Return of the Sheep! - JocMeister(A) vs. MrKane(J)
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
RE: Japanese land in OZ!!
That mine hit should put Hiei in the yards for a month or two [:D].
RE: Japanese land in OZ!!
Just FYI, and a separate issue from the database differences between DBB and Stock, there was a change in the Betas quite a while back (I forget, probably more than a year???) that increased ground based flak overall. I'm not sure of the precise nature of the change (but it was not a database change).ORIGINAL: JocMeister
ORIGINAL: Lowpe
The Lilly is so fragile. Heck, every Japanese plane is compared to the Allies.
PDU off is going to really curtail Japanese bombing efforts as they can't upgrade to armored Helens across the board.
Well, even with PDU ON the strength of Japanese air power has never been in a ground attack role outside China. I suspect even less so with the more potent FLAK of DBB.
Also keep in mind numbers are very inflated. Losses screen show 41+21+5+1+1= 69 Japanese planes lost. Yet the total listed is only 52. I think the 52 number is the correct one. [:)]
DBB did indeed recalibrate ground based flak too, but we also have seen ground based flak increase in our very, very old scenario 1 2x2 game.
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
RE: Japanese land in OZ!!
A few thoughts:
The IJA tank stuff is silly. The idea that repeated bad odds attacks win through stands the game on its head. I wonder if KMT troops could be given a small hard target capability to represent swarming tanks with personnel, tank ditches, etc. Not enough to stop a well planned, good odds attack, but enough to put paid to 1:10 stuff.
Can the bounce be modified or eliminated in a mod or is that hard coded? I'd love to at least see a test where it was reduced or gone.
Same question on sub targeting routines. They shoot at the escorts WAY too often for both sides. I get that sometimes that represents the sub getting detected by the escort and having no choice, but this clearly doesn't explain the majority of these incidents.
I'm on the fence about air ASW effectiveness. Air patrols and radar are what killed the U-boat threat after all. Just 'cause Japan didn't do it IRL doesn't mean they couldn't have done it. Still, the effectiveness maybe could be tweaked down as I suspect that in this, as with many other factors in the game, you run into linearity issues and just pack in the planes to ensure one of them gets lucky.
The IJA tank stuff is silly. The idea that repeated bad odds attacks win through stands the game on its head. I wonder if KMT troops could be given a small hard target capability to represent swarming tanks with personnel, tank ditches, etc. Not enough to stop a well planned, good odds attack, but enough to put paid to 1:10 stuff.
Can the bounce be modified or eliminated in a mod or is that hard coded? I'd love to at least see a test where it was reduced or gone.
Same question on sub targeting routines. They shoot at the escorts WAY too often for both sides. I get that sometimes that represents the sub getting detected by the escort and having no choice, but this clearly doesn't explain the majority of these incidents.
I'm on the fence about air ASW effectiveness. Air patrols and radar are what killed the U-boat threat after all. Just 'cause Japan didn't do it IRL doesn't mean they couldn't have done it. Still, the effectiveness maybe could be tweaked down as I suspect that in this, as with many other factors in the game, you run into linearity issues and just pack in the planes to ensure one of them gets lucky.

- Bullwinkle58
- Posts: 11297
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RE: Japanese land in OZ!!
ORIGINAL: Cribtop
Same question on sub targeting routines. They shoot at the escorts WAY too often for both sides. I get that sometimes that represents the sub getting detected by the escort and having no choice, but this clearly doesn't explain the majority of these incidents.
I'm on the fence about air ASW effectiveness. Air patrols and radar are what killed the U-boat threat after all. Just 'cause Japan didn't do it IRL doesn't mean they couldn't have done it. Still, the effectiveness maybe could be tweaked down as I suspect that in this, as with many other factors in the game, you run into linearity issues and just pack in the planes to ensure one of them gets lucky.
Lokasenna and I have been discussing the sub war a bit lately. We may try to do a private mod to smooth out the dud rates, to add more than two "healing" points. Through the upgrade system.
But I agree that the over-targeting of escorts is as much a problem as the high dud rates in constructing any sort of anti-commerce submarine campaign. My seat-of-the-pants feeling is that it's about 50% or so. So even if you find a TF, and even if you overcome an 80% dud rate, you're firing at very maneuverable escorts about half the time. And the engine doesn't allow multiple ships to be targeted in the same turn, as was the case in most attacks in the war.
Take a look here http://www.history.navy.mil/library/onl ... htm#pageiv
Look at the graph entitled "Japanese Naval and Merchant Vessels Sunk by United States Forces" and focus on the one for submarines. That shows the sinking difference between merchants and military ships. There is a huge differential for merchant ships. NB as well that the military portion of the bar includes all of the carriers, BBs, and cruisers sunk by subs, not just ASW escorts.
In terms of air ASW it is relatively fruitless to compare the Atlantic to the PTO in this area, for many reasons. But a big difference was the very early installation in USN boats of air radar, much earlier in the respective conflict than U-boats got any, or even RDF gear. USN subs almost always got air detection in plenty of time to dive. Add in distances, training differences, and asset loiter times versus the Atlantic and it's a different set of problems. I don't even mind a found sub getting a DL hit, but it's too much and it lasts all day, when in reality the datum was pretty useless an hour later outside of any but the most severe choke points.
The escort thing and the DL thing are both EXE issues I think. But I'd sure be in favor of dialing back the escort probability by a lot. As it is Japan players don't fear subs enough to change their plans in most cases. And history just doesn't say that. If JFBs lost 9-11 carriers to subs per game they'd be howling. I'd settle for more xAKs.
The Moose
RE: Japanese land in OZ!!
On the tank army.
The tanks have no supporting guns or engineers so are you bombarding them? Should be no counter-battery fire.
If you can get him to move the army against 2 or 3 good Corps that have had a chance to remove their disruption then I suggest you attack. With the tanks not being able to dig in you may be able to get a good AV ratio and do some damage. The armoured car companies seem particularly fragile.
The tanks have no supporting guns or engineers so are you bombarding them? Should be no counter-battery fire.
If you can get him to move the army against 2 or 3 good Corps that have had a chance to remove their disruption then I suggest you attack. With the tanks not being able to dig in you may be able to get a good AV ratio and do some damage. The armoured car companies seem particularly fragile.
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JocMeister
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RE: Japanese land in OZ!!
ORIGINAL: Lokasenna
That mine hit should put Hiei in the yards for a month or two [:D].
I sure hope so! [:)]
ORIGINAL: witpqs
Just FYI, and a separate issue from the database differences between DBB and Stock, there was a change in the Betas quite a while back (I forget, probably more than a year???) that increased ground based flak overall. I'm not sure of the precise nature of the change (but it was not a database change).
DBB did indeed recalibrate ground based flak too, but we also have seen ground based flak increase in our very, very old scenario 1 2x2 game.
In DBB it seems the shipflak values of ships are way higher then in BETA/Stock. So by playing the BETA and DBB you should get an added effect from both DBB (database) and BETA (EXE). Right?

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JocMeister
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- Joined: Wed Jul 29, 2009 10:03 am
- Location: Sweden
RE: Japanese land in OZ!!
ORIGINAL: Spidery
On the tank army.
The tanks have no supporting guns or engineers so are you bombarding them? Should be no counter-battery fire.
If you can get him to move the army against 2 or 3 good Corps that have had a chance to remove their disruption then I suggest you attack. With the tanks not being able to dig in you may be able to get a good AV ratio and do some damage. The armoured car companies seem particularly fragile.
Not sure that would work. But a very interesting idea. Although the idea of attacking with the Chinese against Japanese tanks in x3 is a pretty horrifying idea! [:D]
Sadly I can neither bombard nor attack since supply is so low. I´ll see if I can set it up in a sandbox to try it though. Very interesting idea indeed. Could work! [:)]

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JocMeister
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RE: Japanese land in OZ!!
ORIGINAL: Cribtop
A few thoughts:
The IJA tank stuff is silly. The idea that repeated bad odds attacks win through stands the game on its head. I wonder if KMT troops could be given a small hard target capability to represent swarming tanks with personnel, tank ditches, etc. Not enough to stop a well planned, good odds attack, but enough to put paid to 1:10 stuff.
Admittedly I did the same as late war allies. But at least the IJA has something to fight back with. I did suffer pretty badly on occasion when the Japanese where dug in and had heavy gun support. As the Chinese against Japanese massed armor though...I´ve not heard of anything that works yet. [:)]
Not sure how giving the Squads some Anti hard would work out. I know its being tested but I don´t the results. Hopefully a good balance could be found! [:)]
ORIGINAL: Cribtop
Can the bounce be modified or eliminated in a mod or is that hard coded? I'd love to at least see a test where it was reduced or gone.
Since michealm did tweak it a little bit some time ago I can only assume its locked in the exe. Me and Erik played the last 6 months of our game without bounce by introducing a max altitude at 32k. At least the most extreme results seemed to disappear.
My intention in this game was to remove the bounce by max ALT. And we do have a max ALT HR of 32k. Sadly I had forgotten early war fighters don´t fly that high and allied fighter are stuck way under 32k anyway. I outsmarted myself in this case since most (all?) Japanese fighters have a higher max ceiling! [:D]
ORIGINAL: Cribtop
I'm on the fence about air ASW effectiveness. Air patrols and radar are what killed the U-boat threat after all. Just 'cause Japan didn't do it IRL doesn't mean they couldn't have done it. Still, the effectiveness maybe could be tweaked down as I suspect that in this, as with many other factors in the game, you run into linearity issues and just pack in the planes to ensure one of them gets lucky.
I think a lot could be done to the sub war in general. We can only hope DBB or RA will take a look into it someday. Sadly I think much of it is locked in the EXE and thus outside modders control.
I think one of the problems might lie in how easily a sub can get detected and given a full 10/10 DL. As we all know that is a death sentence in late war.

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JocMeister
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RE: Japanese land in OZ!!
ORIGINAL: Bullwinkle58
Lokasenna and I have been discussing the sub war a bit lately. We may try to do a private mod to smooth out the dud rates, to add more than two "healing" points. Through the upgrade system.
That is something I think we will see a lot more in the future. Where two players tweak their game to get the experience they want. I only wish the editor was a little easier to handle...and some things wern´t tucked away in the EXE. [:)]
Btw, agree with you on all other points! [:)]

RE: Japanese land in OZ!!
In DBB John went through and re-calibrated all shipboard flak. He did the same for land-based flak, although I forget if it was at the same time or later.ORIGINAL: JocMeister
ORIGINAL: Lokasenna
That mine hit should put Hiei in the yards for a month or two [:D].
I sure hope so! [:)]
ORIGINAL: witpqs
Just FYI, and a separate issue from the database differences between DBB and Stock, there was a change in the Betas quite a while back (I forget, probably more than a year???) that increased ground based flak overall. I'm not sure of the precise nature of the change (but it was not a database change).
DBB did indeed recalibrate ground based flak too, but we also have seen ground based flak increase in our very, very old scenario 1 2x2 game.
In DBB it seems the shipflak values of ships are way higher then in BETA/Stock. So by playing the BETA and DBB you should get an added effect from both DBB (database) and BETA (EXE). Right?
In the Beta releases Michael made some change that got land-based flak to stop being almost useless (my words, not his).
Sure both changes work together. In my 1x1 land-based flak certainly works in what I (and I think my opponent) perceive as a credible way, and that DBB-C, running the latest Beta. So if you are worried about a 'double-whammy' throwing things out of whack, fear not!
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
RE: Japanese land in OZ!!
ORIGINAL: JocMeister
ORIGINAL: Cribtop
Can the bounce be modified or eliminated in a mod or is that hard coded? I'd love to at least see a test where it was reduced or gone.
Since michealm did tweak it a little bit some time ago I can only assume its locked in the exe. Me and Erik played the last 6 months of our game without bounce by introducing a max altitude at 32k. At least the most extreme results seemed to disappear.
My intention in this game was to remove the bounce by max ALT. And we do have a max ALT HR of 32k. Sadly I had forgotten early war fighters don´t fly that high and allied fighter are stuck way under 32k anyway. I outsmarted myself in this case since most (all?) Japanese fighters have a higher max ceiling! [:D]
The sliding scale max ALT is working well for us so far in 42. The max at 20k keeps things interesting with some room to move up and down in the range but also reduces the big bounce factor. Planes on CAP can still climb higher as well so this will give anything with good radar detection and/or good climb rate a possible advantage.
Looking ahead at 25k in 43 I think will keep the P-47 from complete domination, but I haven't looked to closely at the Deltas yet. Since we've got Symon's new air stuff as well several Japanese planes have better speed but drop way off in maneuver up high. That'll be seen more in 44-45 I think.
ORIGINAL: Cribtop
I'm on the fence about air ASW effectiveness. Air patrols and radar are what killed the U-boat threat after all. Just 'cause Japan didn't do it IRL doesn't mean they couldn't have done it. Still, the effectiveness maybe could be tweaked down as I suspect that in this, as with many other factors in the game, you run into linearity issues and just pack in the planes to ensure one of them gets lucky.
I think a lot could be done to the sub war in general. We can only hope DBB or RA will take a look into it someday. Sadly I think much of it is locked in the EXE and thus outside modders control.
I think one of the problems might lie in how easily a sub can get detected and given a full 10/10 DL. As we all know that is a death sentence in late war.
The DL thing is really the worst of the problem. As I see it from the other side now it's pretty interesting. The fact that there are complete no-go zones of air patrols close to big bases I can understand, but for every sub in range of LBA or the KB to get slammed with a 10/10 seems too much, but at least I have a good vector on where the KB is when it's moving by the DL markers. [;)]
"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill
RE: Japanese land in OZ!!
ORIGINAL: obvert
The DL thing is really the worst of the problem. As I see it from the other side now it's pretty interesting. The fact that there are complete no-go zones of air patrols close to big bases I can understand, but for every sub in range of LBA or the KB to get slammed with a 10/10 seems too much, but at least I have a good vector on where the KB is when it's moving by the DL markers. [;)]
You also seem to get that "ghost DL", pinpointing where exactly KB is, just from ASW flights from it. DL 2/2 or 2/3 and such.
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JocMeister
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RE: Japanese land in OZ!!
[font="Verdana"] February 20th -42 [/font]
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Critical river crossing coming up in China...
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China
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Again most of the action is here. My roadblock to Ankang is finally crushed. Troops retreat North towards Ankang. I have another although smaller roadblock in place.
Seeing that his Northern army will conquer Lanchow on their own Tom immediately turns his Panzer Armee south to cross the river 40 miles to the South. I have 750 AV in place and another 250 AV will arrive next turn. If there is any justice 1050 AV backed up by 100 48mm mortars and 75mm artillery guns should absolutely wreck his crossing. Both Corps are dug in at level 2 forts. I don´t need to add its a x3 hex...
But that won´t happen. [:(] He will get his Panzer Armee across with some disablements, crush the defenders in a shock attack and break into the Chungking basin within a week. That will isolate and cut off most of the Chinese army that is currently trying to defend in the good terrain West of Sian.
Bah. Well played by Tom but I´ll admit feeling a bit bitter. I feel I have played as well as anyone could but against these Panzer Armees there simply isn´t any defense. AT guns or artillery doesn´t help. Terrain doesn´t help. Massive AV superiority doesn´t help.
Bah. Foul mood.
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Philippines
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I had carefully hidden away DD Barker for two months now hoping to pounce on some of the Tanker TFs at Miri. I waited until I got a good fix on a TF. Set Barker at full speed and...nothing...no combat at all. But on the return journey she bumps into 4 1 VP PBs and sink all 4 of them...whoppdido.... [:(]
So now the cover is blown for 4 VPs and she will be hunted down and sunk. Crap.
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OZ
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Strat bombings continue and is approaching 1000 VPs. Can´t do anything about this sadly. Tom is smart and so far only strikes at bases far from any possible LRCAP. He uses Betties and maximizes their long range.
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Japanese Fleet
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All the CAs, BBs and KB have vanished. This is very, very concerning. Nothing for 4 turns right now. I´m expecting them to show up outside Suva/Nadi any day now. Subs are in place but other then that I have nothing prepared.
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Burma
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As expected I got this last turn.
Time to get out of Burma. Have only 1st Burma and a Indian BDE there. No chance to hold against a full Japanese ID and 2 RGTs.
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SIGINT
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23/46th Division is loaded on xAK Kamitu Maru moving to Butuan.
This I like. Hopefully he sends more IDs to the PI.
Here is screen of China

______________________________________________________________________________
Critical river crossing coming up in China...
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China
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Again most of the action is here. My roadblock to Ankang is finally crushed. Troops retreat North towards Ankang. I have another although smaller roadblock in place.
Seeing that his Northern army will conquer Lanchow on their own Tom immediately turns his Panzer Armee south to cross the river 40 miles to the South. I have 750 AV in place and another 250 AV will arrive next turn. If there is any justice 1050 AV backed up by 100 48mm mortars and 75mm artillery guns should absolutely wreck his crossing. Both Corps are dug in at level 2 forts. I don´t need to add its a x3 hex...
But that won´t happen. [:(] He will get his Panzer Armee across with some disablements, crush the defenders in a shock attack and break into the Chungking basin within a week. That will isolate and cut off most of the Chinese army that is currently trying to defend in the good terrain West of Sian.
Bah. Well played by Tom but I´ll admit feeling a bit bitter. I feel I have played as well as anyone could but against these Panzer Armees there simply isn´t any defense. AT guns or artillery doesn´t help. Terrain doesn´t help. Massive AV superiority doesn´t help.

Bah. Foul mood.
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Philippines
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I had carefully hidden away DD Barker for two months now hoping to pounce on some of the Tanker TFs at Miri. I waited until I got a good fix on a TF. Set Barker at full speed and...nothing...no combat at all. But on the return journey she bumps into 4 1 VP PBs and sink all 4 of them...whoppdido.... [:(]
So now the cover is blown for 4 VPs and she will be hunted down and sunk. Crap.
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OZ
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Strat bombings continue and is approaching 1000 VPs. Can´t do anything about this sadly. Tom is smart and so far only strikes at bases far from any possible LRCAP. He uses Betties and maximizes their long range.
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Japanese Fleet
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All the CAs, BBs and KB have vanished. This is very, very concerning. Nothing for 4 turns right now. I´m expecting them to show up outside Suva/Nadi any day now. Subs are in place but other then that I have nothing prepared.
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Burma
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As expected I got this last turn.
6/5th Division is loaded on xAK Kinkasan Maru moving to Pegu.
Time to get out of Burma. Have only 1st Burma and a Indian BDE there. No chance to hold against a full Japanese ID and 2 RGTs.
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SIGINT
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23/46th Division is loaded on xAK Kamitu Maru moving to Butuan.
This I like. Hopefully he sends more IDs to the PI.
Here is screen of China

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JocMeister
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RE: Japanese land in OZ!!
[font="Verdana"] KB Spotted! [/font]
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So whats this then? Could he be going for NZ? Or just trying to raid my shipping lanes? Or a landing further South in OZ? Hmm...

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So whats this then? Could he be going for NZ? Or just trying to raid my shipping lanes? Or a landing further South in OZ? Hmm...

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JocMeister
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- Location: Sweden
RE: Japanese land in OZ!!
[font="Verdana"] February 23th -42 [/font]
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If anyone wonders why date jumps in 3-4 intervals between the updates its because I don´t update each turn. There is too little happening for that and right now we are actually doing between 6 and 8 turns each day. [X(]
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China
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A small success South of Sian. This is the only place that manged to pull back in good order (not shattered by attacks) and its showing. Two 200 AV Corps have been digging in at this hex for almost a months. Sadly its too little and too late. But if the miracle happens at the river crossing this can prove important for the defense of Sian.
Tom should cross the river tomorrow. I´m idiotically allowing myself to keep a glimmer of hope. I really hope my troops doesn´t completely crumble and can hold for at least 2 weeks. That would buy me time to pull out from the forest and make a new defensive line south and west of the Chunking basin.
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OZ
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The air attack on OZ industry continues. Tom might have made a minor mistake here...lets see next turn.
Regarding the KB I´m very curious to where he is going. I think he may be trying for shipping lanes. I had a big convoy pass by 2 weeks ago. But it was empty and heading east. I got some DLs on the convoy and Tom may believe there are more. But there arn´t. Only shipping in NZ is a CA TF but they quickly left port and hid at sea.
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Allied buildup.
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Going very slowly in select few areas. The Amphib bonus makes me very cautious of committing larger forces. There is no point in landing a invaluable and rare RGT on say the Gilberts just to have it counter invaded 2 weeks later by whatever force Tom needs. Once the bonus have expired things will change and I can be more aggressive.
For now the allied focus will be in SOPAC. This may change depending on what the future holds.
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If anyone wonders why date jumps in 3-4 intervals between the updates its because I don´t update each turn. There is too little happening for that and right now we are actually doing between 6 and 8 turns each day. [X(]
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China
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A small success South of Sian. This is the only place that manged to pull back in good order (not shattered by attacks) and its showing. Two 200 AV Corps have been digging in at this hex for almost a months. Sadly its too little and too late. But if the miracle happens at the river crossing this can prove important for the defense of Sian.
Ground combat at 84,42 (near Sian)
Japanese Deliberate attack
Attacking force 37696 troops, 362 guns, 103 vehicles, Assault Value = 961
Defending force 49245 troops, 189 guns, 0 vehicles, Assault Value = 1026
Japanese adjusted assault: 620
Allied adjusted defense: 1546
Japanese assault odds: 1 to 2
Combat modifiers
Defender: terrain(+), experience(-), supply(-)
Attacker:
Japanese ground losses:
3985 casualties reported
Squads: 17 destroyed, 219 disabled
Non Combat: 1 destroyed, 40 disabled
Engineers: 5 destroyed, 13 disabled
Allied ground losses:
277 casualties reported
Squads: 4 destroyed, 49 disabled
Non Combat: 0 destroyed, 6 disabled
Engineers: 0 destroyed, 5 disabled
Guns lost 4 (1 destroyed, 3 disabled)
Assaulting units:
6th Division
116th Division
1st Ind.Mixed Brigade
15th Medium Field Artillery Regiment
8th Ind.Hvy.Art. Battalion
1st Field Artillery Regiment
5th Ind.Hvy.Art Battalion
Defending units:
90th Chinese Corps
93rd Chinese Corps
80th Chinese Corps
27th Chinese Corps
96th Chinese Corps
14th Group Army
3rd Group Army
1st War Area
31st Group Army
Tom should cross the river tomorrow. I´m idiotically allowing myself to keep a glimmer of hope. I really hope my troops doesn´t completely crumble and can hold for at least 2 weeks. That would buy me time to pull out from the forest and make a new defensive line south and west of the Chunking basin.
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OZ
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The air attack on OZ industry continues. Tom might have made a minor mistake here...lets see next turn.
Regarding the KB I´m very curious to where he is going. I think he may be trying for shipping lanes. I had a big convoy pass by 2 weeks ago. But it was empty and heading east. I got some DLs on the convoy and Tom may believe there are more. But there arn´t. Only shipping in NZ is a CA TF but they quickly left port and hid at sea.
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Allied buildup.
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Going very slowly in select few areas. The Amphib bonus makes me very cautious of committing larger forces. There is no point in landing a invaluable and rare RGT on say the Gilberts just to have it counter invaded 2 weeks later by whatever force Tom needs. Once the bonus have expired things will change and I can be more aggressive.
For now the allied focus will be in SOPAC. This may change depending on what the future holds.

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JocMeister
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RE: Japanese land in OZ!!
[font="Verdana"] Almost... [/font]
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RE: Japanese land in OZ!!
The crowd goes Ooooh! [:(]
Noumea's not mined?
I have been greatly annoyed when my failed sub attacks on an Atago class CA result in a counterattack by ... the CA. And the
damn thing is better at it than most escorts! The annoying part is that a CA must have three times the turning circle of a DD,
so getting lined up on a sub should be very difficult for it.
Noumea's not mined?
I have been greatly annoyed when my failed sub attacks on an Atago class CA result in a counterattack by ... the CA. And the
damn thing is better at it than most escorts! The annoying part is that a CA must have three times the turning circle of a DD,
so getting lined up on a sub should be very difficult for it.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
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JocMeister
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- Joined: Wed Jul 29, 2009 10:03 am
- Location: Sweden
RE: Japanese land in OZ!!
[font="Verdana"] February 27th -42 [/font]
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Some pretty exciting news from China. No miracle but at least a small success. Good enough to try and hold the current line for a week or two.
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China
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On the 24th the Japanese cross the river. Its a good result for the Allies. Nothing game changing but I hope it will allow me a small breather.
This was not down to anything the Chinese did. Tom made his first mistake here. He told me he forgot to check the SL of the hex (40k). As he was leaving a fully stacked 80k hex he was hit with massive DIS during the attack. Good to know he actually DO make mistakes. [:)]
Anyway he is across with 3 IDs and some armor. More is coming so this will be short lived. I want to try and buy another week here but its very uncertain.
I think he might actually starting to become a tad frustrated in China. This attack triggered a flurry of attacks by the Japanese. None was even remotely successful! [&o]
Looking at the adjusted AV I´m not sure he attacked with the whole stack. He might be trying to "kill off" an ID so he can buy it out cheaply. Or he suffered a REALLY bad roll.
These results together with another shock attack on the 22nd might give me a small breather. Sian has been evacuated except by a "volunteer" rear guard. 800 AV will just be a speed bump but he will have to push them before him all the way to Chungking. I hope they will retreat due SW towards Ankang as planned...
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Philippines
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First attack at Clark on the 27th. I had hoped for better. I want to buy at least 2 more weeks here. But I will have to hope Manila will be as drawn out as Clark has been. Started pulling out the arty and armor towards Manila.
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SOPAC/OZ
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Not really sure what Tom is doing here. KB is moving into the straits between Tasmania and OZ? Possible to provide Sweep over Melbourne. The airfield at Sydney was closes without much opposition on the 25th.
Trying to get better NavS on the "KB" though. Not entirely convinced its the full KB yet. Could be a very clever trap to lure my CVs forward.
I´m actually starting to plan a counter attack here. Not going to give it the green light just yet. But to my knowledge Tom has only landed with 2 IDs, 1 RGT and one Tank RGT.

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Some pretty exciting news from China. No miracle but at least a small success. Good enough to try and hold the current line for a week or two.
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China
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On the 24th the Japanese cross the river. Its a good result for the Allies. Nothing game changing but I hope it will allow me a small breather.
Ground combat at 81,39 (near Tienshui)
Japanese Shock attack
Attacking force 85488 troops, 740 guns, 932 vehicles, Assault Value = 2304
Defending force 31112 troops, 285 guns, 0 vehicles, Assault Value = 967
Japanese adjusted assault: 1539
Allied adjusted defense: 1486
Japanese assault odds: 1 to 1
Combat modifiers
Defender: terrain(+), experience(-)
Attacker: shock(+), disruption(-)
Japanese ground losses:
2021 casualties reported
Squads: 87 destroyed, 117 disabled
Non Combat: 159 destroyed, 67 disabled
Engineers: 9 destroyed, 14 disabled
Guns lost 12 (5 destroyed, 7 disabled)
Vehicles lost 442 (337 destroyed, 105 disabled)
Units destroyed 2
Allied ground losses:
1431 casualties reported
Squads: 6 destroyed, 158 disabled
Non Combat: 0 destroyed, 20 disabled
Engineers: 0 destroyed, 11 disabled
Assaulting units:
5th Tank Regiment
23rd Tank Regiment
12th Tank Regiment
32nd Division
17th Division
5th Armored Car Co
3rd Tank Regiment
20th Recon Regiment
41st Division
10th Tank Regiment
9th Tank Regiment
110th Division
1st Recon Regiment
8th Armored Car Co
15th Tank Regiment
11th Tank Regiment
Defending units:
68th Chinese Corps
56th Chinese Corps
75th Chinese Corps
22nd Artillery Regiment
4th Heavy Mortar Regiment
3rd Heavy Mortar Regiment
18th Artillery Regiment
41st AA Regiment
This was not down to anything the Chinese did. Tom made his first mistake here. He told me he forgot to check the SL of the hex (40k). As he was leaving a fully stacked 80k hex he was hit with massive DIS during the attack. Good to know he actually DO make mistakes. [:)]
Anyway he is across with 3 IDs and some armor. More is coming so this will be short lived. I want to try and buy another week here but its very uncertain.
I think he might actually starting to become a tad frustrated in China. This attack triggered a flurry of attacks by the Japanese. None was even remotely successful! [&o]
Ground combat at 84,42 (near Sian)
Japanese Shock attack
Attacking force 13504 troops, 166 guns, 87 vehicles, Assault Value = 1157
Defending force 48987 troops, 187 guns, 0 vehicles, Assault Value = 971
Japanese adjusted assault: 170 [X(]
Allied adjusted defense: 2410
Japanese assault odds: 1 to 14
Combat modifiers
Defender: terrain(+), experience(-), supply(-)
Attacker: shock(+)
Japanese ground losses:
2599 casualties reported
Squads: 19 destroyed, 270 disabled
Non Combat: 0 destroyed, 18 disabled
Engineers: 0 destroyed, 24 disabled
Guns lost 26 (1 destroyed, 25 disabled)
Allied ground losses:
269 casualties reported
Squads: 1 destroyed, 21 disabled
Non Combat: 0 destroyed, 3 disabled
Engineers: 0 destroyed, 0 disabled
Assaulting units:
116th Division
35th Division
6th Division
1st Ind.Mixed Brigade
8th Ind.Hvy.Art. Battalion
15th Medium Field Artillery Regiment
1st Field Artillery Regiment
5th Ind.Hvy.Art Battalion
Defending units:
90th Chinese Corps
27th Chinese Corps
80th Chinese Corps
93rd Chinese Corps
96th Chinese Corps
1st War Area
5th New Chinese Corps
14th Group Army
3rd Group Army
31st Group Army
Looking at the adjusted AV I´m not sure he attacked with the whole stack. He might be trying to "kill off" an ID so he can buy it out cheaply. Or he suffered a REALLY bad roll.
Ground combat at 83,44 (near Ankang)
Japanese Deliberate attack
Attacking force 38079 troops, 563 guns, 8 vehicles, Assault Value = 982
Defending force 31806 troops, 176 guns, 0 vehicles, Assault Value = 822
Japanese adjusted assault: 404
Allied adjusted defense: 1696
Japanese assault odds: 1 to 4
Combat modifiers
Defender: terrain(+), experience(-)
Attacker:
Japanese ground losses:
3235 casualties reported
Squads: 13 destroyed, 323 disabled
Non Combat: 1 destroyed, 20 disabled
Engineers: 2 destroyed, 29 disabled
Guns lost 31 (2 destroyed, 29 disabled)
Allied ground losses:
897 casualties reported
Squads: 2 destroyed, 73 disabled
Non Combat: 3 destroyed, 18 disabled
Engineers: 0 destroyed, 5 disabled
Assaulting units:
13th Division
40th Division
1st Mortar Battalion
15th Ind.Medium Field Artillery Regiment
14th Medium Field Artillery Regiment
2nd Ind. Mountain Gun Regiment
11th Army
51st Ind.Mtn.Gun Battalion
52nd Ind.Mtn.Gun Battalion
Defending units:
94th Chinese Corps
92nd Chinese Corps
95th Chinese Corps
26th Group Army
5th War Area
33rd Group Army
These results together with another shock attack on the 22nd might give me a small breather. Sian has been evacuated except by a "volunteer" rear guard. 800 AV will just be a speed bump but he will have to push them before him all the way to Chungking. I hope they will retreat due SW towards Ankang as planned...
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Philippines
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First attack at Clark on the 27th. I had hoped for better. I want to buy at least 2 more weeks here. But I will have to hope Manila will be as drawn out as Clark has been. Started pulling out the arty and armor towards Manila.
Ground combat at Clark Field (79,76)
Japanese Deliberate attack
Attacking force 35111 troops, 475 guns, 505 vehicles, Assault Value = 1083
Defending force 32070 troops, 429 guns, 270 vehicles, Assault Value = 945
Japanese adjusted assault: 1543
Allied adjusted defense: 1018
Japanese assault odds: 1 to 1 (fort level 2)
Japanese Assault reduces fortifications to 1
Combat modifiers
Defender: terrain(+), preparation(-), experience(-)
Attacker:
Japanese ground losses:
1755 casualties reported
Squads: 2 destroyed, 94 disabled
Non Combat: 1 destroyed, 45 disabled
Engineers: 9 destroyed, 40 disabled
Vehicles lost 90 (10 destroyed, 80 disabled)
Allied ground losses:
1211 casualties reported
Squads: 4 destroyed, 89 disabled
Non Combat: 5 destroyed, 41 disabled
Engineers: 1 destroyed, 17 disabled
Guns lost 22 (2 destroyed, 20 disabled)
Vehicles lost 32 (11 destroyed, 21 disabled)
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SOPAC/OZ
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Not really sure what Tom is doing here. KB is moving into the straits between Tasmania and OZ? Possible to provide Sweep over Melbourne. The airfield at Sydney was closes without much opposition on the 25th.
Trying to get better NavS on the "KB" though. Not entirely convinced its the full KB yet. Could be a very clever trap to lure my CVs forward.
I´m actually starting to plan a counter attack here. Not going to give it the green light just yet. But to my knowledge Tom has only landed with 2 IDs, 1 RGT and one Tank RGT.

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RE: Japanese land in OZ!!
Nice job!
Crossing rivers with tanks is dicey, or at least with all of these little regiments. With the SL here if you can get dug in it could hold for a while, and his units will need some time to recover.
Was the other shock near Ankang also a river crossing? If not, why shock against Chinese in x3 terrain?
Crossing rivers with tanks is dicey, or at least with all of these little regiments. With the SL here if you can get dug in it could hold for a while, and his units will need some time to recover.
Was the other shock near Ankang also a river crossing? If not, why shock against Chinese in x3 terrain?
"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill
-
JocMeister
- Posts: 8258
- Joined: Wed Jul 29, 2009 10:03 am
- Location: Sweden
RE: Japanese land in OZ!!
ORIGINAL: obvert
Nice job!
Crossing rivers with tanks is dicey, or at least with all of these little regiments. With the SL here if you can get dug in it could hold for a while, and his units will need some time to recover.
Was the other shock near Ankang also a river crossing? If not, why shock against Chinese in x3 terrain?
Nope, no rivercrossing. So either he is getting impatient or he wants cheap IDs to buy out!






