Page 30 of 31

Marines Break

Posted: Sat May 30, 2009 10:14 pm
by Ike99
Bigreds Marines definately broke that turn.

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Ground combat at Truk

Japanese Deliberate attack

Attacking force 24662 troops, 348 guns, 7 vehicles

Defending force 17837 troops, 172 guns, 103 vehicles


Japanese ground losses:
Men lost 28

Allied ground losses:
Men lost 389


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And Battleship Colorado is Sunk!!



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RE: Marines Break

Posted: Sat May 30, 2009 10:19 pm
by bigred
I wil be glad this is the last turn...

RE: Marines Break

Posted: Sat May 30, 2009 10:22 pm
by Ike99
I wil be glad this is the last turn...

How´s that humbling going?

[:D]

RE: 12-31-43

Posted: Sat May 30, 2009 10:31 pm
by bigred
Last turn has been sent to Ikesan99.  Elements of 3rd Marines are starting to arrive as reinforcements. Lesson learned is if u go for Truk bring a Corp. Allies continue to provide ground support.


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RE: 12-31-43

Posted: Sat May 30, 2009 10:36 pm
by Ike99
I wil be glad this is the last turn...

The Allied player wanting the game to end and the Japanese player wanting it to continue on December 31st 43´.

That´s a twist!!!


RE: Walk the walk

Posted: Sat May 30, 2009 10:43 pm
by bigred
Well if I had more time I would have brought 3 divisions...but I was in a hurry to get something to Truk to give Ike a good time....


Note the arrival of the 3rd marines:
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RE: Walk the walk

Posted: Sat May 30, 2009 11:24 pm
by Ike99
score



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RE: Thank you

Posted: Sat May 30, 2009 11:46 pm
by bigred
Thank you Ike for a good game.  Tough mind, tough player. 

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RE: Thank you

Posted: Sun May 31, 2009 12:05 am
by Kingfisher
Amazing.

I think as late as mid '43 I didn't think bigred could pull it off. Well, surprise surprise.

Ike, at what point did you feel it started to really turn against you?
Was it the abortive bombardment run to Kiriwina?

You had to have lost a large chunk of your prime surface force in that one.

RE: Thank you

Posted: Sun May 31, 2009 12:06 am
by Ike99
Thank you Ike for a good game. Tough mind, tough player.

Yes it was very much a good game with a dramtic finish. I might offer some commentary on the points of the game tomorrow.

RE: Thank you

Posted: Sun May 31, 2009 12:12 am
by Ike99
Amazing.

I think as late as mid '43 I didn't think bigred could pull it off.

Oh no, Bigred is good, very good. You can feel pretty soon if someone is skillfull or not. I felt that soon. See post No.40
Seems to me Bigred is a good player we will have a brutal battle to the death.

Then as I saw his tactics in advance I knew it would be a hard road to survival. But I´ll comment in detail tomorrow.

RE: Thank you

Posted: Sun May 31, 2009 4:52 am
by AbeSimpson
Congratulations to both both of you!! One of the most dramatic ends of an AAR ever!! Thanks for let us paticipate. [:)]

RE: Thank you

Posted: Sun May 31, 2009 11:29 am
by Ike99
Congratulations to both both of you!! One of the most dramatic ends of an AAR ever!! Thanks for let us paticipate.

Thanks for reading.

My Japanese ground forces were positioned on this...

Forces are very limited. There are only so many Divisions. A total of just 9 in this scenario.

Japanese ground forces will become mostly static and large movements impossible (Divisional) towards game end.

Allies will move where they want, land where they want and with what they want given transport available towards game end.

So I identify what is most important and what isn´t early and get all in position and well supplied before it is too late to make large movements.

To me Wewak, Rabaul and Truk are most important as the loss of any one of these is a automatic game break for the Japanese because of the enormous point loss. These were given the strongest Divisions and support troops. 30,000+ men. I made these Fortress hex. None were taken and none low on supply at game end. Maximum effort would be made in their defense.

Then I made strong points. Lae, New Georgia,etc. They were also very strong, 15,000+ men. This was on base point value also but also strategic location. I could tolerate the loss of one or two of these bases if my naval/air losses were low and still good on the victory percentage level. Madang was made very well strong too because it would keep Lae in supply for a very long time under constant bombing and did.

The light positions were not so strong. An example would be the Yazawa Det with his 41st Rgt & 61st Fld AA Bn. Something to not let him walk on and capture, maybe he makes a error and lose 12 transports by CV attack, but a position that is expected to be lost and not defended strong.

No effort was made to take a auto victory hex because I don´t like this method of winning. I do not feel not taking Port Moresby made any difference or defending places like San Cristobal with 50,000 Japanese. If anything I think it helped. I´ve seen a lot of AARs like that and this is fun to do until mid 43 when the Allies (remember) move where they want and land where they want. Then they take all high point bases in the back at will, the game deteriorates into a total route and points massacre.

So they quit. They are not around in late 43´because they are finished. In mid late 43´here Bigred was still fighting to win.

Bigred was still fighting to keep some of what he captured with a bad situation developed at Truk at game end. I don´t think any large mistakes were made in Japanese troop placements.

I don´t think at any point he felt his advance was a easy one but only he can say that.

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RE: Thank you

Posted: Sun May 31, 2009 12:40 pm
by Ike99
Japanese airforce did as well as can be expected with 400+ Corsairs [X(] in operational units. F2/1st Daitai top position with 56 victories.



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RE: Thank you

Posted: Sun May 31, 2009 1:20 pm
by bigred
I think Ikesan99 will always be a better IJN player than Myself.  He has made pixel modifications to the ship units which outlines the best weaponry to utilize in situations..  I do not have the knowledege of this computer ability.
Until midway into this game I did not know how to screen print until Ike gave me a step by step screenprint. (Look at my first screen print and notice the uneven lines).  He is a teacher by trade so he has raised my game to a higher level.

RE: Thank you

Posted: Sun May 31, 2009 1:36 pm
by Ike99
The tactic of advance encountered here that made me less effective to do damage from him when we were close strength was this, and borner is doing this to me now, and after meeting it here I did it to XJ900.

Send in the Allied submarines on minelaying missions to a target hex and fill the area with Allied mines. Then send in fleets of PT boats and msw to sweep the defensive Japanese mines.

That is simple but very hard to find a counter tactic for because Japanese attack planes won´t attack the PT boats except on rare occasion.

When the Japanese night force goes in to attack at fast speed they hit mines, a few get torpedoes from PT boats and become slow and bombed in the daylight section of the turn.

I did not find a good counter to this and still haven´t but this gave me many problems to hurt him as he advanced before he had super superiority.

I had good, very fast long lance ships ready to go in but if they had went in this would have made it too expensive.

See this here-




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RE: Thank you

Posted: Sun May 31, 2009 1:56 pm
by AbeSimpson
IKE99, up to which level you are building the forts in your Light/Strong/ Fortress hexes?

RE: secret tactics

Posted: Sun May 31, 2009 1:57 pm
by bigred
Trade secrets are hard to discover and easy to copy.

RE: Thank you

Posted: Sun May 31, 2009 3:28 pm
by Ike99
IKE99, up to which level you are building the forts in your Light/Strong/ Fortress hexes?

As high as I can make them before the bombing begins. But Fort and strong are all between 7-9.

Some light are built up depending on location, Gasmata being one of them.

RE: Thank you

Posted: Mon Jun 01, 2009 12:35 pm
by Ike99
Ike, at what point did you feel it started to really turn against you? Was it the abortive bombardment run to Kiriwina? You had to have lost a large chunk of your prime surface force in that one.

This began on post 487

Bigred was looking around for a suitable landing site with 7 weeks to go because he still needed points. A lot of submarine recon was dropped at different places so I formed two strong battleship groups to run in at night and attack his unloading. One lead by Yamato and the other Kongo.

It was going to have to be a very large landing so I knew he would have to commit transport ships because C47 would not support 2+ divisions.

When he commited to the center of Bougainville the Kongo group was to bombard Kiriwinna because he had a large airforce there and then they both run in to hit the landing ships.

Kongo went into Kiriwinna, if I remember correctly, did not even bombard and stayed in the hex. The result was predictable.
Bigred-Shocking. I count 107 bomb hits on the Kongo.


So I made a very big ¨click¨ error it seems. [:D]

I hesitated to send in Yamato alone after that for 2 turns as Yamato & Musashi alone are 600+ points and that airfield had not been scratched but did send them in to find a empty beach.

Even still because the ground forces and airforces on Bougainville still had good supply it took him over a month to secure his position as large Japanese ground troops moved into the hexes.

I expected him to build bomber bases there and prepare Rabaul for a last week invasion. When I saw the Bougainville invasion would succeed I began quietly bringing down the Reserve Regiments from Truk and placing them in Rabaul for this.

I never exprected him to go for Truk. Yes, the Kong group being destroyed like that was not good and gave him a lot of points.



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