Rising Sun, Falling Skies: BTSL Bigred vs John 3rd

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Re: Rising Sun, Falling Skies: BTSL Bigred vs John 3rd

Post by bigred »

Midway. I am having issues with atoll invasions so I tried a different strategy at Miday. I originally landed with the 24/c regiment which was completely disabled. The plan was to pick it up and bring in the 24/b thereby avoiding an overstack. John decided to banzi me as I brought in the 24/b and looks like he has disabled his entire force. I do solict his comment on this situation. Gunfight at Midway.
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Re: Rising Sun, Falling Skies: BTSL Bigred vs John 3rd

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Allied attack
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Re: Rising Sun, Falling Skies: BTSL Bigred vs John 3rd

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New month/44-5-1:
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Re: Rising Sun, Falling Skies: BTSL Bigred vs John 3rd

Post by bigred »

44-5-1: Beginning now to end of game I will provide a VP point review beginning each month. I was happy about jap sinkings last turn but am depressed that John night bombing sank two of my CVE near Attu. John got in the attacks using the LIZ copycat b17 before I posted my night fighters to CAP.
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Re: Rising Sun, Falling Skies: BTSL Bigred vs John 3rd

Post by John 3rd »

Paul is asking me to jump in and comment. OK.

It took roughly two months of game time for me to get my head back into the match. Was fairly intent to phone things in but that has changed. It is now--April-May 1944--I am fully back into the fight. Am having to be exceedingly creative, careful, and take some dangerous risks. Japan has run a series of calculated operations trying to ambush Allied Air Attacks, make surprise appearances with portions of what is left of the Kaigun, and TRY--repeat TRY--to avoid something stupid and catastrophic in current action.

Am really trying to fight in an asymmetrical manner. Don't have the ability to stand up in a straight fight so we have to be...creative...this leads to the current strategy. ANY VP I gain makes it so Paul has to get TWO! This is how I am now engaging the enemy.

This style has led to some serious losses amongst the Allied Forces. Have staged raids by air and surface forces in the NW and Northern New Guinea area as well as way up north in the Aleutians that have netted some excellent results. Question is, can we keep this up? It is only a matter of time before the remaining elements of the IJN Sea Eagles and warships meet their end. How many times can we avoid this result...I do not know...stay tuned though to see what happens...
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Re: Rising Sun, Falling Skies: BTSL Bigred vs John 3rd

Post by bigred »

Moulmein across the River Situation
1. Note last turn attack at 1-6. Allies had about 45k troop stacking in an 80k hex.
2. This turn the game screen indicates an allied stacking value around 78k.
3. The question is "can the allies put all the Armor into pursuit mode, still get a 2-1 and get a free pursuit across the river into moulmein?"
4. The red lines in second panel indicate units that attacked last turn, so unlined units are just arrived.
5. In previous pursuit situations sometimes these AR units go into another hex and the main body cant catch up so the pursuit unit gets crushed.
6. Sleeping on this issue, My combat power has doubled with the reinforcements. If I make a shock attack I may get a 1-1. I need the 13th usa AR div to get my combat odds. It is also the only unit I trust to pursue the japs across the river and withstand the counterattack. So I will not pursue with the 13th AR.
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Re: Rising Sun, Falling Skies: BTSL Bigred vs John 3rd

Post by bigred »

Victory Point Ratio change report
To reach an allied marginal victory if this rate stays the same will occur in may/june 45.
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Re: Rising Sun, Falling Skies: BTSL Bigred vs John 3rd

Post by BBfanboy »

I am pretty sure that units set to Reserve (Pursuit) do not participate in the attack until the enemy flees. I don't think you can afford to not use the armour in the DA, so pursuit is out of the question.
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Re: Rising Sun, Falling Skies: BTSL Bigred vs John 3rd

Post by RangerJoe »

Well, trying not to be too picky but the British spelling is Armoured while the American spelling is Armored. That said, it is a minor thing.

As far as invading atolls with a stacking limit such as Midway, don't worry about overstacking on the initial assault, the initial assault will then use a lot of supplies so have some vessels carrying only supplies. LSTs can drop their entire load of supplies on the invasion turn and then can easily help load shattered units to get them out of the way. Just stop one hex away before you invade or be at the invasion hex without unloading, and then invade the next turn so you will get the maximum unloading for the invasion. Have your engineers and base forces waiting to unload along with any additional supplies plus any desired HQs but only unload them after capturing the base.

John III you are now doing good learning how to do as much as is possible with less available. Hopefully, it will make both of you even better players.
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Re: Rising Sun, Falling Skies: BTSL Bigred vs John 3rd

Post by bigred »

Allies have been advancing on 3 fronts. we are taking loses and damage as we go. I worry about the 120 AP/xAP(120x2000k per ship average= shortage of 240000 troop shipping av) sunk by john before jan44. These are my damaged ships around the map.
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Re: Rising Sun, Falling Skies: BTSL Bigred vs John 3rd

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BBfanboy wrote: Wed Nov 08, 2023 6:12 pm I am pretty sure that units set to Reserve (Pursuit) do not participate in the attack until the enemy flees. I don't think you can afford to not use the armour in the DA, so pursuit is out of the question.
Thanks BB. I sent the turn before your response. Thankfully we both came to same conclusion. John has the turn but he did send me the Combat report. So... we can have an early look.
1st Day.
Ground combat at 56,54 (near Moulmein)

Allied Shock attack

Attacking force 54967 troops, 938 guns, 2274 vehicles, Assault Value = 2371

Defending force 44589 troops, 404 guns, 107 vehicles, Assault Value = 1315

Allied adjusted assault: 1951

Japanese adjusted defense: 1235

Allied assault odds: 1 to 1

Combat modifiers
Defender: terrain(+), leaders(+), supply(-)
Attacker: shock(+)

Japanese ground losses:
2965 casualties reported
Squads: 7 destroyed, 309 disabled
Non Combat: 1 destroyed, 27 disabled
Engineers: 2 destroyed, 17 disabled
Guns lost 58 (7 destroyed, 51 disabled)
Vehicles lost 4 (1 destroyed, 3 disabled)

Allied ground losses:
1985 casualties reported
Squads: 65 destroyed, 314 disabled
Non Combat: 3 destroyed, 43 disabled
Engineers: 8 destroyed, 88 disabled
Guns lost 73 (7 destroyed, 66 disabled)
Vehicles lost 207 (22 destroyed, 185 disabled)

Assaulting units:
254th Armoured Brigade
1st Manchester Battalion
26th Indian Division
18th British Division
43rd Cavalry Regiment
XXXIII Corps Engineer Battalion
50th Tank Brigade
268th Motorised Brigade
7th Indian Division
44th Cavalry Regiment
3rd Carabiniers Regiment
XV Corps Engineer Battalion
255th Indian Tank Brigade
13th Armoured Division
23rd Indian Mountain Gun Regiment
28th Indian Mountain Gun Regiment
77th Heavy AA Regiment
XV Indian Corps
260th Field Artillery Battalion
26th Indian Mountain Gun Regiment
1st Indian Light AA Regiment
4th Heavy Mortar Regiment

Defending units:
2nd Guards Division
46th Division
70th Division
18th Division
30th Field AA Machinecannon Company
9th Medium Field Artillery Regiment

--------------------------------------------------------------------------------
2nd Day
Ground combat at 56,54 (near Moulmein)

Allied Shock attack

Attacking force 52762 troops, 1011 guns, 2301 vehicles, Assault Value = 1922

Defending force 41572 troops, 393 guns, 106 vehicles, Assault Value = 1038

Allied adjusted assault: 1140

Japanese adjusted defense: 957

Allied assault odds: 1 to 1

Combat modifiers
Defender: terrain(+), disruption(-), fatigue(-)
Attacker: shock(+)

Japanese ground losses:
2090 casualties reported
Squads: 6 destroyed, 219 disabled
Non Combat: 7 destroyed, 22 disabled
Engineers: 0 destroyed, 12 disabled
Guns lost 33 (5 destroyed, 28 disabled)
Units destroyed 1

Allied ground losses:
1445 casualties reported
Squads: 67 destroyed, 67 disabled
Non Combat: 5 destroyed, 102 disabled
Engineers: 14 destroyed, 7 disabled
Guns lost 28 (4 destroyed, 24 disabled)
Vehicles lost 120 (13 destroyed, 107 disabled)

Assaulting units:
268th Motorised Brigade
254th Armoured Brigade
50th Tank Brigade
255th Indian Tank Brigade
44th Cavalry Regiment
26th Indian Division
3rd Carabiniers Regiment
XV Corps Engineer Battalion
XXXIII Corps Engineer Battalion
18th British Division
7th Indian Division
43rd Cavalry Regiment
13th Armoured Division
260th Field Artillery Battalion
29th Indian Mountain Gun Regiment
1st Manchester Battalion
21st Indian Mountain Gun Regiment
28th Indian Mountain Gun Regiment
23rd Indian Mountain Gun Regiment
85th British AT Gun Regiment
1st Indian Light AA Regiment
77th Heavy AA Regiment
XV Indian Corps
26th Indian Mountain Gun Regiment
4th Heavy Mortar Regiment

Defending units:
46th Division
70th Division
2nd Guards Division
18th Division
30th Field AA Machinecannon Company
9th Medium Field Artillery Regiment
___________________________________________________________________________________________________
I imagine my disruption will be very high.
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Re: Rising Sun, Falling Skies: BTSL Bigred vs John 3rd

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RangerJoe wrote: Wed Nov 08, 2023 6:13 pm

As far as invading atolls with a stacking limit such as Midway, don't worry about overstacking on the initial assault, the initial assault will then use a lot of supplies so have some vessels carrying only supplies. LSTs can drop their entire load of supplies on the invasion turn and then can easily help load shattered units to get them out of the way. Just stop one hex away before you invade or be at the invasion hex without unloading, and then invade the next turn so you will get the maximum unloading for the invasion. Have your engineers and base forces waiting to unload along with any additional supplies plus any desired HQs but only unload them after capturing the base.

John III you are now doing good learning how to do as much as is possible with less available. Hopefully, it will make both of you even better players.
Thanks RangerJoe for your comments. I wonder if you have ever played a Dababes scenario? Be advised your commentary is correct if you are playing a stock game, but I would advise anyone not to overstack in a Dababes senario. If you overstack and make an attack in a Dababes scenario you will suffer 90%+ disablement.
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Re: Rising Sun, Falling Skies: BTSL Bigred vs John 3rd

Post by RangerJoe »

bigred wrote: Sun Nov 12, 2023 9:03 pm
RangerJoe wrote: Wed Nov 08, 2023 6:13 pm

As far as invading atolls with a stacking limit such as Midway, don't worry about overstacking on the initial assault, the initial assault will then use a lot of supplies so have some vessels carrying only supplies. LSTs can drop their entire load of supplies on the invasion turn and then can easily help load shattered units to get them out of the way. Just stop one hex away before you invade or be at the invasion hex without unloading, and then invade the next turn so you will get the maximum unloading for the invasion. Have your engineers and base forces waiting to unload along with any additional supplies plus any desired HQs but only unload them after capturing the base.

John III you are now doing good learning how to do as much as is possible with less available. Hopefully, it will make both of you even better players.
Thanks RangerJoe for your comments. I wonder if you have ever played a Dababes scenario? Be advised your commentary is correct if you are playing a stock game, but I would advise anyone not to overstack in a Dababes senario. If you overstack and make an attack in a Dababes scenario you will suffer 90%+ disablement.
I don't recall playing a Dababes scenario, if I did so it was years ago. Right now I am playing a Beta game and commenting on it elsewhere . . .
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Re: Rising Sun, Falling Skies: BTSL Bigred vs John 3rd

Post by John 3rd »

The current situation is certainly making me get creative. Had a little of that last turn and we MAY have our first real fight since the war was lost. Am working on my side of the next turn right now.
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Re: Rising Sun, Falling Skies: BTSL Bigred vs John 3rd

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44-4-30:
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Re: Rising Sun, Falling Skies: BTSL Bigred vs John 3rd

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44-5-1:
TFs engage around Miday. Japs just missed an unloading amphib at Midway. I suspect John is hunting for my APA just finished at midway.

In these screenies IJN approches Manatowic and Biak w. CA/CL TF. TF never makes the bombardment and wruns into about 5 PT TFs which seem to delay approach until daylight. Reports indicate CA Suzuya dead in water 2 hexes away.
Also high probability IJN TF found an allied minefield.

Allied sub warfare seems to ne doing good job. Had 5/6 torp hits on transports this turn.
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Re: Rising Sun, Falling Skies: BTSL Bigred vs John 3rd

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44-5-3: In effort to relieve 111 para at Phuket Two platoons of tanks are sent via LST to Phuket. I had thought the DMS was good enough to defend the LST against the jap MTB. Those MTB must be armed with Long lance.. I will talk to John about this.outrageous
-----------------------------------------------------------------------------------------------------------------------------------------------------
Night Time Surface Combat, near Phuket at 48,69, Range 12,000 Yards

Japanese Ships
MTB G-115
MTB G-122
MTB G-144

Allied Ships
DMS Hobson
LST 160, Torpedo hits 1, and is sunk
LST 238, Torpedo hits 1, and is sunk

Allied ground losses:
Guns lost 7 (4 destroyed, 3 disabled)
Vehicles lost 79 (77 destroyed, 2 disabled)

Improved night sighting under 89% moonlight
Maximum visibility in Clear Conditions and 89% moonlight: 12,000 yards
Range closes to 27,000 yards...
Range closes to 24,000 yards...
Range closes to 21,000 yards...
Range closes to 18,000 yards...
Range closes to 15,000 yards...
Range closes to 12,000 yards...
CONTACT: Japanese lookouts spot Allied task force at 12,000 yards
CONTACT: Allied lookouts spot Japanese task force at 12,000 yards
Allied ships attempt to get underway
Range closes to 10,000 yards
Range closes to 9,000 yards
Range closes to 5,000 yards
MTB G-122 engages DMS Hobson at 5,000 yards
LST 238 sunk by MTB G-115 at 5,000 yards
Range closes to 3,000 yards
MTB G-115 engages DMS Hobson at 3,000 yards
Range increases to 4,000 yards
DMS Hobson engages MTB G-115 at 4,000 yards
MTB G-144 engages DMS Hobson at 4,000 yards
Massive explosion on LST 160
LST 160 sunk by MTB G-122 at 4,000 yards
Range increases to 11,000 yards
DMS Hobson engages MTB G-144 at 11,000 yards
DMS Hobson engages MTB G-115 at 11,000 yards
Task forces break off...
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Re: Rising Sun, Falling Skies: BTSL Bigred vs John 3rd

Post by John 3rd »

Same exact MTB as Japan had IRL. Standard 45CM TT.

LST = LARGE--SLOW--TARGET.

Lot of crying ANYTIME I score some points right now. Sank THREE LST for a whole 9 VP. Previously my antiquated LIZ made a night Port Attack and sank a pair of crippled CVE. Much bruhaha then as well. Bettys would have been just as effective that raid.

I don't complain at all right now for the fundamental things being broken on the Allied side currently because I agreed to a no rules game. Had no idea what that truly meant. Am doing things this game I never would do in a real game. What the heck. Getting a chance to see just how the rules can be broken.
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Re: Rising Sun, Falling Skies: BTSL Bigred vs John 3rd

Post by RangerJoe »

John 3rd wrote: Sat Nov 18, 2023 12:46 am Same exact MTB as Japan had IRL. Standard 45CM TT.

LST = LARGE--SLOW--TARGET.

Lot of crying ANYTIME I score some points right now. Sank THREE LST for a whole 9 VP. Previously my antiquated LIZ made a night Port Attack and sank a pair of crippled CVE. Much bruhaha then as well. Bettys would have been just as effective that raid.

I don't complain at all right now for the fundamental things being broken on the Allied side currently because I agreed to a no rules game. Had no idea what that truly meant. Am doing things this game I never would do in a real game. What the heck. Getting a chance to see just how the rules can be broken.
Sometimes I like to see just how far I can go when I ignore the rules but only in games against the computer, not in a game against a person and especially not in life. In the game, it does give me an idea for something to try but it is also useful for play testing.

If nothing else, this will make you a better player and just think of how you can make it look like you are weaker than you are but then give someone a very good lesson when you knock his units around.

But I think that it was more than just the ship's VPs but also the trashing of the unit plus how many VPs for that?
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Re: Rising Sun, Falling Skies: BTSL Bigred vs John 3rd

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But I think that it was more than just the ship's VPs but also the trashing of the unit plus how many VPs for that?


yes, frustration. Also apologies to John concerning the comment about the Long Lance. seems any torp can sink those LST plus 28vp for the sunk armor. And to be clear, I love this mod. I like the extra jap CVs and I like the stabilization of USA p47 air reinforcements.
All good work.
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