RE: Japanese Escort Losses as of June 7th, 1942
Posted: Fri Mar 11, 2005 12:26 pm
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What's your Strategy?
https://forums.matrixgames.com:443/



ORIGINAL: AmiralLaurent
As for seeing different results in Japanese turn and Allied replay, the cause in the case above (and most of those I have seen) is FB starfing ships.
You can notice that both reports are exactly the same (number of men losses and so on) until the attack on TF at 17, 61 where P-39 took part.
You will also notice that the first ship in the list suffers the same fate, probably being attacked by a Beaufort before the first use of P-39.
Once a FB has began strafing ships, results are different in replays.
If Ron is the only opponent of Mogami to use regularly FBs for strafing ships, that is why he is the only one seeing major differences.


ORIGINAL: Ron Saueracker
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ORIGINAL: Mogami
Hi, Java has hurt my assault lift capacity. Currently in undamaged 1.5k AP I can only lift 105,000 load points. (70AP) This is not counting the 3kAP(402,000 lift points in undamaged ships) I use for follow on or 2nd Wave forces or the 4.5kAP I use for movement between friendly bases. So I am down to only being able to land 4 DIv at once.
I don't use AK for assaults
ORIGINAL: Ron Saueracker
Thought I'd post a pick for those nay sayers who may think that the modifications being made to the logistics model in the Combined Historical Scenario mod are unwarranted and that the current one is fine. This is the supply situation and does not include the bases with the most supply, I simply started the list at Perth as this is the Australian base with the most supply. Half a million supply in Perth alone folks! Every base in Australia has ay least 12,000 supply. I'm running moderate size convoys (approx 20 AKs with one or two escorts). I'm going to be able to convert the four bases along the noth shore of Oz into bases capable of handling 4E bombers without payload penalties. The DEI when in Japanese hands is going to be worthless rubble. This is obviously so far from the reality of the situation I could laugh. I am going to adopt some sort of house rule here for the sake of the game. This is just silly and my taking advantage of it would be gamey.
What limitations do you think I should place on myself?
Oh, we need some sort of cap on supply storage at bases as well I think. Half a million! [:D][8|]
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What limitations do you think I should place on myself?

ORIGINAL: Ron Saueracker
Thought I'd post a pick for those nay sayers who may think that the modifications being made to the logistics model in the Combined Historical Scenario mod are unwarranted and that the current one is fine. This is the supply situation and does not include the bases with the most supply, I simply started the list at Perth as this is the Australian base with the most supply. Half a million supply in Perth alone folks! Every base in Australia has ay least 12,000 supply. I'm running moderate size convoys (approx 20 AKs with one or two escorts). I'm going to be able to convert the four bases along the noth shore of Oz into bases capable of handling 4E bombers without payload penalties. The DEI when in Japanese hands is going to be worthless rubble. This is obviously so far from the reality of the situation I could laugh. I am going to adopt some sort of house rule here for the sake of the game. This is just silly and my taking advantage of it would be gamey.
What limitations do you think I should place on myself?
Oh, we need some sort of cap on supply storage at bases as well I think. Half a million! [:D][8|]
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ORIGINAL: Ron Saueracker
Using the engineers on Java to concentrate on and expand the Soerabaja port to size 9 easry in the game instead of expanding airfields much continues to reap huge dividends. Today, the valuable cruiser Kitakami strikes one and is subsequently sunk by torpedo bombers stationed on Bali for just such an eventuality. Sayanora to Ens Yoshida and his radar suite capable of directing radioless fighters on CAP!![;)] Good to know one of the torpedo cruisers won't get a chance to use all those Long Lances in combat as well.
I'm beginning to understand the real nature of the supply problem in Oz. I'd no idea such a steady buildup of supply was possible. Had I known this I never would have sent a large convoy initially to Australia. Silly me. What I unloaded there is a mere drop in the bucket!
ORIGINAL: Ron Saueracker
I'm beginning to understand the real nature of the supply problem in Oz. I'd no idea such a steady buildup of supply was possible. Had I known this I never would have sent a large convoy initially to Australia. Silly me. What I unloaded there is a mere drop in the bucket!
While supply is overdone in Oz, and everywhere for that matter because the AI needs help and auto convoys blow chunks, the majority of this supply was shipped in.
This is a problem and here are some of the causes.
- generic supply model...being able to fire spam out of a cannon and have it explode like a shell eases the supply problem by an astronomical degree
- an equal amount of supply is produced in resource centres which, buy doing this, the devs have erased the need to move raw material to manufacturing centres and supply to the front..which leaves alot of merchants free to move military supply
- there is too much supply at the source ports
- there is no operational maximum for ports so a thousand ships can load/unload simultaneously, immensely speeding up turn around times
- there is no civilian economy which eats supply and necessitates the use of a large percentage of merchants to sustain it leaving all the shipping for military usage
- the rate of supply usage by units seems negligable
- innaccurate map with railroads everywhere when IRL there were much fewer
there are many more issues but I'm getting depressed and my head hurts[:(]
As for the generic nature of supply: I'd have to side with Gary on that one. There'd be no end to it if you started to break supply down into the countless individual items of actuality

ORIGINAL: Ron Saueracker
As for the generic nature of supply: I'd have to side with Gary on that one. There'd be no end to it if you started to break supply down into the countless individual items of actuality
Agreed, but at least do something to make it harder for certain units to get supply than it is for others. Ie. Warships...why not restrict warship reamament to bases of either a specific minimum size or even better, have a naval base unit there. Otherwise, why not call base forces lemonade stands. What's the point of having all these different types of units if the have no special roles?
As for what levels should be? Who knows. I just want to make it necessary to use civilian merchant shipping as movers of goods, not just troops. We are fiddling with this in the mod. You and Chez should be testing it given your flaming pace.