The Good The Bad & The Indifferent

Post descriptions of your brilliant victories and unfortunate defeats here.

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

User avatar
Canoerebel
Posts: 21099
Joined: Fri Dec 13, 2002 11:21 pm
Location: Northwestern Georgia, USA
Contact:

RE: The Good The Bad & The Indifferent

Post by Canoerebel »

I took it as an observation. :)

You're right about the level of detail. I sent a turn to John last night. It took me three hours. That included about 45 minutes to an hour resetting Death Star and the Herd to follow a new ASW TF (forced on me by the AI, as I explained earlier) and then checking each TF twice to make sure the orders were correct. That process was such an agonizing click-fest that I couldn't go through the carrier TFs to reset all the aircraft squadrons from range 4 to range 5 in order to strike shipping at Tarakan. I should have, but that would've taken at least another hour and perhaps considerably more.

I can easily spend four to six hours on turns now. Not uber complicated turns, but regular turns. (I can sometimes flip in as little as 50 minutes to an hour, but those instances are increasingly rare.)

I'm having a blast, though. Part of it is because I love the planning and the unfolding of the plan. To wit: It's been tremendously gratifying to set out, from day one of this game, to weaken the Japanese navy to the point that John couldn't use it. I'm not quite there, but gracious! He hasn't felt able to commit a combat TF to the DEI in months...and only a single one to the Philippines. To play this deeply into the game so that very, very long-term plans are finally playing out is an amazingly fulfilling experience.

"Rats set fire to Mr. Cooper’s store in Fort Valley. No damage done." Columbus (Ga) Enquirer-Sun, October 2, 1880.
User avatar
JohnDillworth
Posts: 3104
Joined: Thu Mar 19, 2009 5:22 pm

RE: The Good The Bad & The Indifferent

Post by JohnDillworth »

A lot of work, more than playing if you do it frequently.
Perhaps....buts let's cut to the chase and just admit that Dan has lots more words than the rest of us [:D][:D][:D]
Today I come bearing an olive branch in one hand, and the freedom fighter's gun in the other. Do not let the olive branch fall from my hand. I repeat, do not let the olive branch fall from my hand. - Yasser Arafat Speech to UN General Assembly
jwolf
Posts: 2493
Joined: Tue Dec 03, 2013 4:02 pm

RE: The Good The Bad & The Indifferent

Post by jwolf »

ORIGINAL: Canoerebel

Bill, perhaps I'm doing something wrong. BBs North Carolina, Iowa and New Jersey refuse all entreaties. I'll fiddle with settings and see if I can figure something out. But Naga should reach level 5 in two weeks.

Dumb question: are your AKEs loaded? If so, they should certainly rearm the NC. I haven't played late enough in the game to get the really big BBs so I can't say about them.
User avatar
Canoerebel
Posts: 21099
Joined: Fri Dec 13, 2002 11:21 pm
Location: Northwestern Georgia, USA
Contact:

RE: The Good The Bad & The Indifferent

Post by Canoerebel »

Both AKEs are 4200 capacity and both are fully loaded with supply.

I don't have an AE in port, though there is one (and another AKE) in the group of ships awaiting transit to the Fun House AOO.
"Rats set fire to Mr. Cooper’s store in Fort Valley. No damage done." Columbus (Ga) Enquirer-Sun, October 2, 1880.
Bearcat2
Posts: 578
Joined: Sat Feb 14, 2004 12:53 pm

RE: The Good The Bad & The Indifferent

Post by Bearcat2 »

You need one of those 5400 AE/AKE's to rearm those 16"/50's; or for a lvl 4 port 1058 naval support squads. 5/1020 6/940

Rearm cost for a 16"/50 is 5400 The weapon Rearm cost must be "less than or equal to" the tender cargo capacity.
"After eight years as President I have only two regrets: that I have not shot Henry Clay or hanged John C. Calhoun."--1837
User avatar
MakeeLearn
Posts: 4274
Joined: Sun Sep 11, 2016 1:01 pm

RE: The Good The Bad & The Indifferent

Post by MakeeLearn »

Which version are y'all playing?






User avatar
Canoerebel
Posts: 21099
Joined: Fri Dec 13, 2002 11:21 pm
Location: Northwestern Georgia, USA
Contact:

RE: The Good The Bad & The Indifferent

Post by Canoerebel »

Thanks.

Uh oh. I only have 643 naval support at Legaspi. Seemed like enough.

I need a staff. I find it hard to keep up with all the details. I've been through this exercise before, but it continues to elude me. Heck, it wasn't many months back that a damaged sub due for withdrawal sat at Pearl Harbor for a week because I couldn't figure out why she wouldn't withdraw.

It's my responsibility to learn and keep up with the rules. I've done a decent job, but there are gaping holes that prevent me from "optimal play" (in the words of the immortal Nemo).
"Rats set fire to Mr. Cooper’s store in Fort Valley. No damage done." Columbus (Ga) Enquirer-Sun, October 2, 1880.
User avatar
Canoerebel
Posts: 21099
Joined: Fri Dec 13, 2002 11:21 pm
Location: Northwestern Georgia, USA
Contact:

RE: The Good The Bad & The Indifferent

Post by Canoerebel »

I have two big AEs within shouting distance, so I'll work to get them to Legaspi.

Thanks for the advice. It's nice to have capable advice from the staff.
"Rats set fire to Mr. Cooper’s store in Fort Valley. No damage done." Columbus (Ga) Enquirer-Sun, October 2, 1880.
jwolf
Posts: 2493
Joined: Tue Dec 03, 2013 4:02 pm

RE: The Good The Bad & The Indifferent

Post by jwolf »

ORIGINAL: Canoerebel

I need a staff.

No kidding! You're doing singlehandedly what was actually done by dozens, if not hundreds, in real life. Granted that a lot of their work is abstracted into the game, still it is am immense organizational effort. You can't really blame yourself for an occasional mild snafu such as the non-withdrawal from Pearl.
User avatar
Lowpe
Posts: 24582
Joined: Mon Feb 25, 2013 2:25 pm

RE: The Good The Bad & The Indifferent

Post by Lowpe »

ORIGINAL: crsutton

At this point it is pretty hard to pull of a miracle. Should have been attempted sooner by John. In my last campaign and current, I really can't say I won a single carrier fight. But never lost one enough to do me much harm and attrition to the Japanese fleet eventually did the job. John could win the next fight 3-2 in carriers and still will have lost. Because he does not get much more and the Allied faucet flows til then end. I know the Japanese get more to play with here but he is reaching the point of total inferiority. Fact is, he hates to lose his carriers but at this point the Japanese player is playing for time, not ships and should be ready to lose ships in droves if it can be strategically useful. Some say the Sam will be the great equalizer but I doubt it because by late 44-Japanese carriers become glass cannons no matter the planes on them.

Lots of wisdom here for Japan...for JFB, you must realize that all ships with be sunk.[:D]

Sam is not an equalizer. No range. Not enough carriers. But it is better than the 5c.

User avatar
Lowpe
Posts: 24582
Joined: Mon Feb 25, 2013 2:25 pm

RE: The Good The Bad & The Indifferent

Post by Lowpe »

ORIGINAL: Termite2

You need one of those 5400 AE/AKE's to rearm those 16"/50's; or for a lvl 4 port 1058 naval support squads. 5/1020 6/940

Rearm cost for a 16"/50 is 5400 The weapon Rearm cost must be "less than or equal to" the tender cargo capacity.

Try rearming the Mushashi![:D]
User avatar
Grfin Zeppelin
Posts: 1514
Joined: Mon Dec 03, 2007 2:22 pm
Location: Germany

RE: The Good The Bad & The Indifferent

Post by Grfin Zeppelin »

ORIGINAL: Lowpe

ORIGINAL: Termite2

You need one of those 5400 AE/AKE's to rearm those 16"/50's; or for a lvl 4 port 1058 naval support squads. 5/1020 6/940

Rearm cost for a 16"/50 is 5400 The weapon Rearm cost must be "less than or equal to" the tender cargo capacity.

Try rearming the Mushashi![:D]
Gosh I just spilled some of my coffee. [:D]

Image
User avatar
Lokasenna
Posts: 9304
Joined: Sat Mar 03, 2012 3:57 am
Location: Iowan in MD/DC

RE: The Good The Bad & The Indifferent

Post by Lokasenna »

ORIGINAL: Bullwinkle58

ORIGINAL: Canoerebel

I think every AAR player is surprised when he learns the truth about the strength or weakness of his opponent's situation, the things his opponent most feared, etc. That's part of the game, unless a player is basically a savant or gifted with second-sight.

If you took it as a criticism I certainly didn't mean it that way.

I've done one AAR and probably won't do another. A lot of work, more than playing if you do it frequently. But I found it did grow a little tiring to listen to advice from onlookers who didn't know the full picture. The value of AARs is as teaching tools, and this one has amazing graphics and flow. But readers would be better served to be 90% consumers, and 10% contributors, especially in the late war.

I believe the hardest thing to do in the game is play the Allies in 1944-45. Harder than running the Japanese economy. There, inputs are under full control and outputs are exactly as expected. The degree of detail required to be managed in a Fun House is staggering, and those who haven't tried to do it should read and learn. Tossing off "you should go grab Vietnam" isn't realistic and borders on insane. That would be the work of months.

If I have stopped contributing here it's in large part for this reason. I've got nothing to add over what you're already doing. But I am learning things.

I humbly disagree [:)].
User avatar
Cap Mandrake
Posts: 20737
Joined: Fri Nov 15, 2002 8:37 am
Location: Southern California

RE: The Good The Bad & The Indifferent

Post by Cap Mandrake »

I have been able to rearm Yamato in early May 1942 with Japanese AKE's (which are less capable than most USN versions) in a port too small to even allow the AKE's to dock . With Yamato and the 16 in guns of modern USN BB's you can usually only rearm one magazine at a time, even with multiple AKE's.


Be aware that refuleing also eats up op points and there is a test based on the size of the BB and the size of the AKE. Below a certain size, a smaller AKE cannot rearm the biggest BB's. Also, the AKE's expend op points so there is a limit to how much work they can do in one day. Lastly, they need to be loaded with supply points using the "load tender" button. Put the AKE's in a SUPPORT TF and set to DO NOT UNLOAD.
Image
User avatar
Lowpe
Posts: 24582
Joined: Mon Feb 25, 2013 2:25 pm

RE: The Good The Bad & The Indifferent

Post by Lowpe »

ORIGINAL: Cap Mandrake

I have been able to rearm Yamato in early May 1942 with Japanese AKE's (which are less capable than most USN versions) in a port too small to even allow the AKE's to dock . With Yamato and the 16 in guns of modern USN BB's you can usually only rearm one magazine at a time, even with multiple AKE's.


Be aware that refuleing also eats up op points and there is a test based on the size of the BB and the size of the AKE. Below a certain size, a smaller AKE cannot rearm the biggest BB's. Also, the AKE's expend op points so there is a limit to how much work they can do in one day. Lastly, they need to be loaded with supply points using the "load tender" button. Put the AKE's in a SUPPORT TF and set to DO NOT UNLOAD.

Not supposed to work I believe.




Image
Attachments
zeke.jpg
zeke.jpg (37.35 KiB) Viewed 127 times
Bearcat2
Posts: 578
Joined: Sat Feb 14, 2004 12:53 pm

RE: The Good The Bad & The Indifferent

Post by Bearcat2 »

Doesn't rearming also works if the AE/AKE's are disbanded in port? I always disband them in a port and it seems to work, also easier using the"load tender" button
"After eight years as President I have only two regrets: that I have not shot Henry Clay or hanged John C. Calhoun."--1837
User avatar
Lowpe
Posts: 24582
Joined: Mon Feb 25, 2013 2:25 pm

RE: The Good The Bad & The Indifferent

Post by Lowpe »

ORIGINAL: Termite2

Doesn't rearming also works if the AE/AKE's are disbanded in port? I always disband them in a port and it seems to work, also easier using the"load tender" button

Sure, that is the way I primarily use them. In fact, I would guess only AE after a date, work to rearm from a task force.
Bearcat2
Posts: 578
Joined: Sat Feb 14, 2004 12:53 pm

RE: The Good The Bad & The Indifferent

Post by Bearcat2 »

In RA, there are Japanese 6615 AK's that can convert to AKE's which can rearm the Yamato's
"After eight years as President I have only two regrets: that I have not shot Henry Clay or hanged John C. Calhoun."--1837
User avatar
Lowpe
Posts: 24582
Joined: Mon Feb 25, 2013 2:25 pm

RE: The Good The Bad & The Indifferent

Post by Lowpe »

ORIGINAL: Termite2

In RA, there are Japanese 6615 AK's that can convert to AKE's which can rearm the Yamato's

I guess you can do anything you want to with access to the editor...but AKE and AE aren't supposed to reload the the big girls.
User avatar
Grollub
Posts: 6676
Joined: Sun Oct 09, 2005 11:46 am
Location: Lulea, Sweden

RE: The Good The Bad & The Indifferent

Post by Grollub »

ORIGINAL: jwolf

ORIGINAL: Canoerebel

I need a staff.

No kidding! You're doing singlehandedly what was actually done by dozens, if not hundreds, in real life. Granted that a lot of their work is abstracted into the game, still it is am immense organizational effort. You can't really blame yourself for an occasional mild snafu such as the non-withdrawal from Pearl.

Heh. To make an analogy to the old submarine games I used to play (eg Silent Hunter 3) where taking command of more departments (nav/engineering/wpns etc) of the sub increased "realism level". [&:]

Should have been the exact opposite [:)]
“Not mastering metaphores is like cooking pasta when the train is delayed"
Post Reply

Return to “After Action Reports”