The Elephant Vanishes : obvert (J) vs Historiker_SqzMyLemon_Canoerebel (A)

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obvert
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RE: The Elephant Vanishes :: obvert (J) vs SqzMyLemon (A)

Post by obvert »

ORIGINAL: Alfred

Combat passes and related issues such as how long an aircraft may stay in the fight before leaving is one of the more opaque aspects of AE. Very little has been disclosed by the devs.

When shipped, the maximum number of air combat passes was 200. This was essentially an "arbitrary" number chosen by michaelm. Subsequently, circa 2011, this maximum number was increased to 300, another "arbitrary" number. Although I say "arbitrary" one must understand that michaelm had to take into account non direct combat considerations. As so much else in the game, it is an abstraction which needs to accommodate things like "loiter time", "fuel reserve", CPU processing demands, the design change from classical WITP of witnessing huge slugfests to the AE paradigm of raids, to mention only some relevant considerations.

The number of passes is the theoretical maximum number possible. Most air combat stops well short of the maximum. In part this is because each pass involves a flight and up to 8 aircraft can constitute a flight, so a theoretical maximum number of 2400 aircraft could participate in combat. Which means with absolute certainty, that sending more than 2400 aircraft guarantees the excess will not participate in combat.

However the number of 2400 is somewhat rubbery as I don't recall the devs ever clarifying whether the flight was cut out of the total number of aircraft present or out of the number of aircraft in each unit. IOW if 4 air units, each of 12 aircraft, are in combat is the number of flights 6 [(4x12)/8] or is it 4 [(12/8)(4)] if rounded down or 8 if rounded up. I suspect it is unit based and rounded down but I don't have access to the code.

Then of course there is the ubiquitous die rolls which can certainly reduce combat to much less than 300 passes.

A variable which I did not specifically mention in my previous post is pilot fatigue which can have a detrimental effect on pilot skill levels. Of particular relevance here is that flying aircraft at or close to their maximum altitude level will, in of itself, further increase pilot fatigue with a consequent impairment of combat performance in that combat. Where this additional pilot fatigue clicks in exactly is somewhat unclear as michaelm has in two separate posts stated that 75% and 80% of the maximum aircraft model altitude is the threshold for this additional malus.

The additional pilot fatigue brought about by flying too high complicates the organising of flight operations. Send two different fighter models, model "A" having a maximum altitude of 30k and model "B" being 40k, into combat at 24k will see the pilots flying model "A" accruing this additional fatigue whereas the model "B" pilots will not be so afflicted. Ceteris paribus, the "A" unit will perform worse (which can include RTB earlier than otherwise, missing their opponents, more prone to being shot down etc) in that specific combat.

The altitude fatigue is a deliberate design feature intended to minimise the unhistorical and unrealistic practice of many players flying their fighter sweeps at maximum altitude. When combined with distance flown from airfield to target, the greater the distance flown the more pilot fatigue is accrued, a substantial increase in pilot fatigue (whose new quantum is not disclosed to the player) can result in quite a poor combat performance which comes in well under player expectations. These are all design decisions intended to reduce the slugfests of classical WITP.

Another design decision is that even when sufficient escorting fighters are present, flying close to base with no fatigue problems and at appropriate altitudes, with excellent leaders etc, the algorithms are written to provide a chance for the CAP to eventually bypass the escorts and tangle with the bombers. The classical WITP feature that CAP had to defeat all of the escorting fighters before it could tangle with the bombers, does not exist in AE.

As to one air unit impacting on the performance of another friendly air unit, that is not how air combat is generally handled in AE. Individual units perform on the basis of their individual characteristics derived from their own leaders, pilot ratings, aircraft model stats. Of course if a Top Gun unit is present at the start of combat and it eliminates the best enemy aircraft, later arriving non Top Gun friendly units will probably find it easier to rack up kills against lesser quality opponents in that combat.

Alfred

Your contributions and explanations are greatly appreciated.

The only thing is you seem not to have mentioned anything to do with the cooperating sweep issue. This is the crux of the problem in this and other sweeps/strikes I've experienced with short combat duration.

This has nothing to do with loiter, etc, as the longer distance strikes did not behave this way and in previous situations the groups arriving as single groups in the replay do not suffer the short combat, while those (from the same base, same fatigue, same settings, same airframe type, and same pilot skill level and experience) have a short combat while cooperating on a sweep with multiple groups present.

It also has nothing to do with altitude, fatigue, etc, since as stated, (and shown in previous combat reports) only the groups with cooperating sweeps suffer short combats, and all groups are up high (but with low fatigue, high morale since they haven't been flown for days ahead of those sweeps.

The A6M8 escorts "sweeping" ahead is a real problem in this kind of combat, and although some of the strike got through, the CAP and A6M8 (and other dedicated escorts that did not sweep) simply didn't interact for more than a few passes. This is easily read by noticing the much lower relative losses of escorts to strike planes. I can also confirm that the CAP was not in the combat at full numbers since it was so short, so it would be rare (never seen it) for them to bypass the escorts so early to tackle a decently large strike of nearly 100 planes.

I know it's not going to be fixed in the code, but it is a problem. It's not a player control problem, not a settings problem, not a fatigue/morale or altitude problem. I've played enough to know it's a code/metrics/under the hood problem.

I am wondering if we have some differences in game setup that cause this. I did a complete new install between strikes though, and the nearly identical result occurred, so probably not.

If there is anything else anyone would like to see, I can probably dig that replay and settings out of archived dropbox saves and run it again. Maybe even put it up on youtube. I'll see if I can retrieve it.

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RE: The Elephant Vanishes :: obvert (J) vs SqzMyLemon (A)

Post by obvert »

ORIGINAL: Aurorus

It may have been a simple matter of your computer diverting significant processing power to another task (such as an anti-virus or some automated Windows process) at the moment that the combat report was generating, which created an error that merged two strikes into one.

I've never seen this. If a plane was shot down, listed as CAP in the larger group message, I've always seen it in the group listings as well. I would have thought it was LR CAP, but there is only one base operating fighters here!! Can't be.

I don't attribute anything to my computer having a momentary glitch right during this moment of the replay. I can't can I? Or I wouldn't trust any replay or report ever. I also have been playing on a crap 9 year old laptop with a terrible graphics card and very little RAM for years, and although it's a bit slower than some it didn't do this previously.

Now the newer laptop I'm running it on is decent, and hasn't shown any of the slowdown during replay my old one did, so I can't imagine suddenly it's the computer. I'm also not running anything else in the background during gameplay.
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RE: The Elephant Vanishes :: obvert (J) vs SqzMyLemon (A)

Post by Aurorus »

ORIGINAL: obvert

ORIGINAL: Aurorus

It may have been a simple matter of your computer diverting significant processing power to another task (such as an anti-virus or some automated Windows process) at the moment that the combat report was generating, which created an error that merged two strikes into one.

I've never seen this. If a plane was shot down, listed as CAP in the larger group message, I've always seen it in the group listings as well. I would have thought it was LR CAP, but there is only one base operating fighters here!! Can't be.

I don't attribute anything to my computer having a momentary glitch right during this moment of the replay. I can't can I? Or I wouldn't trust any replay or report ever. I also have been playing on a crap 9 year old laptop with a terrible graphics card and very little RAM for years, and although it's a bit slower than some it didn't do this previously.

Now the newer laptop I'm running it on is decent, and hasn't shown any of the slowdown during replay my old one did, so I can't imagine suddenly it's the computer. I'm also not running anything else in the background during gameplay.


I have no idea. I am not a computer programmer, and I have no idea how computer processors arrange tasks and then complete multiple tasks. (Apparently how they do so has been identified recently as a security vulnerability). It seems that at least two strikes, a sweep by the Ki-100s and the morning CV raid, were merged one combat and recieved the "passes" alocated to one combat, shortening both combats. I have noticed a problem with sweeps ahead when there are no fighters near the altitude of the "sweep ahead" in previous games. That is one cause of your poor combat results, however, that does not explain how the raids were merged.

This could be either a game-mechanic problem in how the WiTP engine manages fighters "sweeping ahead," in that it will merge them with another sweep, i.e. the engine treats a sweep ahead as both a "sweep" and a "raid" (the switch for each is "on" in the code) in which case the raid coordinates like other raids, except that it coordinates with sweeping fighters. This "sweeping raid" then encounters few fighters at the altitude of the fighters "sweeping ahead" (because it seems that "sweeping ahead fighters" are not subject to normal detection rules and CAP fighters do not seem to react properly to them). The game engine then assigns most of the passes to a combat that never occurs.

The only other explanation that seems likely is that it could be the result of an error during the execution of the game program as it was generating the combat report. If this is not normal game engine behavior, then it seems that the most likely explanation is that the WiTP.exe file was interrupted in it's task of generating the combat report by another process (and so many processes on modern PCs are automated and difficult for the user to control). When it returned to processing its tasks, the task of the actual raid, as opposed to the sweep advanced to first position, before the sweep was fully resolved, and the two tasks were merged. Again, I have no idea how computer processors arrange and perform their tasks, so I have no idea if this is a possible source of the error.
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RE: The Elephant Vanishes :: obvert (J) vs SqzMyLemon (A)

Post by tarkalak »

ORIGINAL: Aurorus

ORIGINAL: obvert

ORIGINAL: Aurorus

It may have been a simple matter of your computer diverting significant processing power to another task (such as an anti-virus or some automated Windows process) at the moment that the combat report was generating, which created an error that merged two strikes into one.

I've never seen this. If a plane was shot down, listed as CAP in the larger group message, I've always seen it in the group listings as well. I would have thought it was LR CAP, but there is only one base operating fighters here!! Can't be.

I don't attribute anything to my computer having a momentary glitch right during this moment of the replay. I can't can I? Or I wouldn't trust any replay or report ever. I also have been playing on a crap 9 year old laptop with a terrible graphics card and very little RAM for years, and although it's a bit slower than some it didn't do this previously.

Now the newer laptop I'm running it on is decent, and hasn't shown any of the slowdown during replay my old one did, so I can't imagine suddenly it's the computer. I'm also not running anything else in the background during gameplay.


I have no idea. I am not a computer programmer, and I have no idea how computer processors arrange tasks and then complete multiple tasks. (Apparently how they do so has been identified recently as a security vulnerability). It seems that at least two strikes, a sweep by the Ki-100s and the morning CV raid, were merged one combat and recieved the "passes" alocated to one combat, shortening both combats. I have noticed a problem with sweeps ahead when there are no fighters near the altitude of the "sweep ahead" in previous games. That is one cause of your poor combat results, however, that does not explain how the raids were merged.

This could be either a game-mechanic problem in how the WiTP engine manages fighters "sweeping ahead," in that it will merge them with another sweep, i.e. the engine treats a sweep ahead as both a "sweep" and a "raid" (the switch for each is "on" in the code) in which case the raid coordinates like other raids, except that it coordinates with sweeping fighters. This "sweeping raid" then encounters few fighters at the altitude of the fighters "sweeping ahead" (because it seems that "sweeping ahead fighters" are not subject to normal detection rules and CAP fighters do not seem to react properly to them). The game engine then assigns most of the passes to a combat that never occurs.

The only other explanation that seems likely is that it could be the result of an error during the execution of the game program as it was generating the combat report. If this is not normal game engine behavior, then it seems that the most likely explanation is that the WiTP.exe file was interrupted in it's task of generating the combat report by another process (and so many processes on modern PCs are automated and difficult for the user to control). When it returned to processing its tasks, the task of the actual raid, as opposed to the sweep advanced to first position, before the sweep was fully resolved, and the two tasks were merged. Again, I have no idea how computer processors arrange and perform their tasks, so I have no idea if this is a possible source of the error.

I am a computer programmer and the scenario you describe is not possible. If the processor have switched to another process (with higher priority) then WITPAE would run slowly. Or the processor will supsend it until it has enough computing power to run it and continue from where it had left it.

A similar scenario is to have another process change the data of WITPAE. However modern computer and OSes (the last 20+ years) have protection for that.

Or we could blame "space rays" that have iradiated obvert's computer and changed the program while it was running. That is a real thing with space satelites and they have error check to detect it. But againg highly unlikely.

However if somehow the WITPAE program was changed while running, it would have resulted in invalid operation and quickly crashed - 99.999999% chance for that. The chance that a part of the program was randomly changed and it didn't crash are very small.

I think that the behaviour is either a bug or a feature.
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RE: The Elephant Vanishes :: obvert (J) vs SqzMyLemon (A)

Post by Aurorus »

Then I suspect that it may be a problem with the way in which the game handles fighters sweeping ahead into a hex in which other sweeps are scheduled. It seems to coordinate the sweeps as if they were a raid, and I suspect that CAP does not respond properly to fighters sweeping ahead when the altitude of the CAP and the sweeping ahead fighters differs substantially, because the CAP seems to react to the actual raid, rather than the sweep ahead.

This is really all speculation, however, and no one can be sure what is the cause until we have more instances of this to isolate the variables that are present in every situation and see what causes these shortened air-to-air combats.
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RE: The Elephant Vanishes :: obvert (J) vs SqzMyLemon (A)

Post by obvert »

ORIGINAL: Aurorus

Then I suspect that it may be a problem with the way in which the game handles fighters sweeping ahead into a hex in which other sweeps are scheduled. It seems to coordinate the sweeps as if they were a raid, and I suspect that CAP does not respond properly to fighters sweeping ahead when the altitude of the CAP and the sweeping ahead fighters differs substantially, because the CAP seems to react to the actual raid, rather than the sweep ahead.

This is really all speculation, however, and no one can be sure what is the cause until we have more instances of this to isolate the variables that are present in every situation and see what causes these shortened air-to-air combats.

This is exactly the issue I'm seeing and trying to emphasise. I'm determined now to get the replay on youtube so players can actually "see" the lack of combat and the few passes involved.

Somehow, when sweeps cooperate (arrive together) it can mess something up with number of passes allowed and thus change both the CAP reaction and strike coherence as the CAP "breaks through" the escorts (listed as sweeping) and nails them early.

It's not just with sweeps set in a hex that also has strikes moving in. It happens when only sweeps are set, no LR CAP is present, and no strikes fly into that hex. It seems less of a damaging prospect though when a short sweep combat only takes out a few of the CAP before quitting the battle, whereas it's a massive problem when it's part of a larger strike/sweep succession.
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RE: The Elephant Vanishes :: obvert (J) vs SqzMyLemon (A)

Post by JeffroK »

CAP v Sweep,
It seems less of a damaging prospect though when a short sweep combat only takes out a few of the CAP before quitting the battle, whereas it's a massive problem when it's part of a larger strike/sweep succession.
Is the engine smart enough to not send CAP after an incoming SWEEP and only attack a RAID. There may be minimal interaction between SWEEP & CAP because the Fighter Controllers (In the Radar equipped LCU) direct the CAP onto the RAID.

Even during the Battle of Britain, fighter controllers tried to avoid the Luftwaffe's Frei jagd sweeps?????????
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RE: The Elephant Vanishes :: obvert (J) vs SqzMyLemon (A)

Post by obvert »

ORIGINAL: JeffroK

CAP v Sweep,
It seems less of a damaging prospect though when a short sweep combat only takes out a few of the CAP before quitting the battle, whereas it's a massive problem when it's part of a larger strike/sweep succession.
Is the engine smart enough to not send CAP after an incoming SWEEP and only attack a RAID. There may be minimal interaction between SWEEP & CAP because the Fighter Controllers (In the Radar equipped LCU) direct the CAP onto the RAID.

Even during the Battle of Britain, fighter controllers tried to avoid the Luftwaffe's Frei jagd sweeps?????????

This short combat only happens when sweeps cooperate.

So if you send 6 groups and they come separately, the combats are bloody and often wreck both sides. Altitudes are altered over the course of action as well so that if high sweeps arrive the CAP reacts upward and often scrambles more fighters to max height. This helps a lower strike get through as the CAP takes longer to get all planes into position if they're spread out high and climbing up.

If the sweeps cooperate and 5 of the groups arrive in the replay together the combat is often very short, and neither side has a chance to take advantage of its altitude positioning. The high CAP doesn't have time to dive, the sweep doesn't have time to dive on lower CAP and if a strike arrives later the CAP is not as far out of position either.

If as in the case of my strike, the escort "sweeps ahead" and does so as a cooperating set of groups, then all kinds of stuff seems to get out of whack, including a short initial combat between CAP and escorts, not all of the CAP showing up, the high LR CAP of the offensive side not playing a part and the escorts not interacting at all with the CAP before they hit the bombers.

So, no, is the answer to your question. If the sweeps happen separately the combat is entirely different than if they come together. If the escorts escort then the combat with the strike is completely different.
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RE: The Elephant Vanishes :: obvert (J) vs SqzMyLemon (A)

Post by Lokasenna »

ORIGINAL: obvert

So if you send 6 groups and they come separately, the combats are bloody and often wreck both sides. Altitudes are altered over the course of action as well so that if high sweeps arrive the CAP reacts upward and often scrambles more fighters to max height. This helps a lower strike get through as the CAP takes longer to get all planes into position if they're spread out high and climbing up.

FWIW, I've never been convinced that this part in particular actually happens between combats - at least not to a degree that makes a difference on strikes/sweeps that arrive later in the day. Is there a source, or is this just forum gospel?

I've never seen anything in the combat results (or the reports) that suggests this is actually the case, and y'all know how closely I look at that stuff.

On the cooperating sweeps, I have seen a continuum of results... for the most part, cooperating sweeps do tend to have only 1 group participate in the combat with the rest never show up despite being there in the combat report text, however on at least one occasion I have seen the full 75 Thunderbolts in the combat animation with what seemed like a normal-length combat when 3 squadrons cooperated.

I've also seen 3 squadrons show up at the same time, with some number above 25 shown in the combat animation but less than 50 - which honestly is even weirder, as it means that some flights of at least one additional squadron that fragmented are participating while the rest of the squadron(s) do aerial cartwheels or something on the edge of the fight.
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RE: The Elephant Vanishes :: obvert (J) vs SqzMyLemon (A)

Post by obvert »

ORIGINAL: Lokasenna

ORIGINAL: obvert

So if you send 6 groups and they come separately, the combats are bloody and often wreck both sides. Altitudes are altered over the course of action as well so that if high sweeps arrive the CAP reacts upward and often scrambles more fighters to max height. This helps a lower strike get through as the CAP takes longer to get all planes into position if they're spread out high and climbing up.

FWIW, I've never been convinced that this part in particular actually happens between combats - at least not to a degree that makes a difference on strikes/sweeps that arrive later in the day. Is there a source, or is this just forum gospel?

the source is me. [:)]

This is what I've noticed and what has worked, at least better than setting stuff to lower levels. I know witps has mentioned keeping LR CAP high over his bombing runs as well as an effective form of spreading CAP out over different altitudes. I've also heard similar from many other players.

What do you do when you set strikes? What works for you if you don't do this?

I've never seen anything in the combat results (or the reports) that suggests this is actually the case, and y'all know how closely I look at that stuff.

On the cooperating sweeps, I have seen a continuum of results... for the most part, cooperating sweeps do tend to have only 1 group participate in the combat with the rest never show up despite being there in the combat report text, however on at least one occasion I have seen the full 75 Thunderbolts in the combat animation with what seemed like a normal-length combat when 3 squadrons cooperated.

I've also seen 3 squadrons show up at the same time, with some number above 25 shown in the combat animation but less than 50 - which honestly is even weirder, as it means that some flights of at least one additional squadron that fragmented are participating while the rest of the squadron(s) do aerial cartwheels or something on the edge of the fight.

In my sweep vs low CAP tests I occasionally got cooperating sweeps, and the damage to both sides was always less than if one group swept independently. The same has occurred in game. I used to think this was an advantage, but as I've seen more of the behavior, and of course seen this late example, my thoughts have changed.

Something is wierd. I don't mind that if I knew how to avoid it, but I don't. I can't seem to make sweeps NOT cooperate now. [:(]
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RE: The Elephant Vanishes :: obvert (J) vs SqzMyLemon (A)

Post by Lokasenna »

ORIGINAL: obvert


What do you do when you set strikes? What works for you if you don't do this?

Lots of planes on Escort with no LRCAP. Same HQ assigned (I have nearly all of my units assigned to 11th Air Flotilla or 3rd Air Army at this point for this reason). I don't have as much experience doing it with Japan, but I've done it with the Allies. Massed escort units assigned at the same location the strike is flying from (AF 9 is usually necessary). Although as the Allies, I was never flying into 500-plane CAPs really. As Japan, I'm not sure - the pace of the air war in that game is so much lower, I forget when things even happen. But I do know that my previously-cited strikes show what appear to be comparable numbers of bombers getting through for MM vs. my comparable CAP and he wasn't using LRCAP and the like. Yes, lots were getting shot down (your issue with it?) but a not-insignificant number were still getting through (what strikes CR as weird?).


I prefer to just sweep, sweep, sweep - and then strike. As either side. This is actually something that would work particularly well in this specific case, as he may not be able to fly all of his airframes in from the Aleutians (I haven't checked the ranges recently as it hasn't come up).

When I have set LRCAP over a hex I'm sweeping, the LRCAP gets trashed or doesn't show up in enough numbers to make it worthwhile (vs. just sweeping with the LRCAP unit also).

ORIGINAL: obvert

In my sweep vs low CAP tests I occasionally got cooperating sweeps, and the damage to both sides was always less than if one group swept independently. The same has occurred in game. I used to think this was an advantage, but as I've seen more of the behavior, and of course seen this late example, my thoughts have changed.

Something is wierd. I don't mind that if I knew how to avoid it, but I don't. I can't seem to make sweeps NOT cooperate now. [:(]

I guess you could try the reverse - assign them to vastly disparate air HQs and hope they don't cooperate.
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RE: The Elephant Vanishes :: obvert (J) vs SqzMyLemon (A)

Post by obvert »

ORIGINAL: Lokasenna

ORIGINAL: obvert


What do you do when you set strikes? What works for you if you don't do this?

Lots of planes on Escort with no LRCAP. Same HQ assigned (I have nearly all of my units assigned to 11th Air Flotilla or 3rd Air Army at this point for this reason). I don't have as much experience doing it with Japan, but I've done it with the Allies. Massed escort units assigned at the same location the strike is flying from (AF 9 is usually necessary). Although as the Allies, I was never flying into 500-plane CAPs really. As Japan, I'm not sure - the pace of the air war in that game is so much lower, I forget when things even happen. But I do know that my previously-cited strikes show what appear to be comparable numbers of bombers getting through for MM vs. my comparable CAP and he wasn't using LRCAP and the like. Yes, lots were getting shot down (your issue with it?) but a not-insignificant number were still getting through (what strikes CR as weird?).


I prefer to just sweep, sweep, sweep - and then strike. As either side. This is actually something that would work particularly well in this specific case, as he may not be able to fly all of his airframes in from the Aleutians (I haven't checked the ranges recently as it hasn't come up).

When I have set LRCAP over a hex I'm sweeping, the LRCAP gets trashed or doesn't show up in enough numbers to make it worthwhile (vs. just sweeping with the LRCAP unit also).

ORIGINAL: obvert

In my sweep vs low CAP tests I occasionally got cooperating sweeps, and the damage to both sides was always less than if one group swept independently. The same has occurred in game. I used to think this was an advantage, but as I've seen more of the behavior, and of course seen this late example, my thoughts have changed.

Something is wierd. I don't mind that if I knew how to avoid it, but I don't. I can't seem to make sweeps NOT cooperate now. [:(]

I guess you could try the reverse - assign them to vastly disparate air HQs and hope they don't cooperate.

A lot of mine are also set to the 11th I think. [:)]

In my game with Jocke we had an HR restricting LR CAP as an addition to a bombing/strike mission. We changed the rule late as obviously it became hard to control where the LR CAP ended up.

So the way he used it to support 4E meant that CAP did spread out and his 4E took fewer hits, but this is also because they're incredibly more durable and feisty in their defenseve capability than 1E naval strike planes.

I used it a bit over Lorea to support massed LBA and KB strikes, but the KB tended to pick the juicier CV/CVE TFs offshore, so didn't probably interact much with the LR CAP. I did find it effective for ground/port/airfield strikes with Helens when I (rarely) used them late.

In this case it's naval strikes and LBA LR CAP over a base with TFs in the same hex, so very different than I've experienced, and also probably much more complex for the engine.

I'm loathe to shoot my wad on the surface forces here, but I am now thinking I have to do it. If it works it means that the later arrival of the DS back in the area will be less supported than it would be otherwise, and if I lose big, then I simply move to a more defensive role and wait.

The is one more thing happening I haven't talked much about here, but will now that it's progressing. [:)]
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RE: The Elephant Vanishes :: obvert (J) vs SqzMyLemon (A)

Post by obvert »

[font="Times New Roman"]June 27-28, 1944[/font]
So in spite of the lack of game updates we are still inching forward. The past few turns have been both frustrating and fulfilling.

Not he 27th the Allies hit Yamagata in a relatively large daylight, unescorted strike. Amazingly ballsey, and this won't work soon, but right now it does, which is disappointing. Only some of Japan's more important industrial centres have radar. Yamagata does not, so only a small portion of the fighters set to bleed 3-4 hexes nearby reacted in, and although the installed Franks did their best, the bombers get through with only light losses and do extensive damage to the base. This is a base that had the newly installed AA 20mm canons, but only a few beasts are damaged.

Nothing to do here, as there aren't enough radar base forces or AA units to go around right now. Radar is moving back from all over the Empire in the form of IJN base forces, but it'll be another 2-3 weeks before every base in Japan has some. I hope the damage is not too drastic before that point.

On the 28th it's a night strike on Mebashi, which gives me the shivers. I do have radar moving in here, but only a few Nick NF react from Tokyo, and the bombers get a lot of manpower hits. Luckily not too much damage from fires ensues. Dodged a bullet here.

The KB moves forward to support an ASW mission, and TBs are set to 1k, more LBA is added, and all available ASW ships move forward to within 4 hexes of Shikuka. A number of subs are damaged for light escort losses, but the Allies throw some USN 4E at the KB, which is unnerving. No hits although a few do get to drop around Unryu. Yikes.

The 29th sees more industry taking damage as resources and LI at Iwaki are attacked in daylight. Again, no radar, no bleeding CAP, but Jacks do some work and low level flak finally starts to have an impact. On the day 5-6 of the beasts are downed, but of course the damage is extensive and unrepairable.
[font="Trebuchet MS"][/font]
[font="Trebuchet MS"]--------------------------------------------------------------------------------
AFTER ACTION REPORTS FOR June 27, 1944
--------------------------------------------------------------------------------

Afternoon Air attack on Yamagata , at 116,57

Weather in hex: Partial cloud

Raid spotted at 46 NM, estimated altitude 10,000 feet.
Estimated time to target is 15 minutes

Japanese aircraft
Ki-84a Frank x 15

Allied aircraft
B-24D1 Liberator x 40
B-29-1 Superfort x 7

No Japanese losses

Allied aircraft losses
B-24D1 Liberator: 2 destroyed, 9 damaged

Resources hits 3
Oil hits 3

Aircraft Attacking:
10 x B-24D1 Liberator bombing from 5000 feet *
City Attack: 5 x 500 lb GP Bomb
8 x B-24D1 Liberator bombing from 5000 feet *
City Attack: 5 x 500 lb GP Bomb
7 x B-29-1 Superfort bombing from 2000 feet
City Attack: 20 x 500 lb GP Bomb
10 x B-24D1 Liberator bombing from 5000 feet *
City Attack: 5 x 500 lb GP Bomb
8 x B-24D1 Liberator bombing from 5000 feet *
City Attack: 5 x 500 lb GP Bomb

CAP engaged:
246th Sentai with Ki-84a Frank (5 airborne, 10 on standby, 0 scrambling)
5 plane(s) intercepting now.
Group patrol altitude is 9000
Time for all group planes to reach interception is 4 minutes

--------------------------------------------------------------------------------
Afternoon Air attack on Yamagata , at 116,57

Weather in hex: Partial cloud

Raid spotted at 29 NM, estimated altitude 8,000 feet.
Estimated time to target is 9 minutes

Japanese aircraft
J2M3 Jack x 3
Ki-44-IIc Tojo x 2
Ki-84a Frank x 12
Ki-100-I Tony x 3

Allied aircraft
B-29-1 Superfort x 6

No Japanese losses

Allied aircraft losses
B-29-1 Superfort: 2 destroyed, 2 damaged

Resources hits 2

Aircraft Attacking:
3 x B-29-1 Superfort bombing from 7000 feet
City Attack: 20 x 500 lb GP Bomb

--------------------------------------------------------------------------------
Afternoon Air attack on Yamagata , at 116,57

Weather in hex: Partial cloud

Raid spotted at 33 NM, estimated altitude 7,000 feet.
Estimated time to target is 10 minutes

Japanese aircraft
J2M3 Jack x 1
Ki-84a Frank x 8
Ki-100-I Tony x 1

Allied aircraft
B-29-1 Superfort x 15

Japanese aircraft losses
Ki-100-I Tony: 1 destroyed

Allied aircraft losses
B-29-1 Superfort: 5 damaged

Light Industry hits 3

Aircraft Attacking:
5 x B-29-1 Superfort bombing from 7000 feet
City Attack: 20 x 500 lb GP Bomb

--------------------------------------------------------------------------------
Afternoon Air attack on Yamagata , at 116,57

Weather in hex: Partial cloud

Raid spotted at 16 NM, estimated altitude 10,000 feet.
Estimated time to target is 5 minutes

Japanese aircraft
J2M3 Jack x 7
Ki-44-IIc Tojo x 3
Ki-84a Frank x 10
Ki-100-I Tony x 3

Allied aircraft
B-24J Liberator x 8

No Japanese losses

Allied aircraft losses
B-24J Liberator: 1 destroyed, 4 damaged

Aircraft Attacking:
8 x B-24J Liberator bombing from 5000 feet *
City Attack: 5 x 500 lb GP Bomb

[font="Trebuchet MS"]--------------------------------------------------------------------------------
AFTER ACTION REPORTS FOR June 28, 1944
--------------------------------------------------------------------------------

ASW attack near Toyohara at 126,47

Japanese Ships
E Tomozuru

Allied Ships
SS Pipefish, hits 7

SS Pipefish is located by E Tomozuru
E Tomozuru fails to find sub, continues to search...

--------------------------------------------------------------------------------
ASW attack near Toyohara at 125,47

Japanese Ships
E W-39

Allied Ships
SS Hammerhead, hits 3

SS Hammerhead is sighted by escort
Hammerhead diving deep ....

--------------------------------------------------------------------------------
Night Air attack on Maebashi , at 113,59

Weather in hex: Heavy cloud

Raid spotted at 28 NM, estimated altitude 4,000 feet.
Estimated time to target is 8 minutes

Japanese aircraft
Ki-45 KAId Nick x 3

Allied aircraft
B-29-1 Superfort x 9

Japanese aircraft losses
Ki-45 KAId Nick: 1 destroyed

Allied aircraft losses
B-29-1 Superfort: 5 damaged

Manpower hits 47
Fires 17820


Aircraft Attacking:
3 x B-29-1 Superfort bombing from 2000 feet
City Attack: 20 x 500 lb GP Bomb

--------------------------------------------------------------------------------
Night Air attack on Maebashi , at 113,59

Weather in hex: Heavy cloud

Raid spotted at 48 NM, estimated altitude 11,000 feet.
Estimated time to target is 15 minutes

Japanese aircraft
Ki-45 KAId Nick x 5

Allied aircraft
B-29-1 Superfort x 3

Japanese aircraft losses
Ki-45 KAId Nick: 1 destroyed

Allied aircraft losses
B-29-1 Superfort: 2 damaged

Manpower hits 2
Fires 18900


Aircraft Attacking:
3 x B-29-1 Superfort bombing from 7000 feet
City Attack: 20 x 500 lb GP Bomb

--------------------------------------------------------------------------------
Sub attack near Toyohara at 125,47

Japanese Ships
E Sagi, Torpedo hits 1, on fire, heavy damage
E Hato

Allied Ships
SS Pargo, hits 7

SS Pargo launches 6 torpedoes at E Sagi
E Hato attacking submerged sub ....

--------------------------------------------------------------------------------
Morning Air attack on TF, near Toyohara at 126,48

Weather in hex: Light cloud

Raid detected at 77 NM, estimated altitude 8,000 feet.
Estimated time to target is 26 minutes

Japanese aircraft
A6M5c Zero x 29
A6M8 Zero x 180
N1K1 Rex x 46

Allied aircraft
PB4Y-1 Liberator x 5

No Japanese losses

Allied aircraft losses
PB4Y-1 Liberator: 1 destroyed, 3 damaged
PB4Y-1 Liberator: 1 destroyed by flak


Japanese Ships
CV Unryu

Aircraft Attacking:
3 x PB4Y-1 Liberator bombing from 5000 feet
Naval Attack: 10 x 500 lb SAP Bomb

--------------------------------------------------------------------------------
Morning Air attack on TF, near Toyohara at 126,48

Weather in hex: Light cloud

Raid detected at 75 NM, estimated altitude 8,000 feet.
Estimated time to target is 25 minutes

Japanese aircraft
A6M5c Zero x 25
A6M8 Zero x 157
N1K1 Rex x 42

Allied aircraft
PB4Y-1 Liberator x 6

No Japanese losses

Allied aircraft losses
PB4Y-1 Liberator: 2 destroyed, 2 damaged
PB4Y-1 Liberator: 1 destroyed by flak


Japanese Ships
CA Tone

Aircraft Attacking:
3 x PB4Y-1 Liberator bombing from 5000 feet
Naval Attack: 10 x 500 lb SAP Bomb

[font="Trebuchet MS"]--------------------------------------------------------------------------------
AFTER ACTION REPORTS FOR June 27, 1944
--------------------------------------------------------------------------------

Afternoon Air attack on Iwaki , at 116,59

Weather in hex: Thunderstorms

Raid detected at 27 NM, estimated altitude 8,000 feet.
Estimated time to target is 8 minutes

Japanese aircraft
J2M3 Jack x 22

Allied aircraft
B-29-1 Superfort x 19

Japanese aircraft losses
J2M3 Jack: 1 destroyed

Allied aircraft losses
B-29-1 Superfort: 2 destroyed, 3 damaged
B-29-1 Superfort: 1 destroyed by flak


Resources hits 60

Aircraft Attacking:
2 x B-29-1 Superfort bombing from 7000 feet
City Attack: 20 x 500 lb GP Bomb
7 x B-29-1 Superfort bombing from 2000 feet
City Attack: 20 x 500 lb GP Bomb

--------------------------------------------------------------------------------
Afternoon Air attack on Iwaki , at 116,59

Weather in hex: Thunderstorms

Raid spotted at 30 NM, estimated altitude 4,000 feet.
Estimated time to target is 9 minutes

Japanese aircraft
J2M3 Jack x 11

Allied aircraft
B-29-1 Superfort x 7

No Japanese losses

Allied aircraft losses
B-29-1 Superfort: 3 damaged

Resources hits 15

Aircraft Attacking:
7 x B-29-1 Superfort bombing from 2000 feet
City Attack: 20 x 500 lb GP Bomb
--------------------------------------------------------------------------------[/color][/font]

The rollover here is showing TFs of and around the KB. ASW patrolled forward in the night and moved back mostly. I want to keep the threat of a strike very much in Dan's mind, but other things are happening in the background I also want to hide and protect. [:)]

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tarkalak
Posts: 289
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Location: Bulgaria

RE: The Elephant Vanishes :: obvert (J) vs SqzMyLemon (A)

Post by tarkalak »

Long time lurker here.

I just realized how good is the name of your AAR. I have counted 3 elephants vanishing so far.

1. Half the KB on day 2
2. Historiker
3. sqz

I wonder what the next vanishing will be? [:)]
I do not know what is scarier: that I do understand nothing of this demonic script or that I am starting to see the demons that it evokes.

Me, studying for a PHD entry exam in Applied Mathematics.
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obvert
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RE: The Elephant Vanishes :: obvert (J) vs SqzMyLemon (A)

Post by obvert »

ORIGINAL: tarkalak

Long time lurker here.

I just realized how good is the name of your AAR. I have counted 3 elephants vanishing so far.

1. Half the KB on day 2
2. Historiker
3. sqz

I wonder what the next vanishing will be? [:)]

It was a bit prophetic. I wasn't too happy about that after turn 2. [;)]

I named the first three Japanese PBEM AARs after books by Haruki Murakami, one of my favourite authors. The first was "South of the Border, West of the Sun."

Also amusing to me is that "sheep" became a continuing title for Jockmeister's AARs after our first game when he responded to my "Wild Sheep Chase" with "Rise of the Sheep," then "Return of the Sheep," "Awakening of the Sheep," and "Tale of the Sheep."

If I do another I'm considering "Hear the Wind Sing."

"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill
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obvert
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RE: The Elephant Vanishes :: obvert (J) vs SqzMyLemon (A)

Post by obvert »

[font="Times New Roman"]Defenses[/font]
The other stuff happening in the background has been occupying most of my game time and the KB moves are also to deflect attention from the goal of shoring up the Northern defences.

Once I saw the Allies moving North the evacuations began, mostly around New Guinea first, then from the Marianas, and now from the greater SRA, the PI, and even Formosa. There isn't much around the Southern areas now. I can shift some forces back once I'm sure I'e allocated enough to the Kuriles, Hokkaido and Northern Honshu, with a reserve ready.

As mentioned above, I also need radar in all bases in Japan. I can't be strong in every base so I'll have to let reaction, CAP bleed and some distributed AA help lessen the blows. Literally every xAP/AK/xAK/LSD/xAKL and anything else that can carry troops is on the move now, and all of those are going back to Japan.

Some of the most important steps have already been taken, like getting more ground troops onto the outer Kuriles with CD guns, mines and more engineers installed. I'll be trying to get all of the Kuriles to forts 6 before building more airfields to support CAP, search, and some strike planes for a supported battle with the DS if and when it returns.

I'll be also looking at how to slowly pull back troops from Burma. they will move soon as the Thai withdrawal is coming and I suspect Dan will use the RN to land on Malaya or Sumatra soon. Letting the Allied troops run free from Burma might be counter productive at this point though, so I will likely have to fight a slow withdrawal.

I'll give some updates soon on what is going where and how much has been thrown in to the Kuriles, assuming no major changes or reactions stop what I'm up to there.
"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill
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Lowpe
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RE: The Elephant Vanishes :: obvert (J) vs SqzMyLemon (A)

Post by Lowpe »

Almost July of 1944, and now you are worrying about getting radar sets on Honshu. That statement is both joyful and sad at the same time.[&o] That is quite the testimony to an excellently played Japan, but also a little bit of victory disease too considering B29s show up in Feb of 1944, start coming more heavily in April of 44 and this a scenario 1 game.

How good is your memory from the lessons learned posts you did in the Jocke's game? Which should be mandatory reading for all JFBs, btw.

Anyhow, are you having better luck countering the Allied low strikes?
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obvert
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RE: The Elephant Vanishes :: obvert (J) vs SqzMyLemon (A)

Post by obvert »

ORIGINAL: Lowpe

Almost July of 1944, and now you are worrying about getting radar sets on Honshu. That statement is both joyful and sad at the same time.[&o] That is quite the testimony to an excellently played Japan, but also a little bit of victory disease too considering B29s show up in Feb of 1944, start coming more heavily in April of 44 and this a scenario 1 game.

How good is your memory from the lessons learned posts you did in the Jocke's game? Which should be mandatory reading for all JFBs, btw.

Anyhow, are you having better luck countering the Allied low strikes?

Once he was moving to the North I started to account for all radar units available. I see no problem with the IJNAF base forces being in other locations where air defence was at a premium. Being a game Dan picked up it was a bit difficult to judge how to proceed in the months before his Northern move. If he'd gone central and followed Joe's path I would have needed a lot of stuff moving South.

I have a LOT of radar sets in the major bases, but I'll not distribute them to smaller industrial centres only to see Tokyo nailed the following week. I'd rather keep my precious hens in the biggest cages and let a few smaller chicks be vulnerable to the foxes, but only for a short time. By about 8 days from now I'll be filling back from Northern Honshu into the Central areas with radar to ALL bases. Already I've gotten at least two fighter groups to each base in range of Shikuka.

There is no Victory Disease here at all, ([:)]) and I'm not trying to be contentious, just continuing with the plan, which has always been a conservative Japanese game. I had no illusions to the course of the war after the Allies got moving, whether it was Joe running the show or Dan or whoever. Japan, as you know so well, is a set of compromised decisions from the beginning, and right now my compromise is allowing some less defended industry in order to protect larger bases, knowing that I can live with the level of strat bombing now available.

Not learning a player's tendencies early has made it more difficult to play in a defensive role here, but I've also got my shots in so I'm sure Dan would say the same thing. If I can staunch the bleeding and turn the tables on the air war in the next two weeks, then things might get very interesting. [:)]
"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill
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RE: The Elephant Vanishes :: obvert (J) vs SqzMyLemon (A)

Post by crsutton »

ORIGINAL: obvert

ORIGINAL: tarkalak

Long time lurker here.

I just realized how good is the name of your AAR. I have counted 3 elephants vanishing so far.

1. Half the KB on day 2
2. Historiker
3. sqz

I wonder what the next vanishing will be? [:)]

It was a bit prophetic. I wasn't too happy about that after turn 2. [;)]

I named the first three Japanese PBEM AARs after books by Haruki Murakami, one of my favourite authors. The first was "South of the Border, West of the Sun."

Also amusing to me is that "sheep" became a continuing title for Jockmeister's AARs after our first game when he responded to my "Wild Sheep Chase" with "Rise of the Sheep," then "Return of the Sheep," "Awakening of the Sheep," and "Tale of the Sheep."

If I do another I'm considering "Hear the Wind Sing."


How about "Graves of the Fireflies?"

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I am the Holy Roman Emperor and am above grammar.

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obvert
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RE: The Elephant Vanishes :: obvert (J) vs SqzMyLemon (A)

Post by obvert »

ORIGINAL: crsutton

ORIGINAL: obvert

ORIGINAL: tarkalak

Long time lurker here.

I just realized how good is the name of your AAR. I have counted 3 elephants vanishing so far.

1. Half the KB on day 2
2. Historiker
3. sqz

I wonder what the next vanishing will be? [:)]

It was a bit prophetic. I wasn't too happy about that after turn 2. [;)]

I named the first three Japanese PBEM AARs after books by Haruki Murakami, one of my favourite authors. The first was "South of the Border, West of the Sun."

Also amusing to me is that "sheep" became a continuing title for Jockmeister's AARs after our first game when he responded to my "Wild Sheep Chase" with "Rise of the Sheep," then "Return of the Sheep," "Awakening of the Sheep," and "Tale of the Sheep."

If I do another I'm considering "Hear the Wind Sing."


How about "Graves of the Fireflies?"

This looks very cool. I'd like to watch it. When I run out of Murakami titles I might try this one!
"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill
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