1000 mile war - liberating the Aleutians

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Energisteron
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RE: 1000 mile war - liberating the Aleutians

Post by Energisteron »

Thanks, traskott and BBfanboy

Here's a comparison of the start and end values of the 5 bases (start status outlined in white; end status in red).

So, in a way, base values are dynamic, if they expand they're worth more depending on the scenario-set 'multiplier' which can be different for each side. That's fair enough.

Ok, that begs the question : If my base is in danger of capture can I destroy / downgrade it to make it less valuable to the enemy?

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BBfanboy
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RE: 1000 mile war - liberating the Aleutians

Post by BBfanboy »

No, you cannot totally destroy what Port/AF has been built, but if you have engineers at the base and it takes a lot of fighting for the enemy to capture it, there is a good chance that a lot of damage will be done to the port and airfield.

The forts are automatically destroyed - totally on capture, but not when the base auto-flips (changes side without combat - which can happen if there are no enemy troops at the base and yours are nearby or in the hex). Auto-flip delivers everything intact, even enemy aircraft factories that you cannot use nor adapt to your own aircraft).
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
Energisteron
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RE: 1000 mile war - liberating the Aleutians

Post by Energisteron »

Thanks again for clarification, BBfanboy
Energisteron
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RE: 1000 mile war - liberating the Aleutians

Post by Energisteron »

GAME 2 - The Replay!

Having been armed with my previous experience, and helpful insights and advice from correspondents here, I will dive straight into my second attempt at this scenario.

This time I am going to assume that I have taken over command on the eve of the campaign with plans well advanced. Maybe the previous commander was struck by lightning during an impromptu game of golf? Given the weather it would be highly likely! So, with so many troops trained for an attack on Attu, I'll go with the existing plan and hit Attu first.

However, I will impose my own personal touches (read mistakes!) on the campaign which I am hoping will roll out something like this:-

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Energisteron
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RE: 1000 mile war - liberating the Aleutians

Post by Energisteron »

GAME 2 - The Replay!

Day 1 - Apr 15

6xSS set out to isolate Attu as planned.

3xGps Liberators from Dutch Harbor and 1xGp Venturas from Adak, all with newly appointed vigorous leaders, target Kiska.

Supplies, Fuel and Engineers for Adak are loading up at Dutch Harbor.

A bombardment TF (2xCA 3xCL 4xDD) sets out from Dutch Harbor bound for Kiska.

There are thunderstorms all day over Kiska Island.

Six air raids reach the target:-

Raid 1. 13xLightnings at 12k ft are intercepted by 18xRufes : 2xLightnings go down for 1xRufe.

Raid 2. 6xVenturas at 15k ft are met by 9xRufes : The Japanese defenders knock down 4xVenturas for no loss, and there is no significant damage to the target.

Raid 3. 15xLiberators in two wings at 12k and 15k ft are attacked by 4xRufes : 1xLiberator is damaged (and crashes on landing) and there are 2 definite hits on the runway. The Rufes take no losses.

Raid 4. 9xLiberators again in two wings at 12k and 14k ft are met by just 1xRufe : neither side suffers any losses and damage to the target is unconfirmed.

Raid 5. 3xLiberators at 15k ft attack Kiska port unopposed : 1xLiberator is damaged while damage to the port facilities in inconclusive. However 1xSSX is hit and is probably destroyed.

Raid 6. 5xLightnings at 12k ft sweep over Kiska Island but the defending fighters stay on the ground.

The CA bombardment TF is not molested on its way to Kiska.

So, not a very inspiring first day.
Energisteron
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RE: 1000 mile war - liberating the Aleutians

Post by Energisteron »

GAME 2 - The Replay!

Day 2 - Apr 16

Air ops are unchanged except that the badly mauled Venturas are pulled back to Dutch Harbor and replaced by Mitchells.

Sub patrols and CA TF continue towards their targets. The Engineers and Supply convoy (2x xAP 1x xAK 4xDD) leaves Dutch Harbor for Adak. Oil and supplies for Adak still loading at Dutch Harbor.

The weather is almost tropical! Light cloud! There are six raids on Kiska. Results are similar to yesterday. We get a few more hits on the runway. Again we see only Rufes.

Several ships, possibly transports / freighters are observed near Kiska Island.
Energisteron
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RE: 1000 mile war - liberating the Aleutians

Post by Energisteron »

GAME 2 - The Replay!

Day 3 - Apr 17

With possible transport targets and reports of submarines in the vicinity of Kiska, the 4xDD escort for the Engineer Transport convoy are detached on reaching Adak and sent to scout the waters around Kiska ahead of the CA bombardment TF. There are several clashes with enemy SSXs and 2 are almost certainly destroyed. None of our ships are damaged and the naval bombardment is more than adequately successful.

However, the weather deteriorates and only one air raid develops. It is rigorously opposed by defending fighters and experiences losses without inflicting any significant damage to the target.

The Engineers begin unloading across the beach at Adak since the port is next to useless. Work has already begun on expanding the airstrip as a priority.

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BBfanboy
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RE: 1000 mile war - liberating the Aleutians

Post by BBfanboy »

A couple of points:

- Rufes are float planes, so runway damage from bombing will not bother them. They may have an AV in port supporting them. But Naval bombardments can hit the Rufes as if they were aircraft parked at the AF!

- be aware that "Zero - 24 damaged" does not mean that 24 aircraft were damaged. It means 24 damaging bomb fragments hit an unknown number of Zeros. I would guesstimate that six Type Zero aircraft actually suffered damage.

- the "destroyed on the ground" count in the combat report can have some FOW built into it, but the Intelligence Report on Air losses - Today is pretty accurate.

- you seem to be losing too many aircraft to enemy fighters. First efforts should be sweeps to down some of his fighters and naval bombardment with bombing after a few days of this softening-up.

- I would hustle the troops to Attu before he can reinforce it. Moving engineers to Adak is longer term and can wait for the ships from the Attu invasion to return.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
Energisteron
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RE: 1000 mile war - liberating the Aleutians

Post by Energisteron »

Float planes! Beating Lightnings! That's got me foxed.

Thanks for the heads-up on aircraft damage. I'm familiar with the vagaries FOW so that's no great surprise to me.

I agree entirely, aircraft casualties are far too high and must be reduced.

Invasion of Attu : I'm not so sure about slamming straight in there without some further knowledge of the place. My main reason is tha I have very limited transport capacity at present, just two xAKs which cannot lift a full Regiment of Infantry, let alone Engineers and Artillery, and they take a week to unload.

Don't fancy that for a party. I was planning on waiting for the fast APAs.
Energisteron
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RE: 1000 mile war - liberating the Aleutians

Post by Energisteron »

GAME 2 - The Replay!

Day 4 - Apr 18

Terrible weather precludes any air operations including Recon.

There are two more clashes with enemy SSXs : in the first our sub-hunter TF (4xDD) is attacked, but in the second the same TF locate and attack another SSX. It seems likely one SSX is sunk.



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Energisteron
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RE: 1000 mile war - liberating the Aleutians

Post by Energisteron »

GAME 2 - The Replay!

Day 5 - Apr 19

A relatively quiet day.

The CA bombardment TF reloads, refuels and turns about straight for Kiska without repairing minor operational damage.

Air ops are limited and have the usual outcome.



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Energisteron
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RE: 1000 mile war - liberating the Aleutians

Post by Energisteron »

GAME 2 - The Replay!

Day 6 - Apr 20

Nothing significant to report since their is no combat, although the arrival of a Naval Construction Battalion was noted. Lack of transports prevents their immediate employment on Adak where the resident Engineers are making progress with improvements to the aistrip.

All air ops cancelled due to losses and disappointing results.

Supplies and fuel dispatched to Adak. CA bombardment TF continues to its target, Kiska.

Day 7 - Apr 21

We lose a Catalina on Recon over Kiska. Otherwise nothing of note.

Day 8 - Apr 22

Kiska is bombarded again with some notable success. No air ops except Recon.

Engineers on Adak increase air capability (to level 3). Fuel and supplies continue to be unloaded at Adak.

ASW patrols around Kiska and Adak. Sub patrols set just west of Attu with intention of cutting off incoming supplies.

Garrisons of both Kiska and Attu, as revealed by Recon, are beginning to look quite formidable. More data sought.


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Energisteron
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RE: 1000 mile war - liberating the Aleutians

Post by Energisteron »

Day 9 - Apr 23

So, what to do now? Now Adak airfield has expanded a complete reorganization is required.

Let's look at Aircraft Operations and Losses:-

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Energisteron
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RE: 1000 mile war - liberating the Aleutians

Post by Energisteron »

Day 9 - Apr 23

During the reorganisation, a group of Liberators from Dutch Harbor attack Kiska unescorted during the morning. By the afternoon the reallocated air groups are beginning to show what can be done. Warhawks with drop tanks flying out of Adak take down 2xZeros for 3 of their own.



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Energisteron
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RE: 1000 mile war - liberating the Aleutians

Post by Energisteron »

Day 10 - Apr 24

Have we broken the back of Kiska's air defence?

No less than 6 raids hit Kiska. We suffer serious losses but as the day draws to a close the Japanese CAP has dwindled to just 5xZeros and 5xRufes.

Interestingly, The first raid, a sweep by 15xWarhawks at 14k ft, is met by 23xZeros and 13xRufes. We lose 6xWarhawks to just 1xRufe. Unsustainable!

However, in the second raid, again 23xZeros come up with 12xRufes, i.e. just 1xRufe short of the CAP for raid one. Does that mean these represent the only available fighters on Kiska?

The losses for the day are beyond sobering:-

Aircraft - Sorties - Destroyed A2A - Damaged

Zeros - 85 - 0 - 0

Rufes - 53 - 1 - 1

Warhawks - 38 - 14 - 0

Mitchells - 6 - 1 - 4

Liberators - 3 - 1 - 1

Lightnings - 7 - 1 - 0

The Lightnings again did not perform as expected (inexperienced) when met by 8xZeros and 6xRufes at 12k ft. They scored no kills.
Aurorus
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RE: 1000 mile war - liberating the Aleutians

Post by Aurorus »

I mostly play as Japan and have not played the allies since the old WiTP, so the best thing that I can tell you is what seems to work well against Japan.

The allied fighter pilots in first year of the war learned not to ¨dogfight¨ the Zero. It was superior in a dogfight to every allied fighter because of its superior manueverability. What you want your pilots to do with the Zero is draw it out of its best manuever band and make dive attacks on it. When an air-raid is detected planes will begin to climb toward their targets. You want to get the Zeros above 15K with your Lightnings, which are very fast, but not good in a ¨dogfight.¨ You want to make diving attacks with them at altitudes where the Zero has more difficulty evading their attacks. Fortunately for you, the AI is simple-minded and tends to match your altitudes when it sets its CAP. So sweep with the Lightnings at higher altitude, between 20 and 25K. This will draw the Zeros up (at least against the AI). Use your P-40s for escort.

When the CAP is thick, bring your bombers in at higher altitude as well. You want to avoid having the sweep draw the fighter above the raid, so that when the raid arrives, the CAP can swoop down on it from higher altitude. Once the CAP starts to reduce bring the altitude of your raids down. To help with coordinating your strikes so that sweeps arrive ahead of raids, try to have an air HQ in command range of all the attacking air units. Also try to have all the air units assigned to that HQ. I have not looked at the OOB for this scenario, so I do not know if your air force is organized under one HQ or not.
Energisteron
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RE: 1000 mile war - liberating the Aleutians

Post by Energisteron »

Day 11 - Apr 25

Since Recon reports appeared to confirm fighter strength on Kiska was down to 18 aircraft, we made another maximum effort against Kiska with Liberators operating from Adak and Dutch Harbor, Canadian Kittyhawks, Lightnings and Mitchells flying out of Adak (the Warhawks humbled yesterday were withdrawn to Dutch Harbor and replaced by the Kittyhawks) only to find there were still plenty of fighters to oppose us. Some of the raids did get through but to no significant effect. Fighter losses for the day were 2xKittyhawks and 1xLightning for 2xZero and 1xRufe. We lost 4xbombers.

As a result all air operations against Kiska (except Recon) will be stopped immediately.

The CA bombardment TF, reinforced by another CA and a CL, sets out for Kiska once more.

All we can hope after this aborted air campaign against Kiska is that air reinforcements have been drawn from Attu leaving that island more vulnerable.
Energisteron
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RE: 1000 mile war - liberating the Aleutians

Post by Energisteron »

Day 12 - Apr 26

As expected it is a very quiet day. Two Narwhal class (2700 ton) subs arrive at Dutch Harbor. Another Regiment of infantry is made available also.

Update*: I forgot to mention, the ASW TF (4xDD) at Kiska was split today because 2 of the destroyers were low on depth charges. So, 2xDD remain on patrol around Kiska while those low on ammo have gone to Adak to test out re-supply there. (I am hoping to re-arm bombardment TF at Adak so this is something of a test run.)

Here's the situation

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Energisteron
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RE: 1000 mile war - liberating the Aleutians

Post by Energisteron »

Aurorus, thanks for your advice.

To be honest, the P-40 Warhawks seem hopelessly outclassed!

Certainly the Lightnings are a curious beast. So much power yet not dog-fighters!

I was advised Lightnings manoeuvre better below 15k ft in comparison to Zeros. I was wary of going really high with fighters for the reasons you suggest (tempting CAP high giving it chance to pounce on bombers from above).

Anyway, the air war is well and truly lost for the moment. I can only hope naval interdiction can prevent air reinforcement of the enemy occupied islands before I am ready to strike again.
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RE: 1000 mile war - liberating the Aleutians

Post by BBfanboy »

ORIGINAL: Energisteron

Aurorus, thanks for your advice.

To be honest, the P-40 Warhawks seem hopelessly outclassed!

Certainly the Lightnings are a curious beast. So much power yet not dog-fighters!

I was advised Lightnings manoeuvre better below 15k ft in comparison to Zeros. I was wary of going really high with fighters for the reasons you suggest (tempting CAP high giving it chance to pounce on bombers from above).

Anyway, the air war is well and truly lost for the moment. I can only hope naval interdiction can prevent air reinforcement of the enemy occupied islands before I am ready to strike again.
The advice was to have the P-40s below 15k feet. P-38s should be close to max altitude or, if the combat reports tell you the altitude the Japanese fighters are at when they start their climb to engage, be 5-10K feet above that.
The results you listed for your air strike are a disaster - 14 P-40s down for one Rufe. The Japanese pilots are just too good. The dwindling of available CAP represents the Japanese fighters not being rearmed and refuelled fast enough to get back in the air - i.e. the damage to the airfield and the lack of air support for all those fighters is causing them to get backlogged in servicing. They will work all night and have those fighters ready again tomorrow.

My only suggestion is to ground your bombers and use your fighters to CAP your own base and ships, and send bombardment TFs as you have been doing until his AF is over 60% damaged.

At 50% his air ops stop (although he can fly LRCAP from Attu) but that 50% represents runway damage which is easily repaired with just a few engineers and help from non-engineers. That is why I suggest getting higher than 50% so that it is not all repaired overnight. Airfield service damage takes much longer to repair and only engineers can do it.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
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