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RE: The Good The Bad & The Indifferent

Posted: Mon Jan 23, 2017 3:26 pm
by MakeeLearn
ORIGINAL: Canoerebel

Rock. Paper. Scissors.


Played between two Durgas.

RE: The Good The Bad & The Indifferent

Posted: Mon Jan 23, 2017 3:28 pm
by Canoerebel
I'm not familiar with that term, so I'm not sure what you mean. [:)]

RE: The Good The Bad & The Indifferent

Posted: Mon Jan 23, 2017 3:31 pm
by MakeeLearn
ORIGINAL: Canoerebel

I'm not familiar with that term, so I'm not sure what you mean. [:)]

Durga is a fierce warrior goddess. She is depicted in Hindu art as riding on a lion or a tiger. She has many arms and is always brandishing a variety of weapons

Image

RE: The Good The Bad & The Indifferent

Posted: Mon Jan 23, 2017 4:02 pm
by Canoerebel
Oh, thanks! Sorta like a whirling dervish vs. a tasmanian devil.

RE: The Good The Bad & The Indifferent

Posted: Mon Jan 23, 2017 4:17 pm
by Canoerebel
Creating this prompted a laugh.

Image

RE: The Good The Bad & The Indifferent

Posted: Mon Jan 23, 2017 4:17 pm
by DW
It seem to me that the time for a carrier cap trap to cause you any serious problems in this operation has come and gone. You've too many bases with too many fighters and too much supply nearby for him to be able to capitalize on such a battle, even if he managed to successfully pull one off. He'd kill a lot of fighters, but he'd have real difficulty in translating that sort of victory into dead carriers, with you having so many bases nearby.

The only reason that he gave you a fright with his cap trap in your last game (assuming that you're referring to the time he gutted your carrier air up around the Kuriles) is that his fleet was interposed between both your line of retreat and the only base where you could rebuild your air groups.

It's hard to see how that could happen in the Philippines unless you got a lot more careless than you've a history of being.

On a broader note, I'd be really surprised if John decided to fight a pitched battle between KB and DS. He seems very reluctant to engage in a carrier fight unless he feels he has overwhelming numbers.

While I don't follow all of John's AARs, in the one's I have followed I can't think of a single instance where he willfully entered such a fight without a significant advantage.


Right now, he can't even reach parity and he knows it.

I'm putting my chips on him keeping KB somewhere on the periphery of your Philippine lodgement looking for an opportunity to Hulk smash one or more of your supply convoys so he can get one of those "BANZAI" combat reports with dozens of allied ships burning and sinking. I think he'll keep holding KB back, even while he loses important territory, in the hope that such an opportunity will present itself.


RE: The Good The Bad & The Indifferent

Posted: Mon Jan 23, 2017 4:43 pm
by JohnDillworth
Intelligence indicates he is moving many troops to Formosa. If so it would be a shame if the big blue fleet made a thunder run north to see what shipping is about. Worst thing that could happen is an accidental run in with the KB. Seems to be a enough CAP on land to leave for a few days. The big blue fleet could move pretty quickly. just sayin.............

RE: The Good The Bad & The Indifferent

Posted: Mon Jan 23, 2017 4:49 pm
by paullus99
Oh, that's just evil.....[:D]

RE: The Good The Bad & The Indifferent

Posted: Mon Jan 23, 2017 4:55 pm
by Canoerebel
Thunder Runs aren't in the cards. The order of the day is defense, both to handle a possible carrier clash and to provide the strongest possible security to the Army until the Philippines conquests are self-sufficient.

There were no Thunder Runs in Big Tent. As a result, Death Star was able to remain on station for four months, ensuring the land-phase was successful...but also resulting in some big naval victories.

Fun House is configured the same exact way. Durability is more important than dash and aplomb.

RE: The Good The Bad & The Indifferent

Posted: Mon Jan 23, 2017 4:57 pm
by Lecivius
ORIGINAL: Canoerebel

Here's an apt analogy.

In the 1990s, my law firm (it wasn't mine, but I worked there) transitioned to an automated telephone system. It kept track of the length of our telephone conversation by client and by matter. So, if I dialed the State Department of Labor and spoke to John Doe for 15 minutes about my client, Big Lizard Company, about it's application for an exemption for Gorns, the telephone system would record those 15 minutes under Client Big Lizard Company, Matter Gorn Exemption. Then my time and the expense of the long distance call was automatically billed to my client.

To make that work, at the beginning of the call I had to enter the client number, the matter number, probably my grandmother's birth date and weight, and then the area code and telephone number.

We met with the telephone technician for a training session as we converted over to their system. After ten minutes, my partner, Jimmy Dick Maddox (who served on the USS Paddle during WWII) said: "You mean I have to push 25 buttons to make a phone call?"

That's all he said.

Technology.


[:D]

Old, old, technology (I'm dating both of us, I worked on those [;)] ). That was called Forced Account Code Entry. Now it takes dialing 2-3 digits to make the call, log the type & time, and even add the time to a bill. Heck, if you have a decent admin, you can do it with the push of a button.

You don't wanna be a lawyer. I want out of telecom. I have nightmares, too

RE: The Good The Bad & The Indifferent

Posted: Mon Jan 23, 2017 5:01 pm
by Canoerebel
Just for the record, I agree with DW on all points in his post (although I have to allow for an attack by KB at any moment). Sometimes I think: John has KB posted to protect Marcus. He thinks I'm sending an invasion force that would be a safer bet to handle.

ORIGINAL: DW

It seem to me that the time for a carrier cap trap to cause you any serious problems in this operation has come and gone. You've too many bases with too many fighters and too much supply nearby for him to be able to capitalize on such a battle, even if he managed to successfully pull one off. He'd kill a lot of fighters, but he'd have real difficulty in translating that sort of victory into dead carriers, with you having so many bases nearby.

The only reason that he gave you a fright with his cap trap in your last game (assuming that you're referring to the time he gutted your carrier air up around the Kuriles) is that his fleet was interposed between both your line of retreat and the only base where you could rebuild your air groups.

It's hard to see how that could happen in the Philippines unless you got a lot more careless than you've a history of being.

On a broader note, I'd be really surprised if John decided to fight a pitched battle between KB and DS. He seems very reluctant to engage in a carrier fight unless he feels he has overwhelming numbers.

While I don't follow all of John's AARs, in the one's I have followed I can't think of a single instance where he willfully entered such a fight without a significant advantage.


Right now, he can't even reach parity and he knows it.

I'm putting my chips on him keeping KB somewhere on the periphery of your Philippine lodgement looking for an opportunity to Hulk smash one or more of your supply convoys so he can get one of those "BANZAI" combat reports with dozens of allied ships burning and sinking. I think he'll keep holding KB back, even while he loses important territory, in the hope that such an opportunity will present itself.


RE: The Good The Bad & The Indifferent

Posted: Mon Jan 23, 2017 5:16 pm
by JohnDillworth
Thunder Runs aren't in the cards. The order of the day is defense, both to handle a possible carrier clash and to provide the strongest possible security to the Army until the Philippines conquests are self-sufficient.

There were no Thunder Runs in Big Tent. As a result, Death Star was able to remain on station for four months, ensuring the land-phase was successful...but also resulting in some big naval victories.

Fun House is configured the same exact way. Durability is more important than dash and aplomb.

I know, I know... but you must admit it would be the last thing anyone would expect from you

RE: The Good The Bad & The Indifferent

Posted: Mon Jan 23, 2017 5:46 pm
by BBfanboy
ORIGINAL: Lecivius

You don't wanna be a lawyer. I want out of telecom. I have nightmares, too

What?!! Why? Is there another job where you can read the game forum all day? [:D]

RE: The Good The Bad & The Indifferent

Posted: Mon Jan 23, 2017 6:16 pm
by HansBolter
ORIGINAL: BBfanboy

ORIGINAL: Lecivius

You don't wanna be a lawyer. I want out of telecom. I have nightmares, too

What?!! Why? Is there another job where you can read the game forum all day? [:D]

That would be architect! [:D]

RE: The Good The Bad & The Indifferent

Posted: Mon Jan 23, 2017 7:00 pm
by Canoerebel
I'm not really conservative, though, am I? I think of Sumatra, Big Tent, and Fun House as pretty risky play. And I commit my ships in risky enterprises - the carrier battle is one example, but the Battles of Assam are better examples (in those, my combat TFs were obviously outgunned, but I chose to stand and fight).

But there is a fairly common thread to many of these ops. I like to take the high ground and force the enemy to attack me. [:)]

ORIGINAL: JohnDillworth
Thunder Runs aren't in the cards. The order of the day is defense, both to handle a possible carrier clash and to provide the strongest possible security to the Army until the Philippines conquests are self-sufficient.

There were no Thunder Runs in Big Tent. As a result, Death Star was able to remain on station for four months, ensuring the land-phase was successful...but also resulting in some big naval victories.

Fun House is configured the same exact way. Durability is more important than dash and aplomb.

I know, I know... but you must admit it would be the last thing anyone would expect from you

RE: The Good The Bad & The Indifferent

Posted: Mon Jan 23, 2017 7:15 pm
by BBfanboy
Seems like you are not dashing off because you have your priorities right. It may not be spectacular play for the peanut gallery but it sure frustrates John and gets your plans accomplished! Stay the course!

RE: The Good The Bad & The Indifferent

Posted: Mon Jan 23, 2017 7:23 pm
by Dirtnap86
ORIGINAL: BBfanboy

ORIGINAL: Lecivius

You don't wanna be a lawyer. I want out of telecom. I have nightmares, too

What?!! Why? Is there another job where you can read the game forum all day? [:D]

Or Security supervisor, my job is nothing but boring bits (the perks of working a corporate gig I guess).

RE: The Good The Bad & The Indifferent

Posted: Mon Jan 23, 2017 7:41 pm
by pws1225
ORIGINAL: Dirtnap86

ORIGINAL: BBfanboy

ORIGINAL: Lecivius

You don't wanna be a lawyer. I want out of telecom. I have nightmares, too

What?!! Why? Is there another job where you can read the game forum all day? [:D]

Or Security supervisor, my job is nothing but boring bits (the perks of working a corporate gig I guess).

I'm retired. It is the first job I have held for which I actually feel qualified.


RE: The Good The Bad & The Indifferent

Posted: Mon Jan 23, 2017 8:22 pm
by Bif1961
Are those totals those available to the currently playing date or until September, 1945?

RE: The Good The Bad & The Indifferent

Posted: Mon Jan 23, 2017 8:24 pm
by Canoerebel
Ship totals listed were through the end of the game.