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RE: Allied AI vs Fulkerson

Posted: Wed May 16, 2012 10:44 am
by PaxMondo
ORIGINAL: Bullwinkle58


This is minor compared to what would happen at Bataan. There they'd be a cloud of dust falling upon the sea. CD guns really do work. Minesweeping is for after you take the base IMO.
+1

Or if you HAVE to assault such a defended position, you need to include much bigger ships to absorb the CD attacks. Like BB's. Sending in MineSweepers alone is a suicide mission.

RE: Allied AI vs Fulkerson

Posted: Wed May 16, 2012 10:52 am
by larryfulkerson
ORIGINAL: PaxMondo
ORIGINAL: Bullwinkle58
This is minor compared to what would happen at Bataan. There they'd be a cloud of dust falling upon the sea. CD guns really do work. Minesweeping is for after you take the base IMO.
+1

Or if you HAVE to assault such a defended position, you need to include much bigger ships to absorb the CD attacks. Like BB's. Sending in MineSweepers alone is a suicide mission.
I can see that you guys are correct of course but um........they weren't ALL alone. They were part of a multi-type-multi-ship TF that I sorta expected to kindof support each other and they didn't. Here was what I sent to the minefields:

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RE: Allied AI vs Fulkerson

Posted: Wed May 16, 2012 11:06 am
by Bullwinkle58
ORIGINAL: PaxMondo
ORIGINAL: Bullwinkle58


This is minor compared to what would happen at Bataan. There they'd be a cloud of dust falling upon the sea. CD guns really do work. Minesweeping is for after you take the base IMO.
+1

Or if you HAVE to assault such a defended position, you need to include much bigger ships to absorb the CD attacks. Like BB's. Sending in MineSweepers alone is a suicide mission.

I have no data of course, but directionally it seems that the CD routines target minesweepers first no matter their company if in a minesweeping TF. I've also tried the old WITP routine of having them sweep from one hex away (ironically, at Bataan) and they blundered into the mined hex and were vaporized. OTOH, when I've put minesweepers into amphib TFs they don't seem to be targetted any more or less than randoms would allow.

RE: Allied AI vs Fulkerson

Posted: Wed May 16, 2012 4:10 pm
by larryfulkerson
Thanks to both of you for your replies about my minefield debacle. I'm learning more about this fabulous game all the time.

RE: Allied AI vs Fulkerson

Posted: Thu May 17, 2012 1:36 am
by larryfulkerson
Okie dokie......I ran the turn.....it's now 16Dec41 and I did a strategic map to try to locate all the Allied TF's and almost all of them are subs. There are surface ships at SFO, HK, Sydney, and on the west side of the peninsula near Victoria Point.

EDIT: And it looks like there's some surface ships in Rangoon also.

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RE: Allied AI vs Fulkerson

Posted: Thu May 17, 2012 1:51 am
by larryfulkerson
Here's the losses from 15Dec41:

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RE: Allied AI vs Fulkerson

Posted: Thu May 17, 2012 2:03 am
by n01487477
Just some economics which I think I alerted you to in the PBEM but maybe you haven't updated here:
1. Build some Veh plants (remember - across the board)
2. Cohimbra has talked about Arm points shut down.I concur[;)]
3. From the Chart at the top of the page - all the numbers in parethesis are not producing, so investigate why ... OilC should be repaired IMHO. OilRef might need repairs too - but on a one by one basis. The reasoning here is to balance OilC prod with OilRef ouput.(but ideally this is a secondary consideration and not totally necessarily).
4. Never repair ResC or Manpower.
5. Kates production needs to be at least 30/mth. Your calculations are better with the Engine planning interface pop-up, than the numbers you quoted - which are a little off btw.
6. Merchant shipyards should remain on until you have a good buffer and then balance. If you look at the Chart on that page it will give you a history of what you need. Eventually, you'll probaboly turn off all except for TK/AO's and big AK/AP's.
7. For Naval - either bump it up or turn off undesired SS's and accelerate some late war CV's...

All for now...
[edit] And turn off that white elephant the "Shinano" [;)]

RE: Allied AI vs Fulkerson

Posted: Thu May 17, 2012 2:06 am
by larryfulkerson
There was a nighttime surface action inside the PI chain and I think maybe I won. Also, I've noticed an Allied TF headed for my shipping lanes. That can't be a good thing. I'm going to have to see if I can find some surface ships that still have some bullets left to chase them down.

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RE: Allied AI vs Fulkerson

Posted: Thu May 17, 2012 2:15 am
by larryfulkerson
ORIGINAL: n01487477
Just some economics which I think I alerted you to in the PBEM but maybe you haven't updated here:
1. Build some Veh plants (remember - across the board)
By "build" I'm guessing you mean expand, because I'm told it's a no no to convert plants.
ORIGINAL: n01487477
2. Cohimbra has talked about Arm points shut down.I concur[;)]
Shut down the Arm points.......roger that.
ORIGINAL: n01487477
3. From the Chart at the top of the page - all the numbers in parethesis are not producing, so investigate why ... OilC should be repaired IMHO. OilRef might need repairs too - but on a one by one basis. The reasoning here is to balance OilC prod with OilRef ouput.(but ideally this is a secondary consideration and not totally necessarily).
All the numbers in "()" aren't producing? D'oh. I'll take a look at that. Balance the OilC production with the OilRef output. Okie dokie.
ORIGINAL: n01487477
4. Never repair ResC or Manpower.
Why in the world you NEVER want to repair either of them. Deny them to the enemy?
ORIGINAL: n01487477
5. Kates production needs to be at least 30/mth. Your calculations are better with the Engine planning interface pop-up, than the numbers you quoted - which are a little off btw.
I was using my best guess for Kate numbers.
ORIGINAL: n01487477
6. Merchant shipyards should remain on until you have a good buffer and then balance. If you look at the Chart on that page it will give you a history of what you need. Eventually, you'll probaboly turn off all except for TK/AO's and big AK/AP's.
Turn all of 'em off except the TK's , AO's, and big AK's and big AP's......okie dokie.
ORIGINAL: n01487477
7. For Naval - either bump it up or turn off undesired SS's and accelerate some late war CV's...
What would make an SS undesired, low range? Accel. the CV's roger that.
ORIGINAL: n01487477
All for now...
[edit] And turn off that white elephant the "Shinano" [;)]
Shinano should be turned off, roger. Why would I want to do that?

RE: Allied AI vs Fulkerson

Posted: Thu May 17, 2012 2:28 am
by larryfulkerson
All that patient waiting off the Sydney beaches finally paid off. I got in some shots and connected one.

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RE: Allied AI vs Fulkerson

Posted: Thu May 17, 2012 2:33 am
by n01487477
ORIGINAL: larryfulkerson
ORIGINAL: n01487477
Just some economics which I think I alerted you to in the PBEM but maybe you haven't updated here:
1. Build some Veh plants (remember - across the board)
By "build" I'm guessing you mean expand, because I'm told it's a no no to convert plants.
Yep - I told you that. I meant expand[;)]
ORIGINAL: n01487477
2. Cohimbra has talked about Arm points shut down.I concur[;)]
Shut down the Arm points.......roger that.
Well shut off - 200 and monitor.
ORIGINAL: n01487477
3. From the Chart at the top of the page - all the numbers in parethesis are not producing, so investigate why ... OilC should be repaired IMHO. OilRef might need repairs too - but on a one by one basis. The reasoning here is to balance OilC prod with OilRef ouput.(but ideally this is a secondary consideration and not totally necessarily).
All the numbers in "()" aren't producing? D'oh. I'll take a look at that. Balance the OilC production with the OilRef output. Okie dokie.
What I meant by balance is at a specific port eg. Miri same size oilRef and oilC. But honestly, OilC is more important so don't sweat the OilRef for now. We can send the surplus Oil to Japan for conversion into Fuel.
ORIGINAL: n01487477
4. Never repair ResC or Manpower.
Why in the world you NEVER want to repair either of them. Deny them to the enemy?
Nope - cause it costs more to repair than you'll get back in supplies from them. ManP is always in excess.
ORIGINAL: n01487477
5. Kates production needs to be at least 30/mth. Your calculations are better with the Engine planning interface pop-up, than the numbers you quoted - which are a little off btw.
I was using my best guess for Kate numbers.
You basically need 200 planes to cover upgrades & delayed until the next TB model is available. But this doesn't account for losses. So 200/5mths = 40/mth + losses.
ORIGINAL: n01487477
6. Merchant shipyards should remain on until you have a good buffer and then balance. If you look at the Chart on that page it will give you a history of what you need. Eventually, you'll probaboly turn off all except for TK/AO's and big AK/AP's.
Turn all of 'em off except the TK's , AO's, and big AK's and big AP's......okie dokie.
You really need to investigate which vessels you'll convert and which to build from these and other classes too.

ORIGINAL: n01487477
7. For Naval - either bump it up or turn off undesired SS's and accelerate some late war CV's...
What would make an SS undesired, low range? Accel. the CV's roger that.
Yep ...

ORIGINAL: n01487477
All for now...
[edit] And turn off that white elephant the "Shinano" [;)]
Shinano should be turned off, roger. Why would I want to do that?
[/quote]
Cause for cost it is expensive (157) and has small loadout of A/c. Those points are better spent accelerating 2-3 Unryu (61*3=183)

RE: Allied AI vs Fulkerson

Posted: Thu May 17, 2012 2:35 am
by larryfulkerson
I got some licks in at Wake overnight. 75 down and 5K to go.

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RE: Allied AI vs Fulkerson

Posted: Thu May 17, 2012 2:37 am
by larryfulkerson
Thanks for all your explainations --Damian-- dude. You're a gold mine.

The air war over Clark Field is heating up. 6 Allied losses for the loss of a Zero, not too shabby.

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RE: Allied AI vs Fulkerson

Posted: Thu May 17, 2012 2:42 am
by n01487477
ORIGINAL: n01487477
5. Kates production needs to be at least 30/mth. Your calculations are better with the Engine planning interface pop-up, than the numbers you quoted - which are a little off btw.
I was using my best guess for Kate numbers.
You basically need 200 planes to cover upgrades & delayed until the next TB model is available. But this doesn't account for losses. So 200/5mths = 40/mth + losses.

Sorry - made a mistake with this as the B6N1 is due 5/43 not 5/42 ... so
200/17mth = 12 + losses. So a round 30/mth should suffice.

RE: Allied AI vs Fulkerson

Posted: Thu May 17, 2012 3:03 am
by larryfulkerson
Allrighty then.........I'll shoot for 30 Kates / month and see what happens.

Here's what happened at Hong Kong on the ground. I think maybe some more bombardment is in order. On the other hand, I've reduced the forts to 1 so I should be able to get better odds next time so I'm thinking maybe another DA is what I should do.

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RE: Allied AI vs Fulkerson

Posted: Thu May 17, 2012 3:30 am
by larryfulkerson
Here's what happened just south of Kota Bharu: I'm going to start pushing West and SouthWest from Kuantan and see if I can't trap some of those troops north of Singapore. Maybe I should consider some landings at Mersing?

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RE: Allied AI vs Fulkerson

Posted: Thu May 17, 2012 3:37 am
by larryfulkerson
Some more bombardment is in order at Kavieng I guess. I'm expanding all those nit noy bases I captured on the north coast of New Guinea so as to base some aircraft there. I gotta remember to ship in some engineers etc. to help with that.

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RE: Allied AI vs Fulkerson

Posted: Thu May 17, 2012 3:42 am
by larryfulkerson
Now that the fort is level 0 one more strong push ought to do it at Zambo.

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RE: Allied AI vs Fulkerson

Posted: Thu May 17, 2012 3:48 am
by larryfulkerson
It was probably a mistake to land at Iba with so few forces. I'm running outta supplies and lost some people with MY bombardment so I'm just going to rest those folks for a while.

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RE: Allied AI vs Fulkerson

Posted: Thu May 17, 2012 3:53 am
by larryfulkerson
I completely miscalculated the size of the force I was landing at Kuching and the Allies wiped it out to a man. D'oh.

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