Lambs to the slaughter (Lowpe (J) vs Jocke; BillBrown (A)) Finished

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Lowpe
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RE: Fun and Games in the Solomons

Post by Lowpe »

I was playing around with GetAssista's plane r&d forecaster.

Can't figure out how to adjust the 10 factories...more or less and starting date.

But, it looks like I will probably live long enough to field the Ki94-II, especially if I add a few more factories to it. If I make it that far, the Sam-J might also surface.

All depends how long I can keep the HI protected.

All the dedicated kamikaze planes are ruled out, either for no squadrons, training squadrons, etc.

For a 1/1946 arriving plane it would take ten size 30 factories starting July 1, 1943 with the engine bonus to accelerate a plane to April 4, 1945.

Do you think any are worth it?
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Lowpe
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RE: Fun and Games in the Solomons

Post by Lowpe »

Finished my turn, and really pretty much was quiet.

I don't like it. I am the kind of Japanese player that likes to do at least one offensive trap, etc, against the Allies every day.

However, I am setting up a few things...

Well, I am attacking Paoshan again. The Chinese had a supply malus, and now forts are 0, and with perhaps a little heavier and lower bombing I will get a good roll and finally take that base.

I need to look up the TOE of the New China Divisions.
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Rafid
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RE: Fun and Games in the Solomons

Post by Rafid »

ORIGINAL: witpqs

ORIGINAL: Encircled

Then I'd be even further off!

I meant rounding in the other direction! [:D]

He was refering to the supply cost of the you suggested.
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Lowpe
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RE: Fun and Games in the Solomons

Post by Lowpe »

June 25, 1943

Sweet Christmas comes early. 7-1.



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Feel bit cheesy using so many tanks...but the job had to get done.
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Lowpe
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RE: Fun and Games in the Solomons

Post by Lowpe »

And Dessert too![:)] Over Umboi.

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Lowpe
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RE: Fun and Games in the Solomons

Post by Lowpe »

The only damaged ship at Umboi.

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Lowpe
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RE: Fun and Games in the Solomons

Post by Lowpe »

Minor success for a minor operation. No AA.[:)] Supply constrained.

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Andav
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RE: Fun and Games in the Solomons

Post by Andav »


Nice to get Paoshan. I think this link between China and Burma is one of the most underrated objectives in the game. It allows a defense of Northern Burma to fall back into China over very nice defensive terrain.

Wa
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witpqs
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RE: Fun and Games in the Solomons

Post by witpqs »

ORIGINAL: Andav


Nice to get Paoshan. I think this link between China and Burma is one of the most underrated objectives in the game. It allows a defense of Northern Burma to fall back into China over very nice defensive terrain.

Wa
+1
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obvert
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RE: Fun and Games in the Solomons

Post by obvert »

ORIGINAL: witpqs

ORIGINAL: Andav


Nice to get Paoshan. I think this link between China and Burma is one of the most underrated objectives in the game. It allows a defense of Northern Burma to fall back into China over very nice defensive terrain.

Wa
+1

+1

And...

... build forts there and it's almost impregnable in a SL game. The supply movement can't support large offensives anyway, so even without SL it's a tough grind, and those river crossings can be catastrophic.
"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill
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obvert
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RE: Fun and Games in the Solomons

Post by obvert »

ORIGINAL: Lowpe

I was playing around with GetAssista's plane r&d forecaster.

Can't figure out how to adjust the 10 factories...more or less and starting date.

But, it looks like I will probably live long enough to field the Ki94-II, especially if I add a few more factories to it. If I make it that far, the Sam-J might also surface.

All depends how long I can keep the HI protected.

All the dedicated kamikaze planes are ruled out, either for no squadrons, training squadrons, etc.

For a 1/1946 arriving plane it would take ten size 30 factories starting July 1, 1943 with the engine bonus to accelerate a plane to April 4, 1945.

Do you think any are worth it?

I'd say no. Not worth it.

I'd say the Ki-83 and the J7W1 Shinden should be as good without the extra supply waste. Those are viable with PDU-off, right, since they're at the end of the lines?

So, why are the kami planes ruled out? Not that I think they're great anyway.

My theory on kamis is that the best kami planes have good manoeuvre, higher durability, good speed and armor. Range is also nice. I worry less about payloads.

So for me the best kami planes would be in this order:

Level 1:
Grace, Judy, Peggy, Frances, Nick, Randy

Level 2:
Jill, Helen, Oscar IIb, III and IV, Frank, Ki-100, Betty, Nell

Level 3:

Sally, Lily, Kate, Toka, Myojo

Level 4:

Ann, Val, etc
"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill
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Lowpe
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RE: Fun and Games in the Solomons

Post by Lowpe »

ORIGINAL: obvert

ORIGINAL: Lowpe

I was playing around with GetAssista's plane r&d forecaster.

Can't figure out how to adjust the 10 factories...more or less and starting date.

But, it looks like I will probably live long enough to field the Ki94-II, especially if I add a few more factories to it. If I make it that far, the Sam-J might also surface.

All depends how long I can keep the HI protected.

All the dedicated kamikaze planes are ruled out, either for no squadrons, training squadrons, etc.

For a 1/1946 arriving plane it would take ten size 30 factories starting July 1, 1943 with the engine bonus to accelerate a plane to April 4, 1945.

Do you think any are worth it?

I'd say no. Not worth it.

I'd say the Ki-83 and the J7W1 Shinden should be as good without the extra supply waste. Those are viable with PDU-off, right, since they're at the end of the lines?

So, why are the kami planes ruled out? Not that I think they're great anyway.

My theory on kamis is that the best kami planes have good manoeuvre, higher durability, good speed and armor. Range is also nice. I worry less about payloads.

So for me the best kami planes would be in this order:

Level 1:
Grace, Judy, Peggy, Frances, Nick, Randy

Level 2:
Jill, Helen, Oscar IIb, III and IV, Frank, Ki-100, Betty, Nell

Level 3:

Sally, Lily, Kate, Toka, Myojo

Level 4:

Ann, Val, etc


If memory serves only three squadrons fly the Shinden, and they are all George...and the George is good in this mod. So scratch Shinden.

Ki83 has 3 oscar IV squadrons. Too few squadrons to allocate the need r&d.

The Ki94II will most likely make an appearance before autovictory. Knock on wood!

So, Obvert, I agree with your thinking about a 1946 plane not being worth it.

Most all dedicated Kami planes can only be flown by size 10 training squadrons (Toka) or by Willow converted squadrons that arrive in May of 1945. The Toka squadrons arrive in May of 1945 too.

The Kikka has three squadrons. The Myojo two. Did I miss any Kami plane?
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Lowpe
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RE: Fun and Games in the Solomons

Post by Lowpe »

ORIGINAL: obvert


So for me the best kami planes would be in this order:

Level 1:
Grace, Judy, Peggy, Frances, Nick, Randy

Level 2:
Jill, Helen, Oscar IIb, III and IV, Frank, Ki-100, Betty, Nell

Level 3:

Sally, Lily, Kate, Toka, Myojo

Level 4:

Ann, Val, etc

Where is Ida and Willow?[:D]

Some JFB's really like the Nick. Not me, I couldn't get anything other than Myojo's thru to hit. I tried Helens, Oscars, Nick, Zeros, Judy, Vals, Jill and Myojo. The Myojo is the only one I remember hitting anything...I believe they took down several CVE which is the best target for kami. Course I was really struggling with fighter coverage, but I can remember some great ambushes with Helens that failed to hit cargo ships.[8|]

I was using skill trained 70 lownav pilots too!


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obvert
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RE: Fun and Games in the Solomons

Post by obvert »

The best are 330-355mph. Plus high manoeuvre or high durability and armor.

The Grace is my hero in the late game. I like the Judy payload, but the Grace gets through more. The Peggy and Frances are more expensive, but they're fast and durable with armor, so they get through too.

I had a few successes with the Nick and Randy, but not many FB groups so didn't try it much. Also, they're still useful on CAP with the Randy, so probably will focus on the 2E groups for IJAAF kamis.
"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill
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Lowpe
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RE: Fun and Games in the Solomons

Post by Lowpe »

Roughly speaking, a repair ship will provide 83 points of repair per day for minor damage. IF no ships are using the repair ship, these points go the shipyard manager to be allocated to ships in pierside mode. No daily repair point distinction is made for the type of repair ship...but the type of repair ship dictates where those repair points get spent. An AD won't help fix a CV for example.

A size 10 port generates 125 points in a day. OH, it takes 100 point to repair a point of system damage per day.

So having 2 AD & 2 AG you can generate a lot of repair points per day at any port for most of your smaller vessels.

2 AR will generate 166 points a day, far exceeding the repair ability of a level 10 port and their repair points go to any ship.

AS will go to subs, midgets, ssts.

By having 2 AD, 2 AG, and 2 AR in a port you can really create forward shipyards that can repair ships quickly (except for major damage greater than 5).

In addition, the AD can rearm destroyer torpedoes (quite handy) and the AG a host of lesser ships and depth charges, AS subs as long as the ships have supply loaded to meet the rearming levels.

So, say you are expecting lots of action in the New Britain area. Having a nest of repair ships close, but safe from bombing, really will save a ton of fuel and keep your ships in fighting trim. When the action gets too close...relocate back. Until you are in China and Korea. An observant Allied player will hit your ship repair facilities, but will have a devil of time hitting these mobile shipyards.

Naval squads, crew experience, and other factors come into play in repairing ships...but the value of these mobile repair yards cannot be over estimated.

PS: The ARD for Japan is quite small (at least the ones I have in this mod) but are still valuable. They remove all flood damage, 1 point a day, for ships that can fit in them. For me that is subs and small ships.

Questions: Read Alfred's Ship Repair 101.





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Lowpe
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RE: Fun and Games in the Solomons

Post by Lowpe »

Here is what I have at Truk, right now.

The three AV just arrived from Pearl Harbor Area. They are transits, and will be leaving shortly.

I would like to have more repair ships here, and they are on their way. Some from the frontlines, relocating back.

Also, notice their low fuel. I like to use them as oilers basically too. So they have refueled warships, so I don't have to load and unload fuel at port (well minimize it). When a cargo ship arrives, and has enough fuel for the return trip to the HI, it will refuel the repair ships, which in turn will refuel warships. Ship to ship refueling is some damn efficient.

Fun and Games, right?

PS: the damage on the AKE doesn't prevent rearming. Damage on a repair ship does prevent the ship from repairing other ships.

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Lokasenna
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RE: Fun and Games in the Solomons

Post by Lokasenna »

ORIGINAL: Lowpe

Roughly speaking, a repair ship will provide 83 points of repair per day for minor damage. IF no ships are using the repair ship, these points go the shipyard manager to be allocated to ships in pierside mode. No daily repair point distinction is made for the type of repair ship...but the type of repair ship dictates where those repair points get spent. An AD won't help fix a CV for example.

A size 10 port generates 125 points in a day. OH, it takes 100 point to repair a point of system damage per day.

So having 2 AD & 2 AG you can generate a lot of repair points per day at any port for most of your smaller vessels.

2 AR will generate 166 points a day, far exceeding the repair ability of a level 10 port and their repair points go to any ship.

AS will go to subs, midgets, ssts.

By having 2 AD, 2 AG, and 2 AR in a port you can really create forward shipyards that can repair ships quickly (except for major damage greater than 5).

In addition, the AD can rearm destroyer torpedoes (quite handy) and the AG a host of lesser ships and depth charges, AS subs as long as the ships have supply loaded to meet the rearming levels.

So, say you are expecting lots of action in the New Britain area. Having a nest of repair ships close, but safe from bombing, really will save a ton of fuel and keep your ships in fighting trim. When the action gets too close...relocate back. Until you are in China and Korea. An observant Allied player will hit your ship repair facilities, but will have a devil of time hitting these mobile shipyards.

Naval squads, crew experience, and other factors come into play in repairing ships...but the value of these mobile repair yards cannot be over estimated.

PS: The ARD for Japan is quite small (at least the ones I have in this mod) but are still valuable. They remove all flood damage, 1 point a day, for ships that can fit in them. For me that is subs and small ships.

Questions: Read Alfred's Ship Repair 101.

Wrong. It takes 100% of points to repair 1 point of damage (does not matter whether it is major, minor, system, floatation, etc. - 1 point of damage is 1 point of damage for the repair manager). That can be 100% of 35, or 100% of 330. It depends on the ship.
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Lowpe
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RE: Fun and Games in the Solomons

Post by Lowpe »

Ok, Mr. Technical I am not talking about repairing weapons damage...but from Alfred's:

All IR have a fixed cost of 100 IRP to remove 1 POD. Thus if a ship has 12 flotation, 6 engine and 9 system damage, it has a total of 27 POD and therefore the total number of IRP needed to fully repair the ship will be 2700.



In terms of IRP costs, repairing “major” damage is not more expensive than repairing “normal” damage. You still need 100 IRP to remove 1 major POD. However the conditions to be met for the repair of “major” POD is much more restrictive than those for repairing “normal” POD. Section 11 deals with the expertise needed to remove “major” damage.


IR: Integrity Repair, IRP: Integrity Repair Point, POD: Point of Damage.
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Lowpe
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RE: Fun and Games in the Solomons

Post by Lowpe »

Sorry Lok, misread you

Here is a picture illustrating the point you bring up, and of course you are quite correct.



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Lowpe
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RE: Fun and Games in the Solomons

Post by Lowpe »

Now then, by using several AD, and two AR, I have been able to save these two heavily damaged ships.

The Akizuki was hit by a mine, the Mogami by subs. All damage is major except for the 1 point of system damage on the destroyer.

The AD adds nothing to prevent damage while at sea, it is there in case the damage increases and the destroyer needs to drop out for emergency repairs.

This damage happened off Alaska...and originally I didn't think I could shepherd them back, but now they are in the Kuriles, nearing Etorofu and should make it.

By repairing the system damage, I believe I really increased the ability of the local damage control parties to keep the flooding from escalating and sinking the ship.

I also made sure all movement was relatively short, with lots of disbanding to port, and I included many ships in the TF, and they both have good Captains. Cruise speed only, too.

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