Ah! A new word for the next update of Funk and Wagnall's:
mode-knocked: noun; to be knocked up so bad that one cannot move fast.
Try that one on the next really pregnant person [preferably of the female persuasion] that you meet!
I think it's an adjective, actually. [:)]
"That LCU was certainly mode-knocked."
I like inventing new things. [:'(]
OK, OK! I fixed it ... umm - I mean I made it right, not neutered!
I need some help from readers. This is an extreme close-up of the Japanese stack at Toungoo. The colors and terrain underneath make it very hard for me to tell if there is a true movement dot aimed SW on this stack. It is rather important. My best estimate is that there IS a dot. What say the readers?
I need some help from readers. Thi sis an extreme close-up of the Japanese stack at Toungoo. The colors and terrain underneath make it very hard for me to tell if there is a true movement dot aimed SW on this stack. It is rather important. My best estimate is that there IS a dot. What say the readers?
I say I'm getting a broken link. Maybe this post quoting your post will show it?
I need some help from readers. Thi sis an extreme close-up of the Japanese stack at Toungoo. The colors and terrain underneath make it very hard for me to tell if there is a true movement dot aimed SW on this stack. It is rather important. My best estimate is that there IS a dot. What say the readers?
IMO, definitely a movement direction dot. It is possible that this dot signifies movement for only one or some of the units in the stack. No way to tell.
A couple of notes. There is only one type of dot, not different ones for move mode versus combat mode. Importantly, you will notice - when you play around with this with your own units during your orders phase - that the dot will vary in appearance depending upon whether the dot pertains to the top unit in the stack. To get a really good view of how this works, take a stack and set the units to move in various directions. You will notice that only one of the dots is 'full' in the sense that it looks identical to the dot you would see for a single unit in a hex moving.
I've never bothered to try and figure out what determines which unit is the 'top' unit on the graphical stack.
IMO, definitely a movement direction dot. It is possible that this dot signifies movement for only one or some of the units in the stack. No way to tell.
A couple of notes. There is only one type of dot, not different ones for move mode versus combat mode. Importantly, you will notice - when you play around with this with your own units during your orders phase - that the dot will vary in appearance depending upon whether the dot pertains to the top unit in the stack. To get a really good view of how this works, take a stack and set the units to move in various directions. You will notice that only one of the dots is 'full' in the sense that it looks identical to the dot you would see for a single unit in a hex moving.
I've never bothered to try and figure out what determines which unit is the 'top' unit on the graphical stack.
Ok thanks! I surmised movement vs. combat mode only because I noted this "square" movement when I had some units in combat mode .. of course the other factors were at play .. great feedback .. !!![&o]
"What gets us into trouble is not what we don't know. It's what we know for sure that just ain't so"
The screenshot above, while not marked up, shows the general dispositions. How they got that way is a long, busy turn with successes and failures.
In summary, the Rangoon portion of FUDD is on the verge of failure. Why is a combination of my mistakes and Japanese reactions far faster then I had thought possible. As Nemo has said elsewhere in recent days, the game is all about learning and this has been some learning. I'll probably do a post-mortem once it's over, but for now I want to say how it got there.
1) Planning assumed Rangoon had two LCUs, one of which was confirmed to be an RTA division, and the other a probable aviation support unit of some kind. The large stack at Toungoo had been in place for weeks, sometimes reading one size, then another. Nothing had been seen on the rails or roads between that base and Rangoon. Allied prep envisioned opposed landings at Rangoon with a 100% prepped Indian division from Madras, a tank unit, a corps HQ, a medium-sized arty unit, and two engineering units. The balance of the heavy combat forces would come overland due to restricted status, from Akyab and Chittagong. Three British brigades would come by sea in second and third waves, with much more India-based armor in a fourth "leak in" effort over 3-4 weeks. Armor was also prepped to take Pegu, with one unit also prepped for Moulmein. The overall objective was to take Rangoon for psychological and VP reasons and to take Pegu in order to isolate the large Toungoo stack. Coincident with the Rangoon landings heavy Chinese forces would move on Toungoo to force Japan to a choice. Either stand and fight with limited suplies, or fall back toward Rangoon and hope to re-take the base.
FUDD was envisioned as a bolt-from-the-blue effort of "good enough now is better than perfect later." But too much strategic warning was given to Japan due to recon and approaches to Prome. Further, pre-landing recon was abysmal. The landings achieved three full phases of unloading this turn, but with large amounts of disruption and quite a bit of lost equipment over the side, especially arty tubes and AFVs.
Part of FUDD was also to be a para landing and securing of Bassein in order to open a retreat hexside. The para situation was detailed several days ago. Viper Force has landed on a non-base hex west of the river and is marching on Bassein, but will be several days. The landings at Rangoon, should they collapse, might retreat up the road toward the oncoming 18,500-man stack there, unless the Japanese close the open hex next turn, in which case the landing forces will be destroyed or surrender.
If that happens FUDD will have taken Prome, possibly Bassein. The Chinese around Toungoo were ordered to close on the base this turn. It is unlclear in the first screen shot above if some or all of the Toungoo defenders are on the move. That base remains fluid as well.
There were many, many discrete actions in the region this turn. Due to this I will re-print selected portions of the combat report. I don't make a habit of this, but in this case it saves time and typing.
Allied ground losses:
Vehicles lost 15 (1 destroyed, 14 disabled)
Amphibious Assault at Rangoon (54,53)
TF 199 troops unloading over beach at Rangoon, 54,53
Allied ground losses:
Guns lost 6 (1 destroyed, 5 disabled)
Vehicles lost 7 (0 destroyed, 7 disabled)
5.5" Arty Gun lost in surf during unload of 8th Medium Rgt
Pre-Invasion action off Rangoon (54,53)
Defensive Guns engage approaching landing force
303 Coastal gun shots fired in defense.
Allied Ships
xAKL Santa Ana
xAKL Selma City
xAKL Santa Ana fired at enemy troops
xAKL Selma City fired at enemy troops
Defensive Guns fire at approaching troops in landing craft at 6,000 yards
Defensive Guns fire at approaching troops in landing craft at 2,000 yards
-------------------------------------------------------------------------------- Amphibious Assault at Rangoon (54,53)
TF 244 troops unloading over beach at Rangoon, 54,53
-------------------------------------------------------------------------------- Invasion Support action off Rangoon (54,53)
Defensive Guns engage approaching landing force
163 Coastal gun shots fired in defense.
Allied Ships
xAK Silvermaple
DD Norman
Defensive Guns fire at approaching troops in landing craft at 1,000 yards
-------------------------------------------------------------------------------- Invasion Support action off Rangoon (54,53)
Defensive Guns engage approaching landing force
Defensive Guns fire at approaching troops in landing craft at 1,000 yards
-------------------------------------------------------------------------------- Invasion Support action off Rangoon (54,53)
Defensive Guns engage approaching landing force
Allied ground losses:
Guns lost 13 (11 destroyed, 2 disabled)
xAK Itria fired at enemy troops
xAK Empire Glade fired at enemy troops
xAK Ariadne Moller fired at enemy troops
Defensive Guns fire at approaching troops in landing craft at 1,000 yards
-------------------------------------------------------------------------------- Invasion Support action off Rangoon (54,53)
Defensive Guns engage approaching landing force
CL Emerald firing at 15th Guards Regiment
Defensive Guns fire at approaching troops in landing craft at 6,000 yards
Defensive Guns fire at approaching troops in landing craft at 1,000 yards
-------------------------------------------------------------------------------- Invasion Support action off Rangoon (54,53)
Defensive Guns engage approaching landing force
152 Coastal gun shots fired in defense.
Allied Ships
xAKL Santa Ana
xAKL Selma City
xAKL Santa Ana fired at enemy troops
xAKL Selma City fired at enemy troops
Defensive Guns fire at approaching troops in landing craft at 1,000 yards
-------------------------------------------------------------------------------- Invasion Support action off Rangoon (54,53)
Defensive Guns engage approaching landing force
Defensive Guns fire at approaching troops in landing craft at 1,000 yards
-------------------------------------------------------------------------------- Invasion Support action off Rangoon (54,53)
Defensive Guns engage approaching landing force
Defensive Guns fire at approaching troops in landing craft at 1,000 yards
-------------------------------------------------------------------------------- Invasion Support action off Rangoon (54,53)
Defensive Guns engage approaching landing force
Allied ground losses:
Guns lost 13 (13 destroyed, 0 disabled)
xAK Erinpura fired at enemy troops
xAK Empire Glade fired at enemy troops
xAK Ariadne Moller fired at enemy troops
Defensive Guns fire at approaching troops in landing craft at 2,000 yards
=======================================
The air environment was also thick and furious. More torpedo bombers became engaged, although strong bombing efforts remained south at Singers. The Mavis torpedo attacks took place again, and did a lot of damage. Once again Zeroes and Oscars came low to strafe and bomb.
Morning Air attack on TF, near Rangoon at 54,53
Weather in hex: Overcast
Raid detected at 53 NM, estimated altitude 11,000 feet.
Estimated time to target is 20 minutes
Japanese aircraft
A6M2 Zero x 2
G3M2 Nell x 9
Ki-43-Ia Oscar x 12
Ki-43-Ic Oscar x 4
Japanese aircraft losses
G3M2 Nell: 1 damaged
G3M2 Nell: 1 destroyed by flak
Allied Ships
CL Glasgow
CL Dauntless, Torpedo hits 1, on fire, heavy damage
Morning Air attack on TF, near Rangoon at 54,53
Weather in hex: Overcast
Raid detected at 43 NM, estimated altitude 9,000 feet.
Estimated time to target is 21 minutes
Japanese aircraft H6K4 Mavis x 13
Ki-43-Ic Oscar x 10
Japanese aircraft losses
H6K4 Mavis: 5 damaged
Allied Ships
CA Cornwall
xAK Silvermaple, Torpedo hits 2, and is sunk CL Colombo, Torpedo hits 4, and is sunk
Allied ground losses:
Vehicles lost 34 (26 destroyed, 8 disabled)
Aircraft Attacking:
13 x H6K4 Mavis launching torpedoes at 200 feet
Naval Attack: 2 x 18in Type 91 Torpedo
Morning Air attack on TF, near Rangoon at 54,53
Weather in hex: Overcast
Raid detected at 72 NM, estimated altitude 11,000 feet.
Estimated time to target is 23 minutes
Japanese aircraft
A6M2 Zero x 5
Ki-43-Ic Oscar x 6
Japanese aircraft losses
A6M2 Zero: 1 damaged
Allied Ships
xAKL Nanchang, Shell hits 1, Bomb hits 4, heavy fires, heavy damage
Morning Air attack on TF, near Rangoon at 54,53
Weather in hex: Overcast
Raid detected at 68 NM, estimated altitude 8,000 feet.
Estimated time to target is 25 minutes
Japanese aircraft
A6M2 Zero x 4
Ki-32 Mary x 15
Ki-43-Ic Oscar x 10
No Japanese losses
Allied Ships
KV Thyme
xAKL Santa Ana
xAK Shillong
xAP Lancashire
Morning Air attack on TF, near Rangoon at 54,53
Weather in hex: Overcast
Raid detected at 61 NM, estimated altitude 11,000 feet.
Estimated time to target is 17 minutes
Japanese aircraft
A6M2 Zero x 6
Ki-30 Ann x 6
Ki-43-Ic Oscar x 16
No Japanese losses
Allied Ships
xAK Ariadne Moller
xAK Itria
Morning Air attack on Rangoon , at 54,53
Weather in hex: Overcast
Raid spotted at 18 NM, estimated altitude 11,000 feet.
Estimated time to target is 6 minutes
Japanese aircraft
A6M2 Zero x 6
Ki-43-Ic Oscar x 20
Allied aircraft
Blenheim IV x 14
LB-30 Liberator x 3
As stated, this is a selected edition of the combat rounds. There were more. FUDD is a very large operation for this phase of the war.
Despite the sinking of the one IJN DD by the BB TF, the cruisers were lurking the entire time and have disapeared again as the next turn begins, as seen in the second screenshot. The RN carriers saw no action; their fighters were repositioned for more self-defense and they were moved toward Pt. Blair to cover the withdrawl of damaged landing ships. One of these sunk due to fire; 80 men of the Indian infantry unit were rescued by the second ship in company, which should make Pt. Blair with heavy damage. The BBs were sent south on patrol zone to guard against the cruisers, but with so many torpedo bombers in theater will probably move away tomorrow.
Ground combat at Rangoon once again was restricted to a Japanese bombardment. I assume this is to gain intel as well as promote disruption. The number of Japanese units present is startling, especially as they are not in strat mode, but participating in the bombardment.
Ground combat at Rangoon (54,53)
Japanese Bombardment attack
Attacking force 16599 troops, 200 guns, 10 vehicles, Assault Value = 1376
Defending force 2815 troops, 118 guns, 162 vehicles, Assault Value = 210
Assaulting units:
16th Guards Regiment
14th Guards Regiment
5th Guards Cav Regiment
14th Tank Regiment
3rd RTA Division
II./143rd Infantry Battalion
15th Guards Regiment
22nd Recon Regiment
7th RTA Division
6th Tank Regiment
112th Infantry Regiment
5th Guards Engineer Regiment
55th Engineer Regiment
17th Indpt Guards Regiment
55th Mountain Gun Regiment
21st Medium Field Artillery Battalion
55th Const Co
15th JAAF AF Bn
15th Army
91st JAAF AF Bn
7th JAAF Base Force
29th JAAF AF Coy
Defending units:
19th Indian Division
I Aus Corps Engr Bn /1
7th Australian Div /1
7th Armoured Bde /2
B Sqn 3rd Hussars Regiment
2/1 AIF Pioneer Bn /1
21st Light AA Regiment
2/13th Field Rgt /1
8th Medium Rgt /1
RAF 222 Group Base Force /3
Elsewhere . . .
1) Singers, as stated, got large air strikes. Fort building is day-to-day, but some is getting done.
2) Lots of "normal" bombing in China. Ledo is providing one Chinese Big Stack unit per day a trickle of supply with 7 transports. The stopper tanks are bombed again for no hits.
3) In the Straits of Malacca at least two Japanese TFs are moving south. A Dutch sub attacks one and misses. Five Allied subs are in the Strait now. One small minefield expires. 40 more mines are laid by RN subs near Singers.
4) City attacks on Djambi oil and Georgetown HI achieve little.
5) Tabiteuea is taken by 7th Indpt SNLF Coy
6) Chittagong AF goes to 5.
7) The CV TF near Hawaii continues to circle Johnson I. It is seen today heading west again NW of Palmyra. Unloading at Johnson continues. The minefield is supplimented, reaching circa 300. Forts there go to 1. The base is fully repaired.
IMO, definitely a movement direction dot. It is possible that this dot signifies movement for only one or some of the units in the stack. No way to tell.
A couple of notes. There is only one type of dot, not different ones for move mode versus combat mode. Importantly, you will notice - when you play around with this with your own units during your orders phase - that the dot will vary in appearance depending upon whether the dot pertains to the top unit in the stack. To get a really good view of how this works, take a stack and set the units to move in various directions. You will notice that only one of the dots is 'full' in the sense that it looks identical to the dot you would see for a single unit in a hex moving.
I've never bothered to try and figure out what determines which unit is the 'top' unit on the graphical stack.
This is great info. Thanks.
I had thought it was probably some-move, some-stay. Comparing to single-unit dots you can see in the close up it's different. They have a "2 pixel tail" and the stack has a square blob bigger than the other three. Looking at Prome you can see a 3-stack at rest. All corners are the same size and shape.
My problem here was that the jungle terrain graphic has some black in the mix.
I think Toungoo is giving up either the tanks, or they are already down the track in between and it's giving up more infantry to join the 18,500 men already in between there and Rangoon. The Chinese moving on Toungoo are strong, but not overwhelming. They can't beat the "old" big stack of over 15 LCUs.
IMO, definitely a movement direction dot. It is possible that this dot signifies movement for only one or some of the units in the stack. No way to tell.
A couple of notes. There is only one type of dot, not different ones for move mode versus combat mode. Importantly, you will notice - when you play around with this with your own units during your orders phase - that the dot will vary in appearance depending upon whether the dot pertains to the top unit in the stack. To get a really good view of how this works, take a stack and set the units to move in various directions. You will notice that only one of the dots is 'full' in the sense that it looks identical to the dot you would see for a single unit in a hex moving.
I've never bothered to try and figure out what determines which unit is the 'top' unit on the graphical stack.
This is great info. Thanks.
I had thought it was probably some-move, some-stay. Comparing to single-unit dots you can see in the close up it's different. They have a "2 pixel tail" and the stack has a square blob bigger than the other three. Looking at Prome you can see a 3-stack at rest. All corners are the same size and shape.
My problem here was that the jungle terrain graphic has some black in the mix.
I think Toungoo is giving up either the tanks, or they are already down the track in between and it's giving up more infantry to join the 18,500 men already in between there and Rangoon. The Chinese moving on Toungoo are strong, but not overwhelming. They can't beat the "old" big stack of over 15 LCUs.
It just occurred to me that if you really want more data you can go into the graphics folder in AE, find that particular map panel and do a 'preview' on it. Zoom into that area, and see what the terrain looks like without the unit/dot superimposed on it.
I wonder if he had to move units out of the various towns as his supply was being affecting?
Would make sense then that your recon didn't pick them up
I don't know how the recon was as bad as it apparently was.I have the dedicated Hurricane model doing it every day at different bases, I've used bombers a lot, both Chinese and RAF, and B-26s from Pt. Blair. I can see that many LCUs at Rangoon if they were railed in from Moulmein or somewhere, but they should still be unpacking, not fighting, based on my last recon before the landings. I don't think it's all a training issue. I think I'm doing something wrong with my settings.
IMO, definitely a movement direction dot. It is possible that this dot signifies movement for only one or some of the units in the stack. No way to tell.
A couple of notes. There is only one type of dot, not different ones for move mode versus combat mode. Importantly, you will notice - when you play around with this with your own units during your orders phase - that the dot will vary in appearance depending upon whether the dot pertains to the top unit in the stack. To get a really good view of how this works, take a stack and set the units to move in various directions. You will notice that only one of the dots is 'full' in the sense that it looks identical to the dot you would see for a single unit in a hex moving.
I've never bothered to try and figure out what determines which unit is the 'top' unit on the graphical stack.
This is great info. Thanks.
I had thought it was probably some-move, some-stay. Comparing to single-unit dots you can see in the close up it's different. They have a "2 pixel tail" and the stack has a square blob bigger than the other three. Looking at Prome you can see a 3-stack at rest. All corners are the same size and shape.
My problem here was that the jungle terrain graphic has some black in the mix.
I think Toungoo is giving up either the tanks, or they are already down the track in between and it's giving up more infantry to join the 18,500 men already in between there and Rangoon. The Chinese moving on Toungoo are strong, but not overwhelming. They can't beat the "old" big stack of over 15 LCUs.
It just occurred to me that if you really want more data you can go into the graphics folder in AE, find that particular map panel and do a 'preview' on it. Zoom into that area, and see what the terrain looks like without the unit/dot superimposed on it.
Will do. A good idea.
Edit: Took a look. The art files have no base graphics yet, so it's a little hard to ID the exact hex. But as best I can tell there's no black underneath. At best a very light brown.
While doing the next turn I came upon this. I confess I have no idea how supply flows work in this game sometimes. The Big Stack eats tonight!
Depending on distance from base and how well connected they are to roads, rail, etc., supply deliveries happen between once a day and once a week. In China with the poor road and rail connections, supply tends to be dispersed all over and putting a unit in the open terrain draws supply from the hexes around it. You found the right mule [yak?] paths and delivery day arrived!
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
While doing the next turn I came upon this. I confess I have no idea how supply flows work in this game sometimes. The Big Stack eats tonight!
Depending on distance from base and how well connected they are to roads, rail, etc., supply deliveries happen between once a day and once a week. In China with the poor road and rail connections, supply tends to be dispersed all over and putting a unit in the open terrain draws supply from the hexes around it. You found the right mule [yak?] paths and delivery day arrived!
Right, but in the Himalayas? [:)]
The hexside on the west is Allied, and the ones all the way to Paoshan are neutral. But Paoshan only had 32 supply last turn. Lashio's spinners want about 4000 more before it should release.
All I can figure is that the Red Army national HQ is in the Big Stack and they pull, I think, 25,000 towards themselves over time. I can't figure out where this boon came from. Chungking is flat, Chengtu as well. Mandalay is about the same, less fort-building. It's a mystery to me.
While doing the next turn I came upon this. I confess I have no idea how supply flows work in this game sometimes. The Big Stack eats tonight!
Depending on distance from base and how well connected they are to roads, rail, etc., supply deliveries happen between once a day and once a week. In China with the poor road and rail connections, supply tends to be dispersed all over and putting a unit in the open terrain draws supply from the hexes around it. You found the right mule [yak?] paths and delivery day arrived!
Right, but in the Himalayas? [:)]
The hexside on the west is Allied, and the ones all the way to Paoshan are neutral. But Paoshan only had 32 supply last turn. Lashio's spinners want about 4000 more before it should release.
All I can figure is that the Red Army national HQ is in the Big Stack and they pull, I think, 25,000 towards themselves over time. I can't figure out where this boon came from. Chungking is flat, Chengtu as well. Mandalay is about the same, less fort-building. It's a mystery to me.
Updating myself, checked the manaul. I remembered the 25,000 correctly, but it only works in a base, not out in the countryside. So the Red Army HQ didn't do it.