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Cribtop
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RE: Midway invaded!

Post by Cribtop »

Once during the "Enterprise vs Japan" phase of the Guad campaign and Okinawa are the two instances I recall.
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inqistor
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RE: Midway invaded!

Post by inqistor »

ORIGINAL: Mynok

So, how many have you used for whole Division? I experience it painfully slow unloading without ports. Heck, it took me 6 large xAKs to load Regiment, and it unloaded in few days in friendly 1 level port, but one small Air HQ unit could not land half of strength in over a week, during unloading from single ship, without port.

Transport vs Amphibious mission is critical. Transport is not going to unload well at small ports or over the beach.

Naah. I am too impatient to wait whole day for unit to pack into strategic mode [:D]
Infantry seems to unload pretty quickly. It is Aviation Support which takes ages. Also supply seems to not unload that quick over beach.
Actually, looking at magic tables, seems, that there is no reason to use specialised landing craft if you assault with one Division. xAKs, and APAs have the same disruption upon unloading value.
ORIGINAL: PzB
2011 should be a good one! [:)]

Well, considering future Allied reinforcements, not for Japan in this game [;)]

I wonder, how this gigantic battle convoy would fight in surface duel. Probably half of ships would get collided [:D]
Anyway, why are you letting those UNESCORTED 4Es go unpunished? Put a TONY unit at Buna (or whatever is the name of base at other way of Port Moresbys peninsula), some NICKs, and A6M3s at Lae, and unleash the Emperor Wrath. All those B-2x are pretty easy to shot down.
Actually, what can Allies use for escorting, except Lightnings? Are they actually have any fighters, which could escort to Port Moresby at normal range? They produce now only 40 Lightnings per month, so it could be worthy, to challenge them. Only in December things will go tough. It could be even beneficial to put another TONY unit, directly at Port Moresby, as bait. Also, TOJO IIb should be available now. Do not you give it a try?

OK, questions:
Are those all TOJOs, so far, unarmored? It was not changed in some patch, right?
1) Have you recombined Hong Kong Defense Force (sp)? It change designation to CD, and I am guessing it become static. It could be interesting, although somehow expensive to buy it piecemental, and put at some important island, like Ambon, or former Palau (Pel...somethingsomething).

2) What happens, when you recombine unit, which parts have greater AV sum, than recombined unit? It seems quite wastage...

3) How many trained Navy pilots do you have in reserve? In near months, it seems, that Japan will need hundred a month to fill all reinforcements. Heck there are months, where four 27 ZERO units come in ONE DAY!


And, at last, interesting discovery I just made:
Ground combat at Milne Bay (101,133)

Japanese Deliberate attack

Attacking force 6348 troops, 50 guns, 39 vehicles, Assault Value = 192

Defending force 3518 troops, 43 guns, 5 vehicles, Assault Value = 86

Japanese engineers reduce fortifications to 1

Japanese adjusted assault: 486

Allied adjusted defense: 137

Japanese assault odds: 3 to 1 (fort level 1)

Japanese forces CAPTURE Milne Bay !!!

Combat modifiers
Defender: terrain(+), leaders(+), disruption(-), fatigue(-)
experience(-), supply(-)
Attacker: HQ(+)

Take a look, at modified AVs. There was HQ present, and battle was in double-range of Area HQ. Both HQs planned into Milne Bay. A day earlier I got only 1:2, and there was no modifiers for attacker (and local HQ was in part still on ships). So HQ modifier could be battle-winner, if orders are prepared right.
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PzB74
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RE: Midway invaded!

Post by PzB74 »

We don't have any rules againsty moving the entire RN to the Pacific, maybe there should have been political points to pay to do so but that's another question.

Belive me, I have intercepted the bombers over PM a few times; results have been either dissappointing or enemy bombers decided to stay home.
Moving short legged ac around and having them fly 80% LRCAP missions cost a lot of OP losses and fatigue quickly hit the roof while only a 20-30% of fighters ever get into a position to attack
the enemy bombers.

The Tojo is unarmored, may have a go at the IIb but focus is now on getting the George and Frances into the air followed by the Frank.
No I haven't the Hong Kong defense force battalions are spread out to cover a few coastal bases and I would have to find new garrisons for them.
- As long as the CD unit doesn't get CD guns its a mute point, if it on the other hand does it's another thing completely [:)]

Combining units with higher AV than the historically described strength will result in an overstrength unit. Got a few divisions with 5000+ AV.

Yes, 100% prepped HQs and units can increase AV substantially, your example is quite exceptional though.
Was most likely ultimately lucky with the dice rolls...

Challenge is to prep your HQs and units for the right place, if you dedice to change target it will take 3 months and if you change your mind 1 month later its back to nill again.... [8|]
- I've always thought that HQs that prepped for a target should be allowed to keep its prep points.
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inqistor
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RE: Midway invaded!

Post by inqistor »

ORIGINAL: PzB
Moving short legged ac around and having them fly 80% LRCAP missions cost a lot of OP losses and fatigue quickly hit the roof while only a 20-30% of fighters ever get into a position to attack
the enemy bombers.

Base is 2 hexes away. That means leaking of CAP. I got there around 40-50% fighters from 50%CAP (16 from 35 last turn), so quite good. And without radar.
- As long as the CD unit doesn't get CD guns its a mute point, if it on the other hand does it's another thing completely [:)]

I hope it got CD designation, because of extra CD guns. Does anyone tested this already?
Combining units with higher AV than the historically described strength will result in an overstrength unit. Got a few divisions with 5000+ AV.

But it is not in TOE, and loses to extra troops are irreplaceable?
Yes, 100% prepped HQs and units can increase AV substantially, your example is quite exceptional though.
Was most likely ultimately lucky with the dice rolls...

Local HQ had seventysomething, but Area only twentysomething points of preparation. Take a look at "HQ(+)" designation. I have not seen it in any of AARs yet.
And Area commander had pretty lame Land skill. Seriously, I was preparing for a long siege.
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PzB74
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RE: Midway invaded!

Post by PzB74 »

Not much to report; enemy is continuing to mine places like Rangoon and Palembang and we clean up the mess.
Now have 200 AV at Midway including an engineer unit and a small base force. Total is some 5500 troops.
Idea is to evacuate the bulk when it becomes meaningless to occupy the place anymore.

The Tojo IIb enters production 7/43, still 2 weeks out. The 2x40mm cannons has a shitty accuracy but I guess it's worth an upgrade.
Still no sign of the George; is it no longer so that 100+ researched ac would guaruantee a 1 month acceleration?

I don't use Buna as a major base; it can be just as easily smashed by 4Es as PM.
- Have the capacity to field 32 ac from a size 4 field there now.

Nah, the Singapore CD unit has a combined AV value exactly the same as the sum of its 3 inf Bats.
So no CD guns there.

True, oversize units will revert to normal size when taking combat losses.
The point about using divisions instead of sub units is that they pack a much bigger punch and take fewer losses than smaller units.
A fight between a division divided into sub units and a combined division would end in victory to the latter.
- Something like the sum of it all being being bigger than all its individual parts.

Usually you will not see such good attack odds, they usually appear when the enemy is very weak.
Still, nice when it does happen [:)]

I don't have a lot of crack Navy pilot reinforcements; some 40 in training command and all fighter units behind the lines train pilots that are released into the navy reserve
when skill exceeds 50 and air combat skill reaches 70.

Still have many crack Zero units behind the lines; could transfer the pilots to training command but don't see the need for more pilots there.
Will most likely be used to replace KB losses in due time. E.g. see unit below at Palembang.
- The reality is that such crack pilots are one shot Charlies, when they're gone much less capable pilots will replace them as its not possible to train pilots to such skills levels in game, not
even through combat.

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inqistor
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RE: Midway invaded!

Post by inqistor »

ORIGINAL: PzB
Still no sign of the George; is it no longer so that 100+ researched ac would guaruantee a 1 month acceleration?

There is diminishing return on size of researching factory. I had 140 Oscars II researching for 2,5 months, to get one month acceleration. Sweet spot is rumoured to be factory of 30 size.
I don't use Buna as a major base; it can be just as easily smashed by 4Es as PM.

LOL, you are right. I probably play too much against AI [:D]
Considering, that there are 8 hexes to PM from nearest Australian base, probably Lae is also within range.
So... either you will leave things, as they are now, or you put your airforce into harms way. TONY is so far the only REAL fighter with armour, and with its puny range (what is it now? 2?) if it can intercept, it would be for sure in bombing range.
So, ze plan is:
Put TONYs at both PM, and Buna. NICKs, and ZEROs at Lae. TONYs airfields will be bombarded, so pilots would crash on landing, so it would be better to not fill units with experts. Pull Allies into struggle of PM. You will be fighting over friendly ground anyway, so pilot loses would be light, and Allies are at their extreme range. I have looked roughly through Allied airframes, and did not found any fighter, which could fly 8 hexes without drop tanks.
In the meantime prepare 3 bombardment groups build around BBs (Yamato twins preferably). When Allies fill coastal bases with fighter unleash BBs. It could be also fun, to send air bombers in the same turn, BBs will bombard.
WE WANT SOME ACTION!
Also it seems there is something ugly preparing for Palmyra, so quick action at PM could held Allied reserves.
Nah, the Singapore CD unit has a combined AV value exactly the same as the sum of its 3 inf Bats.
So no CD guns there.

Well, I do not think CD guns add any AV. It would be probably better to check in editor, not that I have used it before.
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PzB74
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RE: Midway invaded!

Post by PzB74 »

I now got 150+ George's on research, over 100 for 2 months and nothing [&:]
Doesn't look like there's automatic 1 month advance anymore!

Intercepting PM from surrounding bases can be done but it's not great business, been there done that before.
Anyway, no further Allied bombing attacks over the last 2 days.
- Tony has normal range 4 hexes with drop tanks, so it can make it from Lae.

There will be action, but it may take some time [;)]
We dropped paras on a dot base between Midway and Hawaii today; enemy PT boats have been hovering there.


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RE: Midway invaded!

Post by ny59giants »

I now got 150+ George's on research, over 100 for 2 months and nothing [&:] Doesn't look like there's automatic 1 month advance anymore!

Like in WITP, the factories have to be totally repaired before they contribute developmental points towards the magic 100 needed to move the airframes arrival time up one month. I had 2 x 30 and 2 x 60 factories working on Tojo IIa and with scenario 2, they moved up 1/2 month from 6/42 to mid 5/42. I forgot to switch them to the next generation of Tojo to speed up their availability date. Thankfully, I got the A6M3a being researched by moving them forward from A6M3.

Rule of thumb is to have most of your R&D factory size at 30 with a max of 60. It is not a linear result as I have tracked when each factory was repaired and when the Tojo finally arrived.
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PaxMondo
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RE: Midway invaded!

Post by PaxMondo »

size 35 R&D works best for me ... Haven't had that good of results with larger ones. 
Pax
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inqistor
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RE: Midway invaded!

Post by inqistor »

ORIGINAL: PzB

I now got 150+ George's on research, over 100 for 2 months and nothing [&:]

In how many factories? If in one it is pretty normal.
- Tony has normal range 4 hexes with drop tanks, so it can make it from Lae.

But with leaky CAP, you will get far more planes, than with LRCAP. And you must disperse anyway, when enemy can bombard all airfields.
I am actually wondering, if range of combat have same modifiers for every type of plane, or if it depends of planes maximum range (so 4 hexes is maximum for TONY, but only half range of ZERO). Also, if adding drop tanks lower performance.
We dropped paras on a dot base between Midway and Hawaii today; enemy PT boats have been hovering there.

French Frigate Shoal was exactly in normal range of ZEROs toward PH, in WITP, but does not looks like, anymore. I actually wanted to use it, as such, but had better bases, nearer to PH.

Well, I finally checked this Hong Kong Defence Unit (or how it is called). As I suspected, it become static, and gets additional whooping 6 guns (4*10cm, and 2*15cm). But they are some strange infantry guns, with lame 1/3rd accuracy of real CD guns.
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PzB74
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RE: Midway invaded!

Post by PzB74 »

Slight pause in the war as everyday life returns to normal...

Hm, that may be the clue. I have probably 8-9 factories researching the George but I'm often expanding them slightly as the max out.
Largest factory is 55 and the smalles ca 15 ac.

Not so sure leaky CAP works so well from 4 hexes, 1-2 hexes is ideal and you truly need a huge base complex to get good results with leaky CAP.
If not enemy sweepers will kill them.

So it's possible to move the Hong Kong Defense force to an atoll and combine it there to get a few whimpy inf guns; guess that's an option! [:)]
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Yakface
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RE: Midway invaded!

Post by Yakface »

IIRC factories only contribute to research if they have no unrepaired portion and are also size 30 or greater.

If you start expanding them as soon as they are repaired then you are stopping any research going on. It's best to expand them to the final size from day one and leave.
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RE: Midway invaded!

Post by Djordje »

ORIGINAL: Yakface

IIRC factories only contribute to research if they have no unrepaired portion and are also size 30 or greater.

If you start expanding them as soon as they are repaired then you are stopping any research going on. It's best to expand them to the final size from day one and leave.

They do need to be fully repaired to work. However they do not need to be 30 or more. Any size will do, as long as it is fully repaired. Size of 29 fully repaired will give you exactly one research point every day (or will produce one plane each day if it is production factory). Accumulate 100 points and research will have a chance advance.
Some say there is not a chance at all, but a certainty, that still needs to be confirmed though.
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RE: Midway invaded!

Post by DivePac88 »

Yes did work for me against AI not so long ago. I had 3x 30 Ki-61-Ia Tony RD factory's that were fully repaired (about 6x weeks out), and I got a message on tracker that I would get the Tony's 1x month early.
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RE: Midway invaded!

Post by d0mbo »

Nope, you can't reassign the component units to a nonrestricted command before you recombine them, so they can only move to somewhere on the mainland china. After they combine, they become indeed, static.

I decided to use them in HK anyway.




ORIGINAL: PzB

So it's possible to move the Hong Kong Defense force to an atoll and combine it there to get a few whimpy inf guns; guess that's an option! [:)]
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PaxMondo
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RE: Midway invaded!

Post by PaxMondo »

ORIGINAL: PzB

Hm, that may be the clue. I have probably 8-9 factories researching the George but I'm often expanding them slightly as the max out.
Largest factory is 55 and the smalles ca 15 ac.

yes, don't keep expanding. The research points only accumulate on days that there are no damaged R&D factories. I generally pick a size at start (I like 34, as then 3x34 > 100 => an advance every month once they are repaired), allow it to expand to that point and then hold it there)

PS: bloody excellent AAR. Enjoy my daily dose of this one. keep it up!!!
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inqistor
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RE: Midway invaded!

Post by inqistor »

I was looking on possible interdiction bases between Line Islands, and Fiji, and have realised, that now, both Canton, and Baker are worthless pieces of rocks.
So, what is the situation ENE from Fiji? There seems to be the only potentially good airfields, for interdiction. Who owns all those dots, and Pago-Pago? Are they developed?
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PzB74
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RE: Midway invaded!

Post by PzB74 »

Thx, that will make it easier to know how to adjust research from now on!
Problem is that I still can't switch Research factories to a new plane without damaging them, takes forever to fix a (34) RD factory.

Yes, the Hong Kong Defense Force is restricted so I guess it has to stay were it is.

Good to hear it PaxMondon, been a bit quiet lately but it's one of those in between major battles period in the game, perhaps the most quiet one there ever will be!
This is today's AAR: Not a single line [:'(]

AFTER ACTION REPORTS FOR Jun 22, 43

Yesterday's was somewhat more interesting!

What I do notice is that CAP fighters from Buna intercepted enemy raids on PM (leaky CAP) but the fighters in Lae did not (range 4 hexes).
Does anyone know what the range limit for leaky CAP is?

AFTER ACTION REPORTS FOR Jun 21, 43

Sub Attacks

Liked this one [:)]
But there were a few successful enemy attacks today as well. I'm now channelling our convoys closer to the coast as
enemy subs have been driven out into deeper water.

TF 315 encounters mine field at Merak (48,97)

Allied Ships
SS Gurnard, Mine hits 1, heavy damage
--------------------------------------------------------------------------------
Sub attack near Groot Natoena at 60,80

Japanese Ships
xAK Chihaya Maru, Torpedo hits 1, heavy damage
xAK Kurogane Maru
xAK Kuroshio Maru
xAK Okuyo Maru
SC CHa-26

Allied Ships
SS Albacore

SS Albacore launches 4 torpedoes at xAK Chihaya Maru
Albacore diving deep ....
SC CHa-26 fails to find sub, continues to search...
SC CHa-26 fails to find sub, continues to search...
SC CHa-26 fails to find sub, continues to search...
SC CHa-26 fails to find sub, continues to search...
SC CHa-26 fails to find sub, continues to search...
Escort abandons search for sub
--------------------------------------------------------------------------------
Sub attack near Saipan at 113,96

Japanese Ships
xAK Kotoku Maru, Torpedo hits 1, on fire, heavy damage
PB Tama Maru #5
AK Kaga Maru
xAK Hofuku Maru
xAK Gozan Maru
xAK Yamahuku Maru
xAK Kosei Maru
xAK Kinai Maru
PB Tomozono Maru #3

Allied Ships
SS Perch

SS Perch launches 4 torpedoes at xAK Kotoku Maru
Perch diving deep ....
PB Tomozono Maru #3 fails to find sub, continues to search...
PB Tomozono Maru #3 fails to find sub, continues to search...
PB Tomozono Maru #3 fails to find sub, continues to search...
PB Tomozono Maru #3 fails to find sub, continues to search...
PB Tomozono Maru #3 fails to find sub, continues to search...
Escort abandons search for sub
--------------------------------------------------------------------------------
Sub attack near Iwo-jima at 99,80

Japanese Ships
xAK Eizan Maru, Torpedo hits 1
AM Wa 101
xAK Nittai Maru
xAK Syokyu Maru
xAK Koei Maru
E Kuri
PB Suyozai Maru

Allied Ships
SS Herring

Japanese ground losses:
31 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 1 destroyed, 1 disabled
Engineers: 1 destroyed, 1 disabled

SS Herring launches 6 torpedoes at xAK Eizan Maru
E Kuri fails to find sub and abandons search
PB Suyozai Maru fails to find sub, continues to search...
PB Suyozai Maru fails to find sub, continues to search...
PB Suyozai Maru fails to find sub, continues to search...
PB Suyozai Maru fails to find sub, continues to search...
PB Suyozai Maru fails to find sub, continues to search...
PB Suyozai Maru fails to find sub, continues to search...
Escort abandons search for sub
--------------------------------------------------------------------------------
Sub attack near Groot Natoena at 61,80

Japanese Ships
xAK Chihaya Maru, Torpedo hits 2, on fire, heavy damage

Allied Ships
SS Albacore

SS Albacore launches 4 torpedoes

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Air Combat

We hit Horn Island while Allies hit PM.

Morning Air attack on Horn Island , at 91,128
Weather in hex: Light cloud

Raid spotted at 36 NM, estimated altitude 33,000 feet.
Estimated time to target is 10 minutes

Japanese aircraft
A6M2 Zero x 39
A6M5 Zero x 16

No Japanese losses

Aircraft Attacking:
16 x A6M5 Zero sweeping at 30000 feet
39 x A6M2 Zero sweeping at 5000 feet *
--------------------------------------------------------------------------------
Morning Air attack on Horn Island , at 91,128
Weather in hex: Light cloud

Raid spotted at 36 NM, estimated altitude 8,000 feet.
Estimated time to target is 11 minutes

Japanese aircraft
Ki-49-IIa Helen x 27

Allied aircraft
no flights

Japanese aircraft losses
Ki-49-IIa Helen: 1 damaged

Allied aircraft losses
PBY-5 Catalina: 1 destroyed on ground

Allied ground losses:
12 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 0 destroyed, 1 disabled
Engineers: 0 destroyed, 1 disabled

Airbase hits 10
Airbase supply hits 9
Runway hits 61

Aircraft Attacking:
27 x Ki-49-IIa Helen bombing from 5000 feet
Airfield Attack: 4 x 250 kg GP Bomb
--------------------------------------------------------------------------------
Morning Air attack on Horn Island , at 91,128
Weather in hex: Light cloud

Raid spotted at 21 NM, estimated altitude 8,000 feet.
Estimated time to target is 6 minutes

Japanese aircraft
Ki-43-IIb Oscar x 28
Ki-49-IIa Helen x 36

No Japanese losses

Allied ground losses:
4 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 0 destroyed, 0 disabled
Engineers: 0 destroyed, 1 disabled

Airbase hits 7
Airbase supply hits 8
Runway hits 78

Aircraft Attacking:
36 x Ki-49-IIa Helen bombing from 5000 feet
Airfield Attack: 4 x 250 kg GP Bomb
--------------------------------------------------------------------------------
Morning Air attack on Port Moresby , at 98,130
Weather in hex: Partial cloud

Raid detected at 120 NM, estimated altitude 13,000 feet.
Estimated time to target is 41 minutes

Japanese aircraft
Ki-44-IIa Tojo x 7

Allied aircraft
B-17F Fortress x 13
B-24D Liberator x 27
B-24D1 Liberator x 31
B-25D1 Mitchell x 12
B-26B Marauder x 3

No Japanese losses

Allied aircraft losses
B-17F Fortress: 1 damaged
B-26B Marauder: 2 damaged

Airbase hits 8
Runway hits 159
--------------------------------------------------------------------------------
Morning Air attack on Port Moresby , at 98,130
Weather in hex: Partial cloud

Raid detected at 40 NM, estimated altitude 11,000 feet.
Estimated time to target is 13 minutes

Japanese aircraft
Ki-44-IIa Tojo x 3

Allied aircraft
B-24D Liberator x 10
B-24D1 Liberator x 6
P-38G Lightning x 17

No Japanese losses

No Allied losses

Airbase hits 3
Airbase supply hits 1
Runway hits 29
--------------------------------------------------------------------------------
Morning Air attack on Port Moresby , at 98,130
Weather in hex: Partial cloud

Raid detected at 120 NM, estimated altitude 12,000 feet.
Estimated time to target is 34 minutes

Japanese aircraft
Ki-44-IIa Tojo x 3

Allied aircraft
B-26B Marauder x 9

No Japanese losses

No Allied losses

Runway hits 14
--------------------------------------------------------------------------------
Morning Air attack on Port Moresby , at 98,130
Weather in hex: Partial cloud

Raid detected at 40 NM, estimated altitude 13,000 feet.
Estimated time to target is 13 minutes

Japanese aircraft
Ki-44-IIa Tojo x 2

Allied aircraft
B-24D1 Liberator x 12

No Japanese losses

Allied aircraft losses
B-24D1 Liberator: 2 damaged

Japanese ground losses:
4 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 0 destroyed, 1 disabled
Engineers: 0 destroyed, 0 disabled

Runway hits 15
--------------------------------------------------------------------------------
Morning Air attack on Port Moresby , at 98,130
Weather in hex: Partial cloud

Raid detected at 120 NM, estimated altitude 15,000 feet.
Estimated time to target is 41 minutes

Japanese aircraft
Ki-44-IIa Tojo x 1

Allied aircraft
B-24D Liberator x 11

Japanese aircraft losses
Ki-44-IIa Tojo: 1 destroyed
Ki-46-III Dinah: 1 destroyed on ground

Airbase hits 1
Runway hits 33

--------------------------------------------------------------------------------

Ground Combat

Just securing some dot bases...

Ground combat at French Frigate Shoal (170,101)
Japanese Shock attack

Attacking force 33 troops, 0 guns, 0 vehicles, Assault Value = 3
Defending force 0 troops, 0 guns, 0 vehicles, Assault Value = 0

Japanese adjusted assault: 6
Allied adjusted defense: 1

Japanese assault odds: 6 to 1 (fort level 0)
Japanese forces CAPTURE French Frigate Shoal !!!

Combat modifiers
Attacker: shock(+)

Assaulting units:
1st Raiding Rgt /2

------------------------------------------------------------------------------

Attached a huge map for you Inqistor!
Only 3 large enemy bases in the Fiji Area - PagoPago is one of them but not a lot of enemy troops or activity there.
Andy has also built Tahiti so I can't roam around in the area without carrier support. Our search planes and uber long range recons keep an eye on the place though.

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castor troy
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RE: Midway invaded!

Post by castor troy »

ORIGINAL: PzB
What I do notice is that CAP fighters from Buna intercepted enemy raids on PM (leaky CAP) but the fighters in Lae did not (range 4 hexes).
Does anyone know what the range limit for leaky CAP is?


3 hexes (2 in WITP) as you might have noticed anyway [;)]
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PzB74
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RE: Midway invaded!

Post by PzB74 »

Well yes, assumed at least! Inq's suggestion about protecting PM with LRCAP would rely on the ability of the Lae fighters to contribute, but they can't since they're 4 hexes away.

This turn saw the advance of the George - 1 week before it should have arrived [8|]
The annoying thing is that all factories converted to production immediately so I can't convert them to research other ac which is a pitty.
Well, we'll have loads of George's ready in no time if nothing else [;)]

Liked this one, LOL!

AALAARM [:D]

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"The problem in defense is how far you can go without destroying from within what you are trying to defend from without"
- Dwight D. Eisenhower
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