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RE: Soviets Activated....

Posted: Fri Dec 01, 2017 12:33 pm
by Lowpe
Shortly before Palembang falls to a 6-1 attack....an Iboat hits a lone xak.

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RE: Soviets Activated....

Posted: Fri Dec 01, 2017 12:36 pm
by Lowpe
Heiho attacked, forts dropped 1, the lone division there is untouched and ready for more. Thankfully they have some support troops, AA, ART, ENG and some Armor. Still, no real damage done to the Soviets, and they will buy some time if the Soviets continue to attack here.



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RE: Soviets Activated....

Posted: Fri Dec 01, 2017 12:45 pm
by Lowpe
The fall of Palembang...you can see the Allies clever usage of route paths.



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RE: Soviets Activated....

Posted: Fri Dec 01, 2017 1:00 pm
by Lowpe
Ada, do all your repairs from this screen, boxed below.

It will let you cycle a ship thru all options (shipyard, pier, ready) without putting the ship into the dockyard till you click away from that particular ship...so you can check how well the repair will go without suffering a 3 day downtime. Hope that made sense. Plus all the wonderful information it provides.[:)]

Sorry for the late replay, super hectic lately.[:(]

PS: search for Alfred's excellent Ship Repair 101 FAQ...genius.[&o]

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RE: Soviets Activated....

Posted: Fri Dec 01, 2017 1:06 pm
by Lowpe
Reaction attack...I love when the local commanders take charge and do something. [:)] Funky route plotted to their patrol hex.

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RE: Soviets Activated....

Posted: Fri Dec 01, 2017 1:10 pm
by Lowpe
Pacific threats building.

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RE: Soviets Activated....

Posted: Fri Dec 01, 2017 1:45 pm
by Lowpe
Mishan has just turned into a level 4 runway recently, on its way to 6(9). It is just 21 hexes to Kanoya on Kyushu.




RE: Soviets Activated....

Posted: Fri Dec 01, 2017 1:51 pm
by Zecke
soviets hurra¡ una por los soviets¡..snif..snifff

(today not playing witp)

the aletuianas¡..cool..conquer all..aleutianas[&o]

RE: Soviets Activated....

Posted: Fri Dec 01, 2017 3:05 pm
by Lowpe
At one point Yenki was fairly strongly held, but know there is simply a skeleton force there. I don't the Allies are looking there, otherwise they would have advanced into it was so thinly held.

Next month the Sturmovik arrives in production. I have lacked the ability to hit the production plants, but may give it a try -12 hexes from the closest size 4 or larger runway.



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RE: Soviets Activated....

Posted: Sat Dec 02, 2017 2:24 pm
by adarbrauner
ORIGINAL: anarchyintheuk

ORIGINAL: adarbrauner

Finally, isn' it time for Lowpe to confront Obvert regarding gamey flippings of bases in Manchuria to the American possession rather than Soviet solely ( this is terrible)? Maybe a corrective home rule, forbidding also the use by what already been acquired to American sovereignity (or an editor correction)?

American flags don't represent the formation of a US protectorate within Soviet borders. Territory isn't being given to the US or annexed by it. It's just a game mechanism that allows for the basing of US air forces. Given that Uncle Joe is currently fighting on two fronts I'm pretty sure he'd be ok with it.

Not sure of that. If US bombers are not allowed to be based on any Soviet controlled location, there must be a reason.

You either accept this reasoning, without exploiting cheap game loops, or put it aside.

Just, find previus agreement over that with your game mate.

RE: Soviets Activated....

Posted: Sat Dec 02, 2017 2:46 pm
by T Rav
I love that you guys are playing with Soviets active so early. Great and unique narrative.

Thank you and going back to lurking,
T Rav

RE: Soviets Activated....

Posted: Sun Dec 03, 2017 2:18 pm
by Lowpe
April 13, 1942

A funny odd day, KB launches three flights two of which get mauled, but quite a few Allied merchants get sunk. But ships don't seem to go where ordered, which is good, and some reports don't jive with the combat replay.

All our surface raiders miss, there are a ton of Allied sub attacks, Rooskies bomb Heiho in force, a minor cap trap works out for Japan in the SRA...



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RE: Soviets Activated....

Posted: Sun Dec 03, 2017 2:21 pm
by Lowpe
Ships sunk for the day...

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RE: Soviets Activated....

Posted: Sun Dec 03, 2017 2:25 pm
by Lowpe
Air losses for the day. The Vals and a half dozen Kates flew in two lightly escorted raids against the convoy, the Vals after everything was sunk and the Allied LRCAP shot them down.

Still, the Allies lose quite a few fighters for the day. Thought I might have a chance of bagging something bigger at Muntok, but instead the Allies just bombed heavily there and bombarded with ML doing amphibious landings...I guess landing supply.

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RE: Soviets Activated....

Posted: Sun Dec 03, 2017 2:28 pm
by Lowpe
Some nice reinforcements today, one even at Mudken. Sapporo is also under threat of bombing, but this is a scenario 1 style game and there isn't a ton of engine factories there like in a scenario 2 game.



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RE: Soviets Activated....

Posted: Mon Dec 04, 2017 11:58 am
by Lowpe
My Tracker failed on me, last turn it was a bad turn load, and now it simply crashes.

I will run for a month or two without tracker, re-visit some screen views I don't normally go to with tracker running. It will be fun, and informative, but I might have to take some records.


RE: Soviets Activated....

Posted: Mon Dec 04, 2017 9:15 pm
by PaxMondo
Start up a new db in tracker from the turn it crashed. it will only handle so many turns, and then the db is too big. I generally can get ~100 turns. So, I create multiple instances, the 1st 100 days, the 2nd 100 days. Start is always 12/7/41 for the baseline, but then I will do 1/1/42, 2/1/42 and start by day on 3/1/42 for another 100 days or so. rinse and repeat.

I know I can crank up the memory for java in the bat file, but then that is competing with AE and seems to exacerbate those issues.

YMMV. Just my thoughts ...


RE: Soviets Activated....

Posted: Tue Dec 05, 2017 12:17 am
by Alfred
ORIGINAL: Lowpe

My Tracker failed on me, last turn it was a bad turn load, and now it simply crashes.

I will run for a month or two without tracker, re-visit some screen views I don't normally go to with tracker running. It will be fun, and informative, but I might have to take some records.


You will be fine. I don't even have Tracker installed, let alone use it, and I don't believe I lack a grasp of the game's logistics, production and equipment details. In fact I am convinced most players would become better players if they did not rely upon Tracker. It is a bit like the situation confronting someone who doesn't know how to do long division because they have always relied upon their calculator and then fails to recognise that due to an incorrect keystroke entry the result returned by the calculator cannot be correct.

Alfred

RE: Soviets Activated....

Posted: Tue Dec 05, 2017 12:52 am
by Lokasenna
ORIGINAL: Alfred

ORIGINAL: Lowpe

My Tracker failed on me, last turn it was a bad turn load, and now it simply crashes.

I will run for a month or two without tracker, re-visit some screen views I don't normally go to with tracker running. It will be fun, and informative, but I might have to take some records.


You will be fine. I don't even have Tracker installed, let alone use it, and I don't believe I lack a grasp of the game's logistics, production and equipment details. In fact I am convinced most players would become better players if they did not rely upon Tracker. It is a bit like the situation confronting someone who doesn't know how to do long division because they have always relied upon their calculator and then fails to recognise that due to an incorrect keystroke entry the result returned by the calculator cannot be correct.

Alfred

I think it's a lot more like the person doing their checkbook and arithmetic line by line, hand by hand vs. using an Excel sheet that already has the correct math and formulas in it in locked cells so you can't screw anything up.

Tracker is simply a better tool for looking at logistics than the in-game screens, with the exception of map things.

RE: Soviets Activated....

Posted: Tue Dec 05, 2017 12:54 am
by Lokasenna
ORIGINAL: PaxMondo

Start up a new db in tracker from the turn it crashed. it will only handle so many turns, and then the db is too big. I generally can get ~100 turns. So, I create multiple instances, the 1st 100 days, the 2nd 100 days. Start is always 12/7/41 for the baseline, but then I will do 1/1/42, 2/1/42 and start by day on 3/1/42 for another 100 days or so. rinse and repeat.

I know I can crank up the memory for java in the bat file, but then that is competing with AE and seems to exacerbate those issues.

YMMV. Just my thoughts ...


The Allied side takes up more space - the Allied OOB is larger and it's keeping track of more data points.

You could run a whole game in Tracker, turn by turn, if you never screwed it up. I have >600 turns in my Japan game's Tracker right now. I usually clear/reset the Allied Tracker DBs after about 350-400 turns.