War is FUBAR - 1EyedJacks (J) VS NY59Giants (A)
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- 1EyedJacks
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- Location: Reno, NV
War is FUBAR - 1EyedJacks (J) VS NY59Giants (A)
Michael (NY59Giants) and I have known each other for quite a spell - we've even punched each other's dance card a time or two. It's been a few for me since I last played WiTP:AE.
I might-could have forgotten a step or two, so if you'd like to share ideas/advice as the turns roll by, feel free to toss in your 2-cents. Some folk think they know everything; I'm not one of those. <grin>
So - down to brass tacks. We are playing one of the new RA mods that John and Michael have cooked up - the carrier-heavy version. Michael should have a bit of the initial advantage as he and John have been scheming and designing these RA mods for some time. I have done some research, checking out other AARS that used earlier RA mods, and it looks like they've got all of the bugs worked out. To be completely honest - I did check out the early versions of RA back in the day when they were doing the initial playtesting, but it's been a long minute since I've done a T1 for any mod/scenario.
What I see is that starting out as Japan, the resources are tight. Imma gunna have to go hard for oil and resources from the git-go. In truth, my initial push in this game will be for an auto-victory. Historically, Yamamoto never expected a knockdown-drag-out between Japan and America to be a winning solution. Everything I've read of him points at Yamamoto seeking a series of quick and decisive victories to get America to step back and say they didn't wanna dance anymore with Japan. In this game, when the calendar rolls over to 44, things get grim for Japan as far as the Allied tech ramping up and their industry shifting into high gear.
So here's where my initial thrust is at the start of the war:
Pearl Harbor
• Yup - pretty much a standard attack with ACTF1. We'll see how things go and then either get in a day-2 attack or push upwards to support an amphib assault by the Aleutians. I want some quick points from his BB if I can get them.
Thailand\Malaya\Sumatra\Burma:
• Most of the RTA is gunna push to Pisanuloke and cross over to Moulmein, working their way up to Rangoon and Magwe. I want Burma oil and to cut off the supplies flowing into China ala the Burma Road.
• I thought about the Mersing Gambit but will instead drive down from Singora and bases captured along the eastern flank of Malaya. I've also sent orders for ACTF3 to come through the China Sea for a port attack of Singapore. I plan to gain and maintain air superiority in that area around Singapore/Palembang to lock the area down, a few SCTF and subs to help keep allied shipping at bay, and either amphib assault Palembang or come up through Oosthaven. The landing(s) at Sumatra will kinda depend on what I see Michael doing for the defense of Sumatra and the oil fields.
• Special Ops will drop the 1st Raiders Para unit at Tandjoengbalai. That should slow down some of the troops in Northern Sumatra from trickling down to Palembang.
Borneo
• I've got magic TFs headed for Kuching. I want to establish strong Air Ops in this region ASAP to help with Sumatra\Palembang and to strike at Singapore.
• Following on the heels of the Magic TFs are other amphibious TFs going for Miri and Brunei.
Philippines
• Land-based bombers with an escort will go after Manila because there's something about allied subs that just piss me off. <wry grin>
• There's a lot of buildup around Cebu in this mod. I'll strike the base with a bombardment attack and have ACTF12 drop down near enough in the Sulu Sea to provide CAP for the bombardment TF.
• Another ACTF is shooting upwards East of Mindano from Babeldaob. I'll use the ACTF to help CAP the Bombardment TF and to go after merchies.
• The standard Batan Isle amphib landing will take place. After its capture I'll transport air support and fighters to help cover my amphib landings on the northern tip of the Philippines.
• Special Ops from Peleliu will drop the 1st Para Assault Div. on Cotabato. That and a following air support unit will give me an airfield to fly from next to the Celebes Sea. A small SCTF of DD will slip into the Celebes also. Fleeing merchies from the PI should get a thorough pounding.
China
• Clearing the rail lines of all the Chinese LCU plus grabbing air units and support troops from Manchukuo will be the initial thrust (along with the capture of Hong Kong). If I think I can knock out China quickly I will. I seem to remember Michael being fond of a defensive line in the rough terrain hexes; we'll see what he does.
DEI
I've got TFs gearing up to push through and hit Mindanao and Borneo and drive towards Java.
Subs
My subs have their initial patrols set. First I'm trying to gather my subs into positions to hit fleeing merchies or identify/engage enemy naval TFs. Michael has additional carriers too, so I guess that he'll initially try to gather them into hunting parties of 2 or 3. I think he'll try to find my larger carrier TFs and then hunt where they are not. I mean, what's the point of a mod that leans towards carriers if you don't use them - right?
Notes:
For an Auto Victory I need a 4:1 ratio by 43 and 3:1 in 44, so my work is cut out for me.
17.2.1 Automatic Victory in 1943
In 1943, if one player has 4 times the VP’s of the other, the game will end.
17.2.2 Automatic Victory in 1944
In 1944, if one player has 3 times the victory points of the other, the game will end.
17.2.3 Automatic Victory in 1945 or Later
In 1945 or beyond, if one player has 2 times the victory points of the other, the game will end.
So what do you think - should I run south to Oz for points or should I run north to India for points? Right now I'm leaning towards going after India. Any thoughts?
I might-could have forgotten a step or two, so if you'd like to share ideas/advice as the turns roll by, feel free to toss in your 2-cents. Some folk think they know everything; I'm not one of those. <grin>
So - down to brass tacks. We are playing one of the new RA mods that John and Michael have cooked up - the carrier-heavy version. Michael should have a bit of the initial advantage as he and John have been scheming and designing these RA mods for some time. I have done some research, checking out other AARS that used earlier RA mods, and it looks like they've got all of the bugs worked out. To be completely honest - I did check out the early versions of RA back in the day when they were doing the initial playtesting, but it's been a long minute since I've done a T1 for any mod/scenario.
What I see is that starting out as Japan, the resources are tight. Imma gunna have to go hard for oil and resources from the git-go. In truth, my initial push in this game will be for an auto-victory. Historically, Yamamoto never expected a knockdown-drag-out between Japan and America to be a winning solution. Everything I've read of him points at Yamamoto seeking a series of quick and decisive victories to get America to step back and say they didn't wanna dance anymore with Japan. In this game, when the calendar rolls over to 44, things get grim for Japan as far as the Allied tech ramping up and their industry shifting into high gear.
So here's where my initial thrust is at the start of the war:
Pearl Harbor
• Yup - pretty much a standard attack with ACTF1. We'll see how things go and then either get in a day-2 attack or push upwards to support an amphib assault by the Aleutians. I want some quick points from his BB if I can get them.
Thailand\Malaya\Sumatra\Burma:
• Most of the RTA is gunna push to Pisanuloke and cross over to Moulmein, working their way up to Rangoon and Magwe. I want Burma oil and to cut off the supplies flowing into China ala the Burma Road.
• I thought about the Mersing Gambit but will instead drive down from Singora and bases captured along the eastern flank of Malaya. I've also sent orders for ACTF3 to come through the China Sea for a port attack of Singapore. I plan to gain and maintain air superiority in that area around Singapore/Palembang to lock the area down, a few SCTF and subs to help keep allied shipping at bay, and either amphib assault Palembang or come up through Oosthaven. The landing(s) at Sumatra will kinda depend on what I see Michael doing for the defense of Sumatra and the oil fields.
• Special Ops will drop the 1st Raiders Para unit at Tandjoengbalai. That should slow down some of the troops in Northern Sumatra from trickling down to Palembang.
Borneo
• I've got magic TFs headed for Kuching. I want to establish strong Air Ops in this region ASAP to help with Sumatra\Palembang and to strike at Singapore.
• Following on the heels of the Magic TFs are other amphibious TFs going for Miri and Brunei.
Philippines
• Land-based bombers with an escort will go after Manila because there's something about allied subs that just piss me off. <wry grin>
• There's a lot of buildup around Cebu in this mod. I'll strike the base with a bombardment attack and have ACTF12 drop down near enough in the Sulu Sea to provide CAP for the bombardment TF.
• Another ACTF is shooting upwards East of Mindano from Babeldaob. I'll use the ACTF to help CAP the Bombardment TF and to go after merchies.
• The standard Batan Isle amphib landing will take place. After its capture I'll transport air support and fighters to help cover my amphib landings on the northern tip of the Philippines.
• Special Ops from Peleliu will drop the 1st Para Assault Div. on Cotabato. That and a following air support unit will give me an airfield to fly from next to the Celebes Sea. A small SCTF of DD will slip into the Celebes also. Fleeing merchies from the PI should get a thorough pounding.
China
• Clearing the rail lines of all the Chinese LCU plus grabbing air units and support troops from Manchukuo will be the initial thrust (along with the capture of Hong Kong). If I think I can knock out China quickly I will. I seem to remember Michael being fond of a defensive line in the rough terrain hexes; we'll see what he does.
DEI
I've got TFs gearing up to push through and hit Mindanao and Borneo and drive towards Java.
Subs
My subs have their initial patrols set. First I'm trying to gather my subs into positions to hit fleeing merchies or identify/engage enemy naval TFs. Michael has additional carriers too, so I guess that he'll initially try to gather them into hunting parties of 2 or 3. I think he'll try to find my larger carrier TFs and then hunt where they are not. I mean, what's the point of a mod that leans towards carriers if you don't use them - right?
Notes:
For an Auto Victory I need a 4:1 ratio by 43 and 3:1 in 44, so my work is cut out for me.
17.2.1 Automatic Victory in 1943
In 1943, if one player has 4 times the VP’s of the other, the game will end.
17.2.2 Automatic Victory in 1944
In 1944, if one player has 3 times the victory points of the other, the game will end.
17.2.3 Automatic Victory in 1945 or Later
In 1945 or beyond, if one player has 2 times the victory points of the other, the game will end.
So what do you think - should I run south to Oz for points or should I run north to India for points? Right now I'm leaning towards going after India. Any thoughts?
TTFN,
Mike
Mike
Re: War is FUBAR - 1EyedJacks (J) VS NY59Giants (A)
I would be worried about India invasion more, since it also thwarts supply airlift from India to China.
Also, you can do all kinds of shenanigans in Calcutta and nearby bases. By taking them, baiting Allies to retake them, taking the bases again ad nauseam you could theoretically reduces HI in those cities to just 1 point, and damage LI along the way. This will hurt Allied supply production in India. Granted, it also reduces your supply production there as the Japanese player, but if you plan to hold those bases temporarily, HI destruction/LI damage may be worth it.
In Australia situation is a bit different, since all surplus supply/res tends to pile up in Sydney (in India it is Bombay) which is heavily defended by Allies since who just need to defend Sydney and a few neighboring cities. So Allies in Australia make a last stand around Sydney, while in India Allies can always hole up in fortfied/supplied Bombay, wait for reinforcement convoys, and hope to retake Calcutta later.
Also, you can do all kinds of shenanigans in Calcutta and nearby bases. By taking them, baiting Allies to retake them, taking the bases again ad nauseam you could theoretically reduces HI in those cities to just 1 point, and damage LI along the way. This will hurt Allied supply production in India. Granted, it also reduces your supply production there as the Japanese player, but if you plan to hold those bases temporarily, HI destruction/LI damage may be worth it.
In Australia situation is a bit different, since all surplus supply/res tends to pile up in Sydney (in India it is Bombay) which is heavily defended by Allies since who just need to defend Sydney and a few neighboring cities. So Allies in Australia make a last stand around Sydney, while in India Allies can always hole up in fortfied/supplied Bombay, wait for reinforcement convoys, and hope to retake Calcutta later.
Re: War is FUBAR - 1EyedJacks (J) VS NY59Giants (A)
Send at least one of the airborne units to Saigon by air, then drop them on Malayan bases to capture them especially if you can remove the dropped units by air. If whatever drops on a base is destroyed by the enemy, then try another base. However, that should keep at least some of the Malayan Army from using strategic movement to run to Singapore! Your tank regiments can then do a realistic panzerblitz on the enemy when they catch them, especially if they are heavily supported by bombers.
For the first turn, consider bombing the port at Manila using Bettys and Nells at 1000 feet with torpedo ordinance. They won't use torpedoes but will carry a full bomb load. Sallies can bomb with a full load at 2000 feet. Consider having some Zeros use bombs at 9000 feet on the airbase at Manila and at Pearl Harbor.
Sinkgawang/Kuching, if they have an airfield level of 2 with air support can handle torpedo bombers which include the Nell and the Betty. If they don't carry torpedoes, they will carry a full load of bombs even at 1000 feet.
Try to find an empty base or a combination of bases along the Burma Road that you can airdrop on to break the Burma Road. This may depend upon the map that you are using.
Corral the Chinese units but try not to destroy them so they won't reappear in Chungking or Chengtu until both of those cities are captured. Bomb every unit in China that can get supplies that you can without risking your bombers to enemy fighters showing up. This will train your pilots while also increasing the enemy supply demand. It does not matter how many bombers there are bombing so feel free to break your bomber units up to bomb more stacks so more units will draw more supplies. Of course, if the enemy is in the open then the more bombers should mean more actual damage but if the enemy units are in cover then the small force is sufficient.
Once you capture a base on the North Coast of Western New Guinea in the DEI, consider putting a large Jake unit there at 1000 feet on Naval Attack. They can do serious damage to merchant ships.
For the first turn, consider bombing the port at Manila using Bettys and Nells at 1000 feet with torpedo ordinance. They won't use torpedoes but will carry a full bomb load. Sallies can bomb with a full load at 2000 feet. Consider having some Zeros use bombs at 9000 feet on the airbase at Manila and at Pearl Harbor.
Sinkgawang/Kuching, if they have an airfield level of 2 with air support can handle torpedo bombers which include the Nell and the Betty. If they don't carry torpedoes, they will carry a full load of bombs even at 1000 feet.
Try to find an empty base or a combination of bases along the Burma Road that you can airdrop on to break the Burma Road. This may depend upon the map that you are using.
Corral the Chinese units but try not to destroy them so they won't reappear in Chungking or Chengtu until both of those cities are captured. Bomb every unit in China that can get supplies that you can without risking your bombers to enemy fighters showing up. This will train your pilots while also increasing the enemy supply demand. It does not matter how many bombers there are bombing so feel free to break your bomber units up to bomb more stacks so more units will draw more supplies. Of course, if the enemy is in the open then the more bombers should mean more actual damage but if the enemy units are in cover then the small force is sufficient.
Once you capture a base on the North Coast of Western New Guinea in the DEI, consider putting a large Jake unit there at 1000 feet on Naval Attack. They can do serious damage to merchant ships.
Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

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

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”


- 1EyedJacks
- Posts: 2303
- Joined: Sun Mar 12, 2006 6:26 am
- Location: Reno, NV
Re: War is FUBAR - 1EyedJacks (J) VS NY59Giants (A)
Hi Yaab,Yaab wrote: Sat Mar 02, 2024 8:45 pm I would be worried about India invasion more, since it also thwarts supply airlift from India to China.
Also, you can do all kinds of shenanigans in Calcutta and nearby bases. By taking them, baiting Allies to retake them, taking the bases again ad nauseam you could theoretically reduces HI in those cities to just 1 point, and damage LI along the way. This will hurt Allied supply production in India. Granted, it also reduces your supply production there as the Japanese player, but if you plan to hold those bases temporarily, HI destruction/LI damage may be worth it.
In Australia situation is a bit different, since all surplus supply/res tends to pile up in Sydney (in India it is Bombay) which is heavily defended by Allies since who just need to defend Sydney and a few neighboring cities. So Allies in Australia make a last stand around Sydney, while in India Allies can always hole up in fortfied/supplied Bombay, wait for reinforcement convoys, and hope to retake Calcutta later.
Yup - I'm leaning heavily towards a main thrust at India. It just looks like more fun than going down under all the time <grin>.
I just received the turn back from Michael this morn. My hand is already tired of that damned mouse!

I'll post the reports in a post below for those that like to download them, and then once I get the turn sent to Michael (probably sometime 2morrow or early Monday), I'll go a bit more in-depth on the initial phase-I push and start scheming on how best to nail down an auto victory in 43.
Thanks for your thoughts regarding India/Oz, and I hope you pop in and offer suggestions as the turns start to flow.
TTFN,
Mike
Mike
- 1EyedJacks
- Posts: 2303
- Joined: Sun Mar 12, 2006 6:26 am
- Location: Reno, NV
Re: War is FUBAR - 1EyedJacks (J) VS NY59Giants (A)
Hi RangerJoe - good suggestions. I've already implemented a few of those in T1. I did hit Singapore and Manila for port attacks. My para units hit Tandjoengbalai and Cotobato. I'm pretty sure I can hold Tandjoe and it provides a closer base for me to fly from as I work to capture Malaya/Sumatra. Cotobato gives me a level-2 AF also, and having a strong air presence around the Celebes and Sulu Seas, in the short run, lets me go after fleeing merchies.RangerJoe wrote: Sat Mar 02, 2024 9:16 pm Send at least one of the airborne units to Saigon by air, then drop them on Malayan bases to capture them especially if you can remove the dropped units by air. If whatever drops on a base is destroyed by the enemy, then try another base. However, that should keep at least some of the Malayan Army from using strategic movement to run to Singapore! Your tank regiments can then do a realistic panzerblitz on the enemy when they catch them, especially if they are heavily supported by bombers.
For the first turn, consider bombing the port at Manila using Bettys and Nells at 1000 feet with torpedo ordinance. They won't use torpedoes but will carry a full bomb load. Sallies can bomb with a full load at 2000 feet. Consider having some Zeros use bombs at 9000 feet on the airbase at Manila and at Pearl Harbor.
Sinkgawang/Kuching, if they have an airfield level of 2 with air support can handle torpedo bombers which include the Nell and the Betty. If they don't carry torpedoes, they will carry a full load of bombs even at 1000 feet.
Try to find an empty base or a combination of bases along the Burma Road that you can airdrop on to break the Burma Road. This may depend upon the map that you are using.
Corral the Chinese units but try not to destroy them so they won't reappear in Chungking or Chengtu until both of those cities are captured. Bomb every unit in China that can get supplies that you can without risking your bombers to enemy fighters showing up. This will train your pilots while also increasing the enemy supply demand. It does not matter how many bombers there are bombing so feel free to break your bomber units up to bomb more stacks so more units will draw more supplies. Of course, if the enemy is in the open then the more bombers should mean more actual damage but if the enemy units are in cover then the small force is sufficient.
Once you capture a base on the North Coast of Western New Guinea in the DEI, consider putting a large Jake unit there at 1000 feet on Naval Attack. They can do serious damage to merchant ships.
One of my goals is to gain Air Superiority in my Phase-I targets. Since the Alt-history is carrier-heavy, I plan to really emphasize the air component of my order of battle for both the Army and the Navy. The nice thing about Japan is I can ramp up aircraft and pilots - the allies don't have as much of a luxury there. I'll try to attrit Michael's air units where I can.
Regarding Malaya and armor - yes - I was surprised to see so many armored units at Battambang. I'm railing them down to Singora and hoping I can get that blitz on <grin>.
I think China is gunna be a bit tougher at the beginning - just because of all of the garrison requirements and, from what I remember in the past, Micheal dropping back the Chinese units to hexes with better terrain, thus requiring me to use sledgehammers. I'm hoping to bomb units and bases in China to use up supplies plus close down the Burma Road ASAP. If I can force his troops to fight while poorly supplied and bomb enough to keep forts down, I think that'll give me the leg-up.
And thanks for your suggestions - I appreciate ya'll helping me shake off some of my rust.

A question regarding units and building forts - with an enemy base, as long as I keep the AF and/or port damaged, there is no work on forts. Is it the same practice for preventing a LCU from digging in and building forts in a hex?
TTFN,
Mike
Mike
- 1EyedJacks
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- Joined: Sun Mar 12, 2006 6:26 am
- Location: Reno, NV
7DEC Reports
Hi everyone,
I'll add the turn reports as we go along for those of you who want to dig into them. One of the reports I rarely make good use of is the SigInt Report. I can never really figure out what is good intel and what is fluff. Any pointers?
I'll add the turn reports as we go along for those of you who want to dig into them. One of the reports I rarely make good use of is the SigInt Report. I can never really figure out what is good intel and what is fluff. Any pointers?
- Attachments
-
- jsigint.txt
- (354 Bytes) Downloaded 13 times
-
- joperationsreport.txt
- (5.8 KiB) Downloaded 11 times
-
- combatreport.txt
- (43.77 KiB) Downloaded 14 times
-
- CombatEvents.txt
- (5.17 KiB) Downloaded 11 times
TTFN,
Mike
Mike
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- Joined: Sun May 11, 2003 4:53 am
- Location: Yoyodyne Propulsion Systems
Re: 7DEC Reports
Fluff is anything like "Rashin Fortress is located at Rashin" as most fortresses in a human vs. human game don't generally grow wheels and roam about.1EyedJacks wrote: Sat Mar 02, 2024 10:54 pm I can never really figure out what is good intel and what is fluff. Any pointers?
Something like "The 16/47th Infantry Regiment is loaded on xAK Sugiyama Maru moving to Vigan" is nice for getting some nearby subs into position.
However, when playing as Japan, you never get intel that detailed. It's usually just "Heavy Volume of Radio transmissions detected at X". Being told that radio direction finders are detecting heavy ship traffic at Pearl or LA is hardly an intel coup. I don't know if the RA mod changes anything in this regard.
Re: 7DEC Reports
If you see "Heavy Volume of Radio transmissions detected at X" but the X keeps changing location, it is either a CV task force or a large convoy of some sort. That is a good way to figure out where to vector your subs and your Glens can fly night search.Platoonist wrote: Sat Mar 02, 2024 11:24 pmFluff is anything like "Rashin Fortress is located at Rashin" as most fortresses in a human vs. human game don't generally grow wheels and roam about.1EyedJacks wrote: Sat Mar 02, 2024 10:54 pm I can never really figure out what is good intel and what is fluff. Any pointers?
Something like "The 16/47th Infantry Regiment is loaded on xAK Sugiyama Maru moving to Vigan" is nice for getting some nearby subs into position.
However, when playing as Japan, you never get intel that detailed. It's usually just "Heavy Volume of Radio transmissions detected at X". Being told that radio direction finders are detecting heavy ship traffic at Pearl or LA is hardly an intel coup. I don't know if the RA mod changes anything in this regard.
Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

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

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”


Re: War is FUBAR - 1EyedJacks (J) VS NY59Giants (A)
Field forts do not use any supply and do not need engineers (although they help a lot), so I don't think they are inhibited by base damage.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
Re: War is FUBAR - 1EyedJacks (J) VS NY59Giants (A)
I don't know if the RA mod has made any changes, but the Allies get a serious buff in Malaya in form of additional engineer vehicles. It is enough just to save some BFs and allow replacements in them, and you have a potent eng force which can i.e. fortify Singapore faster.
https://www.matrixgames.com/forums/view ... 9#p5115319
https://www.matrixgames.com/forums/view ... 9#p5115319
- 1EyedJacks
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- Joined: Sun Mar 12, 2006 6:26 am
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Re: 7DEC Reports
Yup - the norm is radio traffic. In the latest report, there was radio traffic coming from Sakhalin and Russia - lol. I was just wondering if there was something that tied things together where I could use the intel to attack or defend with. As Japan, I just never really know if anything in there is legit that I should understand from the report.Platoonist wrote: Sat Mar 02, 2024 11:24 pmFluff is anything like "Rashin Fortress is located at Rashin" as most fortresses in a human vs. human game don't generally grow wheels and roam about.1EyedJacks wrote: Sat Mar 02, 2024 10:54 pm I can never really figure out what is good intel and what is fluff. Any pointers?
Something like "The 16/47th Infantry Regiment is loaded on xAK Sugiyama Maru moving to Vigan" is nice for getting some nearby subs into position.
However, when playing as Japan, you never get intel that detailed. It's usually just "Heavy Volume of Radio transmissions detected at X". Being told that radio direction finders are detecting heavy ship traffic at Pearl or LA is hardly an intel coup. I don't know if the RA mod changes anything in this regard.
TTFN,
Mike
Mike
- 1EyedJacks
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- Joined: Sun Mar 12, 2006 6:26 am
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Re: 7DEC Reports
I don't think I've ever noticed a "Heavy Volume..." message moving. I'll watch for that - thanks.RangerJoe wrote: Sun Mar 03, 2024 12:47 amIf you see "Heavy Volume of Radio transmissions detected at X" but the X keeps changing location, it is either a CV task force or a large convoy of some sort. That is a good way to figure out where to vector your subs and your Glens can fly night search.Platoonist wrote: Sat Mar 02, 2024 11:24 pmFluff is anything like "Rashin Fortress is located at Rashin" as most fortresses in a human vs. human game don't generally grow wheels and roam about.1EyedJacks wrote: Sat Mar 02, 2024 10:54 pm I can never really figure out what is good intel and what is fluff. Any pointers?
Something like "The 16/47th Infantry Regiment is loaded on xAK Sugiyama Maru moving to Vigan" is nice for getting some nearby subs into position.
However, when playing as Japan, you never get intel that detailed. It's usually just "Heavy Volume of Radio transmissions detected at X". Being told that radio direction finders are detecting heavy ship traffic at Pearl or LA is hardly an intel coup. I don't know if the RA mod changes anything in this regard.
TTFN,
Mike
Mike
- 1EyedJacks
- Posts: 2303
- Joined: Sun Mar 12, 2006 6:26 am
- Location: Reno, NV
Re: War is FUBAR - 1EyedJacks (J) VS NY59Giants (A)
I don't see any "large" engineers for the allies in Malaya - I mean there are quite a few but nothing out of the ordinary. If Michael can get some of these across to Palembang they'll make things tougher (building up the forts and causing damage to the oil fields just b4 I take the base). I'm trying to stop/slow down that process by quickly gaining air superiority in the area around Singapore and Palembang. I also hit Singapore's port and did a number on several of his xAP and Tankers. I plan to keep the heat up and not allow Michael to consolidate any real power at Palembang and keep hitting the AFs of Palembang and Singapore to prevent work on fortifications.Yaab wrote: Sun Mar 03, 2024 6:57 am I don't know if the RA mod has made any changes, but the Allies get a serious buff in Malaya in form of additional engineer vehicles. It is enough just to save some BFs and allow replacements in them, and you have a potent eng force which can i.e. fortify Singapore faster.
https://www.matrixgames.com/forums/view ... 9#p5115319
TTFN,
Mike
Mike
- 1EyedJacks
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- Joined: Sun Mar 12, 2006 6:26 am
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Re: War is FUBAR - 1EyedJacks (J) VS NY59Giants (A)
So the units will build forts even if under disruption or low morale? I was hoping there was something - trying to keep them under-supplied or battered, that would stop them from entrenching themselves in a hex (increasing forts).BBfanboy wrote: Sun Mar 03, 2024 4:31 am Field forts do not use any supply and do not need engineers (although they help a lot), so I don't think they are inhibited by base damage.
TTFN,
Mike
Mike
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- Location: Yoyodyne Propulsion Systems
Re: War is FUBAR - 1EyedJacks (J) VS NY59Giants (A)
It's always been my understanding that it's the engineers in an LCU that build forts. (Forts built in non-base hexes might better be thought of as entrenchments.) If such a hex is starved of adequate supplies to do the job, then engineers whether intrinsic or independent won't build forts of any kind. However, I don't think low morale or high losses ever causes engineers to completely throw in the towel (or trowel). It might slow them down though.
Anyway, here's a good thread on fortification. Reading the whole thread will take you to Alfred's very informative fortification 101 post.
https://www.matrixgames.com/forums/view ... 3&t=201066
Anyway, here's a good thread on fortification. Reading the whole thread will take you to Alfred's very informative fortification 101 post.
https://www.matrixgames.com/forums/view ... 3&t=201066
- 1EyedJacks
- Posts: 2303
- Joined: Sun Mar 12, 2006 6:26 am
- Location: Reno, NV
Re: War is FUBAR - 1EyedJacks (J) VS NY59Giants (A)
Thanks - a most excellent link. I was remembering Alfred taking us to class on forts but that was back in the day.Platoonist wrote: Sun Mar 03, 2024 10:29 pm It's always been my understanding that it's the engineers in an LCU that build forts. (Forts built in non-base hexes might better be thought of as entrenchments.) If such a hex is starved of adequate supplies to do the job, then engineers whether intrinsic or independent won't build forts of any kind. However, I don't think low morale or high losses ever causes engineers to completely throw in the towel (or trowel). It might slow them down though.
Anyway, here's a good thread on fortification. Reading the whole thread will take you to Alfred's very informative fortification 101 post.
https://www.matrixgames.com/forums/view ... 3&t=201066

TTFN,
Mike
Mike
- CaptBeefheart
- Posts: 2592
- Joined: Fri Jul 04, 2003 2:42 am
- Location: Seoul, Korea
Re: War is FUBAR - 1EyedJacks (J) VS NY59Giants (A)
Great to see you two gentlemen duking it out across the Pacific. Do you know if Michael will be doing an AAR?
Cheers,
CB
Cheers,
CB
Beer, because barley makes lousy bread.
- 1EyedJacks
- Posts: 2303
- Joined: Sun Mar 12, 2006 6:26 am
- Location: Reno, NV
7DEC Notes
7DEC41
Note that all of the 7DEC reports have been uploaded in a post above.
The 1st Raider Div. captured Tandjoengbalai on 7DEC41 and now I'm preparing to hold the base. Singapore is within range for me to attack it's AF from Tandjoengbalai and I have an Air Combat Task Force (ACTF) in the S. China Sea to aid me in shutting Singapore down.
Singkawang is 8 hexes from Singapore and 9 from Palembang.
In the Strait of Malacca I caught Michael trying to run a TF up into the Andaman Sea. Several air groups have trashed that TF - several xAK/xAP and the CL Dauntless are sunk or in pretty rough shape. Some folk love the smell of napalm in the morning; in this game the sounds of sinking ships isn't too bad either. <grin>
Afternoon Air attack on TF, near Ulan Melintang at 48,76
Weather in hex: Clear sky
Raid detected at 68 NM, estimated altitude 9,000 feet.
Estimated time to target is 27 minutes
Japanese aircraft
G3M2 Nell x 25
Ki-43-Ib Oscar x 24
Japanese aircraft losses
G3M2 Nell: 1 damaged
Allied Ships
CL Dauntless, Torpedo hits 2, heavy damage
xAK West Cawthon
xAK West Isleta, Torpedo hits 3, and is sunk
xAP Khandalla, Torpedo hits 5, and is sunk
xAK Florence Luckenbach
xAP Santhia, Torpedo hits 3, and is sunk
Aircraft Attacking:
9 x G3M2 Nell launching torpedoes at 200 feet
Naval Attack: 1 x 45cm Type 91 Torp
7 x G3M2 Nell launching torpedoes at 200 feet
Naval Attack: 1 x 45cm Type 91 Torp
9 x G3M2 Nell launching torpedoes at 200 feet
Naval Attack: 1 x 45cm Type 91 Torp
At Battambang are 5 armored units that will rail it to Singora. I'm hoping that I can use those armored units to hound Michael's LCU as they try to run for Singapore. Trashing his LCU and keeping the AF damaged so he can't build up forts and then if I can have reserve units follow him across the river into Singapore - now that'd be sweet.
I also got in that port attack on Singapore on the 7th. I hit a nice collection of xAP, Tankers, and a few Aux. ships plus a handful of xAK. In this theatre I want to really put a crimp in Michael's ability to move fuel/oil and troops by sinking xAP and tankers/oilers whenever I can.
Morning Air attack on Singapore , at 50,84
Weather in hex: Clear sky
Raid detected at 39 NM, estimated altitude 17,000 feet.
Estimated time to target is 14 minutes
Japanese aircraft
A6M2 Zero x 45
B5N2 Kate x 59
D3A1 Val x 45
Allied aircraft
Buffalo I x 11
Japanese aircraft losses
B5N2 Kate: 1 destroyed, 6 damaged
B5N2 Kate: 1 destroyed by flak
D3A1 Val: 2 destroyed, 13 damaged
D3A1 Val: 1 destroyed by flak
Allied aircraft losses
Buffalo I: 2 destroyed
Allied Ships
xAP Hong Kheng, Bomb hits 2, on fire
CM Kung Wo, Bomb hits 4, heavy fires, heavy damage
xAK GG Van Vollenhoven, Bomb hits 1, heavy fires
CL Mauritius, Bomb hits 14, heavy fires, heavy damage
xAK Laos, Bomb hits 1, heavy fires
AG Pangkor, Bomb hits 1, heavy fires, heavy damage
TK Pinna, Bomb hits 2, on fire
TK Pleiodon, Bomb hits 1
xAP Kepong, Bomb hits 2, heavy fires, heavy damage
xAP Dominion Monarch, Bomb hits 1, on fire
PG Tahure, Bomb hits 1, heavy fires, heavy damage
PG Armand Rousseau, Bomb hits 1
TK Mobilfuel, Bomb hits 1
xAK Zannis Cambanis, Bomb hits 1, on fire
xAK Persee, Bomb hits 2, heavy fires, heavy damage
xAK Demodocus, Bomb hits 5, on fire
xAP Sin Kheng Seng, Bomb hits 1, heavy fires, heavy damage
xAK Albert Sarraut, Bomb hits 2, on fire
DD Isis, Bomb hits 1, and is sunk
AMc Gemas, Bomb hits 1, and is sunk
AG Vyner Brooke, Bomb hits 1, heavy fires, heavy damage
AG Ban Hong Liong, Bomb hits 1, on fire
AMC Manoora, Bomb hits 1
xAK Tai Sang, Bomb hits 1, on fire
xAKL Nam-Vian, Bomb hits 1, heavy fires
xAK Neleus, Bomb hits 1, on fire
xAP Klang, Bomb hits 1, heavy fires, heavy damage
AM Octant, Bomb hits 1, heavy fires, heavy damage
AMc Rahman, Bomb hits 1, and is sunk
TK British Judge, Bomb hits 1
xAP Matang, Bomb hits 1, on fire
AM Toowoomba, Bomb hits 1, on fire
xAKL Kuala, Bomb hits 1, heavy fires, heavy damage
DD Vendetta, Bomb hits 1, on fire
xAK Wulin, Bomb hits 1, on fire
Repair Shipyard hits 2
Port hits 3
Aircraft Attacking:
5 x D3A1 Val releasing from 1000'
Port Attack: 1 x 250 kg GP Bomb, 2 x 60 kg GP Bomb
6 x A6M2 Zero sweeping at 9000 feet
22 x B5N2 Kate bombing from 9000 feet
Port Attack: 1 x 800 kg AP Bomb
9 x D3A1 Val releasing from 3000'
Port Attack: 1 x 250 kg GP Bomb, 2 x 60 kg GP Bomb
22 x B5N2 Kate bombing from 9000 feet
Port Attack: 1 x 800 kg AP Bomb
6 x A6M2 Zero sweeping at 9000 feet
6 x B5N2 Kate bombing from 9000 feet
Port Attack: 1 x 800 kg AP Bomb
5 x A6M2 Zero sweeping at 9000 feet
6 x B5N2 Kate bombing from 9000 feet
City Attack: 1 x 800 kg AP Bomb
13 x A6M2 Zero sweeping at 9000 feet
6 x D3A1 Val releasing from 3000'
Port Attack: 1 x 250 kg GP Bomb, 2 x 60 kg GP Bomb
4 x A6M2 Zero sweeping at 9000 feet
8 x D3A1 Val releasing from 2000'
Port Attack: 1 x 250 kg GP Bomb, 2 x 60 kg GP Bomb
4 x D3A1 Val releasing from 1000'
Port Attack: 1 x 250 kg GP Bomb, 2 x 60 kg GP Bomb
4 x A6M2 Zero sweeping at 9000 feet
8 x D3A1 Val releasing from 2000'
Port Attack: 1 x 250 kg GP Bomb, 2 x 60 kg GP Bomb
CAP engaged:
No.453 Sqn RAF with Buffalo I (0 airborne, 0 on standby, 11 scrambling)
Group patrol altitude is 11000 , scrambling fighters between 6000 and 15000.
Time for all group planes to reach interception is 76 minutes
Magazine explodes on DD Isis
Massive explosion on xAP Klang
And I guess the last thing I'd note from the area in the picture above is that the I-155 tapped into the CL Dragon that is part of the mass exodus from the Singapore region.
Sub attack near Muntok at 52,90
Japanese Ships
SS I-155
Allied Ships
CL Dragon, Torpedo hits 1, heavy damage
SS I-155 launches 6 torpedoes at CL Dragon
I-155 bottoming out ....
Escort abandons search for sub
I hit Manila up above but out of this picture. I was really after subs along with xAP/Tankers, and Aux ships. Bombers from Takao hit Manila. I also sent a bombardment TF to Cebu and that TF tapped into a few subs.
Morning Air attack on Manila , at 79,77
Weather in hex: Clear sky
Raid spotted at 36 NM, estimated altitude 12,000 feet.
Estimated time to target is 14 minutes
Japanese aircraft
A6M2 Zero x 90
G3M2 Nell x 63
G4M1 Betty x 108
Allied aircraft
P-40E Warhawk x 11
Japanese aircraft losses
A6M2 Zero: 1 destroyed
Allied aircraft losses
P-40E Warhawk: 3 destroyed
Allied Ships
SS Snapper, Bomb hits 2, heavy damage
SS Spearfish, Bomb hits 1, heavy damage
xAP Candesa, Bomb hits 1, and is sunk
SS S-40, Bomb hits 1, heavy damage
PG Asheville, Bomb hits 1, heavy fires, heavy damage
AO Trinity, Bomb hits 1
xAKL Sagoland, Bomb hits 1, heavy fires
SS Seadragon, Bomb hits 2, and is sunk
SS Sargo, Bomb hits 1, heavy damage
SS Saury, Bomb hits 3, and is sunk
xAP Elcano, Bomb hits 1, and is sunk
SS Searaven, Bomb hits 2, heavy damage
SS Seawolf, Bomb hits 4, heavy damage
SS S-37, Bomb hits 1, heavy damage
SS Seal, Bomb hits 2, heavy damage
SS Sculpin, Bomb hits 1, heavy damage
AS Otus, Bomb hits 1, on fire
AVD Childs, Bomb hits 1, heavy fires, heavy damage
SS S-38, Bomb hits 2, and is sunk
TK Hai Kwang, Bomb hits 1, heavy fires
SS Sturgeon, Bomb hits 1, heavy damage
xAP President Madison, Bomb hits 1
xAP Neptuna, Bomb hits 1, on fire
TK Gertrude Kellogg, Bomb hits 1, on fire
SS Stingray, Bomb hits 3, and is sunk
SS Swordfish, Bomb hits 1, heavy damage
SS Sailfish, Bomb hits 1, heavy damage
TK Mindanao, Bomb hits 1
xAK Tantalus, Bomb hits 1
SS Skipjack, Bomb hits 1, heavy damage
xAKL Palawan, Bomb hits 1, heavy fires
SS Salmon, Bomb hits 1, heavy damage
Allied ground losses:
8 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 0 destroyed, 1 disabled
Engineers: 1 destroyed, 0 disabled
Vehicles lost 1 (1 destroyed, 0 disabled)
Port hits 9
Port fuel hits 1
Aircraft Attacking:
27 x G3M2 Nell bombing from 6000 feet
Port Attack: 1 x 800 kg AP Bomb
27 x G4M1 Betty bombing from 6000 feet
Port Attack: 1 x 800 kg AP Bomb
27 x G4M1 Betty bombing from 6000 feet
Port Attack: 1 x 800 kg AP Bomb
27 x G4M1 Betty bombing from 6000 feet
Port Attack: 1 x 800 kg AP Bomb
27 x G4M1 Betty bombing from 6000 feet
Port Attack: 1 x 800 kg AP Bomb
21 x A6M2 Zero sweeping at 6000 feet *
27 x G3M2 Nell bombing from 6000 feet
Port Attack: 1 x 800 kg AP Bomb
15 x A6M2 Zero sweeping at 6000 feet *
9 x G3M2 Nell bombing from 6000 feet
Port Attack: 1 x 800 kg AP Bomb
9 x A6M2 Zero sweeping at 6000 feet *
9 x A6M2 Zero sweeping at 6000 feet *
7 x A6M2 Zero sweeping at 6000 feet *
4 x A6M2 Zero sweeping at 6000 feet *
CAP engaged:
35th PG/21st PS with P-40E Warhawk (2 airborne, 4 on standby, 0 scrambling)
2 plane(s) intercepting now.
Group patrol altitude is 14000
Time for all group planes to reach interception is 55 minutes
35th PG/70th PS with P-40E Warhawk (1 airborne, 4 on standby, 0 scrambling)
1 plane(s) intercepting now.
Group patrol altitude is 14000
Time for all group planes to reach interception is 73 minutes
I Sent an Air Combat Task Force (ACTF) into the upper Sulu Sea to provide LRCAP over my Bombardment TF that hit Cebu. I was able to sink one of Michael's CVLs (in truth I was surprised that Michael wasn't able to get it out of the area). I also put fish into the Houston and the Chicago. I'm hoping I've slowed down the Houston enough to catch up to it. I saw the Boise but so far I haven't been able to put a scratch on her.
I dropped a para division on Cotabato on the 7th and was able to capture it. It was held by an ENG Air Support LCU and that unit was destroyed. Anytime I can whittle away at my opponent's air support, that's a good thing. On the 8th I sent over a fighter group to CAP the base and I have transport air groups carrying the rest of the para division plus and ENG Air Support unit.
I've landed at Attu and am making a push into the Aleutian Islands.
My Pearl Harbor strike went off well. It wasn't an awesome butt-kicking strike - I'd call it average.
I'm starting to do the island-hopping and I'm also establishing a good Naval Search pattern with subs and PA. I think that DLs are the magic key for getting favorable engagements (well DLs and good rolls on the luck dice).
Note that all of the 7DEC reports have been uploaded in a post above.
The 1st Raider Div. captured Tandjoengbalai on 7DEC41 and now I'm preparing to hold the base. Singapore is within range for me to attack it's AF from Tandjoengbalai and I have an Air Combat Task Force (ACTF) in the S. China Sea to aid me in shutting Singapore down.
Singkawang is 8 hexes from Singapore and 9 from Palembang.
In the Strait of Malacca I caught Michael trying to run a TF up into the Andaman Sea. Several air groups have trashed that TF - several xAK/xAP and the CL Dauntless are sunk or in pretty rough shape. Some folk love the smell of napalm in the morning; in this game the sounds of sinking ships isn't too bad either. <grin>
Afternoon Air attack on TF, near Ulan Melintang at 48,76
Weather in hex: Clear sky
Raid detected at 68 NM, estimated altitude 9,000 feet.
Estimated time to target is 27 minutes
Japanese aircraft
G3M2 Nell x 25
Ki-43-Ib Oscar x 24
Japanese aircraft losses
G3M2 Nell: 1 damaged
Allied Ships
CL Dauntless, Torpedo hits 2, heavy damage
xAK West Cawthon
xAK West Isleta, Torpedo hits 3, and is sunk
xAP Khandalla, Torpedo hits 5, and is sunk
xAK Florence Luckenbach
xAP Santhia, Torpedo hits 3, and is sunk
Aircraft Attacking:
9 x G3M2 Nell launching torpedoes at 200 feet
Naval Attack: 1 x 45cm Type 91 Torp
7 x G3M2 Nell launching torpedoes at 200 feet
Naval Attack: 1 x 45cm Type 91 Torp
9 x G3M2 Nell launching torpedoes at 200 feet
Naval Attack: 1 x 45cm Type 91 Torp
At Battambang are 5 armored units that will rail it to Singora. I'm hoping that I can use those armored units to hound Michael's LCU as they try to run for Singapore. Trashing his LCU and keeping the AF damaged so he can't build up forts and then if I can have reserve units follow him across the river into Singapore - now that'd be sweet.
I also got in that port attack on Singapore on the 7th. I hit a nice collection of xAP, Tankers, and a few Aux. ships plus a handful of xAK. In this theatre I want to really put a crimp in Michael's ability to move fuel/oil and troops by sinking xAP and tankers/oilers whenever I can.
Morning Air attack on Singapore , at 50,84
Weather in hex: Clear sky
Raid detected at 39 NM, estimated altitude 17,000 feet.
Estimated time to target is 14 minutes
Japanese aircraft
A6M2 Zero x 45
B5N2 Kate x 59
D3A1 Val x 45
Allied aircraft
Buffalo I x 11
Japanese aircraft losses
B5N2 Kate: 1 destroyed, 6 damaged
B5N2 Kate: 1 destroyed by flak
D3A1 Val: 2 destroyed, 13 damaged
D3A1 Val: 1 destroyed by flak
Allied aircraft losses
Buffalo I: 2 destroyed
Allied Ships
xAP Hong Kheng, Bomb hits 2, on fire
CM Kung Wo, Bomb hits 4, heavy fires, heavy damage
xAK GG Van Vollenhoven, Bomb hits 1, heavy fires
CL Mauritius, Bomb hits 14, heavy fires, heavy damage
xAK Laos, Bomb hits 1, heavy fires
AG Pangkor, Bomb hits 1, heavy fires, heavy damage
TK Pinna, Bomb hits 2, on fire
TK Pleiodon, Bomb hits 1
xAP Kepong, Bomb hits 2, heavy fires, heavy damage
xAP Dominion Monarch, Bomb hits 1, on fire
PG Tahure, Bomb hits 1, heavy fires, heavy damage
PG Armand Rousseau, Bomb hits 1
TK Mobilfuel, Bomb hits 1
xAK Zannis Cambanis, Bomb hits 1, on fire
xAK Persee, Bomb hits 2, heavy fires, heavy damage
xAK Demodocus, Bomb hits 5, on fire
xAP Sin Kheng Seng, Bomb hits 1, heavy fires, heavy damage
xAK Albert Sarraut, Bomb hits 2, on fire
DD Isis, Bomb hits 1, and is sunk
AMc Gemas, Bomb hits 1, and is sunk
AG Vyner Brooke, Bomb hits 1, heavy fires, heavy damage
AG Ban Hong Liong, Bomb hits 1, on fire
AMC Manoora, Bomb hits 1
xAK Tai Sang, Bomb hits 1, on fire
xAKL Nam-Vian, Bomb hits 1, heavy fires
xAK Neleus, Bomb hits 1, on fire
xAP Klang, Bomb hits 1, heavy fires, heavy damage
AM Octant, Bomb hits 1, heavy fires, heavy damage
AMc Rahman, Bomb hits 1, and is sunk
TK British Judge, Bomb hits 1
xAP Matang, Bomb hits 1, on fire
AM Toowoomba, Bomb hits 1, on fire
xAKL Kuala, Bomb hits 1, heavy fires, heavy damage
DD Vendetta, Bomb hits 1, on fire
xAK Wulin, Bomb hits 1, on fire
Repair Shipyard hits 2
Port hits 3
Aircraft Attacking:
5 x D3A1 Val releasing from 1000'
Port Attack: 1 x 250 kg GP Bomb, 2 x 60 kg GP Bomb
6 x A6M2 Zero sweeping at 9000 feet
22 x B5N2 Kate bombing from 9000 feet
Port Attack: 1 x 800 kg AP Bomb
9 x D3A1 Val releasing from 3000'
Port Attack: 1 x 250 kg GP Bomb, 2 x 60 kg GP Bomb
22 x B5N2 Kate bombing from 9000 feet
Port Attack: 1 x 800 kg AP Bomb
6 x A6M2 Zero sweeping at 9000 feet
6 x B5N2 Kate bombing from 9000 feet
Port Attack: 1 x 800 kg AP Bomb
5 x A6M2 Zero sweeping at 9000 feet
6 x B5N2 Kate bombing from 9000 feet
City Attack: 1 x 800 kg AP Bomb
13 x A6M2 Zero sweeping at 9000 feet
6 x D3A1 Val releasing from 3000'
Port Attack: 1 x 250 kg GP Bomb, 2 x 60 kg GP Bomb
4 x A6M2 Zero sweeping at 9000 feet
8 x D3A1 Val releasing from 2000'
Port Attack: 1 x 250 kg GP Bomb, 2 x 60 kg GP Bomb
4 x D3A1 Val releasing from 1000'
Port Attack: 1 x 250 kg GP Bomb, 2 x 60 kg GP Bomb
4 x A6M2 Zero sweeping at 9000 feet
8 x D3A1 Val releasing from 2000'
Port Attack: 1 x 250 kg GP Bomb, 2 x 60 kg GP Bomb
CAP engaged:
No.453 Sqn RAF with Buffalo I (0 airborne, 0 on standby, 11 scrambling)
Group patrol altitude is 11000 , scrambling fighters between 6000 and 15000.
Time for all group planes to reach interception is 76 minutes
Magazine explodes on DD Isis
Massive explosion on xAP Klang
And I guess the last thing I'd note from the area in the picture above is that the I-155 tapped into the CL Dragon that is part of the mass exodus from the Singapore region.
Sub attack near Muntok at 52,90
Japanese Ships
SS I-155
Allied Ships
CL Dragon, Torpedo hits 1, heavy damage
SS I-155 launches 6 torpedoes at CL Dragon
I-155 bottoming out ....
Escort abandons search for sub
I hit Manila up above but out of this picture. I was really after subs along with xAP/Tankers, and Aux ships. Bombers from Takao hit Manila. I also sent a bombardment TF to Cebu and that TF tapped into a few subs.
Morning Air attack on Manila , at 79,77
Weather in hex: Clear sky
Raid spotted at 36 NM, estimated altitude 12,000 feet.
Estimated time to target is 14 minutes
Japanese aircraft
A6M2 Zero x 90
G3M2 Nell x 63
G4M1 Betty x 108
Allied aircraft
P-40E Warhawk x 11
Japanese aircraft losses
A6M2 Zero: 1 destroyed
Allied aircraft losses
P-40E Warhawk: 3 destroyed
Allied Ships
SS Snapper, Bomb hits 2, heavy damage
SS Spearfish, Bomb hits 1, heavy damage
xAP Candesa, Bomb hits 1, and is sunk
SS S-40, Bomb hits 1, heavy damage
PG Asheville, Bomb hits 1, heavy fires, heavy damage
AO Trinity, Bomb hits 1
xAKL Sagoland, Bomb hits 1, heavy fires
SS Seadragon, Bomb hits 2, and is sunk
SS Sargo, Bomb hits 1, heavy damage
SS Saury, Bomb hits 3, and is sunk
xAP Elcano, Bomb hits 1, and is sunk
SS Searaven, Bomb hits 2, heavy damage
SS Seawolf, Bomb hits 4, heavy damage
SS S-37, Bomb hits 1, heavy damage
SS Seal, Bomb hits 2, heavy damage
SS Sculpin, Bomb hits 1, heavy damage
AS Otus, Bomb hits 1, on fire
AVD Childs, Bomb hits 1, heavy fires, heavy damage
SS S-38, Bomb hits 2, and is sunk
TK Hai Kwang, Bomb hits 1, heavy fires
SS Sturgeon, Bomb hits 1, heavy damage
xAP President Madison, Bomb hits 1
xAP Neptuna, Bomb hits 1, on fire
TK Gertrude Kellogg, Bomb hits 1, on fire
SS Stingray, Bomb hits 3, and is sunk
SS Swordfish, Bomb hits 1, heavy damage
SS Sailfish, Bomb hits 1, heavy damage
TK Mindanao, Bomb hits 1
xAK Tantalus, Bomb hits 1
SS Skipjack, Bomb hits 1, heavy damage
xAKL Palawan, Bomb hits 1, heavy fires
SS Salmon, Bomb hits 1, heavy damage
Allied ground losses:
8 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 0 destroyed, 1 disabled
Engineers: 1 destroyed, 0 disabled
Vehicles lost 1 (1 destroyed, 0 disabled)
Port hits 9
Port fuel hits 1
Aircraft Attacking:
27 x G3M2 Nell bombing from 6000 feet
Port Attack: 1 x 800 kg AP Bomb
27 x G4M1 Betty bombing from 6000 feet
Port Attack: 1 x 800 kg AP Bomb
27 x G4M1 Betty bombing from 6000 feet
Port Attack: 1 x 800 kg AP Bomb
27 x G4M1 Betty bombing from 6000 feet
Port Attack: 1 x 800 kg AP Bomb
27 x G4M1 Betty bombing from 6000 feet
Port Attack: 1 x 800 kg AP Bomb
21 x A6M2 Zero sweeping at 6000 feet *
27 x G3M2 Nell bombing from 6000 feet
Port Attack: 1 x 800 kg AP Bomb
15 x A6M2 Zero sweeping at 6000 feet *
9 x G3M2 Nell bombing from 6000 feet
Port Attack: 1 x 800 kg AP Bomb
9 x A6M2 Zero sweeping at 6000 feet *
9 x A6M2 Zero sweeping at 6000 feet *
7 x A6M2 Zero sweeping at 6000 feet *
4 x A6M2 Zero sweeping at 6000 feet *
CAP engaged:
35th PG/21st PS with P-40E Warhawk (2 airborne, 4 on standby, 0 scrambling)
2 plane(s) intercepting now.
Group patrol altitude is 14000
Time for all group planes to reach interception is 55 minutes
35th PG/70th PS with P-40E Warhawk (1 airborne, 4 on standby, 0 scrambling)
1 plane(s) intercepting now.
Group patrol altitude is 14000
Time for all group planes to reach interception is 73 minutes
I Sent an Air Combat Task Force (ACTF) into the upper Sulu Sea to provide LRCAP over my Bombardment TF that hit Cebu. I was able to sink one of Michael's CVLs (in truth I was surprised that Michael wasn't able to get it out of the area). I also put fish into the Houston and the Chicago. I'm hoping I've slowed down the Houston enough to catch up to it. I saw the Boise but so far I haven't been able to put a scratch on her.
I dropped a para division on Cotabato on the 7th and was able to capture it. It was held by an ENG Air Support LCU and that unit was destroyed. Anytime I can whittle away at my opponent's air support, that's a good thing. On the 8th I sent over a fighter group to CAP the base and I have transport air groups carrying the rest of the para division plus and ENG Air Support unit.
I've landed at Attu and am making a push into the Aleutian Islands.
My Pearl Harbor strike went off well. It wasn't an awesome butt-kicking strike - I'd call it average.
I'm starting to do the island-hopping and I'm also establishing a good Naval Search pattern with subs and PA. I think that DLs are the magic key for getting favorable engagements (well DLs and good rolls on the luck dice).
TTFN,
Mike
Mike
- 1EyedJacks
- Posts: 2303
- Joined: Sun Mar 12, 2006 6:26 am
- Location: Reno, NV
Re: War is FUBAR - 1EyedJacks (J) VS NY59Giants (A)
Hey CB - Happy Monday to you (or is it Tuesday - I can never tell)CaptBeefheart wrote: Tue Mar 05, 2024 4:00 am Great to see you two gentlemen duking it out across the Pacific. Do you know if Michael will be doing an AAR?
Cheers,
CB

I don't think Michael is doing an AAR. I just don't think he has the time. These things are a serious time-sink. For myself, I'm hoping to showcase the new RA mod and solicit ideas/plans as the war plays out. My goal is to achieve an auto-victory in 43, so thoughts on production and targets that have the potential to send me plenty of victory points are of strong interest to me.


How are you doing? It's been a minute since we were last in the same thread.
Last edited by 1EyedJacks on Tue Mar 05, 2024 5:00 am, edited 1 time in total.
TTFN,
Mike
Mike
Re: War is FUBAR - 1EyedJacks (J) VS NY59Giants (A)
BANZAI!!!
Just saw your AAR. Go get 'em! Push the Mod to the limit. Need to see just how good/crazy it is.
Am just started my AAR today and it uses the BTS Mod at the OTHER extreme where the Japanese build the Yamato's. Should be fun and a wild ride.
Just saw your AAR. Go get 'em! Push the Mod to the limit. Need to see just how good/crazy it is.
Am just started my AAR today and it uses the BTS Mod at the OTHER extreme where the Japanese build the Yamato's. Should be fun and a wild ride.

Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.