War is FUBAR - 1EyedJacks (J) VS NY59Giants (A)
Posted: Sat Mar 02, 2024 5:15 am
Michael (NY59Giants) and I have known each other for quite a spell - we've even punched each other's dance card a time or two. It's been a few for me since I last played WiTP:AE.
I might-could have forgotten a step or two, so if you'd like to share ideas/advice as the turns roll by, feel free to toss in your 2-cents. Some folk think they know everything; I'm not one of those. <grin>
So - down to brass tacks. We are playing one of the new RA mods that John and Michael have cooked up - the carrier-heavy version. Michael should have a bit of the initial advantage as he and John have been scheming and designing these RA mods for some time. I have done some research, checking out other AARS that used earlier RA mods, and it looks like they've got all of the bugs worked out. To be completely honest - I did check out the early versions of RA back in the day when they were doing the initial playtesting, but it's been a long minute since I've done a T1 for any mod/scenario.
What I see is that starting out as Japan, the resources are tight. Imma gunna have to go hard for oil and resources from the git-go. In truth, my initial push in this game will be for an auto-victory. Historically, Yamamoto never expected a knockdown-drag-out between Japan and America to be a winning solution. Everything I've read of him points at Yamamoto seeking a series of quick and decisive victories to get America to step back and say they didn't wanna dance anymore with Japan. In this game, when the calendar rolls over to 44, things get grim for Japan as far as the Allied tech ramping up and their industry shifting into high gear.
So here's where my initial thrust is at the start of the war:
Pearl Harbor
• Yup - pretty much a standard attack with ACTF1. We'll see how things go and then either get in a day-2 attack or push upwards to support an amphib assault by the Aleutians. I want some quick points from his BB if I can get them.
Thailand\Malaya\Sumatra\Burma:
• Most of the RTA is gunna push to Pisanuloke and cross over to Moulmein, working their way up to Rangoon and Magwe. I want Burma oil and to cut off the supplies flowing into China ala the Burma Road.
• I thought about the Mersing Gambit but will instead drive down from Singora and bases captured along the eastern flank of Malaya. I've also sent orders for ACTF3 to come through the China Sea for a port attack of Singapore. I plan to gain and maintain air superiority in that area around Singapore/Palembang to lock the area down, a few SCTF and subs to help keep allied shipping at bay, and either amphib assault Palembang or come up through Oosthaven. The landing(s) at Sumatra will kinda depend on what I see Michael doing for the defense of Sumatra and the oil fields.
• Special Ops will drop the 1st Raiders Para unit at Tandjoengbalai. That should slow down some of the troops in Northern Sumatra from trickling down to Palembang.
Borneo
• I've got magic TFs headed for Kuching. I want to establish strong Air Ops in this region ASAP to help with Sumatra\Palembang and to strike at Singapore.
• Following on the heels of the Magic TFs are other amphibious TFs going for Miri and Brunei.
Philippines
• Land-based bombers with an escort will go after Manila because there's something about allied subs that just piss me off. <wry grin>
• There's a lot of buildup around Cebu in this mod. I'll strike the base with a bombardment attack and have ACTF12 drop down near enough in the Sulu Sea to provide CAP for the bombardment TF.
• Another ACTF is shooting upwards East of Mindano from Babeldaob. I'll use the ACTF to help CAP the Bombardment TF and to go after merchies.
• The standard Batan Isle amphib landing will take place. After its capture I'll transport air support and fighters to help cover my amphib landings on the northern tip of the Philippines.
• Special Ops from Peleliu will drop the 1st Para Assault Div. on Cotabato. That and a following air support unit will give me an airfield to fly from next to the Celebes Sea. A small SCTF of DD will slip into the Celebes also. Fleeing merchies from the PI should get a thorough pounding.
China
• Clearing the rail lines of all the Chinese LCU plus grabbing air units and support troops from Manchukuo will be the initial thrust (along with the capture of Hong Kong). If I think I can knock out China quickly I will. I seem to remember Michael being fond of a defensive line in the rough terrain hexes; we'll see what he does.
DEI
I've got TFs gearing up to push through and hit Mindanao and Borneo and drive towards Java.
Subs
My subs have their initial patrols set. First I'm trying to gather my subs into positions to hit fleeing merchies or identify/engage enemy naval TFs. Michael has additional carriers too, so I guess that he'll initially try to gather them into hunting parties of 2 or 3. I think he'll try to find my larger carrier TFs and then hunt where they are not. I mean, what's the point of a mod that leans towards carriers if you don't use them - right?
Notes:
For an Auto Victory I need a 4:1 ratio by 43 and 3:1 in 44, so my work is cut out for me.
17.2.1 Automatic Victory in 1943
In 1943, if one player has 4 times the VP’s of the other, the game will end.
17.2.2 Automatic Victory in 1944
In 1944, if one player has 3 times the victory points of the other, the game will end.
17.2.3 Automatic Victory in 1945 or Later
In 1945 or beyond, if one player has 2 times the victory points of the other, the game will end.
So what do you think - should I run south to Oz for points or should I run north to India for points? Right now I'm leaning towards going after India. Any thoughts?
I might-could have forgotten a step or two, so if you'd like to share ideas/advice as the turns roll by, feel free to toss in your 2-cents. Some folk think they know everything; I'm not one of those. <grin>
So - down to brass tacks. We are playing one of the new RA mods that John and Michael have cooked up - the carrier-heavy version. Michael should have a bit of the initial advantage as he and John have been scheming and designing these RA mods for some time. I have done some research, checking out other AARS that used earlier RA mods, and it looks like they've got all of the bugs worked out. To be completely honest - I did check out the early versions of RA back in the day when they were doing the initial playtesting, but it's been a long minute since I've done a T1 for any mod/scenario.
What I see is that starting out as Japan, the resources are tight. Imma gunna have to go hard for oil and resources from the git-go. In truth, my initial push in this game will be for an auto-victory. Historically, Yamamoto never expected a knockdown-drag-out between Japan and America to be a winning solution. Everything I've read of him points at Yamamoto seeking a series of quick and decisive victories to get America to step back and say they didn't wanna dance anymore with Japan. In this game, when the calendar rolls over to 44, things get grim for Japan as far as the Allied tech ramping up and their industry shifting into high gear.
So here's where my initial thrust is at the start of the war:
Pearl Harbor
• Yup - pretty much a standard attack with ACTF1. We'll see how things go and then either get in a day-2 attack or push upwards to support an amphib assault by the Aleutians. I want some quick points from his BB if I can get them.
Thailand\Malaya\Sumatra\Burma:
• Most of the RTA is gunna push to Pisanuloke and cross over to Moulmein, working their way up to Rangoon and Magwe. I want Burma oil and to cut off the supplies flowing into China ala the Burma Road.
• I thought about the Mersing Gambit but will instead drive down from Singora and bases captured along the eastern flank of Malaya. I've also sent orders for ACTF3 to come through the China Sea for a port attack of Singapore. I plan to gain and maintain air superiority in that area around Singapore/Palembang to lock the area down, a few SCTF and subs to help keep allied shipping at bay, and either amphib assault Palembang or come up through Oosthaven. The landing(s) at Sumatra will kinda depend on what I see Michael doing for the defense of Sumatra and the oil fields.
• Special Ops will drop the 1st Raiders Para unit at Tandjoengbalai. That should slow down some of the troops in Northern Sumatra from trickling down to Palembang.
Borneo
• I've got magic TFs headed for Kuching. I want to establish strong Air Ops in this region ASAP to help with Sumatra\Palembang and to strike at Singapore.
• Following on the heels of the Magic TFs are other amphibious TFs going for Miri and Brunei.
Philippines
• Land-based bombers with an escort will go after Manila because there's something about allied subs that just piss me off. <wry grin>
• There's a lot of buildup around Cebu in this mod. I'll strike the base with a bombardment attack and have ACTF12 drop down near enough in the Sulu Sea to provide CAP for the bombardment TF.
• Another ACTF is shooting upwards East of Mindano from Babeldaob. I'll use the ACTF to help CAP the Bombardment TF and to go after merchies.
• The standard Batan Isle amphib landing will take place. After its capture I'll transport air support and fighters to help cover my amphib landings on the northern tip of the Philippines.
• Special Ops from Peleliu will drop the 1st Para Assault Div. on Cotabato. That and a following air support unit will give me an airfield to fly from next to the Celebes Sea. A small SCTF of DD will slip into the Celebes also. Fleeing merchies from the PI should get a thorough pounding.
China
• Clearing the rail lines of all the Chinese LCU plus grabbing air units and support troops from Manchukuo will be the initial thrust (along with the capture of Hong Kong). If I think I can knock out China quickly I will. I seem to remember Michael being fond of a defensive line in the rough terrain hexes; we'll see what he does.
DEI
I've got TFs gearing up to push through and hit Mindanao and Borneo and drive towards Java.
Subs
My subs have their initial patrols set. First I'm trying to gather my subs into positions to hit fleeing merchies or identify/engage enemy naval TFs. Michael has additional carriers too, so I guess that he'll initially try to gather them into hunting parties of 2 or 3. I think he'll try to find my larger carrier TFs and then hunt where they are not. I mean, what's the point of a mod that leans towards carriers if you don't use them - right?
Notes:
For an Auto Victory I need a 4:1 ratio by 43 and 3:1 in 44, so my work is cut out for me.
17.2.1 Automatic Victory in 1943
In 1943, if one player has 4 times the VP’s of the other, the game will end.
17.2.2 Automatic Victory in 1944
In 1944, if one player has 3 times the victory points of the other, the game will end.
17.2.3 Automatic Victory in 1945 or Later
In 1945 or beyond, if one player has 2 times the victory points of the other, the game will end.
So what do you think - should I run south to Oz for points or should I run north to India for points? Right now I'm leaning towards going after India. Any thoughts?