A Good Place to Start - Matthew (A) v Fokko (J) - Bottlenecks Mod

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M Peaston
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Re: A Good Place to Start - Matthew (A) v Fokko (J) - Bottlenecks Mod

Post by M Peaston »

RangerJoe wrote: Wed Aug 16, 2023 1:30 am If you can get units to the coast, then they can be airlifted out by flying boats.

Now that the enemy has Miri, bomb the OIL but not the refineries. There is a shortage of OIL that they Japanese can easily capture. Bomb during daylight until fighters show up, then bomb at night. Put a minefield one hex away from the port where the ships have to travel through. If you use more than one submarine for this, have them lay on different days. Once one minefield is detected, then lay another.

Ah, so I just need to get them to a coastal hex, not necessarily one with a base. That’s good to know.

The Japanese have Zeros operating out of Miri now. I have laid mines there but the icon didn’t stay for long so I assume there’re minesweepers at the port.
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Re: A Good Place to Start - Matthew (A) v Fokko (J) - Bottlenecks Mod

Post by M Peaston »

I’m looking at advancing from Ningsia, keeping supplied by air if necessary. I assume Fokko has something to protect his LOC (maybe the 12th Ind Infantry Rgt) and I think he’s too canny to allow himself to be cut off, but let’s see if I can make him either withdraw back down the highway or commit more forces to protect his advance.

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JanSako
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Re: A Good Place to Start - Matthew (A) v Fokko (J) - Bottlenecks Mod

Post by JanSako »

That tank regiment is going to be very dangerous for your single CAV corps. If he has two, they will eat you for lunch. Your only hope is Rough terrain & hold; it should take them quite a few attacks to chew through, but no way you can take two IJA tank regiments. Of course, if you manage to cut the road behind them, that is a different thing :-)
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Re: A Good Place to Start - Matthew (A) v Fokko (J) - Bottlenecks Mod

Post by M Peaston »

The 9th Tank Rgt and four other units (as per mouseover) were visible in that hex for a few turns before they disappeared. I suspect they have moved onto the major road hex to the NE, or at least I hope they will have done so by the time the Chinese arrive.

Yes, it would be a shame if 5th Cavalry somehow found itself sitting right on the Japanese force's supply lines, wouldn't it?
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Re: A Good Place to Start - Matthew (A) v Fokko (J) - Bottlenecks Mod

Post by RangerJoe »

M Peaston wrote: Thu Aug 17, 2023 8:18 am The 9th Tank Rgt and four other units (as per mouseover) were visible in that hex for a few turns before they disappeared. I suspect they have moved onto the major road hex to the NE, or at least I hope they will have done so by the time the Chinese arrive.

Yes, it would be a shame if 5th Cavalry somehow found itself sitting right on the Japanese force's supply lines, wouldn't it?
That would be terrible even though it is a major function of the modern cavalry. But doing that only needs part of the unit. Two other parts can run around elsewhere, raiding Japanese supply lines!
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Re: A Good Place to Start - Matthew (A) v Fokko (J) - Bottlenecks Mod

Post by BBfanboy »

M Peaston wrote: Wed Aug 16, 2023 10:33 pm
RangerJoe wrote: Wed Aug 16, 2023 1:30 am If you can get units to the coast, then they can be airlifted out by flying boats.

Now that the enemy has Miri, bomb the OIL but not the refineries. There is a shortage of OIL that they Japanese can easily capture. Bomb during daylight until fighters show up, then bomb at night. Put a minefield one hex away from the port where the ships have to travel through. If you use more than one submarine for this, have them lay on different days. Once one minefield is detected, then lay another.

Ah, so I just need to get them to a coastal hex, not necessarily one with a base. That’s good to know.

The Japanese have Zeros operating out of Miri now. I have laid mines there but the icon didn’t stay for long so I assume there’re minesweepers at the port.
You need to use the "Pick up troops" order to pluck troops off a non-base hex. To get that order you need to set "Troop Transport" and then the destination hex where you are sending them to pick up the troops. Only then will the "Pick up troops" order be available. Similarly, you can use transport subs and APDs to pick up troops. The APDs need to be in a Fast Transport TF. I am unsure if other ships that can be in a FT TF can also take part in a Pick up Troops mission. (e.g. some AMCs)
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Re: A Good Place to Start - Matthew (A) v Fokko (J) - Bottlenecks Mod

Post by RangerJoe »

M Peaston wrote: Wed Aug 16, 2023 10:33 pm
RangerJoe wrote: Wed Aug 16, 2023 1:30 am If you can get units to the coast, then they can be airlifted out by flying boats.

Now that the enemy has Miri, bomb the OIL but not the refineries. There is a shortage of OIL that they Japanese can easily capture. Bomb during daylight until fighters show up, then bomb at night. Put a minefield one hex away from the port where the ships have to travel through. If you use more than one submarine for this, have them lay on different days. Once one minefield is detected, then lay another.

Ah, so I just need to get them to a coastal hex, not necessarily one with a base. That’s good to know.

The Japanese have Zeros operating out of Miri now. I have laid mines there but the icon didn’t stay for long so I assume there’re minesweepers at the port.
The reasons for why laying a minefield one hex away from the port or any one hex that enemy ships have to travel to leave a base is so:
1) The enemy does not spot the minefield immediately;
2) AMcs only work in their own hex if they are in a task force. Apparently they can also be disbanded in a base and work there as well.
3) Since it is not a base hex but the enemy has to travel through it, the enemy may not have a minesweeping task force in that area. If the enemy does have such a task force, then it is subject to air raids, surface action, and submarine action. Killing the minesweepers is a good goal, the IJN minesweepers may be converted to Escorts with a great ASW value and better ASW weapons. Killing any IJN ASW ships is a good thing.

So as Allies, all of those Dutch AMcs are NOT throw away ships! They are useful in major Allied ports.

Another good place to have a minefield is the hex at the river mouth leading to/from Palembang. Minefields don't work in rivers but they do there. So isn't that a great place to put mines for the AOs and TKs to clear? Especially if they are loaded with fuel? The same thing for Rangoon, the Malacca Strait, and so on for other ships.
Seek peace but keep your gun handy.

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Re: A Good Place to Start - Matthew (A) v Fokko (J) - Bottlenecks Mod

Post by RangerJoe »

BBfanboy wrote: Thu Aug 17, 2023 3:55 pm
M Peaston wrote: Wed Aug 16, 2023 10:33 pm
RangerJoe wrote: Wed Aug 16, 2023 1:30 am If you can get units to the coast, then they can be airlifted out by flying boats.

Now that the enemy has Miri, bomb the OIL but not the refineries. There is a shortage of OIL that they Japanese can easily capture. Bomb during daylight until fighters show up, then bomb at night. Put a minefield one hex away from the port where the ships have to travel through. If you use more than one submarine for this, have them lay on different days. Once one minefield is detected, then lay another.

Ah, so I just need to get them to a coastal hex, not necessarily one with a base. That’s good to know.

The Japanese have Zeros operating out of Miri now. I have laid mines there but the icon didn’t stay for long so I assume there’re minesweepers at the port.
You need to use the "Pick up troops" order to pluck troops off a non-base hex. To get that order you need to set "Troop Transport" and then the destination hex where you are sending them to pick up the troops. Only then will the "Pick up troops" order be available. Similarly, you can use transport subs and APDs to pick up troops. The APDs need to be in a Fast Transport TF. I am unsure if other ships that can be in a FT TF can also take part in a Pick up Troops mission. (e.g. some AMCs)
You can also set the air unit to send supply there and then switch it to picking up the troops. Have the air unit fly rather low. If the unit is starving and is somewhat large, maybe fly in a few supplies initially so they don't lose devices. Where that unit ends up would probably not be a safe place for a Fast Transport TF and you probably don't have transport subs to haul troops out but any sub could haul in some supplies.

Also, those Zeros at Miri could be from CVEs even since they are not bothered by being in a base hex.

As long as the pilot has at least 50 experience, they can fly operations at night. Which means you should set your bombers to night missions.
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
:twisted: ; Julia Child


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M Peaston
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Re: A Good Place to Start - Matthew (A) v Fokko (J) - Bottlenecks Mod

Post by M Peaston »

BBfanboy wrote: Thu Aug 17, 2023 3:55 pm
M Peaston wrote: Wed Aug 16, 2023 10:33 pm
RangerJoe wrote: Wed Aug 16, 2023 1:30 am If you can get units to the coast, then they can be airlifted out by flying boats.

Now that the enemy has Miri, bomb the OIL but not the refineries. There is a shortage of OIL that they Japanese can easily capture. Bomb during daylight until fighters show up, then bomb at night. Put a minefield one hex away from the port where the ships have to travel through. If you use more than one submarine for this, have them lay on different days. Once one minefield is detected, then lay another.

Ah, so I just need to get them to a coastal hex, not necessarily one with a base. That’s good to know.

The Japanese have Zeros operating out of Miri now. I have laid mines there but the icon didn’t stay for long so I assume there’re minesweepers at the port.
You need to use the "Pick up troops" order to pluck troops off a non-base hex. To get that order you need to set "Troop Transport" and then the destination hex where you are sending them to pick up the troops. Only then will the "Pick up troops" order be available. Similarly, you can use transport subs and APDs to pick up troops. The APDs need to be in a Fast Transport TF. I am unsure if other ships that can be in a FT TF can also take part in a Pick up Troops mission. (e.g. some AMCs)
I know AMCs can from a base hex; I don’t know about a non-base hex. I’ll try it when I get the opportunity.
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Re: A Good Place to Start - Matthew (A) v Fokko (J) - Bottlenecks Mod

Post by M Peaston »

RangerJoe wrote: Thu Aug 17, 2023 5:32 pm
BBfanboy wrote: Thu Aug 17, 2023 3:55 pm
M Peaston wrote: Wed Aug 16, 2023 10:33 pm


Ah, so I just need to get them to a coastal hex, not necessarily one with a base. That’s good to know.

The Japanese have Zeros operating out of Miri now. I have laid mines there but the icon didn’t stay for long so I assume there’re minesweepers at the port.
You need to use the "Pick up troops" order to pluck troops off a non-base hex. To get that order you need to set "Troop Transport" and then the destination hex where you are sending them to pick up the troops. Only then will the "Pick up troops" order be available. Similarly, you can use transport subs and APDs to pick up troops. The APDs need to be in a Fast Transport TF. I am unsure if other ships that can be in a FT TF can also take part in a Pick up Troops mission. (e.g. some AMCs)
You can also set the air unit to send supply there and then switch it to picking up the troops. Have the air unit fly rather low. If the unit is starving and is somewhat large, maybe fly in a few supplies initially so they don't lose devices. Where that unit ends up would probably not be a safe place for a Fast Transport TF and you probably don't have transport subs to haul troops out but any sub could haul in some supplies.

Also, those Zeros at Miri could be from CVEs even since they are not bothered by being in a base hex.

As long as the pilot has at least 50 experience, they can fly operations at night. Which means you should set your bombers to night missions.

I’m adopting this - lock, stock and barrel - as my mine warfare doctrine. I need one; I’ve been too haphazard in my minelaying so far. I need to take a little time to study which ships can lay which mines, which mines I have a good supply of, and which ports can rearm. Then I can start getting the right minelayers to the right ports so I can lay the right mines in the right places.

I agree with you re the Dutch minesweepers; risk and loss is part of the game and all ships are potentially expendable if the prize is right, but none are throwaway.
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Re: A Good Place to Start - Matthew (A) v Fokko (J) - Bottlenecks Mod

Post by M Peaston »

28th January 1942



CHINA

Chinese military intelligence received a shock when an unidentified and unspotted enemy unit wandered into Ningsia! Also the 12th Ind Infantry rgt is indicated by SigInt to be moving along the road to Ningsia and is now only four hexes away. Now, if the Japanese want to send their units up the road in penny packets for the Chinese to gobble up that’s fine. However, there may be more out there than I bargained for. I hope the Chinese haven’t bitten off more than they can chew.

At Poyang the 20th Ind Mixed Bde looks like it is going to try and break out to the northwest.



ABDA

At Singapore it seemed that the Australians again bore the brunt of the Japanese assault, but despite heavy losses the Allies don’t look like crumbling just yet. Fatigue and disruption amongst the Allied units are very low, although morale could be better.

The Hurricane IIb will be going into action tomorrow, as a squadron has flown in to Singapore from Batavia, along with a squadron of NZ Buffalos. I’ve got another Buffalo squadron at Batavia upgrading to Hurricanes and I can then use the Buffalos to fill out the other squadrons. That will give me two Hurricane and three Buffalo squadrons which I can rotate between Java/Sumatra Singapore. I’m not ready to concede the air over Singapore just yet.

The Japanese land the Kawaguchi Detachment and 6th Tank Rgt at Kuching, shrugging off ineffective air attacks from the Dutch.

American forces are holding out at Manila. The Japanese assault went in without any air attacks today.



SWPAC/SOPAC

It looks like an invasion force is assembling at Truk. I think Rabaul is the likeliest target, but I’ll keep an open mind as to other possibilities.
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RangerJoe
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Re: A Good Place to Start - Matthew (A) v Fokko (J) - Bottlenecks Mod

Post by RangerJoe »

M Peaston wrote: Tue Aug 22, 2023 10:01 pm
BBfanboy wrote: Thu Aug 17, 2023 3:55 pm
M Peaston wrote: Wed Aug 16, 2023 10:33 pm


Ah, so I just need to get them to a coastal hex, not necessarily one with a base. That’s good to know.

The Japanese have Zeros operating out of Miri now. I have laid mines there but the icon didn’t stay for long so I assume there’re minesweepers at the port.
You need to use the "Pick up troops" order to pluck troops off a non-base hex. To get that order you need to set "Troop Transport" and then the destination hex where you are sending them to pick up the troops. Only then will the "Pick up troops" order be available. Similarly, you can use transport subs and APDs to pick up troops. The APDs need to be in a Fast Transport TF. I am unsure if other ships that can be in a FT TF can also take part in a Pick up Troops mission. (e.g. some AMCs)
I know AMCs can from a base hex; I don’t know about a non-base hex. I’ll try it when I get the opportunity.
For the fast transport mission, you have to pick up the troops and you get a long list of your units. Your TF would also be vulnerable to surface interception and air attacks. I suggest using your flying boats to pick up the units that you want. That could have been done starting the 8th of December.
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

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Re: A Good Place to Start - Matthew (A) v Fokko (J) - Bottlenecks Mod

Post by CaptBeefheart »

Keep up the good work.

If you want to find those IJA units traipsing around Xinjiang, you can set a ground-attack-capable squadron to ground attack without a hex specified. They'll find a unit to attack.

Cheers,
CB
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M Peaston
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Re: A Good Place to Start - Matthew (A) v Fokko (J) - Bottlenecks Mod

Post by M Peaston »

RangerJoe wrote: Tue Aug 22, 2023 10:16 pm
M Peaston wrote: Tue Aug 22, 2023 10:01 pm
BBfanboy wrote: Thu Aug 17, 2023 3:55 pm

You need to use the "Pick up troops" order to pluck troops off a non-base hex. To get that order you need to set "Troop Transport" and then the destination hex where you are sending them to pick up the troops. Only then will the "Pick up troops" order be available. Similarly, you can use transport subs and APDs to pick up troops. The APDs need to be in a Fast Transport TF. I am unsure if other ships that can be in a FT TF can also take part in a Pick up Troops mission. (e.g. some AMCs)
I know AMCs can from a base hex; I don’t know about a non-base hex. I’ll try it when I get the opportunity.
For the fast transport mission, you have to pick up the troops and you get a long list of your units. Your TF would also be vulnerable to surface interception and air attacks. I suggest using your flying boats to pick up the units that you want. That could have been done starting the 8th of December.

There’s three main reasons why some of the smaller garrisons in the DEI were left in place:

- The priority for flying boats was naval search/recon.
- The priority for shipping was evacuating civilians.
- How would the local populations manage if the colonial authorities pulled out too soon, with too long a gap before the Japanese arrived? There’d be disorder, anarchy, a breakdown of the economic and social fabric of society! Or worse still, the locals would find that they could manage perfectly well without their imperial overlords and then, perish the thought, after the war they might not welcome back with open arms their previous masters…..
M Peaston
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Re: A Good Place to Start - Matthew (A) v Fokko (J) - Bottlenecks Mod

Post by M Peaston »

CaptBeefheart wrote: Wed Aug 23, 2023 3:08 am Keep up the good work.

If you want to find those IJA units traipsing around Xinjiang, you can set a ground-attack-capable squadron to ground attack without a hex specified. They'll find a unit to attack.

Cheers,
CB

A good point, I’d been doing that with recon missions, but ground attack might have more success - and give the name of the unit(s) too.

29th January 1942


There have been three main areas of activity today.


CHINA

It turns out that the Japanese unit that wandered into Ningsia is an entire division; 37th Division to be precise. A good lesson on not being over reliant on SigInt. The Japanese units on the road to Hami/Kiuchuan look like they’re falling back. Possibly the Japanese have decided to concentrate on Lanchow. As well as the 82nd Army plus three cavalry corps at Ningsia I’ve got the 11th and 61st Armies digging in at Lanchow, with the 24th Army and 22nd Artillery Rgt already en route. I’m reasonably confident I can hold.



ABDA

Two RAF squadrons (one Hurricane, one NZ Buffalo) fought the Japanese over Singapore, claiming 6 Oscars and around 30 Lilys/Sallys for the loss of 1 Buffalo. Interesting to note that all but one Hurricane was available again today, whereas 8 of the Buffalos were grounded. I”ve got nothing to reinforce with tomorrow (the remainder of the RAF squadrons are still on Java rebuilding or converting), so I’ve pulled back the squadrons from Singapore - for now.

I think the pinprick attacks on Japanese airfields in Malaya are having an affect. Three B17Ds bombed Kluang; no damage was recored and one B17 was lost, but they were met by 28 Oscars. Some of these Oscars could and should have been over Singapore.

On the ground at Singapore the Imperial Guards Division showed up, but didn’t seem to participate in the battle.

The Japanese captured Kuching, with the Allied forces (Sarawak force, 22nd Indian Mountain Gun Rgt and elements of 2/15th Punjabi and 2nd Gordons retreating to Sinkawang II.



SWPAC/SOPAC/CENPAC

KB appears to have joined the buildup at Truk. Heavy radio transmissions were reported at 99,12 east of Hollandia: could this be Mini KB?
JanSako
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Re: A Good Place to Start - Matthew (A) v Fokko (J) - Bottlenecks Mod

Post by JanSako »

Nice CAP trap over Singers!

Hint: If you upgrade the Flying Tigers to P-40E, they can reach Manila with drop tanks from China (Wuchow or Kukong). Make sure you do not have yellow/green supply, otherwise the drop tanks will not be available for the flight back!

U holding in Manila or Clark?

Hint II: The French sub Surcouf can carry 250 supply, it is great to carry supply from Pakhoi to Luzon. You can probably spare some USN subs too, they are not terribly useful yet...
M Peaston
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Re: A Good Place to Start - Matthew (A) v Fokko (J) - Bottlenecks Mod

Post by M Peaston »

One again, apologies for the delay in replying; real life has a nasty habit of getting in the way of military operations (and the paperwork afterwards).

Clark field has recently fallen to the Japanese; I’m just about holding on at Manila. Bataan is still in fairly good shape; the Japanese have only just arrived there.



30th - 31st January 1942.



CHINA

81st Army reaches Kiuchuan, a significant reinforcement for the 34th Separate Bde already there.

My plan to isolate and destroy the 20th Ind Mixed Bde at Poyang is starting to backfire. The Japanese Bde looks like it is going to break out to the NW, whilst the two Chinese armies wearing themselves out trying to stop it are needed to counter a Japanese push towards Jingdezhen from the east.



SINGAPORE

The CAP at Singapore certainly had a lasting effect. Despite the RAF pulling back to Batavia there have been no significant air attacks on Singapore in the last two days, and only bombardments from the ground forces. A Hurricane and two Buffalo squadrons have been ordered back to Singapore for tomorrow.



PHILIPPINES

Manila gets a reprieve as the Japanese have only bombed and bombarded for the past two days.

I haven’t mentioned Operation Petticoat for a while, but it has been a success, with the nurses brought out by airbridge via Cebu-Tarakan-Makassar-Koepang, where they are awaiting transport to Perth. Petticoat has been so successful that it has now been extended to include the Asiatic Fleet HQ and 1st Port Maintenance Bn, although the route has been temporarily suspended for the transports to assist in the evacuation of 2nd Gordons from Sinkawang, the CO of which was more than a little bemused to discover some of the transport aircraft arriving for his battalion were painted bright pink…

The Japanese captured Oroquieta and Tacurong



DEI

A bit of a setback for the USAAF on the 30th as air attacks against Kuching and Manado resulting in the loss of 6 B17Ds from one cause or another. Allied Intelligence believes that the Japanese are building up their forces at these two bases for their next push into the DEI.

As my intention is to try and hold Kendari and Ambon long enough to get my defences in place in Timor and Darwin, over the last two days I’ve been gathering forces for an attack on Manado. Force Z, Hermes, Boise, Marblehead and HMAS Australia are all in the area. A squadron of P40Bs and one of P40Es (both understrength) and two squadrons of Banshees have moved to Kendari. Enterprise (en route to Darwin from Port Hedland) has been diverted and will head at full speed towards Taliaboe in support.



SWPAC/SOPAC

It’s been all quiet here. There’s no sign of KB or of the other forces that were gathering at Truk, nor is there any sign of what was causing the heavy radio transmissions off of Hollandia.
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Re: A Good Place to Start - Matthew (A) v Fokko (J) - Bottlenecks Mod

Post by M Peaston »

The plan started off fiendishly convoluted, but is now quite simple. HMAS Australia will bomb Ternate as a diversion while Force Z maintains a blocking position north of Taliaboe with the idea that one or the other provides a distraction for the Japanese BB/CA SAG near Manado, allowing Boise and Marblehead to get at the transports there. Hermes and Enterprise (Enterprise is near Darwin but moving at full speed to the area) and will provide air support as will the Banshees and Warhawks at Kendari. By my calculations KB, even if headed this way, will be too far away to intervene. Land-based air at Manado is a known risk. The whereabouts of Mini-KB is unknown but it has been based at Babeldaob and operated in this area, so that is another risk.

The purpose of these manoeuvres is to a) disrupt and delay a suspected Japanese advance on Kendari, b) encourage the Japanese to commit more forces to the southern DEI and c) inflict a material loss on the IJN.

I expect to lose some good ships tomorrow, the question is will the results be worth it?

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Re: A Good Place to Start - Matthew (A) v Fokko (J) - Bottlenecks Mod

Post by JanSako »

- don't be too aggressive unless you can overpower him; just showing up as a 'fleet in being' will make him pause.
- make sure to not have Enterprise sprint the full 18 hexes. If you do, there will likely not be enough time for a strike.
- How much of an enemy Airpower is there? If not too much, aim for daytime engagements. IJN has an advantage over you at night.
- Forget the distraction bombing, concentrate against your target
- Force Z - I would give them a patrol hex (just one), about where your arrow is pointing, with range 6 so they engage whatever was spotted in the area. Max speed. Put their Patrol hex target just outside Nettie Torp range from Babel if possible.
- The CA TF I would make to sprint into Manado with a retirement allowed, but not Bombard (they would stay @9 hexes and wait for tomorrow unless you set them to remain at the destination)! Let them make a zig zag to avoid those BB's. That way if they miss, they will at least try to get partway back & be covered by Force Z.
- Hermes - bring her to where Enterprise will be so she can be under CAP. The stringbags can reach far enough.
Good luck, share how it went!
:-)
M Peaston
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Re: A Good Place to Start - Matthew (A) v Fokko (J) - Bottlenecks Mod

Post by M Peaston »

Thanks JanSako, I can’t incorporate your advice, at least not this time, as I sent the turn a couple of days ago.

I think Enterprise might be sprinting the full 18 hexes or something pretty close to it- maybe 16 or 17. It’s something to bear in mind for the future. I would like to have waited another day or two to allow Enterprise to catch up, but I’m not sure i had the time to wait.

With force Z I’ve done pretty much what you said - it’s set to patrol the indicated hex with a reaction range of 6. I didn’t give Boise and Marblehead a bombard mission for the very reason you gave - they were too far away and wouldn’t have gone in until tomorrow.

As for everything else, what’s done is done - I’ll just have to wait and see.

Fokko said he may be a little while with the turn, and I’m busy later this week and at the weekend - so the suspense may drag on into next week……
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