RE: 1942 June 15
Posted: Wed Jul 25, 2018 10:53 am
That hex looks to me to be east of a straight line between Truk and Tokyo. That could be because he is avoiding a known Allied sub patrol area or just because it's going somewhere else.
What's your Strategy?
https://forums.matrixgames.com:443/
The equipment load is really not a problem; I have plenty of equipment lift compared to what must be carried and unloaded. Troops to be unloaded for assault on the same day is the issue. Really feeling the game-date with nothing converted to APA with their 3,000 unload rate.ORIGINAL: jwolf
The larger ground units typically have a lot of heavy support equipment that is not part of the combat portion of the unit, but takes up a lot of load space on your transports. As far as I know you could stretch your transport capacity by leaving some of that stuff behind. Assuming "Grumpy Nose" is successful then you could bring in the heavy equipment later.
ORIGINAL: witpqs
You know, I just realized I made the now classic mistake: the manual says "per day" but that was later corrected to "per phase", of which there are 2 naval phases per day. Crisis averted. [:)]
The figures cited for the different ship types (I pasted it below for you) are per naval phase, of which there are 2 per day. The manual text mistakenly worded that as "per turn" (meaning one-day turns), but it's actually per naval phase. As for 4 unloading periods per turn, do you mean 4 per day (2 per naval phase) or 4 per naval phase? I know the combat replay shows unloading at different times but I never paid close enough attention to it to count like you have.ORIGINAL: jwolf
Regarding the heavier equipment, it seems to be the last to load or unload so it tends to really slow down the operations, especially the unloading part at a hot zone and especially during this period, before you have the good amphibious ships.
For amph ops at an enemy base there are 4 unloading periods each turn. Are these counted as separate phases or do the come in pairs in each phase?
Note: In these sections, "turn" should read "phase", of which there are 2 per turn.
6.3.3.3.2 AMPHIBIOUS UNLOADING
The Amphibious Unload Rate bonus applies only to ships in an Amphibious TF. Amphibious Unload rates are determined by ship type (i.e., beaching craft, amphibious ship types, or ordinary transport/cargo ship types). There are no Port-derived cargo handling limits. Amphibious Unload only applies to Troops and Cargo (equipment and supply). Amphibious Unload does not apply to Fuel, Oil or Resources. Note that there is also an initial operations bonus for the Japanese during the first 4 months of the war.
Amphibious Unload may be used in two situations: an assault unloads over the beach, and amphibious unload in a small friendly port. Amphibious Unload Rate bonuses differ for the two situations.
6.3.3.3.2.1 OVER THE BEACH
This is for assault unloading over the beach.
» Beaching Craft. Beaching craft unload completely in one turn.
» Attack Amphibious Ships. (APA/AKA plus LSD, LSV and British equivalents)
in Amphibious TFs, unload at a Rate of 3000 points per ship, per turn.
» Regular Transport Ships. (Commissioned Naval AP/AK) in Amphibious
TFs, unload at a Rate of 600 points per ship per turn.
» Merchant Ships. (xAP/xAK) in Amphibious TFs, unload
at a Rate of 250 points per ship per turn.
» Special Japanese early war bonus of 1200 for all AP/AK and xAP/xAK types.
6.3.3.3.2.2 FRIENDLY PORT
For Amphibious docked at and unloading in a friendly port of Size 4 or less, the unload rate is slightly different for Troops and Cargo.
» Beaching Craft. Troops unload at a Rate of 1000 points per ship per
turn. Cargo unloads at a Rate of 750 points per ship per turn.
» Attack Amphibs. Troops unload at a Rate of 1000 points per ship per
turn. Cargo unloads at a Rate of 750 points per ship per turn.
» Regular Amphibs. Troops unload at a Rate of 300 points per ship per
turn. Cargo unloads at a Rate of 300 points per ship per turn.
» Merchant Ships. Troops unload at a Rate of 125 points per ship per
turn. Cargo unloads at a Rate of 125 points per ship per turn.
Amphibious TFs not docked at a friendly port unload at a different rate, depending on port size, amount of free dock space, and the types of ships in the TFs. Amphibious ship types, with attached landing craft, will unload faster than non-amphibious ships.
The double whammy of shock attack plus IJN response to the landing makes time much more critical than usual in this case!ORIGINAL: obvert
ORIGINAL: witpqs
You know, I just realized I made the now classic mistake: the manual says "per day" but that was later corrected to "per phase", of which there are 2 naval phases per day. Crisis averted. [:)]
Good attention to detail. I never plan quite this carefully for unloading. Just try to get it all there and unload what I can in the time it seems I'm allowed. I admire the more planned approach!
ORIGINAL: witpqs
The double whammy of shock attack plus IJN response to the landing makes time much more critical than usual in this case!ORIGINAL: obvert
ORIGINAL: witpqs
You know, I just realized I made the now classic mistake: the manual says "per day" but that was later corrected to "per phase", of which there are 2 naval phases per day. Crisis averted. [:)]
Good attention to detail. I never plan quite this carefully for unloading. Just try to get it all there and unload what I can in the time it seems I'm allowed. I admire the more planned approach!
The benefit I am going for is lack of time for the Empire to have prepared and reinforced these positions very much. They all seem to have some degree of CD gun protection. I figure I will put one BB in each amphibious TF - 3, one per target - while the rest conduct bombardments on the turn of landing. Cruiser TF's will be in surface combat TF's, but available to bombard on the second day.ORIGINAL: obvert
ORIGINAL: witpqs
The double whammy of shock attack plus IJN response to the landing makes time much more critical than usual in this case!ORIGINAL: obvert
Good attention to detail. I never plan quite this carefully for unloading. Just try to get it all there and unload what I can in the time it seems I'm allowed. I admire the more planned approach!
I've been lucky in not having to do too many shock invasions against heavily defended atols. I've seen the other side a lot though, and the thing that makes the most difference is hitting the target beforehand with lots of air and naval bombardments. If this is a surprise, and you can't spend weeks working them, hit them with multiple TFs, embedded BBs and naval air.

ORIGINAL: RangerJoe
If you can time it so that your invasion fleet is one hex away before the invasion, you will maximize the unloading.
That is my practice - jump in from one hex away!
Don't forget to add in any APDs, even with supply they will help.
APD add horrible disruption to uits on board but using them for supply is a good idea.
Remember, why use a little hammer if you have a big one available. [:'(]
If you can, bring in AE/AKEs to reload your surface vessels as soon as you capture a base.
I am not sure how close they will be because I am short on escorts.
ORIGINAL: jwolf
If you have an amph TF unloading at an enemy base right at the start of the turn (turn = 24 hour day here) then there are 4 times it will unload: early in the night phase, late in the night, early day, and late day. But I don't know what counts as distinct phases for unloading capacity. I know the figures I show above are for each of the naval movement phases, and there are 2 naval movement phases per day. If the TF has to move to the target and then unload, you lose either 1 or 3 of these unloading segments of the turn. At least, that's what I see during the combat replays.
Other than CD and base units, I wonder what the Japanese have in the Marshalls at the start. Some of your invasion forces look a bit thin, but you have to work with what you have. I really hope you pull the trigger on this op because it will be fun to watch! [8D]
A little bit - I am counting of not too much reinforcement so early.
As noted above, you don't have the luxury of spending days or weeks softening the targets with bombardments. But will you have enough of the USN to do some good bombardments right on D-Day?
I just don't know but nearly the whole USN in the Pacific will be there! [:D]
I just don't know but nearly the whole USN in the Pacific will be there! [:D]
20th Division is planning for an attack on Perth.
Submarine attack near Eniwetok at 125,110
Japanese Ships
xAKL Ujigawa Maru
Allied Ships
SS Gato
xAKL Ujigawa Maru is sighted by SS Gato
SS Gato launches 2 torpedoes at xAKL Ujigawa Maru
Sub attack near Kusaie Island at 124,117
Japanese Ships
CM Takashima
Allied Ships
SS Herring
SS Herring launches 4 torpedoes
Herring diving deep ....
Escort abandons search for sub
Ground combat at Sian (83,41)
Japanese Bombardment attack
Attacking force 2980 troops, 159 guns, 336 vehicles, Assault Value = 1674
Defending force 87589 troops, 286 guns, 0 vehicles, Assault Value = 1201
Japanese ground losses:
Guns lost 4 (1 destroyed, 3 disabled)
Vehicles lost 18 (4 destroyed, 14 disabled)
Allied ground losses:
666 casualties reported
Squads: 46 destroyed, 10 disabled
Non Combat: 8 destroyed, 2 disabled
Engineers: 2 destroyed, 1 disabled
Guns lost 4 (3 destroyed, 1 disabled)
Assaulting units:
25th Division
12th Tank Regiment
3rd Tank Regiment
37th Division
15th Tank Regiment
9th Tank Regiment
23rd Tank Regiment
17th Division
34th Division
13th Tank Regiment
11th Tank Regiment
7th Ind.Hvy.Art. Battalion
1st Ind.Hvy.Art. Battalion
4th Ind.Hvy.Art. Battalion
2nd Medium Field Artillery Regiment
15th Ind.Medium Field Artillery Regiment
2nd Hvy.Artillery Regiment
11th Ind.Art.Mortar Battalion
6th Ind.Hvy.Art. Battalion
8th Ind.Hvy.Art. Battalion
3rd Hvy.Artillery Regiment
5th Ind.Hvy.Art Battalion
10th Medium Field Artillery Regiment
Defending units:
61st Chinese/A Corps
16th Chinese/B Corps
92nd Chinese/A Corps
120th Red Chinese Division
88th Chinese/C Corps
98th Chinese/B Corps
27th Chinese/A Corps
12th Chinese/B Corps
92nd Chinese/C Corps
57th Chinese/A Corps
9th Chinese/B Corps
4th Chinese Cavalry/B Corps
51st Chinese Corps
88th Chinese/A Corps
98th Chinese/A Corps
38th Chinese/A Corps
93rd Chinese/B Corps
4th Chinese Cavalry/A Corps
129th Red Chinese Division
93rd Chinese/C Corps
16th Chinese/C Corps
4th Chinese Cavalry/C Corps
57th Chinese/B Corps
38th Chinese/B Corps
27th Chinese/B Corps
33rd Chinese/C Corps
88th Chinese/B Corps
12th Chinese/C Corps
98th Chinese/C Corps
93rd Chinese/A Corps
9th Chinese/C Corps
61st Chinese/C Corps
12th Chinese/A Corps
33rd Chinese/A Corps
61st Chinese/B Corps
16th Chinese/A Corps
27th Chinese/C Corps
9th Chinese/A Corps
92nd Chinese/B Corps
38th Chinese/C Corps
33rd Chinese/B Corps
57th Chinese/C Corps
12th Chinese Base Force
Red Chinese Army
13th Group Army
4th Group Army
15th Chinese Base Force
It turns out one of the AP is just too slow and will bring up the rear. The invasion of Maloelap will lose one AP but get the remaining two AK.ORIGINAL: witpqs
Here is a breakdown of the targets, assault units assigned, and (potentially) a rough shipping allocation. This would give me 2 AK's remaining to be allocated. All three primary targets accounted for, Maloelap would not unload all the first day but certainly most would.
![]()