WitP mod v903 Ngineer(Japan) vs. Feinder(Allies)

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Re: WitP mod v903 Ngineer(Japan) vs. Feinder(Allies)

Post by Feinder »

November 5th, 1942

China.

China was blessedly quiet(ish). Attacks at the Communist Chinese north, but that was all. I took the opportunity to replace a few steps and re-built a Chinese Inf-Div.
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Re: WitP mod v903 Ngineer(Japan) vs. Feinder(Allies)

Post by Feinder »

November 5th, 1942

Coral Sea.

In the interest of trying to re-take either (or hopefully both, but probably not BOTH), Lunga or Port Moresby by end-of-year, I've decided to actually go for Lunga. Port Moresby has more/stronger land-bases for him. Whereas the Solomons are indiv islands with only 3-supply each.

I'm hoping that "most" of his fleet has been recalled to Japan for repairs/refit. I feel that by going for Lunga, it'll take him one extra turn to get assets on-site. I mapped out 15 hexes from his land-bases. He MIGHT have seen one of the AVLs launching from around Townsville (I hate that I can't control where the AVL spawn to). Anyway, I've also pushed up my CVs to what I think is his spotting range of LBA as well. The intent being that, I've also plotted out what should be the edge of his spotting, plus my ability to move in and hit Lunga in a single turn.

I've also swapped out my Garrison on Reef Island, for a Mari-Bmbr. I'm not sure if he'll see that, but I'm going to presume that he does. But I do need that Mari-Bmbr there for spotting/strikes to support attack on Lunga.

I figured I've got everything possible for attack on Lunga (7x CVs, 1x CVL, 9x BBs, 1x BC, and a bunch of Cruisers). I'll hit Lunga along with a naval battle. Then split off some to escort Oz/Kiwis to India. But it's better to have everything for to hit Lunga, and THEN drain some off for convoy. At least that's my reasoning. You can see the little DD on point, and the CVs just behind, to determine his search range.

Thus, I also spent a bunch of points upgrading my old BBs this turn. I can cruise them into the battle area.
Basically, the plan is

1. Next turn: Send in some DDs to poke around the islands first. Then follow-up with CAs to pound (not just Lunga). CVs to hit any LBA found in the Solomons. AVLs line up in the blind-spot. BBs having refitted, can cruise into battle area.
Obviously, this trips his alarms.
2. We deal with any naval threat. Continue suppress LBA. BBs hit Lunga and anything else. AVLs land at Lunga and any other bases that we can land at (I have 4 USMC-Divs).
3. Continue support Lunga invasion. We'll see what happens then.

(and StratMap)
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Re: WitP mod v903 Ngineer(Japan) vs. Feinder(Allies)

Post by Feinder »

November 5th, 1942

Admin Stuff

Research, Production, Losses, and Economy

No new money spent on Research. But I did get the notify that USA Industry finally bumped a level, and it's reflected in the MPP/Economy this turn. ;)

Production. Rebuilt some Chinese and Indian units. Spent my USA Mpps on upgrading the USN BBs and final repairs to CAGs.

Losses. India lost a Inf-Div and Inf-Corps. We gotta get some help there.

Economy. USA industry bumps up a level. Sweet.
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Re: WitP mod v903 Ngineer(Japan) vs. Feinder(Allies)

Post by Feinder »

Ellissar - "Thus would a lower chit cost for the 3 build limit techs provide more of an incentive? My thinking was that to keep expanding her armed forces well into 1943 the US would be incentivized to invest in those very early on. Recall you haven't generally sent off much Lend-Lease to the Commonwealth countries so you should have the funds to spare."

An incentive to expand build queues early... Um. Hm. That would be tough. It's hard to justify expenditure on increasing build limits, when you've got a (perceived) decent build queue to begin with (and with continued losses, continued adds to available builds).

Instead of asking, "How can you incentivize early build expansions?" The better question is, "What are highest priority research/builds for Allies anyway?" Frankly, I'd question having USN NavAtk at Level-0 to start, as it's fairly crippling, both in surface and CV-strike. That being said, I've dealt with it (now at 1, heading to 2). Getting Radar, NavAtk, and Fighters seem critical, given the dominance provided by 0v2 (Allies-Japan). I've also got to get my GroundAtk to Level-1 to have a chance vs. Japanese units (even at level-1, they're disadvantaged by the morale issues).

Anyway. My point being, that, there are plenty of other research options that I would consider critical to bring closer to parity with Japan (instead of increasing my build caps). All the while, I'm spending MPPs on replacements, and builds, and re-builds (which a destroyed unit, re-opens the available slot for the cap).

Maybe if you combine the Morale increase tech with the Build queue increase? I dunno. I haven't thot that thru.

Haven't sent anything lend-lease to anyone (except China)... True. My thoughts on this are, US is the primary hammer in every respect. India, UK, Oz, China... They're all just "shield"... Basically, anything I can do do drain off Japanese resources thru attack/attrition whatever. Also, giving an extra 50mpp per turn to Oz or India, is 50mpp/turn that he can easily intercept the convoy routes, and it isn't going to turn the tide. If he chooses to throw the might of IJA at India, there's not stopping him. My best case for that is, India is a lot of territory.

But sending money to India/UK/Oz... Think of it this way. It costs me 100mpp to increase the XYZ-tech for USA. It helps every USA unit, and increases capability of every future build. Great. If I send that 100mpp as a convoy to Oz, it can be intercepted. I spend 100mpp. They get 50mpp, I lose 50mpp in the transaction. Also, and more importantly, if I spend that 50mpp on the XYZ-tech in Oz, I'll also have to do the same for UK and India. Increasing similar tech across my nations, means spending more MPPs across the board (magnified by convoy losses), for the same effect as keeping it in-house for the USA.

Basically, you bet your money on your strongest, fastest horse. The old has-beens you keep 'em fed and run them with your fast horse, so that they can support your fast horse. But there's really only one horse that can give Japan a clubbing, and I'm putting all my money on USA.
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Re: WitP mod v903 Ngineer(Japan) vs. Feinder(Allies)

Post by Elessar2 »

Strategy grasped.

I'll just point out that all the western allies share tech as well as getting boosts from stealing from Japanese tech, and that these effects are a bit proportionately larger than in vanilla. With my 2/3 chit system you also get to keep at least one chit that you've already bought if you have 2 or more, vs. having to spring for another to replace vanilla's single that you just lost. [I went with 2/3 precisely because I wanted to model economies gearing up like that, vs. vanilla's lack of ongoing ontological inertia for their tech systems.]

And OK, Lend-Lease depends on whether Japan goes all-in against either India or Australia. But by the time the Japanese make their intentions known, the Commonwealth has lost all of the MPPs that you could have sent them early, and may not be able to receive any more (if the convoy lines have been blockaded). The Commonwealth therefore needs indeed to be the anvil to the American hammer-but if they prove too brittle then by the time the US is ready to counterattack one or more of those countries may be toast. I thus consider early LL to be insurance against such possibilities; both start out pretty weak as it is.

I toyed with making India and Australia UK minors like in vanilla, but figured the tech sharing would be sufficient to keep them all humming on all cylinders together in the long run (India needs no naval techs, while Australia benefits from same). That would likely require a reduction in I./A. income because they no longer would be spending anything on tech.

The issue with waiting until losses free up build slots are the long build times for capital ships. By the time your replacements come online 16-20 months later Japan may have built up an insurmountable advantage. My thinking was I needed to get the maximum possible number of builds in as early as possible, with Naval Construction cranked to 3 chits as soon as I could afford to so that I ding up another level by late summer '42, L2 by late winter '43. IIRC I indeed hit my limits for fleet carriers and fast battleships by the end of '42 after I got the first level, ensuring a steady stream of replacements through the end of '44. Your way you lose a big battle in say mid '43, yeah buy them all back, but now you've gotta wait until early '45 before they arrive, with 1944 being a build desert vs. the bonanza it was in the real war.

But you may have it right-we shall see how it all pays off.
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Re: WitP mod v903 Ngineer(Japan) vs. Feinder(Allies)

Post by Feinder »

November 23rd, 1942

India/Burma

He continues to push us back into a corner on Ceylon.

He also bombed/bombarded the crap out of my Indian units trying to contain his invasion in the south. He deleted a Tank-Div, and pounded the other Tank-Div and Inf-Div. He reinforced his Inf-Corps, and with very unfavorable attack odds, I'm resorted to taking replacements. I'm concerned that he'll simply delete my other Tank-Div next turn, but there's nothing I can do about that. :evil:

He's also pushing on the border and the line is "weakly holding". I've pulled the RAF fighters to help vs. the LBA, and the did intercept some unescorted bombers, so I hope it hurt.

The convoy of Oz/Kiwi troops would be about 8 turns out. I saw that he's got (at least) a CA along the route of Oz-India. It could be trying to raid, could be part of larger TF. Either way, I've got to hold the convoy until I have escorts; and at the moment, I'm throwing the kitchen sink at The Solomons.

I may try to send some of the US LBA, the ranges in the Coral Sea are generally too far for my fighters (and I can't afford to throw away bombers unescorted). So I might operate in my USAAC LBA into Burma-India. We'll see.
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Re: WitP mod v903 Ngineer(Japan) vs. Feinder(Allies)

Post by Feinder »

November 23rd, 1942

China

In China he continues to hit around Yene (Comm-Chi capital). It's definitely weakening. I tried counter-attacking at 1:1 odds all around to push his Tank-Div back, but took heavy losses all around. I ended up having to move out my Inf-Corps from Yenen (badly shot up), and dropped my reinforcement Inf-Corps into the city. On the plus side, it has 10sp and 50% morale is better than the 30% of it's predecessor. On the minus-side, it has zero entrenchments.

He's obviously shifting his focus to India. I can't really help India from China (other than seal the gap), so I'll take the respite to rebuild some Chinese formations.
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Re: WitP mod v903 Ngineer(Japan) vs. Feinder(Allies)

Post by Feinder »

November 23rd, 1942

Coral Sea

Ok. It's a busy map.
Basically, it was my plotting map of his search ranges (my guess that Japan has RangeTech[3]). Anything inside the yellow lines is probably spotted.

Last turn I had operated in a Mari-Bmbr into Reef Island. He was quick to respond, and bombed the crap out of it with LBA, a CV, and a few bombardments for good measure. No more Mari-Bmbr.

On the plus, I did get a good look at the ant-hill around Lunga (altho I'd say that Mari-Bmbr was costly).

So we pushed on according to plan. CVs and the large for of cruisers moved up. Several CV bombing runs vs. the Med-Bmbr, did some damage, but not taking it out. Sent lots of CA/CLs, and by BC to hit the base as well. Damaged yes, killed no. It feels like I'm throwing ping-pong balls vs. Japan being able to delete entire Divisions. Also encountered two subs up north, and drove off same. Anyway, my CL "bumped" his IJN-BB off Lunga. Several more CV-strikes later (actually it was my LAST available strike), we managed to sink his BB. FWIW Ellissar, it was probably 5 strikes with my CVs to kill his BB (you asked something similar in previous post).

He's also got a SS down near Noumea. I fully expect him to push it north to try to get to my TF. I cut him off with an RAN DD, we'll see.

When I ended the turn, my very big TF was well inside range of Solomons. My CV air-groups are still in good shape. LRAVs have moved into the little blind-spot of his search arcs. Should give them another turn for larger CV/BB assets to punish/absorb strikes around Lunga. The Amphib TF will sprint in next turn, to try to best opportunity to land/take Lunga. And/Or secondary landings on the other islands to deny him bases for LBA. I might hold off the actual invasion of Lunga for another turn, if I need to soften things up some more. Note that I've got 8x BBs and 3x BCs a turn out, but I think they'll need another turn before they can actually bombard anything. On the annoying side, a typhoon must have gone thru, because several of my ships (including 3x CVs took a point of damage due to storms).

So, thus far, I've traded a Mari-Bmbr for a IJN-BB. I'll take that. But he's got his repost, so we'll see what comes of it. I'm expecting him to hit what he can with his fleet, then pull back, and push anything forward that he can.

Around the rest of the world...

As mentioned earlier, he's got a CA between India and Oz. Could be a raider, could be something more. The Oz/Kiwi convoy to India will hold up at Melborne until we can pull some escorts (after Solomons is decided).

Five USN subs heading to Oz. Will try to get into Dutch East Indies, or "other options as available".

USMC-Div is half-way to Hawaii, and should dis-embark Pearl next turn.
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Re: WitP mod v903 Ngineer(Japan) vs. Feinder(Allies)

Post by Feinder »

November 23rd, 1942

Admin Stuff

Research, Production, Losses, and Economy

Research. Spy-3 completed end-of-turn. Yay.
I also dropped a chit into Nav-Weaps (I really need that to be a 2!).
Aerial Warfare - morale, esp for my LBA and CVs is good.
And to keep momentum, I've re-added/kept the 3rd chit for both Production Tech and Industrial Tech.

Production. Bought a Chinese Inf-Div. Getting two much-needed Indian infantry units next turn.

Losses. Note deleted Indian Tank-Div. And Mari-Bmbr traded for IJN-BB (thus far).

Economy. Note that he's at 371 MPP/turn. I expect him to go to 400. That makes it critical for me to continue pushing for USA industry and production techs.
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Re: WitP mod v903 Ngineer(Japan) vs. Feinder(Allies)

Post by Feinder »

Ellissar. I hear you about building to max in 43 (which I have for CVs), and then a "dearth" in 44 because of no available builds. But the ONLY thing I've hit the build cap for is CVs. I think I've only built a single BC. With that said, I still have plenty of available builds of everything except CVs. By end-of-43, I should have 16 of 17 CVs. Frankly, if I can't beat him with 16x CVs (esp given whatever losses between now and then), the game will be over already anyway.

Honestly, at this point, I'm hitting PAR for "slow attrition" of his naval heavies. On the principle that, I can replace my losses, faster than he can.

Given that it looks like he took the 3x DN option, instead of 4x CVs..

Code: Select all

       IJN-Start+Q   IJN-Sunk     IJN-Current     Allies-Current     Allies already in Prod-Q
CV     6                          6                    7                       10
CVL    6                          6                    1                       4
DN     3                          3
BB     6              2           4                    9
BC     4              1           3                    4                       2
CA     9              2           7                    8                       1
CL     11             3           8                    9                       1
That's 25% of non-CV capital ships sunk. Hopefully, they're difficult for him to replace.
I'm by no means discounting his CVs.
I'm just saying that he obviously placed a premium on BB/BC/DN, so they're valuable to him.

What I'm most afraid of, is the National Morale decline. Your own game showed that, no amount of tech counter-balanced the NM loss.

Oh. Before I forget, it's REALLY, REALLY annoying that the Japanese units have different stats than the Allied units. Example spotting ranges IJN ships, bombers of all types, and fighters, all have different spotting ranges. I had no idea there were differences. All the planning of, "Hm... His Mari-Bmbrs can see this far... His Ships can see this far..." were based on what I can see of my own weapons systems (presumed that like units were the same), and then trying to account for his tech. Except that Japan generally has +1 or +2 addition spotting to the base values for units above. "Oh, crap! So THAT's why he saw me!".

Anyway, if it's not too much trouble, it will help the Allied players sanity if you could just level-out stats for like units. If you want to give Japan greater spotting ranges. Fine. Give Japan a start at level-3 spotting tech or whatever. But at this point, I'm dbl-checking every freakin' unit to see what bonuses Japan has, because all the base-lines have been changed. Just feed-back on "structure", not game-play, take it or leave it as you will.
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Re: WitP mod v903 Ngineer(Japan) vs. Feinder(Allies)

Post by Elessar2 »

So I'll likely have to dial down the default builds (not just ships) even more then for the US, BUT will also give the US L1 in that tech, so that all of the half point ships will go to wholes when L2 is reached. I can only give half-a-ship in the tech, not in the core build limits menu, so they only pay off fully for levels 2 & 4. Historical precedent is there of course; the builds from the Two Ocean Act were well into full swing even before Pearl Harbor. [I may give the Montanas +1 per level]

In my big run-through with OCB, I actually neglected the Morale techs, so your decision to emphasize them is wise. But yeah 5 hits to sink a battleship-what is his AA rating now?

Your observation on plane ranges is valid, and one I wrestled with when making the mod. The issue is that historically the Japanese REALLY cranked their aircraft ranges to historically-ridiculous levels; if the US were to gain actual parity there they would have to sacrifice their planes' historical robustness and etc. Difficult to balance that within the SC system which presumes all other things are equal, except when they aren't. Plus my philosophical view was that having different countries having different stats outside of what tech gives them adds more spice (this is my WiF experience talking*), but yeah you wouldn't know the differences unless you delved into the editor and/or played the other side before. I'll think about that some more. If I stick to my philosophy I may give the US a defense bonus for its planes, which will help a bit in the carrier clashes...

[*What I'd really prefer is unique individual units, where-unlike in WiF-you could buy whichever ones you want, subject to cost differences natch (in WiF you get them randomly, which kind of blows). Maybe you would in such a system feel that the Iowas are overkill, and are happy with more of the cheaper South Dakotas, for ex.]

Meant to add to my previous post the American issues with torpedoes, across all platforms, which is why I gave them L0 to start with, tho the Dauntless helped to make up for those deficiencies, somewhat. The catchup bonus will help there as I said.
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Re: WitP mod v903 Ngineer(Japan) vs. Feinder(Allies)

Post by Feinder »

Well. I'm actually fighting the urge to make recommendations right now. Yes, i'm frustrated with with japan abikity to erase my land units. And it feels like its a thin race between gaining some tech to be able to fight back, vs the national morale clock. But..

I actually woulnt change anything yet. Weve got a ways to go yet. Prob good let things play out and let Ngineer's take on things. FWIW it was critical for me to get that radar trch to 2. It makes navatk of my surface (1) equal to his navatk (2). And i like to think the US carrier and planes are helping.

At least at the moment, i feel like i'm giving as good as i get (at least for usa). If/when i get navatk-2 (3 with radar) and fighters to 3 (4 with radar), and with more toys, i'm hoping for an edge (morale issues taint, but we'll figure it out).
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Re: WitP mod v903 Ngineer(Japan) vs. Feinder(Allies)

Post by Elessar2 »

I have been in contact with your opponent (on your initiative) and have picked his brain over a few things. China should be a tougher nut to crack once I put in all of the mountain hexes that should be in the south and east. Maybe I'll give India a transfer from the Middle East of a +1 experienced infantry unit (Japanese experience can be a significant factor early on until attrition drains it away-hopefully).
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Re: WitP mod v903 Ngineer(Japan) vs. Feinder(Allies)

Post by Feinder »

As in interesting comparison vs the same turn of your v900 game vs. OCB.
I pulled the same turn from OCB's AAR:

AAR = https://www.matrixgames.com/forums/view ... 7&start=20
Video of same turn = https://www.youtube.com/watch?v=dBmEbW-Inxo Japan MPPs at 3:27

Japan in your OCB game
MPPs earned - 4,340
MPPs spent - 3,060 (70.5%)
MPPs lost - 9,106 (209.8%)

Japan in my game vs. Ngineer
MPPs earned - 6,454
MPPs spent - 5,961 (92.3%)
MPPs lost - 16,639 (257.8%)
I feel like these 3 stats are probably worth watching over time.
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Re: WitP mod v903 Ngineer(Japan) vs. Feinder(Allies)

Post by Feinder »

December 11th, 1942

Burma/India

Japan continues to push the Burma/India border. RAF fighters intercept enemy bombers and their escorts. A fierce dogfight ensues between RAF and escorts, losses suffered both sides. Bombers are forced to jettison bombloads and turn back. Intense fighting on the ground as well, Indian positions on the flank collapsed, but Akyab holds. Reinforcements are rushed into position before the Japanese can exploit.

Unfortunately, Japanese forces destroyed the British Inf-Corps before it could dig-in. A much debated evacuation of the Indian Inf-Div was intercepted by IJN surface raiders off the Indian coast. I thought very hard about the evacuation. I felt it "highly likely" that he would have surface units off the coast to intercept. But I didn't have any assets in range to recon. Given the towns on Ceylon were already at low supply, I decided to take the unlikely odds of him NOT intercepting; because Inf-Div killed at 2 supply is rebuilt the same (full cost) as sunk on a transport. So I figured there wasn't much to lose.

My Royal Navy sub actually made it out of port (tried to reconnoiter the channel for the transport above actually). But it bumped an IJN cruiser. It did manage to 2x SPs damage to it tho, so something. I'm sure he'll endure the wrath of the very substantial Japanese Navy in the area (shown on the shot of map).

He also flew several missions to attack my Tank-Div and Inf-Div on the south coast, and hit two internal cities as well. I'm pretty sure he was looking to hit the RIAF, which is actually further north and inland.

You gotta hold India. You gotta hold.
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Re: WitP mod v903 Ngineer(Japan) vs. Feinder(Allies)

Post by Feinder »

December 11th, 1942

China

Communist China is on the verge of collapse. Strikes by LBA and heavy ground assault wiped out the (full strenght) Comm-Chi Inf-Corps (didn't have time to dig in). But he didn't have enough movement to take the city. I moved up the remnants of my second Comm-Chi Inf-Corps into the city. Also counter-attacked with the rest of my Comm-Chi units, to hopefully cause as much disruption as possible. It's unlike that Yenen will be able to repulse another assault.

I pushed forward with two Chinese Inf-Div south of the Comm-Chi border. Engaged his HQ (no damage), and his Tac-Bmbr (did 1x SP). Also move up some other Inf-Div to cover the flank of their thrust. I doubt he'll turn any attention on the Chinese incursion, but I thought it might be worth a try.

I've also pushed up on the Industry Sites along the front (highlighted as yellow diamonds). I was able to hit a depleted IJA Inf-Corps hard, and killed it. Wasn't able to re-occupy the mine however. I figure I'll try to move up on the Industry Sites, if I can keep 2 units adjacent, it'll wear them down, and thus decrease his MPPs.

I took my two Chinese reinforcements, and dropped them into the adjacent towns near the Comm-Chi border (presuming that Mao surrenders next turn, the country will flip, and I'll don't need the roads open).
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Re: WitP mod v903 Ngineer(Japan) vs. Feinder(Allies)

Post by Feinder »

December 11th, 1942

Second Battle of Coral Sea continues to rage.

The replay opened with him engaging the perifery of my fleet, sinking a USN Destroyer and RAN Heavy Cruiser.

My spotting was good, and my Carriers found and sank an IJN BB. A Light Cruise was also hunted down and dispatched by my many Cruisers. I crippled an IJN-DD, and it retreated to WoodLark Island. My pursuing CL was subsequently ambushed by and IJN Battleship and Dreadnought. We prosecuted and damaged several subs driving them back among the islands, several damaged. While attacking his Battleship, intercepts came from a nearby CVL, and a CV up near Rabaul. We sent a few remaining attacks against the CVL, making several hits, but were unable to sink her.

Having cleared a sub away form the southernmost island, I landed an Army Inf-Corps to secure the island. More to deny it to him, than anything else. I still have 4x USMC Divs which I have shifted south to Noumea, until I can get a better opportunity for them to land.

Map as shown is almost as my turn ended. You can see my crippled CL off Woodlark. Unfortunately, I expect him to dispatch it easily. I pulled my CVs back into a knot, and my BBs have all moved into the battle area, surrounding my CVs. I'd love for them to get to shots into that BB or BC. But othewise, they're primarily there to pound the h_ll out of Lunga. You can see I've got several cruisers extended to the north.

I decided to pull back most of my DDs into the interior rings. Up until now, DDs are/have been more expendable than my Cruisers. But I've lost 3x DDs thus far of my original 9 (with 4 in the build queue). He's got 6x subs, admitted that several are damaged. At this point, I need my DDs to drive off his subs, not get picked off on the perimeter by his heavy units. So my Cruisers might take some torps from his subs.

Which brings up his airpower in theater. He's got a CV, a CVL (damaged), and I think a second CVL. Also, a Med-Bmbr, Tac-Bmbr, and Mari-Bmbr. That's about 9 or 10 strikes.

My CVs are situated so that they can provide CAP for most of my ships, include the Cruisers extending northwards. That being said, my CAGs are down to 63 of 80 SPs. And... I needed to flip my CVs to bombers, to finish off the BB (it took 7 strikes by the way). So I've got 4x CVs as Bombers, so I presume that means they WON'T intercept. Which leaves me with only 28 of 63 SPs as CAP, on 8 intercepts. So I'm probably going to take some hits. Against what, and how bad, I don't know.

All that being said, I've got him massively out-gunned (quite literally). He does have about 90% of my forces spotted. So I'm king hoping he comes to the conclusion that he doesn't want to pit his 2x BBs and 1x DN against my 13. I expect him to try to hit ship(s) down to 4xSP (thus no ZOC), hit with BB/DN/DD/SS and then move-off. If so, that means my Cruisers will take the brunt. Then he would make what use can of LBA and his CV(s) on the perimeter while I concentrate on Lunga. So that's what I ~THINK~ will happen. It means I've got to take down Lunga quickly.

I do feel like I'm attritting his major fleet units, and that's a good thing.
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Feinder
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Re: WitP mod v903 Ngineer(Japan) vs. Feinder(Allies)

Post by Feinder »

December 11th, 1942

Admin Stuff

Research, Production, Losses, and Economy

Research - I topped out Inf-Weaps, Fighters, and Range. USA is now at max-spend. I also got the completion message end-of-turn for Production-Tech. Sweet. Cheaper stuff. Oh, and he recently got ASW-1; I noticed his DN in India/Burma has it. I also checked his Tac-Bmbr in China, he does NOT yet have extended range (still-2) or Ground-Atk (still-0). Zero ground attack still hurts plenty bad!

Builds - I bought the Para-Div, a replacement for my Mari-Bmbr, and a Chinese Inf-Div.

Losses - Losses for Britain, India, and China. But I did kill my first IJA Inf-Corps and celebrating sinking his Battleship and a Light Cruiser.

The Economy - Again, trying to move up on those captured MPP sites in China. If I can keep two units next to them, they'll reduce. Meanwhile, I've got 3 chits into both Industry and Production for USA.
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Re: WitP mod v903 Ngineer(Japan) vs. Feinder(Allies)

Post by Elessar2 »

Communist China is on the verge of collapse.
I may not have given Mao sufficient troops up there. My thinking was that the IJA would follow historical norms and not attack Mao much, given his better leadership ratings, the higher experience levels of his troops, and the tough border terrain. OCB tried tangling with them a bit, to his regret. But a dedicated push certainly could take him out, as is happening here, esp. once the ring of mountains is breached. As said base Chinese income will be bumped up 20-25 MPPs.

An alternative would be to make Mao a separate major so Chaing isn't primarily worried about feting his own troops first, but the Comms simply have too few cities to make them work as a major, esp. for research...
Zero ground attack still hurts plenty bad!
Funny, another AAR by 2 third parties had the Japanese player telling me that his LBA air was pretty worthless at L0 Ground Attack. In this match that most certainly is not the case. [keeping in mind the weather changes as discussed]
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Re: WitP mod v903 Ngineer(Japan) vs. Feinder(Allies)

Post by Feinder »

Well, that's the good thing about letting a good variety of folks play thru you mod. They're going to poke into every dark corner and find every crevasse, where you never thought to look. That being said, just because Ngineer is "winning" the ground game, it doesn't necessarily mean that stuff is broken. It is be as much a testament to his skill/strategy. Like I said when started this little venture, he's definitely a better general than I am. I don't know if it's possible for you to do a ground-focused run-through, to see if you can duplicate his results.
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