Salutations and solicitations.... 1EyedJacks (J) vs Nemo (A)

Post descriptions of your brilliant victories and unfortunate defeats here.

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Nemo121
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RE: Using the initiative to impale oneself

Post by Nemo121 »

Our's is not to reason why
But to do and die

As artfully as possible.


Dulce et decorum est
To make the other guy
Pro patria mori

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RE: Using the initiative to impale oneself

Post by traskott »

Interesting...I0ve only played once as japanese, and was in a mod against AI. It should be interesting... Last week I'll try to make a plan (hehehe, weekend at the beach, and sunday Spain vs Dutch )
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Off Map Targets

Post by Capt. Harlock »

Don Bowen was most emphatic in a post of his dated 29 June 2010 that Japanese units are not permitted to move off map.

Interesting. Can they be attacked by airstrikes or bombardment? I seem to recall there was an attempt to close the Panama Canal IRL.
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RE: Off Map Targets

Post by bklooste »

I dont like Scenario 2 ...
 
The HI pilot cost is crippling in 44-45 and in 41-42 you have enough pilots anyway.
You get a new army out of thin air at start when things are already easier.
You get 10 more destroyers.
You get extra resources and some HI.
 
So basically the scenario makes 41-42 easier and 44-45 harder , for more even play 41-42 should be harder and 44-45 easier. Hence Scen 2 is really a VP auto victory scenario. 
 
Taking VP out of teh equation it requires more oil to feed HI which is burned making pilots which are never used.  Based on the oil and the extra army you would want an even more oil heavy strategy so i would suggest  a quick take of Borneo , Palembang and Malaysia . Quickly take Rabaul  , PM , Wake & Midway and Burma as buffer space . Take Java and PI slowly while you attack Russia.   In scenario II you can use non veteran pilots against the RUssians and you can make plenty of modern air frames so you should get a well trained air force for 43. In 43 with Russia under control you can crush China . In 44 -45 the Russian oil close to home will keep all that HI running ( for all those green Pilots you dont need) .   Scenario I is less oil dependent than 2 which gives more options.
 
I kind of like the Reluctant Admiral Scenario it gives more interesting allied counterplay in 41 - early 42  , is more logical / balanced and gives a better position in 44 due to the smaller pilot pool.  
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RE: Off Map Targets

Post by Nemo121 »

So, a little while back I posted about the ground defences of Southern Sumatra and the southern DEI/northern Oz ( Kendari/Makkasar/Ambon/Darwin ). Now it is time to give a rundown of the shipping and aerial forces there. I'm going to tell you what will be there in two weeks time as the last bits of my deployment will be finished then. I expect Mike to attack no later than the beginning of April and am planning to have my entire deployment in place, fully repaired and, where possible, upgraded by then.

So, let us look at the shipping which will be available to strike at any landings at Oosthaven ( I won't commit the RN to Palembang principally because only ships smaller than a CA can get up the river to Palembang and it will be easier for me to let my airpower hit any landings at Palembang than throw away my DDs and CLs )....

10 BBs ( 2 of them modern and fast RN ships ( PoW and the BC ). The other 8 are 4 slow R class BBs and 4 slow USN BBs. Both fast RN ships have radar and so do 4 of the slow BBs )
10 CL - 1 of which has radar. If I get more than 2 weeks I can add another 4 CLs to this number as they are repairing battle damage.
1 CA - In 3 weeks I'll have an additional CA available. I am committing my CAs to the Pacific where their greater speed can keep them safe and my USN BBs to this area.
53 DDs - 4 of which have radar and another 3 or 4 are upgrading.

Maximal enemy force is 6 BBs and 8 CAs but at least 4 CAs are being pinned down at Truk by my aggressive manoeuvring of CA TFs into striking range and then back out ( I'm also running 2 further deep penetration raids of half a dozen DDs each into the Saipan and Phillipines areas at the moment to again force the committment of light units to the Pacific and away from Sumatra ). So, worst case scenario I expect to see 6 BBs and 4 CAs + a horde of CLs and DDs. I think the force I've gathered is well capable of taking on and mutually annihilating that worst case scenario, which will then leave Japan utterly toothless for the rest of the game.

So, basically, I have enough here to create 3 strong BB TFs ( TF 1: 2 x fast BBs + 1 CA + 8 DD, TF 2 + 3: 4 old BBs ( 2 with radar ) and 8 DDs each ) and 3 light TFs comprising 3 CL and 9 DDs each with each of those TFs having a CL or DD with radar.



In terms of airpower: In the Southern Sumatra / Northern Oz/Southern DEI region I have the following planes ( note: the US CVs are about 1 week away from dropping their entire complements off so I'm including them in these figures )....

USN forces being delivered as we speak comprise: approx 140 fighters, 120 divebombers and 40 torpedo bombers ( I don't start getting any TB replacements for another 6 weeks ).



P40E: 230
P39: 148
P400: 24
Hurricanes: 182
Buffaloes/B339s: 56
Kittyhawks: 40
Other ( Dutch variants, Hawks etc ) : 18

So, in total, 700 army fighters + approx 140 USN/USMC fighters ready by end of March 1942. I also have about 100 USAAF fighters, 50 RAF and about 30 USN fighters in reserve. Not much but a damn sight better than things looked just 2 months ago.


Dive-bombers:
The USN complement + 60 A24 Banshees.


Torpedo Bombers:
The USN complement + 37 Vildebeest, 28 Albacore and 15 Swordfish. Gives a total of 120 torpedo bombers in Southern Sumatra.


Light bombers:
Wirraway: 108
CW-22: 26


Medium Bombers:
254 including 45 B-26 and about 20 B-25s.


Heavy Bombers: 63 x B17 in Southern Sumatra. I intend to use them. combined with my fighters to break the back of his LRCAP over his invasion TF when it begins to land.


Patrol Planes:
71 bomb-carrying patrol planes.
57 torpedo-carrying PBY5s.



So, since each PBY carries two torpedoes and each Devastator and British torpedo-carrying plane carries one I should be able to launch (57 x 2) + (120 x 1 ) = 234 torpedoes per alpha strike... That's a damned lot of torpedoes. Of course many of the planes will be shot down before they get to launch but vs unloading merchants I am expecting good results from the torpedo bombers... especially since almost all of them have just sat and trained for the past 3 months. Many of my torpedo-carriers have more than 70 Exp in Naval Torpedo Attacks at this stage ).

To support the torpedo strikes each of the 5 bases in Southern Sumatra has an Air HQ on it with 300+ torpedoes in stock.



So, in total it looks like my recent decision to divert some forces from the Marshalls as the enemy was successfully pinned back to Truk and Saipan has boosted the planes available for the defence of Southern Sumatra and Southern DEI to about 1,750. Not even half will be committed on any given day as I will want to retain reserves and rotate forces in and out but, even still, that's a potent force.
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RE: Off Map Targets

Post by Nemo121 »

bklooste,

Reluctant Admiral is not, IMO, a coherent, cohesive scenario and I would query the strategic thought underlining the predictions of what will and wont't balance it in 1944/45. I think it will turn out less balanced and with a lot more "unforeseen" ( but not unforseeable ) issues than was expected as the game gets past 1943.

Each to their own though of course.... I don't make postings with my thoughts to its forum threads as I don't care to throw mud in its own backyard but from what I've seen I doubt the foundations are solid. But for the first year or so I'm sure it'll hold up well and be fun for a certain type of player.


As to not liking scenario Two... Well, that's fine. I happen to agree with your points and pilot training numbers are way down in EA ( with exp up ) but EA won't be released for another couple of months as I'm just too committed to other things right now so it can't be used as a benchmark for any strategic analysis. In any case if scenario two isn't to your liking then one doesn't need to consider the strategic issues of playing it. It is meant to be a fun exercise, not a slog through something you don't like.
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RE: Off Map Targets

Post by bklooste »

bklooste,

Reluctant Admiral is not, IMO, a coherent, cohesive scenario and I would query the strategic thought underlining the predictions of what will and wont't balance it in 1944/45. I think it will turn out less balanced and with a lot more "unforeseen" ( but not unforseeable ) issues than was expected as the game gets past 1943.

Its basically scenario 1 with a hand full of changes.. it wasnt designed with any strategic thought . That said neither was scn2 and Im pretty sure it will play far better in 44-45 than scenario 2 ( because it will be like scn1) . The AARs on scenario 2 have been pretty bad in their comments . eg
- Unlimited planes and Pilots in 42-43 ( Castor Troy ... yes I know)
- 50K heavy Industry drain per month due to pilots. When the DEI get shut off / cut you are down to Light industry and resources in no time.

[Removed]
As to not liking scenario Two... Well, that's fine. I happen to agree with your points and pilot training numbers are way down in EA ( with exp up ) but EA won't be released for another couple of months as I'm just too committed to other things right now so it can't be used as a benchmark for any strategic analysis. .

I have my own mod in the works but it is months of and is based on makeing game play more interesting and challenging with more allied early counterplay as well as better Japanese play in 43 . It starts 2-3 months earlier with the US guaranteeing Vietnam forcing the Japanese to leave it - since Vietnam is an allied possession with free french force no Japan player can follow the historical route. Anyway this isnt about my mod.
In any case if scenario two isn't to your liking then one doesn't need to consider the strategic issues of playing it. It is meant to be a fun exercise, not a slog through something you don't like

You dont need to be so touchy .. I just said i dont like scenario 2 because of the Pilot training impacts the strategy too much , im still happy to have a fun /challenging discussion of scenario 2. I still made a strategy , which is up for discussion and is based on the problems of sc2 ( - though their are alternatives ) . I just feel scn1 or Reluctant Admiral would allow a more interesting strategy discussion because the 44-45 oil problem ( due to the Pilot drain ) is not as nasty.
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RE: Off Map Targets

Post by Nemo121 »

bklooste,

1. I'm quite sure you actually don't know my internal thought processes. As such I'd thank you not to state what I think or feel about others. In this instance you are incorrect.

2. I've read the Reluctant Admiral Mod thread in detail. My conclusion is that the various changes aren't sufficiently ( IMO ) linked up, interlinked and mutually supporting in a manner which will support the creation of the flow of operations envisioned. That's an utterly impersonal assessment and it, frankly, disappoints me that you would so quickly impugne my motivations.

3. As to the adjustments being subtle... We obviously have very different views of the meaning of the word subtle.

4. As to the "type of player" I referred to... It seems clear that the mod is big on flash but low on deep strategic consideration of ramifications beyond the superficial level of impacts of changes. As such it will appeal to the type of player who likes flashy opening and the appearance of depth without actually being led into traps, dead-ends and impossible choices between long-term plans ( IOW, forcing people to really analyse things strategically out to 18 months to 2 years in order to make the right decisions ) but I don't consider that it will lead to any significantly more interesting play as it doesn't truly create different strategic options. There's nothing "personal" there, it is my assessment of the mod and the types of players it would appeal to. I resent your implication that other issues would impinge on such an assessment.

To be even clearer... as it seems this may be necessary for you bklooste, in EA I spent the majority of the mod on the logistics side of the mod. The combat stuff people noted ( new planes, ships etc ) was the stuff which was easiest to do, easiest to balance and of least strategic import. The logistics, on the other hand, was where the hard work which really impacted the strategic decision-making went on. I really didn't see enough logistics-sided work going on in that mod thread to make me think that they gave the logistics enough thought. Others may well differ, which is fine. ON the other hand differing opinions is one thing, impugning another's motivation another thing entirely.

And to be clear: there's nothing at all wrong with being the type of player who would enjoy that kind of flashy, logistics-light mod. It isn't for me as the lack of requirement for strategic analysis as part of the design process simply doesn't appeal to me. That's why I made EA the way I wanted it to be. FAR more players who will prefer to play the Reluctant Admiral mod than will ever choose to play EA. Why? EA is designed to be a challenge not only in terms of playing your opponent but also in terms of punishing ANY laxity of play, planning and balancing of competing requirements. If you don't plan 24 months ahead in EA then you should expect the game to crucify you irrespective of the enemy's play. Most people don't like such a challenging mod and that's fine. I hope they enjoy the games they play. I make my mod to be enjoyed by me and that means making it convoluted, tricky, utterly unforgiving if you act cavalierly and hiding most of the depth far beneath the surface where no-one will ever notice it or appreciate it. If anyone else enjoys it that's a bonus but I most assuredly don't fall into the trap of thinking that if someone wants to play a different mod that somehow devalues them or whatever - which I think seems to be your, unwarranted, implication.

I will say I was gratified that some people did seem to enjoy it and dug out their editors and calculators and managed to spot quite a few of the pitfalls I put in. It was nice to see them enjoying the fact that they were, in a sense, spotting my ambushes and working around them in-game as they played eachother. I think they enjoyed that. With that said I'm sure many times more people will play Reluctant Admiral and will enjoy it immensely and good luck to them in that. There is, after all, no competition or anything so childish.



Strange as it might seem. I wasn't being touchy... I was simply saying that if you don't like scenario 2 then one shouldn't bother to enter a discussion based around it. I wouldn't as I would find it aggravating to enter a discussion limited by issues I thought were incorrect/wrong. Again though I think you are imputing an emotional basis which simply isn't there. What I will say though is that I find it intensely annoying to be have my own feelings told me by another, especially when I'm then told to chill out for feelings and thoughts I never had. I suggest we chalk it up to a misunderstanding and drop it at this stage.
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RE: Off Map Targets

Post by Andy Mac »

Scen 2 was built at a time before the HI penalty for pilot training was put in which was patch 2.
 
If we ever do a data patch I will be lowering the pilot numbers a touch in that scenario
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China: MAJOR news

Post by Nemo121 »

OK, so below you can see the map of China with some major news of the second major Allied offensive of the war. As some of you will have noticed I've been using local offensives in the centre of China and north of China to cause a relocation of forces from Southern China ( near Changsha ) and towards the north of China. There were many reasons for this, including, trying for a lucky break-out in the north ( which didn't happen ), a desire to ensure he wouldn't divert troops from China to Burma ( which doesn't seem to be happening ) and, lastly, a desire to set things up for a possible offensive in Southern China if things fell properly for me.

Well, things have fallen properly and for the past week my forces have been moving into position as:
a) the situation in China looks pretty good.

b) my spidey-sense tells me that I'm going to see an invasion of Java/Sumatra within the fortnight ( I am seeing a minimum of 6 CAs and 4 BBs at Singapore right now and that's about 2/3rds of his remaining battleline... too much to be there unless he's planning something major ).

So, here's the explanation of the map:

RED ARROWS: These show the movement of Japanese Army forces in response to my attacks in the north and the central attacks which took Ichang and exploited beyond Nanyang. Basically he sent 1,000 AV to the hex south-east of Sian to try to outflank my defenders north of the small river there. I held him in the woods using terrain bonuses.

He sent another 1,000 AV north from Changsha and Wuchang to Sinyang where it rescued the IJA Infantry Division my guys were pursuing down from Nanyang. That 1,000 AV is now also pretty much stuck in place.

He has another 600+ AV at Hankow where it is embroiled in battle with 1,000AV+ of Chinese troops which took Ichang.... You can also see that I'm insinuating a Corps into the hex in between Sinyang and Hankow... The idea is to give me interior lines of communication so as to allow my forces to threaten a concentration of mass on either Sinyang or Hankow and a defeat in detail using these interior lines to shuffle troops to and forth more quickly than the enemy can reinforce either position.

Additional enemy forces are piuring into Wuchang from which, importantly, they have good LOCs to Anking and Nanking but very poor LOCs to Shanghai.

YELLOW ARROWS: Show my offensive of the past month ( except for in the south where I'm only striking in a couple of days time ).

WHITE: show ths pocket I am trying to create.

Now that the enemy forces are well and truly on the move I'm uncovering my Strategic Reserve comprising 1,500 AV of troops from Changsha and another 2,000 AV from positions to the west of Changsha and I am about to use them to attack, initially, south-east to clear my LOCs eastward before turning east to march on Nanchang. Changsha utterly protects my northern flank for this move and by dislocating and pinning enemy forces at Sinyang and Hankow ( and securing the internal lines ) and also pinning them in defence of Kaifeng I give myself a good opportunity to take Nanchang and threaten a significant move eastward toward Hangchow or a short left hook north from Nanchang which would create a massive pocket of 6,000 IJA troops almost-encircled in the area running from Changsha to Wuchang and Nanchang ).

So, I've creating multiple problems along multiple axes in order to draw troops north and out of position. Since the northern attack failed I've been focussing on just drawing the IJA from Changsha out of position and threatening this "long march to the sea" whilst, really, what I'll try and do is just create a huge pocket of IJA troops who can be threatened with utter encirclement if Hankow falls ( which is why I'm creating the interior lines bewtween Hankow and the blocking force at Sinyang ) or who will just need to march out of the "Changsha pocket" through Hankow and onto Anking/Sinyang etc.


Either way it will cause three things:

1. It will tax Mike's decision-making time at this crucial time just prior to his invasion of Java/Sumatra.

2. It will allow me to lengthen the front in China significantly and gain the strategic initiative there which I can use for future advances...

3. It will certainly draw planes into the China theatre and away from the DEI. It might even panic him into committing SRA troops into China in order to stabilise the front. Every one of those troops in China is one less soldier in Sumatra.


So, over the next two weeks a situation of flux suits me perfectly and I think that now is the right time to strike in order to create this flux and invite a further misallocation of IJA resources prior to the invasion of Sumatra. I may, of course, be wrong but that's my estimate in any case.

Comments? Question?


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RE: Off Map Targets

Post by crsutton »

I am in December of my game (scen #2) and can give a few thoughts on it.
 
Both my opponent and I started it without really knowing the full ramifications but it is playable and fun. However, the first casualty was that any preconcieved notions or planning based on the historcal simulation had to be thrown out.
 
Biggest factors are. Incredible numbers of Japanese planes and pilots. Japanese air superiority should last until the end of 1942 and relative parity through all of 1943. The ability to make plenty of tojos in 1942 gives the Japanese player the dominant plane until the corsair starts to arrive. (Really not ended until the P47 comes on board in mid 43). The lack of air superiorty will hinder Allied offensive operations in early 1943. KB can replace aircraft and pilots fairly quickly so a big battle with lots of naval air shot down is not a big deal. A smart Japanese player should go after Allied aircraft anytime that he can for the first year of the war. The Allied player just can't produce enough. The real reason is to limit Allied training as "no plane, no train"
 
Serious boost to land combat capabilites, allowing quicker land campaigns and an accelerated stragetic timetable. The Japanese player should be able to roll right over Singapore, Bataan and be well into OZ or India by June of 1942-if not sooner. Russia is an option and the Allied player has to be prepared for it. China might fall-it not it may be close.
 
I have not experienced the ramifications of the HI penalty in 1944-45 but am guessing that the advantages in 1942 might outweigh this. Especially since the advantages given to Japan should allow a good player to build up an extensive and deeper defensive perimiter and delay the onset of the Allied advance by six months or longer.
 
Successful Allied AARs aside, I feel that the only effective plan for an Allied player vs a competent Japanese player is to go Sir Robin. Fight where you can, delay where you can. Don't fight where you will be trapped and don't waste your carriers. Don't plan to come out swinging in 1942 as you can not win an attrition battle in the air. Look to fight the Japanese navy on good terms but don't fret if the chance is not offered and you do not lose any ships.
 
Scen #2 is nerve wracking on the Allies but you just need to "Rope a Dope" Japan and don't worry if it looks like the war will go into 1946. Keep your wits and you will win.
 
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RE: Off Map Targets

Post by bklooste »

ORIGINAL: Nemo121



Strange as it might seem. I wasn't being touchy... I was simply saying that if you don't like scenario 2 then one shouldn't bother to enter a discussion based around it. I wouldn't as I would find it aggravating to enter a discussion limited by issues I thought were incorrect/wrong. Again though I think you are imputing an emotional basis which simply isn't there. What I will say though is that I find it intensely annoying to be have my own feelings told me by another, especially when I'm then told to chill out for feelings and thoughts I never had. I suggest we chalk it up to a misunderstanding and drop it at this stage.

It just read that way ... Appologies if i got it wrong.

And while i preffer scenario 1 ( or slight mods of it) - since scenario 2 has even less thought than RE i am perfectly happy to work with it ( though i feel i should be allowed to point out my oppinions on it).
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RE: Off Map Targets

Post by Nemo121 »

bklooste,

You are, obviously, allowed to post your opinion BUT I think one can handily express an opinion without telling another person what they think, publicly, about a third party, particularly when what you are going to publicly state is negative and potentially inflammatory. I think most people would be perturbed to be on the receiving end of such a statement.
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RE: Off Map Targets

Post by bklooste »

ORIGINAL: Nemo121


2. I've read the Reluctant Admiral Mod thread in detail. My conclusion is that the various changes aren't sufficiently ( IMO ) linked up, interlinked and mutually supporting in a manner which will support the creation of the flow of operations envisioned. That's an utterly impersonal assessment and it, frankly, disappoints me that you would so quickly impugne my motivations.

3. As to the adjustments being subtle... We obviously have very different views of the meaning of the word subtle.

4. As to the "type of player" I referred to... It seems clear that the mod is big on flash but low on deep strategic consideration of ramifications beyond the superficial level of impacts of changes. As such it will appeal to the type of player who likes flashy opening and the appearance of depth without actually being led into traps, dead-ends and impossible choices between long-term plans ( IOW, forcing people to really analyse things strategically out to 18 months to 2 years in order to make the right decisions ) but I don't consider that it will lead to any significantly more interesting play as it doesn't truly create different strategic options. There's nothing "personal" there, it is my assessment of the mod and the types of players it would appeal to. I resent your implication that other issues would impinge on such an assessment.

I agree it is not coherent / strategic mod ( neither is 2 which is the alternative we are discussing and 2 has a well known flaw ) it is just a tweak pushing things slightly in favour of Japan in a historically plausable way which shows a bit in 43. Version 2 of the mod helps the allies with a few interesting options at the opening and later 42.

I disagree it suits a flash player more which is why i wondered why you made that comment , supply and starting stock piles are reduced and you need to retool and build up engines or build old frames to conserve HI/supplies. In fact the only thing that suits a flash player is the CV exchange which is the main change in the mod and doesnt come in till mid 43 ( 3 Shokakus instead of Taiho , Shinano and the 111 Hull) and in 42 a flash player will do about the same as stock - . In 42 it has some better opening plays for the allies not really Japan . I know a few people thought we have built an uber 4E interceptor but the truth is the new interceptor is worse than the Jack.... and is interesting more from a production and histroical what if point of view.

Personally i have pushed for more counterplay and strategic options but these were seen as unhistorical and not really accepted. Which is fine it is still a decent mod as its historic gives better allied counterplay in 42 and slighly better Japanese in 43 and has the same strategic options than scen 1. In my own i can do what i like and be more a historical in the process [:D].

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RE: Off Map Targets

Post by bklooste »

ORIGINAL: Nemo121

bklooste,

You are, obviously, allowed to post your opinion BUT I think one can handily express an opinion without telling another person what they think, publicly, about a third party, particularly when what you are going to publicly state is negative and potentially inflammatory. I think most people would be perturbed to be on the receiving end of such a statement.

To true , its always dangerous to give your true thoughts on someone they like to bite back - it just really read that way , anyway i apologize that i got it wrong .
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RE: Off Map Targets

Post by Capt. Harlock »

So, since each PBY carries two torpedoes and each Devastator and British torpedo-carrying plane carries one I should be able to launch (57 x 2) + (120 x 1 ) = 234 torpedoes per alpha strike... That's a damned lot of torpedoes. Of course many of the planes will be shot down before they get to launch but vs unloading merchants I am expecting good results from the torpedo bombers... especially since almost all of them have just sat and trained for the past 3 months. Many of my torpedo-carriers have more than 70 Exp in Naval Torpedo Attacks at this stage ).

Impressive planning. At this stage of the war you will get much better results from British torpedoes than American ones, so I wouldn't count on much from your PBY's especially. (If you run short of torps then those would be the planes to hold back.)

The plan for dealing with the LRCAP also seems sound. (That's quite a lot of B-17's -- I assume you've had to strip a number of other areas to assemble them?)
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China: Settling Accounts

Post by Nemo121 »

Yes, I only have about 20 x LB-30 in other areas and some B17s training in the US. But, in reality, this early in the war the Allies just don't have enough bombers or fighters so one must make do with what one has ( and, obviously, try to concentrate it in the most important theatre ).



bklooste,
I think you are failing to get my point... I have no problem with saying what I think about anyone AND having them bite back, if they so wish. I'm very fortright and can take the lumps I get for my directness.

What I have a problem with is someone ELSE saying what I think about a third party, especially if they say I think something negative about that third party or parties. That is simply not acceptable to me. I hope this is now clear to you.
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RE: China: Settling Accounts

Post by traskott »

@nemo121:

About your plan at China, looks impresive about paper but... logistics: Do you have enough supplies to cope with the huge demmand an offensive like this will require ?
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RE: China: Settling Accounts

Post by Nemo121 »

traskott,
If you follow my AARs you'll get to learn that I think logistics reigns supreme over strategy. It dictates strategy in most instances and I would be most unlikely to run a Chinese offensive without sufficient logistics.

Suffice it to say over 200,000 tons of supplies have flowed into China since the start of the game and every base in China has sufficient supplies and EVERY Chinese unit has sufficient supplies. I also have Level 5 and 6 forts in most places by now.


With that said I also designed the offensive to be "supply-cheap"... As an exercise I suggest you look at the map and see how many battles I need to fight to place those Japanese units in a pocket. Basically the answer is 2... I have to fight one battle south-west of CHangsha to open the road east and then will have to fight one more as I hook north-westward threatening to encircle Changsha. That's it.

Sure there will be a couple of other battles as the Japanese seek to relieve their forces but, basically, this offensive is manoeuvre heavy but fight-light...

In AE manoeuvre doesn't cost anything extra beyond subsistence. Only fighting increases supply usage significantly... I will move a lot but fight a little. Logistical considerations played a significant part in designing the plan - as they always do with my plans.
John Dillworth: "I had GreyJoy check my spelling and he said it was fine."
Well, that's that settled then.
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Nemo121
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En pointe !

Post by Nemo121 »

AFTER ACTION REPORTS FOR Mar 18, 42

Well, Mike is raiding and he is using fast CAs for it - which is fitting as it is in the Pacific. That's good. What's bad is that with 6 of his remaining CAs in the Pacific that robs his Javan invasion force of a damned lot of cover. He caught some shipping too which I had ordered away but had forgotten to change their home port so they returned here instead of PH. OOPS !!!

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Night Time Surface Combat, near Marcus Island at 123,85, Range 6,000 Yards

Japanese Ships
CA Maya
CA Ashigara
CA Mogami
CA Suzuya
CA Furutaka
CA Kako
CL Kashima
DD Murasame
DD Harusame
DD Samidare
DD Ayanami

Allied Ships
AP President Hayes, Shell hits 22, Torpedo hits 1, and is sunk
xAK Sea Fox, Shell hits 4, heavy fires
xAK Sea Hound, Shell hits 6, heavy fires, heavy damage



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Sub vs Sub: SS S-35 attacking SS I-1 at 112,109 - near Truk

Japanese Ships
SS I-1, Torpedo hits 2, heavy damage


Allied Ships
SS S-35


SS S-35 launches 4 torpedoes at 2,000 yards


This is the first time I've seen a sub vs sub attack. Pretty cool... I-1 is confirmed sunk.

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Night Time Surface Combat, near Truk at 112,108, Range 2,000 Yards

Japanese Ships
PB Toshi Maru #3, Shell hits 1, and is sunk
PB Tama Maru #8, Shell hits 1, and is sunk
PB Shonon Maru #15, Shell hits 3, and is sunk
PB Takunan Maru #2, Shell hits 8, and is sunk


I thought I had spotted CAs and suchlike at Truk and had some DDs attacked by IJN CV-based air just north of Truk yesterday. I thought the IJN CVs would port at Truk overnight and decided to take my tithe by sending a fast CA TF in to make gun attacks on the IJN CVs. Unfortunately, based on my recon the next day 6 CVs only showed up this morning. Their slowness saved them. Ah well, I still caught a few PBs. I am prepping Ponape Atoll to withstand a KB-sized air raid tomorrow or the next day as he tries to catch my CAs... Ponape is now a Level 4 airfield and I've got about 180 fighters and 20 patrol planes and bombers there also.


Allied Ships
CA Pensacola
CA New Orleans
CA Astoria
DD Fox
DD Litchfield
DD Crane
DD Kilty
DD Humphreys
DD Sands


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ASW attack near Kwajalein Island at 132,115

Japanese Ships
SSX Ha-11, hits 5, heavy damage

This is a mini-sub isn't it?


Allied Ships
DMS Boggs
DMS Southard
DMS Elliot
DMS Wasmuth
DMS Chandler
DMS Long


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Night Naval bombardment of Marcus Island at 123,85 - Coastal Guns Fire Back!

17 Coastal gun shots fired in defense.

Japanese Ships
CA Kako
CA Furutaka
CA Suzuya
CA Mogami
CA Ashigara
CA Maya
CL Kashima, Shell hits 1


Allied ground losses:
113 casualties reported
Squads: 1 destroyed, 0 disabled
Non Combat: 1 destroyed, 10 disabled
Engineers: 0 destroyed, 10 disabled


Airbase hits 3
Airbase supply hits 3
Runway hits 22
Port hits 8
Port fuel hits 4
Port supply hits 2

Marcus is fortified so this bombardment achieved precious little.


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ASW attack near Singapore at 50,84

Japanese Ships
CM Tsubame
CM Kamome
ACM Banshu Maru #52
PB Keiko Maru
PB Kamitsu Maru

Allied Ships
SS O19, hits 3


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Sub attack near Marcus Island at 123,85

Japanese Ships
CA Maya
CA Furutaka
CA Ashigara
CL Kashima
DD Murasame
DD Ayanami
DD Samidare

Allied Ships
SS Trout, hits 7

I've been expecting such raids and have fleet class boats on patrol at each of the likely bases. One might, after all, get lucky.


SS Trout launches 6 torpedoes at CA Maya

Hit but no explosion.


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Sub attack near Culion at 74,78

Japanese Ships
PB Yamahagi Maru #3, Torpedo hits 1, on fire, heavy damage

Allied Ships
SS Snapper

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Morning Air attack on Kwajalein Island , at 132,115

Weather in hex: Moderate rain

Raid spotted at 26 NM, estimated altitude 8,000 feet.
Estimated time to target is 5 minutes


Allied aircraft
A-20A Havoc x 13


Allied aircraft losses
A-20A Havoc: 2 damaged

Runway hits 5

Just trying to prevent the buildng of forts.


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Morning Air attack on Kwajalein Island , at 132,115

Weather in hex: Moderate rain

Raid spotted at 22 NM, estimated altitude 9,000 feet.
Estimated time to target is 8 minutes


Allied aircraft
B-18A Bolo x 3
P-40E Warhawk x 1


No Allied losses

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Afternoon Air attack on Singapore , at 50,84

Weather in hex: Clear sky

Raid spotted at 39 NM, estimated altitude 14,000 feet.
Estimated time to target is 11 minutes

Japanese aircraft
A6M2 Zero x 6
Ki-43-Ia Oscar x 27
Ki-43-Ic Oscar x 5


Allied aircraft
B-17E Fortress x 19

About 1/3rd of the B17s flew. At day's end 7 Zeroes were shown as destroyed in return for a single B17. Ah well, he can build 300 Zeroes a month, I get 15 B17Es. Even with a 7:1 exchange rate he STILL wins, by a huge margin.



Japanese aircraft losses
A6M2 Zero: 1 destroyed

Allied aircraft losses
B-17E Fortress: 12 damaged

Japanese Ships
xAK Kiyozumi Maru, Bomb hits 2, heavy fires
xAP Hakozaki Maru, Bomb hits 2, on fire, heavy damage

Port hits 8
Port fuel hits 1


Training flight from 64th Sentai Det has been caught up in attack


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Afternoon Air attack on Singapore , at 50,84

Weather in hex: Clear sky

Raid spotted at 28 NM, estimated altitude 12,000 feet.
Estimated time to target is 7 minutes

Japanese aircraft
Ki-43-Ia Oscar x 13
Ki-43-Ic Oscar x 3



Allied aircraft
B-17D Fortress x 3
B-17E Fortress x 3


No Japanese losses

Allied aircraft losses
B-17D Fortress: 1 damaged

Japanese Ships
xAP Hakozaki Maru, Bomb hits 1, heavy fires, heavy damage

Port hits 2
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Sub attack near Singapore at 50,84

Japanese Ships
PB Keiko Maru, Torpedo hits 1, on fire

CM Tsubame
CM Kamome
ACM Banshu Maru #52
PB Kamitsu Maru

Allied Ships
SS O19
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Ground combat at Changsha (82,52)

Japanese Bombardment attack

Attacking force 1982 troops, 249 guns, 45 vehicles, Assault Value = 5028

Defending force 93556 troops, 598 guns, 0 vehicles, Assault Value = 2913

I've taken over 1,000 AV out of Changsha to help make the attack south-west of Changsha... Let's see if that tempts Mike into another, almost certainly futile, attack at Changsha.


Japanese ground losses:
31 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 0 destroyed, 8 disabled
Engineers: 0 destroyed, 0 disabled


Allied ground losses:
45 casualties reported
Squads: 0 destroyed, 5 disabled
Non Combat: 1 destroyed, 0 disabled
Engineers: 0 destroyed, 0 disabled


Assaulting units:
10th Tank Regiment
39th Division
13th Ind.Mixed Brigade
11th RGC Temp. Division
34th Division
13th Division
55th Infantry Brigade
6th Division
10th Division
58th Infantry Regiment
3rd Division
9th Armored Car Co
40th Division
12th Division
116th Division
51st Infantry Brigade
13th Tank Regiment
13th RGC Temp. Division
17th/A Division
1st Mortar Battalion
2nd JAAF Base Force
14th Medium Field Artillery Regiment
5th Ind.Hvy.Art Battalion
51st Ind.Mtn.Gun Battalion
52nd Ind.Mtn.Gun Battalion
22nd Ind. Engineer Regiment
51st Road Const Co
13th JAAF Base Force
11th Army
2nd Ind. Engineer Regiment
10th Mortar Battalion
15th Ind.Medium Field Artillery Regiment
8th Ind. Engineer Regiment
2nd Ind. Mountain Gun Regiment
9th JAAF Base Force
6th RF Gun Battalion
11th Field Artillery Regiment
51st Const Co
54th JAAF AF Bn

Defending units:
50th Chinese Corps
46th Chinese Corps
21st Chinese Corps
78th Chinese Corps
58th Chinese Corps
72nd Chinese Corps
3rd New Chinese Corps
26th Chinese Corps
10th Chinese Corps
37th Chinese Corps
28th Chinese Corps
20th Chinese Corps
6th Construction Regiment
9th Prov Chinese Corps
5th Construction Regiment
19th Group Army
27th Group Army
30th Group Army
3rd War Area
10th Group Army
32nd Group Army
29th Group Army
25th Group Army
9th War Area
17th Chinese Base Force
56th AT Gun Regiment


--------------------------------------------------------------------------------

Ground combat at Sinyang (86,48)

He's reinforcing this heavily. I think I may be about to pull back a little if he pours in more guys. I'm also making a subsidiary attack north of Sinyang to try to draw some of these troops off.


Allied Bombardment attack

Attacking force 30452 troops, 238 guns, 0 vehicles, Assault Value = 1103

Defending force 42474 troops, 398 guns, 159 vehicles, Assault Value = 1535


Allied ground losses:
12 casualties reported
Squads: 0 destroyed, 1 disabled
Non Combat: 0 destroyed, 1 disabled
Engineers: 0 destroyed, 0 disabled


Assaulting units:
30th Chinese Corps
55th Chinese Corps
13th Chinese Corps
12th Chinese Corps
51st Chinese Corps
77th Chinese Corps
Jingcha War Area
31st Group Army

Defending units:
36th Division
18th RGC Temp. Division
12th RGC Temp. Division
32nd/A Division
15th Division
15th Ind.Mixed Brigade
2nd Ind.Mixed Brigade
32nd/B Division
52nd Road Const Co



Here's a teaser for you: Could Mike have decided not to try to take Java? I ask because at this stage he is deploying CVs and CAs into the Pacific en masse. Granted I've tried to encourage these deployments but, really, I don't see how he can imagine a successful invasion without bringing everything larger than a DD that the IJN still has afloat.

Maybe he sees things differently though? Strange. He only has 6 more weeks before Java becomes undoable due to the loss of the unloading bonus for Japan. Someone should ask him this in his AAR. |Right now he's either being incredibly sneaky or, IMO, he has massively misjudged what he's going to need for Java. Maybe he thinks his LBA will be sufficient to force a landing? I doubt that though...

Of note: just in case he's going for Palembang I've been filling it with mines recently and currently have 150 mines there. It may lack CD guns but it won't lack for mines and basic artillery.


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John Dillworth: "I had GreyJoy check my spelling and he said it was fine."
Well, that's that settled then.
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