If we finish all turns I'll do more of an AAR breakdown with lessons learned, etc. If not, then I won't bother.
Of course, thanks.
1. You start with some decent air forces at Truk. They're worthless there. Bring the torpedo bombers to Rabaul, where you have a torpedo designation in your AirHQ. Shortlands makes a more effective floatplane search base than Rabaul due to range issues. With some Emilys, et. al. parked at Shortlands, you've an excellent base for long range air recon.
Done, I used Lae also.
2. A detachment of the 3rd SNLF is sufficient to take Efate Port Villa or Luganville. Without the scenario open in front of me, I'm not sure which of these bases is worth 75 points to the Japanese-but one of 'em is. This is a minor sacrifice for a very noticeable point swing.
Efate 75, Luganville 25. Good point.
3. You start off with a few units of A6M2s in Rabaul that are 27 plane units. Note that Zuikaku and Shokaku are nowhere near capacity in terms of numbers of groups or airframes. Neither is Shoho, for that matter. Break one of these 27 ship units into its component parts and add one detachment (A/B/C) to each of these carriers, respectively. They performed yeoman service in my game on Shoho, especially.
Didn't though about that, maybe a big mistake by me.
4. In both my games, LBA ("Netties") out of Rabaul ranged out to successfully engage in naval attack. Whilest the Allied carriers are around, a maximum interdiction range of 14 hexes (max. A6M2 range with drop tanks) is probably all I would do, lest they get completely shredded by carrier fighters. Woe unto the Allied player that doesn't respect the exceptional range of IJNAF torpedo bombers and escort.
I tried but flown more fighters than bombers, airport size 3 not enough for all aircrafts, better to keep down a fighter squadron.
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Morning Air attack on TF, near Milne Bay at 99,136
Weather in hex: Moderate rain
Raid detected at 160 NM, estimated altitude 20,000 feet.
Estimated time to target is 63 minutes
Japanese aircraft
A6M2 Zero x 38
G3M2 Nell x 11
Allied aircraft
F4F-3 Wildcat x 16
Japanese aircraft losses
A6M2 Zero: 2 destroyed
G3M2 Nell: 3 damaged
Allied aircraft losses
F4F-3 Wildcat: 1 destroyed
Allied Ships
CV Yorktown, Torpedo hits 1
Aircraft Attacking:
11 x G3M2 Nell launching torpedoes at 200 feet
Naval Attack: 1 x 18in Type 91 Torpedo
10 x A6M2 Zero sweeping at 15000 feet *
7 x A6M2 Zero sweeping at 15000 feet *
CAP engaged:
VF-2 with F4F-3 Wildcat (2 airborne, 6 on standby, 0 scrambling)
2 plane(s) intercepting now.
Group patrol altitude is 12000 , scrambling fighters between 12000 and 20000.
Time for all group planes to reach interception is 31 minutes
VF-5 with F4F-3 Wildcat (0 airborne, 6 on standby, 0 scrambling)
0 plane(s) not yet engaged, 0 being recalled, 2 out of immediate contact.
Group patrol altitude is 12000 , scrambling fighters between 12000 and 21000.
Time for all group planes to reach interception is 57 minutes
5. Your CAs are more valuable to you in offensive SCTF actions, particularly night actions, than they are as carrier escorts. Turn them loose in 'high traffic' areas and they'll rock and roll.
Lesson learned.
You sent a lonely DD against my amphibious TF with the following outcome:
practically no backfire, my fault don't protect it.
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Day Time Surface Combat, near Milne Bay at 100,134, Range 20,000 Yards
Japanese Ships
CM Tsugaru
CL Yubari, Shell hits 3
DMS W.20, Shell hits 1, on fire
AMc Fumi Maru #2
xAKL Hagoromo Maru
xAKL Noshiro Maru #2
xAK Canberra Maru, Shell hits 1
xAK Kansai Maru, Shell hits 3
xAK Kagu Maru
xAK Asakaze Maru
xAK Tatumiya Maru, Shell hits 4, on fire
xAK Kamikaze Maru
xAK Sinsei Maru
xAK Chicago Maru, Shell hits 3, heavy fires, heavy damage
xAK Ikushima Maru
xAK Kasuga Maru #2
xAK Aso Maru
Allied Ships
DD Sims, Shell hits 1
Japanese ground losses:
736 casualties reported
Squads: 10 destroyed, 28 disabled
Non Combat: 11 destroyed, 49 disabled
Engineers: 3 destroyed, 5 disabled
Guns lost 5 (1 destroyed, 4 disabled)
Maximum visibility in Clear Conditions: 30,000 yards
CONTACT: Japanese lookouts spot Allied task force at 20,000 yards
CONTACT: Allied lookouts spot Japanese task force at 20,000 yards
Hyman, W. crosses the 'T'
Range closes to 17,000 yards
CL Yubari engages DD Sims at 17,000 yards
DD Sims engages xAK Tatumiya Maru at 17,000 yards
Range closes to 15,000 yards
CL Yubari engages DD Sims at 15,000 yards
Range closes to 14,000 yards
CL Yubari engages DD Sims at 14,000 yards
Range closes to 10,000 yards
CL Yubari engages DD Sims at 10,000 yards
Range closes to 7,000 yards
DD Sims engages CL Yubari at 7,000 yards
CL Yubari engages DD Sims at 7,000 yards
Range closes to 6,000 yards
CL Yubari engages DD Sims at 6,000 yards
DD Sims engages xAK Kansai Maru at 6,000 yards
Range closes to 5,000 yards
CL Yubari engages DD Sims at 5,000 yards
DD Sims engages DMS W.20 at 5,000 yards
Range closes to 3,000 yards
DD Sims engages xAK Tatumiya Maru at 3,000 yards
Range closes to 2,000 yards
DD Sims engages DMS W.20 at 2,000 yards
DD Sims engages xAK Chicago Maru at 2,000 yards
Range increases to 4,000 yards
DD Sims engages xAK Canberra Maru at 4,000 yards
Range increases to 5,000 yards
CL Yubari engages DD Sims at 5,000 yards
DD Sims engages xAK Kansai Maru at 5,000 yards
Range closes to 3,000 yards
CL Yubari engages DD Sims at 3,000 yards
DD Sims engages xAK Tatumiya Maru at 3,000 yards
Range increases to 4,000 yards
CL Yubari engages DD Sims at 4,000 yards
Range increases to 5,000 yards
DD Sims engages xAK Kansai Maru at 5,000 yards
DD Sims engages xAK Kansai Maru at 5,000 yards
Range increases to 11,000 yards
CL Yubari engages DD Sims at 11,000 yards
DD Sims engages xAK Tatumiya Maru at 11,000 yards
Range increases to 14,000 yards
DD Sims engages xAK Chicago Maru at 14,000 yards
Range increases to 20,000 yards
CL Yubari engages DD Sims at 20,000 yards
Task forces break off...
6. Reset your sub patrol zones daily. Send 'em where the action is and have them patrol a tight zone where cripples are likely to emerge. Once there's a stream of cripples heading to a couple obvious ports (e.g., several escort TFs in a line heading towards Townsville or Noumea), reorder their patrol zones to a line outside of these harbors.
Right, your sunk a lot of ships, I believe my SS never hit something...
About tight zone, how many hexes among boundaries? Do you use the "linger" option?