him heavy air losses AND prevent his bombers from getting through.
In other news, I hit Prome's airbase with a squadron of B-17's. Airbase damage is listed at 14% and I lose one bomber to FLAK. Again, the intention is to try and draw Erik's attention to Prome and area, and away from Taung Gyi.
The Dagua and Wewak amphibious task forces will reach Madang and Hansa Bay tomorrow, and the jig will be up. I've moved in large numbers of fighters to provide CAP for the invasions next turn. I've also committed a number of naval dive bomber squadrons to strike at any SCTF's Erik may send in. If recon indicates any Japanese bombers moved to Hollandia, I will expect a naval air strike against my transports during the landings and plan accordingly. I may have a counter in mind.
It looks like we may have a war on again...
A good day in the air over Ponape, a bad day for the transports trying to supply the base. I'm starting to anticipate Erik's moves, but so far I still can't pull off a turn where I don't exchange losses. A small five ship taskforce I had moving to Ponape was spotted on the 17th. I thought of moving an additional fighter squadron to the base, but I didn't. I already had two squadrons of Corsairs present and thought an additional squadron might encourage heavy sweeps. Anyway, I anticipated a Japanese naval air strike against my transports, but decided they'd have to make do with my existing CAP. AAR's follow:
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Morning Air attack on Ponape , at 119,113
Weather in hex: Moderate rain
Raid detected at 177 NM, estimated altitude 35,000 feet.
Estimated time to target is 52 minutes
Japanese aircraft
N1K2-J George x 27
Allied aircraft
F4U-1A Corsair x 32
Japanese aircraft losses
N1K2-J George: 3 destroyed
Allied aircraft losses
F4U-1A Corsair: 1 destroyed
Aircraft Attacking:
15 x N1K2-J George sweeping at 31000 feet *
CAP engaged:
VMF-322 with F4U-1A Corsair (4 airborne, 11 on standby, 0 scrambling)
4 plane(s) intercepting now.
1 plane(s) not yet engaged, 0 being recalled, 0 out of immediate contact.
Group patrol altitude is 31000 , scrambling fighters between 24000 and 32000.
Time for all group planes to reach interception is 16 minutes
VMF-441 with F4U-1A Corsair (4 airborne, 11 on standby, 0 scrambling)
4 plane(s) intercepting now.
1 plane(s) not yet engaged, 0 being recalled, 0 out of immediate contact.
Group patrol altitude is 31000 , scrambling fighters between 25000 and 36900.
Time for all group planes to reach interception is 26 minutes
--------------------------------------------------------------------------------
Morning Air attack on TF, near Ponape at 119,113
Weather in hex: Moderate rain
Raid detected at 91 NM, estimated altitude 12,000 feet.
Estimated time to target is 23 minutes
Japanese aircraft
D4Y1 Judy x 21
Ki-43-IIIa Oscar x 19
Allied aircraft
F4U-1A Corsair x 27
Japanese aircraft losses
Ki-43-IIIa Oscar: 8 destroyed
No Allied losses
Allied Ships
AM Triumph, Bomb hits 2, and is sunk
xAKL Argus, Bomb hits 3, heavy fires, heavy damage
xAKL Karuah, Bomb hits 2, and is sunk
xAKL Mortlake Bank, Bomb hits 2, and is sunk
xAKL Kindur, Bomb hits 3, and is sunk
Aircraft Attacking:
4 x D4Y1 Judy releasing from 2000'
Naval Attack: 1 x 500 kg SAP Bomb
5 x D4Y1 Judy releasing from 3000'
Naval Attack: 1 x 500 kg SAP Bomb
12 x D4Y1 Judy releasing from 1000'
Naval Attack: 1 x 500 kg SAP Bomb
CAP engaged:
VMF-441 with F4U-1A Corsair (3 airborne, 0 on standby, 0 scrambling)
(12 plane(s) diverted to support CAP in hex.)
3 plane(s) intercepting now.
9 plane(s) not yet engaged, 0 being recalled, 0 out of immediate contact.
Group patrol altitude is 31000 , scrambling fighters between 35000 and 36900.
Time for all group planes to reach interception is 22 minutes
VMF-322 with F4U-1A Corsair (0 airborne, 0 on standby, 0 scrambling)
(15 plane(s) diverted to support CAP in hex.)
11 plane(s) not yet engaged, 4 being recalled, 0 out of immediate contact.
Group patrol altitude is 31000 , scrambling fighters between 34000 and 37000.
Time for all group planes to reach interception is 17 minutes
Heavy smoke from fires obscuring AM Triumph
Heavy smoke from fires obscuring xAKL Argus
Heavy smoke from fires obscuring xAKL Mortlake Bank
Heavy smoke from fires obscuring xAKL Kindur
So, I lose my entire taskforce, but I do shoot down 10 George and 19 Oscar fighters for the loss of 2 Corsairs, one of which was an Ops loss. I lose four transports worth 1 VP each and the escort (can't recall the VP's). I had a lot of retirements that prevented my Corsairs from getting to the bombers in the second attack. It always kind of bugs me when you outnumber an escort that more of your fighters aren't vectored immediately to the bombers. Rather, it seems like the CAP has to dispatch every single escort before they move on to the bombers. I probably would have still lost all my ships, but it would have been nice to get to the bombers even for a few passes. Regardless, I'm happy with the results.
The Allied fighters perform great when on CAP with radar, and I continue to try and create situations where Erik will attack and lose pilots and planes over my own bases. It's unfortunate that I can't seem to be able to cause him heavy air losses AND prevent his bombers from getting through.
In other news, I hit Prome's airbase with a squadron of B-17's. Airbase damage is listed at 14% and I lose one bomber to FLAK. Again, the intention is to try and draw Erik's attention to Prome and area, and away from Taung Gyi.
The Dagua and Wewak amphibious task forces will reach Madang and Hansa Bay tomorrow, and the jig will be up. I've moved in large numbers of fighters to provide CAP for the invasions next turn. I've also committed a number of naval dive bomber squadrons to strike at any SCTF's Erik may send in. If recon indicates any Japanese bombers moved to Hollandia, I will expect a naval air strike against my transports during the landings and plan accordingly. I may have a counter in mind.
It looks like we may have a war on again...
Luck is the residue of design - John Milton
Don't mistake lack of talent for genius - Peter Steele (Type O Negative)
Don't mistake lack of talent for genius - Peter Steele (Type O Negative)
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obvert (J)
Your CAP was set well for the sweeps but too high for the bombers. Not sure if there is an exact ratio but you don't have to get rid of all the escorts before you'll start to break through to the bombers.
- SqzMyLemon
- Posts: 4239
- Joined: Fri Oct 30, 2009 2:18 pm
- Location: Alberta, Canada
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obvert (J)
June 19/44:
Quiet turn and no apparent change to Japanese dispositions at Hollandia. Of course, Erik could have moved in bombers this turn without my knowing, but the invasion is a go. I've assigned a few squadrons to sweep both Dagua and Wewak, but most of my fighters have been assigned to CAP or LRCAP to be available to interdict any naval air strikes from enemy LBA. I don't think there is a risk of Japanese carriers, but who knows.
No sign of any Japanese movement in Burma either. I swept the enemy position between PRome and Toungoo and there was no Japanese CAP. Erik is keeping his fighters on CAP at range 0 over his bases. More supply is getting into Ramree Island daily, with almost 80k present now.
The next turn is off. Next stop Dagua and Wewak.
Quiet turn and no apparent change to Japanese dispositions at Hollandia. Of course, Erik could have moved in bombers this turn without my knowing, but the invasion is a go. I've assigned a few squadrons to sweep both Dagua and Wewak, but most of my fighters have been assigned to CAP or LRCAP to be available to interdict any naval air strikes from enemy LBA. I don't think there is a risk of Japanese carriers, but who knows.
No sign of any Japanese movement in Burma either. I swept the enemy position between PRome and Toungoo and there was no Japanese CAP. Erik is keeping his fighters on CAP at range 0 over his bases. More supply is getting into Ramree Island daily, with almost 80k present now.
The next turn is off. Next stop Dagua and Wewak.
Luck is the residue of design - John Milton
Don't mistake lack of talent for genius - Peter Steele (Type O Negative)
Don't mistake lack of talent for genius - Peter Steele (Type O Negative)
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obvert (J)
+1ORIGINAL: Lokasenna
Of course, it also helps to just constantly be bombing whenever you have a chance all over the map.
You're allies with supply to burn. It's '44, there should be no holding back. Every bomber group should have a target every turn ... not saying put them into harms way, but they should be knocking on an IJ door every turn .... you know the IJ cannot CAP every target, hit where he isn't. Every ton of supply of his that you burn is one he never gets back.
The IJ can never afford this ... you can.
Pax




