RE: RE:9-16 Umnak
Posted: Sun Feb 13, 2011 10:26 pm
Umnak has fallen...P40s and SBDs did not link up in air phase and about 10 SBDs were butchered by the IJN CV Cap over Umnak. Probably would not have helped as my b24s did not fly...


What's your Strategy?
https://forums.matrixgames.com:443/
Umnak-overwhelming,ORIGINAL: witpqs
What do you think about the size of that invasion?
ORIGINAL: bigred
South China shock attack w/ alot of jap armor. Units got blown out of hex. All the jap armor in the chinese theatre. Note elements of 1st IJA armored Division in the attack...I use this unit in my other game to help clean up the chinese rear areas.
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ORIGINAL: bigred
I am considering a technique to use against FatR I would call cheap ship scouting. The plan is for all theatre commands to have some forces(brigade/division plus++) on standby to move forward in all areas at the same time.
SWPAC
SOPAC
CEntPac
Eastern
Norpac
AKLs would be about 10 hexes ahead of TFs to draw out any CV activity. If found then abort mission. If not then move forward. Seems simple. But complex. I like consolidated commands for increased firepower results.
Also I would expect to get nailed by FatR once or twice as this is very dangerous.
The other option is to wait in a boring fashion untill 44.
Also note I play another RA70 as the IJ player. The fuel situation for the fleet is very tight!!(In other words, after these missions the fleet will have no fuel in forward areas.)
This is going to be a llllllllllllllllong game
ORIGINAL: bigred
Umnak-overwhelming,ORIGINAL: witpqs
What do you think about the size of that invasion?
I have 4x b24 sqns bombing the port each turn.I have been mixing the missions to see which does the most damage. FatR has to pick up those divisions to be able to use them again and I hope to hit some shipping...I remember in my game w/ P.Hauser I hit 6 transports w50% damage in one turn(he sent me the jpeg and wanted house rules). Cant seem to recreate this against FatR.
PB-underwhelming, but seems to have the entire Jap airforce on site.
i agreed to play the game w/ no rules. Anything goes.ORIGINAL: pat.casey
ORIGINAL: bigred
I am considering a technique to use against FatR I would call cheap ship scouting. The plan is for all theatre commands to have some forces(brigade/division plus++) on standby to move forward in all areas at the same time.
SWPAC
SOPAC
CEntPac
Eastern
Norpac
AKLs would be about 10 hexes ahead of TFs to draw out any CV activity. If found then abort mission. If not then move forward. Seems simple. But complex. I like consolidated commands for increased firepower results.
Also I would expect to get nailed by FatR once or twice as this is very dangerous.
The other option is to wait in a boring fashion untill 44.
Also note I play another RA70 as the IJ player. The fuel situation for the fleet is very tight!!(In other words, after these missions the fleet will have no fuel in forward areas.)
This is going to be a llllllllllllllllong game
I've seen this done before in other AARs (using trash ships as pickets or scouts), usually followed by a lively debate as to whether or not its "gamey".
I don't recall a consensus on the board though as to whether or not this was considered cheeze, suspect its up to each pair of players to decide for themselves. Might expect some pushback from your opponent though.
ORIGINAL: pat.casey
I've seen this done before in other AARs (using trash ships as pickets or scouts), usually followed by a lively debate as to whether or not its "gamey".
I don't recall a consensus on the board though as to whether or not this was considered cheeze, suspect its up to each pair of players to decide for themselves. Might expect some pushback from your opponent though.
It just turns me really off to have a game w/ someone who wants alot of house rules..maybe one or two.quote:
From: topeverest
To: bigred
Date: 12/8/2010 9:12:53 PM
Subject: RE: house rule
Sorry for the delay...hectic work schedule.
Keeping in mind I do play with 'No New Allied TF's on dec 7" but I believe that is universal if you are playing surprise on first turn. It wont do for the Americans to move the BB's out of Pearl. The only HR I play with is "No strategic bombing until Jan 1, 1943." I find the game loses balance quickly if the allies can strat bomb in 42. Burma, china, and Malaya can go, and enterprising allied players will find a way to SB the Home islands and DEI before the empire can shore up reasonably. The empire can and will get behind in booty hauling and never recover against a skilled allied opponent that can do this - and significantly shorten the war...but that is a topic for another day.
Every HR I can think of is a player rationalization to take away a combat option of the enemy under the ruse of some proposed 'lack of accuracy' or 'lack of realism' in the game. Example, No HB naval attack under 10K - that has to be the silliest HR yet. Players that agree to this have never even looked and seen that no allied HB starts with any skill in naval bombardment. It would take a minimum of 3 to 4 months of straight training to gain 60+ skill to have any possible chance of hitting an enemy ship. If the owning player spends the time to train some and then deploy them at 6K to bomb, why shouldn't that be possible. Just because the allies rarely committed HB's this way does not mean it was impossible to do or would not have worked. Another example is invading only at base hexes. We all know the opposite occurred on a number of occasions where it was feasible.
The game is already packed with practically impossible and highly improbable capabilities in favor of good gaming, and I think that is a good thing in most cases. Perhaps the quintessential example - restricted HQ's, units, and releases that are meant to slow down the allied war and delay the allied strength from deployment at the same time the Empire has large land unit availability. This creates the quite artificial (but most exciting) ability to smash 14-17 Empire divisions most at any place in the Pacific and force desperate allied defensive gaming with artificially limited ground forces in 42.
Don't get swayed by the 'masses'. The game is well balanced in that it provides actual and potential capabilities (and the chance for other even greater capabilities). Play her as she is, and she will run true.
Let me know if you have questions on specific HR's.
If the IJN transport fleet hangs around another turn it will be interesting to see what happens.