1000 mile war - liberating the Aleutians
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Energisteron
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RE: 1000 mile war - liberating the Aleutians
Thanks for the insight, Aurorus.
I'll understand the nuances of this game eventually!
I'll understand the nuances of this game eventually!
RE: 1000 mile war - liberating the Aleutians
The nuances are many - expect years of discovery! [:)]ORIGINAL: Energisteron
Thanks for the insight, Aurorus.
I'll understand the nuances of this game eventually!
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
- HansBolter
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RE: 1000 mile war - liberating the Aleutians
Haven't had time to read it all yet, but regarding bombardment TFs, NEVER use waypoints.
Waypoints are the surest way to bullox a bombardment run.
If you need to control the approach route, instead of using waypoints set what you would have used as the waypoint as a destination with a remain in station order as a combat TF.
Once arrived switch to bombardment TF and make the run into the target.
Remembering, or course, to reset the do not retire order.
Waypoints are the surest way to bullox a bombardment run.
If you need to control the approach route, instead of using waypoints set what you would have used as the waypoint as a destination with a remain in station order as a combat TF.
Once arrived switch to bombardment TF and make the run into the target.
Remembering, or course, to reset the do not retire order.
Hans
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Energisteron
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RE: 1000 mile war - liberating the Aleutians
Thanks, HansBolter
One of the three TF that 'got lost' did have waypoints set. All were originally on Normal for routing, Normal for threat tolerance. Two had a reaction setting of 4 hexes, but the third had reaction set to zero.
I will certainly hed the warnings to use direct routing and absolute threat tolerance. And the 'do not retire order'.
One of the three TF that 'got lost' did have waypoints set. All were originally on Normal for routing, Normal for threat tolerance. Two had a reaction setting of 4 hexes, but the third had reaction set to zero.
I will certainly hed the warnings to use direct routing and absolute threat tolerance. And the 'do not retire order'.
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Energisteron
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RE: 1000 mile war - liberating the Aleutians
Day 25 - May 09
The Action!
It's quite a day. Could have been a lot worse but it was tough all the same.
The weather was good at Attu; CL Richmond gave the defenders a brief bombardment before the amphibious invasion TF began loading troops into landing craft. The assaulting troops came under heavy fire from coastal artillery and took casualties but we did gain a beachhead.
Three air-raids hit Attu airfield primarily. There was ineffectual resistance from the defending Oscars. Recon showed there is some damage to the airbase.
The weather was shocking at Kiska but three raids still managed to score some hits on the airfield there. Recon showed the airbase is almost out of action.
Both Islands would seem to have substantial numbers of troops committed to the defence. This is going to be a tough slog!

The Action!
It's quite a day. Could have been a lot worse but it was tough all the same.
The weather was good at Attu; CL Richmond gave the defenders a brief bombardment before the amphibious invasion TF began loading troops into landing craft. The assaulting troops came under heavy fire from coastal artillery and took casualties but we did gain a beachhead.
Three air-raids hit Attu airfield primarily. There was ineffectual resistance from the defending Oscars. Recon showed there is some damage to the airbase.
The weather was shocking at Kiska but three raids still managed to score some hits on the airfield there. Recon showed the airbase is almost out of action.
Both Islands would seem to have substantial numbers of troops committed to the defence. This is going to be a tough slog!

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Energisteron
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RE: 1000 mile war - liberating the Aleutians
Day 26 - May 10
No change to the overall operational plan.
With all combat troops ashore at Attu, we make an exploratory deliberate attack with one Infantry Rgt while the other bombards. However, the beachhead first had to repulse a vigorous Japanese attack which resulted in shocking casualties for the defenders with little loss to ourselves. The coastal batteries continue to lob nearly 150 shells at our transports which are now unloading cargo only. Casualties on the approach to the beach are insignificant although APA Zeilin sustains one minor hit from a 12cm shell. Unloading at Attu Island is almost complete so the APAs and a suitable escort will be sent back to Dutch Harbor for more troops and supplies.
The CVE Nassau will remain on station just off Attu for the moment and the 2xCA will also remain as a ready source of firepower if needed.
There are a few air attacks : at Attu 14xMitchells and 7xLiberators hit the target unopposed gaining 10 hits on the port and airbase infrastructure, while at Kiska 34xVenturas and 17xLiberators caused a similar amount of damage to Kiska airbase and destroyed a Zero on the ground. No enemy fighters intercepted our bombers, escorts or fighter sweeps.

No change to the overall operational plan.
With all combat troops ashore at Attu, we make an exploratory deliberate attack with one Infantry Rgt while the other bombards. However, the beachhead first had to repulse a vigorous Japanese attack which resulted in shocking casualties for the defenders with little loss to ourselves. The coastal batteries continue to lob nearly 150 shells at our transports which are now unloading cargo only. Casualties on the approach to the beach are insignificant although APA Zeilin sustains one minor hit from a 12cm shell. Unloading at Attu Island is almost complete so the APAs and a suitable escort will be sent back to Dutch Harbor for more troops and supplies.
The CVE Nassau will remain on station just off Attu for the moment and the 2xCA will also remain as a ready source of firepower if needed.
There are a few air attacks : at Attu 14xMitchells and 7xLiberators hit the target unopposed gaining 10 hits on the port and airbase infrastructure, while at Kiska 34xVenturas and 17xLiberators caused a similar amount of damage to Kiska airbase and destroyed a Zero on the ground. No enemy fighters intercepted our bombers, escorts or fighter sweeps.

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RE: 1000 mile war - liberating the Aleutians
Well done!
Note that those heavy casualties on landing will mostly be disablements, and most of those will recover quickly. Don't make attacks against dug-in defenders until you have pounded them for a few days and brought in everything you can for the attack. If it develops into a long grind, bring in a USA BF to help with recovery of disabled troops and fatigue. That's what support troops are for.
Note that those heavy casualties on landing will mostly be disablements, and most of those will recover quickly. Don't make attacks against dug-in defenders until you have pounded them for a few days and brought in everything you can for the attack. If it develops into a long grind, bring in a USA BF to help with recovery of disabled troops and fatigue. That's what support troops are for.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
- Mike McCreery
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RE: 1000 mile war - liberating the Aleutians
ORIGINAL: Energisteron
Hi tarkalak
Thanks. As you will see, I have tried changing the routing settings and it works!
I came to the conclusion that reaction settings were not relevant because the CL TF had a reaction setting of zero yet it still disappeared. However, I could easily be wrong because its routing and threat tolerance were both normal, and of course, for the successful bombardments by the BB and CA TFs I had set reaction to zero.
I did not report it here but my first test was to set patrol zones for the BB and CA just west of Attu and avoiding actually entering its hex. Sure enough they stayed on the map but one of them had a most peculiar friendly AI route setting for its patrol (which was triangular 2 hexes apart) wherein there was a huge detour between two of the waypoints which were only 2 hexes apart. I can only assume that during daylight the TF was very wary of air attack from Attu even though no significant threat has been discovered on Recon.
I have been told and it seems to follow that the reaction range setting is only for ships that are set to a patrol area and has no effect on other things such as STF's and bombardment.

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Energisteron
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RE: 1000 mile war - liberating the Aleutians
Day 27 - May 11
No real surprises.
We bombard at Attu. The weather is bad and prevents any significant air attacks there though. CVE Nassau and 2xCA move to new station between Attu and Kiska so it can intervene at either base. The transports set out back to Dutch Harbor.
Weather is better at Kiska and it gets a fair pounding again. Air attacks seem capable of keeping the enemy base suppressed. Five Zeros are destroyed on the ground. We have a few bombers damaged. This looks like a happy time for our air crews!

No real surprises.
We bombard at Attu. The weather is bad and prevents any significant air attacks there though. CVE Nassau and 2xCA move to new station between Attu and Kiska so it can intervene at either base. The transports set out back to Dutch Harbor.
Weather is better at Kiska and it gets a fair pounding again. Air attacks seem capable of keeping the enemy base suppressed. Five Zeros are destroyed on the ground. We have a few bombers damaged. This looks like a happy time for our air crews!

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Energisteron
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RE: 1000 mile war - liberating the Aleutians
Day 28 - May 12
The weather permits more air activity. Both Kiska and Attu are hit by several raids which cause damage to infrastructure.
We lose a Liberator and a Kingfisher spotter plane to flak. The enemy have 1xZero, 4xRufe and 2xEmily destroyed on the ground.
Both sides bombard on Attu to little real effect.
And a slight surprise! It seems likely a resupply or transport convoy has reached Kiska. How it got through our chain of sub patrol zones is anybody's guess but the weather has been shocking these last few days.
CVE Nassau has only fighters so can hardly affect the enemy convoy. We have a sub and two destroyers around Kiska and hopefully they'll intervene. The 2xCA have returned to Dutch Harbor low on ammunition, BUT we have 3xBB handy just north of Kiska! Is it worth diveting them from their mission to bombard Attu to attempt destruction of the enemy TF? I think it is!

The weather permits more air activity. Both Kiska and Attu are hit by several raids which cause damage to infrastructure.
We lose a Liberator and a Kingfisher spotter plane to flak. The enemy have 1xZero, 4xRufe and 2xEmily destroyed on the ground.
Both sides bombard on Attu to little real effect.
And a slight surprise! It seems likely a resupply or transport convoy has reached Kiska. How it got through our chain of sub patrol zones is anybody's guess but the weather has been shocking these last few days.
CVE Nassau has only fighters so can hardly affect the enemy convoy. We have a sub and two destroyers around Kiska and hopefully they'll intervene. The 2xCA have returned to Dutch Harbor low on ammunition, BUT we have 3xBB handy just north of Kiska! Is it worth diveting them from their mission to bombard Attu to attempt destruction of the enemy TF? I think it is!

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RE: 1000 mile war - liberating the Aleutians
This AAR is very pleasing to the eyes: very nice presentation. I hope that one day, once you have mastered the basics, that you will play a PBEM and do an AAR. It will be a pleasure to read.
Keep in mind that as the allies, you have time to learn on the go in a PBEM. Some mistakes in 1942 will not hurt you terribly. As Japan, not so much. After you have the gist of how to manage your air and naval units to perform to your expectations, you want to practice the ground combat system a little. There are two concepts with ground combat with which many new players struggle. The first is the combat resolution itself. Terrain multiples the AV and will help to mitigate casualties for the defender (along with forts), but will not increase the firepower of defenders. Each squad has a chance to fire in the combat resolution phase. So an attack can come off at 1-2 or even 1-3 as a measure of pure AV, while the defenders may take as many casualties as the attacker. Since defenders AV is multiplied in difficult terrain, these losses will eventually result in the AV of the defensive units falling below that of the attackers over a long battle. The disruption that units suffer in combat is a function of the odds. So an attack at 1-2 will generally result in high disruption for the attacking units, even if they cause more casualties than the defenders. An attack of 3-1 will result in high disruption for the defenders.
The second ground combat concept that most new players struggle to grasp is the idea of hexside control and how to manipulate it to your advantage. When a unit occupies a hex alone, without any combat units from the other player, that unit controls all 6 hexsides into that hex. When a unit enters a hex containing combat units of the other player, it gains control of the hexside, and only the hexside, from which it enters. Hexside control is critical to maintaining supply lines (or cutting them off) and paths of retreat (or cutting them off). Supply, retreat, and units can only move through hexsides that the player controls. If there are no ground combat units from either side in a hex, all 6 hexsides are open and supply and units from either side may move into or out of the hex freely. Therefore, oftentimes, in ground combat, getting your unit to a hex first becomes very important. You gain control of all the hexsides in that hex, and if an opponent wants to contest the hex by moving in later, he will only gain control of the hexsides through which his attacking units move.
Keep in mind that as the allies, you have time to learn on the go in a PBEM. Some mistakes in 1942 will not hurt you terribly. As Japan, not so much. After you have the gist of how to manage your air and naval units to perform to your expectations, you want to practice the ground combat system a little. There are two concepts with ground combat with which many new players struggle. The first is the combat resolution itself. Terrain multiples the AV and will help to mitigate casualties for the defender (along with forts), but will not increase the firepower of defenders. Each squad has a chance to fire in the combat resolution phase. So an attack can come off at 1-2 or even 1-3 as a measure of pure AV, while the defenders may take as many casualties as the attacker. Since defenders AV is multiplied in difficult terrain, these losses will eventually result in the AV of the defensive units falling below that of the attackers over a long battle. The disruption that units suffer in combat is a function of the odds. So an attack at 1-2 will generally result in high disruption for the attacking units, even if they cause more casualties than the defenders. An attack of 3-1 will result in high disruption for the defenders.
The second ground combat concept that most new players struggle to grasp is the idea of hexside control and how to manipulate it to your advantage. When a unit occupies a hex alone, without any combat units from the other player, that unit controls all 6 hexsides into that hex. When a unit enters a hex containing combat units of the other player, it gains control of the hexside, and only the hexside, from which it enters. Hexside control is critical to maintaining supply lines (or cutting them off) and paths of retreat (or cutting them off). Supply, retreat, and units can only move through hexsides that the player controls. If there are no ground combat units from either side in a hex, all 6 hexsides are open and supply and units from either side may move into or out of the hex freely. Therefore, oftentimes, in ground combat, getting your unit to a hex first becomes very important. You gain control of all the hexsides in that hex, and if an opponent wants to contest the hex by moving in later, he will only gain control of the hexsides through which his attacking units move.
RE: 1000 mile war - liberating the Aleutians
ORIGINAL: Energisteron
And a slight surprise! It seems likely a resupply or transport convoy has reached Kiska. How it got through our chain of sub patrol zones is anybody's guess but the weather has been shocking these last few days.
CVE Nassau has only fighters so can hardly affect the enemy convoy. We have a sub and two destroyers around Kiska and hopefully they'll intervene. The 2xCA have returned to Dutch Harbor low on ammunition, BUT we have 3xBB handy just north of Kiska! Is it worth diveting them from their mission to bombard Attu to attempt destruction of the enemy TF? I think it is!
Re: the sub patrols: they are very porous. Somebody (Alfred perhaps?) advised that in perfect weather a surfaced sub can only see things to a range of about 11 miles - less than half the radius of the hex. And as you have guessed, bad weather makes sightings very occasional. If the sub has radar that will help a bit but it still cannot cover the whole hex.
Re: sending the BBs to interdict: Yes! You are trying to reduce the enemy by using up his supply so sinking his supply ships goes a long way toward shortening his resistance. A bombardment would only be more important if enemy air was a big factor, and you seem to have it pretty well suppressed now.
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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Energisteron
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RE: 1000 mile war - liberating the Aleutians
Thanks, Aurorus
That's a great account of ground warfare game mechanics. Duly cut and pasted for reference.
I believe I understand the concept of hex-side control since it is similar to other wargames I've played.
However, I do have a question: I would have liked to invade Attu from 2 sides but just allowed my TF to go in from the northside; so how could I have achieved that?
How can I get my follow-up invasion to arrive through different hex-side?
That's a great account of ground warfare game mechanics. Duly cut and pasted for reference.
I believe I understand the concept of hex-side control since it is similar to other wargames I've played.
However, I do have a question: I would have liked to invade Attu from 2 sides but just allowed my TF to go in from the northside; so how could I have achieved that?
How can I get my follow-up invasion to arrive through different hex-side?
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Energisteron
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RE: 1000 mile war - liberating the Aleutians
Thanks for your continued input and comment, BBfanboy.
I've decided to use just one of the BBs to hit Kiska while the others continue on to Attu.
So, in the apparent absence of any significant air threat from Attu or Kiska itself, I would like to bombard Kiska in DAYLIGHT so my spotter aircraft can better assist. How can I guarantee a daylight attack?
Also, as KIska airfield looks to be knocked out for the moment, how should I order the detached BB to destroy the (presumably discharging) enemy convoy? Surface attack? Or (my guess) bombardment which may well hit the port (and convoy therein)?
I've decided to use just one of the BBs to hit Kiska while the others continue on to Attu.
So, in the apparent absence of any significant air threat from Attu or Kiska itself, I would like to bombard Kiska in DAYLIGHT so my spotter aircraft can better assist. How can I guarantee a daylight attack?
Also, as KIska airfield looks to be knocked out for the moment, how should I order the detached BB to destroy the (presumably discharging) enemy convoy? Surface attack? Or (my guess) bombardment which may well hit the port (and convoy therein)?
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Energisteron
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RE: 1000 mile war - liberating the Aleutians
Day 29 - May 13
So plans for today as below.
1xBB will leave the bombardment TF heading for Attu and instead attempt to destroy the supply convoy at Kiska.

So plans for today as below.
1xBB will leave the bombardment TF heading for Attu and instead attempt to destroy the supply convoy at Kiska.

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RE: 1000 mile war - liberating the Aleutians
Re: the hexside control - on a single hex island, if the "port" only has one approach you will not be able to close the other hex sides - but there is no need to do so either. You and they are stuck in the hex until the combat is resolved or one side withdraws.
Re: the daylight bombardment:
- the first requirement is for a good d/l on the enemy troops. Send camera-equipped recon, send bombers, send night recon from your FPs but keep one back for daytime spotting.
- next, you need to set the bombardment TF to "Remain on Station". Daytime bombardments often occur after the Air Operations segment, when the d/l of the enemy troops has been raised
- set the float plane recon at night to 1000 feet, 0 range, no target base. That seems to be best to get the FP to spot rather than just recon. For daytime: if the base has 4 points of development (port + airfield) it will have balloons and you should set the height to 7000 feet. If development is less than four, set the height to 3000 feet to be above the light 7.7mm flak.
- if the bombardment does not happen or the TF does not shoot off much ammo, re-set the bombardment for next turn if you are not concerned about air strikes from PJ.
Re: the daylight bombardment:
- the first requirement is for a good d/l on the enemy troops. Send camera-equipped recon, send bombers, send night recon from your FPs but keep one back for daytime spotting.
- next, you need to set the bombardment TF to "Remain on Station". Daytime bombardments often occur after the Air Operations segment, when the d/l of the enemy troops has been raised
- set the float plane recon at night to 1000 feet, 0 range, no target base. That seems to be best to get the FP to spot rather than just recon. For daytime: if the base has 4 points of development (port + airfield) it will have balloons and you should set the height to 7000 feet. If development is less than four, set the height to 3000 feet to be above the light 7.7mm flak.
- if the bombardment does not happen or the TF does not shoot off much ammo, re-set the bombardment for next turn if you are not concerned about air strikes from PJ.
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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Energisteron
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RE: 1000 mile war - liberating the Aleutians
Thanks, BBf. Advice heeded!
Day 29 - Early morning hours (night) May 13
BB Idaho (selected as it rates 1 Knot faster than its sister ships) is detached from the bombardment TF heading for Attu and is given the mission to bombard Kiska. DD Frazier goes with her as escort. The 2xDD ASW patrol at Kiska is ordered to meet and join BB Idaho and escort her through the Kiska mission.
What a result! Forewarned of our approach the enemy suspend unloading and make a dash for the open sea but too late! We catch them and destroy both ships without loss. It is a hopelessly uneven contest. No doubt in former wars and in daylight both vessels would have been taken as prizes but here they are simply pounded to fragments mercilessly.
But, unloading had commenced. How many supplies, fuel stocks or troops had already been transferred?

Day 29 - Early morning hours (night) May 13
BB Idaho (selected as it rates 1 Knot faster than its sister ships) is detached from the bombardment TF heading for Attu and is given the mission to bombard Kiska. DD Frazier goes with her as escort. The 2xDD ASW patrol at Kiska is ordered to meet and join BB Idaho and escort her through the Kiska mission.
What a result! Forewarned of our approach the enemy suspend unloading and make a dash for the open sea but too late! We catch them and destroy both ships without loss. It is a hopelessly uneven contest. No doubt in former wars and in daylight both vessels would have been taken as prizes but here they are simply pounded to fragments mercilessly.
But, unloading had commenced. How many supplies, fuel stocks or troops had already been transferred?

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Energisteron
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RE: 1000 mile war - liberating the Aleutians
Day 29 - May 13
Before dawn, BB Idaho swings its turrets towards Kiska itself and wreaks havoc!

Before dawn, BB Idaho swings its turrets towards Kiska itself and wreaks havoc!

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Energisteron
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RE: 1000 mile war - liberating the Aleutians
Day 29 - May 13
Daylight Air Raids on Kiska continue. Kiska is further degraded as an enemy base.

Daylight Air Raids on Kiska continue. Kiska is further degraded as an enemy base.

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Energisteron
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RE: 1000 mile war - liberating the Aleutians
Day 29 - May 13
Action at Attu. The 2xBB TF continues towards Attu to bombard tomorrow. All offensive air ops are cancelled due to stormy weather.
However, the weather does not deter the Japanese who send a ground attack raid all the way from Paramushiro-jima (680 miles from Attu Island). CVE Nassau had split its Wildcats equally between its own CAP defence, and LRCAP over the Attu ground forces, and LRCAP over the approaching BB bombardment TF. Although within range Kiska was ignored. Escorts for raids on Kiska would be sent from Adak.
Consequently, we repulse the air attack with relative ease and inflict heavy losses on the enemy bombers.
On the ground, we simply bombard but other than causing loss of sleep it seems to have little effect.

Action at Attu. The 2xBB TF continues towards Attu to bombard tomorrow. All offensive air ops are cancelled due to stormy weather.
However, the weather does not deter the Japanese who send a ground attack raid all the way from Paramushiro-jima (680 miles from Attu Island). CVE Nassau had split its Wildcats equally between its own CAP defence, and LRCAP over the Attu ground forces, and LRCAP over the approaching BB bombardment TF. Although within range Kiska was ignored. Escorts for raids on Kiska would be sent from Adak.
Consequently, we repulse the air attack with relative ease and inflict heavy losses on the enemy bombers.
On the ground, we simply bombard but other than causing loss of sleep it seems to have little effect.

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