Guadalcanal AE AAR Allied NoJoe
Posted: Sun May 24, 2009 11:50 pm
as opposed to "GO JOE" for GI Joe fans.
This is the Allied AAR side of the equation.
I am your general.......MacNik. I'm also the scenario designer because.......like Mac....i think i'm god and it's no fun to play a scenario if you can't make the rules. [:D]
Ok...seriously.
Joe wanted me to give some background. So....."background"
This is a port of the original stock Guad-Mod i created for stock a year or so ago. It's primary objective is to put the respective commander's in as much of the shoes of the actual players as possible. "Watchtower" as the operation was known to the Allied side was also called "The Shoestring campaign" and for good reason. Unlike typical campaign scenarios, devices, fuel, shipping and supply are not available in abundance allowing the player to do whatever they want when they want it.
Given the objective, the goal in game terms comes down to what i call "limited options" Some players may not like this being used to exploring "what if's" to various degrees. If thats you.....this isn't a scenario you are going to enjoy. How are these limited options realized? Primarily through logistics in two ways.
1) Both sides get a much reduced daily allottment of fuel and supply. Run your ships around too much and your going to have problems. Allow a buildup and you can "surge"
2) SPS values of bases have been altered.
Most of the bases on the map have had their values changed from stock AE to better represent the reality facing both sides during this period. The most common value is (0)0 for airfields and ports. You can still under the general game rules build here...up to 3 levels.....it will just take forever and alot of resources. This design decision was especially important for the Japan side because the first thing every Japan player does in such a scenario is not make the mistake the Japanese did in real life......wage war on Lunga from Rabaul...a base in reality too far away to be effective. Players will instead build a chain of interlinked bases......sweep and bombard Lunga to death...game over. Not here. Here you mainly get what the Japanese GHQ begot you.....a major base at Rabaul......minor bases at Shortlands and Lae and Buna. Good luck soldier.
The Americans on the same token did not have the resources at the time to go building up the chain so Lunga and Tulagi, and PM and Milne Bay become key points for them as well.
There's two more major changes in this scenario to implement the goal.
a) Restricted HQ use.
The Japan player starts the game with an almost insurmountable handicap in ground forces and those they get over time will be matched to a degree by those coming in the pipeline for the Allies. IF the first thing a Japan player does is build a base network closer to Lunga....then the first thing an Allied player does is move every available LCU to the front line bases and dig in. Not here.
Here, you'll find almost all the starting LCU's assigned to restricted HQ's. To free up a unit, you have to pay the political cost. Here's the kicker. As allied player you have to split these PP's between the two major commands. (SW and SOPAC) so the Allied player is faced with a choice of prioritizing which area he wants to reinforce. Use of restricted HQ's also helps curb mass divisional level reinforcement or greater all at once. This makes the game more interesting and better represents the fact that the Allied commanders were not at liberty to focus only on the front line bases but also had to contend with rear base garrison requirements.
b) No transport planes.
Yes, i know there were some present. Not in the scenario. why? Transport planes are accurately represented in the game in regards to capacity. What they move however is not. Supply points by necessity in this game, AE or otherwise, are an abstract concept. A supply point represents everything from a bean, to a bullet, to a barrel of avgas, to a 240mm artillery shell. As such, you automatically have a greatly enhanced transport force that both sides can utilize. Doing so defeats the purpose of representing the state of siege in the game and the importance of gaining and maintaining sea control in order for the front line bases to survive. Hence....no transport planes.
Thats pretty much it outside of minor OOB changes, the biggest from stock Guad being that Japan gets very very few ENG reinforcments that of the Base force variety. This again further limits that side's ability to build new airbases within the breadth of the scenario. This again is to require that side to fight from the prinicpal bases from which she did during the campaign. Yes the GHQ was negligent in affording the SoPac region with a good logistical support net. You, taking on the role of Yamamotto are stuck with that decision by and large.....just as Ghorm and Mac are stuck with what supply they get to forward their goals.
and here now lies, Guadalcanal, the official version for AE. Its a mod of sorts given what i've described, but its not a big mod like Nikmod. (that might come later [:D] ) I hope you enjoy it because i got squat for building it. Joe promised me a date with Jessica Alba but so far hasn't come through.
**********
and now.....the war.
****
AFTER ACTION REPORTS FOR Aug 06, 42
--------------------------------------------------------------------------------
Afternoon Air attack on 13th Naval Construction Battalion, at 114,138 (Lunga)
Weather in hex: Severe storms
Allied aircraft
SBD-3 Dauntless x 31
TBF-1 Avenger x 15
Allied aircraft losses
TBF-1 Avenger: 1 damaged
Japanese ground losses:
52 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 0 destroyed, 6 disabled
Engineers: 0 destroyed, 2 disabled
Guns lost 1 (0 destroyed, 1 disabled)
Aircraft Attacking:
16 x SBD-3 Dauntless diving from 10000' *
Ground Attack: 1 x 500 lb GP Bomb
15 x SBD-3 Dauntless diving from 10000' *
Ground Attack: 1 x 500 lb GP Bomb
15 x TBF-1 Avenger bombing from 5000 feet *
Ground Attack: 2 x 500 lb GP Bomb
Raid spotted at 19 NM, estimated altitude 13,000 feet.
Estimated time to target is 7 minutes
Also attacking 11th Naval Construction Battalion ...
Also attacking 13th Naval Construction Battalion ...
Also attacking 11th Naval Construction Battalion ...
Also attacking 13th Naval Construction Battalion ...
Also attacking 11th Naval Construction Battalion ...
Also attacking 13th Naval Construction Battalion ...
Also attacking 11th Naval Construction Battalion ...
Also attacking 13th Naval Construction Battalion ...
--------------------------------------------------------------------------------
Afternoon Air attack on 144th Infantry Regiment, at 99,130
Weather in hex: Clear sky
Allied aircraft
Beaufort V x 4
Kittyhawk IA x 10
Allied aircraft losses
Beaufort V: 1 damaged
Japanese ground losses:
15 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 0 destroyed, 2 disabled
Engineers: 0 destroyed, 0 disabled
Aircraft Attacking:
4 x Beaufort V bombing from 6000 feet
Ground Attack: 2 x 500 lb GP Bomb
Raid spotted at 48 NM, estimated altitude 9,000 feet.
Estimated time to target is 16 minutes
--------------------------------------------------------------------------------
Afternoon Air attack on Horii Group , at 99,130
Weather in hex: Clear sky
Allied aircraft
P-39D Airacobra x 5
No Allied losses
Japanese ground losses:
17 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 0 destroyed, 2 disabled
Engineers: 0 destroyed, 0 disabled
Aircraft Attacking:
5 x P-39D Airacobra diving from 10000'
Ground Attack: 1 x 500 lb GP Bomb
Raid spotted at 24 NM, estimated altitude 12,000 feet.
Estimated time to target is 7 minutes
--------------------------------------------------------------------------------
Afternoon Air attack on Horii Group , at 99,130
Weather in hex: Clear sky
Allied aircraft
P-39D Airacobra x 4
No Allied losses
Japanese ground losses:
8 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 0 destroyed, 1 disabled
Engineers: 0 destroyed, 0 disabled
Aircraft Attacking:
4 x P-39D Airacobra diving from 10000'
Ground Attack: 1 x 500 lb GP Bomb
Raid spotted at 45 NM, estimated altitude 16,000 feet.
Estimated time to target is 13 minutes
--------------------------------------------------------------------------------
Ground combat at 99,130
Japanese Shock attack
Attacking force 8230 troops, 73 guns, 0 vehicles, Assault Value = 241
Defending force 3038 troops, 30 guns, 1 vehicles, Assault Value = 139
Japanese adjusted assault: 201
Allied adjusted defense: 373
Japanese assault odds: 1 to 2
Combat modifiers
Defender: terrain(+)
Attacker: shock(+)
Japanese ground losses:
1066 casualties reported
Squads: 1 destroyed, 35 disabled
Non Combat: 1 destroyed, 47 disabled
Engineers: 0 destroyed, 37 disabled
Guns lost 1 (0 destroyed, 1 disabled)
Allied ground losses:
298 casualties reported
Squads: 1 destroyed, 30 disabled
Non Combat: 1 destroyed, 22 disabled
Engineers: 0 destroyed, 0 disabled
Assaulting units:
Yokoyama Tai
15th Engineer Regiment
144th Infantry Regiment
Horii Group
I/55 Mtn Gun Rgt
Defending units:
30th Australian Brigade
--------------------------------------------------------------------------------
AFTER ACTION REPORTS FOR Aug 07, 42
--------------------------------------------------------------------------------
Naval bombardment of Milne Bay at 101,133
Allied aircraft
no flights
Allied aircraft losses
No Allied losses
Japanese Ships
CA Chokai
CL Yubari
CL Tatsuta
CL Tenryu
Allied ground losses:
23 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 0 destroyed, 3 disabled
Engineers: 0 destroyed, 0 disabled
Guns lost 1 (0 destroyed, 1 disabled)
Runway hits 27
CA Chokai firing at Milne Bay
CL Yubari firing at Milne Bay
CL Tatsuta firing at Milne Bay
CL Tenryu firing at 101st RAAF Base Force
--------------------------------------------------------------------------------
Morning Air attack on 30th Australian Brigade, at 99,130
Weather in hex: Clear sky
Japanese aircraft
A6M2 Zero x 5
Allied aircraft
Kittyhawk IA x 2
Japanese aircraft losses
A6M2 Zero: 1 destroyed
Allied aircraft losses
Kittyhawk IA: 1 damaged
CAP engaged:
No.76 Sqd RAAF with Kittyhawk IA (2 airborne, 0 on standby, 0 scrambling)
(2 plane(s) diverted to support CAP in hex.)
2 plane(s) intercepting now.
Group patrol altitude is 20000
Raid is overhead
Raid spotted at 14 NM, estimated altitude 6,000 feet.
Estimated time to target is 4 minutes
--------------------------------------------------------------------------------
Morning Air attack on Yokoyama Tai , at 99,130
Weather in hex: Clear sky
Allied aircraft
P-39D Airacobra x 10
No Allied losses
Japanese ground losses:
27 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 0 destroyed, 2 disabled
Engineers: 0 destroyed, 1 disabled
Guns lost 1 (0 destroyed, 1 disabled)
Aircraft Attacking:
5 x P-39D Airacobra diving from 10000'
Ground Attack: 1 x 500 lb GP Bomb
5 x P-39D Airacobra diving from 10000'
Ground Attack: 1 x 500 lb GP Bomb
Raid spotted at 15 NM, estimated altitude 11,000 feet.
Estimated time to target is 4 minutes
Also attacking 144th Infantry Regiment ...
Also attacking Yokoyama Tai ...
Also attacking 144th Infantry Regiment ...
--------------------------------------------------------------------------------
Morning Air attack on 144th Infantry Regiment, at 99,130
Weather in hex: Clear sky
Allied aircraft
Beaufort V x 3
Kittyhawk IA x 10
No Allied losses
Japanese ground losses:
7 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 0 destroyed, 1 disabled
Engineers: 0 destroyed, 0 disabled
Aircraft Attacking:
3 x Beaufort V bombing from 6000 feet
Ground Attack: 2 x 500 lb GP Bomb
Raid spotted at 11 NM, estimated altitude 12,000 feet.
Estimated time to target is 3 minutes
--------------------------------------------------------------------------------
Afternoon Air attack on 129th JNAF AF Unit , at 114,137 (Tulagi)
Weather in hex: Light rain
Allied aircraft
SBD-3 Dauntless x 55
TBF-1 Avenger x 24
Allied aircraft losses
SBD-3 Dauntless: 1 damaged
Japanese ground losses:
183 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 6 destroyed, 20 disabled
Engineers: 1 destroyed, 7 disabled
Guns lost 5 (0 destroyed, 5 disabled)
Aircraft Attacking:
15 x SBD-3 Dauntless diving from 10000'
Ground Attack: 1 x 1000 lb GP Bomb
15 x SBD-3 Dauntless diving from 10000'
Ground Attack: 1 x 1000 lb GP Bomb
15 x TBF-1 Avenger bombing from 5000 feet
Ground Attack: 2 x 500 lb GP Bomb
13 x SBD-3 Dauntless diving from 10000'
Ground Attack: 1 x 1000 lb GP Bomb
12 x SBD-3 Dauntless diving from 10000'
Ground Attack: 1 x 1000 lb GP Bomb
9 x TBF-1 Avenger bombing from 5000 feet
Ground Attack: 2 x 500 lb GP Bomb
Raid spotted at 33 NM, estimated altitude 13,000 feet.
Estimated time to target is 12 minutes
Also attacking 14th Naval Construction Battalion ...
Also attacking 129th JNAF AF Unit ...
Also attacking 14th Naval Construction Battalion ...
Also attacking 129th JNAF AF Unit ...
Also attacking 14th Naval Construction Battalion ...
Also attacking 129th JNAF AF Unit ...
Also attacking 14th Naval Construction Battalion ...
Also attacking 129th JNAF AF Unit ...
****
Not much happens in the first two days. Normal. 30th Oz Brigade, a militia unit, successfully holds off "Hori Force" as it continues it's overland attempt to assault and take Port Morosby. I'm using my airpower to try and support the boys on the ground. Every little bit helps.....a few points of disruption can make or break an attack. Here, and in lieu of any air support from distant Rabaul, the tactic worked....the Banzai attack is defeated with heavy Japanese casualties.
My plan:
Take Lunga and Tulagi.....hold PM and MB if i can. To harrass Rabaul a squadron of B-17's has been moved to PM and assigned night missions for the time being. If i'm feeling that Joe is not setting a CAP i'll take a stab at daylight. I'm also sending a reinforcement 5 x DD group to bolster the defense of the Tulagi landing force. You can never be too careful. As the situation develops, i'll post a screnie or two.
I shall return.
This is the Allied AAR side of the equation.
I am your general.......MacNik. I'm also the scenario designer because.......like Mac....i think i'm god and it's no fun to play a scenario if you can't make the rules. [:D]
Ok...seriously.
Joe wanted me to give some background. So....."background"
This is a port of the original stock Guad-Mod i created for stock a year or so ago. It's primary objective is to put the respective commander's in as much of the shoes of the actual players as possible. "Watchtower" as the operation was known to the Allied side was also called "The Shoestring campaign" and for good reason. Unlike typical campaign scenarios, devices, fuel, shipping and supply are not available in abundance allowing the player to do whatever they want when they want it.
Given the objective, the goal in game terms comes down to what i call "limited options" Some players may not like this being used to exploring "what if's" to various degrees. If thats you.....this isn't a scenario you are going to enjoy. How are these limited options realized? Primarily through logistics in two ways.
1) Both sides get a much reduced daily allottment of fuel and supply. Run your ships around too much and your going to have problems. Allow a buildup and you can "surge"
2) SPS values of bases have been altered.
Most of the bases on the map have had their values changed from stock AE to better represent the reality facing both sides during this period. The most common value is (0)0 for airfields and ports. You can still under the general game rules build here...up to 3 levels.....it will just take forever and alot of resources. This design decision was especially important for the Japan side because the first thing every Japan player does in such a scenario is not make the mistake the Japanese did in real life......wage war on Lunga from Rabaul...a base in reality too far away to be effective. Players will instead build a chain of interlinked bases......sweep and bombard Lunga to death...game over. Not here. Here you mainly get what the Japanese GHQ begot you.....a major base at Rabaul......minor bases at Shortlands and Lae and Buna. Good luck soldier.
The Americans on the same token did not have the resources at the time to go building up the chain so Lunga and Tulagi, and PM and Milne Bay become key points for them as well.
There's two more major changes in this scenario to implement the goal.
a) Restricted HQ use.
The Japan player starts the game with an almost insurmountable handicap in ground forces and those they get over time will be matched to a degree by those coming in the pipeline for the Allies. IF the first thing a Japan player does is build a base network closer to Lunga....then the first thing an Allied player does is move every available LCU to the front line bases and dig in. Not here.
Here, you'll find almost all the starting LCU's assigned to restricted HQ's. To free up a unit, you have to pay the political cost. Here's the kicker. As allied player you have to split these PP's between the two major commands. (SW and SOPAC) so the Allied player is faced with a choice of prioritizing which area he wants to reinforce. Use of restricted HQ's also helps curb mass divisional level reinforcement or greater all at once. This makes the game more interesting and better represents the fact that the Allied commanders were not at liberty to focus only on the front line bases but also had to contend with rear base garrison requirements.
b) No transport planes.
Yes, i know there were some present. Not in the scenario. why? Transport planes are accurately represented in the game in regards to capacity. What they move however is not. Supply points by necessity in this game, AE or otherwise, are an abstract concept. A supply point represents everything from a bean, to a bullet, to a barrel of avgas, to a 240mm artillery shell. As such, you automatically have a greatly enhanced transport force that both sides can utilize. Doing so defeats the purpose of representing the state of siege in the game and the importance of gaining and maintaining sea control in order for the front line bases to survive. Hence....no transport planes.
Thats pretty much it outside of minor OOB changes, the biggest from stock Guad being that Japan gets very very few ENG reinforcments that of the Base force variety. This again further limits that side's ability to build new airbases within the breadth of the scenario. This again is to require that side to fight from the prinicpal bases from which she did during the campaign. Yes the GHQ was negligent in affording the SoPac region with a good logistical support net. You, taking on the role of Yamamotto are stuck with that decision by and large.....just as Ghorm and Mac are stuck with what supply they get to forward their goals.
and here now lies, Guadalcanal, the official version for AE. Its a mod of sorts given what i've described, but its not a big mod like Nikmod. (that might come later [:D] ) I hope you enjoy it because i got squat for building it. Joe promised me a date with Jessica Alba but so far hasn't come through.
**********
and now.....the war.
****
AFTER ACTION REPORTS FOR Aug 06, 42
--------------------------------------------------------------------------------
Afternoon Air attack on 13th Naval Construction Battalion, at 114,138 (Lunga)
Weather in hex: Severe storms
Allied aircraft
SBD-3 Dauntless x 31
TBF-1 Avenger x 15
Allied aircraft losses
TBF-1 Avenger: 1 damaged
Japanese ground losses:
52 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 0 destroyed, 6 disabled
Engineers: 0 destroyed, 2 disabled
Guns lost 1 (0 destroyed, 1 disabled)
Aircraft Attacking:
16 x SBD-3 Dauntless diving from 10000' *
Ground Attack: 1 x 500 lb GP Bomb
15 x SBD-3 Dauntless diving from 10000' *
Ground Attack: 1 x 500 lb GP Bomb
15 x TBF-1 Avenger bombing from 5000 feet *
Ground Attack: 2 x 500 lb GP Bomb
Raid spotted at 19 NM, estimated altitude 13,000 feet.
Estimated time to target is 7 minutes
Also attacking 11th Naval Construction Battalion ...
Also attacking 13th Naval Construction Battalion ...
Also attacking 11th Naval Construction Battalion ...
Also attacking 13th Naval Construction Battalion ...
Also attacking 11th Naval Construction Battalion ...
Also attacking 13th Naval Construction Battalion ...
Also attacking 11th Naval Construction Battalion ...
Also attacking 13th Naval Construction Battalion ...
--------------------------------------------------------------------------------
Afternoon Air attack on 144th Infantry Regiment, at 99,130
Weather in hex: Clear sky
Allied aircraft
Beaufort V x 4
Kittyhawk IA x 10
Allied aircraft losses
Beaufort V: 1 damaged
Japanese ground losses:
15 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 0 destroyed, 2 disabled
Engineers: 0 destroyed, 0 disabled
Aircraft Attacking:
4 x Beaufort V bombing from 6000 feet
Ground Attack: 2 x 500 lb GP Bomb
Raid spotted at 48 NM, estimated altitude 9,000 feet.
Estimated time to target is 16 minutes
--------------------------------------------------------------------------------
Afternoon Air attack on Horii Group , at 99,130
Weather in hex: Clear sky
Allied aircraft
P-39D Airacobra x 5
No Allied losses
Japanese ground losses:
17 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 0 destroyed, 2 disabled
Engineers: 0 destroyed, 0 disabled
Aircraft Attacking:
5 x P-39D Airacobra diving from 10000'
Ground Attack: 1 x 500 lb GP Bomb
Raid spotted at 24 NM, estimated altitude 12,000 feet.
Estimated time to target is 7 minutes
--------------------------------------------------------------------------------
Afternoon Air attack on Horii Group , at 99,130
Weather in hex: Clear sky
Allied aircraft
P-39D Airacobra x 4
No Allied losses
Japanese ground losses:
8 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 0 destroyed, 1 disabled
Engineers: 0 destroyed, 0 disabled
Aircraft Attacking:
4 x P-39D Airacobra diving from 10000'
Ground Attack: 1 x 500 lb GP Bomb
Raid spotted at 45 NM, estimated altitude 16,000 feet.
Estimated time to target is 13 minutes
--------------------------------------------------------------------------------
Ground combat at 99,130
Japanese Shock attack
Attacking force 8230 troops, 73 guns, 0 vehicles, Assault Value = 241
Defending force 3038 troops, 30 guns, 1 vehicles, Assault Value = 139
Japanese adjusted assault: 201
Allied adjusted defense: 373
Japanese assault odds: 1 to 2
Combat modifiers
Defender: terrain(+)
Attacker: shock(+)
Japanese ground losses:
1066 casualties reported
Squads: 1 destroyed, 35 disabled
Non Combat: 1 destroyed, 47 disabled
Engineers: 0 destroyed, 37 disabled
Guns lost 1 (0 destroyed, 1 disabled)
Allied ground losses:
298 casualties reported
Squads: 1 destroyed, 30 disabled
Non Combat: 1 destroyed, 22 disabled
Engineers: 0 destroyed, 0 disabled
Assaulting units:
Yokoyama Tai
15th Engineer Regiment
144th Infantry Regiment
Horii Group
I/55 Mtn Gun Rgt
Defending units:
30th Australian Brigade
--------------------------------------------------------------------------------
AFTER ACTION REPORTS FOR Aug 07, 42
--------------------------------------------------------------------------------
Naval bombardment of Milne Bay at 101,133
Allied aircraft
no flights
Allied aircraft losses
No Allied losses
Japanese Ships
CA Chokai
CL Yubari
CL Tatsuta
CL Tenryu
Allied ground losses:
23 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 0 destroyed, 3 disabled
Engineers: 0 destroyed, 0 disabled
Guns lost 1 (0 destroyed, 1 disabled)
Runway hits 27
CA Chokai firing at Milne Bay
CL Yubari firing at Milne Bay
CL Tatsuta firing at Milne Bay
CL Tenryu firing at 101st RAAF Base Force
--------------------------------------------------------------------------------
Morning Air attack on 30th Australian Brigade, at 99,130
Weather in hex: Clear sky
Japanese aircraft
A6M2 Zero x 5
Allied aircraft
Kittyhawk IA x 2
Japanese aircraft losses
A6M2 Zero: 1 destroyed
Allied aircraft losses
Kittyhawk IA: 1 damaged
CAP engaged:
No.76 Sqd RAAF with Kittyhawk IA (2 airborne, 0 on standby, 0 scrambling)
(2 plane(s) diverted to support CAP in hex.)
2 plane(s) intercepting now.
Group patrol altitude is 20000
Raid is overhead
Raid spotted at 14 NM, estimated altitude 6,000 feet.
Estimated time to target is 4 minutes
--------------------------------------------------------------------------------
Morning Air attack on Yokoyama Tai , at 99,130
Weather in hex: Clear sky
Allied aircraft
P-39D Airacobra x 10
No Allied losses
Japanese ground losses:
27 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 0 destroyed, 2 disabled
Engineers: 0 destroyed, 1 disabled
Guns lost 1 (0 destroyed, 1 disabled)
Aircraft Attacking:
5 x P-39D Airacobra diving from 10000'
Ground Attack: 1 x 500 lb GP Bomb
5 x P-39D Airacobra diving from 10000'
Ground Attack: 1 x 500 lb GP Bomb
Raid spotted at 15 NM, estimated altitude 11,000 feet.
Estimated time to target is 4 minutes
Also attacking 144th Infantry Regiment ...
Also attacking Yokoyama Tai ...
Also attacking 144th Infantry Regiment ...
--------------------------------------------------------------------------------
Morning Air attack on 144th Infantry Regiment, at 99,130
Weather in hex: Clear sky
Allied aircraft
Beaufort V x 3
Kittyhawk IA x 10
No Allied losses
Japanese ground losses:
7 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 0 destroyed, 1 disabled
Engineers: 0 destroyed, 0 disabled
Aircraft Attacking:
3 x Beaufort V bombing from 6000 feet
Ground Attack: 2 x 500 lb GP Bomb
Raid spotted at 11 NM, estimated altitude 12,000 feet.
Estimated time to target is 3 minutes
--------------------------------------------------------------------------------
Afternoon Air attack on 129th JNAF AF Unit , at 114,137 (Tulagi)
Weather in hex: Light rain
Allied aircraft
SBD-3 Dauntless x 55
TBF-1 Avenger x 24
Allied aircraft losses
SBD-3 Dauntless: 1 damaged
Japanese ground losses:
183 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 6 destroyed, 20 disabled
Engineers: 1 destroyed, 7 disabled
Guns lost 5 (0 destroyed, 5 disabled)
Aircraft Attacking:
15 x SBD-3 Dauntless diving from 10000'
Ground Attack: 1 x 1000 lb GP Bomb
15 x SBD-3 Dauntless diving from 10000'
Ground Attack: 1 x 1000 lb GP Bomb
15 x TBF-1 Avenger bombing from 5000 feet
Ground Attack: 2 x 500 lb GP Bomb
13 x SBD-3 Dauntless diving from 10000'
Ground Attack: 1 x 1000 lb GP Bomb
12 x SBD-3 Dauntless diving from 10000'
Ground Attack: 1 x 1000 lb GP Bomb
9 x TBF-1 Avenger bombing from 5000 feet
Ground Attack: 2 x 500 lb GP Bomb
Raid spotted at 33 NM, estimated altitude 13,000 feet.
Estimated time to target is 12 minutes
Also attacking 14th Naval Construction Battalion ...
Also attacking 129th JNAF AF Unit ...
Also attacking 14th Naval Construction Battalion ...
Also attacking 129th JNAF AF Unit ...
Also attacking 14th Naval Construction Battalion ...
Also attacking 129th JNAF AF Unit ...
Also attacking 14th Naval Construction Battalion ...
Also attacking 129th JNAF AF Unit ...
****
Not much happens in the first two days. Normal. 30th Oz Brigade, a militia unit, successfully holds off "Hori Force" as it continues it's overland attempt to assault and take Port Morosby. I'm using my airpower to try and support the boys on the ground. Every little bit helps.....a few points of disruption can make or break an attack. Here, and in lieu of any air support from distant Rabaul, the tactic worked....the Banzai attack is defeated with heavy Japanese casualties.
My plan:
Take Lunga and Tulagi.....hold PM and MB if i can. To harrass Rabaul a squadron of B-17's has been moved to PM and assigned night missions for the time being. If i'm feeling that Joe is not setting a CAP i'll take a stab at daylight. I'm also sending a reinforcement 5 x DD group to bolster the defense of the Tulagi landing force. You can never be too careful. As the situation develops, i'll post a screnie or two.
I shall return.






