September / October 1942. Japanese Impulse #5.
I noticed that the game is calling this impulse #7. So the weather has advanced the number of impulses from 5 (actual # played) to 7. I also noticed that there's a 10% chance that this turn will end on this impulse. I'm still a rookie and I'm still making rookie mistake; but I'm starting to learn (and see) how the game mechanics work. I can't, while actually I can, image how hard it must have been to learn the rules / mechanics of WiF playing paper and cardboard. I really do have an appreciation for all you "old-timers" that learned to play WiF that way! I see now that MWiF would be an invaluable tool even for those who still are, and intend to continue to play WiF with cardboard and paper. OK, now back to my game ...
The weather across the map cleared and the Japanese chose a naval option. I used the naval movement to address, as best as I could, the VERY ROOKIE mistake of not putting warships in Sea Box 0 with my convoys. In the China Sea, the IJN moved 2 heavy cruisers from Sea Box 3 to Sea Box 0 and in the South China Sea the Yamato from 2 to 0 with the convoys there. I wasn't sure if I could move from Sea Box to Sea Box in the same area but MWiF allowed me so I assume this must be a legal move. I also tried moving ships on patrol from one sea area to the other and couldn't so I assume this must not be a legal move. Again, having MWiF take care of all this for me is definitely luxury.
So this ends the IJN naval moves. If naval combat occurs then it will be covered in my next post. Now on to see what happens ...
