War in the Pacific as the Japanese Planned It
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
Oct 29/30
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.
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
"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
Oct 30/31
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
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
"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
RE: Oct 30/31
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.
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
"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
RE: Oct 30/31
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...
RE: Oct 30/31
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
"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
RE: Oct 30/31
Don't despair, Josef. [:D]
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
Oct 31/Nov 1
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.
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
"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
Nov 1/2
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.
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
"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
Nov 2/3
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
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
"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
Question
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
"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
Nov 3/4
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.
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
"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
RE: Nov 3/4
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?
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?
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
Nov 4/5
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.
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
"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
Followup
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
"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
Nov 5/6
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
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
"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
Nov 6/7
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).
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
"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
Nov 7/8
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
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
"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
Nov 8/9
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.
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
"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
RE: Nov 8/9
Ive been reading this AAR for a while now harry and id like to say im enjoying it very much
however as an AFB...[:'(]
however as an AFB...[:'(]
1966 was a great year for English Football...Eric was born
RE: Nov 8/9
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
"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