War in the Pacific as the Japanese Planned It

Post descriptions of your brilliant victories and unfortunate defeats here.

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

herwin
Posts: 6047
Joined: Thu May 27, 2004 9:20 pm
Location: Sunderland, UK
Contact:

Oct 29/30

Post by herwin »

October 29/30 1942

I need to learn how to be more efficient in generating a good exchange ratio. Currently, I'm taking on 90 pilots with 70 pilots and losing.

The KB first hit Rennell Island (an empty field set up to attract airstrikes) and then moved on to Kirakira (6 squadrons). He's landing supplies and reinforcements at Tulagi and Tassafaronga. I'll wait for him to leave, and then send in reinforcements to Auki and Rennell Island.

Shwebo is a bit overfortified to take. I need to bypass it.

Rangoon, I'll hold at.

Three divisions are approaching the battlefield, two headed to Prome and one moving to cut off Shwebo.


Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
herwin
Posts: 6047
Joined: Thu May 27, 2004 9:20 pm
Location: Sunderland, UK
Contact:

Oct 30/31

Post by herwin »

October 30/31 1942

KB moves south of Stewart Island. It's likely it's trying to suppress Ndeni using the WitP tactic. No, it's hitting Kirakira again using that tactic. There was a morning sweep to disable CAP and then the afternoon airbase strike. Lots of planes destroyed on the ground. Although Ndeni is in range and has been ordered to attack, it stays quiet. Perhaps the base commander is hoping the KB will go away.

Japanese shock attack on troops retreating to Terapo is 1-2.

Ground combat at 97,129 (near Port Moresby)
 
Japanese Shock attack
 
Attacking force 13835 troops, 121 guns, 4 vehicles, Assault Value = 399
 
Defending force 13879 troops, 258 guns, 85 vehicles, Assault Value = 213
 
Japanese adjusted assault: 221
 
Allied adjusted defense: 262
 
Japanese assault odds: 1 to 2
 
Combat modifiers
Defender: terrain(+), op mode(-), disruption(-), experience(-)
Attacker: shock(+), leaders(-)
 
Japanese ground losses:
      285 casualties reported
         Squads: 0 destroyed, 60 disabled
         Non Combat: 0 destroyed, 0 disabled
         Engineers: 1 destroyed, 0 disabled
 
 
Allied ground losses:
      543 casualties reported
         Squads: 6 destroyed, 34 disabled
         Non Combat: 13 destroyed, 6 disabled
         Engineers: 0 destroyed, 2 disabled
      Guns lost 20 (1 destroyed, 19 disabled)
      Units destroyed 1

Shouldn't this bombardment attack be less unbalanced?

Ground combat at 55,52 (near Rangoon)
 
Japanese Bombardment attack
 
Attacking force 15955 troops, 264 guns, 151 vehicles, Assault Value = 871
 
Defending force 44353 troops, 633 guns, 635 vehicles, Assault Value = 1262
 
Japanese ground losses:
      20 casualties reported
         Squads: 0 destroyed, 2 disabled
         Non Combat: 0 destroyed, 1 disabled
         Engineers: 0 destroyed, 0 disabled
 
 
Allied ground losses:
      141 casualties reported
         Squads: 4 destroyed, 3 disabled
         Non Combat: 1 destroyed, 2 disabled
         Engineers: 1 destroyed, 2 disabled
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
herwin
Posts: 6047
Joined: Thu May 27, 2004 9:20 pm
Location: Sunderland, UK
Contact:

RE: Oct 30/31

Post by herwin »

Since CAP doesn't do anything useful, I'll bring my carrier fighter squadrons up to Luganville, put them on 0% CAP, run about two thirds as sweeps and the other third as escort, and fill the base out with attack squadrons--it has capacity and support for seven squadrons. I'll set up Ndeni (10 squadrons) the same way and see if I can luck into an effective attack. This is getting extremely frustrating.

In Burma, I'll bypass the current Japanese defences.
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
ADB123
Posts: 1559
Joined: Mon Aug 17, 2009 10:56 pm

RE: Oct 30/31

Post by ADB123 »

Since CAP doesn't do anything useful, I'll bring my carrier fighter squadrons up to Luganville, put them on 0% CAP, run about two thirds as sweeps and the other third as escort, and fill the base out with attack squadrons--it has capacity and support for seven squadrons.

CAP doesn't do anything useful?... That depends upon what you have on CAP.

On the other hand, the only use for escorts is to give you opponent points and his fighter pilots experience...

Good luck...
herwin
Posts: 6047
Joined: Thu May 27, 2004 9:20 pm
Location: Sunderland, UK
Contact:

RE: Oct 30/31

Post by herwin »

ORIGINAL: ADB123
Since CAP doesn't do anything useful, I'll bring my carrier fighter squadrons up to Luganville, put them on 0% CAP, run about two thirds as sweeps and the other third as escort, and fill the base out with attack squadrons--it has capacity and support for seven squadrons.

CAP doesn't do anything useful?... That depends upon what you have on CAP.

On the other hand, the only use for escorts is to give you opponent points and his fighter pilots experience...

Good luck...

CAP is useless when you're dealing with a stack of twelve CVs in two CVTFs and most of the rest of the Combined Fleet as surface screen. My large bases will usually have one to three PBY squadrons for search, four fighter squadrons, and a couple of attack squadrons. I can put everything in the fighter squadrons on CAP at multiple altitudes, but the first or second of my opponent's 27-plane fighter sweeps will send everyone home, and then a couple of 250-plane airbase strikes will wipe everything out and shoot up all the planes on the ground. Quantity has a quality all of its own.
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
User avatar
witpqs
Posts: 26376
Joined: Mon Oct 04, 2004 7:48 pm
Location: Argleton

RE: Oct 30/31

Post by witpqs »

Don't despair, Josef. [:D]
herwin
Posts: 6047
Joined: Thu May 27, 2004 9:20 pm
Location: Sunderland, UK
Contact:

Oct 31/Nov 1

Post by herwin »

October 31/November 1 1942

The KB's headed west towards Townsville. I guess it's time for Queensland to brace itself and for the forces to the East to return to the activities that were so rudely interrupted.

The Japanese finish capturing mainland Mindanao.


Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
herwin
Posts: 6047
Joined: Thu May 27, 2004 9:20 pm
Location: Sunderland, UK
Contact:

Nov 1/2

Post by herwin »

November 1/2 1942

The KB retires to Munda (a level 1 port) and is bombed by heavy bombers. No damage.

Heavy Japanese airstrikes on Kirakira and Terapo.
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
herwin
Posts: 6047
Joined: Thu May 27, 2004 9:20 pm
Location: Sunderland, UK
Contact:

Nov 2/3

Post by herwin »

November 2/3 1942

It's backkkk!

This turn gave me a headache. The pounding, pounding, pounding continued.

Afternoon Air attack on Kirakira , at 116,140
 
Weather in hex: Partial cloud
 
Raid detected at 112 NM, estimated altitude 13,000 feet.
Estimated time to target is 41 minutes
 
Japanese aircraft
      A6M2 Zero x 116
      B5N2 Kate x 189
      D3A1 Val x 146
 
 
 
Allied aircraft
      no flights
 
Japanese aircraft losses
      B5N2 Kate: 5 damaged
      D3A1 Val: 2 damaged
 
Allied aircraft losses
      F4F-4 Wildcat: 10 damaged
      F4F-4 Wildcat: 1 destroyed on ground
      TBF-1 Avenger: 21 damaged
      TBF-1 Avenger: 1 destroyed on ground
      F4F-3A Wildcat: 8 damaged
      F4F-3A Wildcat: 2 destroyed on ground
 
Allied Ships
      YMS-117, Bomb hits 1, and is sunk
      PT-28, Bomb hits 1, and is sunk
      PT-23, Bomb hits 1, and is sunk
      PT-22, Bomb hits 1, and is sunk
      PT-20, Bomb hits 1, and is sunk
      ACM Holly, Bomb hits 2, and is sunk
      PT-24, Bomb hits 1, and is sunk
 
 
Allied ground losses:
      43 casualties reported
         Squads: 0 destroyed, 0 disabled
         Non Combat: 0 destroyed, 2 disabled
         Engineers: 0 destroyed, 2 disabled
 
 
Airbase hits 5
Airbase supply hits 8
Runway hits 37
Port hits 12
Port supply hits 3


Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
herwin
Posts: 6047
Joined: Thu May 27, 2004 9:20 pm
Location: Sunderland, UK
Contact:

Question

Post by herwin »

Question for the few remaining lurkers. My opponent stacks all his carriers and most of the rest of the Combined Fleet in one hex, organised into two CVTFs, two SAGs, and an ASW TF. Nothing seems to be able to touch it. He moves around a fleet train with plenty of stevedores that he lands at a local base and uses to reload. The constant pounding gives me a headache. Know any exploitable vulnerabilities for that sort of organisation for combat.
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
herwin
Posts: 6047
Joined: Thu May 27, 2004 9:20 pm
Location: Sunderland, UK
Contact:

Nov 3/4

Post by herwin »

November 3/4 1942

Not a great deal happened other than the KB pounding on Kirakira. I'm sending every sub within a day's sailing to invest Munda.
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
User avatar
witpqs
Posts: 26376
Joined: Mon Oct 04, 2004 7:48 pm
Location: Argleton

RE: Nov 3/4

Post by witpqs »

The KB is tough for sure, protected like that. Subs will take casualties, but sometimes fire a golden arrow.

For the fleet train, where possible, port attack with 4EB to slow progress. "Patrol" a couple of subs into (and out of) that port hex. Mine that port too, but then no more sub patrols afterward. Just trust me on the "own goal" thing! [:D]

If a SAG can get close enough you can sally it into the port at high speed. Using a Patrol with geometry like I suggested in some other posts (AARs and threads on surface intercepts) can be very helpful to get them away if they don't engage. Set the first patrol hex where you expect to engage, and the second pretty far (definitely more than one day's movement in total) in the intended direction of retreat. Make certain that "home" is also in the direction of intended retreat. Be very judicious about Max React range, as a SAG will sometimes React several times. I've seen where several reactions of only 1 hex each put the boys deep in the badlands.

KB is strength. Attack weakness. If he's not exposing any, perhaps that can be incited somehow?
herwin
Posts: 6047
Joined: Thu May 27, 2004 9:20 pm
Location: Sunderland, UK
Contact:

Nov 4/5

Post by herwin »

November 4/5 1942

It looks like the KB is headed back to Rabaul.

No sub attacks.

The Burma Air Army is going after a tank brigade of mine that's closing on Magwe.

Japanese amphibious landing attempting to cut off my retreat at a non-base-hex in New Guinea. Since I have troops in the hex and a nearby SAG available, I haven't a clue how he intends to pull it off.


Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
herwin
Posts: 6047
Joined: Thu May 27, 2004 9:20 pm
Location: Sunderland, UK
Contact:

Followup

Post by herwin »

The KB is near Gasmata. I'm planning to have most of my subs in the area lurk off the channel leading to Rabaul. I'll also poke into Munda.
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
herwin
Posts: 6047
Joined: Thu May 27, 2004 9:20 pm
Location: Sunderland, UK
Contact:

Nov 5/6

Post by herwin »

November 5/6 1942

The KB stonks a coastal convoy, consisting of an AM and an xAKL. Nice to know where it is, especially as it's near Lae.

Shock attack at Hankow. [:)]

Ground combat at Hankow (85,50)
 
Japanese Shock attack
 
Attacking force 106219 troops, 673 guns, 98 vehicles, Assault Value = 3257
 
Defending force 56732 troops, 261 guns, 0 vehicles, Assault Value = 1343
 
Japanese adjusted assault: 3321
 
Allied adjusted defense: 2589
 
Japanese assault odds: 1 to 1
 
Combat modifiers
Defender: terrain(+), experience(-)
Attacker: shock(+)
 
Japanese ground losses:
      10575 casualties reported
         Squads: 87 destroyed, 698 disabled
         Non Combat: 5 destroyed, 87 disabled
         Engineers: 3 destroyed, 70 disabled
 
 
Allied ground losses:
      2906 casualties reported
         Squads: 14 destroyed, 199 disabled
         Non Combat: 2 destroyed, 29 disabled
         Engineers: 2 destroyed, 13 disabled
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
herwin
Posts: 6047
Joined: Thu May 27, 2004 9:20 pm
Location: Sunderland, UK
Contact:

Nov 6/7

Post by herwin »

November 6/7 1942

I decided to create a carpet of submarines on the approaches to Rabaul.

Sub attack near Rabaul  at 106,127
 
Japanese Ships
      CV Zuikaku, Torpedo hits 2,  on fire,  heavy damage
      BB Kirishima
      CA Chokai
      CL Oyodo
      CLAA Tatsuta
      DD Ushio
      DD Sazanami
      DD Kiyonami
 
Allied Ships
      SS Thresher
 
 
 
Fuel storage explosion on CV Zuikaku

I guess he was a bit angry...

SS Thresher is reported HIT

SS Thresher is reported HIT

SS Grenadier is reported HIT

SS Grenadier is reported HIT

SS Trout followed by Japanese Float Plane at 109,63 near Nagoya

SS Thresher is reported HIT

SS Grenadier is reported HIT

SS Grenadier is reported HIT

SS Thresher is reported HIT

SS Grenadier is reported HIT

SS Thresher is reported HIT

SS Thresher is reported HIT

SS Peto is reported HIT

SS Thresher sinks at sea (the Grenadier also sinks, but two subs for a heavy carrier is a good tradeoff).
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
herwin
Posts: 6047
Joined: Thu May 27, 2004 9:20 pm
Location: Sunderland, UK
Contact:

Nov 7/8

Post by herwin »

November 7/8 1942

I occupy Pegu with the 26th Indian Division, cutting off the Japanese Army in Burma from Rangoon.

SS I-30 is off Karachi. I need to send an ASW TF out to put it out of its misery.

Japanese deliberate attack against the Allied rearguard in New Guinea is repulsed.

Ground combat at 97,129 (near Port Moresby)
 
Japanese Deliberate attack
 
Attacking force 12515 troops, 121 guns, 4 vehicles, Assault Value = 269
 
Defending force 9435 troops, 151 guns, 66 vehicles, Assault Value = 179
 
Japanese adjusted assault: 159
 
Allied adjusted defense: 442
 
Japanese assault odds: 1 to 2
 
Combat modifiers
Defender: terrain(+), fatigue(-)
Attacker:
 
Japanese ground losses:
      673 casualties reported
         Squads: 2 destroyed, 50 disabled
         Non Combat: 0 destroyed, 2 disabled
         Engineers: 0 destroyed, 5 disabled
 
 
Allied ground losses:
      14 casualties reported
         Squads: 0 destroyed, 2 disabled
         Non Combat: 0 destroyed, 0 disabled
         Engineers: 0 destroyed, 0 disabled
 
 
Assaulting units:
    9th Division
 
Defending units:
    145th Infantry Regiment
    148th Infantry Regiment
    24th (Sep) Infantry Regiment
    I US Corps

Amph TF approaching Auki is hit by aircraft probably from the Zuikaku.

Morning Air attack on TF, near Auki at 116,136
 
Weather in hex: Overcast
 
Raid detected at 40 NM, estimated altitude 9,000 feet.
Estimated time to target is 17 minutes
 
Japanese aircraft
      A6M2 Zero x 24
      B5N2 Kate x 10
 
 
 
Japanese aircraft losses
      B5N2 Kate: 1 damaged
 
Allied Ships
      AK Algorab, Torpedo hits 1,  on fire,  heavy damage
      DD Wilson
      DD Sterett
      DD Lang
 
 
Allied ground losses:
      53 casualties reported
         Squads: 0 destroyed, 0 disabled
         Non Combat: 0 destroyed, 1 disabled
         Engineers: 2 destroyed, 1 disabled
 
 
Aircraft Attacking:
      10 x B5N2 Kate launching torpedoes at 200 feet
               Naval Attack:  1 x 45cm Type 91 Torp
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
herwin
Posts: 6047
Joined: Thu May 27, 2004 9:20 pm
Location: Sunderland, UK
Contact:

Nov 8/9

Post by herwin »

November 8/9 1942

My opponent made a comment suggesting a landing somewhere was about a week away. It could be at Rangoon, or it could be in the Solomons. Anywhere else is not really of concern. Luganville has a full MAF. Terapo has a SAG lurking nearby.

I'm taking some risks in the Tulagi area to reinforce my bases there. Let's see what happens.

He put a sub into Terapo. Convenient that my convoys have escorts...

I'm saturating the area around Kirakira with ASW TFs. His subs are taking lots of hits.

His subs tend to waste torpedoes on SCs. I love those mousetraps.

Here's the KB, right in the middle of a nest of my subs...

Lost a couple of transports and a couple of DMSs unloading at Rennell Island. Shot down quite a few Japanese aircraft, somewhere around 20 Vals and Kates.



Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
User avatar
cantona2
Posts: 3749
Joined: Mon May 21, 2007 2:45 pm
Location: Gibraltar

RE: Nov 8/9

Post by cantona2 »

Ive been reading this AAR for a while now harry and id like to say im enjoying it very much

however as an AFB...[:'(]
1966 was a great year for English Football...Eric was born

herwin
Posts: 6047
Joined: Thu May 27, 2004 9:20 pm
Location: Sunderland, UK
Contact:

RE: Nov 8/9

Post by herwin »

ORIGINAL: cantona2

Ive been reading this AAR for a while now harry and id like to say im enjoying it very much

however as an AFB...[:'(]

I'm interested in the history and the reasons why.
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
Post Reply

Return to “After Action Reports”