Andy Mac v The Insane AI

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Andy Mac
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Andy Mac v The Insane AI

Post by Andy Mac »

SPOILERS I am documenting a test AAR of me v Scen 21 Ironman Insanity so read no further if you don't want to know any more
Andy Mac
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RE: Andy Mac v The Insane AI

Post by Andy Mac »

Ok not going to document every single turn and I am going to allow myself 150 points of variants as I know just how insane this scenario is !!! So before I start the game I am going to decide how to spend my variant points I am going to allocate 50 points for naval 50 for Air and 50 for Land/Scenario for this AAR.

So I am going to do the Land/Scenario points first

1. I like having lots of PP's to make my HQ's sensible and allow me to move stuff between HQ's without penny pinching so I am going to increase PP's to 150 per day - that's 30 points a massive amount of my land points.
2. I am going to cancel the NZ Army Tank Bde withdrawal (2 point)
3. I am going to cancel the withdrawal of 1st 2nd and 6th Aus Cav Bdes (6 Points) - spoiler I am expecting more continental warfare....
4. I am cancelling the withdrawal of Malaya Army and Bur Corps as I think I may need another Army level HQ in 43 in India - 2 point
5. Add 5 Devices per month to Bren Section, Vickers Section, 6 pounder A/T Gun, 25 Pounder Arty, 3" Mortars and NZ Inf Section, 4.5" Arty Guns - 7 points
6. Add one off injection of 50 Matilda and Valentine Tanks 2 Points

50/50 spent very CW focussed because that's where I expect to be fighing
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BillBrown
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RE: Andy Mac v The Insane AI

Post by BillBrown »

Just wondering Andy Mac, how are you determining the points spent?
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RE: Andy Mac v The Insane AI

Post by Andy Mac »

Right 50 points on Aircraft lets see what I am going to spend points on

I am going to need more fighters as the AI is very very resistant to air attacks

So
1. RAF Spitfire Vc accelerate 9 months (3 Points) and increase production by 10 per month (1 point) - total 4 points
2. Wellington 1c accelerate 3 months (2 points) anything pre 6/42 is double...grrr and add 10 production per month (2 points) - also double but worth it for a night bombing capability 4 points
3. RAF Mosquito accelerate 12 months (4 points) and increase production by 10 (1 point) - 5 points total
4. Beaufort I (RAF) accelerate 3 months (1 point)
5. FAA Corsair II accelerate 12 months (4 points)
6. Firefly F.1 accelerate 21 months (7 points) - no logic for this one I just like the plane deffo not worth 7 points but hey who cares !!!
7. A24 Banshee extend production 3 months (2 points)
8. B17E increase production by 10 and extend by 3 months (4 points)
9. P47D25 accelerate 3 months (no brainer for a point with their production level ;)) 1 point
10. P38E accelerate 3 months (2 points)
11. Australian Beaufighter Vic accelerate 3 months and increase production by 10 - 2points
12. F4-F4 accelerate 3 months - 2 points
13. PBY 5 USN increase production by 10 - 2 points
Andy Mac
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RE: Andy Mac v The Insane AI

Post by Andy Mac »

I posted this a few years ago their is a matrix I developed for amending scenarios I have it on my other PC will post it later
Andy Mac
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RE: Andy Mac v The Insane AI

Post by Andy Mac »

so 40 air points so far hmmm what to spend last 10 on could cancel some sqn withdrawals increase my early war oompf !!
Andy Mac
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RE: Andy Mac v The Insane AI

Post by Andy Mac »

14. going to cancel withdrawal of 3 USAAF Sqns 13th and 17th Pursuit Sqns and 91st BS in Dive Bombers (6 points as they all withdraw pre 6/42 but worth it)


4 points left I will come back to it later when I decide what to do with my naval points
Andy Mac
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RE: Andy Mac v The Insane AI

Post by Andy Mac »

OK naval points lets assume for now the extra 4 air points are getting added to my naval points that gives me 54 points.

I can add ships from the allied Ironman scen, cancel withdrawals, accelerate ships but anything I do that impacts pre 7/42 costs double...and anything I do to save Force Z, PH or Manila on day is seriously expensive

So lets do the big 1 first

1. Cancel Force Z movement order (I think this is a better bet than saving a couple of BB's at PH) - 10 points
2. Add Repulse Class BC - HMNZS New Zealand (1/42) 5 points Aukland
3. Add HMAS Melbourne (Majestic Class CVL 7/42) and HMAS Drake (Drake class 12" Cruiser Killer) (7/42) 8 points
4. Cancel Withdrawal Illustrious/Indomitable/Victorious/Formidable - 4 points
5. Change Class HMS Hermes to Colossous Class - 2 points
6. Add 20 Destroyers 7/42 - 20 points
7. Add BB HMS Rodney 1/45 - 2points
8. Accelerate USS Midway 12 months - 1 point

5 points left still thinking about them


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RE: Andy Mac v The Insane AI

Post by Andy Mac »

9. Added CLAA HMS Naiad 1/43 - 1 point
10. Added USS Coral Sea 1/45 - 2 point
11. Added US Montana 1/45 - 2 points
Andy Mac
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RE: Andy Mac v The Insane AI

Post by Andy Mac »

OK that's me done main thing was adding greatly to my Destroyer force in 42 now onto the grind that is the first turn
Andy Mac
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RE: Andy Mac v The Insane AI

Post by Andy Mac »

OK setting for the game are the usual surprise on etc etc not working Torps historic 1st turn (except Force Z will survive)

Will probably not get turn 1 completed until tomorrow night - will be running a mix of 1 - 4 day turns depending on whats going on my strategy will be to run away - being blunt against ironman Tier 3 I need to preserve VP's to avoid autovictory for the AI

Holding onto Singapore as long as possible and Manila will be the key but I suspect I will have some 'infestations' to deal with on turn 1 !!!
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JeffroK
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RE: Andy Mac v The Insane AI

Post by JeffroK »

CAP every base you can, nowhere is safe!!!
Interdum feror cupidine partium magnarum Europae vincendarum
Andy Mac
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RE: Andy Mac v The Insane AI

Post by Andy Mac »

SPOILERS FROM HERE ON

Turn 1 was a brutal as I expected...….

AFTER ACTION REPORTS FOR Dec 07, 41
--------------------------------------------------------------------------------
Midget Sub attack inside harbor of Pearl Harbor!!!

Japanese Ships
SSX Ha-14

Allied Ships
BB Maryland, Torpedo hits 1

BAD START

--------------------------------------------------------------------------------
Morning Air attack on Pearl Harbor , at 180,107

Weather in hex: Clear sky

Raid detected at 120 NM, estimated altitude 12,000 feet.
Estimated time to target is 40 minutes

Japanese aircraft
A6M2 Zero x 42
B5N2 Kate x 156
D3A1 Val x 136
A6M2s Zero x 1

Allied aircraft
no flights

Japanese aircraft losses
A6M2 Zero: 4 damaged
A6M2 Zero: 9 destroyed by flak
B5N2 Kate: 8 damaged
B5N2 Kate: 1 destroyed by flak
D3A1 Val: 17 damaged
D3A1 Val: 4 destroyed by flak

Allied aircraft losses
B-17E Fortress: 14 damaged
B-17E Fortress: 1 destroyed on ground
SBD-1 Dauntless: 20 damaged
SBD-1 Dauntless: 4 destroyed on ground
B-17D Fortress: 58 damaged
B-17D Fortress: 3 destroyed on ground
A-20A Havoc: 24 damaged
A-20A Havoc: 2 destroyed on ground
P-40B Warhawk: 48 damaged
P-40B Warhawk: 10 destroyed on ground
PBY-5 Catalina: 102 damaged
PBY-5 Catalina: 12 destroyed on ground
B-18A Bolo: 44 damaged
B-18A Bolo: 4 destroyed on ground
P-36A Mohawk: 18 damaged
P-36A Mohawk: 3 destroyed on ground
O-47A: 13 damaged
O-47A: 3 destroyed on ground
F4F-3 Wildcat: 8 damaged
F4F-3 Wildcat: 1 destroyed on ground
C-33: 1 damaged
C-33: 1 destroyed on ground
R3D-2: 3 damaged
OS2U-3 Kingfisher: 1 destroyed

Allied Ships
BB Maryland, Bomb hits 7, Torpedo hits 2, heavy fires, heavy damage
BB West Virginia, Bomb hits 4, heavy fires
BB Pennsylvania, Bomb hits 6, heavy fires, heavy damage
BB California, Bomb hits 9, Torpedo hits 1, heavy fires
BB Nevada, Bomb hits 11, Torpedo hits 1, heavy fires
BB Oklahoma, Bomb hits 9, Torpedo hits 3, heavy fires, heavy damage
CL Honolulu, Bomb hits 3, heavy fires
BB Tennessee, Bomb hits 9, Torpedo hits 2, heavy fires
BB Arizona, Bomb hits 10, and is sunk
DD Cummings, Torpedo hits 1, and is sunk
CL Helena, Bomb hits 1, Torpedo hits 1
CA New Orleans, Bomb hits 3, Torpedo hits 2, on fire
DD Schley, Bomb hits 1, and is sunk
AV Tangier, Bomb hits 2, heavy fires, heavy damage
CL Detroit, Bomb hits 2
CA San Francisco, Bomb hits 2, Torpedo hits 2, on fire, heavy damage
DD Litchfield, Bomb hits 1, heavy fires
PT-27, Bomb hits 1, and is sunk
DD Cassin, Torpedo hits 1, and is sunk
DD Shaw, Torpedo hits 1, heavy damage
AV Curtiss, Bomb hits 1, Torpedo hits 1, on fire, heavy damage
DM Preble, Bomb hits 1, on fire, heavy damage
CL Phoenix, Bomb hits 2, heavy fires, heavy damage
AVD Hulbert, Bomb hits 1, and is sunk
CL St. Louis, Bomb hits 4, heavy fires, heavy damage
CL Raleigh, Bomb hits 4, heavy fires, heavy damage
AR Medusa, Bomb hits 1
AD Rigel, Bomb hits 1
DD Conyngham, Torpedo hits 1, on fire, heavy damage
AMc Redbird, Torpedo hits 1, and is sunk
DM Tracy, Bomb hits 1, heavy damage
AO Ramapo, Bomb hits 1, on fire
DD Downes, Bomb hits 1, heavy fires

Allied ground losses:
14 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 0 destroyed, 5 disabled
Engineers: 0 destroyed, 0 disabled

Repair Shipyard hits 2
Airbase hits 42
Airbase supply hits 4
Runway hits 95

EXCEPTIONALLY BAD PEARL HARBOUR - GOT HIT REALLY HARD 4 BB'S SUNK AND 4 MORE BADLY DAMAGED DEVASTATING STRIKE....


--------------------------------------------------------------------------------
Morning Air attack on Rangoon , at 54,53

Weather in hex: Clear sky

Raid spotted at 18 NM, estimated altitude 12,000 feet.
Estimated time to target is 6 minutes

Japanese aircraft
G4M1 Betty x 18

No Japanese losses

Allied Ships
xAK Chilka, Bomb hits 5, heavy fires, heavy damage
xAKL Chaksang, Bomb hits 2, heavy fires, heavy damage
xAKL Hermelin, Bomb hits 1, on fire
HDML 1104, Bomb hits 1, and is sunk
xAK Indira, Bomb hits 2, heavy fires
xAK Mundra, Bomb hits 1
xAKL Ardent, Bomb hits 1, on fire

ALSO GOT HIT AT RANGOON



--------------------------------------------------------------------------------
Morning Air attack on Hong Kong , at 77,61

Weather in hex: Clear sky

Raid detected at 79 NM, estimated altitude 16,000 feet.
Estimated time to target is 27 minutes

Japanese aircraft
G4M1 Betty x 18
Ki-21-IIa Sally x 36

Allied aircraft
no flights

Japanese aircraft losses
G4M1 Betty: 1 destroyed by flak
Ki-21-IIa Sally: 1 damaged

Allied aircraft losses
Walrus II: 4 damaged
Walrus II: 1 destroyed on ground

Allied Ships
xAK Munlock, Bomb hits 2, on fire
xAKL Chengtu, Bomb hits 2, heavy fires
xAK Ming Sang, Bomb hits 2, on fire
xAKL Halldor, Bomb hits 1, heavy fires, heavy damage
xAKL Soochow, Bomb hits 2, heavy fires, heavy damage
xAK Hinsang, Bomb hits 3, heavy fires, heavy damage
xAK Nanning, Bomb hits 4, heavy fires, heavy damage
xAK Haraldsvang, Bomb hits 3, heavy fires, heavy damage
xAK Fatshan, Bomb hits 1

Allied ground losses:
7 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 0 destroyed, 1 disabled
Engineers: 0 destroyed, 0 disabled

Airbase hits 1
Runway hits 14
AND HONG KONG


--------------------------------------------------------------------------------
Afternoon Air attack on Seattle , at 212,52

Weather in hex: Clear sky

Raid spotted at 31 NM, estimated altitude 10,000 feet.
Estimated time to target is 11 minutes

Japanese aircraft
A6M2 Zero x 89
B5N1 Kate x 24
D3A1 Val x 22

Japanese aircraft losses
B5N1 Kate: 1 damaged
D3A1 Val: 3 damaged
D3A1 Val: 1 destroyed by flak

Allied Ships
DD Kane, Bomb hits 1, on fire
BB Colorado, Bomb hits 7, heavy fires, heavy damage
BB Warspite, Bomb hits 10, heavy fires, heavy damage


AND SEATTLE...…..



--------------------------------------------------------------------------------
Afternoon Air attack on Victoria , at 209,51

Weather in hex: Clear sky

Raid spotted at 6 NM, estimated altitude 9,000 feet.
Estimated time to target is 2 minutes

Japanese aircraft
B5N1 Kate x 24
D3A1 Val x 22
A6M2s Zero x 1

Japanese aircraft losses
D3A1 Val: 1 destroyed by flak

Allied Ships
KV Edmundston, Bomb hits 2, heavy fires, heavy damage
KV Dawson, Bomb hits 2, and is sunk
AMc Armentieres, Bomb hits 1, and is sunk

Repair Shipyard hits 1
Port hits 4
Port fuel hits 1

AND VANCOUVER


Japanese landings at all the usual points plus Hilo in the PI, Coal Harbour on the West Coast, Johnstone Island, Midway and Christmas Island they have cut my route to SOPAC without massive diversions
Andy Mac
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RE: Andy Mac v The Insane AI

Post by Andy Mac »

4 BB's sunk
5 DD's sunk
1 AV sunk
123 aircraft lost on turn 1

Initial activity is to turn off replacements and upgrades for air and land groups

1 Cruiser and 24 Destroyers undamaged at PH going to try and stop the unloading at Hilo and fly in more troops via PBY
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BillBrown
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RE: Andy Mac v The Insane AI

Post by BillBrown »

ORIGINAL: Andy Mac

I posted this a few years ago their is a matrix I developed for amending scenarios I have it on my other PC will post it later

This would be very appreciated, I looked but could not find it.
Andy Mac
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RE: Andy Mac v The Insane AI

Post by Andy Mac »

Thoughts on Ironman Insanity

1. Main Changes
The main change I am expecting is a far more aggressive AI with more phase 2 exploitation attacks and a number of harassing attacks.
The AI will cover invasions better and the numerous Q ships and AMC’s will make even transport TF’s better protected
The AI is still a bit thick but it has far more resources to put me under pressure earlier
IJN TF’s are going to be far more resilient to both Naval and Air Attacks with better AA and more and better air cover with more CVE’s and CV’s to cover invasions and more float fighters/float TB’s to protect invasion convoys and make approaching them dangerous.
The Japanese air defences against early war allied air power will be significantly better and air attacks need to be covered by escort fighters and be able to hit hard when they arrive.
Whilst SCTF’s will suffer more damage and face a more difficult task the uplift in Japanese capability is significantly less than v air attack so using light SCTFs CA and CL led DD forces are going to be my main weapon against Japanese invasions and using air search to find them early is going to be vital.
2. Implications
In the early game I need to preserve my Destroyer and Cruiser force as much as possible from air attack and use my early war bombers for naval search – don’t waste Vildebeeste and Swordfish Bombers against undamaged AI Invasion TF’s wait until the SCTF’s damage them and then use the bombers to pick off stragglers.
Most of my air sqns are to be used for pilot training or picking off stragglers
Unless massed Fighter Sqns alone will not protect ports need to create Flak Traps to protect key ports.
3. Implications for Initial Expansion
Overall everywhere will fall early and fall hard I need to delay as much as possible the fall of Singapore without wasting assets
a. Malaya
Japanese may try Mersing gambit – I will have Force Z available until Singpore Harbour becomes too dangerous I need to get everything back to Singapore ASAP get supply into Singapore and be ready to stand and fight as long as possible to give me time to prepare. BUT no reinforcements to be sent
b. Burma
Burma is going to be a PITA – the IJA bandits can take a 1 on 1 a Burmese Bn so my rear area and evac route is going to be under constant pressure
I need to get the Chinese 5th Corps in theatre ASAP to secure my line of retreat I must not get BURCORPS cut off priority is to avoid a fight and retreat before getting retreated but hold on as long as possible
c. DEI
Fight to delay as long as possible keep a fleet in being and mine key bases using Dutch minelayers save airpower for battle of Java
Evac as much fuel and supply as possible – no reinforcements to be sent
d. PI
Stand and fight at Manila air units to stay in theatre until no longer tenable to assist fort building no reinforcements to be sent
e. India and Ceylon
They are vulnerable even diverting all reinforcement Bdes and 18th British Div may not be enough – need to train air squadrons and get ready for the onslaught
My forces are undertrained and equipped with Indian Rifle Sections and limited heavy weapons and truck mounted machine guns instead of tanks – I need time to rest/train and re equip with Indian 42 Rifle Sections get some tanks into my armoured and mech units need to avoid the risk of a surrender while the units are low exp and low morale and poorly equipped. I have a few ‘regular’ Bdes and the early arrival of 18th British Div helpw
My focus in this theatre will be
1. Eastern Fleet to be established with forward deployed light task forces
2. Create an AA Flak Trap at Colombo
3. Reinforce Ceylon with at least 2 Div equivalents
4. Start building AF’s and Forts in Assam on the Imphal Line, at Chittagong and along the Easter Indian Cost
5. Prepare Ceylon for a siege
6. Stockpile Indian 42 Sections, Vickers MG Sections, Bren Sections, 2 Pounder A/T Guns, Valentine III and Vickers Light Tanks and 18/25 Pounders until I have enough to upgrade LCU’s
7. Get convoys moving from both Abadan and Aden and Cape Town
8. Get Naval Search coverage up and running ASAP to pick of raiders and subs early

f. SWPAC
OK the challenge in SWPAC is that Port Moresbey and Rabaul cannot be saved so evac as much force as possible
I state the war with
• 5 Scattered Aus Militia Divs
• 5 Cavalry Bdes (about to convert to Motor or Armoured Bdes)
• 3 or 4 Independent Bdes
• Multiple weak Bn sized forces
• Armoured Regiments with no Tanks
All these forces are equipped with CMF Militia Rifle Sections and limited heavy weapons and truk mounted machine guns instead of tanks– DO NOT DO NOT DO NOT commit them overseas – I need to rest/train and re equip with CMF Rifle Sections get some tanks into my armoured and mech units – better to give ground than take the risk of a surrender while the units are low exp and low morale and poorly equipped.
My focus in this theatre will be
9. Evac Rabaul and PM
10. Disband any Bn sized units at Sydney that I can with CMF or AIF Sections or other usable devices better to get the Divs and Bdes up to strength than have scattered Bns (unfortunately units set to withdraw on a date cannot be manually disbanded) But there are some that can be.
11. Stockpile AIF 42 Sections, Vickers MG Sections, Bren Sections, 2 Pounder A/T Guns, Matilda II Tanks and 25 Pounders until I have enough to upgrade LCU’s Priority will be getting 4th Australian Div and 3rd Motor Bde up to TOE ASAP to give me a strong counterattack force – after these untis are upgraded and up to strength I will turn to other units
12. Build Forts at Normanton and the Western Coastal Bases near Perth and Perth itself also Eastern Coastal Bases above Brisbane – Try to garrison all bases on the main road and rail network
13. North Australia I will play by ear but unless I am willing to commit large forces off the rail line I am not sure if I will defend in in 1st half of 42
14. Turn of HI to preserve fuel

SOPAC
SOPAC is a problem New Caledonia is undefendable to an early attack to can be isolated so not going to reinforce until I can hold it
Fiji I need to think about if I can hold it would be good it has my only Regular NZ Bde as garrison and can be reinforced by the US Arty Convoy IF I am willing to commit surface assets and stop a landing – maybe I can hold – will need to think about this.
I start the war in SOPAC with
• 5 or 6 Scattered NZ Militia Bdes (4 in NI and 2 in SI) and 1 Regular Bde on Fiji
• And a few understrength Cav Regts
The Militia forces are equipped with NZ Militia Rifle Sections and limited heavy weapons I must not commit them overseas – I need to rest/train and re equip with NZ Rifle Sections get some tanks into my Cav Units.
The problem is unlike Australia I cannot trade Ground for Time.
So my focus in this theatre will be
1. Make the decision to stand or evac Fiji
2. Form powerfull SCTF’s probably based out of Wellington
3. Train Bombers as naval search aircraft
4. Reinforce with US Units ASAP
5. Stockpile NZ 42 Sections, Vickers MG Sections, Bren Sections, 2 Pounder A/T Guns, Valentine III Tanks and 25 Pounders until I have enough to upgrade LCU’s and yes this may place me in conflict with other theatre needs
6. Build Forts at all coastal bases in NI and SI
Without US Reinforcements I think NZ is very vulnerable in this scenario

CENTPAC/WESTPAC
CENTPAC is a problem – my Pacific Fleet is in tatters Hilo is under attack, Coal Harbour has fallen my LOC to SOPAC are in danger and as per previous post SOPAC will need help if the Japanese attack NZ or Australia
Priorities
1. Get rid of infestations at Hilo and Coal Harbour
2. Retake Johnson Island (Midway will have to wait)
3. Organise protected convoys to reinforce PH
4. Establish refueling bases (tbc which bases)
5. Make sure the Line Islands are protected (Christmas Island is a good staging point for convoys don’t lose it !!)
6. Start repairing US Pacific Fleet
7. Get Fuel and Supply moving, train pilots and get the US War Machine moving

Key Priorities 1st 3 months
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RE: Andy Mac v The Insane AI

Post by Andy Mac »

Survive and buy time
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RE: Andy Mac v The Insane AI

Post by traskott »

Suscribed.

Andy Mac losing against the AI, it's own child? [;)]
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PaxMondo
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RE: Andy Mac v The Insane AI

Post by PaxMondo »

ORIGINAL: Andy Mac

4 BB's sunk
5 DD's sunk
1 AV sunk
123 aircraft lost on turn 1

Initial activity is to turn off replacements and upgrades for air and land groups

1 Cruiser and 24 Destroyers undamaged at PH going to try and stop the unloading at Hilo and fly in more troops via PBY
good luck with this … I couldn't. [;)]

[:D][:D][:D]
[&o][&o][&o]
Pax
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RE: Andy Mac v The Insane AI

Post by Bif1961 »

So he magic moved the mini-KB to attack Seattle and the BB Warspite and Colorado in drydock? I have done something like that before but with a slit KB after the PH attack a week later, not on the same turn with the mini-KB. Or does he just start with even more than the historic 10 Japanese carriers?
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