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RE: Soviets Activated....

Posted: Sat Sep 23, 2017 1:46 pm
by Mike McCreery
Doh! This game never fails to surprise :]




RE: Soviets Activated....

Posted: Sat Sep 23, 2017 2:05 pm
by GetAssista
ORIGINAL: Alfred
What the patch notes do not address is whether a non-Soviet LCU can be sealifted off a Soviet country code base.
Alfred
It can, been there done that

RE: Soviets Activated....

Posted: Sat Sep 23, 2017 2:34 pm
by jwolf
Thanks, Alfred, for the link and explanation of the details of basing Western units at Soviet bases. It's much more complicated -- and interesting -- than I thought.

RE: Soviets Activated....

Posted: Sat Sep 23, 2017 3:20 pm
by PaxMondo
ORIGINAL: Lowpe

I feel this game is really unique and deserves a lot of attention. I
+1

[&o][&o][&o]

RE: Soviets Activated....

Posted: Sat Sep 23, 2017 6:15 pm
by Lowpe
ORIGINAL: GetAssista

ORIGINAL: Alfred
What the patch notes do not address is whether a non-Soviet LCU can be sealifted off a Soviet country code base.
Alfred
It can, been there done that

That is good to know, but I like stranded forever better.

RE: Soviets Activated....

Posted: Sat Sep 23, 2017 6:31 pm
by Lowpe
ORIGINAL: PaxMondo

ORIGINAL: Lowpe

I feel this game is really unique and deserves a lot of attention. I
+1

[&o][&o][&o]

I can't tell you how much my play should improve with just one game...you will have to tell me.[;)]

I have been dabbling in reading Jocke's AAR., and I have to say I want to focus more on the good play aspects of the Allies. Too often AARs are victims of reporting bias - selective reporting designed to make the poster feel good.

For example, when I laid a trap for Jockes carriers off the coast of Oz (using Jap SigInt to a degree no less), revealing the deathstar far enough away to give those carriers freedom of action, figuring out which hexes to patrol that would be at the extreme edge of daytime search from his carriers, timing the action for very low moonlight, picking captains, glen pilots, and revealing a juicy target for Jocke to send the carriers after...the ambush took hundreds of clicks, thoughts, plans to enable.

All I got in Jocke's AAR was basically "lost a carrier to Japanese SSNs! They are too overpowered." There was a tidbit a day or two earlier where he complains about the senseless need of JFBs to reveal the KB for no good reason ([;)]). Not even a picture.[:(]

There followed a page or two about how overpowered IJN subs are, a few people (thinking Obvert here but there was a few others too) went beyond showing relative speed & manvr ratings, ship captains, talking about night naval search, etc...but he is the exception that proves the rule. It was ascribed to bad luck and a quirk of the game making Iboats into SSNs.

I think I had something like 7 Iboats working that plan to one degree or another.

It is hard to report when things go badly, and I will strive to be better in that regard. I need to learn from my mistakes (or better yet your mistakes[8D]), and complaining about overpowered units isn't satisfying to me or most likely to the reader/peanut gallery.[:)]



RE: Soviets Activated....

Posted: Sat Sep 23, 2017 6:46 pm
by Lowpe
So, I have swapped a few emails recently with Obvert asking if he has had anything strange happening in Soviet Union or Manchuko. He hasn't.

I have not revealed the railroad problem I have been having just that I was suffering from a potential bug or display problem, but he was polite enough to ask if he was at anyway doing anything objectionable.

So for now, I am just going to live with the problem, ascribe it to locals acting up, and see if I can't work around or fix it. I don't want to slow the game down...


RE: Soviets Activated....

Posted: Sat Sep 23, 2017 8:44 pm
by Lowpe
Feb 26th, 1942

Naval skirmishes off Sakhalin...

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RE: Soviets Activated....

Posted: Sat Sep 23, 2017 8:45 pm
by Lowpe
A sub skirmish or two...damage one Soviet sub...and then the invasion starts. Ise is hit twice.

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RE: Soviets Activated....

Posted: Sat Sep 23, 2017 8:50 pm
by Lowpe
Not good.

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RE: Soviets Activated....

Posted: Sat Sep 23, 2017 8:52 pm
by Lowpe
Nice play here...

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RE: Soviets Activated....

Posted: Sat Sep 23, 2017 8:55 pm
by Lowpe
Dogfight, Soviet style!

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RE: Soviets Activated....

Posted: Sat Sep 23, 2017 9:00 pm
by Lowpe
The Invasion

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RE: Soviets Activated....

Posted: Sat Sep 23, 2017 9:03 pm
by Lowpe
This is what happens when you are forced to use all available tools for the job, and not the best tools...



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RE: Soviets Activated....

Posted: Sat Sep 23, 2017 9:07 pm
by Lowpe
Air War...

Today the Allies swept Magwe, but didn't bomb. Did pretty well against a lot of H81-A3, but not great.

Our Vlad sweep did well I think.

Intercepted a lot of transport planes flying in troops to Alex...

Allies bombed the forces at Singers.

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I think this means he is flying Catalina out of Okha...[:@]

RE: Soviets Activated....

Posted: Sat Sep 23, 2017 9:10 pm
by Lowpe
Hmm.

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RE: Soviets Activated....

Posted: Sat Sep 23, 2017 9:17 pm
by Lowpe
Sabang to Singers -- task force Mutsu arrives

I am hoping to use the battleships to scare off the Allies, and use Chikuma and CL&DD to suppress Sabang. They should be able to rearm at Georgetown.

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RE: Soviets Activated....

Posted: Sat Sep 23, 2017 9:20 pm
by Lowpe
Ship losses for the day...

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RE: Soviets Activated....

Posted: Sat Sep 23, 2017 9:26 pm
by Lowpe
Sakhalin invasion

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RE: Soviets Activated....

Posted: Sat Sep 23, 2017 9:27 pm
by Lowpe
Despite absolutely 0 prep & shore guns, the troops are itching for a fight.

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Very dangerous position shaping up in the pocket west of Bikin, but I think I can extricate all the troops without too many losses...I think. Soviet air force is pretty much bombing only here right now.